Cypher Fantasy Godforsaken PDF Free
Cypher Fantasy Godforsaken PDF Free
Cypher Fantasy Godforsaken PDF Free
CREDITS
Designers Monte Cook and Sean K. Reynolds
Additional Designers Bruce R. Cordell and Shanna Germain
Creative Director Monte Cook
Managing Editor Shanna Germain
Editor/Proofreader Ray Vallese
Art Director Bear Weiter
Cover Artist Roberto Pitturru
Cartographer
Hugo Solis
Artists
´
Jacob Atienza, Bethany Berg, Milivoj Ceran, Biagio D’Alessandro, Sarah Dahlinger, Rachel Denton,
Jason Engle, Felipe Escobar, Michele Giorgi, Alexander Gustafson, David Hueso, Baldi Konijn,
Katerina Ladon, Eric Lofgren, Raph Herrera Lomotan, Patrick McEvoy, Federico Musetti,
Mirco Paganessi, Angelo Peluso, Michael Phillippi, Roberto Pitturru, Riccardo Rullo,
Martin de Diego Sádaba, Audre “Charamath” Schutte, Lie Setiawan, Joe Slucher, Lee Smith,
Matt Stawicki, Cyril Terpent, Cory Trego-Erdner, Chris Waller, Cathy Wilkins
© 2020 Monte Cook Games, LLC. CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A.
and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of
Monte Cook Games, LLC.
Printed in Canada
TABLE OF CONTENTS
INDEX 223
GODFORSAKEN
INTRODUCTION
o
f all the genres, fantasy is almost Or set your game in the modern world, where
unquestionably the oldest. Tales of gods, the players take on the roles of secret espionage
demons, heroes, and magic extend back wizards and wizard-slayers, combatting foreign
much farther than any of them were ever agents who also wield magic. Or develop a
written down. Not surprisingly, then, fantasy is fantasy game where the characters are undead
also probably the most flexible genre. You can pirates deep beneath the sea in the nineteenth
have fantasy set in the distant past, in the far century, struggling over the true treasure of Davy
future, in the present day, on another world, Jones’s Locker.
or even in a different dimension with entirely Whatever your choice, the Cypher System
different physics and cosmology. That’s a lot should be able to help you make it a reality.
of choices (and a lot to cover in one book). To That’s what we set out to do with Godforsaken. If
say that you’re going to play in or run a fantasy your game has magic or the supernatural of any
roleplaying game prompts a lot of additional kind, it’s fantasy, and this book provides rules,
questions. Where will it take place? Is it inspired tools, and insights that hopefully will make
by a particular book or movie? Is it modern day your game better. It may lean toward traditional
or something with dragons and castles (or is it fantasy—elves, dragons, and so on—because
modern day with dragons and castles)? Can I that’s what most people are interested in, but
play an elf? the information in this book extends to any sort
And therein lies the fun, I think. of fantasy you want. And remember, even within
Because you get to decide the time and the bounds of “traditional,” you can always do
place. You get to decide how and why there’s something untraditional. Maybe the dragons
magic, supernatural creatures, strange mystical are the good guys, out to preserve their peaceful
phenomena, or all of them together (and lands from marauding elves. With the Cypher
probably a lot more). You can base it on Tolkien, System, you can make anything happen.
the father of modern fantasy, or you can throw
him out the window and change it all around.
Whatever you choose is the right choice. The
only thing you don’t want to be is boring. With
literally no boundaries other than those you set,
there’s simply no excuse to make fantasy dull.
If you or your friends are tired of goblins and
dwarves, swords and fireballs, don’t use any
of them. Set your fantasy game on an infinitely
long bridge connecting Heaven and Hell, and
have stories about those who travel this bridge.
4
Part 1
FANTASY WORLDBUILDING
CHAPTER 1
T
he first step in running a fantasy you want to assemble pieces of those
game is figuring out what setting favorites into your own world.
you want to use—what you want You might feel a little guilty about taking
the world of your game to be like. This parts of other people’s work and putting
involves asking all the basic questions them into your home game. But don’t. It’s
you need to answer about a setting. Is it not stealing—it’s an homage, and it’s been
on Earth, another world, or something happening in worldbuilding since forever.
in between? Is it the present day, the At the dawn of fantasy roleplaying (in the
past, or the future? Fantasy adds other 1980s), it was common for heroes to quest
questions to that list, such as: are there to find Excalibur, go on heroic adventures
For a home game, any fantasy creatures in it (dragons, orcs, with Sinbad, and try to destroy an evil ring
anything goes. But if
goblins, demons, and so on)? Do regular of invisibility. The fantasy genre is full of
you publish your world,
do some extra work to people know about magic and the fantasy fertile soil, and different stories and settings
update your in-jokes and aspects of your setting, or are their lives cross-pollinate each other all the time. One
homages so they aren’t
plagiarism or a copyright completely mundane? This chapter walks author inspires another to make derivative
or trademark violation. you through ways to quickly put together fiction. Another author opens up their
a fantasy setting that draws on other world as a shared world and other authors
sources, how to craft your own setting write for it. Named characters make cameo
from scratch, and how to mix the two. appearances in famous works, or are
name-dropped as hints that they’re in the
same stories. Riffing on someone else’s work
BORROWING FROM OTHER SOURCES is a natural step toward learning how to create
There are thousands of fantasy novels, something that’s completely yours, just like
television shows, and comic books out people who learn to draw often practice by
there, and more new ones being created studying and tracing other drawings.
every day. Maybe one, two, or a handful If you like a particular fantasy movie,
of them inspired your love of fantasy, and TV show, or comic book, and you want to
make a setting or a one-shot adventure
based on that, do it. If you’re excited
about the source material, your players
Throughout this book, you’ll see will feel it too. If you prefer, you can
page references to various items change names, change the time period,
accompanied by this symbol. These or change the motivation for one of the
are page references to the Cypher major NPCs—it’ll obscure what you’re
System Rulebook, where you can find
referencing and keep your well-read
additional details about that rule,
players from guessing what your source
ability, creature, or concept.
material is. It’s okay if your players think
6
BUILDING YOUR FANTASY SETTING
(or even say) that the world or scenario incredibly popular, with multiple novels,
reminds them of something else. There comics, and videogames set here. It has
are a lot of common tropes in fantasy, a little bit of everything—wild lands for There’s a saying that
there are only two basic
many famous fantasy stories borrow exploration, large cities for intrigue, secret
fiction plots: someone
concepts from more obscure sources, societies, and mysterious evil cults set on goes on a journey, and
and sometimes stories repeat in cycles. world domination—so you can run any a stranger comes to
town. This saying has a
What makes your story unique (even if it’s sort of game you want here. corollary: it’s the same
based on something else) is the personal story, told from two
different perspectives.
touch that you and your players bring to Gods of the Fall: The old gods died
the table. when their home realm fell from the
sky and brought the world into a dark
age. A generation later, a few people
USING A PUBLISHED (including the PCs) have awoken with a
FANTASY GAME SETTING spark of divinity and must fight to enact
Sometimes you don’t want to take pieces prophecies that restore order to the world
of settings and fuse them together— and elevate themselves to be the new
you just want to run a game set in your pantheon of gods.
favorite fantasy world. If that world
exists only as fiction, you’ll have to do Lord of the Rings: Several publishers over
some extra work to fill in details and the past forty years have created RPGs
options, but if that world has already been set in the most famous fantasy world,
published as an RPG setting, that work with the most recent being The One Ring
has mostly been done for you. Likewise, Roleplaying Game.
if you don’t have the time or inclination
to create your own fantasy world, using Numenera: Science fantasy set on the
a published setting gives you everything Earth of one billion years in the future,
you need without all of the legwork. where remnants of ancient technology
Fantasy is probably the most popular and bioengineering are treated as magic
RPG genre, and dozens of fantasy by the pseudo-medieval humans trying to
roleplaying games out there include survive in a weird and dangerous world.
a detailed setting. Using that setting
(whether you use its rule system, the Shadow of the Demon Lord: This game
Cypher System, or something else) is an presents a fantasy world on the brink of
easy way to have a world ready to run a an apocalypse. Amoral PCs balance sanity
game in, and most of them also include and corruption as they complete quests,
adventures that are ready to play. Here are earn their legacy, and perhaps delay the
a few examples of fantasy RPGs that you ascension of the Demon Lord that wants
can use immediately: to consume everything.
7th Sea: A swashbuckling fantasy setting The Strange: A modern setting with
in a world reminiscent of early modern dimension-hopping to parallel worlds
Europe, with real and fictitious secret called recursions that are based on myths,
societies working behind the scenes. legends, and fiction. Characters can jump
from the modern world to Camelot, a
Forgotten Realms: A high-magic fantasy magical land called Ardeyn, the world of
setting that started out as a home Sherlock Holmes, and any other fictional
campaign by its creator and grew to be realm the GM decides to include.
7
GODFORSAKEN
When we discuss fantasy Warhammer Fantasy: An RPG set in a war between two neighboring kingdoms
in your world, we
the grim near-Renaissance world of the over a petty disagreement, replace all the
deliberately don’t use
labels like “high fantasy” Warhammer Fantasy Battles wargame, humans in one country with elves, or kill
and “low fantasy” where Chaos is on the rise, firearms mix off a popular god, and let the PCs deal
because those mean
different things whether with magic, and secret cults and mutants with the consequences of these changes.
you’re talking about undermine civilization.
fiction or roleplaying
games, not everyone
agrees on the definitions, Remember that you can always change CREATING A NEW SETTING
and there’s a lot of elements of a published setting to suit If you’re willing to put in the work, there’s
overlap in various fantasy
genres. These labels are what you want for your fantasy game. nothing quite as satisfying as developing
useful only if they help Not only does this let you put your own your own fantasy setting. This section has
you summarize your
setting for your players. stamp on the world you’re creating, but advice for creating the foundation of your
it makes sure the players can’t predict world and tips for jump-starting other
Chapter 5: Fantasy what awaits them. For example, you could aspects of the design process. Even if
Gaming Inspiration,
wipe out a major city with a plague, start you already have a good idea of what you
page 43
want your world to be about, this can help
you fill in some broad strokes or think up
a unique twist.
Chapter 5 summarizes many fantasy
worlds presented in novels, films, and
TV shows that can give you ideas (or
even easily lifted large chunks) for your
own setting.
One general bit of advice for
worldbuilding: it’s okay to change things,
even tearing it all down and starting from
scratch. If something doesn’t work, or if
you don’t like how it’s turning out, fix it.
If you’ve already been running games in
that world, and the players want to keep
playing the same PCs, let them—it’s a
common staple of fantasy to have radical
changes in a magical world or introduce
portals that take the heroes to an entirely
different world. Discard what doesn’t
work, polish up the parts that do, and
add in something new for variety.
8
BUILDING YOUR FANTASY SETTING
9
GODFORSAKEN
10
BUILDING YOUR FANTASY SETTING
for a while, and now is back again. Magic If magic is easier to use than science,
might face an upswing (increasing as magic might trivialize technology enough
the story progresses) or downswing that scientific breakthroughs are inferior
(decreasing as the story progresses), compared to their magical equivalent.
and these cycles might be seasonal, There’s little point in inventing an internal
annual, centennial, or longer. Magic combustion engine if a wizard can
from earlier cycles might work normally, enchant a carriage to move by itself, nor is
fail completely, or act erratically if the there much reward in inventing a flintlock
specific rules for magic change with each
iteration. CAMPAIGN IDEA: THE GREAT CITY
Magic can be recent, perhaps because Many adventures take place entirely
of some event that changed the laws within a city. Why not take that idea
of the universe. Magical lore is scarce to the next level and run a city-based
because magic was impossible before, campaign? Whether the PCs are
and magic items might be scarce unless locals or new arrivals, any community
the recent arrival of magic triggered with thousands of people is full of
spontaneous changes in certain objects. opportunities for adventure. Suddenly
Depending on how recently magic the PCs have homes and history, and
became possible, the PCs might be some they can’t avoid the consequences
of the earliest practitioners of it. of their actions by moving on to
the next tiny village. Crime, politics,
MAGIC AND TECHNOLOGY and cosmopolitan issues like social
How long magic has been available can class and species become important
have an interesting role in shaping the factors when the characters don’t
development of technology in the world. spend most of their time miles away
Magic might have no effect on from civilization. Are the PCs heroes,
technology and be treated much like a trying to clean up a slum or oust a
corrupt official? Are they antiheroes
specialized kind of scientific knowledge.
or vigilantes, skirting the edges of the
A wizard might carry a pistol and a wand,
law? Or are they outright criminals,
a nuclear physicist might use a magical
such as members of a thieves’ guild
device to gain insight into subatomic
trying to secure more territory without
particles, and a police detective might
attracting too much attention from
use forensics and spells to find clues for
the authorities? Your hometown
solving crimes. and local news can be fodder for
Magic might oppose technology, city-based adventure ideas, and the
and vice versa. Prominent magic PCs are sure to develop personal
might automatically limit technological connections in their communities—a
development to a specific historical time very different experience for those
period or exclude certain branches of who are used to drifting from village
technological advancement (such as “no to village like tumbleweeds.
gunpowder” or “no electrical devices”).
11
GODFORSAKEN
pistol if fire wands are more reliable, more conflicts and pacts influence the current
accurate, and don’t require ammunition. state of affairs. Fortunately, history itself
Magical advancement might replace provides an excellent shortcut if you
technological advancement as the norm, want to create your own fantasy game
with magical trains crossing a kingdom or world: take a period of history that you
bound servitor-spirits carrying messages know about, add some fantasy elements
from city to city. In places where magic (especially if you keep magic on the
doesn’t work (such as a magic-dead area low-powered end), and run with it.
created by a disaster), true technology can One way to do this is to assume that the
gain a foothold, which tends to make the fantasy aspects have always been there
conflict between magic and technology a in our history; they’ve just been erased
factor in the campaign story. from modern storytelling or are so old that
truth, myth, and legend are intertwined.
HISTORY PLUS FANTASY Pick a location and historical period
Most of us aren’t historians or experts on you’re interested in, do some reading to
international conflicts, feudalism, or any understand what was happening at that
of a dozen other fields that would make place and time, and add appropriate fantasy
us especially skilled at inventing countries elements. Warring faiths, incursions by
for a fantasy world, filling in their back dangerous monsters, and despotically
history, and figuring out how their old minded wizards become the antagonists
12
BUILDING YOUR FANTASY SETTING
13
GODFORSAKEN
Five Elements: Adapted from traditional of your position in that debate, there is
Chinese philosophy, this is a system one definite fact about character death: it
where wood, fire, earth, metal, and water penalizes the player, because while their
are phases in a cycle of creation and character is dead, they aren’t able to play.
destruction. A world based on these They have to wait until the character is
concepts could have seasons, years, or revived or they create a new PC.
decades associated with each phase— As you think about whether you
wood means growth and abundance, fire want this sort of magic in your world
Imagine how strange means flowering and increasing energy, and your feelings about PCs making
it would be to have a
earth means leveling and moderation, heroic sacrifices, remember to consider
TV show with so many
character fatalities that metal means harvesting and collecting, whether permanent PC death is part
by the end of the first and water means stillness and retreat. of the story you want the campaign to
season, none of the
principal actors from Creatures, magic, and even the PCs tell, or an obstacle to it. It doesn’t hurt
the first episode are might be tied to these cycles, easing and to talk with the players about it before
on the show anymore.
This happens in fantasy
hindering tasks as different phases gain starting the campaign. When you’ve
RPG campaigns with ascendency. made a decision about the presence or
no resurrection magic. absence of resurrection magic, inform
Shadow vs. Light: Light is positive the players and tell them what their PCs
and good, and darkness is sneaky and would know about death in the campaign
evil. For a change of pace using this world—whether it is always permanent,
duality, perhaps light is represented easily reversible, only for heroic souls,
by a tyrannical sun god who blasts the expensive and debilitating, has some kind
desert realms with his rays, and darkness of attrition, and so on.
is his gentle, protective offspring who
provides safe shelter from his wrath. As a MAPMAKING
third option, perhaps light and darkness Much of the fun of creating a fantasy
are both dangerous extremes, and the world is making a map and filling in
balance represented by dawn and dusk is the empty parts with the bones of story
the source of peace and kindness. ideas that will get fleshed out over the
course of the campaign. Some people
It’s the authors’ IS DEATH PERMANENT? find the initial step of making a map to be
perspective that in a
One big question about designing your intimidating; after all, there are rules for
high-magic game,
coming back from own fantasy setting is whether people where mountains go on a planet, where
the dead is a thing can use magic to revive the dead. Player rivers flow, the best places to found cities,
that heroes do,
although it may not characters engage in risky behavior, and and so on.
be easy, immediate, sometimes a PC dies because of a poor Most of those rules go away if you’re
or quickly forgotten.
die roll. There have been many debates creating a fantasy setting, especially if
about resurrection magic in games, it isn’t limited to Earthlike conditions
See also Death and most of which is based on opinions that shaped the terrain over millions or
Resurrection, page 54
(“It lessens the sacrifice of a character billions of years. Your world may have
who dies to save others” and “It makes been built by a god who slowly went
death a trivial obstacle”) or corner cases mad and put terrain features in strange
The book Your Best (“Some players will throw themselves places, or by a pantheon of warring gods
Game Ever also talks
at tough challenges because they know who claimed and shaped their favorite
about character death,
restoring characters, they can try again if they fail” and “If territories. The world may have had a
making room for grief, you resurrect the previous king, that’s a magical disaster or an invasion from the
and high-lethality games.
threat to the current king”). Regardless realms of chaos that altered the landscape
14
BUILDING YOUR FANTASY SETTING
in strange ways. In other words, it’s okay north-south orientations than they do on
if some aspect of your fantasy world’s Earth. If your heroes are adventuring in One weird almost-Earth
variant in the 1980s
geography doesn’t make sense in terms a country geographically similar to Korea
was taking the Earth
of Earth climate and tectonics—your and they decide to travel to the mainland, map and inverting the
world isn’t Earth and doesn’t have to you can always take a peek at the terrain high and low points,
so that land is water
follow its rules. Your world can be a cube, and settlements of northeastern China and water is land.
a flat plane, a circle, a Möbius strip, a and come up with rumors of what the PCs
ringworld, the inside of a hollow sphere, might find there. For more inspiration,
or anything else. look at a map that’s a few centuries old
Of course, the more Earthlike your and use those borders and names for
world is, the easier it is for your players to ideas so they’re not so obviously drawn
understand it and for you to fill in details from modern Earth sources.
when the PCs literally go in a direction
you didn’t expect. It’s easy to start with ADVISING PLAYERS
part of an Earth map, loosely trace it to ABOUT YOUR SETTING
create your own coastline, and use the Now that you’ve created the foundation
terrain features and major settlement for your setting and added details about
locations. Omit or add a major landform where the campaign will begin, it’s time to
here and there, and your players may tell the players about it so they can start
never realize it’s based on Europe or preparing for the game. This might involve
the United States or Central America or getting in the right mindset for high, low,
southern Asia. To obscure your source or dark fantasy; thinking about what sort
even more, rotate the Earth map 180 of characters they want to create; doing
degrees so the lands have the opposite research beforehand; and so on.
15
GODFORSAKEN
16
BUILDING YOUR FANTASY SETTING
Magic Reality: Denied (there is no of your summary. You might say that
believable evidence that magic exists), your game is “Middle-earth just after
suspected (there’s enough indirect evidence The Return of the King, and the people of
that most people believe it exists and is real, Gondor are clearing out pockets of orcs
with guardian angels, fortune-telling, and looking forward to a future of peace
and exorcism being common examples), and prosperity.” Or “The Magicians just
absolute (everyone believes magic is as after season one, and the PCs are recent
real as trees and humans). graduates of the university that teaches
magic.”
By combining these concepts, you can
give the players (and their characters) a
solid one- or two-sentence foundation
about what to expect in the game. Here
are several examples:
• Fantasy Los Angeles, modern day,
high magic awareness, absolute magic
reality. This is a version of Los Angeles
where orcs, elves, and other fantasy
species live next door to humans, and
magic is real but limited to those with
a special talent for it.
• Fantasy England, modern day, basic
magic awareness, denied or suspected
magic reality. In this setting,
magic-aware wizards, witches, and
magical creatures hide their true
nature from unknowing humans,
essentially living double
lives or in a secret world
where they remain unseen.
• Middle-earth, near the
end of the Second
Age, informed magic
awareness, absolute magic
reality. Sauron has the One
Ring and is warring against the
humans and elves, and people
know magic exists but it is
mainly in the form of items
and creatures rather than
spells that humans can
learn.
17
GODFORSAKEN
CHAPTER 2
FANTASY PLOTS
F
antasy is such a staple of modern relevant character arc to pursue or using
Character arcs, entertainment that everyone is generally one of the background connections for
page 238
familiar with common fantasy plots, their character type), their connection to
Warrior background and players usually can recognize the plot the plot is strong, even if it changes over
connection, page 22 hooks the GM puts in front of them (even the course of the campaign.
if they don’t immediately take action to
connect their characters to the plot). Often Switching It Up: The presence of a fantasy
the motivation for the players depends on or supernatural element gives you many
which of several available plots interests more opportunities to switch around
them the most—treasure, justice, glory, aspects of the plot to create something
and avoiding certain death are the new and interesting that the players won’t
most common motivators. A smart GM be able to predict. Instead of a dragon
plans ahead enough to have the seeds of kidnapping a princess, have an adventure
multiple plots growing at the same time in about a princess who kidnaps a dragon (or
different stages so flighty PCs can change a dragon egg). Instead of an antagonist
what they’re interested in doing without NPC searching for a lost artifact because
stalling the entire campaign. they want to create an army of undead,
have them desperate to find it because
they want to bring their true love back
CREATING A PLOT from the dead. Instead of a warlord forcing
There are three tricks to setting up a game peasants to swear fealty with an ancient
world or campaign that your players want oath because it empowers the tyrant
GMs should try to always to visit over and over again. with magic, have them do it because the
have important events
happen “on stage.” warlord needs to protect them against
Rather than having a The Human Element: Including an an upcoming psionic invasion from the
messenger delivering emotional element that the players and realm of nightmares. Note too that not
the news that the king
has been murdered, their characters can connect to is usually every campaign plot needs to be switched
it’s much more exciting a stronger motivation than greed or glory. around; having a few traditional adventures
if the PCs happen to This doesn’t have to be an overused trope with bandits extorting tolls, assassins
be at court when the
foul deed is done. like “Orcs are attacking and you hate threatening the king, or wererat thieves
orcs because they killed your parents” in the sewers helps make the unusual
or “The evil wizard is killing all firstborn adventures more unique and memorable.
to thwart a prophecy,” but good stories
often come from plucking at a real-world Translating From Other Sources: If you’re
emotional bond like protecting a family short on ideas, look at non-fantasy films
member, locating an heirloom, or righting and television shows you like, select a
an injustice. If you can create a general story you enjoy, and add fantasy elements
overarching plot and give the players to it. Run a game based on Hamlet, but
room to specify their characters’ initial set it in a fantasy village with real ghosts
role in the story (such as by selecting a and plenty of local intrigue. Instead of
18
FANTASY PLOTS
Betrayal: Someone has brought harm to Revenge: Someone has been wronged by
something they should have protected, another party and they need help to make
such as a friend, lover, business, guild, it right. The wronged party might be one
or kingdom. The PCs need to find out the or more NPCs, or the PCs themselves.
truth of the betrayal and decide whether Getting revenge might be in line with the
they want to assist in bringing the law or contrary to it.
perpetrator to justice.
Sacrifice: Something or someone is going
Family Troubles: Blood feuds, undesirable to be sacrificed (willingly or unwillingly)
romances, desperate measures to retain for a greater purpose, such as to mollify
or regain power, and hiding or covering an angry god, forestall a curse, or save
for a black sheep are all fun stories that the harvest. The PCs might try to find a
can go in many directions with a dash of replacement for the sacrifice (who might
fantasy. If a PC is related to the family in be one of their group) or a way to negate
question, even better. the need for one entirely.
Fugitive: Someone is on the run and another Unkind Fate: One or more creatures
is attempting to capture them. The PCs can are suffering through no fault of their
take a role on either side of this conflict, own and could use some help to survive
or they may be forced into becoming or thrive. Natural disasters, plague
the hunter or the hunted. If the PCs get outbreaks, petty gods, war, and bouts of
involved after the fugitive has been caught, it madness often lead to this kind of story.
becomes a story about an abduction.
19
GODFORSAKEN
CHAPTER 3
I
t’s very common for players who like Assassin/Spy: Explorer and Warrior
fantasy roleplaying games to have a are good type choices for an assassin
particular kind of character they like to character. Appropriate foci are Masters
play. Sean likes playing healers, Tammie Weaponry, Moves Like a Cat, Murders,
likes playing fighters, and Bear and and Works the Back Alleys.
Charles like playing rogues with a little bit
of magic mixed in. This chapter discusses Barbarian: A barbarian character is
many of these common fantasy RPG probably a Warrior or (to focus a little
archetypes and gives suggestions about more on skills than combat) an Explorer.
This section is particularly how to create characters like that in the Good foci to choose from are Lives in the
useful for players who are
Cypher System. Wilderness, Masters Weaponry, Needs No
familiar with RPGs like
D&D and Pathfinder, but In some cases, the ideas here require Weapon, Never Says Die, Performs Feats
are new to the Cypher minor changes to the flavor described in of Strength, and Rages.
System and unsure how
to make their favorite the character options; you should work
kind of character. with your GM to make sure these changes Bard: Bards in fantasy fiction and
are suitable for the campaign. Most of the games are troubadours, minstrels, and
foci in this section appear in the Cypher storytellers, perhaps with a supernatural
System Rulebook; foci with an asterisk (*) element. Bards are usually Explorers or
are found later in this chapter. Some of Speakers. Appropriate foci are Entertains,
these options recommend swapping out Helps Their Friends, Infiltrates, and
a type ability for an ability from one of the Masters Spells.
Flavor, page 34 character flavors such as combat, magic,
or stealth. Cleric or Priest: Academic clerics are
usually Adepts or Speakers, but martial
Alchemist: In the sense that an alchemist clerics are often Warriors (perhaps with
is someone who makes magical items magic flavor). For a typical cleric with
or similar types of things, Adept and a versatile set of abilities, choose the
Explorer are appropriate type choices for Channels Divine Blessings focus. For
academic alchemists. For a general sort of more specific kinds of clerics, see the
alchemist who makes potions of magical following foci:
effects, choose the Masters Spells focus • Cleric (death): Consorts With the Dead,
(instead of spells, you learn potions). Shepherds Spirits
For one who transforms into a powerful • Cleric (knowledge): Learns Quickly, Sees
and dangerous creature, choose Howls Beyond, Would Rather Be Reading
at the Moon. For one who loves throwing • Cleric (life): Defends the Weak,
bombs, choose Bears a Halo of Fire. For a Shepherds the Community, Works
healer, choose Works Miracles. Miracles
20
FANTASY CHARACTER OPTIONS
21
GODFORSAKEN
Monk or Martial Artist: As masters of Ranger: Rangers mix combat and skills,
unarmed combat, monks are usually and therefore are usually Explorers
Warriors or Explorers (perhaps with a (perhaps with combat flavor) or Warriors
combat flavor). Appropriate foci are (perhaps with skills and knowledge
Fights With Panache, Needs No Weapon, flavor). Appropriate foci for a ranger
Even more than in a and Throws With Deadly Accuracy. are Controls Beasts, Hunts, Lives in the
sci fi setting, fantasy
Wilderness, Slays Monsters, Throws
offers the opportunity
to play anything Paladin/Holy Knight/Paragon: As holy With Deadly Accuracy, and Wields Two
as a character. A warriors who mix martial prowess and Weapons at Once.
magically animated
sword, a talking cat, magic, paladins are usually Warriors
or a lumbering troll or Explorers (in either case, perhaps Rogue or Thief: Most rogue-type characters
could all be PCs in
a fantasy game. Just
modified with the magic flavor). Good are Explorers, but an interaction-focused
figure out rules for their foci for this type of character include rogue could easily be a Speaker (perhaps
descriptor that make Defends the Gate, Defends the Weak, with stealth flavor). Good foci for rogues
the character fun to
play but neither too Metes Out Justice, Slays Monsters, and are Explores Dark Places, Fights Dirty,
over- or underpowered. Wields an Enchanted Weapon*. Hunts, Infiltrates, Is Wanted by the Law,
Moves Like a Cat, Sailed Beneath the Jolly
Roger, and Works the Back Alleys.
22
FANTASY CHARACTER OPTIONS
Trickster or Con Artist: These clever folks Wizard: For the purposes of this list,
are typically Speakers, although they wizards study magical lore at length to
could be Adepts if they are very magical learn the ways of spellcasting (as opposed
(or Explorers if they aren’t magical at all). to sorcerers, warlocks, and so on).
Foci choices include Fights Dirty, Works Wizards are usually Adepts, but a
the Back Alleys, or Entertains. person-oriented wizard might be a
Speaker (perhaps with the magic flavor).
War-wizard: For those unusual characters For a generalist wizard who has a variety
who use a mix of weapon attacks and of spells, choose the Masters Spells
spells, play a Warrior with magic flavor focus. For more specific kinds of wizards,
or an Expert with combat or magic flavor. see the following:
Appropriate foci include Fights With • Wizard (abjurer): Absorbs Energy,
Panache, Masters Weaponry, and Wields Focuses Mind Over Matter, Wears a
an Enchanted Weapon*. Sheen of Ice
• Wizard (conjurer or summoner):
Warlock or Witch: For the purposes of this Controls Beasts, Keeps a Magic Ally
list, warlocks and witches are mages who • Wizard (diviner): Learns Quickly, Sees
gain magical power from pacts they make Beyond, Separates Mind From Body,
with otherworldly entities. Most warlocks Solves Mysteries
are Adepts, but Explorers and Speakers • Wizard (enchanter): Commands
(perhaps with magic flavor) can be Mental Powers, Leads
interesting options. Fun foci for a warlock • Wizard (evoker): Bears a Halo of Fire,
include Dances With Dark Matter, Keeps a Blazes With Radiance, Rides the
Magic Ally, Masters the Swarm, Separates Lightning, Thunders, Wears a Sheen
Mind From Body, and Was Foretold, but of Ice
(depending on the patron and pact) most • Wizard (illusionist): Awakens Dreams,
sorcerer and wizard foci work just as well. Crafts Illusions
• Wizard (necromancer): Consorts With
Wild Mage: Those who use chaotic magic the Dead, Shepherds Spirits
are usually Adepts, but a dabbler might • Wizard (transmuter): Controls Gravity,
be an Explorer or Speaker with the magic Focuses Mind Over Matter, Takes
flavor. The best focus that suits this Animal Shape*
theme is Uses Wild Magic*.
23
GODFORSAKEN
If you want to play an As with the foci in the Cypher System 1 Tier 2: Soothe the Savage (184)
animal shapechanger
Rulebook, the numbers listed after 1 Tier 3: Bigger Animal Shape or Greater
who keeps their abilities
a secret, take the the abilities for each tier are the page Beast Form (146)
Sheds Their Skin focus numbers where those abilities are 1 Tier 4: Animal Scrying
from We Are All Mad
described. If an ability doesn’t have a 1 Tier 5: Hard to Kill (148)
Here (page 176).
page number listed, it is new to this book 1 Tier 6: Blurring Speed (115) or Lend
Greater Beast Form and is explained at the end of this chapter. Animal Shape
applies to using
GM Intrusions: The character
Animal Shape.
unexpectedly changes form. An NPC is
frightened by or aggressive toward the
shapeshifter. The transformation takes
longer than expected.
24
FANTASY CHARACTER OPTIONS
25
GODFORSAKEN
26
FANTASY CHARACTER OPTIONS
Builds Robots: You create golems or other Flies Faster Than a Bullet: You have a
animate things out of inanimate materials powerful supernatural creature (such as
(and perhaps you choose a specific kind an angel, deity, or demon) as a recent
of material to work with, such as cloth, ancestor.
leather, metal, stone, or wood). As an
alternative to the Consorts With the Dead Fuses Flesh and Steel: Portions of your
focus, you could create undead, which body have been replaced with magically
makes you a necromancer who is more animated prosthetics, parts from undead
concerned with crafting than talking to creatures, or one or more weirdly
spirits and learning death magic. inhuman demons. Enhanced Body might Enhanced Body,
page 134
require magical powders or distilled souls
Calculates the Incalculable: Instead of to repair damage to your unnatural parts. Interface, page 155
an incredible intellect, you have a gift of Interface gives you insight about magic
prophecy, a helpful spiritual companion that you touch, sniff, or eat.
who whispers knowledge in your ear, or
a magical sense that lets you read and Fuses Mind and Machine: Some or
understand people. Abilities that give all of your brain and nerves have been
training in mathematics instead give augmented or replaced with something
training in magical lore. that isn’t alive in the conventional sense,
such as flesh harvested from a dead god,
Conducts Weird Science: You are an a sentient crystal, or a demon.
alchemist, an inventor, or a hedge
magician, using your knowledge of weird Grows to Towering Heights: You have
and exotic materials to solve problems giantish blood or are descended from
and improve contemporary technology something bigger and more primordial,
like crossbows and lanterns. such as a titan or proto-deity.
Dances With Dark Matter: You manipulate Is Idolized by Millions: Perhaps your fans
shadow and darkness, substances that don’t quite number in the millions, but
in a fantasy world are as real as classical you are well known no matter where you
“elements” like air, earth, fire, and water. go. You might be the bastard offspring
of a king or queen, an accidental hero
Drives Like a Maniac: Instead of a car, who saved a religious figure from
you have a semi-intelligent mount or a assassination, or a mortal child of a In The Marvelous
Land of Oz, the Gump
magical vehicle such as a flying carpet or popular deity. Or maybe you have a
is a cobbled-together
an animated couch with a trophy animal unique magical gift that makes people like creature brought to life
head tied to the front. Instead of skill with you and want to be around you. with a magic powder.
Its body is two sofas, its
driving a vehicle, you are skilled in riding head is a taxidermized
or flying this creature or thing. Is Licensed to Carry: You have an unusual elk, its tail is a broom,
and its wings are palm
weapon, either something mundane (like trees. Sometimes
Exists Partially Out of Phase: You have a repeating crossbow you made or found) fantasy is really weird.
one foot in the land of ghosts or some or something magical (like a legendary
kind of shadow realm. You might be an bow or throwing star). Any focus abilities
exile from that place and able to return relating to firearms instead apply to this
only for brief periods, or an interloper weapon.
from the mortal world who can cross over.
27
GODFORSAKEN
Loves the Void: If the setting doesn’t have Siphons Power: You are a magic-vampire;
magical ships that travel from planet instead of draining mechanical devices
to planet, perhaps you’re a creature of and machines, you draw magic out of
the deep sea or a huge subterranean items and ongoing spells. Eventually
cave where gravity and density are very you’ll learn how to pull raw magical
different from that of the surface world. energy out of creatures, too—and maybe
Instead of a spacesuit, you have a magical certain creatures have a better “taste”
helmet, ring, or suit of armor that lets you than others.
move around in the human world—an
environment that would quickly kill you Talks to Machines: Rather than having
without suitable protection. a connection to machines, you coax
loyalty and affection out of seemingly
Pilots Starcraft: Although this focus is nonsentient magic items, as well as
strongly attached to many sci fi concepts, magical constructs like golems (and
you could play a fantasy character with perhaps even other creatures created or
this focus if the setting has magical sustained by magic, such as undead).
spaceships (or dimension ships). Or
perhaps you have a small, unique magical Wears Power Armor: Instead of armor
vehicle that can sense its environment made of circuits and motors, your armor
and communicate with you over long is magical, a relic of a lost empire or a
distances. Whether this vehicle is gift from a war goddess. Over time, you
something like a boat, a metal lobster, awaken a limited intelligence in it and
a crystalline egg, or a devoted dragon learn how to activate its more unusual
depends on the setting. and powerful abilities.
