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A SUNDERED WORLD

Credits

The text is free to reuse under a Creative Commons Attribution 3.0 Unported
lience.
Written by David Guyll and Melissa Fisher
Cover by Giovanni Lanza

Special thanks to Joshua Sorenson and Kamon Bryck for all the campaign
sessions. You guys really helped shape the setting and give me the inspiration to
see this through.
Another special thanks to Adam Albright, Adam Minnie, Andre Luiz, Cory
Alfaro, Dan Behlings, Darcy Dettmann Junior, Eric Sheldahl, German Sanders,
Giovanni Lanza, Jeremy Strandberg Matt Smith, Matthew Seagle, Rob Cain,
Shadi Alhusary, Sorcerer Blob, Tavis Hayes, and Tim Baker for the kind words,
encouragement, and critical feedback.
Comments & Questions
The fastest way to get a response out of me is to send me an email at
antiochcow@gmail.com, or hit me up on Google+:
https://plus.google.com/+DavidGuyll
I also have a Facebook thingy going on: https://www.facebook.com/Antiochcow
Aaand last but not least, Twitter: https://twitter.com/antiochcow

Foreward

A Sundered World differs from a traditional campaign setting in many ways.

First, the world. Or, rather, worlds. Well, to be accurate there were worlds,
but now there is just one. The Sundering obliterated the barriers that kept the
planes separated, causing them all to collapse into a single dimensional space.
Where two planes collided often only one came out on top, but some more or less
merged, creating a clashing of realities.
The gods and primordials are responsible for life, the universe, and everything. Before the Sundering both sides created many things, both people and
places, both intentionally and accidentally. The god of dwarves crafted them from
stone and taught them how to work metal, and dwelled within a great mountain.
When the ice primordial was slain winter wolves, elementals, cryohydras and
more sprang forth from its blood, which eventually formed a great glacier that
slowly grows even now.
However...
There are no more gods or primordials. Probably. Legend has it that they
were all wiped out before or during the Sundering, and both their angels and
dormant corpses drifting through the Astral will certainly testify to that fact.
Clerics are still around, as they can draw faith from angels, a gods corpse, or even
from themselves: their sheer faith is enough to make miracles happen. That being
said, maybe one or two are hiding out somewhere...
A lot of mundane critters were either wiped out, or do not operate entirely
like you would expect. Astral whales swim through the silvery expanse with ease,
as do fish despite there being a lack of water. Or, maybe they are made of water.
Or infused with divine power. Think about where they came from and what happened: deer may be the children of a stag spirit, while certain birds might have
been affected by the plane of death and now crave souls.
Ultimately this is your Sundered World. The fragments of information
in here are intended to help you build your own world of scattered islands,
god-corpses, and forgotten secrets for adventurers to discover and explore. They
might fend off a hoard of gnolls on carrion-ships, they might explore the ruined
dominion of a god that, they might liberate a village from the harsh auspices of
an angel that has taken its dogma too far.

Fragments of Lore

The First Fragment: A Sundered World.....................................4


A History of a Sundered World..................................................x
A Primer on a Sundered World..................................................x
Living in a Sundered World........................................................x
The People of a Sundered World................................................x
Adventuring in a Sundered World.............................................x
The Second Fragment: What Remains of the World................x
Bhalanlad Cluster........................................................................x
The Golden Road.........................................................................x
The Bahamut Span.......................................................................x

The Maelstrom..............................................................................x
The Iron Circle..............................................................................x
The Wandering Wyld...................................................................x
What Lies Beyond........................................................................x
Island Creation.............................................................................x
The Third Fragment: What Defines You.....................................x
Cambion........................................................................................x
Cthon.............................................................................................x
Deva...............................................................................................x
Dwarf.............................................................................................x
Elf...................................................................................................x
Kobold...........................................................................................x
Kytheran........................................................................................x
Scion..............................................................................................x
Tpual.............................................................................................x
Tarchon..........................................................................................x
Battlemind.....................................................................................x
Invoker...........................................................................................x
Shaman..........................................................................................x
Warlock.........................................................................................x
Wizard...........................................................................................x
Compendium Classes..................................................................x

The Fourth Fragment: An Arsenal of Mortal and God...........x


New Weapons...............................................................................x
New Armor...................................................................................x
New Dungeon Gear.....................................................................x
Building Your Own Ship.............................................................x
Magic Items...................................................................................x
The Fifth Fragment: What Has Endured....................................x
New Monster Settings.................................................................x
Antikytheras Legion....................................................................x
Astral Denizens............................................................................x
Dwellers in Darkness...................................................................x
Elements of the Maelstrom.........................................................x
Spirits of the Sundered Lands.....................................................x
The Celestial Hoest......................................................................x
The Voices of the Stars.................................................................x
Those That Have Fallen...............................................................x
What Lurks Beyond.....................................................................x
Wyld Wanderers...........................................................................x
The Sixth Fragment: That Which Threatens Us........................x
Antikytheras Armory..................................................................x
Running Out of Time..................................................................x
Reap What You Sow.....................................................................x
The Seventh Fragment: Excess Matter........................................x

The First Fragment


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As the cathedral looms before the angel gate, the priests begin chanting prayers,
beseeching it to open a path so that they may once again begin the Golden
Pilgrimage.