Scavenges: You come from a place or time Works the System: You have an instinctive
that suffered a world-ruining disaster. or trained understanding of how magical
Whether it was a magical or technological divinations, locks, and secrets work. This
calamity, and whether your home is gives you the ability to pull on the loose
another land, dimension, or timeline threads at the edges of spells and magical
depends on what secrets the GM wants items to find a way through or around
to add to the setting. For example, you them or to tweak what they’re capable of.
Computer might be from thousands of years in the Instead of Computer Programming giving
Programming,
future when technology has advanced and you training in software and computer
page 121
magic has waned, and were somehow programs, you’re trained in magical
catapulted back in time to the present lore, bypassing magic, deciphering
(which to you is the distant past of myth magic items, and commanding magical
and legend), or perhaps you came from constructs.
a parallel universe where technology, not
magic, is supreme.
28
FANTASY CHARACTER OPTIONS
29
GODFORSAKEN
Aquatic: The animal either breathes water instead of air or is able to breathe
water in addition to breathing air.
Armor: The animal has a thick hide or shell, granting +1 to Armor.
The GM can mix up the
combinations of skills and
Constrict: The animal can grip its opponent fast after making a melee attack
other abilities for these (usually with a bite or claw), easing attack rolls against that foe on later turns until
animal shapes to create the animal releases the foe.
other Earth animals, or Fast: The animal can move a long distance on its turn instead of a short distance.
create animals in the
campaign setting that Flying: The animal can fly, which (depending on the type of animal) may be up to
don’t exist on Earth. a short or long distance on its turn.
Hands: The animal has paws or hands that are nearly as agile as those of a
human. Unlike with most animal shapes, the animal’s tasks that require hands
are not hindered (although the GM may decide that some tasks requiring human
agility, such as playing a flute, are still hindered).
Scent: The animal has a strong sense of smell, gaining an asset on tracking and
dealing with darkness or blindness.
Small: The animal is considerably smaller than a human, easing its Speed
defense tasks but hindering tasks to move heavy things.
Venom: The animal is poisonous (usually through a bite), inflicting 1 additional
point of damage.
30
FANTASY CHARACTER OPTIONS
1 Defending Weapon: When using your require you to be holding or wielding this
enchanted weapon, you are trained in weapon. You can be attuned to only one
Speed defense tasks. Enabler. weapon at a time; attuning yourself to If you attune yourself to
a different weapon, come
a second weapon loses the attunement
up with a story reason
1 Dreadwood (6 Intellect points): You to the first one. Action to initiate, ten for why you are able to
manipulate wind, mist, and shadows minutes to complete. Enabler. do that and why you
chose this new weapon.
to embody the primordial fear of
mysterious woods. For the next minute, 1 Expanded Repertoire: The number of
you gain an asset on intimidation tasks. subtle cyphers you can bear at the same
Creatures within short range may become time increases by one. Enabler.
frightened; make a separate Intellect
attack roll for each creature (if you are 1 Faster Wild Magic: If you spend ten
larger than normal from using Great Tree minutes preparing your magic, you can fill
or another source, these rolls are eased). any of your open cypher slots with subtle
Success means that they are frozen in cyphers chosen randomly by the GM
fear, not moving or taking actions for (this time can be part of a ten-minute,
one minute or until they are attacked. one-hour, or ten-hour recovery action if
Some creatures without minds might be you are awake for the entire time). You
immune to this fear. Action. can’t use this ability again until after
you’ve taken a ten-hour recovery action.
1 Enchanted Movement (4+ Intellect You can still use Magical Repertoire to fill
points): You use your enchanted weapon your cypher slots. Action to initiate, ten
to move yourself to any location within a minutes to complete.
long distance that you can see, as long as
there are no obstacles or barriers in your 1 Great Tree: When you use Wooden
way. The exact way this happens depends Body, you may grow to up to 12 feet (4 m)
on your weapon; you might throw your in height. In this larger form, you add 7
magical hammer and be pulled along after points to your Might Pool and +2 to your
it, shoot an arrow from your bow that pulls Might Edge. If you chose to grow, when
you forward like a grapple line, and so Wooden Body ends you subtract 7 points
on. In addition to the normal options for from your Might Pool (if this brings the
using Effort, you can choose to use Effort Pool to 0, subtract the overflow first from
to increase the distance traveled; each your Speed Pool and then, if necessary,
level of Effort used in this way increases from your Intellect Pool).
the range by another 100 feet (30 m). If When you use Wooden Body, whether
you have another ability (such as from or not you choose to grow, instead of
your type) that allows you to cross a long looking like a wooden version of your
distance, the range of that ability and this normal self, you can take on the full
one increases to very long. Action. appearance of a humanoid tree creature
or an actual tree (including growing
1 Enchanted Weapon (1 Intellect point): additional branches, extra foliage, and
You attune yourself to a physical weapon, so on). This does not affect any of your
such as a sword, hammer, or bow. You abilities—in tree shape, you can use type
know exactly where it is if it is within a abilities, other focus abilities, and so on.
short distance of you, and you know its In tree shape, pretending to be a tree and
general direction and distance if farther hiding among normal trees are eased by
away. All of your other focus abilities two steps. Enabler.
31
GODFORSAKEN
1 Innate Power: Choose either your Might 1 Maximize Cypher: Choose one subtle
Pool or your Speed Pool. When spending cypher you bear. Its level becomes the
points to activate your focus abilities, maximum level possible for that cypher.
Meditation aid, you can spend points from this Pool For example, a meditation aid has a level
page 392
instead of your Intellect Pool (in which range of 1d6 + 2, so maximizing that
case you use your Might Edge or Speed cypher changes its level to 8. You can have
Edge instead of your Intellect Edge, as only one maximized subtle cypher at a
appropriate). Enabler. time. You can’t use this ability again until
after you’ve taken a ten-hour recovery
1 Lend Animal Shape (6+ Intellect action. Enabler.
A creature that takes points): You change into an animal, and
animal form with Lend 1 Patient
one willing creature within immediate Recovery: You gain an extra
Animal Shape counts
as an animal for the range also transforms into an animal of ten-minute recovery roll each day. Enabler.
use of Animal Scrying. that type (bear, tiger, wolf, and so on)
for ten minutes, as if they were using 1 Power Crash (3 Intellect points): You
A character might be your Animal Shape ability. For each strike your enchanted weapon against
able to take the shape
level of Effort applied, you can affect the ground (or a similar large surface),
of a creature that is
similar to a common one additional creature. All creatures creating an explosion of energy that affects
animal, such as a unicorn transforming with you must be your size an area up to immediate range from that
instead of a horse or
a basilisk instead of or smaller. A creature can revert to its point. (If your enchanted weapon is a
a lizard, but doing so normal form as an action, but it cannot ranged weapon, you can instead target a
should require applying
at least one level of Effort
then change back into the animal form. point within close range to be the center of
to the change, and the One creature (whether you or someone the explosion.) The blast inflicts 2 points of
character wouldn’t gain else) changing form does not affect any damage to all creatures or objects within
any of the creature’s
magical abilities. other creature affected with this ability. the area (except for you). Because this is
Action. an area attack, adding Effort to increase
your damage works differently than it does
1 Magical Repertoire: The number of for single-target attacks. If you apply a level
subtle cyphers you can bear at the same of Effort to increase the damage, add 2
If a character has time increases by two. If you spend one points of damage for each target, and even
Magical Repertoire, the
hour preparing your magic, you can if you fail your attack roll, all targets in the
GM should give the PC
frequent opportunities fill any of your open cypher slots with area still take 1 point of damage. Action.
to gain new subtle subtle cyphers chosen randomly by the
cyphers, whether from
GM (this hour can be part of a one-hour 1 Restorative Bloom (5 Might points):
preparation or by gaining
them automatically or ten-hour recovery action if you are When Wooden Body or Great Tree is in
as explained in the
Cyphers chapter.
awake for the entire time). As part of this effect, you produce a flower, acorn, fruit,
preparation process, you may discard or similar plant-based edible item. A
any number of subtle cyphers you carry creature that eats this food is nourished
Discovering Subtle to make room for more subtle cyphers. for a full day and restores their Might
Cyphers, page 379
Enabler. Pool, Speed Pool, and Intellect Pool
to their maximum values, as if they
1 Magical Training: You are trained in all were fully rested. Eating a second food
of your spells. As a result, you ease any produced by this ability in a day has no
task involved in the use of your spells. effect. If the food is not eaten within ten
Enabler. minutes, it spoils. Action to produce,
action to eat.
32
FANTASY CHARACTER OPTIONS
1 Throw Enchanted Weapon: You can skill roll against level 6. If you succeed,
throw your enchanted weapon up to short you gain that subtle cypher (the cypher’s
range as a light ranged weapon. Whether level is 6); if you fail, you get a random
it hits or misses, it immediately flies back subtle cypher. If you aren’t sure what
to your hands, and you can automatically specific subtle cypher you want, you
catch it or allow it to land at your feet. can ask for a broad category such as
Enabler. “healing,” “movement,” or “skill”; this
eases the magical lore task, and if you
1 Tree Companion (5+ Intellect points): succeed, the GM chooses a random
You animate a tree of approximately your cypher that fits that category. You can’t
size or smaller, creating a level 3 creature use this ability again until after you’ve
with 1 Armor. The tree follows your verbal taken a ten-hour recovery action. Enabler.
commands for one hour, after which it
reverts to a normal tree (and roots itself 1 Wooden Body (1+ Might points): You
where it stands). Unless the tree is killed transform your body into living wood for
by damage, you can animate it again ten minutes, which grants you several Your wooden body might
be smooth like a polished
when the ability duration expires, but any benefits. You gain +1 to Armor and you are
board, rough like tree
damage it has carries over to its newly practiced in using your limbs as medium bark, or a mix of both.
animated state. In addition to the normal weapons. You need about one-tenth as
options for using Effort, you can choose much air as a human. Hiding among
to use Effort to affect more trees; each trees or on a tree is eased. However, in
level of Effort used affects one additional your wooden form you move more stiffly
tree. Action. than a creature of flesh, hindering your
Speed defense rolls. Action to change or
1 Tree Travel (4+ Intellect points): You revert.
enter one tree and instantaneously and
safely emerge from another one within
long distance. You don’t need to specify
which tree you’re exiting from (if you
know there are trees in that direction,
you can decide how far to go and you
will step out of a tree in that area). If the
starting tree’s trunk isn’t as large as your
body, you must apply a level of Effort to
enter it. You can choose to use Effort to
increase the distance you travel; one level
of Effort used in this way increases the
range to very long, two levels raise it to
one mile (1.5 km), and each additional
level of Effort beyond that increases it by
an additional mile. Action.
33
GODFORSAKEN
CHAPTER 4
I
n a fantasy campaign, magic items Category GP Value
(like cyphers and artifacts) are the best Inexpensive Less than 1 gp
Obviously, the equipment treasure, but mundane equipment can Moderate 1–10 gp
in this chapter works
still play an important role. Weapons, Expensive 100–5o0 gp
best in a traditional
fantasy game, in a armor, and basic equipment like rope, Very expensive 1,000–10,000 gp
quasi-medieval setting. lockpicks, and a lantern might be the
Equipment in a Exorbitant 10,000+ gp
modern-day fantasy key to survival or an amazing discovery.
game would likely This chapter includes a wide selection
be much different.
The Cypher System
of armor, weapons, and miscellaneous STARTING GOLD PIECES
Rulebook is a good adventuring gear that characters can FOR CHARACTERS
resource for such settings. purchase or find as part of the story. If your campaign is using precise
costs for equipment instead of
general price categories, new
PRICE CATEGORIES characters should begin with the
OR PRECISE COSTS following items and money to
Price Categories, The Cypher System Rulebook uses price purchase additional gear.
page 202 categories as an abstract way of defining
equipment prices so players don’t have Warrior Starting Equipment:
The exchange rates for to deal with precise amounts of currency. Appropriate clothing and two
money in this chapter
However, a fantasy game often uses weapons of your choice, plus
are in multiples of 10: 6d6 + 100 gp.
10 copper = 1 silver
precise currency for equipment—starting
10 silver = 1 gold characters have to decide whether it’s
Adept Starting Equipment:
10 gold = 1 platinum worthwhile to spend their last few coins
Appropriate clothing, plus
10 platinum = 1 mithral on a backup weapon or extra lamp oil,
3d6 + 80 gp.
10 mithral = 1 adamantine and treasure hoards include piles of
So 1 adamantine coin is money and gems. Fantasy games are
worth 1,000 gold coins. Explorer Starting Equipment:
often all about questing for gold and
Appropriate clothing and a weapon
fighting magical beasts to get at ancient
of your choice, plus 3d6 + 90 gp.
treasures, so this chapter uses the more
precise method. Equipment is sorted Speaker Starting Equipment:
according to the type of item (weapon, Appropriate clothing and a light
armor, adventuring gear, and so on) and weapon of your choice, plus
priced in copper, silver, and gold pieces. 3d6 + 90 gp.
Players will want to keep track of their
currency. For GMs who prefer the general
categories in the Cypher System Rulebook,
use the following guidelines.
34
MEDIEVAL FANTASY EQUIPMENT
WEAPONS
Light Weapons (2 points of damage) Price Notes
Blowgun 5 gp Short range
Blowgun darts (20) 1 sp
Dagger 2 gp Can be thrown up to short range
Hand crossbow 75 gp Short range
Crossbow bolts (20) 1 gp
Handaxe 5 gp Can be thrown up to short range
Net 1 gp Can be thrown up to short range
Rapier 25 gp
Sickle 1 gp Short range
Sling 1 sp Short range
Sling bullets (20) 5 cp
Throwing dart 5 cp Short range
Unarmed (punch, kick, etc.) —
Whip 2 gp
35
GODFORSAKEN
WEAPON DESCRIPTIONS fire it with one hand. You need two hands
Battleaxe: A wooden pole with a blade to load it. Action to reload.
on one end. Mace: A wooden handle with a heavy
Blowgun: A long hollow tube used to metal head that’s spherical, flanged, or
shoot darts. You can fire it with one hand, knobbed.
but you need two hands to load it. Maul: A larger version of the hammer,
Bow: A bent piece of flexible wood with such as a sledgehammer.
a taut string connected to each end. It Net: A net designed for battle rather
fires arrows. You need two hands to fire it. than fishing. It has metal hooks at each
Broadsword: A long-bladed sword, intersection to help catch your enemy.
longer than a dagger, heavier than a You can throw it with one hand. Action to
rapier, but not as large as a greatsword. refold it so it can be thrown again. If you
Club: A simple bludgeon, such as a hit an opponent with the net, all of their
sturdy tree branch, board, or improvised physical actions are hindered until they
weapon. take an action to remove it.
Crank crossbow: A weapon similar to Pick: A hafted weapon with a sideways
a light crossbow, but it has a magazine metal spike on the end, similar to a
that holds five bolts. You turn a small miner’s tool.
crank to advance to the next bolt (this is Polearm: Various kinds of spears,
not an action). Action to load an empty sometimes with hooks or additional blades
magazine with five bolts, action to reload for special purposes like tripping a foe or
the crossbow with a new magazine. It can pulling an opponent from their mount.
be used as a rapid-fire weapon. Quarterstaff: A wooden pole about 4 to
Dagger: A very short blade for stabbing 5 feet (1.2 to 1.5 m) long.
or slicing. Rapier: A light sword with a thin blade
Flail: A handle with a chain on one end used for stabbing and slashing.
and a ball or spiked ball at the end of the Scimitar: A medium-length sword with a
chain. strongly curved blade.
Greataxe: A larger, heavier version Sickle: A one-handed hafted weapon
of the battleaxe, sometimes with two with a sharply curved blade, originally
opposing blades instead of one. used for harvesting crops but adapted for
Greatsword: A two-handed version of use as a weapon.
the broadsword. Sling: A small pouch connected to two
Hammer: A wooden handle with a cords. You put a stone or bullet (metal
heavy metal head, either one-sided (like a slug) in the pouch, hold the end of the
carpenter’s hammer) or two-sided (like a cords, spin it, and let go of one of the
sledgehammer). cords to hurl the projectile. You can fire
Hand crossbow: A smaller and weaker it with one hand. You need two hands to
version of a light crossbow. It fires load it. Action to reload.
crossbow bolts. You can fire it with one Spear: A one-handed pole about 3 to
hand. You need two hands to load it. 5 feet (1 to 1.5 m) long with a stabbing
Handaxe: A light, one-handed axe that’s blade on the end.
good for melee or throwing. Throwing dart: A very short, light spear
Heavy crossbow: A heavier, more powerful meant to be thrown rather than used in
version of a light crossbow. You need two melee.
hands to fire or load it. Action to reload. Trident: A three-pronged spear, often
Heavy mace: A larger, two-handed used for spear fishing.
version of a mace. Unarmed: A typical punch, kick, or other
Javelin: A light spear that’s designed to weaponless attack.
be thrown. Whip: A leather cord with a handle,
Light crossbow: A bow with a handle used more for tricks and inflicting
and mechanism for drawing and holding punishments than for deadly combat.
the string. It fires crossbow bolts. You can
36
MEDIEVAL FANTASY EQUIPMENT
ARMOR
Light Armor Armor Speed Effort Additional Cost Price
Heavy cloth 1* 0 3 gp
Hides and furs 1 1 10 gp If the GM prefers the
Leather jerkin 1 1 10 gp simpler method of
not tracking whether
Padded 1* 0 5 gp an attack is bashing,
slashing, or stabbing,
Medium Armor Armor Speed Effort Additional Cost Price heavy cloth and padded
armor should provide
Beastskin 2 2 10 gp no Armor at all.
Breastplate 2 2 400 gp
Brigandine 2 2 200 gp
Chainmail 2 2 75 gp
Dwarven breastplate 2 1 8,000 gp
Elven chainmail 2 0 8,000 gp
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MEDIEVAL FANTASY EQUIPMENT
Armor against piercing or slashing attacks mundane equipment like chalk quickly
like arrows and swords, but not bashing becomes trivial whether it’s 1 cp or 1 sp
attacks like clubs or hammers. Padded per unit.
armor doesn’t have a Speed Effort cost. It
can’t be worn with other kinds of armor. Item Price
Scale: Mail armor made from Acid (flask) 25 gp
overlapping scales or plates attached to
Adventuring pack 6 gp
a leather or cloth backing. Often called
“scale mail.” Alchemist fire (flask) 50 gp
Shield: Provides an asset to Speed Alchemist tools 50 gp
defense. Shield sizes vary from a small Backpack 2 gp
buckler to a large kite shield (in the Bag of heavy tools 25 gp
Cypher System, the difference is mainly Bag of light tools 10 gp
flavor, and for game purposes they all Battering ram 10 gp
grant the wearer the same benefit).
Bedroll 1 gp
RANDOM ARMOR TABLE Book 25 gp
If the GM needs to randomly determine Caltrops, bag 1 gp
the armor a creature or treasure trove Candle 1 sp
has, use the following table. Climbing kit 25 gp
d100 Armor Crowbar 2 gp
01–04 Heavy cloth Disguise kit 25 gp
05–08 Padded Grappling hook 2 gp
09–14 Hides and furs Healing kit 5 gp
15–21 Leather jerkin Hourglass 25 gp
22–25 Beastskin Ink (flask) 10 gp
26–40 Breastplate Ink pen 2 cp
41–47 Brigandine Iron spikes (10) 1 gp
48–65 Chainmail Ladder (10 ft. / 3 m) 1 sp
66 Dwarven breastplate Lamp 5 sp
67 Elven chainmail Lantern 5 gp
68–75 Full plate Lockpicks 25 gp
76–85 Scale Manacles 2 gp
86–00 Shield Mirror 5 gp
Musical instrument 2–50 gp
Oil (flask) 1 cp
ADVENTURING EQUIPMENT Piton 5 cp
This is a sample of equipment that Pole, wooden 5 cp
adventurers and explorers use. Of course, Pouch or other small 5 sp
many other mundane items exist in the container
world (such as chalk, ladders, and winter Rations (1 day) 5 sp
clothing) and might have applications in Rope (50 ft. / 15 m) 1 gp
a dungeon, ruin, or haunted forest, but Sack 1 cp
it’s within the GM’s purview to decide if
Signal horn 2 gp
such things cost a few copper, silver, or
gold coins, depending on how common Spyglass 1,000 gp
they are in a typical village, town, or city. Tent 2 gp
This is especially true as heroes tend to Torch 1 cp
accumulate money rapidly, so the cost of Waterskin 2 sp
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MEDIEVAL FANTASY EQUIPMENT
A creature can safely move through the eschew displays of wealth and status.
oil slick as if it were difficult terrain (half Specific styles vary by climate and the
speed). If a creature moves through the philosophical tenets of the wearer, but
area at normal speed, they must make a a typical example is a loose shirt, loose
difficulty 3 Speed defense roll or slip on breeches, sandals, a cap, and several
the oil and fall prone. Lighting the oil slick cloth straps that can serve as a belt, scarf,
makes it burn for one or two rounds and or simple adornments.
inflicts 1 point of fire damage (ignores Cold-weather outfit: A heavier set
Armor) on anyone in or moving through of clothing for protection against cold
the area. weather.
Signal horn: This horn can be heard up Entertainer’s costume: Interesting (and
to a mile away. usually colorful) clothing appropriate for
Spyglass: This device grants an asset an entertainer such as an actor, bard,
on perception tasks to see things at long juggler, or acrobat.
range or longer. Explorer’s outfit: A set of sturdy clothing
Tent: This has enough room for two for adventurers and experienced travelers
humans or three smaller people. who want to be prepared for various
Torch: A wooden stick with some kind activities and environments.
of fuel on one end (such as burlap and Fancy outfit: A stylish set of clothes
wax). It burns for one hour, creating according to the local fashions and
normal light in an immediate area and customs. Generally the minimum
dim light in the short area beyond that. A required for meeting with important
torch is fragile and usually breaks if used townsfolk such as a mayor or noble.
to hit something. Higher-status events require outfits that
cost up to four times as much.
CLOTHING
Item Price
Artisan’s outfit 2 gp
Ascetic’s outfit 1 gp
Cold-weather outfit 6 gp
Entertainer’s costume 3 gp
Explorer’s outfit 8 gp
Fancy outfit 25 gp
Peasant’s outfit 1 sp
Priestly vestments 5 gp
Traveler’s outfit 2 gp
Wizard’s outfit 5 gp
CLOTHING DESCRIPTIONS
Specific pieces of clothing vary by climate
and local custom, but usually include a
hat, shirt, belt, pants or skirt, shoes, and
underclothes.
Artisan’s outfit: A suitable outfit for a
person who performs a trade (blacksmith,
cobbler, and so on). Often includes an
apron and a belt for holding tools.
Ascetic’s outfit: A simple outfit
worn by monks and other people who
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FANTASY GAMING INSPIRATION
CHAPTER 5
W
e’re fortunate to live in a time elements from a new (to you) genre to
when there is a large number of your existing game.
high-quality fantasy books, films,
and TV shows to experience and enjoy. High Fantasy: Magic is a common and
Some of these are classic stories about well-known thing, even if practicing
mythical heroic figures, others created it is limited to a small subset of the
or defined fantasy, and some break population. The stories and adventures
expectations or view fantasy from a new often have an epic and world-affecting
perspective. Each of them has stories scope. The setting often has intelligent
to tell and things to teach GMs and fantasy species and cultures like elves,
players about what can be done in dwarves, trolls, and so on. Also known
fantasy gaming. as epic fantasy. Examples include The
There are many different genres of fantasy Lord of the Rings (J. R. R. Tolkien), The
within the general concept of fantasy Chronicles of Narnia (C. S. Lewis), the
gaming—high fantasy, dark fantasy, urban Discworld series (Terry Pratchett), The
fantasy, and so on. This chapter offers Chronicles of Prydain (Lloyd Alexander),
a simple overview of some of the more The Neverending Story (1984 film), The
prominent fantasy genres and notable Chronicles of Amber (Roger Zelazny), the
examples in that genre. Keep in mind that Ethshar series (Lawrence Watt-Evans),
many popular settings belong in more than The Wheel of Time series (Robert Jordan),
one category, and some of these genres are the Earthsea series (Ursula K. Le Guin),
subsets of other fantasy genres. the Shannara series (Terry Brooks), The
If you’re a GM, it’s likely that your Chronicles of Thomas Covenant (Stephen
fantasy game world draws on elements R. Donaldson), the Dragaera/Vlad Taltos
from multiple kinds of fantasy, and that’s series (Steven Brust), Shadow of the Fox
perfectly fine—the combination you (Julie Kagawa), A River of Royal Blood
choose creates something unique with (Amanda Joy), Avatar: The Last Airbender
your personal creative stamp. If you’re a (2005 TV series), and Three Hearts and
player, you probably used an interesting Three Lions (Poul Anderson).
character from fantasy media as the
inspiration for one of your PCs. By looking Low Fantasy: A more subdued
at other fantasy media in the genres you counterpart of high fantasy, with an
know, you can find new perspectives and Earthlike setting (medieval, antiquity, or
keep things interesting. And by learning corresponding to some other historical
about other kinds of fantasy, you unlock time period). Magic exists, but isn’t
entirely new kinds of gaming to explore, necessarily something the heroes wield
either by switching genres or by adding directly or easily. The PCs tend to be
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FANTASY GAMING INSPIRATION
(Clark Ashton Smith), The Magic Goes eliminating magical threats or using
Away (Larry Niven), and the Lords of Dûs magic as part of their work. Examples
series (Lawrence Watt-Evans). include The Dresden Files (Jim Butcher),
the Harry Potter franchise, The Magicians Contemporary fantasy
is often called “modern
Fairy Tales: Folk narratives, beast (Lev Grossman novels and TV series),
fantasy,” although that
fables, and moral lessons presented Hellboy (comics and films), Buffy the name gets confusing the
as entertainment. Although fairy tales Vampire Slayer (1997 TV series), the Anita more the time period of
the setting falls behind
are their own genre, they share many Blake series (Laurell K. Hamilton), Wicked the present date.
common elements with traditional Fox (Kat Cho), Supernatural (2005 TV
fantasy—magical creatures, spells, series), and Bright (2017 film).
curses, and so on. The goals of a fairy tale
story or RPG often diverge from those of Paranormal Romance: Usually a
a fantasy RPG; for example, it’s typical for historical or modern Earth, with stories
a fantasy campaign to feature the same focusing on characters, romantic love,
characters going on many adventures, and relationships with supernatural
whereas fairy tales often end after just creatures such as vampires, ghosts, or
one, with the heroes living “happily ever shapeshifters. The setting may involve
after.” Examples include Undine (1811 other fantasy elements such as time travel
novella), Jack and the Beanstalk (folklore), or psychic abilities. Examples include
Robin Hood (folklore), Alice in Wonderland Buffy the Vampire Slayer (1997 TV series),
(various forms of the story), The Brothers the Twilight saga (Stephenie Meyer),
Grimm (2005 film), and Pan’s Labyrinth and the Anita Blake series (Laurell K.
(2006 film). Hamilton).
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It‘s also worth mentioning a couple of great annual art books that feature a wealth
of inspiring fantasy art: Spectrum and Infected by Art.
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MAGICAL RULES MODULES
CHAPTER 6
F
antasy stories include all manner the ring is the root of the problem). The
of mystical aspects, many of which players also don’t need to know if the GM This chapter is
intended for GMs,
might not be entirely covered by the is using Possession, as that spoils the fact
but gameplay may
Cypher System Rulebook. This chapter that the PCs will end up facing a creature go more smoothly
presents suggestions for how to handle that can possess others. if the GM tells
common magical elements in the game. If a module changes the options that players to read
In many cases, the information here is players or PCs have, the GM should work and understand
how these game
a summary of the most common ways with the players when the game begins.
mechanics work.
these effects work in the game, and the For example, if the GM is using the
group is free to alter the specifics. For Crafting Magic Items module, the players
example, the Possession section of the should know about it at the start of the Possession, page 69
chapter says that a creature inhabiting game so they can decide if they want to Crafting Magic
Items, page 49
a host body usually can’t use its own create a character who likes making magic
magical abilities (it is limited to actions items. Likewise, players should know if
the host could take), but the GM may the world they’re playing in has magic that
want to scrap that limitation for the sake can bring the dead back to life, or how
of creating an interesting encounter, such prophecy magic works.
as a powerful demon that can possess Everything presented in this chapter is
its cultists and still use its full demonic an option, not a requirement. The group
abilities (either at full strength or at a can change or ignore any aspect of these
lower level than when it is manifested in modules for their own campaign.
its own form).
This chapter describes many optional
rules (called “magical rules modules”) ANTIMAGIC
that deal with special events and A world that has magic often has a way
situations in fantasy games, usually as the of suppressing or negating that magic,
result of magic or supernatural power. which might be called “antimagic.” The
Some modules are meant for the GM’s sword meant to kill wizards absorbs and
eyes only—things that happen behind the ignores all magic in the area. The place
scenes, or that are secrets the PCs might where a god was murdered is cursed and
find out over the course of the game. For no magic will ever work there again. The
example, in a game where an angry ghost magical creature creates a cone-shaped
is linked to an old ring, the players don’t area in front of it that no magic (even
need to know beforehand that the GM is its own) can penetrate. Antimagic is a
using the Cursed Items module and the powerful narrative concept for a novel, TV Cursed Items, page 53
ring will keep showing up if they try to show, or film where the author has sole
get rid of it (it also spoils the secret that creative power over the world and all the
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MAGICAL RULES MODULES
magical effects stop or are broken forever, and prep by the GM, and can be
and potions and other items become frustrating for players who made
completely nonmagical. Suppressive magic-using characters in a magical world
antimagic means that when the antimagic under the expectation that they’d be able
ends or the affected magic leaves the to use that magic. The GM should keep Larry Niven’s novella
The Magic Goes
area, it becomes active again. An inert antimagic effects in the campaign limited
Away takes place in a
zombie resumes its shambling, a flying in scope and frequency. world where magic is
spell cast on a character starts working fading, and other stories
in that world have
again, a conjured demon reappears, and a interesting consequences
person hypnotized by a vampire reverts to CRAFTING MAGIC ITEMS for magical creatures
such as werewolves.
being its thrall. Many players love the prospect of being
In the Cypher System, cyphers and able to create magic items for their
artifacts are important aspects of character and other PCs in the group.
a character’s abilities. If antimagic There are some character abilities in the
suppresses these items, suddenly every Cypher System Rulebook that allow crafting
character is struggling to get by without of specialized items, but these mostly
them. Even basic fantasy staples like focus on creating robots or modifying
healing potions don’t work, making existing technological objects. In a fantasy
characters vulnerable to death from RPG, crafting usually means brewing
attrition in their Pools that they can’t cure potions, scribing scrolls, and imbuing
(other than by using recovery rolls). wands, staves, weapons, and armor with
Antimagic effects can present magic. Potions, scrolls, and other one-use
interesting challenges for an encounter, items are cyphers, and longer-lasting
but they require significant forethought items are generally artifacts.
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MAGICAL RULES MODULES
In our previous potion example, the to craft it) is destroyed in a mishap and
assessed difficulty is 5, so Jorum’s time to must be replaced before crafting can
craft is one day. continue.
For example, Jorum’s potion brewing
Assessed Difficulty Time to Craft (assessed difficulty of 5) is divided into
1 Ten minutes five subtasks, each taking about five
2 One hour hours (twenty-four hours in a day divided
3 Four hours by five subtasks). The first subtask is
4 Nine hours difficulty 1, the second is difficulty 2, the
5 One day third is difficulty 3, and so on. If Jorum
6 Two days fails on the difficulty 3 subtask, they’ve
7 One week lost five hours of work but can try again. If
8 Three weeks they fail a second time, they lose another
9 Two months five hours of work and have to use
10 Six months another expensive item to proceed (as
noted in step 2 of the crafting process, a
level 6 cypher requires an expensive item
5. Complete Subtasks. The crafting as material). When Jorum succeeds at the
character must complete multiple last subtask
subtasks that are steps toward finishing (difficulty 5),
the process. The number of subtasks the potion is
required is equal to the assessed finished.
difficulty of the crafting task
attempted. So a crafting
task assessed as difficulty
5 requires five subtask
successes.
The difficulty of each
individual subtask begins at 1
and increases by one step for each
remaining subtask, until the crafter
succeeds on the final, highest-difficulty
subtask. Generally, subtask attempts
occur at equally divided intervals over the
course of the full time required to craft
the item.
If at any point the crafter fails on a
subtask, the item isn’t ruined. Instead,
the character only wasted the time spent
on that subtask, and can spend that
much time again and then try to succeed
at that same subtask. If the crafter fails
twice in a row on the same subtask, the
character can continue crafting, but
in addition to losing another interval
of crafting time, more crafting material
(equal to one of the kind of item needed
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A player may ask to apply Effort to each fairly simple, the GM can skip the crafting
subtask. Applying Effort is something they details and just say that after a period of
do in the moment, not over the course of time, the PC creates the artifact.
days or weeks. Generally speaking, Effort For an item that significantly alters
cannot be applied to any crafting task or gameplay—granting the character vast
subtask that exceeds one day. telepathic powers or giving them the
ability to teleport at will—the GM can
CRAFTING ARTIFACTS give the item an assessed difficulty equal
Crafting an artifact is similar to choosing to 3 + the artifact level and require the
a new type or focus ability—the character character to follow the crafting steps for
has many to choose from, they select creating a magical cypher. Crafting this
the one that best fits their intention, and kind of artifact takes up to five times as
thereafter they can use the artifact much many materials and up to twenty times
like they’d use any of their other character as long as crafting a cypher of the same
abilities. The main difference is that most assessed difficulty.
artifacts don’t cost Pool points to activate,
and character abilities don’t have a WHETHER TO CRAFT
depletion stat that eventually removes the OR FIND CYPHERS
Awarding Treasure, item from play. As explained in the Awarding Treasure
page 72
Crafting artifacts is handled as a section, characters should have many
long-term benefit of character opportunities to replace cyphers by
Long-term Benefits, advancement; the character and GM finding them as treasure or receiving
page 239
agree on the artifact to be crafted, and them as rewards for their actions.
the character spends 3 XP. If the item is However, there are a few reasons why PCs
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MAGICAL RULES MODULES
might consider crafting cyphers instead of personal connection with the creative
relying on whatever ones they find. process. As with the other two examples,
it’s good to enable this sort of character
Preparation: The PCs might know they’re option—let the player have fun playing
about to face a specific threat or obstacle the kind of character they want to play.
and want to be sure they have certain
cyphers to deal with it. For example, if they Power: The PCs might find a cypher
know they’ll be facing a demon-scorpion that’s especially useful—and perhaps
cult, they may want to have enough it’s too powerful to let them have
antivenom for everyone in the group. The easy access to it. The GM can limit Antivenom, page 384
GM could let them discover a cache of this somewhat by increasing the level
antivenom before they approach the cult at which it must be crafted, which
hideout or have a friendly temple provide increases the time and material cost
the cyphers, but it’s acceptable for a crafty needed to make it; the GM should
PC to make the items the group needs. explain to the players that the change
is being made to prevent things
Character Theme: A character might from getting too easy for the PCs. The GM could design
an ability that lets a
consider a specific cypher part of their Alternatively, the GM could limit access
character craft smoke
theme and want to keep it on hand. For to the expensive materials required to bomb cyphers, but that’s
example, a ninja character might always make that cypher. Perhaps the rare herb basically a smoke bomb
character ability with
want a supply of gas bombs to confuse is becoming scarce because people extra steps. A better
and distract enemies. The ninja guild have been harvesting too much of it, solution might be to have
the ability allow the PC
might have a stockpile of gas bombs or there’s a seasonal blight, or it’s a to use a level of Effort
they’re willing to trade to PCs for other favorite snack of the warbeasts ridden to create a smoke bomb
cyphers, but a traveling ninja PC isn’t by an orc tribe that has moved into the that can be used by
other characters, perhaps
likely to keep finding gas bombs whenever area. The trick is to reduce access to the with a limited duration
their supply runs out, so it’s reasonable cypher through story elements so the (such as one day).
for the character to learn to make them. crafting player doesn’t feel like they’re
In this situation where repeated use of a being punished.
kind of cypher is almost like a character’s Gas bomb, page 389
type or focus ability, the GM should
Create Deadly
consider designing a character ability that CURSED ITEMS Poison, page 123
duplicates it and allow the character to An unwanted or dangerous object (such
learn that ability. For example, the ninja as a cursed artifact) keeps turning up,
PC can gain the ability to create a burst of no matter how many times the PCs try to
smoke. (Create Deadly Poison is an ability discard or destroy it. In many cases, there
somewhat like this.) might be only one way to rid themselves
of the item (such as by dousing it with
Favorite Skill: Some players just like the holy water or burying it in a graveyard)
idea of playing a character who can craft or only one way to destroy it (such as by
things for themselves and their allies— burning it in a specific temple or stabbing
crafting is their theme. For these players, it with a magical dagger). The item might
finding the cyphers they need isn’t as fun slowly repair itself—and depending on
as knowing that their character crafted the item, it might be more frightening if it
the items. Even if crafting isn’t as fast or shows up fully intact or still bearing some
efficient as finding a cache of potions and of the damage from how the PCs tried to
scrolls, the appeal to the player is their destroy it.