A ship loaded with firewater and other contraband from the City of
Brass drifts silently through the Deep Astral, hoping to evade border islands...and
whatever lurks within the darkness.

Soldiers stationed at a dwarven multi-fort load elemental cores into an
array of fire lances, as a kytheran raiding fleet swiftly approaches.

Thoughtform trembling with nervousness in front of so many enlightened
Astral weavers, a tpual battlemind begins its graduating shape-kata exam.

Space, says the


introduction to
the guide, is big.
Really big. You
just wont believe
how vastly,
hugely, mind
bogglingly big it
is. And so on.
-The Book,
Hitchhikers Guide
to the Galaxy


A mining vessel launches a series of towing chains into a stabilized earth
mote. They begin reeling it in, hoping that it will not fluctuate before they can
extract usable ore for processing later.

The consuming darkness crawls towards the pale spires of the elven city.
Most of the inhabitants retreat behind closed doors: only the White Owls and
nobility dare to tread outside until it has passed.
A Sundered World is not a normal world. It is not even a single world, but the
collected fragments of many worlds, all mixed together into one more-or-less
stable reality.
At the centeror what many believe to be the centeris the Maelstrom,
a roiling storm of endless elemental matter and energy. Highly unstable,
sometimes it jettisons enough material to make a new island, or perhaps a cloud
of water, but more often it unleashes catastrophic forces.
Scattered beyond this place, countless chunks of stone, bone, and ice float
along with the shattered corpse of gods in a silvery, clouded expanse, illuminated
by an ambient light with no apparent source, but seems to come from every
direction at once.
The light dims the further you go, until there is nothing but darkness. Some
believe that this is where the stars came from, and that if you venture too far you
will be consumed or changed. Others believe that you will eventually loop back
from the opposite end. Still others believe that there is a sort of edge, and if you
can break through you will find yourself in a new world.

A Sundered World
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History of a Sundered World

Much of the true history of the world is privy only to the oldest immortalor
nearly sobeings that not only existed prior to the Sundering, but managed to
survive it: fey lords, dwarven thanes, dragons, devil lords, demon princes, and
great nature spirits to name a few.

But, as old and powerful as they are, even their knowledge is not absolute:
they may have witnessed the cataclysmic events of the Sundering, but if any are
certain as to what caused it they are not exactly forthcoming.
What is known is that the world was once the sole purview of colossal
elemental beings known as the primordials. As was their nature they went about
shaping it, tearing it apart, and re-building it again and again, in an endless
cycle of creation and destruction. They did not do so out of advancement or to
improve on any design: they simply broke things down and started again for its
own sake.
High above in the heavens the gods spun smaller worlds out of threads
of thought and desire. Within these realms they ruled with absolute authority,
creating anything that they pleased when they pleased. Unlike the primordials
they did not continually reduce their worlds from ashes and start anew, but
effected smaller alterations.
Maybe the gods looked upon the world below and saw its potential, or
maybe the primordials gazed upon the sky and objected to its static design. No
one knows the reason, who struck the first, or if they even tried resolve their
differences diplomatically.
They fought, and how long the battle lasted who could say? Members
from both sides were immortal, and had existed for untold millenia: time was
meaningless to them. The primordials, unaccustomed to order or structure,
unleashed catastrophic forces at the heavens: stones larger than any island in
existence, and blasts of lightning, storms of fire, and gouts of water that could
level entire cities in an instant.
The gods responded in kind, using their mastery of the astrals essence
to fabricate mighty weapons, and conjure up phalanxes of angelic warriors to
support them as they waded into combat. However, despite the advantage of
numbers, cunning, and strategy the gods were just able to hold the power of the
primordials in check.
Then something happened.
Perhaps it was an immeasurable surge of energy from the simultaneous death
of the mightiest of the gods and primordials. Maybe one side, or possibly both,
unleashed the force of an unfathomable weapon, hoping to utterly obliterate the
opposing side with one decisive strike. It might have even been a magical mishap
that echoed throughout the planes.
Whatever the cause, the resulting cataclysm shattered the metaphysical
barriers that separated the planes, causing each reality to collapse into one
unified existence.
This was the Sundering.

In almost every case life was extinguished, either annihilated by destructive


forces or unable to cope with the sudden change. A handful of races managed
to survive through various means, such as the elves, dwarves, cthon, and djinn.
Others found themselves transformed or were able to otherwise adapt.
However, in the wake of destruction, new life flourished: men, tarchons,
strange beasts, and more sprang from the blood of slain gods and primordials.

Questions
What caused the Sundering? Can it be replicated? Can what remains of the
world survive another event?
Can the world be made whole once more? At what cost?
Are there any surviving gods? What about the primordials?
Are there any worlds beyond the dark borders of the astral?
Is the astral expanding? Is it shrinking? What about the Maelstrom?
Is it possible for the Maelstrom to run out?

A Primer on a Sundered World

There are a lot of strange things in a Sundered World, but even the stuff that
sounds familiar probably is not. Before you get started hopping islands, treading
the astraleither through sheer willpower or on an elemental vesselor
exploring the crumbling dominions of dead gods, there are some things you are
going to need to know if you want to survive.

Aberrant Stars
It is said that these things spawned all manner of nightmare-inducing, sanity
consuming horrors long ago. Near as anyone can tell they are dead now. Well, at
least the ones that people claim to have discovered and escaped from. Even so the
broken husks that remain are still plenty dangerous.
For starters space and time do not play by the rules the closer you get to one,
and as a rule of thumb if you can see one, youre probably too close. Another
problem is that they are made entirely out of cold iron, which wreaks havoc on
magic, so even if you can escape youd better hope that your engine doesnt run
on it.
The only surefire way to orient yourself is with psychic shielding, a very
skilled nomad, and strong winds.

Angel Gates
These stone rings mark entrances to the Angel Roads, a lattice of golden paths
that were said to have spanned the heavens and connect the godly kingdoms to
each other. Many were damaged or destroyed during the Sundering, but enough
remain that they are the preferred mode of travel in that they instantly take you
from one gate to another gate.
Activating one requires a period of sustained prayer, a divine ritual, the will
of an angel...or the heart of one. Generally if a steading has an Angel Gate there is
someone willing to open it on your behalf if you cannot, but they usually charge
a fairly steep price. Of course some steadings only allow the faithful to use them,
believing them to be gifts of the gods.

Arcane Magic
Arcane magic is a combination of enforcing your will upon the mutable nature
of the astral, and speaking a combination of words derived from one the original
languages spoken by the gods, primordials, or dragons. It is both physically and
mentally taxing, and can have unexpected side effects, especially when there is
cold iron nearby.

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Cold Iron
Basically the only good reason to visit an aberrant star, as this is the stuff they
are made of. Cold iron is extremely potent against both the natives of Faerie and
arcane magic: if you have a weapon made of it, it cuts through either or them like
nothing, and if you are wearing it then you have little to fear from them.
Just, again, you have to go to an aberrant star to get it or spend a lot of coin.
If you do get it second hand, make sure that any psychic residue was thoroughly
scrubbed from it, otherwise prolonged use can cause nightmares, hallucinations,
and even insanity.

Death
Not everything in a Sundered World is alive in the strictest sense. When most
living things die their soul manifests nearby, usually to be drawn away by some
unknown force. Some manage to linger for a time, and for better or worse others
are so emotionally attached by something or willful that they stick around for
quite a while.

Divine Magic
The gods are dead, but their worshipers can still draw power from their corpses,
the astral, or even themselves to enact miracles.

Dragons
Dragons are not born from eggs, but the concentration of fear and fury given
form from the intertwining of astral and elemental matter. Terrible sights to
behold, they mercifully do not often venture far from their place of birth, but
when they do they leave nothing in their wake.
(NOTE: Dragons would look more inline with 4th Edition D&Ds catastrophic
dragons, with strong elemental ties. They would be capable of commanding
elements, create disastrous phenomena like earthquakes, blizzards, tornados,
fissures of lava, etc. Probably explode into an elemental vortex when slain.)

Flying
If you can think, you can fly, albeit slowly, though with enough practice you can
hone your mind, allowing you to fly much faster than normal. Despite the speed
a lot of steadings and dungeons can have strange geography, so it can still save
time. On that note...

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Gods
No one knows from whence the gods came. Were they always there, or were they
created by some other force or happenstance? All that is known is that they were:
the angels that served them, their decaying kingdoms, and shattered bodies are
all a testament to their deeds and power.

Gravity as Guidelines
It used to be that without magic, wings, or something else you were stuck to the
ground. Not so anymore. If you jump, youll still go down unless you will yourself
not to. Not only can most anyone and thing fly, but with a bit of mental reorientation you can walk on any surface of any object. It is commonplace to see
people walking about on the walls and ceilings of buildings.
Objects are still affected by gravity, though some people learn to will objects
to move without touching them, and those with particularly strong minds can
even cause them to float without even being around.

Ley Lines
These are kind of similar to angel roads, but were spun by an old primal spirit
known as the Weaver. Spirits, fey, and those otherwise attuned to the spirit world
can sense them, making them useful for navigating the often featureless expanses
of the astralespecially for dryarksbut they can also be tapped to empower
primal magic.
Fey creatures and spirits are often found near leylines, and islands located
along one are more prolific. Where two ley lines intersect it creates a nexus of
energy, which is often marked in some way: a towering tree, a mighty mountain,
a ring of standing stones, the castle of a mighty fey creature, etc.

Primal Magic
A kind of natural magic woven by druids, shamans, primal spirits, and fey
entities. Like arcane magic, primal magic can be exhausting for mortals, who
often have to tax their bodies just to get a spark going, though they can also call
upon spirits or ley lines to fuel their magic.

Primordials
Elemental beings of god-like power, they were the original

Psionics
Where divine magic draws upon the latent power of the gods, angels, and faith,

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and arcane magic is effected through a sheer force of will tempered by ancient
languages, psionic magic is all about using your head, and only your head, to
reshape reality. Or yourself.
Psionics are commonly the domain of aberrant entities from beyond the
boundaries of space and time established by both god and primordial, though
some mortals have a knack for it. Unfortunately, some steadings view psionic
gifts as an ill omen.