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MAGICAL RULES MODULES
Permanent Damage: The revived experiences bad luck a little more often
character has some kind of permanent than before, represented by increasing Permanent Damage,
page 436
damage or affliction that won’t heal on its their GM intrusion range by 1 (so the GM
own. This might be a permanent version gets to make a free intrusion when the
of the Pool point costs from lasting player rolls a 1 or a 2). A character who has
damage, or an incurable version of one of died more than once therefore becomes
the drawback options. increasingly unlucky. Depending on the
source of this bad luck, the character
XP Deficit: Depending on how traumatic has different options for overcoming
the character’s death and resurrection it. For example, the ghost might leave For a discussion about
how the presence of
were, they have a deficit of 2 to 4 XP, if exorcised or if the PC resolves its
resurrection magic
representing a shock to their soul that unfinished business. The trickster god affects the campaign
must be dealt with before they move might move on to another character after world, see Is Death
Permanent?, page 14.
on with their new life. Before the PC a while or if the PC performs a service
can choose any one of the four benefits for them. Death might be mollified if the
required to advance to the next tier, they character finds a suitably powerful person
must pay off this deficit. to die in their place.
Note that some players enjoy playing
Unlucky: Maybe a jealous ghost has characters who have survived a terrible
attached itself to the formerly dead PC, ordeal, and how the PC overcomes these
a trickster god is meddling with their challenges and picks up the pieces is
new life, or death itself is annoyed at the an opportunity for intense roleplaying.
character for returning to the world of the Coming back from the dead and
living. Whatever the cause, the character dealing with the physical and mental
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MAGICAL RULES MODULES
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Alternatively, the PCs could use a If multiple PCs are actively participating
reference that fully describes all the in the ritual, the GM can allow different
necessary steps of the ritual, such as characters to make each subtask roll.
a runestone, sacred scroll, spellbook,
monograph, or knowledgeable NPC. TIME PRESSURE
Using the reference to guide them To make the situation more interesting,
through the ritual means the PCs will the GM can introduce a time challenge
need to have it on hand when they unrelated to the time needed to perform
perform the ritual (unless a PC has a the ritual. For example, the PCs might
photographic memory or a similar ability). need to finish by a specific time (perhaps
Otherwise, some or all of the ritual a midnight deadline for blocking the
subtasks may be hindered, or the ritual ghosts that are escaping the skull, or
might automatically fail. banishing a demon that’s inflicting
damage to an NPC every round it
TEAM EFFORT possesses them). This gives the PCs
The GM should decide if a given ritual an additional incentive to complete
needs only one person to perform it or is the process as soon as possible, using
something that other PCs can help with. cyphers, assets, Effort, and other abilities
Even if it initially seems like a solo venture to reduce the chance of failure for each
(like reading a spell from a book), the subtask.
ritual might benefit from assistants who
repeat a chant, burn candles, perform SIDE EFFECTS FOR FAILURE
arcane gestures, or hold the acting The GM can add side effects for failed
character upright as the ritual drains rolls or as intrusions. For example, a gap
their strength. In general, giving multiple in the salt maze might allow a small or
PCs something to do is better than powerful ghost to break free, an error in
having everyone wait on the sidelines the banishing spell might painfully enrage
while one character holds the spotlight. the demon and hinder the next subtask,
Having multiple characters participating electrical or magical energy might lash out
GMs should always also means more opportunities for and harm a nearby character, and so on.
keep in mind that when
GM intrusions that can complicate the Some side effects might affect equipment,
a player tries to find
another way to get what encounter. consuming a cypher or forcing an artifact
they want rather than the For example, if there are five PCs to make a depletion roll, or create
one presented to them,
it probably means that performing the ghost-maze ritual, one harmless but obvious cosmetic changes
player doesn’t like that character might read the directions out (such as altering a character’s skin or eye
kind of encounter. If you
have a magic door with a
loud from the book, two more carry color, burning off a character’s hair, and
puzzle on it they have to the containers of salt and ash, and the so on). An interesting choice is letting
solve, but the players are last two use the salt and ash to draw a failure side effect create the seed for a
doing everything they can
to dismantle the door, the lines of the maze—which means later adventure, even if the overall ritual
look for another entrance, any character might make an error that is a success. For example, a weak but
etc., it probably means
they don’t like puzzles. requires an additional task roll to avoid clever demon might escape in the last
botching a step in the ritual and delaying moments before a portal is closed, a PC
its completion. Even something as simple might be cursed with a rotting sickness
as needing PCs to defend the performer as a skeleton army collapses into dust,
from hostile creatures can make an or a splinter of fey magic might make an
otherwise simple ritual exciting and important NPC paranoid or hostile to
dangerous. the PCs.
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MAGICAL RULES MODULES
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MAGICAL RULES MODULES
demons, or something else) from an area one type or focus ability available to them
up to a long distance across. Once cast (any ability they could learn by spending 4
out, the spirits cannot return for a year XP as an advancement). Character
and a day (although most of them decide Level: Twice the tier of the ability the advancement,
page 240
to move on long before that time comes). character wishes to learn
Completing the ritual doesn’t prevent Time: One hour of preparation, one Lasting damage
and permanent
other spirits from entering or inhabiting hour of performance damage, page 436
the area, but it is likely that they can sense Roles: Chanting, restraining the subject
that an exorcism happened there, and of the ritual
most choose to avoid such an area so Side Effects: Lasting damage,
they don’t suffer the same fate. permanent damage, scarring
The ritual can also be used to cast Reagents: Silver knife, silver vessel Using an exorcism
ritual on an area is
out spirits from a possessed creature, Pool: See above
mainly for getting rid
preventing those spirits from returning Other Assets: Pain tolerance, surgery of spirits afflicting the
for a year and a day. As with using the area in ways other than
possessing a creature—
ritual to cleanse a location, this doesn’t PURIFICATION throwing objects, causing
prevent other spirits from afflicting the Rids a creature of an ongoing affliction, nightmares, making
noises, and so on.
creature, but later spirits can sense the such as a disease or poison, or any
recent exorcism and prefer to avoid that unwanted magical effect, such as a curse
creature. or charm spell. In some versions of this
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ritual, whatever is ailing the creature gets Depending on how they died and the
forced into a nearby specified creature or nature of death in the setting, the creature
object, which is then discarded or safely may or may not remember anything that
destroyed. happened after they died.
Level: The level of the affliction or effect Level: The level of the deceased (at least
to remove tier 6 if a PC)
Time: One hour of preparation, two Time: Five hours of preparation, two
hours of performance hours of performance
Roles: Applying reagents, chanting Roles: Applying reagents, chanting,
Side Effects: Affliction or effect spreads prayers, shielding the corpse from hostile
to another creature, target moves a step entities
down the damage track Side Effects: Creature moves a step
Reagents: Anointing oils, healing herbs, down the damage track, enmity of a
A lesser version of the objects repellent to the source of the death god, lasting damage, scarring,
Resurrection ritual
affliction, magical paint for writing on the sympathetic damage
might bring the creature
back to life, but only target, scapegoat, silver dust Reagents: Deceased’s corpse, healing
to the debilitated or Pool: Might ointment, items of emotional significance
impaired state on the
damage track instead Other Assets: Healing magic, resistance (such as devotion, hope, or regret),
of hale, requiring to the target’s affliction items of importance to the deceased,
further rest or healing.
parchment extolling the deceased’s
RESURRECTION history and deeds, soul-sympathetic items
Damage track, Restores a dead being to life. The creature Pool: Might or Intellect
page 218 is restored to full health and is ready to Other Assets: Close relationship with
act as soon as the ritual is completed. the deceased (such as a connection
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MAGICAL RULES MODULES
Other Assets: Death spells, instant-kill modern fantasy series The Dresden Files.
abilities, soul manipulation And of course, there’s the flying Ford
Anglia from Harry Potter and the Chamber
of Secrets. (The Harry Potter books use
MAGICAL TECHNOLOGY both magical technology and magic plus
Some fantasy settings use a sort of technology in the same world!)
“magitech,” where magic powers devices Even some far-future science fiction
that would otherwise use technology. For settings might also include magic.
example, the police in such a place might Consider the novel Gideon the Ninth by
have magical devices that allow them to Tamsyn Muir, for example. Or to go a
communicate with each other over long very different way, the 1980s animated TV
distances. People might get from place to show Thundarr the Barbarian.
place via magical trains or ships that fly If you can have a magical sword, why
in the sky. This kind of thing is common not a magical pistol? If you can have
in the Harry Potter novels and movies, for a mystical amulet, why not a mystical
example, where they have a postal system stopwatch? An enchanted smartphone?
of magical owls, animated newspapers, A magically warded starship? Whatever
Modern, page 261
and more. To use this idea, turn to the technology exists in the setting could
Modern or Science Fiction chapters of the be magically enhanced if magic is also Science fiction,
page 270
Cypher System Rulebook and draw ideas present. Such items would almost
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MAGICAL RULES MODULES
effects that protect them from shotgun even though those devices don’t share
blasts as well as sword blades, and much in the way of underlying principles.
radiation as well as fire or frost. Consider, In effect, these disruptive attacks would
for example, these effects as cyphers: basically be antitechnology rather than
antimagic, and you could reference the
FINDING PRYING EYES rules for antimagic and apply them just Antimagic, page 47
Level: 1d6 + 3 the same.
Effect: Magically discovers if anything
is watching or listening to the user
right at that moment, and reveals the MIND CONTROL
source. Electronic surveillance devices, Magic that controls or influences minds
long-range scopes, hidden cameras, is very common in fantasy. Fey creatures,
and magical scrying attempts all trigger vampires, succubi, and many other
this effect. In all these cases, the monsters have the ability to magically
“source” is the nearest representation. seduce or control another being, and
So a hidden microphone is revealed, even beginning magical characters may
but not the location of the listener. have abilities that allow them to convert a
stranger to an ally.
POWER DEVICE From a rules perspective, mind control
Level: 1d6 + 2 is fairly straightforward: one creature
Effect: Magically powers one device decides what actions another creature
that can fit within an area a short takes (perhaps limited in that the
distance across. The device is now controlled creature won’t take actions that
fully powered, charged, or fueled. If harm them or go against their nature,
the cypher is used on an automobile, such as attacking friends). But what’s
for example, the gas tank is full. If happening inside the controlled creature’s
used on a flashlight, the battery is fully head—whether during the effect or
charged. afterward—often isn’t specified. There are
several options for the GM to consider,
SCREEN CONTROL either for all kinds of mind-control magic
Level: 1d6 + 2 or on a case-by-case basis.
Effect: A technological screen (a • Confusion: The controlled creature
television, computer monitor, doesn’t understand why they’re doing
smartphone, or the like) within short things they normally wouldn’t do,
range shows whatever the user wishes but they aren’t aware of any outside
for up to one minute per cypher level. influence on their thoughts and
The display can be pictures, text, or actions. Once the control is over, the
meaningless shapes and colors. creature may admit that they don’t
know why they did those things, or
Because magic works on intuitive come up with an explanation justifying
rather than scientific levels, mages could (to themselves and others) their
have spells that disrupt technology, even reasons for those actions.
though the technology involved might • Dream: The controlled creature
not have any common principles. For is aware of what’s going on but
example, a tech-disrupting spell cast perceives it in a dreamlike state. They
on a fighter jet could cancel the plane’s may believe that they’re in control
computers, machine guns, and engine, of themselves the entire time, or
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GODFORSAKEN
somewhat aware that they’re not fully actions. Alternatively, the character can
in control (similar to being intoxicated be given a specific command, and until
by drugs or alcohol or disoriented by they comply with that command their
an illness). Afterward, the creature other actions are hindered by one or more
might feel strange about the events steps. If the player is willing to engage
but may not realize that someone else with the parameters of the mind control,
was controlling them. the GM may award them an additional 1
• Trapped: The active thoughts in the XP (or, to approach it from the opposite
controlled creature’s head come from direction, the GM can offer them a
the controller, but the creature still GM intrusion that the mind control is
has a small voice or awareness in the happening, and allow the player to spend
background, like they’re a prisoner in 1 XP to refuse it, or go into XP debt if
their own mind. This horrible situation they want to refuse it but have no XP to
usually means the controlled creature spend).
reverts to normal once the control is
gone, and is probably very upset that
their mind and body autonomy were MYSTICAL MARTIAL ARTS
In popular culture, wuxia violated. If the setting calls for wuxia-style fantasy
is a genre of fiction
martial arts or similar types of action, you
featuring martial-artist
heroes with fantastic Mind control is problematic from a can make a few rule changes to portray
abilities, such as running gameplay standpoint because it means the kinds of things characters in such
across water, balancing
on an outstretched sword, the player loses control of their character stories can accomplish.
or jumping dozens of feet for a while—essentially, they’re no longer • Running and climbing speeds and
from a standing start.
playing the game, just observing it. jumping distances are doubled. For
Furthermore, some players may get upset those trained in running, climbing, or
For more information if mind control makes their PC (often jumping, the speeds and distances are
and guidelines about
seen as an extension of themselves) do tripled instead of doubled. For those
consent in RPGs,
read the free Consent something out of character, whether specialized, they are quintupled. For all
in Gaming PDF at that’s attack a friend, harm themselves, intents and purposes, this means that
myMCG.info/consent
or allow themselves to be victimized. everyone can run up a wall or jump
The GM should always be careful when very high in the air, and masters can
A rule for any game: introducing mind control to the campaign practically fly or run across water.
don’t use mind
(whether by PCs or NPCs) and make sure • Everyone knows kung fu. Unless a
control (or anything)
to make a character that the actions a controlled character person is a simple farmer, herder, or
have sex without the takes aren’t something the player merchant, they know how to fight with
player’s permission.
doesn’t consent to. Even something like elaborate and powerful martial arts
using emotion-manipulating magic for styles. This doesn’t change anything
seductive purposes may cross a line that in the game mechanically—no one
a player doesn’t want to cross. gets the ability to use weapons that
One way to present mind control more they wouldn’t normally have under the
safely is to disallow certain actions but rules. But it does change the flavor,
otherwise leave the character in control. suggesting that no PC is entirely
For example, being charmed by a vampire ignorant of weapons or close combat.
might mean the PC can’t attack the • Players are encouraged to come
vampire (or its allies) or run away, but is up with interesting names for their
still able to call for help, heal themselves, martial arts abilities. Instead of using
leave at a normal pace, and take other a Bash attack, perhaps it is “The
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(although there is magic that can reveal wish, it’s best to give them what they ask
this knowledge), but they can usually for, as much as it is within the power of
figure out that an informed opponent has the creature to do so. If the GM wants to
some kind of advantage against them and twist the wish, do so as a GM intrusion—
deduce that their secret name is involved. that way, the character still gets a reward,
Learning a true name is difficult and and they can either accept the twisted
takes time. A character wanting to wish (which isn’t as good as they had
discover a creature’s true name might hoped) or pay 1 XP to reject the intrusion
choose the Uncover a Secret character arc (which represents them coming up with Uncover a Secret,
page 250
to do so. airtight wording that can’t be twisted).
Second, consider the level of the
creature granting the wish—that’s
WISHES basically the level of the wish, as the
In many ways, wishes are the ultimate creature shouldn’t be able to grant a boon
form of magic—they can literally do more powerful than itself. Therefore, it’s
anything, which makes them an incredible reasonable that a level 6 creature could This section also applies
to other abilities that
treasure or reward for characters. create a level 6 effect. The GM could look
can have multiple effects
However, that open-endedness makes at the creature’s other abilities (or abilities that are up to the GM’s
them a problem for GMs who don’t of other creatures of its level), decide interpretation. Not every
wish is called a wish.
know how to evaluate the limits of a if what the PC is asking for is within its
wish or handle its effects in the game. power, and either grant the requested
Furthermore, many players (particularly wish or adjust the result downward until Wishing for more wishes
doesn’t work because a
“old-school” players) are used to the it’s appropriate for the creature’s power.
creature shouldn’t be able
idea that the wording of a wish must In this way, the GM can offer “little to create something more
be extremely precise or the creature wishes” from weak creatures like fairies, powerful than itself—at
least not without some
granting the wish will twist the intent, like enchanted lobsters, and so on, and still investment of time and
“I wish for a bag of gold” granting them have “big wishes” granted by gods and other resources, like a
character using XP to
ownership of a bag in a faraway dragon’s powerful genies. acquire an artifact.
lair, or “I wish for a priceless diamond Another benchmark for a wish’s
in my hand” physically embedding the power is to compare it to a cypher of
diamond within their hand. Fortunately, the source’s level—if there is a cypher
wishes don’t have to work that way, and that can do what the PC wants, and
the Cypher System has an easy way to that cypher is equal to or less than the
determine what a wish can do. source’s level, it could be a wish. For
First, consider the source of the wish. example, if the PCs use a wish from a
Is it granted by a resentful genie who is level 5 demon to teleport back to their
only doing so because they’re compelled home city 100 miles away, the GM can
by a magic lamp? Or is it a boon from look at the list of cyphers and see that a
a grateful wizard or god who sincerely teleporter (traveler) cypher can transport Teleporter (traveler),
page 398
wants to reward the character for a one character up to 100 miles per cypher
service? An angry, reluctant, or otherwise level, so transporting a group of PCs 100
hostile creature may try to twist a wish, miles is probably within the demon’s
but someone favorably disposed toward power.
the character won’t (unless the PC tries to
take advantage of the situation). Unless
the GM’s intention is to make the players
regret that their characters were offered a
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CHAPTER 7
E
ven if you discount anything having the relative cost of the lower categories
This chapter is to do with magic (which we covered should become trivial to the characters
intended for GMs,
in chapter 6), fantasy still has its over time. One way to structure this
but gameplay may
go more smoothly
own conventions: castles and dungeons, progression is to say an experienced tier
if the GM tells treasures guarded by monsters or terrible 1 character (partway toward becoming
players to read traps, and so on. This chapter provides tier 2) shouldn’t have to save up to get
and understand guidance and mechanics for handling more arrows, candles, torches, or other
how these game
these elements and situations. inexpensive items, but a moderately
mechanics work.
priced item might still feel like a big
purchase. A tier 2 character should have
AWARDING TREASURE enough resources to acquire a backpack,
“Treasure” in a fantasy roleplaying game lantern, or other moderately priced items
usually means two things: mundane whenever they need them, but the cost
wealth (gold, jewels, land, and so on) of an expensive item might be the reason
and magic. Part of the appeal of being an they go adventuring for more gold. A tier 3
explorer or adventurer is the opportunity character should be able to easily replace
to loot chests full of gold and magic an expensive item like a battleaxe or a
items. It’s best to think of gold and magic suit of chainmail, but not a very expensive
as two different kinds of currencies that item. A tier 4 or higher character can
characters have access to. afford very expensive items but might
never own an exorbitant item.
GOLD This is one way of handling gold wealth,
Coins, gems, jewelry, trade goods such as but depending on the campaign world
silk or spices, and all kinds of things that and the role of the PCs, there might be a
are valuable but aren’t magical fall into very different setup. In a setting where the
the category of mundane wealth or “gold.” PCs are heroes with powers beyond those
The Cypher System Rulebook abstracts of normal peasants (and peasants lack
item costs into general categories— the talent to become PCs), by the time the
inexpensive, moderate, expensive, and characters reach tier 2, they may already
so on. Starting characters generally have be wealthy, with only nobles having more
access to only a few inexpensive and coin than they do. In a grim fantasy
moderate items and perhaps one or setting, survival might be more of a
two expensive items. In a typical fantasy long-term struggle, and a tier 4 character
campaign, the characters should become might be only slightly better off than a
wealthier as they advance. starting character.
There are no hard and fast rules for Chapter 4 presents an alternative
this wealth advancement, but in effect method for tracking wealth and
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Cyphers are gained with such regularity that the PCs should feel that
they can use them freely. There will always be more, and they’ll have
different benefits.
~Cypher System Rulebook, page 377
equipment costs with specific prices with few or no cyphers, but that goes A GM who wants to keep
things lean might want
instead of categories. Whichever method against the game’s expectation of a high
to make manifest cyphers
the GM uses, the principle is the same: in turnover of cyphers. In other words, rare, but subtle cyphers
a typical fantasy campaign, the effective cyphers shouldn’t be scarce, and PCs common. That way, PCs
still have a good roster of
cost of cheaper items becomes trivial. A should spend most of their time close to cypher abilities, but the
starting character might carefully keep their cypher limit. number of magic items
lying about remains low.
track of their silver and copper coins, but The key to addressing this selling-cyphers
a higher-tier character probably is a big wealth problem is to make it harder
spender, paying a bartender one gold coin to sell or trade cyphers for gold. After
for a one-silver drink and telling them to all, adventurer-focused cyphers aren’t
keep the other nine silver as a tip. usually things that easily fit into the life
or economy of a typical community, and
MANIFEST CYPHERS most small communities don’t have the
Expendable magic items like manifest resources to pay a fair price for them. An
cyphers are a category perpendicular adventurer trying to pay for a meal worth
to the concept of mundane wealth. 1 gold coin with a healing potion might be
Most of them are things useful more able to find an innkeeper willing to accept
to adventurers than to regular people, that as payment, but it’s unlikely that the
so it’s hard to determine a fair sale innkeeper will be able to make change for
price for them—a catholicon potion is it, nor would they try to compensate for Catholicon, page 385
something a city merchant might want, the overpayment with other services. Even
Detonation, page 386
but a detonation runestone probably isn’t. if the innkeeper and the PC agree that a
Furthermore, the expectation is that PCs healing potion is worth 100 gold coins,
will use cyphers often because they’ll the innkeeper probably won’t offer the PC
have many opportunities to get more; if a hundred free meals for it—that’s just
the players can exploit this mechanic by not an acceptable or practical cost for the
selling off most of their cyphers in town, innkeeper to bear.
they’re abusing the rules to make gold. The PCs can have opportunities to
The GM might be tempted to discourage trade their cyphers with NPCs in town, Magic item shops are
a controversial trope
this behavior by reducing how often the whether that’s at a magic item shop, the
in fantasy RPGs that
PCs gain new cyphers, but that goes tower of a mentor wizard, a thieves’ guild, may not be appropriate
against the premise of cyphers in the a temple, other adventurers, or the local for some worlds. Some
people feel it cheapens
game: they should be common enough government. The kinds of cyphers these the mystery and wonder
that the PCs use them freely instead of NPCs can offer may be limited in theme of magic, others feel
it turns magic into
hoarding them. (such as a benevolent church that makes a commodity, and
It bears repeating: characters should healing potions and trades them for some say that large
have many opportunities to gain other useful cyphers) or quantity (such as communities would
have such shops just as
replacement cyphers. Some GMs like to having only one or two cyphers available they have other luxury
keep things lean, with the PCs in their each month). Two cyphers of the same goods stores like jewelers
and horse breeders.
campaign spending long periods of time level are generally considered to be about
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but might have areas where creatures and designed to pivot on a center point.
smoothed or modified them to suit their They are common in places like dungeons
needs for a living space. where wood and metal are scarce.
Some constructed stone walls are Stone doors are vulnerable to piercing
reinforced with metal bars on the surface weapons (attacks are eased) but resistant
or built inside, increasing its level to 7. to bashing and slashing weapons (attacks
Stone walls are vulnerable to piercing are hindered).
weapons (attacks are eased) but resistant Iron door (level 6): A solid iron door is
to bashing and slashing weapons (attacks meant to protect something very valuable or
are hindered). vulnerable, such as a vault or a king’s tomb.
Iron wall (level 7): These expensive In a damp environment like a dungeon, they
walls are usually reserved for protecting tend to rust and stick in place.
something important, like a vault. Wooden portcullis (level 3): The gaps
in a portcullis present more defense
DOORS opportunities than a door, such as
Doors are access points for encounters allowing archers to fire at the creatures
and (if trapped or infested with dangerous trapped by it. They’re also useful in
creatures) can be encounters all on closing access to a waterway without
their own. In most cases, trying to break impacting its flow. A wooden portcullis is
through a door involves damaging its relatively fragile and usually isn’t meant to
latch or hinges rather than destroying keep anyone out for long.
the main portion of the door (trying to Iron portcullis (level 6): Much sturdier
destroy the door instead of the latch and than wood, an iron portcullis is meant
hinges is a hindered task). to keep creatures in place as long as
Simple wooden door (level 2): This is a necessary. Often the best way to get past
fragile door meant to close off an interior a portcullis is to lift it instead of breaking
A secret door might be a space for privacy rather than to keep out it, but some are designed to lock in place
simple wooden door with
a determined intruder. Instead of a single to prevent this. A door to a prison cell is
concealed hinges, covered
in plaster and painted to piece of wood, a simple wooden door is essentially a type of iron portcullis.
match its surroundings. usually made of multiple planks nailed
together on a frame or with support struts.
Wooden doors of all strengths are TRAPS
vulnerable to fire (attacks with fire are One common element of fantasy
eased) but resistant to bashing and exploration—particularly for castles
piercing weapons (attacks are hindered). and dungeons—is the danger of traps.
Good wooden door (level 3): This is a Hidden crossbows, trapdoors in the floor
stronger door meant to provide some that open to reveal a spiked pit, exploding
security, such as for a typical house or magical glyphs, and poison needles in
shop. locks are common ways that people (and
Strong wooden door (level 4): This is a monsters) try to make things difficult for
heavy door reinforced with wood or metal invaders and thieves.
to make it difficult to break. An especially
strong wooden door, such as the main TRIGGERING TRAPS
entrance to a fort or castle, is probably Mechanical traps have a triggering
level 5. mechanism—something set up to react
Stone door (level 5): These heavy doors are when an unauthorized creature is in the
usually carved from a solid block of stone area. The most common mechanisms are
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FINDING TRAPS
Most characters won’t notice traps unless actively looking for them; they don’t
know a trap is in the area until their presence, movement, or action triggers it.
Characters can passively or actively search for traps if they suspect such dangers
are present.
Passive searching for traps means one character (usually in the front of the
group) is carefully checking the area before moving forward. This means the group
moves at about half normal speed, but they get to make a search roll for any traps
the GM has in their path. Allowing characters to passively search in this way means
the players don’t have to keep stating over and over that they’re looking for traps.
The drawback for them is that it takes them more time to get anywhere (which
means time-based special abilities and cyphers will run out sooner).
Active searching is used when the characters worry or suspect that there is a
trap in the area and want to find it. Active searching takes about one round for
each immediate area searched. Rather than having the players make separate rolls Multiple searching rolls
for each immediate area, the GM should have them make one roll for the entire in the same general
area doesn’t add to the
room; if successful, they find the trap, and if they fail, they don’t find it. If there is excitement or tension
a second trap, the GM can have them make another roll after they’ve resolved the of playing—it just
uses up game time.
first trap.
No matter how well built or well concealed a trap is, searching characters should
have a chance to find it. For example, a dungeon might have a sturdy door with an
axe on a hinge on the far side so that when the door is pulled open, the axe swings
through the doorway and hits the character who opened the door. Even though
it’s possible to build such a trap so there’s no obvious evidence of its existence
on the near side of the door, give the character a chance to find it if they’re
searching for traps. It might be a step or two more difficult than normal, but it
should be possible. Perhaps a successful search roll means that instead of finding
a trap mechanism, the PC gets a “sixth sense” or hunch that there’s something
dangerous about the door. If the GM wants a trap to affect the PCs without a roll, In other words, if the
they should use a GM intrusion to spring the undiscovered trap. GM wants a trap that
can’t be found with
searching, it should
be a GM intrusion.
pressure plates (something a character in the intended fashion (such as opening
steps on or presses) and tripwires (an a trapped door), and others combine the
easy-to-miss wire, usually around ankle trigger and trap into one unit (such as a
height). Depending on how the trap false floor that breaks when stepped on to
is constructed, it might activate when dump the intruder into a pit).
the mechanism is triggered (such as by Magical traps have triggers that Even if a trap has
a magical trigger, a
stepping on a trapped floor tile) or when are usually based on proximity—if a
character searching for
the trigger is released (such as by lifting creature enters the area the trap is it should have a chance
the weight off a floor tile after it has been “watching,” it activates. Some magical of finding it. Rather
than finding a physical
stepped on). A devious trapmaker might traps automatically allow safe passage for mechanism, they might
place an interesting heavy object (such as certain kinds of creatures (such as a dark notice a faint rune
scratched or painted on
a treasure chest) on a pressure plate so elf in a trapped temple where dark elves the floor, sense energy
the trap springs when intruders release live), those wearing a specific insignia building in the air, or just
the pressure on the trigger by moving (such as a bloodstone amulet), or those have a hunch that there’s
a threat in the area.
or lightening the object. Some traps are who speak a magic word before they
activated when a creature uses a device approach the trap.
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FLOODING ROOM 4 (12) free but have a glue pot stuck on their
Exits to the room close off and the area hand or foot.
starts to fill with water. Within a few Damage Inflicted: 3 points, plus lasting
minutes, the entire room is flooded and damage
creatures in it begin to drown. Modifications: Stealth as level 4
A variant of this room reduces the air GM Intrusion: The trap has hooks,
pressure (either by pumping it out through holding the character in place and
tiny holes or by retracting the floor or inflicting damage when they try to escape
ceiling). As the air gets thinner, characters if they fail a Speed defense roll. The glue
Fire ant or wasp are hindered by one, two, or three steps attracts a swarm of fire ants or wasps. The
swarm: level 1
before falling unconscious and starting glue is also a slow-acting acid or poison.
A creature that has run to suffocate. (Restoring the air allows the
out of air must make a
characters to awaken, but doesn’t move NET 3 (9)
Might defense roll each
round or move down them back up the damage track.) A net suspended above the character
one step on the damage Damage Inflicted: None until drowning drops and constricts (and perhaps lifts
track; the difficulty
starts at 1 and increases starts the character off the ground). Large net
by 1 each round. Modifications: Defends as level 7 traps can affect multiple creatures at
GM Intrusion: Hostile creatures such as once. This kind of trap usually requires a
Piranha swarm: level 3 piranhas or electric eels are in the water creature to manually reset it.
Electric eel swarm: and attack all creatures. The room fills A variant of this trap is a snare made of
level 3; bite inflicts
with water faster than expected because sturdy cord or wire.
2 points of damage plus
1 point of electricity the floor and/or ceiling are also moving Damage Inflicted: Entanglement
damage (ignores Armor) toward each other. (trapped character cannot move until they
use an action to make a Might or Speed
MANGLER 3 (9) defense roll to break or escape the net)
A small hole in the wall extends sharp Modifications: Attacks as level 5,
blades or weights when a creature reaches defends as level 2
into it, mangling their hand and hindering GM Intrusion: The net is barbed,
all actions requiring that hand by one or inflicting 1 point of damage each round
two steps. that the trapped character tries to move.
A floor variant is a small trapdoor over The net is the nesting place for biting
Insect swarm: level 1 a closed compartment, which mangles insects, which swarm and attack the
the character’s foot when they step on the trapped character and all nearby creatures
trapdoor, reducing their movement speed each round.
by half.
Another variant is a needle trap PIT 4 (12)
An obvious, open pit isn’t attached to a small peephole or spyhole A trapdoor in the floor opens, dropping
a trap, just an obstacle.
in a door or wall. The trap springs when the triggering character into a pit.
the character touches the area around Larger versions of this trap can catch
the hole (even a slight touch with their multiple characters at once. The trap
face as they look is sufficient), inflicting can be reset by moving the trapdoor
Lasting Damage, lasting damage to the character’s eye and back into its closed position. In outdoor
page 436
partially blinding them. areas, this trap is more likely to be a pit
A gentler variant traps the character’s covered in leafy branches (or a tarp) and
limb in glue instead of inflicting damage. camouflaged by soil and other debris.
The character’s extremity might be glued A variant of this trap is a bridge over a
to the hole, or they may be able to pull chasm, river, or other dangerous location
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CHAPTER 8
FANTASY SPECIES
T
he Cypher System Rulebook presents CATFOLK
common fantasy humanoids such You are unmistakably feline. Your people
as dwarves and elves as options for have fur; large, pointed ears; sharp
Species Descriptors, a character’s species. For many fantasy teeth and claws; and even tails. You are
page 258
worlds, there is a plethora of sapient nimble, graceful, and quick. An ancient
Descriptor, page 38 creatures suitable for player characters. and sophisticated culture, your people
Here we present additional options, have their own language, customs, and
which a player can choose for their traditions developed in relative seclusion
character in place of their descriptor. over the centuries. Neither conquerors
nor conquered, the success of your
society has come from the fact that you
have given most others a wide berth. As a
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DRAGONFOLK
You have scales, fangs, claws, and
magic—gifts of the dragons. You might
have been born of dragonfolk
parents, willingly transformed in
a magical ceremony, or chosen by
a dragon to be their agent or
champion. You have a great
destiny before you, but it is your
choice whether to make it your
own or bend to the will of those who
made you what you are. Some people
mistrust or fear you, and others consider
you a prophet or wish to exploit your
power for their own goals.
You gain the following characteristics:
Sturdy: +2 to your Might Pool.
Skill: You are trained in intimidation.
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Dragonbreath (3 Might points): You 1. You believe the other PCs can help
breathe out a blast of energy in an you solve a mystery about your heritage.
immediate area. Choose one type of 2. You needed to get out of town, and
energy (arcane, cold, fire, thorn, and so the PCs were going in the same direction
on); the blast inflicts 2 points of damage as you.
of this kind of energy (ignores Armor) to 3. Your creator, master, or mentor told
all creatures or objects within the area. you to help the PCs.
Because this is an area attack, adding 4. You want to make a name for
Effort to increase your damage works yourself, and the other PCs seem
differently than it does for single-target competent and compatible.
attacks. If you apply a level of Effort to
increase the damage, add 2 points of
damage for each target, and even if you GNOME
fail your attack roll, all targets in the area You are curious and love discovering
still take 1 point of damage. Action. ways to turn found things into art, tools,
Draconic Resistance: You gain +2 Armor or weapons. You might be a sculptor,
against the type of energy you create with smith, artist, chef, storyteller, or inventor.
your dragonbreath. Alchemy, magic, and engineering
Scaly: +1 to Armor. fascinate you. Other beings may see you
Inability: You have difficulty relating as a strange mix of a nature-loving elf and
to non-dragons. Tasks to persuade a craft-obsessed dwarf, but you and your
non-dragons are hindered. kind are unique people with a passion for
Initial Link to the Starting Adventure: life, exploration, and creation.
From the following list of options, choose You gain the following characteristics:
how you became involved in the first Genius: +2 to your Intellect Pool.
adventure. Skill: You are trained in two skills that
suit your creative nature, such as alchemy,
smithing, poetry, cooking, woodcarving,
or pottery.
Practiced, page 207 Skill: You are practiced in using hammers.
Natural Affinity: You gain one of the
Communication,
page 121 following abilities: Communication, Eyes
Adjusted, or Minor Illusion.
Eyes Adjusted, page 138
Inability: Your small size makes some
Minor Illusion, physical tasks difficult. Might-based tasks
page 162
are hindered.
Additional Equipment: You have a bag
of light tools or a bag of heavy tools.
Initial Link to the Starting Adventure:
From the following list of options, choose
how you became involved in the first
adventure.