Spirits
Spirits can be found everywhere, from rocks to trees, to weapons and armor,
even ships, houses, and people. Most are comparatively weak, with tiny forms
and capable of channeling prayers to perform only minor miracles. If they can
manifest physical shapes, they are small. Stronger spirits can manifest larger,
more powerful forms, and are capable of nourishing entire islands and wiping
out entire armies or villages.

The Astral Is Mutable


The astral responds to the wills and desires--and sometimes even the words--of
intelligent creatures. Most are only capable of conjuring small, temporary objects,
while those with strong wills can create larger, more complex, and longer-lasting
objects. This is how the gods were able to call entire kingdoms into existance, and
such was their might that even countless millenia later they still linger.

The Astral Resonates With Thought And Emotion


The Astral responds to the wills of thinking creatures. In most cases an individual
mind is either not sufficiently powerful to effect any major changes, or it is simply
drowned out by conflicting desires.
If enough people desire the same thing however, the astral can respond, and
when enough people desire for the same thing long enough it can create psychic
ripples or echos that sages refer to as resonance, which can make some things
easier or more difficult, and in some cases make things possible or impossible.
For example, if you try to heal someone while standing atop the corpse of
a god of life and renewal, the task is easier because ambient resonance bolsters
what you want to happen. Conversely, if you try to peacefully negotiate with
some bandits in an area where ambushes and slaughter routinely occur, it can be
more difficult since the resonance is tilted towards conflict and bloodshed.
Psychics and some devices can detect resonance patterns, and in the case of
particularly powerful minds they can enhance it, nullify it, or even reverse it.

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Living in a Sundered World

A Sundered World differs greatly from your usual campaign setting. For starters
there is a lack of land, oceans, sunlight, a day and night cycle, weather patterns,
and universal gravity, but it is important to note that no one even questions these
differences because to almost everyone this is how it has always been.
They do not wonder why plants grow without a sun or water, because they
have never lived in a world with a sun or clouds. They also do not wonder where
water comes from, because they have never lived in a world with oceans or rain.
If anything it would be more shocking to them if they suddenly became
bound to the earth, because from an early age they learn to walk on any surface
they like, and even slowly fly about as they please.

The closest things get to normalas interpreted by usare the dominions of


gods. There the laws of reality adhere to the desires of whichever god created it.
Many possess gravity, some have a sun (or even a day and night), and still others
have actual weather patterns.

Currency
Coins are all well and good among the so-called civilized islands, though what
they look like, what theyre made of, and what theyre worth varies from place
to place: dwarves, as well as most scions and cambions will take gold, though
cambions also deal in favors, soul contracts, and black iron disks.
When it comes to metal, fey prefer silver and will at the least take offense to
iron of any sort, and the further you get from Hammerhold, Asmodeus, and all
of the other big cities, the less likely people are going to accept metal that they
cannot do anything with, no matter how intricate the designs or precious the
metal is.
And thats not even considering all of the valuable materials, services, and
substances that arent coin-shaped: cold-iron (scrubbed or non-scrubbed), angel
hearts, uncharged gems, soulcages, elemental cores, black ice bricks, godstone,
tending to the sick or wounded, good old-fashioned labor, and so on.
As a rule of thumb, if a steading accepts coins, then nearby steadings, as
well as any other steadings connected by trade routes or instantanoues transit,
probably do as well. Otherwise, youll have to give them more, or pony up
something else.

Flora
Plants can be found in abundance on many islands, even islands without light
or water. This is because they are nourished either by spirits, prayers, or the very
essence of the astral (especially if there are nearby god-corpses that radiate a
powerful life-giving resonance).

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Gravity
Gravity could be considered subjective at best. Children learn from an early age
how to drift or swim through the Astral, and it is not uncommon to see people
navigating a city by walking on the walls or floating through the air. For some
reason most unattended, inanimate objects naturally gravitated toward a level
plane known as the astral horizon.

Languages
There are a number of different languages spoken throughout a Sundered World,
though given that most races were created largely by two forces, maybe not as
many as you would expect.
Clang: Kytherans. Most kytherans can emulate the words of other races, but
they can also communicate using a series of mechanical clicks.
Draconic: Dragons, some wizards. Dragons have existed since the world and
heavens were divided, and have their own language. Written draconic is exceedingly rare, because dragons had little reason to write anything down.
Elven: Elves, other feyfolk.
Primordial: Cthon, tarchons, elemental beings, some wizards. There are four
dialects of primordial based on the four primary elements: air, earth, fire, and
water. Similarly, the written forms also vary.
Supernal: Dwarves, scions, angels, devils. A language instinctively known
by angels, who were created by the gods, devils, who are corrupted angels, and
scions, who were born from their blood. Over time tribes and clans of scions on
individual islands and island nations developed their own dialects and slang, but
they are still able to more or less understand each other.
Sylvan: Kobolds, spirits. The bubbling of streams, the rustle of grass and
leaves, and the whisper of wind. This is the language of spirits and their kin. With
it you can communicate with

Society
Customs, rules, and traditions vary from island chain to island chain, sometimes
even from island to island. When answering the following questions, keep in
mind the islands dominante race (or races) and regional location.
How does the island view other races?
What do natives of the island value? This could range from materials to attitudes to beliefs.
Do they find any forms of magic acceptable? Do they find any forms unacceptable?
What foods, materials, substances, icons, and actions, if any, are taboo?
Do they revere anything? This could be a creature, place, or thing.

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Time
Most islands do not have a system of measuring time, because there is rarely any
environmental constant by which to track it. It is because of this that there are no
days, months, or years. People do not even have ages or even birthdays. Instead,
some islands might have customs by which they test their youth to determine
when they are adults, and hold celebrations based on other events (like a
successful harvest).
Some islands might have some way of tracking time, like a mechanical clock,
a steady fluctiation of astral ambience, the beating heart of a primordial, or the
passing of Zaradica. It could be irregular or otherwise precise, such as when they
harvest crops, a volcanic eruption, or when a spirit comes to claim one of the
islands daughters.
In any case, these could also be used to indicate holidays.

Weather
Steady, ambient light can be found in most regions of the Astral, with some areas
being brighter or darker than others. Temperatures can vary, but is generally
stable unless affected by an outside force. Islands located near the Maelstrom can
experience light and heat fluctuations as fire, lightning, ice, etc is spontaneously
generated and either extinguished or further transformed.
Whether or not an islander experiences weather phenomena depends on where
their island is. Most islands in the Bhalenlad Cluster, for example, experience set
temperatures with wind fluctuations, and thats pretty much it.
Thick clouds might trail droplets of water, but because set gravity is so rare rain
is only experienced on islands with spirits capable of conjuring it, or dominions
that have set rules for gravity.
The most diverse--and severe--weather can be found near the Maelstrom, as
elemental matter and forces spontaneously appear, transform, and collide with
each other.

Technology
Generally the overall technology level is what you would expect for a typical
fantasy world: people use swords and bows, wear armor, and carry shields. Ships
are used to convey people and goods from place to place over long periods of
time. Farmers have to harvest crops.
However, the gods created many wondrous devices in their time, some of
which the dwarves and scions have been able to either duplicate with similar
results, or employ in unexpected ways.
Constructs of stone and metal are commonplace, serving as vehicles or even
substituting beasts of burden. Elemental vessels are swiftly driven through the
astral by engines capable of generating and smashing elemental matter together
in a violent reaction. Massive cannons, personal firearms, and grenades can all

16

draw from crystallized elemental essences to wreak widespread havoc.

The People of a Sundered World

A handful of races that were created or born before the Sundering races have
survived. Dwarves and devas claim to have fought alongside the gods during the
war. The faerie folk have existed since the world was young, originated from a
mirror plane. Spirits were born with and from the trees, rivers, and mountains.
The cthon and kytheran were crafted by the primordials in an attempt to
duplicate life.
The scions and their degenerate kin, the cambions, and tarchons are the
youngest of the races, havin sprung forth from the blood of slain gods as they
died.

Cambions
Before scion tribes banded together to improve their odds of survival, several
were forced to take more extreme measures: some offered up their very souls
for power, while others sacrificed their own kin in order to pay the cost. These
were the Warlock Kings, and they ruled island chains with their ill-gotten
infernal power. As they further entrenched themselves in hellish politics, they
began interbreeding with themwillfully or otherwisegiving rise to the first
cambions.
All cambions bear one or features that betray their lineage: curling horns, a
reptialian tail, glowing red eyes, hooved feet, a mouth filled with many rows of
fangs, and more.

Cthon
The dwarves claim that they came first, and when the Primordials saw what their
creator had wrought tried to copy them, with crude results. Like dwarves they are
made of stone, but instead of true souls are instilled with one or more elemental
essences that give them a semblence of life. They can also tap into this energy
with varied results.

Devas
The gods created the angels to serve them, and when their creators died some
likewise perished, while many more were stripped of their power. Devas were
among the lowest choir of angels; though they are greatly diminished in power,
they still embody an aspect of their creator.

17

Dwarves
Dwarves are a pre-Sundering race created from stone and metal, and with souls
kindled by fire. They live nearly eternal lives, but as they age the fire within
begins to burn out and they return to the stone: their flesh hardens into stone,
and they start to lapse into lengthier periods of dormancy before they finally no
longer wake up.

Elves
During the Sundering the elves, along with numerous other fey kin and
therianthropes, migrated to the moon. Elves are generally divided into the
Summer and Winter courts (though there is mention of the Coral, Twilight,
and Star Courts), both of which vie for control of the moons surface even as the
malevolent fomorians slowly destroy it from within.

Kobold
A small spiritform that usually takes on a human-like appearance, but can also
appear as an animal or fire. Their skin can appear to be made of wood, stone, or
metal. Many kobolds are friendly, and get along well with mortals (particularly
scions), though some are malicious and greedy.