1. You think an object or material you’ve
been looking for can be found where the
other PCs are going.
2. You were recruited because of your
knowledge on a particular subject.
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FANTASY SPECIES
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CHAPTER 9
CYPHER SHORTS
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CYPHER SHORTS
The Instigation: Surreptitiously, the mage The Assassin and the Noble: One patron
Ducien Arkash uses psychic manipulations is actually a minor noble traveling
to cause two burly men to start arguing. incognito. Lord Monberrie will try to stay Lord Monberrie: level 3,
The argument soon leads to fisticuffs, and out of the fight, but there is an assassin disguise as level 4
quickly the bar erupts into chaos. The PCs after him who will use the opportunity to Assassin: level 4,
are free to take part or try to avoid the melee. murder him. Anyone who helps save the stealth as level 5
Soon after the fight breaks out, the PCs noble will be duly rewarded.
may notice other strange things going on, Viniara: level 6; health 30;
as described below. GM INTRUSIONS Armor 1; can attack
two close foes as a
• Fire! Something or someone falls single action (using
The Barbarian: Viniara hails from a savage into the hearth and catches on fire, one as a weapon to
land to the north and is spoiling for a real and the flames spread into the strike the other)
fight. As soon as trouble starts, she gleefully room. The ongoing fire automatically Ongoing fire: level 3
fights anyone who is near—PCs or NPCs. inflicts damage each round to anyone
within immediate range, and if not Ducien Arkash: level 4,
The Crafty Mage: Ducien Arkash is a extinguished by the fifth round, it fast talking and deception
as level 5; dagger with
practitioner of the dark arts. He needs begins to seriously spread. level 4 poison (3 points
a confined area filled with chaos and • The Stray Bottle: During the melee, a of Speed damage); can
violence to work a foul spell. While the bottle comes flying toward a character conjure minor visual
fight rages, he sits in the middle of from somewhere else in the fight. and auditory illusions
the room under a table and chants. If They must make a Speed defense Flying bottle: level 4
he manages to do so for five straight roll or take 2 points of damage and
minutes uninterrupted, he conjures a be knocked prone. Further, they’re Demon: level 6; health 35;
bestial demon that looks like a cross now covered in grain alcohol, and if Armor 3; venom that
inflicts 3 points of
between a man, a bull, and a spider. He there’s already a fire raging, they catch Might damage
and the demon leave the tavern, with the fire (2 points of damage each round
demon protecting the mage from harm. until they use an action to extinguish Brawler bully: level 4
themselves). All tasks are hindered
Bar: Shelves behind the bar hold many while they’re on fire. Iolla: level 2, persuasion
bottles of liquor, and under the bar are • The Injured Patron: An innocent and perception as level 4
many glass and wooden mugs (all light bystander is seriously hurt, lying on Thief: level 3,
weapons). A cash box holds 33 gold pieces, the ground and about to be trampled. stealth and pickpocketing
as level 4
152 silver pieces, and 230 copper pieces. • The Bully: A brawler takes a serious
The tavern keeper, Iolla, is an older dislike to a PC and attacks. Iolla’s dog: level 3;
woman who spends the first part of the • The Pickpocket: A thief tries to steal protects Iolla and
follows her commands
brawl behind the bar, yelling at people to from a PC while they are otherwise
stop fighting, and the second half hiding. occupied, and then flee. Remember, characters
If the Warrior is a bouncer, she orders can choose to make their
attacks nonlethal, so
them to stop the fight. She offers a reward CONCLUSION that reducing an NPC
of 2 gold coins to anyone who will help The whole thing is likely over in ten or to 0 health or moving
keep the brawl from destroying her tavern. fifteen minutes, perhaps when the sheriff another PC three steps
Iolla also has a medium-sized dog that arrives or when everyone is unconscious down the damage track
means unconsciousness
usually stays behind the bar with her. or exhausted. rather than death.
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CYPHER SHORTS
help, but each would need to be found The Entity at the Precipice: At some point,
and convinced individually. Most people at night, the necromancers finish their
are terrified of the walking dead and long rituals, hoping to be reunited with
would rather hide in their houses. their mother, but instead bring forth a
horrible entity of death that waits just The Entity: level 6;
victims touched move
The Cemetery in the Day: Just over a hill outside the living lands. It emerges and
one step down the
outside of town; a river runs along the kills Elias and Novara, and its presence damage track
edge. Searching PCs might find a few puts the entire town in jeopardy.
dug-up graves, black candle stubs, and
strange symbols etched into gravestones. GM INTRUSIONS
I Know Them: The character recognizes
The Cemetery at Night: Eight zombies one of the animated dead. If they fail a
roam the cemetery each night, in two difficulty 4 Intellect defense roll, they
groups. They attack if they see anyone cannot act for one round and suffer 3
alive. points of Intellect damage from shock
and horror.
The Temple: The temple has two level 4
cyphers in the form of holy water. Each Spectral Vision: The veil between worlds
will immediately destroy a zombie of level thins, and the character gets a brief
3 or lower it touches. If there is no PC glimpse into the land of the dead. If they
priest, a kindly aged priest named Olian fail a difficulty 5 Intellect defense roll, Olian: level 3,
knowledge of religious
will give the cyphers to capable defenders. they cannot act for one round and suffer
matters (including the
Olian might also have advice about the 5 points of Intellect damage from shock undead) as level 5
undead and necromantic magic. and horror.
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LOST IN THE DUNGEON as a single action. They can talk, but only
For directions on how to The Premise: Nonhuman dungeon using very basic “squawking” words. They
run a Cypher Short, as
dwellers are lost in an unexplored section can carry any one other PC on their back
well as information on
the types, descriptors, of a huge underground labyrinth. Can they except the ogre.
and foci, please visit this make it to safety?
link and download the
free Cypher Shorts PDF: THE SETUP
mymcg.info/cyphershorts CHARACTER CREATION The characters are monsters that dwell
Characters should be nonhuman in a dungeon-like labyrinth underground.
If the GM prefers, they subterranean monsters. They can all see They were not necessarily allies, but now
can use any dungeon
well enough in the dark that it shouldn’t they have to work together to survive
map they might have
from another adventure. hinder them. Cypher Short character as an earthquake has just caused their
suggestions include: section to collapse. Rather than being
Ogre: This is probably someone with buried in rubble like many of the dungeon
the Performing Physical Actions type. The denizens, each PC has been dumped
player decides the character’s name, a into a lower level they didn’t even know
brief personality, and what weapons they existed. They can’t return the way they
carry. They have their weapons and wear came because the path is blocked with
medium armor. tons of rock, so they have to find their
Satyr: The Talking type would work well own way.
for this character. The player decides the There is no map for this dungeon;
character’s name and a brief personality. the GM makes up the layout as they go
They have a bow, a sword, and six along. The layout doesn’t matter, and
doses of a level 4 poison that inflicts 4 the PCs should pass through plenty
No one starts with any additional points of damage. of empty rooms and corridors quickly
special equipment beyond
Fae: This character should be portrayed and uneventfully until they reach an
what’s listed. Give each
PC two subtle cyphers. by the Wielding Supernatural Powers encounter. There should be enough dead
type. The player decides the character’s ends and twisting paths so the adventure
name and a brief personality, as well never feels linear, even though the PCs’
as their magical power(s). They have 5 goal is straightforward.
Subtle Cyphers,
page 378 Armor against any magical attack but
suffer 1 additional point of damage from POSSIBLE ENCOUNTERS
Manifest Cyphers,
page 379 iron weapons. They also have a random Empty Gallery: This long, wide, pillared
manifest cypher in addition to the subtle hall has many alcoves, each of which
Skeleton, page 353
cyphers everyone gets. holds a small art object. A few are ruined
Goblin: This is probably someone with with age, but at least six are still quite
the Sneaking type. The player decides the valuable.
character’s name and a brief personality.
They have three daggers, a small bow, Crypt: This large room holds many
light armor, some lockpicks, various tools, sarcophagi. Twelve of them contain
Locked door: level 4 and a burlap sack. skeletons that will animate and attack, but
Griffin: This is probably a Searching and only six at a time. The door leading out is
Discovering type of character. The player locked.
should decide the character’s name and There are many objects of value and
brief personality. They have no equipment even a few small casks of coins stored
and can’t use tools (no hands), but they here as grave goods around a simple
can fly, have 1 Armor, and make two shrine.
medium attacks with their claws or beak
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CYPHER SHORTS
Greedy Dwarves: Three dwarven mining manifest cyphers. They also have a map Dwarves, page 135
scouts are exploring, looking for gold. to the surface, which the PCs can use to
They hate goblins and dislike ogres, but get out if they want (and thanks to the
could be reasoned with if the PCs try adventurers, the way is clear of danger).
(particularly if they offer bribes). They
have two manifest cyphers. GM INTRUSIONS
Aftershock: Group intrusion. The ground
Two Pools: A large room holds two pools shakes and parts of the ceiling collapse.
of water. One is normal, but the other is Failed Speed defense rolls (difficulty 4)
magical. Drinking from the magical pool result in 3 points of damage, and one
will either give the drinker a new subtle character struck is trapped, requiring a
cypher or transform them into a goblin difficulty 6 Might task to free them.
(equal chance of either, difficulty 3 Might
defense roll to resist the transformation). Locked Door: If a PC is trying to get
somewhere quickly (perhaps fleeing a
Abandoned Storeroom: This room has foe), the door they need to get through is
nothing particularly valuable, but there locked or the passage is suddenly blocked
are some usable tools, rope, barrels, and by a dropping portcullis. Level 4.
crates, should they be necessary. There Troll, page 129
are also a few rats here, which aren’t a Arrow Trap: Level 4. Inflicts 4 points of
threat but could be a meal for most of damage. The troll is a dangerous
foe for the PCs in this
the PCs.
scenario, and if they try
Pit Trap: Level 4. Drops 20 feet (6 m) to fight it head on, things
Chasm: The earthquake created a chasm down to spikes, inflicting 6 points of could go very poorly.
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CHAPTER 10
T
This chapter is hese creatures and NPCs are provided to help you populate your own fantasy setting.
intended for GMs The most important element of each creature or NPC is its level. You use the
only. level to determine the target number a PC must reach to attack or defend against
the opponent. In each entry, the target number for the creature is listed in parentheses
after its level. The target number is three times the level.
Understanding the
Listings, page 312 A creature’s target number is usually also its health, which is the amount of damage
Chapter 22: it can sustain before it is dead or incapacitated. For easy reference, the entries always
Creatures, page 312 list a creature’s health, even when it’s the normal amount for a creature of its level.
Chapter 23: NPCs, For more detailed information on level, health, combat, and other elements, see the
page 372
Understanding the Listings section in the Cypher System Rulebook.
96
CREATURES AND NPC s
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98
CREATURES AND NPC s
BASILISK 5 (15)
A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its
head like a crown, and crawls upright instead of slithering on its belly. It feeds on snakes
and other creatures smaller than itself, relying on its poisonous aura to weaken and kill
its prey. It is known to make an unnerving growl instead of a typical snake hiss. An adult
basilisk is 10 to 18 feet (3 to 5.5 m) long.
Motive: Hunger Weasels are completely
Environment: Forests and plains immune to basilisk
Health: 15 venom. Weasel-like
creatures such as otters,
Damage Inflicted: 5 points
ferrets, and badgers may
Armor: 1 have limited immunity.
Movement: Short
Modifications: Perception and stealth as level 6
Combat: A basilisk bites like a snake, inflicting 5 points of damage and injecting a poison GM intrusion: The
that moves the target one step down the damage track if they fail a Might defense roll. basilisk strikes quickly,
biting the same creature
The basilisk can spit its poison up to short range, inflicting 1 point of damage and twice on its turn.
moving the target one step down the damage track if they fail a Might defense roll.
The basilisk’s venom affects its breath, and on its turn, anything
within immediate range of it must make a Might defense roll
or take 1 point of poison damage. Because of this constant
invisible cloud of poison, a basilisk’s lair is surrounded
by a stinking area of dead vegetation, blasted earth, and
etched stone.
Basilisk venom is so potent that even creatures that are
immune to poison can still be harmed by it, taking 5
points of Speed damage instead of moving down the
damage track. (A creature that is immune to poison and
acid is fully immune to the venom.)
Anyone within short range of a basilisk who meets its gaze and
fails a Might defense roll turns to stone. In combat, when
a character within short distance attacks a basilisk, they
must either avert their gaze to attack safely (which
hinders their attack by two steps) or make a Might
defense roll. On a failed Might defense roll, the
character takes 5 points of ambient damage as
their flesh partly mineralizes; if the character is
killed by this damage, they are turned to stone.
Interaction: Basilisks act like simple animals and
respond threateningly if disturbed or provoked. If
not hungry, a basilisk avoids conflict and hides in
its lair.
Use: A blighted area in a field, briar, or forest
suggests that a basilisk has moved into the area.
Swarms of snakes enter a village, fleeing an
approaching basilisk.
Loot: Basilisk venom is valuable, but it must
be stored in a strong, sealed container or
the bearer will succumb to the poison. Its
blood has alchemical properties relating to
transmuting metals.
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BLACKGUARD 6 (18)
Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some
were once honorable knights who fell to temptation and have abandoned their original
principles, but many were raised under evil circumstances and have never known anything
but hatred and conflict.
Motive: Power, domination of others, slaughter
Environment: Almost anywhere, either alone or as part of a cult or evil organization
Health: 30
Fiendish beast: level 4, Damage Inflicted: 7 points
stealth as level 5, Armor: 2 or 3
Might and Intellect
Movement: Short; long when mounted
defense as level 5
Modifications: Perception and Intellect defense as level 7
Combat: Blackguards use high-quality armor and weapons (usually decorated with symbols
Zombie, page 371 depicting death, demons, or evil gods). Many wear heavy armor and prefer weapons
that inflict bleeding wounds, but some take a more subtle approach and act more like
GM intrusions: assassins than knights. A blackguard typically has two or three of the following abilities:
The blackguard’s weapon Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven
flares with unholy power, with an eerie, unnatural look (in the case of small animals, the creature may also be an
inflicting an additional
6 points of damage
exceptionally large specimen of its kind). The creature is actually a semi-intelligent fiend
(ignores Armor). in animal shape (and therefore immune to abilities that affect only normal animals)
A slain blackguard that can understand the blackguard’s commands, and may even be able to speak. If the
rises as an undead or is beast is a horse or similar creature, the blackguard might ride it
possessed by a demon as a mount.
and continues to fight. Necromancy: The blackguard uses a ten-minute ritual to
animate a human-sized corpse as a zombie under their
control. The zombie becomes a corpse again after a day.
Poison: The blackguard coats their weapons with a level 6
poison; a foe who fails a Might defense roll moves
one step down the damage track.
Spells: The blackguard knows several spells granted
by an evil entity, typically spells that cause a foe to
flee in fear for one minute, restore 10 health, create
an eerie darkness or fog in long range, or grant +5
Armor against energy and magical attacks for an
hour.
Surprise Attack: When the blackguard attacks from
a hidden vantage, with surprise, or before their
opponent has acted in combat, they get an asset on
the attack and inflict +4 points of damage.
Unholy Aura: Defense rolls by foes within immediate
distance of the blackguard are hindered.
Unholy Blessing: The blackguard’s defense rolls are eased.
Interaction: Blackguards enjoy killing righteous paragons of good
and are often cruel for the sake of cruelty itself.
Use: A blackguard has united various groups of bandits into a small
army. An evil wizard sends her blackguard lieutenant to kill the
people interfering with her plans.
Loot: Blackguards usually have treasures equivalent to three or four
expensive items, a few useful manifest cyphers, and an artifact
weapon or armor.
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CREATURES AND NPC s
CAMBION 5 (15)
Fine ebony scales cover a cambion’s perfectly athletic figure. Two reddish horns grow from
its brow, and the tips of fangs emerge from between its dusky lips. Its eyes, absent iris and
pupil, are the color of driven snow. Cambions are cursed creatures, born of mortal and
demonic parentage, and are also sometimes called helborn. Most cambions give in to what
everyone expects of them, and embrace evil.
Motive: Defense, conquest, revenge on a world that’s rejected them
Environment: Anywhere, often hiding in plain sight
Health: 25
Damage Inflicted: 6 points
Armor: 1
Movement: Short
Modifications: Disguise as level 7
Combat: Cambions sometimes wield heavy weapons in combat, especially if they come
across an artifact that can enhance their attacks.
Some cambions develop their natural and magical abilities to become powerful sorcerers,
but most can call up hellish energy merely by willing it at least once per day, as follows.
Finger of Torture: A ruby ray lances out from the cambion’s
finger to strike an enemy prone with torturous pain on
GM intrusion: The
a failed Might defense task. The target automatically character’s cypher
takes 6 points of damage each round until they can explodes when touched
escape the effect with an Intellect task. by cambion demon
Soulfire Blast: An explosion of soul-rending black fire on a failed Speed
defense task.
and crimson fire explodes around up to three
targets standing next to each other within
short range, inflicting 4 points of damage and
stunning the targets so that they lose their
next action on a failed Speed defense task.
Interaction: Cambions are bleak, depressed,
and misunderstood. Most have turned to
evil, but a few can be redeemed.
Use: A great fire is seen burning on the
horizon. The next day, travelers come
across a burned region with a crater
that has destroyed a farmhouse.
At the center of the crater is
an unconscious human with
hornlike growths on its head.
Loot: Powerful cambions sometimes
wield artifacts as weapons.
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102
CREATURES AND NPC s
CYCLOPS 7 (21)
Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh
about 10,000 pounds (4,500 kg). Everything about these giants is exaggerated, from the
thick features of their faces to their oversized hands and lumpy, corpulent bodies. They
clothe themselves in animal skins, scraps of cloth, or canvas stolen during their travels.
A cyclops’s most distinctive feature is the single eye positioned in the center of its forehead.
Cyclopes live on the edges of civilized areas or on remote islands. For all their power and
stature, they aren’t especially brave, and most have a dim idea that puny humans have an
advantage when they have numbers on their side.
Motive: Hungers for flesh
Environment: Almost anywhere
Health: 32
Damage Inflicted: 8 points
Armor: 1
Movement: Short GM intrusions:
Modifications: Attacks targets within immediate range as level 5 due to poor eyesight; The cyclops hits a
character so hard that
Speed defense as level 5 due to size; Intellect defense as level 4 they fly a short distance
Combat: A cyclops can always resort to using its fists in melee, pummeling opponents with away and land prone.
knuckles the size of large hogs. However, most cyclopes carry
A character struck
a tree trunk and use it to sweep enemies from their path. by the cyclops’s fist is
Due to its massive height, a cyclops can make a melee grabbed and stuffed in
attack against creatures within short range. the creature’s sack.
Cyclopes can pry up boulders from the ground and throw
them at targets within long range. A thrown boulder
inflicts 8 points of damage to all targets in an
immediate area.
Killing a cyclops can be dangerous. When killed, it
falls away from the attacker that delivered the
killing blow. Any creature under it when
it falls must make a successful Speed
defense roll or be pinned under its corpse
and take 7 points of damage. Escaping from
under a dead cyclops requires a successful
Might roll.
Interaction: Cyclopes know the language of the
lands they inhabit, but they are notoriously
dim and easily fooled. A cyclops thinks
about its belly first and foremost and
doesn’t pay much attention to what it
stuffs in its mouth.
Use: A cyclops has been rampaging across
the countryside, and warriors sent to
deal with it have been vanquished. PCs
who investigate learn that the cyclops has
been robbed and is trying to find the stolen
item.
Loot: Most cyclopes carry sacks filled with things
they find interesting or plan to eat. Aside from
the rubbish, a typical sack contains 1d100 coins
of the realm and a couple of cyphers.
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104
CREATURES AND NPC s
105
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106
CREATURES AND NPC s
107
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108
CREATURES AND NPC s
FAERIE 3 (9)
Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a A flutter of dozens
of faeries can swarm
silly song or follow people for a while, flitting around and asking questions like an annoying
foes, but those kinds of
young child. Some faeries are crueler and delight in stealing clothing, equipment, or prized tactics aren’t the norm
objects. And a few are downright malicious and, under the guise of a helpful guide or a because faeries in such
pretty light in the distance, lure lost travelers to various dooms. large groups rarely
get along well enough
Motive: Unpredictable to act in concert.
Environment: Alone or in a flutter of three to twelve
Health: 12
Damage Inflicted: 4 points GM intrusion: Another
faerie appears, and
Movement: Immediate; long when flying if the character fails
Modifications: Tasks related to performance and deception as level 5; Speed defense as a Speed defense roll,
level 5 due to size and quickness it flies off with their
weapon or another
Combat: A faerie can hurl damaging magic dust at any target within short range, but
important possession.
sometimes it wields tiny weapons such as bows, spears, or swords.
If a faerie is touched or struck by a melee weapon, more magic dust puffs
away from the faerie and clouds the attacker, who must
make a Speed defense roll or take the same amount of
damage they just dealt to the faerie.
A faerie can see in the dark, but it can also emit bright
light and appear as a glowing humanoid or an
illuminated sphere.
Faeries regenerate 1 point of health per round
while their health is above 0.
Some faeries can attempt to use a song or light
display to charm others within short range.
The target must succeed on an Intellect
defense roll or fall into a suggestible state
for one hour. During this period, the target
can be led by the faerie at their regular
movement rate. The target can be brought
out of the spell early if they take damage or
are heartily slapped and shaken for a round
or two, causing the glamour to fade. A faerie
can use this power once per minute.
Interaction: Faeries are mercurial creatures, but
except for the malicious ones, they can be
negotiated with, especially if offered sweets,
wine, or other gifts. However, faerie attention
spans are limited, so even one that means well
could end up leaving the PCs in the lurch at
just the wrong moment.
Use: The dancing light in the distance, leading
curious PCs deeper and deeper into the dark
woods, is a faerie. And the destination could
be a wicked witch or other unpleasant location.
Loot: The tiny pouches that faeries carry are stuffed
with forest bric-a-brac, but some of those pouches
are ten times larger on the inside and might hold a
handful of shiny coins or a cypher.
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A PC turned to stone
GORGON 5 (15)
may be as good as
dead, but certain magic
effects or spells might
Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers.
return them to life. The statues, ranging in size from birds to warriors astride steeds, all depict creatures
However, if the statue is in states of fright and pain, the final image of death. These pieces are not the work of a
shattered, they cannot fevered mind, but the fates of those who braved a gorgon’s lair.
be revived unless the
statue is repaired first. Gorgons were humans once. After they offended the gods with their vanity, they were
transformed into hideous monsters. A gorgon has the upper body of a human of perfect
GM intrusion: form and physique, but the lower body of a giant serpent, complete with rattling tail. One
A character glimpses
who dares look at a gorgon’s face can see traces of the old beauty beneath a weary veneer,
a gorgon’s eyes, and
a sheen of stone darkened by hatred. Instead of hair, serpents crown a gorgon’s head, snapping and hissing
covers their body for at anyone who draws near. Yet the most terrible aspect of a gorgon is its gaze, which can
one minute, during turn any creature to stone.
which time they gain
+1 to Armor but can’t
Motive: Isolation, defense
move farther than an Environment: Alone, sequestered in the isolated ruins of old cities and castles
immediate distance Health: 12
in one round. Damage Inflicted: 5 points
Movement: Short
Combat: A gorgon has a long-range bow attack. Since creatures that
see the gorgon often turn to stone, it must take down its prey
at long range so it can get fresh meat.
In close combat, a gorgon lashes out with a long
dagger or, rarely, a sword. As part of the action the
gorgon uses to attack, the serpents on its head can
also attack one target within immediate distance. A
target that fails its Speed defense roll takes 2 points
of damage from the bite and must immediately
make a Might defense roll to resist the poison (which
deals 4 additional points of Speed damage that
ignores Armor).
Anyone within short range of a gorgon who meets its gaze
and fails a Might defense roll turns to stone. In combat,
when a character within short distance attacks the gorgon,
they must avert their gaze (which hinders the attack by two
steps) or make a Might defense roll. On a failure, they
take 5 points of ambient damage as their flesh partly
mineralizes. If the character is killed by this damage,
they are turned to stone.
Some gorgons carry a couple of cyphers and perhaps
an artifact that they can use in combat.
Interaction: Bitterness consumes gorgons. They lead
lonely lives, cut off from everyone they have
loved. Negotiating with one would be something
of a feat.
Use: A gorgon’s head retains its power to petrify for
several days after being cut from the creature. The
PCs might brave the gorgon so they can use its
head to defeat an even more powerful foe.
Loot: A gorgon typically has a few cyphers and may
have an artifact as well.
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CREATURES AND NPC s
HAG 6 (18)
Hags are evil magical creatures distantly related to the fey. They resemble withered ancient In folklore, hags are
humans with obvious inhuman features—dead eyes, green or purple skin, metal teeth, usually represented as
female, but their kind
webbed fingers, and seaweed-like hair are common traits. They love corrupting pure and probably has other
innocent things, and feast on the dreams and flesh of their victims. genders as well.
Motive: Power, treachery
Environment: Forests, swamps, mountains, and unpleasant natural locations
Health: 25
Damage Inflicted: 6 points
Armor: 1
Movement: Short
Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as
level 7
Combat: Hags can attack with their iron-hard claws and teeth, but often rely on their magic
abilities in combat.
Hags can breathe water, and usually have three or more of the following abilities:
• Arcane blast: Use magical energy to blast one foe within short range and inflict 6 points
of damage, or divide this energy (and damage) among several foes as the hag sees fit
(each foe makes their own Speed defense roll against this attack).
• Change shape: Transform into a humanoid or common animal, or return to their own form.
• Curse: Curse a creature within long range, hindering all physical actions by two steps.
• Fear: Terrify all creatures within short range who look upon them, causing the creatures
to flee for one minute if they fail an Intellect defense roll.
• Illusion: Create an illusion affecting a small area that includes light, sound, and smell. GM intrusion: A creature
They can use this to disguise themselves as any humanoid creature (such as a human, becomes afraid and
reluctant to oppose
dwarf, or elf). Changing or maintaining the illusion is not an action.
the hag, hindering all
• Invisibility: Turn invisible for ten minutes. When invisible, they are specialized in stealth actions against the hag
and Speed defense tasks. by two steps for one day.
• Murderous glare: Glare at one opponent, causing bloody wounds that inflict 6 points of
damage if the creature is within short range (3 points if within long range).
• Question: Get an answer to a very simple, general question about a creature
or place within 1 mile (1.5 km).
• Scrying eye: View any familiar location within 1 mile as if they were
observing it directly.
• Sleep: Make a creature fall asleep for one minute. Damage or loud noises
will wake the creature.
Three or more allied hags form a coven, which allows them to use each
other’s magical abilities, and usually grants the coven (when
working together) one or two additional abilities.
Interaction: Hags are evil, greedy, hateful, and cruel. They
rarely do things for others unless they benefit in some
way, and they like to trick fools into dangerous tasks that
end up profiting the hag instead of anyone else. If shown
proper respect and bribed or paid, a hag can be a valuable
source of lore.
Use: The smell of cakes lures children to a mysterious
woodland shack. The hag of the swamp is said to kill anyone
who enters their territory without carrying a specific gift.
Loot: In addition to coins and jewels, a hag usually has several scrolls or
potions and may have an artifact.
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HARPY 3 (9)
Modern fantasy has A harpy is a hideous, filthy creature with the body of a large vulture and the neck and
blended two different head of an ugly human. Their breath reeks of decay, their wings and talons drip with an
kinds of bird-human
creatures from Greek
unpleasant oil, and their eyes shed acrid tears. They love to torment people and lure them
myths: sirens (which to their deaths.
are alluring and sing Motive: Hungers for flesh, causing anguish
an enthralling song) Environment: Coastline, forest, and mountains
and harpies (which
are disgusting and Health: 9
don’t sing at all). Damage Inflicted: 4 points
Movement: Short; long when flying
Modifications: Perception and Speed defense as level 4
Combat: Harpies are fast and strong, capable of carrying off a light adult human. They
attack with their long talons.
Anything a harpy touches becomes fouled with their smelly fluids, and one harpy
energetically flapping their wings is enough to contaminate an immediate area. Their
fluids are repulsive but not directly harmful, and the smell persists even after a casual
washing. Any food touched by harpy filth is inedible to anyone but a harpy. Creatures
with a sensitive sense of smell (such as dogs and wolves) are hindered when within a
short distance of a harpy. It is common for a group of
harpies to attack a campsite or festival, spread their
stink over everything, and fly away with whatever
food they can carry.
A harpy can sing a weird, entrancing song that
hypnotizes whoever hears it. Anyone within
long range who hears the song must make an
Intellect defense roll or stop whatever they are
doing and attempt to approach the harpy. If the
creature comes within an immediate distance
of a singing harpy, they stand there dumbly
even as the harpy attacks them. The creature
can make another attempt to break free each
round on its turn, and taking damage from
anything other than a singing harpy allows them
another attempt to break free. Five or more
harpies can work together on the same song
(treat as a level 5 effect). Harpies are cruel and
have been known to lead an entranced creature
into a pit, off a cliff, or over the railing of a ship.
Interaction: Other than their singing, harpies
do not usually speak with other creatures.
They are more likely to jeer and screech
at people like an angry bird than try to
communicate.
Use: A flock of harpies torments a village during
GM intrusion: A harpy its harvest festival, ruining the celebration
snatches something a and some of the food set aside for the winter.
character is wearing Sailors speak of a lonely island where an old, blind king starves
or carrying on a failed
because harpies steal or foul any food set out for him.
Speed defense roll. The
harpy throws away or Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell
flees with the stolen item. disgusting unless carefully washed.
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CREATURES AND NPC s
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GODFORSAKEN
HYDRA 7 (21)
Sometimes newly This mythological reptile has five writhing serpent heads, each of which constantly exhales
encountered hydras have
a venomous plume. Well over 20 feet (6 m) long from the tip of its longest head to its
seven or more heads
instead of “just” five. thrashing tail, the toxic beast’s most discomfiting feature is its magical ability to sprout new
heads when it’s wounded.
In a game using power Some hydras dwell on land, others in water. Most seem to have been set as guardians of
shifts, GMs could
provide the same
important places by higher powers, which is probably why they’re so difficult to kill.
advantage to hydras. Motive: Hungers for flesh, defend a location
Environment: Swamps, coasts, and forests
Health: 24
Power shifts, page 292 Damage Inflicted: 7 points
Armor: 1
Movement: Short when walking or swimming
GM intrusion: The Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to
character reacts poorly size
to the poison in the air Combat: Even approaching a hydra is dangerous; the air around it is poisoned by its
or a bite and goes into
helpless convulsions for
venomous breath. Each round a creature is within immediate range of a hydra, they
one round if they fail a must succeed on a Might defense task or take 1 point of Speed damage (ignores
Might defense task. Armor).
All five of a hydra’s heads can simultaneously
bite foes in immediate range. If three or more
heads coordinate their attack, the heads
make one attack as a single level 9 creature
dealing 9 points of damage. A target bitten by
the venomous hydra must also succeed on
a Might defense task or take an additional 2
points of Speed damage (ignores Armor).
Whenever the hydra takes 4 or more points of
damage from a single attack, a healing pulse
surges through the creature a round later. The
pulse returns the health just subtracted due to
the attack and triggers the immediate growth
of two additional heads that sprout from the
creature. (The same thing happens if one of
the creature’s snakelike heads is decapitated.)
The new heads are just as effective as the
original ones in a fight. Fire, electrical, and
other extreme energy attacks do not trigger
the healing pulse and head genesis.
Interaction: A hydra is a cunning predator, but not
intelligent. It can’t bargain or negotiate.
Use: The PCs investigate an ancient ruin hoping
to find artifacts of the gods. A hydra saw them
enter and trails them through the crumbling
structure at a considerable distance, waiting
for them to take a rest or become otherwise
distracted before attacking.
Loot: Hydras sometimes collect cyphers and
artifacts in their lair, or failing that, they guard
something of value.
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CREATURES AND NPC s
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116
CREATURES AND NPC s
LICH 8 (24)
A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind
their soul in a magical object called a phylactery, making them immortal and undead
unless their soul object is found and destroyed. Having corrupted its own life energy in an Wraith, page 131
obscene ritual, a lich can pursue its other magical goals, usually the acquisition of more
wealth, magic, and power. A newly made lich may look like a recent corpse, but maintaining
its physical vessel becomes less of a priority as the centuries pass, so over time they tend Skeleton, page 353
to look withered or even skeletal. Liches often work with or command other undead, such
Vampire, page 362
as wraiths, skeletons, vampires, and zombies.
Motive: Magic, immortality, power Zombie, page 371
Environment: Wherever they can remain hidden and work undisturbed
Health: 45 GM intrusions:
Damage Inflicted: 8 points The lich casts a spell in
addition to taking other
Armor: 1
actions on its turn.
Movement: Short
The lich uses a cypher,
Modifications: Intellect defense and magical lore as level 10 spell, or other ability
Combat: A lich can shoot blasts of necromantic energy that to nullify an attack
inflict 8 points of damage on a target and 4 points on that otherwise would
any creature within immediate range of the target. have affected it.
A lich knows many spells, such as the following:
• Animate guards: Animate ten corpses as skeletons
or zombies, which obey the lich for one hour before
turning back into corpses.
• Armor: Gain +5 Armor for one hour.
• Death: Inflict 8 points of damage on a creature within short
range; if the creature fails a Might defense roll, it also moves
two steps down the damage track.
• Fly: For one hour, move through the air as effortlessly as walking.
• Paralyze: One target within short range is held motionless for two
rounds, unable to take any physical actions.
• Polymorph: Transform a creature within short range into a harmless
creature like a fish or frog for one minute.
• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the
lich was observing it directly.
• Teleport: Move instantly up to 1 mile.
A lich also likely carries several cyphers useful in combat.
Liches are undead, and therefore immune to anything that affects only
living creatures, such as disease and poison.
Unless its well-hidden phylactery is destroyed, a lich that is killed reforms
a new body near its phylactery over the next week or so, returning
at full health and with all of its abilities and memories.
Interaction: Liches hate being interrupted and have more
important things to do than answer questions from mortal
weaklings. A lich may be convinced to teach a character a
spell, especially if given a spell, cypher, or artifact in trade.
Use: A lich is planning a ritual to raise an army of skeletons
or zombies to attack the kingdom. A lich has made a pact
with a demon to unleash a plague in exchange for obscure
magical knowledge.
Loot: A lich has 1d6 cyphers and usually an artifact.
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MANTICORE 6 (18)
Classical manticores A manticore is a fearsome predator that resembles a maned red lion with a human head
were not described as and a scorpion’s tail. The head is bearded and has three rows of teeth in the upper and
having wings. Modern
interpretations often give lower jaws, like a shark. The scorpion tail is covered in multiple barbs, and the creature
them wings (perhaps can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including
due to crossbreeding the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their
with chimeras) but say
hunting.
they are poor fliers.
Flying manticores have Motive: Hungers for flesh (especially human flesh)
Movement: Long; Environment: Mountains and plains
short when flying. Health: 22
Damage Inflicted: 8 points
Armor: 1
Movement: Long
Modifications: Ranged attacks as level 5
Combat: Manticores attack with their powerful bite, seeking to incapacitate or kill one
opponent quickly so they can eat. Some are content to attack and consume a single
target, but a large, hungry manticore prefers to wait until two or three creatures are
nearby before attacking. A manticore has powerful legs and can leap up to a short
distance in any direction, and often surprises its prey by leaping from concealment.
The GM can combine
multiple barb attacks Instead of biting, a manticore can use its poisonous scorpion-like tail to strike one creature
against the same creature in melee with a cluster of barbs, inflicting 4 points of damage (plus 4 additional points
into one attack, inflicting of Speed damage if the target fails a Might defense roll). With a flick of its tail, it can
damage equal to the
hurl up to four barbs up to a short distance away, striking one or more creatures in an
number of barbs plus
additional Speed damage immediate area. Each barb inflicts 1 point of damage, and the target must succeed on a
from poison equal to Might defense roll or take 1 additional point of Speed damage.
the number of barbs. Interaction: Manticores can make trumpet-like noises that resemble speech, but this seems
to be a trick to lure prey. Most of them are not intelligent enough to know how to speak
human languages.