Kytheran
When the Primordials created the chton, Antikythera saw their results and
attempted to improve upon their design using metal instead of stone.
The first production of kytherans were crafted from a durable golden material
taken from the bones of gods and god-like beings. After the Sundering they were
forced to repair themselves using comparatively cruder metals, and now recently
forged kytherans are made entirely from iron, steel, copper, and the like.
Kytherans are more or less humanoid in appearance. Many are made from a
variety of metals, and bear blades or spikes. Their faces can have any number
of eyes, aside from which might be blank, have a single, frozen expression, or
intricate parts that give them moving mouths.

Scions
The first men were born from the gods as they bled and died, possessing an
instinctive knowledge of the gods language and their skills. For this reason many
tribes were assisted by the angels, though some serve as little more than soul
farms.
Scions can appear as you would expect a human to look like, featuring a variety
of skin, eye, and hair colors that depend on the god they sprang from, others
have more animalistic features, like the head of a hawk or jackal, the body of an

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ape, or the horns and hooves of a yak.

Tarchon
As Bahamut surged forth from the rapidly crumbling world, it attempted to
consume primordial and god alike. A few set aside their differences and fought
back, but such was its might that in the end all were destroyed. As the blood of
Bahamut, primordial, and god intermingled it gave rise to the tarchons, a race of
dragon-like humanoids that have allegiance to neither primordial nor god.
Born from the fury of battle, they continue to wage war against each other
across Bahamuts skeletal remains to this day. A handful manage to suppress their
warlike instincts, though they can rarely manage for long.

Tpual
Originally beings of pure thought, they were captured by the thulid and
harvested for their psychic energy. They escaped during the Sundering, and
found that the Astral easily responded to their needs and desires, allowing them
to shape bodiesthoughtformsthat they could use to fight back with.
Since then the tpual have interacted with other mortals, even teaching them
to how shield their minds from intrusive thoughts and develop psionic powers.

19

Adventuring in a Sundered World

A Sundered World is a big place, and there are plenty of places that have not yet
been discovered, even within the island kingdoms of the Balenlad Cluster. There
could be other region of astral space with numerous island kingdoms.

First Session
Conceptually your first session can start off in a similar fashion to any other
Dungeon World game, with the characters either at a dungeon location or in
the middle of a tense situation.
They might have been ambushed by a band of kytheran raiders, come across
a merchant vessel under attack, . They might have arrived at an unexplored island, which could look like a normal island, or be the hand or foot of a dead god,
the bowels of a primordial, the shattered husk of an aberrant star, or the broken
blade of a god-weapon.

Questions
You can use questions as a way to define unknown elements of your campaign, or
even to change existing content in here.
Does any one of you own an astral vessel? If so, describe it. If not, how do you
get around?
What island do you call home? You dont need to go through all of the questions involved in creating an island, but if the characters are going to go back
there then at some point you should.
How far have you traveled? Have you even left your home island?

20

10 Adventure Fragments
You are stuck adrift in the deep astral as your collider malfunctions.
You come across a derelict vessel. There are no apparent signs of damage.
You discover the a never-before seen gatehymn: where will it lead?
You have finally arrived at the shattered blade of She Who Revels in
Destruction, impaled upon the remains of a slain primordial: what creatures
and treasures will be found within?
As the clouds part, you see the blackened shell of a corpse star in the distance.
A massive chunk of godbone comes hurtling in your direction.
As you pass through blinding curtains of mist, you find yourself within the
dominion of The Scribe of Time and Memories: legends say that somewhere
within the vast deserts of white sand there are stone ziggurats that collectively
contain the knowledge of everything that was and will be.
You find a soulcage containing the soul of
A choir of angels arrive, demanding a sacrifice by lottery.
You have been captured by cambion soul reapers: youll want to escape before
they extract your soul so that they can painfully consume it later.

21

World Moves

Here are some more or less universally applicable moves for you to use while you
are out and about exploring a Sundered World:
If you want to
expand on this,
pretty much
everyone can
pick up the astral
swimmer compendium class
whenever they
want (Character
Options, page
xx).

Astral Assembly
When you try to temporarily construct a hand-sized object into existence,
roll+INT:
+1 if the object is about the size of a dagger or smaller.
+1 if the object has no moving parts.
-1 if the object is larger than a dagger, but can be held in one hand.
-2 if the object can be held in two hands.
-1 if the object has moving parts.

On a 10+, you create the object and choose one. On a 7-9, choose two:
The object is crudetake -1 forward to use it.
There is very little raw essence left overtake -1 ongoing to construct objects
until you leave the area.
The object will not last longer than a few moments.

Drifting
When you drift through the Astral, you float slowly, no faster than a brisk walk,
though if you get a running start youll have an initial burst of speed. Since you
rely on your mind to propel yourself about, when you defy danger by trying to
get out of the way you use INT instead of DEX.

22

Last Breath
Since there is no Death or Black Gate in a Sundered World, death and dying
works differently. Hell, death and dying can work differently depending on where
you are. As a basis, go with this:
When you are dying, roll (as normal, you just roll). On a 10+, you are not
quite dead, yet. On a 7-9, you are dangerously close to dying, and if you are not
stabilized soon you will be. Even if you are stabilized, you suffer some lingering
effects from your near death experience (as a rule of thumb, go with something
that the character could feasibly recover from given time). On a miss, you either
die or suffer some sort of permanent, meaningful loss, like missing fingers or a
limb, the loss of an ability score, equipment, and so forth.
When you die, your soul manifests near your body, and then you roll+WIS.
On a 10+, you manage to resist the pull of whatever lies beyond: gain 1 oblivion. On a 7-9, the pull is strong: gain 1d4 oblivion. On a miss, gain 1d6 oblivion in addition to whatever the GM tells you.
You make this move each time you make camp, and when your oblivion
equals your Wisdom your soul departs to wherever it is that souls go. Some
locations or rituals can allow your soul to be returned to your body so long as it
still lingers (and conversely, some places or abilities can devour your soul), and
some effects exist that can reduce your oblivion (like the starting move from the
Lingering Soul compendium class), but once your soul is gone, it is gone.

Linetap
When you draw from a ley line to power your magic, take +1, and a miss counts
as a 7-9. If you roll a 12+, then the spell is empowered in some waythe GM will
tell you how.

23

Resonance
Certain regions of the astral resonate strongly with a certain emotions, concepts,
or things, like life, death, dread, silence, creativity, fire, greed, change, disease,
knowledge, love, aggression, peace, lethargy, light, or truth. Usually this is due
to the presence of a god or primordial corpse, or a fragment of a dominion.
However sometimes, when something is repeated often or intensely enough it
creates echos that continue to resonate for various periods of time.
The site of a battlefield might cause people to become more violent, or make
wounds difficult to heal. If one or both sides had brilliant tacticians, then
In a healing house wounds might be easier to heal. Simply resting there could
cause you to regain more hit points than usual, or recover from debilities faster.
If pirates use a particular location for ambushes, then they could become
harder to detect, and anyone passing through might become instilled with fear.
A secret room where shady deals frequently take place might be more difficult
to notice, and it could be harder to determine when someone is lying.
At a prison where the inmates are brutally beaten into submission, being
placed in a cell might cause you to become more docile and resigned.
When you try to do something that is supported by a locations resonance,
take +1 forward.
When you try to do something that is opposed by the locations resonance,
take -1 forward.
If an area has particularly strong resonance, you can increase the bonus to a
+2/-2, have a miss count as a 7-9, or even make any attempt to do a particular
action succeed as if you rolled a 10+. Conversely when trying an opposed action,
a 10+ might count as a 7-9, and a 7-9 as a miss, or certain actions might outright
fail.

Psychic Storm
Clashing thoughts and ideals often manifest themselves as thunderous storms.
Though the winds are dangerous, the lightning is only damaging to your mental
faculties. When you are beset by a psychic storm, roll+INT. On a 10+, take
-1 ongoing to INT while you remain in the storm. On a 7-9, gain the stunned
debility.

Traversing the Astral


When you undertake a perilous journey without any means of tracking your
positionsuch as leyline compass, helpful spirit, or a nomads spatial senses
the trailblazer rolls+INT, and a 10+ counts as a 7-9.

24

25

The Second Fragment


26

You are not required to use all of these regions, and certainly not as-is. They are
intended to be a foundation to start or work with, so take the parts you like, discard what you dont, and add or change what you must to make it work for you
and your group.

New Location Tags

Mobile: The island can move. How fast can it go? What causes it to move?
Resonance: The location is aligned to one or more resonances. Describe
them.
Steading: A tag for islands large enough to accomodate one or more
steadings. List what steadings can be found on it.

Transit: The location has access to an angel gate, teleportation circle, portal,
ley line, or something else that allows for safe, quick travel across the Astral.
Vortex: There is an elemental vortex that constantly generates matter or
energy. What kind of vortex is it? Where there is a vortex, there are usually
elemental creatures nearby that are either drawn to or created by it.

Island Tags

Some locations are categorized as islands. Unless otherwise noted, tags on an


island also pertain to any steadings or dungeons located on or within it. Islands
are generally small enough that any benefits and problems are shared by everyone living there.

What Remains of the Worlds


27

Bhalenlad Cluster
28

After the Sundering many of the mortal races were forced to band together for
their very survival. They did not always agree, and over the course of hundreds
of years many city-states rose and fell as they vied for limited resources and
struggled against the monstrous beasts that had since arisen.
Eventually they managed to more or less carve out a sizable territory of astral
space near the Maelstrom: the Bhalenlad Cluster.
This region has the most racial diversity. While it is home to mostly scions,
dwarves, and kobolds, there are also elven gate cities and it is not uncommon
to see devas maintaining churches or preaching dogma. The other races are
comparitively rarer, and aside from tpual are often regarded with a measure of
suspicion and prejudice.