Use: Weird musical noises resembling speech are heard from the nearby hills. People
GM intrusion: The have been disappearing in fields and on the road, with only bloodstains on the ground
manticore attacks with
its bite, then spins around suggesting that they were harmed.
to lash its opponent Loot: A manticore’s stomach might contain a piece of treasure or a cypher from a recent
with its barbed tail. meal, and its lair may have one or two small objects it was unable to digest.
118
CREATURES AND NPC s
MERFOLK 3 (9)
Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish The merfolk as described
here come from western
bodies from the waist down. They are able to breathe air or water but prefer the sea for its European folklore;
beauty and their better mobility. Merfolk have great underwater cities ruled by a king or other cultures have
queen, but most land-walking species interact only with the common or soldier merfolk their own stories about
fish-humans with
who visit the ocean surface and coastlines. Merfolk societies are much like those of surface
different configurations
humans; their inability to use fire limits them in some ways (such as blacksmithing), but (such as shark-humans,
they have compensated for this with water magic and other skills. scaly torsos, split
Merfolk skin ranges from all human colors to green, blue, tails, and so on).
and grey. Some have small fins on their heads and elbows or
Some people use
webs between their fingers. They dress for comfort and wear
the term “merman,”
jewelry made of shells, coral, pearls, polished gemstones, “mermaid,” or
and metals they can salvage or trade for. Most of them “merperson” for one
are content to be hunters or cultivators of kelp and other creature and “mermen,”
“mermaids,” or “merfolk”
aquatic plants, but some are curious about land-walkers for multiples of them.
(and their sunken ships) or fiercely territorial about
protecting their waters against outsiders.
Motive: Defense, entertainment
Environment: Oceans, seas, and coasts
Health: 9
Damage Inflicted: 4 points
Armor: 1
Movement: Immediate; short when swimming
Modifications: Perception as level 4 while in water
Combat: Merfolk use spears, tridents, daggers, and other
stabbing weapons that are effective underwater. They
may create traps using nets to confine or direct foes
into an ambush. A few lucky or clever ones have
acquired or adapted light crossbows designed to fire
underwater up to a short distance away.
About once every ten minutes, a merperson can swim a
short distance as their action and still make a melee
attack, or swim up to a long distance as their action.
About one in ten merfolk have the magical ability to
harden water until it is as strong and durable as wood,
Trained large fish:
taking about an hour to make a spear or similar tool level 2, attacks as
that lasts for several days. Some noble merfolk can create level 3; swims a long
short-range bolts of electricity as an action and make limited distance each round
alterations to the weather (stilling, increasing, or dispersing
wind and clouds in a very long area) by concentrating for several GM intrusions:
minutes. The merfolk’s weapon
Interaction: Merfolk react according to their role in merfolk society—farmer, rancher, guard, injects poison, inflicting
5 points of Speed damage
explorer, noble, and so on. Some merfolk are more aggressive or hostile and dislike the if the character fails a
presence of land-walkers in their territory. Most merfolk are amiable to conversation Might defense task.
and trade with people who treat them with fairness and respect. Another merperson or an
Use: Merfolk are often seen sunning themselves on a small island off the coast. Merfolk allied aquatic creature
warriors accompanied by trained large fish have been harassing boats and ships that arrives and joins the fight
against the character.
stray too far from the shallows and shores.
Loot: In addition to several small pieces of jewelry, a group of merfolk might have a manifest
cypher. A noble or royal merperson usually has a cypher and might have an artifact.
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MINOTAUR 4 (12)
Mastercraft weapon,
page 154
Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the
GM intrusions: first minotaur was the result of a curse from a god, and others suggest it was created by a
A minotaur smashes
demon, but the truth is lost to antiquity. Minotaurs care little about history or their origin,
a nearby wall, causing
part of the ceiling to preferring to hunt for meat and spar with each other for dominance and trophies.
collapse on one or more Minotaurs live in small tribes of up to a dozen adults. Solitary minotaurs are exiles, last
characters, inflicting survivors of their tribe, or younger individuals claiming their own territory.
6 points of damage
and trapping them
Motive: Hungers for flesh
until they can escape Environment: Caves, plains, and labyrinths
from the rubble. Health: 19
A minotaur grabs a Damage Inflicted: 6 points
character, who can resist Armor: 1
with a Might or Speed Movement: Short
defense roll; if they fail,
the minotaur takes them Modifications: Hunting and tracking as level 5
up to a short distance Combat: Minotaurs attack with their horns or use large weapons. A minotaur can charge up
away and disappears to a short distance and then make an attack, which inflicts an additional 3
(behind an obstacle,
points of damage.
into a maze, or in some
other hiding spot). Minotaurs are interested in mazes and mazelike spaces and like
to wander within them, memorizing the paths and finding
good places to stage ambushes. They leave out piles of
equipment and useless treasures from previous victims
to lure people into the maze and give the minotaur time to
corner their prey.
Sometimes one minotaur in a tribe develops simple magic
powers and is able to create illusions of smoke or mist
in an area a short distance across, turn invisible for
a few moments, or enchant weapons to inflict
bleeding wounds.
Interaction: Minotaurs can speak, usually in their
own language or another crude humanoid
language. However, they typically choose
not to speak to weaker creatures (such as
humans).
Use: A wandering gang of minotaurs has
been stealing livestock from a local village
and is ready to start hunting humans. A
minotaur gladiator escaped from a secret
underground arena and is stalking prey in
the city. Something lurks in a corn maze,
leaving nothing but bones and bloodstains.
Loot: Minotaurs don’t have much use for coins
but keep a few small trophies, such as ivory dice,
gems, or simple jewelry. The most powerful minotaur in
the tribe may have a cypher or even a mastercraft weapon.
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CREATURES AND NPC s
MORLOCK 2 (6)
Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent Morlocks may be
teeth, piglike eyes, loose skin, and stooped postures. They avoid bright daylight and prefer descended from humans
or near-human creatures,
to hunt and forage when it is dark out (or at least under the twilight-like canopy of a heavy twisted and ruined by
forest). Morlocks eat any sort of meat, even carrion and their own dead. inbreeding and mutation.
Morlocks build piles of stones to mark their territory. On nights of the new moon, they
create unnerving music by playing simple drums made out of skulls and logs. They lack the
foresight to store food for lean times, so they range farther from home in winter and times
of famine. They are sometimes enslaved by more powerful creatures such as ogres or a
vampire.
Motive: Hungers for flesh, defense
Environment: Caves, forests, hills, and underground
Health: 6
Damage Inflicted: 2 points GM intrusion: An
Movement: Short; short when climbing unnoticed morlock drags
away an unconscious
Modifications: Stealth and tracking as level 4 character or animal
Combat: Morlocks fight with their nails and teeth, but sometimes they use simple weapons to be eaten once
like clubs, stone knives, spears, and javelins if they have observed other humanoids they’re out of sight.
doing so. Some tribes dig simple pit traps and chase prey into them.
Morlocks dislike strong light but are not harmed by it. Their hearing and sense of
smell is strong enough that they can “see” in dim or very dim light as if
it were normal light. They can track scents as well as a
trained dog.
Interaction: Morlocks have a simple language of hoots,
howls, and growls that communicate basic concepts
like food, fire, danger, and cold. If enslaved by
a more powerful creature, some of them can
manage to learn a few words in that creature’s
language.
Use: Town elders warn that the drums and
near-human howls on dark nights are
signs of morlocks who’ll steal away foolish
children. Stacked piles of stones are found
in the forest, each surrounded by bare
humanoid footprints.
Loot: Morlocks don’t value what they can’t eat, but
their lair may have a cypher or two from a recent
victim.
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GODFORSAKEN
NECROMANCER 5 (15)
The ability to influence, command, and call up the dead is an impressive power, given how
many more people are dead than living. Since the only thing separating a living person
from a dead one is a well-aimed knife or death spell, the number of dead always rises.
Motive: Magical power, mastery over death
Environment: In places where dead are interred, usually with some number of undead
servitors
Health: 15
Damage Inflicted: 5 points
Armor: 1
Movement: Short
Modifications: Speed defense as level 6 due to shroud of undead protective spirits
Combat: Necromancers can blast a foe within long range with the cold of the grave or
flesh-decaying magic.
A necromancer can cast a death spell on a foe within short range once every minute; the
victim must succeed on a Might defense roll or move down one step on the damage
track. This ability could be an innate power or come from an artifact.
A necromancer who isn’t already accompanied by undead spirits or shambling,
spirit-inhabited corpses under their
Spirit: level 3; command can call up a spirit as an
flesh-decaying touch action. A necromancer can command
inflicts 3 points
of damage
up to five spirits (or newly allied
undead, as described below) at a time.
A necromancer can attempt to take
command of a spirit or undead
creature within short range. They
automatically succeed against an
unaligned undead target of level 4 or
less. If a targeted spirit is already allied
with or in service to a PC, the PC
must succeed on an Intellect defense
roll or lose control of the spirit to the
necromancer’s will for one minute.
Necromancers who
figure out the trick of Interaction: Necromancers are feared for
commanding hundreds their nonchalant attitudes toward life,
or thousands of undead especially the life of normal people
use that ability, almost
(such as peasants and city folk). They
without fail, to build
undead armies for will negotiate but usually don’t have the
campaigns of conquest. capacity to care about another person’s
well-being; they’re sociopathic.
GM intrusion: A bony
hand erupts from the
Use: A character has died, and their allies
ground at the character’s must find a necromancer to help
feet. On a failed Speed retrieve their spirit. Of course, the
defense roll, they are held necromancer wants something in return
in place until they can
succeed on a Might task for this aid—perhaps an artifact pilfered
to escape. Each round the from whatever underworld or hell the dead
character fails to escape, character is imprisoned within.
the hand squeezes them
Loot: Necromancers have one or two
for 3 points of damage.
expensive items, a cypher, and possibly
an artifact.
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CREATURES AND NPC s
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124
CREATURES AND NPC s
SATYR 5 (15)
These muscular humanoids sport long curved horns and furry, hooved legs. They are
self-centered, greedy, and sybaritic creatures, dedicated to food, drink, and other pleasures.
They rob and steal from others as it pleases them, often relying on tricks and lies, or
alluring music they play on pipes.
Motive: Play tricks, gather treasure, fulfill desires
Environment: Woodlands, hills, and plains
Damage Inflicted: 6 points
Armor: 1
Movement: Short
Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks
as level 7
Combat: Satyrs usually carry spears that they can use in melee and against foes within
short range. They can also create magical effects by playing their pipes as an action,
which can either bolster allies or harm enemies:
Dance of the Leaping Stag: Foes
within short range who
fail an Intellect defense
task lose their next turn to
dancing and leaping. Attacks GM intrusion: A
made against affected targets mental effect makes
are eased. the character view the
Feral Overture: An ally within short satyr as a good friend
for up to one minute
range is infused with magic, unless they succeed at an
and one attack it makes on its Intellect defense task.
next turn is eased; if it hits, it inflicts
+3 damage.
Tune of the Clouded Mind: A foe within short
range who fails an Intellect defense task spends
its next turn attacking one of its allies.
Interaction: Satyrs are inveterate mercenaries. They gladly
work for strong drink and other treasures, and they
ally with almost any creature capable of meeting their
price. A satyr is always willing to start negotiations,
but is prone to lying and exaggeration. Offering
excessive libation, food, and other
rewards is the only way to ensure
that a satyr remains honest, and
then for only a short period.
Use: Strange piping music in the forest
lures away young people from a nearby
community. Community elders say a
charismatic cult leader has set up in the
woods and clouds the minds of all who
come near.
Loot: A satyr is likely to carry one or
two cyphers.
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SHADOW 1 (3)
Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid
creature’s silhouette. They creep along walls, floors, and ceilings, blending in with actual
shadows, peeling themselves free only when they’re ready to clutch at a victim with their
cold claws.
Motive: Hunger for life energy
Environment: Anywhere that shadows can occur
Health: 3
Damage Inflicted: 2 points
GM intrusion: The
shadow attaches itself to Armor: 1
a character and begins Movement: Short
to take over as their Modifications: Stealth as level 3
shadow, automatically Combat: Shadows attack with their claws, which feel like a cold breeze and drain 2 points of
inflicting damage
every round until the Might from their target with each hit. They can barely interact with physical objects, and
character uses an action even something as simple as moving a pebble an immediate distance or knocking over
to tear it off of them. a candle takes intense concentration.
A group of five shadows can act as a swarm, focusing on one target to make one attack as a
single level 3 creature, inflicting 4 points of damage.
In an area of complete darkness with no illumination at all, shadows are
effectively powerless—they cannot attack and all their actions
are hindered. If suddenly deprived of light, they slink about
menacingly for a few minutes but lose interest if it seems
like their prey won’t be bringing back the light.
Shadows are flat rather than insubstantial, but attacks
that harm phased, ghostly, or similar creatures are
fully effective against them. They can easily pass
through narrow spaces such as the gap under a
door or between the bars of a cell, but cannot
move through solid objects.
Interaction: Shadows never speak, but they can
make rustling noises like a gently moving
curtain. If controlled or prevented from
attacking, they can communicate with
simple pantomimes and seem to
understand some pieces of language.
Use: The flickering shadows from a campfire
bend strangely and begin to creep toward
a nearby character. A person appears to
have two shadows just before they feel icy
coldness slide along their flesh.
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CREATURES AND NPC s
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SPHINX 7 (21)
A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that
is like that of a human or some kind of animal (typically a hawk or ram). Wise and fierce,
sphinxes have a connection to the divine and are often found guarding temples or persons
of great interest to the gods (although whether they serve good or evil depends on the
individual sphinx). No matter what their head looks like, a sphinx can devour creatures as
easily and quickly as a lion.
Motive: Defense, riddles
Environment: Deserts, plains, and mountains
Health: 25
Damage Inflicted: 7 points
Armor: 2
Movement: Short; long when flying
Modifications: Intellect defense and magical lore as level 8
Combat: A sphinx attacks with its lion claws, making two swipes as its action.
A sphinx also has the following magical abilities:
• Curse: Curse a creature within long range, hindering all their physical actions by two steps
until some other magic lifts the curse.
• Heal: Restore 10 health to an NPC, or allow a PC to
use their next action to make a recovery roll
that does not count toward their normal
allotment. Can be used three times per day.
• Riddle: A creature within long range must
make an Intellect defense roll to answer
a difficult riddle; failure means the
creature stands confused for one
minute even if they are attacked.
• Spellbreaker: End an ongoing magical
effect within short range, such as
a curse or protective spell. If there
are multiple effects, the sphinx
chooses which one to end. It can
target an immediate area instead of a
specific effect (such as an area where it
suspects an invisible enemy is hiding).
• Teleport: Instantaneously move a very long
distance. Can be used once per day.
Interaction: Sphinxes are very intelligent and speak
several languages (including at least one ancient
or obscure language). If their demands are met
(such as by answering a riddle or performing
a service), they can be quite talkative, if
arrogant.
Use: A sphinx guards the main road into the city,
killing anyone who fails to answer its riddle. A
GM intrusion: The
sphinx approaches, offering secret lore if the
sphinx leaps onto its characters can direct it to a suitable mate or
opponent, attacking an abandoned temple it can restore and guard.
with all four claws Loot: A sphinx usually has one or two cyphers and
as its action.
perhaps a small artifact it can wear and use.
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CREATURES AND NPC s
TROLL 6 (18)
A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell
than by sight. They are dangerous but not particularly intelligent. Always ravenous, trolls eat
anything, and rarely take the time to cook a meal. Usually, they distend their mouths and
throats and swallow subdued prey whole.
Motive: Hungers for flesh
Environment: Nearly anywhere, hunting alone or in pairs
Health: 30
Damage Inflicted: 7 points Spawned troll: level 4,
Might defense as level 5;
Armor: 1
health 15; Armor 1; claws
Movement: Long inflict 5 points of damage;
Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through grabbed victim suffers
deception as level 4 5 points of damage each
round held by troll
Combat: The troll attacks with its claws. If it hits, it grabs a foe tightly, then squeezes and
bites until the victim is dead or it releases that victim to attack another creature. Each GM intrusion: The
round that a held creature does not escape, they take 10 points of damage. struck troll divides into
Trolls regain 3 points of health per round. If a troll suffers a particularly egregious wound two separate trolls
that immediately
(10 or more points of damage in one round), rather than regain attack the character
health in that round (and instead of taking any other in the same action.
action), the troll divides into two level 4 trolls that are
3 feet (1 m) tall. Spawned trolls that survive the
battle and have access to food grow into
full-power trolls within a few weeks.
Interaction: Trolls speak their own simple
language, but a few know a little bit
of a local human language. Most
prefer to attack and eat other
creatures, but might be
bargained with after a
successful show of force.
Use: Trolls may be chance
encounters in the
wilderness for unlucky
travelers. Sometimes
captured trolls are used by
slavers, armies, and powerful
wizards as guards and warriors.
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130
CREATURES AND NPC s
WRAITH 2 (6)
When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or
is summoned forth by a necromancer, it may become a wraith: a bodiless spirit of rage and
loss. A wraith appears as a shadowy or misty figure that can resemble the humanoid figure
it once was, though wraiths tend to swarm together, making it difficult to distinguish them
from each other.
Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not
too far gone still remembers its life and may respond to questions or seek to locate its
loved ones or enemies. A wraith may even attempt to finish a task it started in life. But in
time, even the strongest-willed spirit’s mind erodes without physical substance to renew it,
and it becomes an almost mindless monster of destruction.
GM intrusion: The
Motive: Destruction
wraith screams out,
Environment: Almost anywhere, singly or in groups of six to ten summoning 1d6
Health: 6 more wraiths from
Damage Inflicted: 3 points the afterworld.
Armor: 1
Movement: Short while flying
Modifications: Stealth as level 5
Combat: A wraith attacks with its touch, which rots
flesh and drains life.
A wraith can become fully insubstantial. After it
does so, the creature can’t change state again
until its next turn. While insubstantial, it can’t
affect or be affected by anything (except for
weapons and attacks that specifically affect
undead or phased creatures), and it can pass
through solid matter without hindrance,
but even simple magical wards can keep
it at bay. While partly insubstantial (its
normal state), a wraith can affect and be
affected by others normally.
A group of five wraiths can act as a swarm,
focusing on one target to make one
attack roll as a single level 4 creature
dealing 5 points of damage.
Interaction: Most wraiths moan and scream
in rage. The rare few that retain reason can
speak in a sepulchral voice, and they may even
negotiate. Any alliance with a wraith is usually
short-lived, since the creature eventually forgets
itself and descends fully into rage and the desire to
spread destruction.
Use: The PCs are attacked while attending a burial,
or they happen to pass close to or camp near a
graveyard. Another swarm of wraiths appears in
a location where an earlier group was destroyed
(indicating a necromancer is summoning them).
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WYVERN 6 (18)
Sometimes mad wizards Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a
attempt (with limited heavy horse but their wingspan makes them seem much larger. Lacking a dragon’s fiery
success) to mix wyverns
with dragons to produce
breath or other magical abilities, wyverns rely on their strong flight and deadly stinger to
smarter flying mounts or catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—
awaken a latent potential two legs used for clumsy walking and two arm-wings used for flight and balance.
for breathing fire. Motive: Hungers for flesh
GM intrusions: Environment: Mountains, hills, and plains where large prey is plentiful
As part of its attack, the Health: 35
wyvern grabs hold of Damage Inflicted: 5 points
the character and flies a
short distance away. The Armor: 1
character can escape with Movement: Short; long when flying
a Might or Speed defense Modifications: Perception as level 7; Speed defense as level 5 due to size
roll (which probably
Combat: Wyverns prefer to attack from the air, moving up to a short distance and making
means they fall to the
ground and land prone). three attacks (bite, venomous stinger, claws) as their action. If a wyvern has to fight on
The wyvern uses a wing
the ground, it can attack only with its bite and stinger on its turn.
or its tail to slam a The stinger injects poison, dealing an additional 5 points of Speed damage (ignores Armor)
character so they are if the opponent fails a Might defense roll. Because
thrown a short distance the wyvern hunts primarily out of hunger, it usually
away and land prone.
focuses its attacks on one creature, weakening
the prey so the wyvern can carry it away and
eat in peace.
Interaction: Wyverns lack the intelligence
of true dragons. They are relatively
smart animals (on par with large
reptiles such as crocodiles) but
can be distracted by easy prey.
Allowing one to catch a pig,
pony, or riding horse can
give characters enough
time to get safely away.
Use: Hungry wyverns are
known to swoop in and
carry off livestock and
travelers near a particular
road or field. A gang of
crafty bandits has managed
to train a couple of wyverns
as mounts and use them as flying
cavalry for their troops on the ground.
Loot: Wyverns do not collect treasure, but
their nest might have a few cyphers from
previous victims. If carefully extracted, an
intact venom gland from a dead wyvern
can be used to poison one weapon (if sold,
it is the equivalent of an expensive item).
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CREATURES AND NPC s
NPC s
BARD 3 (9)
A bard uses the power of words and music to create magic that inspires and influences
others. A typical bard plays a musical instrument and weaves song-spells that rival the
magic of wizards and priests, but some use their voices, creating fascinating tales and
dramatic speeches.
Motive: Entertainment, interaction, and novel experiences
Health: 10
Damage Inflicted: 3 points
Movement: Short
GM intrusion: The
Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
bard creates a burst
Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and of discordant sound,
small bows. Every other round, a bard can create a blast stunning the character for
of pure sound that inflicts 3 points of damage (ignores one round and deafening
them for a minute.
Armor) to one target within short range.
A bard knows several spells, such as adding +1 to
recovery rolls of nearby creatures, making an
indifferent creature friendly (or a hostile one
indifferent) for a few minutes, deafening one
opponent for hours, easing a physical task by
two steps, turning invisible for a minute, or
negating sound for a minute.
Interaction: Bards are personable and easy to
talk to, but they have a sharp wit and a
sharper tongue when it comes to critics
and tyrants. A bard would rather escape
from a dangerous situation than fight to the
death.
Use: A bard ally often has useful information about the
current situation, drawn from songs and folk tales.
In a pinch, they can make do as a scout or spy,
especially in an urban setting. An unfriendly bard
mocks the characters and turns the will of a crowd
against them.
Loot: In addition to a musical instrument and a nice
outfit for performing, bards usually have currency
equivalent to a moderately priced item and one
or two cyphers.
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BERSERKER 3 (9)
A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and
hardiness. Many of them choose an animal such as a bear, wolf, or boar as their spiritual
kin, wearing the skin of that animal and fighting like wild beasts.
Motive: Glory in battle
Health: 12
Damage Inflicted: 4 points
Armor: 1 (or 3 when berserk)
Movement: Short
Modifications: Climbing, jumping, running, and Speed defense as level 4
Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords,
but they may use bows if they can’t easily get close to their foes.
A berserker can enter a state of rage as part of their action. When raging, they gain +1 to
Armor (including against fire), their melee attacks inflict an additional 2 points of damage,
and their attacks, Might defense, and actions relying on strength (such as climbing and
GM intrusion: A
jumping) are eased by two steps. However, their Speed defense is hindered. A raging
berserker makes a
second attack as part berserker fights only with melee weapons and won’t retreat from battle.
of their action, either Interaction: Berserkers are the elites of some warrior cultures and enjoy physical
on the character or competitions such as wrestling, throwing heavy items, and feasting. They dislike weak
on another foe within
immediate range.
and cowardly folk, and do not tolerate insults to their strength or honor.
Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A
group of berserkers enters town and picks fights with the local toughs.
Loot: In addition to their weapons and light armor, a berserker has one or two moderately
priced items. The leader of a group might have a cypher that enhances strength or
toughness.
DRUID 4 (12)
A druid is a servant of a nature deity or the entirety of nature itself. Some have specific
interests such as animals, plants, or storms, with greater powers relating to that devotion.
Druids are leaders and advisors in some cultures, society-hating hermits in others.
Motive: Protecting nature
Health: 12
Black bear: level 3, Damage Inflicted: 4 points
attacks as level 4 Armor: 1
Movement: Short
Hawk: level 2; flies a long
distance each round Modifications: Nature lore, perception, and stealth as level 5
Combat: Druids use simple weapons crafted out of natural materials, such as spears,
Viper: level 2; bite slings, and bows, as well as ritual tools such as daggers and sickles.
inflicts 3 points of Speed
damage (ignores Armor) A druid knows several spells, such as a short-range attack that uses electricity or fire,
healing a touched creature for 4 health, calming and befriending animals, traveling
Wolf: level 3, quickly, controlling the weather within long range, transforming into an animal or plant,
perception as level 4 and manipulating the natural elements.
Faerie, page 109 A druid often has a loyal animal companion, such as a black bear, hawk, viper, or wolf.
Sapient tree, page 124 Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the
Satyr, page 125 reckless use of fire or exploitation of the wilds. They are generally on good terms with
GM intrusion: The
local animals and magical creatures of nature (faeries, sapient trees, satyrs, and so on).
druid casts a spell (such Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid
as healing or a bolt of has been attacking loggers and hunters who stray too far from civilization.
lightning) and makes Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid
a weapon attack in
the same action. might have a couple of cyphers or perhaps an artifact.
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CREATURES AND NPC s
DWARF 4 (12)
A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson
of some skill. Dwarves travel to find work as mercenaries, sell the goods they create, or
find unusual materials to use in their crafting.
Motive: Defense, loyalty, honor
Health: 15
Damage Inflicted: 5 points
Armor: 2
Movement: Short
Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They’re
used to working together to defend their halls; three or more dwarves attacking the
same target act as a level 6 creature that inflicts 8 points of damage.
Dwarf leaders are usually officers or priests.
Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and Dwarf officer: level 5;
health 16; damage
unforgiving of offenses to them or their clan. It takes time to gain their trust, but they
inflicted 7 points
respect a fair deal, a hard bargain, a sharp axe, and a sturdy hammer.
Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves Dwarf priest: level 5;
seeks a trade agreement with a human city leader—or redress for an old insult. health 16; can heal one
creature for 10 points
Loot: In addition to their weapons and light or medium armor, a dwarf probably has several or all within immediate
moderately priced items (such as tools or exploration gear) and perhaps a cypher or range for 5 points
two.
GM intrusion: The
dwarf retaliates for a
ELF 4 (12) wound with an attack
of their own that inflicts
An elf has a very long lifespan and tends to learn and abandon many skills and interests, the same damage that
was done to them.
including combat and magic. Elves are likely to wander in pursuit of something new and
interesting, such as finding the tallest tree in the forest, the most beautiful sunset, or the
perfect love song.
Motive: Curiosity
Health: 12
Damage Inflicted: 5 points
Armor: 1
Movement: Short
Modifications: Perception, Speed defense, and any two noncombat skills as level 5
Combat: Elves usually fight with short or medium blades and delicate but deadly bows.
Because of their subtle skill and fast reactions, their first attack in any combat inflicts
an additional 2 points of damage.
A typical elf might know a few minor spells, such as heating or chilling food, creating a bit
of moonlight, and cleaning or repairing clothing.
Interaction: Elves appreciate beauty, grace, and skill, and they don’t respond well to
crudeness or bluster, especially from people decades or centuries younger than
themselves. They are subtle in their insults but do have a sense of humor.
Use: A group of young elves arrives in a city, wanting to see firsthand how the
GM intrusion: The elf
short-lived humans do things. An elf is said to have lived in the forest for a thousand
uses a combat maneuver
years, listening to the secrets whispered by the trees. they learned long ago,
Loot: In addition to their weapons and light armor, an elf carries a few moderately priced easing their attack by
(but extremely well-made) curios and mementos, and usually a cypher. three steps and inflicting
+1 point of damage.
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HALFLING 3 (9)
A halfling is fond of the comforts of home, but adventures and exploration are the fodder
of great stories told over tea or dinner, or in a fireside chat. Quick, resourceful, and easy
to get along with, halflings fit right in with brave big folk as scouts, burglars, and loyal
companions.
Motive: Defense, comfort
Health: 9
Damage Inflicted: 3 points
Armor: 0 or 1
Movement: Short
Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
A master thief or assassin
halfling uses the stats Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They
for an assassin. prefer not to fight larger creatures head on; instead they stay at range, plan ambushes
to quickly overwhelm opponents, or team up with a larger ally so they can attack a foe’s
back and legs.
Assassin, page 373 Interaction: Halflings enjoy the company of larger folks as long as they aren’t mocked for
their size. They’re brave and determined when they need to be, though some might
complain about wanting to go home.
GM intrusion: The
halfling ducks between Use: A young halfling wants to have some adventures before settling down. The local
or around the character’s thieves’ guild is said to employ halflings as lookouts and cutpurses, sometimes
legs, immediately making disguised as human children.
a melee attack and
Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling
hindering the character’s
next attack against might have an interesting cypher or two. Most carry several useful moderately priced
them by two steps. items, or an expensive item such as an heirloom snuff box or a nice bag of tools.
PALADIN 4 (12)
Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness
are a gift and a heavy burden, and most of them expect to die in battle against an evil foe.
Motive: Protecting the innocent, destroying evil
Health: 15
Damage Inflicted: 5 points
Armor: 2 or 3
Movement: Short
Modifications: Attacks and Might defense as level 5
Combat: Paladins like flashy weapons and shiny armor, which help them show their
devotion to the ideals of goodness and draw the attention of evil foes. Many choose a
two-handed weapon, but some prefer using a shield in their off hand (defense-oriented
paladins like these inflict only 4 points of damage with their attacks but gain an asset on
Speed defense).
Blessed by the powers of good, paladins can draw on innate holy magic for several
purposes, such as detecting the presence of supernatural evil (demons, evil dragons,
undead, and so on), restoring 4 health to themselves or a touched creature, smiting an
evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
Interaction: Paladins have big personalities and strongly believe in their purpose and goals.
They have no tolerance for evil acts and are unwilling to look the other way when their
GM intrusion: The allies want to bend the rules or take advantage of a “grey area.” However, they are not
paladin channels holy fools and won’t throw away their lives for nothing.
power into an attack, Use: A paladin lays claim to a foe the characters are seeking or have captured. An old
inflicting +2 points of
paladin is looking for one last villain to smite.
damage and healing
themselves for 4 points of Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More
health at the same time. experienced ones might be lucky enough to have an artifact (usually a weapon or armor).
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CREATURES AND NPC s
THIEF 4 (12)
A thief takes things that don’t belong to them—preferably with their victim remaining
unaware of the crime until the thief is safely away. Burglars and pickpockets are the most
common sort, but ambitious thieves are known to plan elaborate heists to steal priceless
items from prominent targets.
Motive: Greed, curiosity, risk
Health: 12
Damage Inflicted: 4 points
Armor: 1
Movement: Short
Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they
can quickly make themselves look like an innocent bystander. Their goal is to escape,
not kill, so they often rely on tricks like caltrops, spilled oil, and smoke pellets to distract
or delay foes and give themselves an opportunity to get away. They aren’t above using
poison, typically a sleep poison that knocks out a foe for ten minutes on a failed Might
defense task.
Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly GM intrusion: The
thief somehow evades
confident, sarcastic, and more. They like to know the risks and rewards of what they’ll an attack from the
be doing, and they don’t like surprises. character and follows
Use: A cocky thief steals an item from a character and returns it to prove their skills are up up with a packet of
itching powder in the
to the task. A gang of pickpockets targets a character’s jewelry or cyphers.
character’s face, blinding
Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for them until they use an
creating a distraction, and a cypher they plan to use or sell. action to clear their eyes.
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CHAPTER 11
FANTASY CYPHERS
M
agic items are a staple of fantasy
stories and games. Whether the MIXING SUBTLE AND
hero is drinking a potion that heals MANIFEST CYPHERS
a wound, reading a spell from a scroll to There’s no reason why a fantasy
gain protection from a monster, or using campaign can’t use manifest cyphers
a mysterious powder to vex an enemy, and subtle cyphers. In this setup,
these one-use items have a very different manifest cyphers are the tangible
role than more permanent items like objects found in treasure hoards,
armor, weapons, and boots. In the Cypher and subtle cyphers represent good
System, these magic items are, of course, fortune, the blessings of the gods,
cyphers. and other coincidences that benefit
The Cypher System Rulebook assumes the characters. This also creates an
Subtle Cyphers, that subtle cyphers are the default, opportunity for having two different
page 378 but in a fantasy game the assumption “tiers” of cyphers—perhaps fantastic
Manifest Cyphers, is usually the opposite—cyphers are effects come only from manifest
page 379 physical objects (manifest cyphers) with cyphers, and normal effects are
magical powers, which the heroes find mainly due to subtle cyphers, creating
as treasure, gifts, or rewards for their an interesting situation where the PCs
adventures and exploits. This immediately can be heroic and perform amazing
creates a different gameplay dynamic than feats, and magic items are what let
a game that uses only subtle cyphers. really strange things happen. In a
First, it means that the PCs can exchange low-magic game, the GM might even
cyphers with each other, allowing them decide that each character can carry
better optimizations of their abilities and only one manifest cypher at a time,
counteracting their weaknesses. Second, and all of their other cyphers must be
it means their cyphers can be stolen from subtle cyphers.
them, forcing them to adapt to a situation
without their extra magical tricks. Third,
Normal and Fantastic it probably means that fantastic cyphers CYPHER FORMS
Effects, page 380 become the norm because magic easily What form a manifest cypher takes—
allows for fantastic effects. Fourth, the such as a potion or scroll—doesn’t
manifest cyphers are an easy and visible affect its abilities at all. A potion that
way to reward or entice the PCs (a eases the user’s next task by three steps
treasure chest full of gems and potions is is functionally identical to a magical
an obvious draw, whereas subtle cyphers scroll that does the same thing. The only
don’t have quite the same visual appeal). difference is the look and feel (campaign
flavor) in the story. Here are some
examples of forms cyphers can take in a
fantasy setting.
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FANTASY CYPHERS
Potion. Generally a liquid that the user must magic within it—a flying charm might
drink. This form includes other terms for the look like a feather, a protective charm
container bottle (flask, vial, phial, philter), as might look like a shield, and so on.
well as different consistencies of the liquid
itself (oil, salve, ointment). In a broader Powder. Fine particles, typically scattered
sense, this category could just as easily be over an area, sprinkled on a creature, or
a magical food instead of a beverage, such carefully poured in a line or circle. The
as an enchanted apple, a seed from an powder might be held in a bottle, small
underworld pomegranate, or cursed candy. sealed tube, pouch, or folded envelope.
This category includes dust, sand, and
Scroll. Magical writing on a flexible surface, other similar materials.
which must be read (usually out loud)
to activate its power. This form includes Crystal. A physical object storing magical
paper, parchment (writing material made power within it rather than having magical
from untanned animal skins), vellum writing scribed upon it (like a runeplate).
(fine-quality parchment), papyrus, leather, The magic might incorporate some aspect
and large leaves. A particularly large scroll of the crystal’s shape (such as a knife)
might have several cyphers’ worth of or its transparency (such as a lens). This
magic written upon it; in this case, using category includes other hard materials
one cypher doesn’t affect the others on the such as stones, bricks, and glass.
scroll, but all unused cyphers on the scroll
count individually toward a character’s Book with words of power. Similar
cypher limit. to a scroll, except the book has other
pages, which might describe magical or
Runeplate. Magical writing carved into a mundane subjects. Some of the pages
flat surface rather than painted or drawn might be additional cyphers, usable
onto it. The objects are usually metal, clay, individually like those on a large scroll.
or wood and can include non-flat carvings
such as bones, teeth, or sticks. The GM can use these different cypher
forms as hooks for game rules. Perhaps
Tattoo. Similar to scrolls, except the crystals are the only cyphers with fire
magical writing is on the user’s flesh rather magic because the flame glyph tends to
than a separate object. This category ignite other enchanting materials. Some
includes painted symbols, branding, and scrolls and books might be usable only
scarification in addition to actual tattoos. by characters who have magical training
The writing might persist after the magic is (perhaps limited to Adepts and other
used, or it might fade away. A tattoo cypher characters who choose magical training
found as treasure might be a vial of magical as one of their type abilities). PCs who
ink and a needle or brush, or a tattoo on studied under a famous alchemist might
a slain creature that can be transferred to get more out of the Augment Cypher Augment Cypher,
someone else by concentration and touch. ability when using potions, but not when page 111
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GODFORSAKEN
FIRE RESISTANCE
Level: 1d6 + 3
Effect: The user gains Armor against fire
damage equal to the cypher’s level for
one hour.
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FANTASY CYPHERS
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GODFORSAKEN
WALKING CORPSE
Level: 1d6
Effect: Animates a corpse as a level
1 (or level 2 for cypher level 5 and
higher) undead skeleton or zombie,
depending on the condition of the
body. The corpse can be no larger
than a typical human. The animated
corpse has none of the intelligence,
memories, or special abilities that
it had in life. The creature follows
the user’s verbal commands for one
hour, after which it becomes an inert
corpse. Unless the creature is killed
by damage, the user can reanimate it
again when its time expires, but any
damage it had when it became inert
applies to its newly reanimated state.
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CHAPTER 12
FANTASY ARTIFACTS
I
f cyphers are the expendable magic that Under these circumstances, creating
is ever-present in fantasy, artifacts are new artifacts is beyond the capabilities Artifacts, page 204
the more durable magic items that can of player characters, and the only way for
be used over and over again—swords, PCs to acquire them is by discovering
armor, tomes of weird magic, cloaks of them as treasure or receiving them as In a game where artifacts
are common, the GM
invisibility, and so on. Unlike cyphers, a reward for services rendered. The might want to limit
there is no limit to how many artifacts a campaign world might have only a each PC to a number
character can bear; an entire campaign few artifacts (such as twelve legendary of artifacts equal to
their cypher limit. This
might stem from an ongoing quest to swords, or seven items made from the discourages hoarding and
collect all of the legendary items carried body of a slain demigod), or they might prevents the “Christmas
by a famous hero. be common enough that every town has tree” effect where PCs
rely more on their items
In many fantasy settings, artifacts a retired adventurer who has at least one than their own abilities.
are powerful items from an earlier age, famous artifact to their name.
created and gifted to mortals by the gods
In the Dragaera novels
or mythic wizards, or from inheriting the by Stephen Brust,
power of a previous legendary bearer. EXAMPLE FANTASY ARTIFACTS beings called the Serioli
The rest of this chapter is examples of created large numbers
of soul-eating weapons
artifacts suitable for a fantasy game. The in order to make warfare
ARTIFACT RULES artifacts are divided into two tables—one so terrible that nobody
Artifacts are more powerful than would ever start a
for minor items (artifacts that don’t have
common equipment or cyphers. war. It didn’t work.
particularly flashy or world-affecting
Each artifact has a level and a
abilities) and one for major items Equipment, page 34
rate of power depletion. When an
(artifacts that do). A GM running a Cyphers, page 138
artifact is used or activated, the player
campaign where magic is subtle, weak, or
rolls the designated die (1d6, 1d10,
1d20, or 1d100). If the die shows the otherwise limited can use the minor items
depletion number(s), the item works, table, and a GM of a campaign where
but that is its last use. A depletion some magic can do powerful or even
entry of “—” means that the artifact impossible things can roll on either table.
never depletes, and an entry of
“automatic” means that it can be
used only once.
Depowered artifacts can sometimes
be recharged using the repair rules, Repair rules, page 227
depending on the item’s nature. Other
special abilities can also repower an
expended item, but probably for only
one use. Powerful magical creatures
might be able to recharge artifacts, at
least temporarily.
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GODFORSAKEN
146
FANTASY ARTIFACTS
147
GODFORSAKEN
148
FANTASY ARTIFACTS
Availability
Target is willing Eased
Target is unwilling Hindered
149
GODFORSAKEN
150
FANTASY ARTIFACTS
151
GODFORSAKEN
152
FANTASY ARTIFACTS
HORN OF THUNDER
Level: 1d6 + 4
Form: Large signal horn banded with
metal and carved with runes
Effect: This massive instrument can barely be
held or carried by a single person. When
activated, it emits a 50-foot (15 m) wide
cone of pure sonic force out to long
range. Any creature in that area is knocked
prone and stunned for one round, losing
its action. Unfixed items the size of a
human or smaller are toppled and/or
moved at least 5 feet (1.5 m). Larger
objects might also be toppled.
Depletion: 1 in 1d10
153
GODFORSAKEN
154
FANTASY ARTIFACTS
155
GODFORSAKEN
Water elemental,
page 107
STAFF OF HEALING
Level: 1d6 + 4
Form: Wooden staff capped with a golden
icon
Effect: The staff emits a short-range beam
of silvery light that affects only living
creatures. A living creature hit by
the beam moves up one step on the
damage track.
A target that is not down on the damage
track can immediately make a free
recovery roll (or, for NPCs, regain a
number of points of health equal to
three times their level).
Depletion: 1 in 1d10
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FANTASY ARTIFACTS
157
GODFORSAKEN
158
Part 2
GODFORSAKEN SETTING
CHAPTER 13
T
he Godforsaken setting is about case, appearances are not deceiving. It
brave souls venturing out of the truly is peaceful and pleasant, thanks to
safety and comfort of their homes the gods called the Sacrante.
into places as removed from all they hold The power of the gods is present in
dear as could be imagined. The players all aspects of life. It is, in many ways, a
take on the roles of these explorers. divine utopia. While life is not free from
They’re brave, but they don’t do what they toil—farmers still till fields and tend
do to save the world. Their world is in flocks, merchants still transport and sell
no danger. They do it for the reason the goods, workers still build and repair, and
proverbial mountain climber climbs the so on—it is virtually free from poverty,
mountain: because it’s there. disease, and war.
The wealth and fame are nice too, though. The people of Bontherre all speak
At the heart of the setting lies Bontherre, Bontheche.
a place most people simply call the
Pronunciations Blessed Land. A pantheon of gods called
Bontherre: Bon-THAYR
the Sacrante watch over Bontherre and its THE SACRANTE
people very closely. Bontherre could almost Five gods comprise the Sacrante. They are
Bontheche: be considered a paradise, as the power of sometimes referred to as a family, though
Bon-THAY-shay
divinity nurtures, protects, and provides. if that is literally true, no one knows.
Sacrante: Sac-RON-tay But there are lands beyond where the power Although divine, each god has a physical
Coerve: Cor-VAY
of the gods cannot reach. These places body and appears human, but their
are the Godforsaken Lands, dangerous inexplicable majesty cannot be mistaken.
Flevame: Flev-AM-ay and strange, and only the bravest and Almost always accompanied by a retinue of
most capable souls from Bontherre dare carefully selected mortal attendants, they
venture there. However, those regions sometimes dwell together in the city of
hold wealth and magic not found in the Coerve and sometimes apart in individual
Blessed Land, and those who do go and palaces scattered across the land.
come back are both admired and idolized. This means that the mortal inhabitants
of Coerve can see the gods walking among
them. Or, at least, they can see a god and
A GREEN AND PLEASANT LAND their retinue moving as a procession through
Green hills covered in grazing cows and the streets from a distance. Still, that kind
sheep. Fields of golden grain blowing in of proximity creates a bond between a
the breeze. Lush forests and strong trees worshipper and the subject of their worship.
and plentiful wildlife. Towns and cities of The Sacrante are not distant, removed
clean streets and welcoming structures. entities whose attentiveness (and maybe
This is Bontherre. And in Bontherre’s even existence) can be at times in doubt.
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BONTHERRE: THE BLESSED LAND
161
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GODFORSAKEN
living thing owes this god their existence, goods to even the tops of the tallest
and he watches over birds as they fly, structures, making Coerve a city of tall,
rivers as they run, and children as they glistening towers.
Maefe Regre: level 7; play. He also holds fire and lightning The city leader is the regent, Maefe
administration,
within his purview. Regre, a mortal directly appointed by the
persuasion, and public
speaking as level 9 gods. She has a reputation for fairness and
RIAMANNE, THE CREATOR compassion. Under her direct command
Pronunciations Riamanne created and continues to create assemble the Bronze Ranks, the guardians
Bielosh: Bee-AY-lohsh
everything that exists. Living beings may and peacekeepers of the city. Crimes are
Aniana: An-ee-AN-ah thank Eviraimon for their life, but they have dealt with swiftly, but justly.
Riamanne to thank for their physical body.
Vanemerre:
Van-uh-ME-ayr This god created every rock, every blade LORIAN
of grass, every storm, and every creature Home of the Sacrante School, the Blessed
Eviraimon:
Ev-EE-ray-ee-mon
in the land. Builders and craftspeople Land’s greatest university, Lorian is a city
adore Riamanne, and they are seen as the of fifty thousand residents, and most of
Riamanne: overseer of order, wisdom, and skill. them are scholars. It is a city of columned
Ree-ah-MAYN
streets, libraries, and grand monuments
to past historical figures.
LOCATIONS WITHIN
THE BLESSED LAND NIRALLE
Bontherre is a land mainly of rolling green Niralle, also known as the Sparkling City,
hills. Snowcapped mountains run along is famous for its buildings and towers of
the northern border, and another range stained glass designed to glisten in both
bars the east. The rocky, warm southern sunlight and moonlight. Through power
coastline provides access to a glistening granted by the Sacrante, craftspeople
sea and its distant islands. create magical glass and lights of all
For the most part, the weather is temperate kinds. Merchants in the city sell glowing
and essentially always (supernaturally) mild. glass objects that never dim, glittering
Farmers sow crops of wheat, corn, and and flickering like a torch, for only 50 gp.
Korak-Mar, page 196 beans. Orchards of apple and pear trees Travelers to Korak-Mar might find such
grow in the east, and everywhere herders lights very useful indeed.
keep flocks of sheep and cattle.
SETVESOUS
COERVE Setvesous is a town located atop a plateau
The central city of Bontherre is Coerve, with sheer sides. The only way into or out of
a metropolis of more than one million the city is by using trained flying creatures
Skywhale: level 5, Speed people. Citizens enjoy plentiful food, called skywhales, which bear gondolas both
defense as level 4, Might
warmth, indoor plumbing, lit streets, above and below their bodies. Skywhales
defense as level 6;
health 50; Armor 1 and more conveniences, all provided look just like their oceanic counterparts, but
by the power of the Sacrante. The gods they swim through the air. Unlike whales in
themselves dwell in Coerve, at least the sea, skywhales are blind; to navigate,
some of the time. The Sacrante Palace, they create invisible pathways of sound by
sometimes just called the Golden Palace, singing whalesongs that guide them from
lies at the center of the city, and it is—by place to place.
far—the largest structure in Coerve. Ten thousand people call this high city
Clever mechanisms of divine inspiration home, and the skywhale traffic above
enable devices that carry people and always bustles. High above the city, in
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BONTHERRE: THE BLESSED LAND
the middle of the air, lies the gate to the invaders. Life in the Blessed Land is safe,
Firmament. It can most easily be reached peaceful, and comfortable. Life expectancy The Firmament,
page 186
by skywhale, although other flying magic for most people is well into their eighties or
might work if one knows where to go. nineties. The people of Bontherre barely
understand the concepts for things like food
THE SULIDDE MOUNTAINS shortages, cancer, or natural disasters, let
These snowcapped peaks mark the alone apostasy or insurrection. Pronunciations
northern boundary of Bontherre. Panthers, Those latter two ideas are probably
Lorian: Lo-ree-AN
bears, elk, moose, foxes, and hares all worth a bit more consideration. In a world
thrive in these mountains, along with many where the gods are right there, visible in Niralle: Nee-RALL
other animals. It is probably the most their grandeur, performing miracles every Setvesous: Set-VES-ows
dangerous region in the Blessed Land, day—or empowering their priesthood to
Sulidde: Soo-LEED
but the gods watch over and protect their do likewise—disbelief isn’t just rare, it’s
people even there. The Sacrante maintain idiocy. Very rarely, a person will renounce Launde: LAWN-day
a hidden citadel within the mountains, the gods and refuse to give them worship,
but no mortal knows where it lies. but most people want to show their
The grandest of the mountains, Mount gratitude and fidelity to the beings that
Launde, holds the portal to Korak-Mar make their lives so good. People who
deep within its lava-filled heart. It was don’t want the Sacrante in their lives
discovered by miners exploring the probably head to one of the Godforsaken
mountain’s vast subterranean caverns. Lands—Flevame, most likely—and those Flevame, page 174
who remain in Bontherre are generally
treated by society with condescending
INFLUENCE OF THE GODS (AND patience, as though they are quite mad.
RELIGION) ON SOCIETY Similarly, almost no one opposes
The priesthood of the Sacrante run or even questions the government or
hospitals, schools, libraries, and various the rulers of the land, because they
other institutions for the public good. are literally gods. Their wisdom and The priesthood of the
Sacrante and the people
This means that most people can read understanding far exceed that of mortals,
of Bontherre don’t object
and write, are familiar with typical and their ability to act on their insight and to sorcerers and others
healthcare and hygiene assumptions, knowledge is overwhelming. who wish to practice
personal magic. They
and know basic math, history, and logic. The only people who find do, however, consider it
That puts the people of Bontherre a step dissatisfaction with the abundant mostly a waste of time.
In the Blessed Land,
or two ahead of the folk of, say, Medieval happiness and contentment of Bontherre personal magic pales in
Europe in the real world. The priests also are those who long for adventure and comparison to magic
wield power channeled from the gods excitement. These adventurers are rare, wielded by the priests,
or to the creations of
directly, healing the sick, protecting the and there is no place in the Blessed Land the gods (let alone the
endangered, and repairing the broken. where they can find what they seek. They gods themselves). In
the Godforsaken Lands,
Even those not in the priesthood have often wield skills and abilities beyond it’s the only magic
access to powerful magical items created those of their fellow citizens, but have no that works, but most
people in Bontherre
by the gods that allow the performance of cause to use them.
don’t care about that.
all manner of miracles. Such individuals head into the
Perhaps far more importantly, the gods Godforsaken Lands—places that exist
prevent any sort of catastrophe from apart from the gods and outside their
coming to their land. No dangerous storms, purview. The Sacrante cannot go or see
no swarms of crop-devouring insects, there. The priesthood is powerless in such
no plagues, and no incursions by foreign places. Even the magical items created by
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GODFORSAKEN
the gods are little more than useless junk The doors are different, of course. The
when taken to the Godforsaken Lands. one to Flevame is a river bank, and merely
So adventurers learn to fend for crossing the river means crossing into
themselves. They learn to fight, to survive, the next world. But there is little feeling
and to cope with harsh, godless realities. of transition, and you can see from one
Some even learn personal magic that side of the river, standing in one world,
allows them to perform their own (minor) and look to the other side, which lies
miracles without the power of the gods in another. Conversely, the door to the
to back them up. Those who return with Firmament is invisible, and the transition
trophies, treasures, or grand stories are through it is abrupt and takes a few
hailed as daredevil celebrities (but not seconds, during which time the traveler
really “heroes”). Fans follow their exploits appears encased in whitish-blue light. The
and choose their favorites. Some people door to Korak-Mar is visible but opaque,
even make wagers on the success or failure and the transition takes almost a full
of expeditions into the Godforsaken Lands. minute, during which time the traveler
floats in utter darkness.
Regardless of which door is used, travel
THE DOORS TO THE always completes. In other words, you
GODFORSAKEN LANDS cannot step halfway through a door. Once
There are holes in the world. These holes any part of a creature or object is put
The gods do not speak of lead to other places. Despite what the through the door, the entire creature or
the doorways. Perhaps
tut-tutting priests might say, these other object is transported to the other side. If
like the lands beyond,
they are outside of the places are not hells, although the gods that’s not possible (an object tied to a tree
gods’ sight and influence. hold no sway there, and dangers are with a rope, for example), the doorway does
frequent and terrifying at times. They are not function, and nothing passes through it.
other worlds, severed from Bontherre but
just as real, and populated by beings just THE RIVER OF SOULS
as real as well. AND AUDELLU BRIDGE
Currently, the people of the Blessed A traveler who wants to go to Flevame
Land know of three doorways to other can cross the River of Souls anywhere,
lands. One is extremely accessible (and but the most common way is to use the
not really a door, but an entire bank Audellu Bridge. The river stretches 90 feet
of a river), and two are exceedingly (27 m) across on average, but at Audellu
inaccessible. There is no reason to believe Bridge it is half again that wide. The
that there aren’t more such doorways— impressive stone bridge is well guarded,
which would mean more Godforsaken and a small keep houses the guards on
Lands, each with their own strange the Bontherre side.
atmospheres and unique magic. The road from the bridge leads to
Vothe, page 175 Vothe, the City of the Disaffected.
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BONTHERRE: THE BLESSED LAND
THE TUNNEL IN THE SKY very rare, and rescue or healing is never
To travel to the realm called the Firmament, far away, thanks to the priesthood and
one must use a skywhale craft or some other those armed with divine artifacts.
means of flight, because the passage is This chapter doesn’t provide a lot of detail
more than 300 feet (90 m) in the air, almost about Bontherre because it assumes that
directly above the town of Setvesous. the characters won’t have many (or really,
The other side of the gate offers solid any) adventures there. Instead, Bontherre is
ground, and in fact the safety of Castle the safe, settled land that the PCs can return Castle Turion, page 186
Turion. to in order to rest, recuperate, sell their
treasures, and tell their tales.
THE DOORWAY BENEATH Beyond what is presented here, make
THE MOUNTAIN whatever medieval fantasy assumptions
Deep within the twisting caverns at you need to make. People ride horses.
the heart of Mount Launde, greatest of They keep flocks of sheep. Blacksmiths
the Sulidde Mountains, lies a glowing work iron. Typical houses are wood or
doorway seemingly made of dripping stone with thatched roofs. People hunt
magma. Despite the apparent danger, game with bows or snares.
passage through this gate is safe, and Magic from the Godforsaken Lands,
brings one to the dark and dangerous unless described otherwise, holds its own
Godforsaken Land of Korak-Mar. power. It works even if taken from its world Korak-Mar, page 196
of origin. Conversely, magic from Bontherre
does not function in the Godforsaken
RUNNING GAMES IN BONTHERRE Lands. Since the Godforsaken Lands will
Bontherre is safe. It is also dull, at least be the setting for most if not all of your
if you’re an adventurer. Even in the adventures, don’t worry if the PCs wield
wilderness, the gods’ influence keeps all sorts of magic blessed by their gods.
people relatively protected. That’s not to It won’t help them where it matters (to
say that no one ever runs afoul of a bear them). They’ll have to rely on their own
or gets caught in an avalanche, but it’s skills, abilities, wits, and magic.
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GODFORSAKEN
CHAPTER 14
CHARACTERS IN GODFORSAKEN
P
layers take on the roles of adventurers SORCERERS
who have the wherewithal and the Sorcerers command what can be referred
skills to travel into the Godforsaken to as “independent magic.” That is to
Lands. Such individuals are a rare breed. say, they do not draw upon the power
Most people in the Blessed Land have of the Sacrante to cast spells or wield
no interest in leaving Bontherre, ever. In supernatural talents.
fact, adventurers need to get dispensation Players who wish to create Sorcerers
Adept, page 24 from the priesthood to go into the use the Adept type.
Godforsaken Lands. (Plenty “forget” this It would be wrong to imagine Sorcerers
rule, and in truth the priests don’t really as traditional fantasy wizards, as they
care, as long as adventurers seem capable are rarely frail, bookish, or wizened.
and remain few in number.) Far more often, they are hardy, capable
Adventurers in this sense are not individuals physically as well as mentally.
conquerors. They don’t seek to colonize Some players will want to add the skills
Flavor, page 34 or subjugate the Godforsaken Lands. and knowledge flavor or even the combat
Instead, they typically try to get in, flavor to their character to reflect this.
accomplish a task, and get out, back to Sorcery in Bontherre has always been
the safety and comforts of Bontherre. considered an odd pursuit. Why bother
The Godforsaken Lands are learning how to use magic by manipulating
inhospitable, particularly to the folk of the small amount of power within yourself
Bontherre, as well as dangerous and when it’s so much easier to draw upon the
difficult. However, each of the discovered power of the gods? Sorcery has far greater
lands offers materials of great use and limits and requires far more skill and
great value in the Blessed Land, and they practice than what the Sacrante priests do.
cannot be found anywhere else. Few have the talent and the wherewithal
to truly master the craft, particularly since
the rewards are not really obvious until
ADVENTURERS one goes to the Godforsaken Lands, where
Adventurers traveling into the a priest would have no power, but the
Godforsaken Lands take on four basic Sorcerer’s spells still work.
roles, each mapping to one of the four Sorcerers typically learn their spells and
basic character types. Those roles are knowledge from a mentor one on one, for
Sorcerer, Warder, Scout, and Emissary, there are no real schools for sorcery, and
and they are typically descriptive of the priesthood would quietly discourage
individual talents and training. A Sorcerer attempts to create one in Bontherre.
probably has a very different background Some Sorcerers focus on one type of
than a Scout, for example. magic, becoming combat Sorcerers or
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CHARACTERS IN GODFORSAKEN
healers or something else, but most prefer watched over directly by a pantheon of divine
to master a wide variety of spells for the beings who essentially eliminate all threats.
wide variety of situations that present Warders typically seek the excitement
themselves in the Godforsaken Lands. of the Godforsaken Lands, and perhaps
more importantly the challenges found in
WARDERS those regions. There’s little way to truly
Stout, stalwart, and armed to the teeth, test one’s mettle in Bontherre, so people
Warders focus on the dangers of the who want to see what they’re made
Godforsaken Lands. of head out on an expedition into the
A player wishing to play a Warder uses Godforsaken Lands as quickly as they can.
the Warrior character type with the skills Many, of course, are never heard from Warrior, page 20
and knowledge flavor. Alternatively, some again, but those who come back bring
Warders might have the magic flavor tales of wonders and glory.
instead, but they would be very Warders often gain their initial training
out-of-the-ordinary individuals, using in a formal setting, like the military or
magic to power their skill at arms. law enforcement, but most follow up by
Far from being simple brutes or thugs, training with an experienced Warder who
Warders have to know how to survive can warn them about the conditions in
in harsh environments and operate in the Godforsaken Lands and the dangers
suboptimal conditions. While Bontherre has there. Such a mentor can also tell them
soldiers and guards, the only individuals where in the Blessed Land to get the best
from those ranks who become Warders are gear and weapons (most weapons in
likely those dissatisfied with the boredom Bontherre that aren’t used for hunting are
that comes from guarding a kingdom that is little more than decorative).
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GODFORSAKEN
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CHARACTERS IN GODFORSAKEN
Research. Each of the Godforsaken Lands Acid-resistant tarp: The burning rains
has its own dangers and challenges. Try to on Korak-Mar can be hard on tents, gear,
figure out all you can about a place before and, of course, flesh. Something covered
you go there. Ask other adventurers, or completely by this tarp will be fine for a
read a book. while, but after more than twenty hours of
rain, even the tarp begins to disintegrate.
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GODFORSAKEN
Bellerite: This blue-black metal is found exposed to very, very low temperatures. It
only in Korak-Mar. It cannot be damaged is used to make fantastical works of art,
or manipulated by magic of any kind, but but it cannot be transported in liquid form
neither can it be enchanted. Usually found back to Bontherre—only in solid form.
with many impurities such that the ore Liquid mirror artisan tools: This case
must be refined before it can be used. of various magically treated tools allows
Bellerite case: This metal box is 18 someone to shape and manipulate liquid
inches long, 12 inches wide, and 6 inches mirror. This does not count against a
deep (46 cm by 30 cm by 15 cm). It has a character’s cypher limit.
Bellerite lock: level 6 bellerite lock. Neither box nor lock can be Liquid mirror cooler: This magical
affected by magic. cylinder can be filled with liquid mirror and
Short trips to the Camouflaged tarp: When PCs leave their keep it cool for up to twenty-four hours for
Firmament and
base camp behind for short trips, they’ll transport. It can be used only once, and it
Korak-Mar without the
proper elixir or curative want to hide their supplies. counts against a character’s cypher limit.
are possible, if potentially Firmament elixir: This flask of red Rotting smear: If this stinking salve is
unpleasant. Starting
adventurers might not liquid can ease or prevent suffering from added to a disguise kit, it is possible to
be able to afford the the illness that seems to come from fool even the undead into believing that
cures before they leave
the Blessed Land.
breathing Firmament air. Anyone who the disguised character is one of them.
drinks it has the most recent damage they Spirit goggles: These magically
suffered from the affliction cured, and enhanced goggles allow an adventurer
they will not be subject to further damage looking for spirit threads in Flevame to
for one week. This minor magical elixir see them. The goggles also ease any task
is produced in the Blessed Land, but its to find a spirit of any kind.
power is independent of the Sacrante. It Spirit thread: Invisible, intangible thread
does not count as a cypher. that can be worked into magic items
Insect repellent (Firmament): Certain to make them more powerful. Can be
biting insects in the Firmament carry manipulated only by thread tools.
Something designed to disease, but this balm keeps them away Strong seasonings: Even when
cope with a difficulty
from one’s skin. This is a week’s supply. one finds something edible in the
in one Godforsaken
Land, such as the Insect repellent (Korak-Mar): There Godforsaken Lands, the taste is usually
various insect repellents are a variety of biting, stinging insects quite unpleasant. Large doses of herbs
or cures, will not help
with the difficulties in Korak-Mar that can give adventurers from home help. This is enough for a
in another land. painful welts and irritating bumps. This week or more.
foul-smelling liquid drives them away. Sunblock cream: While sunburn
This is a week’s supply. certainly happens in the Blessed Land,
Korak-Mar curative: The land of adventurers have found that exposure
Korak-Mar itself seems hostile to to the Firmament’s brighter sun, not to
Bontherre life, but this curative can help. mention its second sun, causes sunburn
Anyone who drinks it has the most recent almost twice as fast. Smearing this thick
damage they suffered from the affliction cream on the skin provides protection.
cured, and they will not be subject to This is a week’s supply.
further damage for one week. This minor Thread tools: This is a large pack of
magical elixir is produced in the Blessed strange, magically treated tools that allow
Land, but its power is independent of the someone to “harvest” spirit threads in
Sacrante. It does not count as a cypher. Flevame once they are located. The pack
Liquid mirror: A metal found only in the does not count against a character’s
Firmament, and only in liquid form unless cypher limit.
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CHAPTER 15
M
ost, or more likely all, of the Each of the Godforsaken Lands is Although the people of
Bontherre do not have
adventures in this setting will take different—in some ways, very different—
the context to grasp this
place not in Bontherre, but in the from the others. However, all have the concept, each of the
Godforsaken Lands beyond it. These following in common: Godforsaken Lands is
actually on a different
realms can be reached only by magic, but • No magic from the Sacrante functions planet. This explains
the mystical pathways to them are at least in the Godforsaken Lands. the difference in the
sun, the moon(s), the
somewhat accessible (particularly to the • Further, no magic originating stars, and of course the
land of Flevame). in Bontherre extends into the environments and other
The general populace of Bontherre Godforsaken Lands, meaning no conditions. The gods
of Bontherre are truly
considers the Godforsaken Lands to divine sight or divination used gods and wield powerful
be literally hellish places, cursed by evil from the Blessed Land can see into magic, but they don’t
have the ability to extend
magic and teeming with demons and dark them, no magical travel from the their divine might into
spirits. Adventurers (and others who are Blessed Land is possible, and no other solar systems—or
perhaps other galaxies.
more learned than the typical person) communication with Bontherre is
However, this doesn’t
know that in fact the Godforsaken Lands possible except by physical delivery of mean that Godforsaken
are far more nuanced. Yes, it is true that messages. This is true even of magic is a science fiction setting.
Travel to and from the
the power and even the vision of the independent of the gods. Godforsaken Lands is
gods do not extend there, and it is true • New kinds of magic, completely done via magic, and
each world presented
that predators in those lands would not different types of plants and animals, is a magical one. After
hesitate to hunt and kill explorers, but and even different sorts of weather are all, the characters in
a traditional fantasy
that does not make these places accursed found there.
world like Middle-earth
hells. The Sacrante provide for the people • The sun and the night sky are both or Narnia contend
of the Blessed Land and ensure their different—different from those of with things like gravity,
air, and weather, and
freedom from things such as predators Bontherre, and different from those of that does not make
and disease, so it is easy to understand the other Godforsaken Lands. those places any less
fantastical. The same
why the folk of Bontherre would find • Predators are common. is true here. The only
anywhere else to be terrifying. • Nonhuman intelligent species dwell difference is that the
Adventurers, of course, just find such within each land. Godforsaken setting
involves four (or perhaps
things invigorating and challenging. They • Disease and debilitating conditions more) worlds with
do not want to dwell forever within the are common. different gravity, air,
weather, and so on.
safe bosom of the gods. They want to • Much is still unknown.
make their own way, test their own mettle,
and prove their own worth. Moreover,
there are treasures and materials found
in each of the Godforsaken Lands that are
worth a great deal to people in Bontherre.
17 1
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GODFORSAKEN
172
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THE GODFORSAKEN LANDS
are supplies the PCs need, they’re on the them to organize their next expedition
other side of an area filled with prowling soon after they catch their breath.
predators.
This doesn’t mean that adventures in USE THEIR UNIQUE MATERIALS
these places should be a frustrating slog. Each of the Godforsaken Lands has a
You can use the challenges as flavor. You substance that is unique and valuable.
don’t have to slow things down with extra Flevame has spirit threads, the
die rolls or meaningless encounters to Firmament has liquid mirror, and
portray how difficult it is to pass through Korak-Mar has bellerite. All of these
the Wilderness of Krym in Flevame, for materials are rare, but they should feature in
example. Just give a few sentences of at least some, if not many, of the adventures
visceral description about how every step or locations in these lands. While not every
is a mud-caked effort, with all manner of locale in Korak-Mar will involve a bellerite
foul things squirming around the PCs’ vein, for example, a map to a bellerite
boots, and with biting, buzzing insects mine would be precious treasure.
plaguing their every moment, even These unique substances should be
getting in their mouths and noses as valuable enough to be the impetus for
they breathe. an expedition, but rare enough that
The Godforsaken Lands, then, have finding the material and getting it back
ample opportunities for GM intrusions. to Bontherre should be difficult. And the
Again, not to be irritating to the players inhabitants of the Godforsaken Lands Weakening, page 174
or to slow down gameplay, but to add value the materials themselves, and thus Red hammer, page 186
exciting moments of danger to what may be competitors for the resources. Korak-Mar, page 196
might be, in a more hospitable land, a
simple bit of travel or a relatively easy
task.
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GODFORSAKEN
CHAPTER 16
F
levame was the first of the DIFFERENCES IN FLEVAME
Godforsaken Lands to be explored by Adventurers crossing the river into
folk from Bontherre. No one in the Flevame will experience a number of
Blessed Land can remember a time when notable changes, aside from those true of
Flevame was unknown. As long as people every Godforsaken Land.
have visited the River of Souls, they have ✦
known of Flevame. The sun appears slightly smaller in
The River of Souls marks the northwest Flevame, and its light is slightly more
boundary of Bontherre, because to cross pale. The night sky bears no moon.
it is to pass into the realm of Flevame. Because of the nature of the broad,
This, however, is more than just a simple visible “doorway” to this land, however,
“Flevame” is a river crossing. Flevame is a very different it’s sometimes possible to stand near the
Bontherrian name.
land from Bontherre and obeys very River of Souls and see two suns, one on
No native of Flevame
calls it that, but their different rules. However, the ease of entry each side, or to see Bontherre’s moon
names for it vary from into this Godforsaken Land fools many from the banks of the Flevame side of
culture to culture.
people into taking the trip casually. Such the river.
travelers typically turn back rather quickly. ✦
Long ago in Bontherre, Flevame was Flevame air seems colder. Some explorers
Although it feels like believed to be the land of the dead. This even say it “tastes” different, although not
Flevame weakens
is not the case. It is, however, a land everyone seems to notice this, and the
visitors, the truth is that
its gravity is somewhat of many spiritual entities, as well as difference is slight.
greater. Unlike with ghosts (and undead). Spirits inhabit and ✦
the difficulties in the
Firmament and represent natural features, like the forests, Perhaps most significantly, adventurers
Korak-Mar, there is no the rivers, the mountains, and so on. from Bontherre experience what they call
easy elixir or curative for
this issue other than a
These are called shoum. the “weakening” in Flevame. They grow
cypher or other effect that The idea that Flevame is the land of tired more quickly, they cannot carry the
restores Might normally. the dead is ironic to some, who believe heavy burdens they are accustomed to,
instead that the people of Bontherre and they generally feel slightly unwell.
originated in Flevame, long ago migrating Bontherre PCs find that any Might-related
across the river and discovering the task costs 1 additional Might point.
Sacrante. Upon finding a far more ✦
hospitable place to live, they set down Adventurers typically come to Flevame
roots in the “blessed land” and never for spirit threads. These are strands
returned. of invisible, ethereal matter that, if cut
and woven, can be incorporated into an
existing magical artifact (or cypher) to
increase its level by 2. Obviously, spirit
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FLEVAME: ACROSS THE RIVER OF SOULS
175
175
GODFORSAKEN
into a sort of vertical city, hundreds of hardship. Flevame is the easiest place to
feet tall. However, the distinct nature reach if one wants to escape the bosom
None of the disaffected of the towers remains, so the city exists of the gods, and Vothe grew as more
in Vothe have
in two halves, still resembling two very and more of the disaffected arrived over
acclimatized entirely to
the weakening. Some tall towers, but each made of hundreds the years, looking for a new place to call
who have lived there of different buildings, extensions, and home.
the longest, however,
have grown resistant additions. Three bridges at different levels
to it (as they believe connect the two massive, hodgepodge PC s IN VOTHE
it’s some detrimental
effect, not realizing that
conglomerate structures. Travelers from Bontherre can find
it’s stronger gravity). The two halves of the city are named information, supplies, and lodging in
for the sorcerers, so one is called Nenne Vothe. The city isn’t welcoming, per se,
and the other Nanne. Nenne is mostly a but the people there won’t ask a lot of
number of markets (typically on balconies questions or automatically challenge
extending out of the rim of the structure), outsiders.
eateries, and other businesses. Nanne is Vothe is a center for the spirit thread
primarily the residential section. About trade, although trade in such a rare and
five thousand people live in the odd city. expensive commodity is quiet. Still, some
The reason for Vothe’s strange but of the most skilled thread hunters use
steady growth lies with the fact that some Vothe as their home base, and a few
people in Bontherre don’t want to live in magical artisans and craftspeople live
a world that’s nurtured, protected, and there to make use of the threads.
overseen by a group of immortal beings. Many criminals from Bontherre come
They want to live free and under their own to Vothe to hide from the authorities. This
rules, even if it means living in greater makes it a dangerous city with a large
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FLEVAME: ACROSS THE RIVER OF SOULS
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GODFORSAKEN
For Crumellia, use driven back her hordes of ancient dead. creation. Certainly she is mighty, but it’s
the demigod stats on
The necromancer hates adventurers also certain that she is no true god, at
page 321 of the Cypher
System Rulebook, with from the Blessed Land. least not in the sense of the gods of the
the following changes: Although it’s possible that she uses Blessed Land.
• Raises the dead
(transformed into her own powers over life and death to Still, for an evil, tyrannical wizard,
undead) with a touch. endure for as long as she has, it’s very Crumellia is uncharacteristically
• Causes all the dead likely that Crumellia Encomium is not content. She loves raising the dead and
within 10 miles
to rise over the
human, or in fact even mortal. In fact, experimenting with necromantic spells and
course of a week. a few people might claim—perhaps potions. She does not desire more power
• Communicates whispered in a tavern in Vothe after too or more land, and she has all the subjects
telepathically with many drinks—that she is related to the she could ever want (and if she doesn’t,
any undead creature
within 100 miles. Sacrante somehow. Perhaps she is some she can just make more). She would be
• Transforms an undead form of progeny, distant relation, or failed no real threat except for one thing.
creature with a touch The necromancer hates adventurers
into a higher-level type
of undead over the
from the Blessed Land.
course of a week. What Crumellia seeks more than
anything is a way to slay all the so-called
adventurers that come to Flevame, and to
keep more from ever crossing the River of
Souls. She tolerates the people of Vothe
as long as they keep to their strange,
towering city, except in that they aid and
abet the adventurers that come and
destroy her creations, loot her castles,
and drive back her hordes. If her spies
reveal that a certain merchant or barkeep
• Possesses the Orb of lends too much assistance to adventurers
Death’s Denial, which in Vothe, she sends in her assassins. And
returns its owner to
life (or unlife) one her assassins are vampires.
week after being slain. She would rather strike at her enemies
This artifact is level 10
and has a depletion
directly. However, she has learned that
of 1–3 on 1d6. should she attempt straightforward
• Has dozens of magical battle with her assembled hordes, she
manifest cyphers at will see success for a time, but eventually
her disposal to grant
to loyal servants, such actions only draw more powerful
and probably carries adventurers to her land. So to achieve
five or six herself.
her ends, she puts her devious mind to
work. She turns some of the castles
in the wilderness into deathtraps. She
plans ambushes by the dead hidden
half-buried in the wilds (because if there
is anything her troops have in abundance,
it is patience). She lures adventurers with
valuable treasures that also carry curses
or plagues. Crumellia has the time to play
a very slow game. Neither she nor her
servants are prisoners of time.
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FLEVAME: ACROSS THE RIVER OF SOULS
bog is filled with the remains of ancient Many of these skeletons appear to
dead, ensuring that Crumellia never have been human once, but plenty of
goes without raw materials for her dread them were clearly animals, nonhuman
sorcery. Paths of stone and bone wend humanoids, or beasts that are difficult to
through the bog, allowing those who recognize. Those that fall into this latter
know the routes to pass quickly through category appear to be random collections
the region and easily travel to and from of bones assembled into the forms of
the castles within. Newcomers are likely no creatures that ever lived. Multiarmed
to slowly slog through the morass. bears with three toothy skulls, serpents
Rising out of the bog like a monolith, with the skulls of lions, and horses with
Crumellia’s palace is a snarl of grey angles human spinal columns for legs. Some
and jutting iron extremities. Its many seem more like works of macabre art
towers spew forth smoke both dark and than efficient servants. Still, no matter
green, the by-products of her foul magical what form they take, they are composed
practices. The necromancer almost never of the remains of creatures that once
leaves her sanctum, instead spending her lived, which means Crumellia can coax
nights brewing more undead servitors servitude from them. (Her magic can
for her hordes, consorting with her inner make bones, skulls, and dead flesh move
circle of vampires, and listening to the and act however she wishes.)
whispered gossip of her ghostly spies.
Ghouls: Shock troops and elite soldiers, Ghouls in Flevame are
THE UNDEAD HORDES Crumellia’s ghouls are undead humans different from those
in the Cypher System
Crumellia’s living dead servants can be seething with her dark sorcery. They get Rulebook. For Flevame
encountered almost anywhere in the their name from their love of devouring ghoul stats, use the
abomination stats on
Wilderness of Krym. These wandering their slain foes, but they don’t actually page 315 of the Cypher
bands—usually skeletons or ghouls— need to eat to sustain themselves. Much System Rulebook.
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GODFORSAKEN
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FLEVAME: ACROSS THE RIVER OF SOULS
Shaliss speak their own language, Hederar: Goblin-like humanoids, Hederar: level 2;
Armor 1; one random
which involves a great many gestures hederar are small of size and selfish of
magical ability
as well as sounds. A few have learned spirit. These hideous creatures fashion
to speak halting Bontheche so they can clothing from furs and skins, weapons of
interact with visitors. They take it as a sign sharpened wood or stone, and various
of respect and goodwill if visitors speak crude tools. They eat flesh and greedily
a little of the shaliss tongue (even if it is lust after shiny treasures of any kind. The Comerelk does not
generate more spirit
done through magic). They live in small, wandering bands
threads than anywhere
A shaliss takes great offense if their and sometimes capture and force other else in the land, but it
land is referred to as “Godforsaken.” creatures, like wolves or hyenas, to very likely has a greater
occurrence of
They worship Shava, the Sun, and Imass, serve them. Hederar have their own as-yet-undiscovered
the Moon. These gods are very different crude language, but a few can speak threads than Krym
and certainly anywhere
than those of the Sacrante. They are not and understand a handful of words of near Vothe.
present and do not overtly interfere. Bontheche or the shaliss tongue.
Adventurers from the Blessed Land The peculiar thing about hederar is that
might find it hard to believe that they each has a single innate magical ability.
are real, because belief and faith have While most are innocuous, like producing
no real foundation in their own worship. a small flame or having a supernatural
It doesn’t take faith to know that the sense of balance, some hederar can
Sacrante are real and take an interest in conjure violent storms or teleport
the activities of their worshippers. hundreds of miles. And there seems to be
no way to tell how powerful a hederar is
OTHER DENIZENS OF THE WOOD just by looking.
The Comerelk teems with life. Birds nest Some useful abilities of individual
in the trees, and small mammals scurry hederar include:
along the ground as well as the branches. • Leaping a short distance
Although nothing in the woods exactly • Inflicting 5 points of electrical damage
resembles the animals of the Blessed by touch
Land, some come close enough to still use • Freezing liquid within short range
terms like “squirrels,” “frogs,” “raccoons,” • Deflecting attacks (hindering attacks
or even “wolves” to describe them. made on them by three steps)
The woods also harbor inhabitants such • X-ray vision
as the following. • Ability to take two actions each round
• Negating sound within short range
Hass: The predatory hass resemble • Levitation Hass: level 6; health 25;
Armor 1; bite inflicts
10-foot (3 m) pythons with two heads. • Mind control
6 Speed damage and
The bite of a hass has a strange effect • Immunity to fire causes swollen growths
on victims: they rapidly increase in body • Telepathy
mass. This increase is random and
almost certainly detrimental, and it could Less dramatic (and less overtly useful)
manifest as bulbous, egg-like growths of abilities include:
fat tissue all over their body, a massive • Conjuring a small amount of water
swelling of their torso, or an extraneous • Levitating small objects
and useless limb. This extra mass makes • Producing a small light like a candle
the victim clumsier and slower (6 points flame
of Speed damage). It also makes them • Having slightly better than normal
into a more substantial meal for the hass. hearing
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GODFORSAKEN
Voroon: level 5; Armor 1 • Repairing torn clothing or armor Voroon: These are forest spirits given
• Causing an object in short range to physical form by inhabiting piles of fallen
vibrate leaves, pine needles, sticks, bark, and
• Producing a distinctive foul odor other decaying vegetation. “Voroon” is
the name they use for themselves when
Lavrenos: level 4; Lavrenos: Quadrupeds with literal iron they attempt to speak. Forming anything
Armor 6; inflicts
hides, lavrenos are testy herbivores with approaching vocal cords out of old leaves
5 damage with horns
long, defensive horns and tails bristling and sticks is difficult, so the voroon
with spikes. don’t try often. They are related to the
shoum, but the two types of spirits do
Rastikar: level 3, Speed Rastikar: Rastikar are magical birds with not coexist well. The voroon can be more
defense as level 5; song
enchanting songs. The song of a rastikar contemptuous of material creatures that
entrances all within
short range that fail an makes those who hear it fall into a calm, enter their domain.
Intellect defense roll, almost blissful stupor. Not surprisingly,
and victims can take no
action unless attacked predators like to wait near (but not too THE SOUTHERN WASTES
or vigorously shaken near) where a rastikar is singing, so that South of the forest lies a land filled with
when the bird is done or flies off, they crumbling ruins and abandoned cities.
Some of the creatures in can easily reach the stupefied animals The people who built and inhabited these
the Southern Wastes were
or people. Just as surely, this means that structures are long gone, but many of their
created or summoned
by magic long ago. most animals and even other birds flee ghosts remain. Whomever these people
The GM should feel immediately at the sight of a rastikar. were, they wielded magic with skill. Many
free to populate the
ruins with whatever of the structures are quite magical in
creatures seem fitting. The Spider Collective: The spiders of nature, some involving extradimensional
the forest possess a singular mind. Not spaces, magical wards (still functioning),
Spider collective truly spiders at all, each is an extension and portals to other locales.
(massive form): level 7;
of a single creature that happens to look These haunted ruins hold treasures both
attack carries a venom
that inflicts 7 points like (and weave webs like) a spider. This magical and mundane, left behind by the
of Speed damage; distinction is relatively meaningless to former residents. Adventurers willing and
can disassemble into
thousands of normal most people, except if a character is able to deal with ghosts, lingering magical
spiders or return to the able to communicate (through magic, defenses, and monstrous creatures that
massive form as a single
action, as needed
probably) with a spider in the Comerelk, have taken up residence in the Southern
it—or perhaps they—proves to be quite Wastes can find great rewards.
intelligent. The spiders act in perfect
Ghost, page 331 concert, directed by the single mind as PC s IN THE COMERELK
easily as a creature moves its own limbs. Characters seeking adventure in the
Thus, the spiders can form bridges across Comerelk have come to the right place.
streams for others to cross, weave webs Explorers in these woods will almost
with beautiful patterns and artwork, and certainly have to come to terms with the
more. If the Collective wishes, it can take a shaliss, and they’ll find that well-treated
few thousand (or more) spiders and have and well-compensated younger shaliss
them form a huge spider-shaped mass make for excellent guides and even
that can act as a single enormous spider. scouts, porters, or bodyguards.
It seems quite likely that the ranks of Crumellia’s unliving hordes are
comprised of the long-dead folk of the Southern Wastes.
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GODFORSAKEN
god. Those who have approached it say threads’ power and their (seemingly)
that the face will speak to those who bring random appearance. Shoum lore allows
it offerings, and will even foretell the them to use the threads in ways that
future. Rumors say that there are magical mortals never have, and perhaps never
artifacts of great power within the ruin or will. They greatly resent, however, when
in the burial catacombs beneath it. non-shoum cut or harvest threads, and
they get enraged at the thought of cut
threads being taken from their land (such
THE SHOUM as into Bontherre).
The ancient, immortal spirits known
as shoum might be the original native THE EPHEMERAL CITY
inhabitants of Flevame. Each individual A city floats in the clouds, its substance
is intrinsically linked to a natural element as ethereal as the shoum that dwell there.
of the land, whether it be a tree, a stone, When visitors approach, if the shoum
a body of water, or something similar. wish it, the city lowers to the ground to
As ethereal creatures tied to physical give the newcomers access, should they
aspects of the world, shoum possess a provide the spirits with a good reason to
Tree shoum spirit: dual nature. Although spirits, they can let them in. This often involves a series
level 4; can animate
manipulate their associated matter to of riddles or similar challenges. Those
a tree within short
range so it attacks as affect the physical world. Thus, a stone who somehow enter without permission
a level 3 creature shoum spirit can move or throw rocks, cannot touch anything and eventually fall
King Yysh III: level 8, while a river shoum spirit can control the to the solid ground below.
resisting flattery as level 6;
flow of water. The city’s twisting towers and silvery
can travel up to 1 mile
(1.5 km) as an action; Tree shoum are the most common domes are beautiful, and as many as ten
controls wind within of their kind, and appear to be small thousand shoum dwell within its walls.
very long range such
that it can knock over humanoid creatures of bark and leaves. King Yysh III, a wind shoum spirit, rules
any unsecured person Stone shoum are very large but are the city and maintains a vast court of
or object the size of a
human or smaller
usually invisible unless they cause a stone similar shoum within his palace. Although
to form a humanlike face to interact with the wind shoum preside over the
Stone shoum spirit: others. They can also take the form of a Ephemeral City, all shoum are welcome
level 5; can take the
giant humanoid made of moving stone. there.
physical form of a stony
giant with Armor 5; can River shoum appear as shimmering, In the workshops and markets, some of
move or hurl rocks up lithe humanoids made of water with the rarest and oddest magical objects can
to 20 pounds (9 kg) as
if through telekinesis ever-flowing hair. They are never far from be found. Likewise, the rare visitor might
a stream or river. learn some of the most interesting lore,
River shoum spirit: level 5; Wind shoum are the most intelligent magical spells, and secrets among its
can control the flow
and most powerful of the spirits. libraries and sages.
and movement of water
(including making it defy Although shoum society is not set up
gravity) within very long this way, if there were shoum nobility, it
range; can instantly turn
would be the wind shoum. They are nearly A RIDDLE TO ENTER THE
water to ice or steam
invisible humanoids that either stand
EPHEMERAL CITY
Always I hunger, but never thirst. Your
Wind shoum spirit: level 6; perfectly still or move with incredible
can travel up to 1 mile arrows won’t slay me, but your breath
speed.
(1.5 km) as an action; is my curse.
controls wind within long All shoum speak Bontheche as well as
Answer: A candle flame
range such that it can many other languages.
knock over any unsecured
person or object the size Shoum can see and manipulate spirit
of a human or smaller threads easily. They understand the
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FLEVAME: ACROSS THE RIVER OF SOULS
As one might expect, the city is filled Thread Secrets: Within the Ephemeral
with trees, running rivers, and mounds City lies the Library of Whispers, where,
of natural stone that integrate seamlessly it’s said, one can find books and scrolls
with the structures and streets. detailing some of the shoum secrets
having to do with spirit threads. Even one
PC s AMONG THE SHOUM such tome would be worth 5,000 gp or
The shoum look upon humans and other more to sorcerers or priests in Bontherre.
physical, mortal creatures with suspicion Getting there and getting out with such
and fear. If such a creature can be trusted, a treasure is far more difficult than one
it is their burden to prove it. The shoum might think, however, as the shoum not
hate the necromancer and her undead only guard it closely but have also rigged
hordes. Striking a meaningful blow deadly magical traps and alarms using
Chapter 9: Abilities,
against her would be an excellent way to spirit threads. page 95
get in their good graces.
Ghosts are an exception to their hatred.
Unlike physical undead, ghosts of dead
mortals often gain a sympathetic ear
among the shoum. They do not consider
such spirits equals, but rather wretches to
be pitied and granted succor.
A terrible way to make a positive
impression on the shoum would be to
discuss harvesting spirit threads or even
brandish the tools for doing so.
Because the shoum are ancient and
immortal, they know lore and secrets that
no one else possesses. Visitors who gain
their favor can learn from them. After
a month among the shoum, a PC can
spend 2 XP and gain any low-tier ability
as a magical skill they can henceforth
use. The shoum typically require some
kind of payment in exchange, often in
the form of a magical cypher or artifact
(of at least level 5) or a task performed
at their behest.
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GODFORSAKEN
CHAPTER 17
I
f it weren’t for powerful divinatory ✦
magic, provided of course by the gods, Days are much longer and nights
the gate to the Firmament would never shorter—about twenty hours of daylight
“The Firmament” is a have been discovered. To travel to the and six hours of darkness, and even in the
Bontherrian name. No
Firmament, one must use a skywhale night, the red sun lingers longer into the
native of the land calls
it that. The forlorren craft, because the passage is more than evening and rises earlier in the morning.
just call it “the land” 300 feet (90 m) in the air, almost directly ✦
or “the homeland.”
above the town of Setvesous. Likewise, the Firmament has six moons,
The Firmament appears to be a wide although all are smaller than Bontherre’s
expanse of rocky hills with frequent cold nighttime guardian. They are never all
streams cutting across the landscape, visible at the same time.
bringing life in the form of broad-leafed ✦
trees and swaying tall grasses as well as The air in the Firmament is dry and thin.
blue-green lichen. With long days marked People from Bontherre find it difficult
by two suns and night skies with multiple to catch their breath after exertion, and
moons, this realm knows little true over time they begin to grow ill from
darkness. But as one adventurer’s maxim the air itself. Every day, upon waking, an
states, “Don’t equate light with safety.” adventurer who fails a Might defense roll
Many days see a brief rain shower, and (difficulty 5) suffers 1 point of damage
Firmament elixir, mornings typically carry a particularly to either Might or Speed (determine
page 170
heavy dewfall from the night before. randomly). Clever adventurers have
Red hammer: level 5 discovered a cure for this sickness.
disease. Every day, an
infected individual must
✦
succeed at a Might DIFFERENCES IN THE FIRMAMENT Some of the biting, flying insects that
defense roll or their Speed Adventurers entering the Firmament swarm the hills of the Firmament carry a
Edge decreases by 1. A
negative Speed Edge in will experience a number of notable terrible disease that adventurers call the
this case is the amount of changes aside from those true of every red hammer. It turns the flesh red and
Speed that must be used
to perform Speed-based
Godforsaken Land. slowly eats at one’s nerves, eventually
actions even if no Effort ✦ making even the simplest physical
is used. Simply picking Two suns shine in the sky. One is similar activities difficult or impossible.
up a small object and
carrying it across the to the sun they are used to—perhaps a
room has a Speed cost bit brighter—but the other is very small
of 2 if your Speed Edge
is –2. Three successful and red. Every hundred years or so, the CASTLE TURION
days of resisting the red sun grows slowly larger until it is the Passing into the Firmament, very likely on a
effects allows the victim
same size as its companion, bathing the skywhale or similar flying craft, adventurers
to shake off the illness.
land in a reddish hue. After a year or so, it emerge in the vast courtyard of a castle built
Skywhale, page 162 shrinks again to its small size. from brown and white stone. Although a
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With the help of a trio of sorcerers, the legendary Turion created this
place so that those following in his footsteps would have a safe refuge
from which to explore the Firmament.
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they stand only about 5 feet (1.5 m) tall, powers are so innate and subtle that they
most of these humanoid folk are muscular don’t even realize they are using such
and broad-shouldered. When a forlorren abilities. They don’t use spells or similar
moves, their limbs and joints make a kinds of magical praxis. The way they
cracking sound like crinkling paper. understand it, when they create a flying
It’s not the intention of The forlorren watch over their domain machine or a floating tower, it works
this text to imply that
from towers that float well above the because they fashioned it in a particular
the forlorren use science
and engineering that ground, held aloft by magic that they call way, not because it’s imbued with magic.
seems like magic to “engineering” (though they don’t explain A flying machine made some other way or
others. Rather, just the
opposite. What they what they mean). in some other shape would never get off
refer to as engineering Forlorren dwell in small holdings the ground.
is actually magic. They
simply think of magic in
that exist both above and below the The forlorren worship no gods, but they
a very scientific fashion. surface, built into the sides of their hills. deeply respect and revere both sky and
Talk of spells, rituals, These communities often prominently earth, and think of them as sacred. Their
and the like sounds like
nonsense to them. incorporate a river, pond, waterfall or art depicts this, but they do not personify
other water feature. or anthropomorphize the concepts. And
Few forlorren holdings The people command powerful magic, they certainly have no temples or priests.
have proper names.
but they don’t consider it supernatural. Instead, most forlorren are engineers,
The residents just call
it “home” or “the They believe that with the right training builders, crafters, artisans, miners,
holding.” Ettatomain and practice, anyone can do it (they are soldiers, farmers, or herders. They are a
is the exception.
mistaken) and that it’s just harnessing practical folk, although they appreciate
the natural laws of their world (perhaps the aesthetics of both sight and sound.
true, but probably not as literally as they The forlorren have their own languages,
believe). This means that their magical but a few speak a little Bontheche. They
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FORLORREN PC s
Some players may wish to play a forlorren character. This shouldn’t happen
until after the players have finished at least one adventure in the Firmament
and encountered the forlorren more than once. Thus, the forlorren character is
probably a recent addition to the group, recruited in the Firmament. As with most
nonhuman species, the forlorren aspect should be portrayed through a descriptor.
FORLORREN DESCRIPTOR
You are a forlorren. Standing around 5 feet (1.5 m) tall, your skin glistens like gold
and your long hair is silver. You’re likely muscular and broad-shouldered. When
you move, your limbs and joints make a cracking sound like crinkling paper. Other
beings you encounter might find you a curiosity, but their ways are as strange to
you as you are to them.
You gain the following characteristics.
Sturdy: +2 to your Might Pool.
Skill: You are trained in all crafting tasks and in Intellect defense.
Engineering: With a cost of 100 gp per level in tools and materials, given a full
day, you can craft a cypher with any effect you are aware of, up to level 3.
Inability: You have difficulty relating to magic as it is thought of by other peoples
(spells and such). Tasks to understand or use such magic are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose
how you became involved in the first adventure.
1. The other PCs rescued you from danger, and you feel beholden to them.
2. The other PCs offered to teach you about the other lands that exist beyond
your own.
3. The other PCs seemed hopeless and doomed in your land without your help.
4. You are an outcast from your holding and had to leave anyway.
value gold and silver just like humans do with so-called ironbows. Similar to Ironbows are heavy
weapons with a range
and gladly accept coins from Bontherre. crossbows in appearance, these feats of
of 1,000 feet (300 m),
They have their own coins as well. They “engineering” can sight distant targets but it requires a full
prize liquid mirror for its decorative and accurately launch powerful arrows action to load them,
and another to trigger.
qualities, and it is frequently found in at them.
their art and jewelry. Like all forlorren holdings, however,
fully half of the town lies underground,
ETTATOMAIN within and beneath the hills. Almost every
Those passing into the Firmament structure extends down into the earth as
from Bontherre are very likely to first much as (or more than) it exists above
encounter the forlorren in a holding called the surface. These are not mere cellars or
Ettatomain, which is larger than most. basements, but functioning parts of the
The forlorren there are at least somewhat town, connected by broad subterranean
accustomed to humans. passages just as they are connected by
On approach, it might appear a small streets above. Forlorren “engineering” Forlorren soldier: level 3,
Intellect defense and
town nestled in the hills, built on both enables lighting, heating, circulation, and
all manner of crafting
sides of a river with a tiered waterfall. Two elevators to make these underground as level 4; Armor 2;
floating towers watch over Ettatomain, areas not just habitable, but pleasant. armed with a sword
and a heavy ironbow
each equipped with soldiers armed with very long range
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Valla Chataberer: level 6, Valla Chataberer serves as the leader Azure birds: As their name suggests,
organization and
of Ettatomain and its two thousand or azure birds are difficult to spot, for they
leadership as level 7
so citizens. She is a serious-minded, are the same color as the clear sky. Their
Azure bird: level 1, Speed older female with a severe temper. She feathers are valued for their almost
defense as level 4,
wields a long, scepter-like walking stick mirrorlike reflectiveness, but the real prize
perception as level 3;
supernatural ability as a symbol of her office, decorated with is one captured alive, for they screech
to sense danger that delicate liquid mirror embellishments in times of otherwise unseen danger—
no one else senses
(it’s worth at least 500 gp). Valla does anything from the presence of a disease
not speak Bontheche, but her assistant, to thieves breaking into the house.
Kiater, does and can serve as a translator.
Esecran: level 8, Speed About a third of the people of Ettatomain Esecran: Multilimbed monstrosities
defense as level 7;
have picked up a little of the language of as big as elephants, these terrifying
health 65; can attack
every foe in close range Bontherre visitors. creatures eat anything and everything.
with a different limb When they’re not eating, they spend their
OTHER INHABITANTS OF THE HILLS time just destroying things. The forlorren
The forlorren realm is filled with buzzing believe esecran to be demons from some
insects, birds, and grazing flocks of other world (neither the Firmament nor
various animals—bovine, sheep, and Bontherre). If they discover an esecran,
goats, some wild and some domesticated. they attempt to raise a band of capable
Adventurers from Bontherre might think warriors to destroy it or at least drive it
these beasts look a little different from well away from any holdings as quickly as
what they’re used to back home, but a possible.
goat here is close enough to a goat in
Bontherre to use the same term.
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Jotunn: Ten to 12 feet (3 to 3.5 m) tall, ADVENTURES IN THE Jotunn: use fire jotunn
these giant humanoids usually keep to HILLS OF THE FORLORREN stats, page 115. There
are no frost jotunn
themselves but may dwell in small bands The Missing Hunters: Some forlorren in the Firmament. A
of six to ten. They sometimes tend to lorria hunters have gone missing, and few jotunn have two
heads with two distinct
enormous red cattle. The forlorren give the people of their holding offer a reward personalities, using
them a wide berth when possible, and for their return. The hunters fell afoul of perception as level 7.
surprisingly, most of the time the giants a basilisk and have been turned to stone. Jotunn’s giant cattle:
level 6, Speed defense
do not bother their holdings. Should the PCs learn this and return with
as level 4; health 25
the information, they’re asked to bring the
Lorria: These six-legged deer navigate the petrified victims back home because the Basilisk, page 99
rockiest, most uneven terrain in the hills forlorren can brew a remedy for that. The
with ease. forlorren will throw in some of the remedy Lorria: level 3, climbing
as level 6, Speed
for the PCs along with the reward.
defense as level 4
Vork: Also called vork-wolves, these
large canines have two heads, each with The Club of Gore: A secret society Vork: level 4, perception
and stealth as level 5;
powerful jaws. They can attack a single among the forlorren appreciates dark
make two attacks as
foe twice or two foes at the same time. entertainments of bloody fights and a single action, each
gruesome displays of violence. They pit inflicting 4 damage
Yammers: A silly name disguises the forlorren against yammers and vorks, Yammer: level 3,
Speed defense as level
danger posed by these hornet-like insects. forlorren against forlorren, and more.
4; victims struck by
As long as a person’s arm, yammers have Forlorren are disappearing (kidnapped mandibles (3 damage)
grasping mandibles and massive stingers, by the society) and those who remain are then attacked by
the stinger (5 damage)
so that they first bite and latch on, and are getting worried. If anyone finds and each round until they
then sting a victim repeatedly. Yammers confronts the club, its leaders attempt to break free or are dead
produce a keening drone when agitated. bribe, coerce, or otherwise entice their
way out of trouble before resorting to
PC s IN THE HILLS violence to defend themselves.
OF THE FORLORREN
Player characters in the Firmament will Tunnel Mongers: A pack of tunneling
very likely come to Ettatomain first. This morlocks has broken into the Morlock, page 121
allows them to meet the forlorren, the subterranean portion of a forlorren
primary inhabitants of the land. Just as holding. The forlorren have built
with humans and other species, some barricades to hold them at bay but need
forlorren will turn out to be allies, and help to drive them off. Once the morlocks
others enemies. are slain or routed, their own tunnels
Beyond Ettatomain, most forlorren reveal a series of caves and chambers
holdings are isolated and self-sufficient. that hold interesting secrets, including a
What goes on in one is nothing but rumor source of liquid mirror.
or distant news in another, if they know
about it at all. Each holding the PCs visit
should be distinct. Some are fearful of THE WILDS OF THE WEST
outsiders, while others are welcoming. Beyond the Hills of the Forlorren lies a
One holding has a law against alcohol, wilderness untamed and unexplored. The
while another is built entirely around a climate is temperate, although powerful
brewery. A third doesn’t even know the electrical storms are not uncommon.
stuff exists.
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for them by 1-foot (30 cm) long insect legends, contains an inner sanctum where
builders they also master. Krao hunt and the dead can be restored to life. But first it Krao mount: level 4,
climbing as level 5;
gather their own food, and guard the land must be found, and the depths of the cold,
Armor 2
around their home mound with a vicious dark lake must be survived.
territoriality. They prefer to eat mammals Krao builder: level 1,
climbing as level 3;
of any kind, and they conduct bloody Wandering Merchant: A male human
Armor 1
rituals to appease their apparently always- roams the wilderness in a brightly painted
hungry ancestral ghosts. wagon, pulled by a pair of blue horses. He
sells a variety of magical potions, charms,
and other things. This mysterious,
unknown man speaks the language of
seemingly every being in the Firmament,
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first slays another being. They gain the Horrific alone but soul-chilling in
victim’s memories slowly, bit by bit. Their groups, the fact that a roving pack might
appearance changes gradually, but steadily. include one fungus inhabiting the corpse
In the case of this curse, however, the of a forlorren, another an elk, and a third a
murderer takes on the victim’s nature dog somehow makes it even worse. Fungal
as well. A heroic knight who slays an dancers’ abilities in combat are clumsy and
immoral bandit slowly becomes a liar, a their reflexes are slow, but they produce
cheat, and a cutthroat thief. A sorcerer spores that cloud the mind and perception
who slays a ravenous beast becomes of living creatures they strike.
savage and voracious—perhaps even to The forlorren cremate their dead to
their fellows. avoid fungal infestation, but that doesn’t Mirrormen and fungal
dancers do not have
help against already-mobile corpses that
regions of their own. They
LIQUID MIRROR come at dusk to steal individuals for can be found anywhere
The mirrormen literally worship liquid their horrific rituals. Forlorren guards are in the Firmament.
mirror. To them, every bit of it is part of always particularly vigilant at sunset due
a vast deity, a sacred object or being they to these ghastly raids.
are not worthy to touch—but neither is
anyone else. Damaging liquid mirror is
the greatest sin imaginable, and creating
art with it is considered damaging it.
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CHAPTER 18
K
orak-Mar is not a Bontherre name, ✦
but the name given to the land by The pale white sun gives off far less
the moord, the dominant inhabitants light than the sun of Bontherre. Even
of the realm. This is a dimly lit place of stranger, it does not move across the sky.
Korak-Mar is tidally cold winds and bare, black rock. The Korak-Mar has no night, just a sickly dim
locked, as it closely
air here burns the inside of one’s nose twilight lasting an eternity.
orbits its white dwarf
star. Radiation from and throat. The rain is worse. The entire ✦
this star causes some land seems to vibrate with sickness, and After spending what a Bontherre resident
of the sickness that
visitors experience. although none of the native creatures would consider two days (about
seem affected, the flesh of a visitor grows forty-eight hours) in Korak-Mar, characters
raw, their eyes ache, and even their bones must make a Might defense roll (difficulty
seem to weaken. 4) each morning. Those who fail suffer
Korak-Mar is cold, and visitors will feel 1 point of Might damage and 1 point of
the need to wear winter clothing. A wise Speed damage, and subtract 1 from their
adventurer brings something resistant to recovery rolls. Fortunately, adventurers
Korak-Mar curative, the acidic rains that fall all too frequently, have found a curative that acts as a
page 170
and probably an even greater amount remedy for this.
of food and water. Much of this land’s ✦
offerings are poisonous to those from the The acid rains in Korak-Mar burn the
Blessed Land. flesh of non-natives and eat away at soft
Winds may howl across bare wastes materials brought from other lands,
of dark stone, but there is life here. such as cloth and leather. Anyone caught
What’s more, the people of Korak-Mar, unprotected in a rainstorm suffers 1 point
the moord, are a wise and ancient folk. of damage. Over the course of a week or
But their nature is one that’s hard for a perhaps two, an unprotected item of cloth
human to fully understand. It’s possible to or leather will become pitted and useless.
Acid-resistant tarp, forge bonds and agreements with them, Shelter helps, as do acid-resistant tarps.
page 169
but they are no strangers to treachery. ✦
The black flies and red lancers of
Korak-Mar don’t necessarily carry disease,
DIFFERENCES IN KORAK-MAR but their constant biting is painful.
Adventurers exploring Korak-Mar Non-native victims subtract 1 from their
will encounter a number of notable recovery rolls (minimum result 1) other
Insect repellent, page 170 changes aside from those true of every than the one-round recovery roll. Insect
Godforsaken Land. repellent formulated for these creatures
negates this effect.
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GODFORSAKEN
The moord are both savage and abandon, hunt wild game with ferocity
serene, contradictions on two legs. Their and bloodlust, eat voraciously, and
Korak-Mar has no temperament depends on the elaborate engage in vigorous sex. They call these
moons. The “moons” are
movements of Korak-Mar’s multitudinous periods “feasts,” but the name does not
actually asteroids or other
bits of stellar debris that tiny moons. The complex series of adequately convey the chaos.
are in orbit around the celestial objects wields a mystical effect It would be wrong—foolish, even—to
sun, but which frequently
pass close enough to the on the species. It’s impossible for a think that a calm moord is automatically
planet to be thought of non-moord to predict these effects, but kind or benevolent. It would also be
as tiny moons. To people
from Bontherre, they
the moord can look at the moons and wrong to think that a moord during a
might seem more like tell when they will bring upon a change. feast must be immoral or amoral. The
bright, moving stars, Moord are mostly serene—about ten changes do not alter the overall ethics of
unless they pass in front
of the sun (which some times more often than they are savage. the individual, only the chosen actions
do, but not all), at which Thus, 90 to 95 percent of the time, and responses to stimuli. For example,
point it’s clear that
they are dark objects. the moord live calm lives of subdued a moord that doesn’t condone murder
contemplation and careful, considered won’t turn into a murderer during a feast,
action. They sleep fairly often and and a moord woodworker won’t destroy
meditate at other times. They do not his work. In other words, a feasting
eat, mate, or hunt. They do, however, moord becomes more fierce, uninhibited,
craft objects, produce art, write books and barbaric, but they don’t go insane.
(moord libraries are both numerous and Overall, if one must generalize, humans
extensive), and engage in other creative or from Bontherre find the moord to be cold
constructive activities. and distant—sometimes calculating and
The other 5 to 10 percent of the time, brooding—most of the time, and violent
moord engage in revels of reckless and ruthless during a feast. Neither state
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can be safely trusted. Those in the know moving through conventional space.
caution travelers to Korak-Mar to be wary However, it does allow one to move
of the moord in any case. But there are undetected and untouchable.
exceptions, of course. Some visitors have
found trustworthy and even benevolent BORUUD AND GOB’S MARKET
individuals. Boruud is the walled capital city of the
The moord fear that an influx of moord, and thus—in their estimation—
explorers and adventurers from Bontherre the capital city of Korak-Mar. There are
will lead to an invasion. This isn’t going to many city-states and regions of moord,
happen, but the moord—particularly the each maintaining as much independence
moord in charge—are suspicious at best, from Boruud as possible, but ultimately
and paranoid at worst. all bending a knee to its size, wealth, and
Moord craftspeople are skilled workers power.
with stone and metal. They make items a Boruud boasts a population of more
human might find strangely shaped, and than three hundred thousand. Its streets
their aesthetic is one of smooth surfaces present a winding mazework of narrow
with little adornment. The rare metal paths and many thousands of small
known as bellerite is often incorporated structures packed together, and in some Bellerite, page 170
into important or valuable items just to cases atop one another in a sort of “roof
display wealth. Occasionally, it’s used to level” of the city. Despite being higher, Almost any creature’s
stats and appearance
produce a complete item, like a storage these upper structures represent the
can be used for a moord
case or perhaps a door (if one is very lower-income individuals and families. summoning, but in every
wealthy) that is entirely immune to Black volcanic rock composes the case they should seem
alien and otherworldly.
magical effects. 30-foot (9 m) tall walls that surround the
And the moord are no strangers to city. Angular, almost blade-like towers The difficulties and
harshness of Korak-Mar
magic. Moord sorcerers summon strange punctuate the length of the walls, making
are often neither difficult
beings from . . . who knows where? Boruud seem more like a vast, imposing nor harsh to the moord.
These entities perform services for the fortress than a city. To them, it’s just home,
and their people have
sorcerer and then return whence they The moord in Boruud don’t have a long since adapted to
came. Moord also use spells that would military. Every adult moord is assumed to the environment.
be generally recognizable to human be able to take up arms at the direction of
sorcerers, although often with a strange their rulers, should the need arise. King King Gramal: level 5,
persuasion and
visual element involving a deep display of Gramal rules Boruud from a subterranean
intimidation as level 6
colors like red, black, and silver. palace below the city.
Adventurers from Bontherre very
TUNNELS THROUGH NOTHING quickly come to know Gob’s Market,
Some moord possess the strange probably the most welcoming place they’ll
ability to tunnel through space, creating find in Korak-Mar. This is a small but
invisible passages that allow them to active marketplace that lies just inside
travel through places without being seen, the walls of the city. It caters to outsiders
heard, or touched. The moord term for to Korak-Mar (most, but not all, of whom
such people is “beyarak,” which simply come from the Blessed Land).
translates to “tunnelers.” Gob’s Market offers food edible to
Beyarak take about an hour to create humans, the so-called Korak-Mar curative,
roughly 500 feet (150 m) of a tunnel. and various useful items and equipment,
While using a tunnel may look like a all for prices somewhere between half again
form of teleportation, it is no faster than and double what the characters are used
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KORAK-MAR: THROUGH THE DOORWAY BENEATH THE MOUNTAIN
ever crossed), causing hazards to ships dwell in hidden fortresses and lonely
that often cannot see them until too late. towers amid the hills of red stones.
Massive whales of dark blue or black flesh
seem to rule the sea, although the waters OTHER INHABITANTS OF THE
teem with a variety and abundance of life LANDS OF THE MOORD
like nowhere else in Korak-Mar. The moord Aarak: These beetle-like insects range Aarak: level 2; Armor 2;
five or more can attack
that live along the coast consider the whales from the size of a large dog to that of
as one level 4 creature,
to be intelligent and almost godlike. They a small horse. Aarak are dangerous inflicting 5 damage
call them “the nobles of the sea.” predators that sometimes hunt in small
The moord that live near the sea are packs, eating anything organic they
typically fisherfolk, dwelling in small come upon. Strangely, some moord have
villages and towns in sheltered coves. domesticated these creatures to use not
They do not hunt the whales, but they do only as guards but also as pack animals
go after violet-colored seals for food as or to pull carts (usually in teams of two or
well as their skins. four).
THE CRUMBLING SPIRES Cold slime: Always seeking warmth, Cold slime: level 4,
Speed defense as level 2,
Moord legends say that a range of this patch of animate, semi-intelligent
stealth as level 6;
nigh-impossible mountains, stretching slime attacks any living creature it finds. immune to physical
up to the dark heavens like red sword Ironically, its weakness is fire, which is too damage other than fire
blades, once dominated their horizon. If much of a good thing. Most cold slimes
true, all that remains of these tall spires are 6 feet (2 m) or more in diameter.
is a vast region of tumbled red boulders
and jagged cliffs. Storms are frequent in Kakavya: Short, brutish, and pale white, Kakavya: level 3, stealth
as level 5; Armor 1;
this area, with electrical strikes blasting these humanoids typically wear hooded
+1 damage when
away at the crimson stones as if to punish cloaks of black or brown covering armor attacking from stealth
them for some past crime. made of hides and furs. Small bands
A peculiar black vine covered in thorns, of them haunt lonely valleys and other Although the rainwater in
Korak-Mar is dangerous
called deathsgrip by some, grows thick places ripe for an ambush. The moord
to drink, canny
in this land. It seems to do its part by consider them to be a nuisance at best, adventurers can find
slowly crushing the red stones within and bandits and thieves at worst. small pools and streams
that come from natural
its embrace over months and years. springs and supply fresh
Somehow, it has no roots, taking what it Shadows: Creatures of living darkness, water for drinking.
needs from the air and the caustic rains. these spirits haunt the entire land of
Local moord have learned ways to cook Korak-Mar. Shadows, page 126
and even make wine from deathsgrip, but
it is unpalatable to most humans. Wyverns: Screeching so shrilly that they Wyverns, page 132
Small moord villages can be found can be heard over the winds upon which
throughout this rocky expanse, populated they ride, wyverns hunt throughout
by those tending flocks of particularly moord land. They are often referred to
hardy mountain goats. Elsewhere, as dragonraptors by the inhabitants of
individuals of power desiring solitude Korak-Mar.
Storms are frequent in this area, with electrical strikes blasting away at
the crimson stones as if to punish them for some past crime.
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MOORD PC s
Some players may wish to play a moord character. This shouldn’t happen
until after the players have finished at least one adventure in Korak-Mar and
encountered the moord more than once. Thus, the moord character is probably
a recent addition to the group, recruited in Korak-Mar. As with most nonhuman
species, the moord aspect should be portrayed through a descriptor.
MOORD DESCRIPTOR
You are a moord. Standing at least 6 feet (2 m) tall, your skin is the color of red
wine, and you have no hair. You’re likely muscular and fit, at least compared to the
average human. Other beings you encounter might find you a curiosity, but their
ways are as strange to you as you are to them.
You gain the following characteristics.
Resilient and Clever: +2 to your Might Pool and Intellect Pool.
Used to Harsh Conditions: Your Might defense tasks are eased, and you have 3
points of Armor against cold.
Calm: If you are in Korak-Mar and the moons dictate it (about 90 to 95 percent of
the time), you gain a +1 bonus to your Intellect Edge.
Feast: If you are in Korak-Mar and the moons dictate it (about 5 to 10 percent
of the time), you become violent, voracious, and destructive. You are still mostly
in control of yourself, but at any point, the GM may use intrusions (with no XP
reward) to suggest appropriate actions. You can still spend XP to refuse such
intrusions.
Distrust: You have difficulty trusting others and getting them to trust you. All
interaction actions are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose
how you became involved in the first adventure.
1. The other PCs rescued you from danger, and you feel beholden to them.
2. The other PCs offered to teach you about the magic of their land.
3. The other PCs seemed on their way to some great treasure or reward.
4. You are an outlaw with no home among your kind.
In lands other than Korak-Mar, moord gain neither the Calm advantage nor the
Feast requirement.
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GODFORSAKEN
Manticore, page 118 hear a distant rumbling boom, and do—one bat can flutter in place or stand
Trawb: level 3, perhaps feel a strong vibration under perched on a high object (even upside
Speed defense and
their feet. Other times, the ground down) and emit a strange pale red light
stealth as level 5
literally explodes nearby, sending steam, from its wings. This energy fills the area,
Typical trawb trap poisonous gas, superheated liquids, and anyone bathed in the light who is
(weighted net): victim
liquid rock, or solid stones (both small attacked by another bat can literally have
must succeed at a
difficulty 4 Might or and surprisingly big) into the air. Often, one of their bones ripped from their body.
Speed task to get free and an explosion involves two, three, or more Essentially, within this red glow, a charnel
can take no other action
of these discharges. As if that weren’t bad bat claw or bite passes through flesh
Trawb sorcerer: level 4, enough, they sometimes continue as a and muscle as though it did not exist,
Speed defense and stealth
spurting fountain of boiling liquid, steam, grasping a bone and pulling it free. The
as level 6; can become
invisible in dim light as and poisonous gas, or they cause the bat then flies away with its prize to suck
an action; can cause surrounding ground that didn’t explode out the marrow. Charnel bats are a dark
nearby objects to bind a
foe (like the trap, above) upward to collapse down into the empty charcoal color with streaks of blood red.
space just created.
Aevae: level 1, can Manticores: Insane leftovers from the
combine with another
similar-sized specimen
INHABITANTS OF THE ROTTING days when the Rotting Castles weren’t
to form a level 3 aevae CASTLES AND THEIR ENVIRONS rotting, these ravenous beasts attack for
Each of the Dead Keeps is different from the sheer love of violence and destruction.
Aevae: level 3, Speed the rest. Spectres of ancient inhabitants
defense as level 1; health 15;
claim some, and others still have wards Trawbs: Gangly but only about 3 to 4
can combine with
another similar-sized and traps left from long ago, but most feet (about 1 m) tall, trawbs are
specimen to form serve as the homes of modern residents greenish-grey-skinned humanoids with
a level 5 aevae
(though some remain uninhabited). bulbous eyes and tufts of dark red hair.
Aevae: level 5, These residents might include moord, They prefer to keep to the shadows and
Speed defense as
but the following are a small sampling have a predilection for long knives. They
level 2; health 35
of other creatures explorers might get what they want by stealing and killing,
Vintaak: level 6; encounter. and have never willingly participated in
health 20; Armor 4
a fair fight. They like traps, particularly
Charnel bat: level 4; Aevae: Appearing to be undulating those that bind a foe so a trawb can carve
Armor 1; can use an
masses of green and white gelatinous them up at their leisure. A few trawbs
action to emit a light
that allows other charnel goo, aevae range in size from 2 to 10 learn a little magic as well and become
bats to extract bones; feet (60 cm to 3 m) across. The smallest sorcerers, casting spells that aid in stealth
bone extraction attack
succeeds if victim fails a are little more than nuisances, but the or disabling victims.
Speed defense roll largest are quite deadly. And strangely, the
(4 points of damage)
and a Might defense roll.
small ones can combine to make a larger Vintaak: Metal and stone and yet alive,
A victim with a bone one. Aevae can harden their fluid forms vintaak are strange creatures. The fact that
extracted moves down temporarily to create strangling tendrils they often dwell within ancient fortresses
one step on the damage
track (only magical that they use to kill and consume prey, of wood makes them all the stranger.
healing will restore adding the biomass to their own. Vintaak resemble stylized statues of
this) and, if it is a limb
bone, loses use of the humanlike figures, with intricate patterns
limb. Losing the skull or Charnel bats: With a wingspan of 5 feet etched into every surface, adorned with
spine results in death.
(1.5 m), these large flying mammals jewels and precious metals in aesthetically
See the adventure would already be frightening bat-like pleasing ways. However, they are not
“Within the Monstrous”
monstrosities. But what makes them statues, and they insist that they were
(page 217) for more
inhabitants of this truly terrifying is that when they hunt not crafted or created, but born naturally
region of Korak-Mar. in packs—which they almost always from the earth. Vintaak feed on flesh, even
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KORAK-MAR: THROUGH THE DOORWAY BENEATH THE MOUNTAIN
though they are not flesh themselves. To survive, a moord blackguard likely
They have their own language, their own needs a potent mystical weapon or other
societal structure (to an extent), and magical resource. Some practice their
their own superstitions, beliefs, and code own kind of sorcery, with spells and
of ethics. But theirs is a rudimentary powers involving blood, strength, and
intellect, and everything about them other various types of body modification. Typical moord
blackguard: level 7,
than their appearance is crude. They It’s not uncommon to encounter a
attacks and defense as
believe strongly in personal honor, and moord blackguard that has taken up level 8 (probably due to
that might makes right. residence in one of the Rotting Castles. magic); health 30;
Armor 4; very likely has
These castles are likely well defended with an extra ability such
MOORD BLACKGUARDS traps and guards of various kinds. as bat-like wings to
fly, pyrokinesis at long
When a moord commits very serious range, or an eye that
crimes, they are typically exiled into the can detach and operate
wilderness. Most such individuals die PCs AND THE ROTTING CASTLES independently as a spy
205
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GODFORSAKEN
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206
Part 3
ADVENTURES
CHAPTER 19
T
his adventure begins in the land of After returning to Flevame, the
Flevame and then takes a surprising characters must get past the ghostly
turn leading to the Firmament. It spirits trying to intercept them before they
involves a mysterious being called the reach the Soulsmith. If they make it to
Soulsmith, who might be somehow related him successfully, they gain the treasures
to the necromancer Crumellia Encomium. they seek.
“Secret of the Soulsmith” could be
an adventure for starting characters,
with a fairly basic initial impetus to get BACKGROUND
them on their first trip out of the Blessed Within Flevame, south of the Wilderness
Land. However, it could be inserted more of Krym, lies the small but significant
organically into an ongoing game with domain of the Soulsmith. In the past, he
the PCs already in Flevame for reasons of has referred to Crumellia as a sibling, a
their own (such as simple exploration). cousin, and a foe, so their relationship (if
any) is unclear.
This apparently immortal being
SYNOPSIS typically keeps to himself, dwelling in
The PCs travel to Flevame to find a being a strange sort of floating structure. He
called the Soulsmith, hoping to gain literally creates new souls, which he then
access to some of the treasures he has infuses into creatures and sometimes
crafted. Reaching him requires dealing even objects he crafts. His arts have
with the undead in the region, particularly allowed him to create a trio of powerful
those under the command of a vampire “weapons” that can be of great use
watching the Soulsmith for his master, against the undead.
Crumellia Encomium. After the PCs Word of these three objects has
navigate the strange mazelike structure reached Bontherre, and the thought of
the Soulsmith calls home, he agrees to such treasures is very enticing to human
give them what they want if they run an adventurers . . .
errand for him to the Firmament.
Once in the Firmament, the PCs must
find a woman named Ianthe and gather SETUP
what she owes to the Soulsmith. However, The PCs gather in Bontherre and prepare
a mirrorman has infiltrated her nomadic for an expedition into Flevame. One or
band with its own plans for the situation. more of them has heard rumors of the
Worse, the vampire’s ensorcelled servants Soulsmith and the powerful treasures he
strike at an opportune moment (for them, creates. While they don’t have a precise
not the PCs). idea of where to find him, they know that
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SECRET OF THE SOULSMITH
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209
GODFORSAKEN
210
210
SECRET OF THE SOULSMITH
rare, and the stonework appears old and they find a window, but looking out only
ornate. confirms that they’re not where they
thought they were in the vast structure.
THE ENTRANCE Most of the towers have multiple levels,
One tower rests on the ground and bears and the connections to other towers are
a heavy wooden door with a lock (level 4). often not on the same level. Sometimes
No amount of knocking garners any doors leading into one area or another Don’t forget about the
differences in Flevame,
result. If the PCs want in, they’ll have to will be locked.
in particular the
let themselves in somehow. The PCs won’t find the Soulsmith until weakening. See page 174.
The interior of the entry tower leads they reach the Vault of Souls. Before that,
off to three other towers via passages of as the characters wander, they may come
different lengths, each requiring a short set upon any of the following rooms, areas,
of stairs to reach them. The entry tower is or objects of interest:
open and empty except for strange floating
spheres of different colors that disappear Storeroom (level 3 lock): This room
if touched (these are merely ornamental). contains a variety of foodstuffs, supplies,
tools, and other useful but mundane gear.
THE MAZE
The interior of the floating maze is Storeroom (level 5 lock): This room
large and confusing. Adventurers might contains five random cyphers.
attempt to create a map, but there’s
something uncanny about the place— Library: A huge collection of informative
mapping or other means to orient and valuable books (each worth 1 to 10
themselves eventually fail. Occasionally, gp) on a variety of topics.
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GODFORSAKEN
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212
SECRET OF THE SOULSMITH
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GODFORSAKEN
AGENTS OF VANDRARE
Berrak and Jedd: level 4, Agents of Vandrare pursue the PCs. Assuming they were observed leaving the
Might and Speed defense
as level 5 due to shields; Soulsmith’s home, that’s all the vampire needed to know to realize that he wanted
health 20; Armor 2 to learn who they are and what they are up to, and probably stop them to win favor
from the necromancer.
Darra: level 4, stealth as But Vandrare couldn’t send undead all the way to the Blessed Land. The power of
level 6, Speed defense as
the Sacrante would likely prevent them from getting very far, even if disguised. So
level 5; Armor 1; inflicts
+3 damage if attacking he brought forth four prisoners that he had already taken—other adventurers from
with surprise; magic Bontherre—and ensorcelled them to be his mental slaves. The agents are:
amulet (a level 4 artifact)
allows her to teleport
• Berrak and Jedd (Warriors): Berrak is rotund and Jedd a bit short, but both
a short distance as are capable warriors wearing chainmail armor. Berrak uses a crossbow and a
an action (depletion sword. Jedd has a bow and an axe. Both wield large shields in melee combat.
of 1 in 1d20)
Jedd carries a pouch with the group’s joint funds, 344 gp.
Itume: level 4, Intellect • Darra (Scout): Darra is cold and calculating. Her bald head is covered in
defense and magical lore intricate tattoos. She has a long curved blade (a medium weapon) and wears a
as level 5; Armor 1 leather coat over dark clothing. Her magical amulet allows her to disappear and
(a magical ward);
can hurl bolts of fire reappear behind someone to make a surprise attack.
up to very long range • Itume (Sorcerer): Itume is a large man with a boisterous voice. Burn scars cover
that inflict 4 points of
damage; can cause up
his face and the left side of his neck, and his left arm has been replaced by a
to three targets within fully functional magical prosthetic made of wood. He has a variety of spells and
short range to lose their carries two scroll cyphers (enduring shield and inferno wall) as well as a level 5
next action due to a
mental stun effect rejuvenator (Intellect) potion.
These agents will follow the PCs discreetly all the way into the Firmament and
Enduring shield,
wait for an opportune time to attack. Their goal is to quickly overwhelm their
page 388
quarry, so they might try to sneak up on the PCs while some or all sleep. They
Inferno wall, page 390 want information for their master and will kill the PCs only if necessary. Unless the
Rejuvenator, page 395
magical compulsion (level 6) is lifted, they fight (unwillingly) to the death.
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SECRET OF THE SOULSMITH
She concedes that she did borrow a Ianthe and the other members of the
soul crafted by the Soulsmith. She was camp never suspected Narij and don’t
hoping to use magic to copy its essence understand why he’s acting this way. She
and use its power to save her dying son. does have a bottle of liquid mirror in one
The effort failed. She will produce the of the wagons, but is reluctant to part
vial from one of the wagons to give to with it. The PCs can attempt to defuse
the PCs. the situation, but “Narij” won’t listen to
reason. Eventually, Ianthe realizes that
SURPRISE! Narij is not her campmate at all. She tells
Unfortunately, a mirrorman has infiltrated everyone the shocking news of his true Mirrorman, page 194
the camp, having stolen the appearance nature, and the PCs still need to get the
of Narij, who tends the beppin. Mirror vial away from him somehow. If they fail,
Narij leaps out and snatches the vial Ianthe ends up giving the mirrorman
before the PCs can take it. He yells that what he wants, and he tosses the vial on
he’ll destroy it if Ianthe doesn’t give him the ground and runs away.
the liquid mirror he knows she possesses. If the vial is destroyed at any point Liquid mirror, page 187
(Normally, a mirrorman infiltrates a during this encounter, Ianthe can only
community to begin the process of express regret, and she offers to write a
eliminating and replacing everyone. letter of apology for the PCs to give to the
However, this one worked its way into the Soulsmith. With nothing but the letter,
camp to try to get the liquid mirror that it it will take some real convincing (and
sensed there.) perhaps another task) for the PCs to get
the promised reward from him.
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GODFORSAKEN
items the Soulsmith has crafted. Each The Golden Spear: This long spear has a
is a level 5 artifact that does not deplete. golden head that is stronger than steel.
These three objects are: All attacks made against undead with this
medium weapon are eased and inflict 4
The Ivory Shield: This steel shield has additional points of damage.
an intricate inlay of ivory in abstract,
pleasing patterns. In addition to using it
as a normal shield, the wielder can ease WRAPPING UP
any one defense roll made by them or an If the PCs obtained the artifacts, they can
ally within immediate range against an go on their way and do as they please.
undead foe. Only one defense roll can be The Soulsmith doesn’t overtly encourage
eased in a given round, but doing this is them to attack the necromancer’s horde,
not an action. but clearly that’s what the items are
for. The characters may wish to return
The Spirit Boots: Shiny and tall leather to Bontherre first. There should be
boots, these objects resize to fit time to celebrate and brag about their
whomever puts them on. Ghosts and accomplishments.
other spirits of level 5 and below cannot Three level 5 artifacts are worth 15 XP to
see or hear the wearer. If one of these divide among the PCs. In addition, each
spirits somehow learns of the wearer’s PC should earn 2 XP for accomplishing all
presence, actions the wearer takes to the tasks required of them. Consider an
defend against them are eased by two additional 1 XP reward if they saved Narr
steps. Stealth actions against such and Nieva.
opponents automatically succeed.
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WITHIN THE MONSTROUS
CHAPTER 20
T
his adventure takes place in the land well known in Bontherre, but as the
of Korak-Mar, beyond the realm of months passed, people thought of her
the moord and in one of the so-called and referenced her name less and less.
Rotting Castles. Most now believe her to be dead.
“Within the Monstrous” is almost This is not the case. Instead, she has
certainly not appropriate for beginning taken one of the Rotting Castles as her
player characters. Those of tier 3 or own, setting herself up there as the
perhaps tier 4 would be better suited, and Traveler Queen. Which would be fine,
even the most powerful PCs might find a except that she left Bontherre without her
challenge here. daughter. Contrarre Coure believes that
her mother is alive, and she’s willing to
pay well to find her. At least, that’s what
SYNOPSIS she tells people. In truth, she’s in league
The characters are recruited by the with a moord knight named Alon who
daughter of an infamous adventurer seeks Devonne to avenge the death of
thought to be lost (probably dead) in his brother and recover some of what she
Korak-Mar. What she doesn’t tell them is stole from his family before she took over
that she hates her mother and is in league her castle.
with a moord named Alon to find and
eventually murder her.
The PCs travel to Korak-Mar and into SETUP
the Forest of Rotting Castles looking for The PCs are contacted by Contrarre
the so-called Traveler Queen, who lives Coure while in Bontherre. She is a sturdy
within one of the ancient structures there. woman with a narrow face and a wild
After proving themselves in a trial by typhoon of hair. After introductions and
combat, they likely learn that they’ve been some praise for the PCs, she explains:
brought unwittingly into a conflict based “Most people believe that my mother,
on old grudges. They’ll have to decide the great adventurer Devonne Coure, is
who to side with, or to side with no one dead. It’s true that she disappeared in the
at all. Godforsaken Lands and has not returned
in almost two years, but I refuse to believe
that she might be dead. She was too great
BACKGROUND a warrior—too clever and too skilled—to
Almost two years ago, the infamous meet her end in such a way. No, I won’t
adventurer Devonne Coure disappeared believe it until I have proof.”
in Korak-Mar. Tales of her infamous Contrarre then explains that in the land
exploits in the Godforsaken Lands were of Korak-Mar, there is a moord named
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GODFORSAKEN
Contrarre Coure: level 7, Alon who might have a lead on where If Devonne is alive, Contrarre wants
Intellect defense as level 8;
Armor 10 against her mother might be found. She has the PCs to convey the message that her
any magical attack; communicated with him and convinced daughter loves her and never lost faith
has many spells and
magical items that allow him to help through various bribes. She in her, and would like her to return to
her to negate attacks wants the PCs to find Devonne. If her Bontherre. If they can’t get her to come
preemptively, launch icy
bolts that inflict mother is dead, Contrarre wants proof, as back with them, hopefully the PCs can at
7 damage up to very long
range, emit waves of cold well as any details about her final fate they least bring back the good news that she
that inflict 4 Speed can provide. The return of her mother’s lives.
damage (ignores
Armor) to all within remains would be even better. Contrarre readies a payment of 500
short range, and more.
She can also heal up to
gold pieces for the adventurers, with a
8 points of health for promise of five times that much (or more)
herself or another as an
action. Carries at least if they return with valuable information.
three useful cyphers. This initial payment, she hopes, will cover
expenses to get to Korak-Mar and back. If
the PCs have never been there before, she
can supply them with a map and written
instructions to reach the gate that she
procured. Under no circumstances will
she accompany them, as she is terrified of
the Godforsaken Lands.
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WITHIN THE MONSTROUS
ARRIVAL IN KORAK-MAR THE FOREST OF ROTTING CASTLES Don’t forget about the
differences in Korak-Mar,
With their advance payment, the PCs The trip across Korak-Mar is very likely
in particular the Might
should have no problem equipping challenging and hazardous. and Speed damage and
themselves and finding the doorway to acidic rain. See page 196.
for closure. He notes that he himself lost PCs for a while, then attack while the
his brother out in the wilds beyond the characters rest or are separated. Gob’s Market, page 199
city (which is true—Devonne killed him). Aarak, page 201
He says that he has heard that Contrarre’s Hazardous Terrain: The PCs make their Moord travelers: level 4;
health 20; Armor 2
famous mother was taken captive by a way down a crumbling cliff. Anyone who
mysterious figure in the Forest of Rotting fails a difficulty 4 climbing action will slide Shadows, page 126
Castles called the Traveler Queen. “Find and fall, suffering 3 points of damage.
the queen and you might find Devonne
Coure.” IN THE FOREST
He suggests that if the PCs find her, The so-called forest is nothing of the
perhaps they should simply speak with sort, but rather an open expanse with
her and see what they can learn through almost mesa-like black tree trunks. As
conversation. Or speak with others in the the PCs explore, they might have any
castle first to learn more about the queen. of the following encounters. (Some
He doesn’t know which of the castles the of these might be GM intrusions, as
Traveler Queen inhabits (which is also circumstances dictate.)
true).
Alon wishes them the best and hopes Dragonraptors: The PCs spot two huge
for their success. He would be very winged creatures high in the sky. A
interested to learn what they discover, he hunting pair of wyverns is circling above Wyvern, page 132
says, but communicating their findings and sizing them up for a meal. Eventually,
to Contrarre is more important. He will in unless they successfully hide or do
no circumstances go with them, claiming something dramatic to scare them off, the GM intrusion: A level
3 pickpocket tries to
that he fears leaving the safety of the city, wyverns swoop to attack.
steal from the character
as he is just a scholar. (These are both while in the market.
lies. He’s an accomplished swordsman The Cold, Cold Ground: The ground beneath
and doesn’t even live in the city, but in a the PCs shakes and rumbles, suddenly
castle a few miles away.) exploding as if a bomb was detonated. This
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GODFORSAKEN
Explosive gas vent, is an explosive gas vent. Careful PCs might There are three entrances spaced around
page 203
sense the explosion beforehand—allow the base near ground level, reached by a
Human and moord players who state that they’re being cautious short flight of stairs. Each is blocked by
guards: level 3; Armor 2
to attempt a difficulty 4 Intellect task to four human or moord guards or by one
Vintaak, page 204 sense trouble in time. vintaak. A well-spoken group of impressive
Kethera: level 4; Might visitors might be granted an audience.
defense, Speed defense
Kethera Hunting Party: The PCs come Some other cover story might also get
(due to shield), and
strength-related tasks upon a group of five individuals of a the PCs inside. Fighting their way in is an
(including physical species unknown to them. These kethera option as well, but they can expect to have
attacks) as level 5;
health 16; Armor 2; are four-armed centaur-like beings who many more encounters with larger and
two hammer attacks wear armor of bone and wood. They are larger groups of guards until the queen
inflict 5 damage each
and stun a foe who fails bullies and won’t hesitate to look at the herself investigates the disturbance.
a Might defense roll, PCs as food, but if the PCs try to talk their The interior of the castle is a labyrinth
causing them to lose
their next action, or one way out, the kethera can be persuaded of tunnels and chambers carved out
attack at very long range to listen. If the PCs start to form a good of the ancient wood, now hardened
(a thrown hammer)
inflicts 4 damage
rapport with the kethera, they can be a like stone. Oil lamps provide the only
source of information about the illumination, so it’s always dim and dank.
It’s possible that the so-called Traveler Queen. They know Throughout the castle, there are many
PCs could learn the true
where her castle is, but they won’t go more guards and servants, most fully
identity of the queen
without confronting her there because they fear her and her loyal to their queen. Those who aren’t
by interrogating servants creature, the Nrugan. loyal are terrified of her, so the net result
or guards, by talking to
Anais earlier, or perhaps is basically the same.
through some magical Anais the Servant: A moord named
means. If so, they might
choose to return to Anais, somewhat slighter and more THE THRONE ROOM
Contrarre at that point. weasel-faced than most of his kind, If the PCs are brought before the queen,
If they do, she’ll thank
them and pay them. makes his way across the region alone. or if they somehow lie or sneak or fight
Afterward, the PCs don’t He’s distracted because he is talking to their way in, they likely encounter her in
have to remain involved
if they don’t want to be.
himself, but what he says is nonsense her throne room at the heart of the keep.
(moord communicate empathically, and The massive round chamber, inlaid
Anais: level 4, stealth he’s only trying to talk to himself). Anais with bellerite, has a ceiling 50 feet (15 m)
and deception as
serves the Traveler Queen and is headed high. At the far end is her throne, but in
level 5; Armor 1
to her castle. He’s a bit odd, perhaps even the center of the room is a dark circular
Bellerite, page 170 deranged, and quite cowardly. It’s difficult pit 30 feet (9 m) across. This pit drops
The Traveler Queen: to get him to betray her (due to his fear down to the mostly dark, unexplored
level 9; health 50;
of her), but he might be the best way to reaches beneath the castle, 80 feet (24
Armor 5. While within
her castle, she can find her castle. He also knows that her m) below. The subterranean realm holds
attack every foe she can real name is Devonne Coure, but getting many ancient wonders and magical
see within long range,
controlling the structure that out of him is even more difficult than treasures and secrets. One such wonder
to create limbs to grasp, getting him to show the PCs the way. transformed Devonne Coure into the
spikes or pits beneath
their feet, and so on, Traveler Queen.
inflicting 9 points of
damage; as an action,
she can regain 10 points CASTLE OF THE TRAVELER QUEEN THE QUEEN
of health. While not The castle looks no different than the Though once she was human, the magic
within her castle, she
makes one attack per
other Dead Keeps, except that it’s clearly deep below the castle transformed the
action with a greatsword inhabited. Small, meager gardens are explorer Devonne Coure body and mind
that inflicts 12 points tended near the entrances, although the so that she would remain there and
of damage, and she
cannot heal herself. produce is not edible by humans. protect it. The Traveler Queen stands
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WITHIN THE MONSTROUS
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GODFORSAKEN
The Traveler Queen is happy to admit returns to her. If they’d rather, she could
that she was once Devonne Coure, and give a character jewels worth 3,000 gp
that now she is “one with this fortress.” instead.
She intends to raise an army of loyal
followers and eventually take over some Side With Alon and Contrarre: The PCs
of the other castles. Again, she has no could somehow ditch the Nrugan on the
reason not to proclaim these goals. way back to Boruud, and return to Alon
Any mention of her daughter Contrarre and/or Contrarre as originally agreed.
makes her angry and once again Contrarre rewards them with their
suspicious. She knows that her daughter promised payment. Most likely, she drops
hates her. Mention of Alon is worse, for the deception that she’s doing it for any
she knows that he is looking for her, sort of good or loving reason. In fact,
If the PCs are very lucky and interference from him before she seeing as the PCs are so capable, she’ll
or very powerful, it’s
has assembled her armies could be offer further, greater payment if they help
conceivable that they
can confront the queen problematic. If the PCs say they were sent her and Alon get to the Traveler Queen’s
with force—when they by either of these two, the queen tells castle and destroy her.
meet her or during the
trial by combat—and them they’ve been duped and have put
defeat her. If so, her her in danger. She commands them to go Just Leave: They’ll have to lose the
servants flee, but the
Nrugan eventually seeks
back and slay both Alon and Contrarre, Nrugan somehow, but then they could
revenge. Contrarre and promising (sincerely) to reward the just be on their way. Of course, they get
Alon will realize that characters for doing so. no reward from either party, and they
they got way more for
their money than they “And I’ll send the Nrugan with you,” likely gain a little enmity from both.
asked for and count it she adds. “I’m certain it would delight in
as a huge success!
helping to slay its former moord master.”
She won’t take no for an answer. WRAPPING UP
GM intrusion: The If the PCs ultimately aid the Traveler
queen, Contrarre, and
Alon are all powerful
THE BIG DECISION Queen, she will remain an ally, albeit
enough that if there’s The PCs now find themselves in the an unnerving one. If they aid Alon and
some ability they need middle of a conflict that has nothing to Contrarre, the two reward the PCs but
to be a more formidable
foe, they have it. do with them. They probably have three won’t think of them as anything other
choices. than mercenaries for hire. If they aid
neither, none of those concerned will
Side With the Queen: The PCs could do react well should they encounter the
as the Traveler Queen commands and PCs again.
mount an assault against Alon in his In any event, the PCs should earn 4 XP
fortress-like ancestral home near Boruud. for the whole endeavor, whichever way
If they do, Contrarre is there as well, as they go.
she and Alon make plans to confront her
mother if and when the PCs find her. The
moord has many guards and servants,
although the Nrugan is a powerful ally.
It could, for example, take on all the
guards while the PCs confront Alon and
Contrarre.
The queen has magic and money at her
disposal. As a reward, she might grant an
artifact to each victorious character who
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222
INDEX
INDEX
aarak 201 evil priest 108 minotaur 120
adventuring equipment 39 Eviraimon, the Spark 161 mirror curse 194
aevae 204 Exorcism (ritual) 63 mirrormen 194
Aniana, the Provider 161 faerie 109 moord 197
Animal Form Minor Abilities table 30 fantasy art inspiration 46 Moord (descriptor) 202
animals and gear 42 fantasy artifacts 145 moord blackguard 205
antimagic 47 fantasy character options 20 morlock 121
armor 37 fantasy cyphers 138 Morran 200
Audellu Bridge 164 fantasy gaming inspiration 43 mystical martial arts 68
Autarch’s Lake 192 fantasy plots 18 necromancer 122
awarding treasure 72 fantasy rules modules 72 new abilities 29
azure birds 190 fantasy species 86 Niralle 162
bard (NPC) 133 Feden-Bel 200 noble knight 123
basilisk 99 Firmament, the 186 paladin (NPC) 136
berserker (NPC) 134 Flesh for Knowledge (ritual) 63 possession 69
Beseech (ritual) 60 Flevame 174 prices 34
Bielosh, the Protector 161 foci 26 Purification (ritual) 63
blackguard 100 food and lodging 42 Ragelith 200
Bontherre 160 Forest of Rotting Castles, the 203 rastikar 182
Boruud 199 forlorren 187 Resurrection (ritual) 64
cambion 101 Forlorren (descriptor) 189 Riamanne, the Creator 162
Castle Turion 186 Funereal Sea, the 200 ritual magic 56
catfolk (species) 86 fungal dancers 195 River of Souls, the 164
characters in Godforsaken 166 genres 33 Rose, the 192
charnel bats 204 gnome (species) 88 Sacrificial Rite (ritual) 65
clothing 41 Gob’s Market 199 sapient tree 124
Coerve 162 Godforsaken Lands, the 171 satyr 125
cold slime 201 gorgon 110 Scouts (type) 168
Comerelk 180 hag 111 secret and true names 70
common trap poisons 80 halfling (NPC) 136 setting paradigms 13
Conjure the Dead (ritual) 61 halfling (species) 89 Setvesous 162
Conjure Demon (ritual) 61 harpy 112 shadow 126
Conjure Devil (ritual) 61 hass 181 shaliss 180
Conjure Elemental (ritual) 62 hederar 181 shoum 184
Consecration (ritual) 62 Hills of the Forlorren, the 187 Sorcerers (type) 166
corrupt mage 102 history plus fantasy 12 soul eater 127
crafting artifacts 52 hollow knight 113 Southern Wastes, the 182
crafting cyphers 50 hydra 114 sphinx 128
crafting magic items 49 jotunn 115 Spider Collective, the 182
Crumbling Spires, the 201 jotunn, fire 115 Sulidde Mountains, the 163
Crumellia Encomium 177 jotunn, frost 116 Takes Animal Shape (focus) 24
cursed items 53 kakavya 201 thief (NPC) 137
cyclops 103 kethera 220 traps 76
cypher forms 138 Korak-Mar 196 trawb 204
Cypher Shorts 90 krao 193 troll 129
dasce 192 lavrenos 182 Tunnel in the Sky, the 165
death and resurrection 54 learning a ritual 57 Uses Wild Magic (focus) 25
demon lord 104 lich 117 Vandrare 209
descriptor as species 87 liquid mirror 187 Vanemerre, the Guide 161
devilworm 193 lizardfolk (species) 89 vintaak 204
doors to the Godforsaken Lands, the 164 lorria 191 vork 191
Doorway Beneath the Mountain 165 Lorian 162 voroon 182
dragonfolk (species) 87 mapmaking 14 Vothe, City of the Disaffected 175
Dreaming Mountains, the 192 magic and technology 11 Walks the Wild Woods (focus) 25
druid (NPC) 134 magic availability 9 Warders (type) 167
dungeons, castles, and keeps 75 magic history 10 weapons 35
dwarf (NPC) 135 magic plus technology 65 Wields an Enchanted Weapon (focus) 26
elemental, air 105 magic power level 9 Wilderness of Krym 179
elemental, thorn 106 magic, different kinds of 12 Wilds of the West, the 191
elemental, water 107 magic, knowledge of 9 wishes 71
elf (NPC) 135 magic, role of 8 worm that walks 130
Emissaries (type) 168 magical rules modules 47 wraith 131
Enchant Weapon (ritual) 62 magical technology 65 wyvern 132
Entombment (ritual) 63 Major Fantasy Artifacts table 146 yammer 191
Ephemeral City, the 184 manticore 118
equipment 34 merfolk 119
esecran 190 mind control 67
Ettatomain 189 Minor Fantasy Artifacts table 146
223
223
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