Impressions
Pale, luminescent light
A cool, steady breeze
Silvery clouds drifting about
Peals of thunder and flashes of light in the distance from the Maelstrom

Location Moves
You hear the echoes of a psychic storm brewing in the distance
The winds begin to change
The clouds begin to thicken, obscuring ambient light
A ship approaches
You see an orc spearship in the distance
A ship is being attacked by a kytheran slicer

Questions
What other clans are vying for the Hammerhold throne?
How do

29

Hammerhold (City)

Ask any dwarf and theyll tell you that this was the home of the original Hewer of
Dwarves, and who could say otherwise?
An enormous hammer, mountain peaks, and even an active volcano are bound
together by great chains said to have been forged by the Hewer himself. Ancient
stone walls capped with fire lances capable of obliterating entire ships surround
Square stone towers jut from beneath the mountains
The city itself is connected through a series of labyrinthine passages, making it
easy for newcomers to become lost.

Steading Tags
Island Large, Metal, Stone
Prosperity Wealthy
Population Steady
Defenses Battalion
Personage The Mountain Thanes
Denizens Mortals (Dwarf, Scion)
Trade Bodils Bounty, Thunderspire
Other Guild (Stoneshapers Union, Ironbreaker Union), Power (military), Safe

Impressions
An immense hammer floats in the middle of the city
Great chains arc across the sky
Squat, blocky buildings made of metal and stone.
Canals filled with brakish water.
Clanging of metal on metal.
Deep voices chanting or singing.
Smoke pouring forth from numerous foundries.
One or more glowing runes
Ground intermittently shakes or vibrates

30

Cast
The Mountain Thanes are a group of dwarven kings that are thousands of years
old. They are so old that they no longer resemble dwarves, but pillars of stone.
Runemaster Storrund has spent hundreds of years studying the Words of Creation. He maintains the Stoneroot Archive.
Haved is a dwarven explorer searching for the forge of the Dwarf Maker.

Places
The Hammering Hall is one of several taverns in the port district.
The Hammerhand Foundry is the largest foundry in Hammerhold.
The Stoneroot Archive is a library that descends into the heart of the island. It
contains thousands of years of history, inscribed upon stone slabs. Access the
proper record requires the use of a complex mechanical librarian, which also
doubles as a defensive measure.
The Rockbreaker Guildhall handles the bulk of masonry work. The most skilled
stoneshapers can manipulate stone with just their hands.
Hammerholds Necropolis is a bleak island that drifts some distance away. It is
attached by several chains and monitored at all times, as the restless dead often
try to return to the city.

Location Moves
An elemental reactor explodes, showering the area with molten stone.
A fight between rival clans breaks out in the streets.
A dwarven explorer is gathering a crew for an expedition.
You come across a ghost floating through the streets.
When you spend a few hours wandering the underground passages of the
Necropolis, roll+WIS. On a 10+, choose two. On a 7-9, choose one.
You do not run across an undead creature.
You do not become lost in the twisting passages.
You come across a sealed crypt.
When you look for hirelings, take +1 if you make it known that you are seeking
out lost dwarven artifacts, but your applicants will be dwarves.
When you turn away applicants, you do not take -1 forward to recruit if you buy
them a couple rounds later.

31

When you partake in a drinking contest at the Hammering Hall, roll+CON.


On a 10+, hold 2 notoriety. On a 7-9, hold 1 notoriety and choose one:
You gain the sick debility.
While you are inebriated, someone steals something from you.
You make an enemy.
When you make it known of your achievement, spend 1 notorierty to take +1
forward when interacting with a dwarf.

Monsters
Chiseler

Group, Huge, Construct

Chisel (d8 + 2 damage, ignores armor)

18 HP

3 Armor

Reach, Forceful
Special Qualities: Made of metal and stone
These massive, specialized golems are great for pulverizing stone and demolishing buildings. Of course, that makes them even better for pulverizing things
made of flesh and bone. Instinct: To be controlled
Punch through a stone object
Reduce stone to rubble
Dwarven Runethane

Solitary, Intelligent, Magical, Organized

Hammer and chisel (d10 damage)

12 HP

1 Armor

Close
Special Qualities: Rune-carving
Dwarves were the first race to learn arcane magic through runes passed down
by the Mighty Chiseler, and they made it a point to carefully catalogue every
word and symbol in a grand archive deep within Hammerhold. Carving is a
precise, demanding art, and the runethanes are those that have mastered the
use of but a handful of all the known runes. Instinct: To learn and practice
magical runes

32

Scribe a rune to create a magical effect

Teach runes to those that they deem worthy

Stone Wraith

Solitary, Intelligent, Terrifying

Petrifying touch (d10 damage, ignores armor)

16 HP

0 Armor

Close
Special Qualities: Incorporeal, stone-shattering scream
Barring intervention dwarves can live a long time before completely returning to stone. They still have souls, souls that have been burdened with millenia
of tradition and honor. Combine this with typical dwarven stubborness, and
it is no surprise that you have dwarf ghosts running about. To be fair, some of
them are murdered. Instinct: To act as it did in life, or complete an unfinished
task
Ignore material objects
Obliterate stone with a scream
Pull a living creature into stone

33

Thunderspire (Island)

A broken mountain peak surrounded by smaller, rocky islands. The peak is concealed in a never-ending storm.

Steading Tags
Size Huge, Stone
Steadings Stormshield Station, Vonstur
Personage Hysvearulharthurir, a storm dragon
Other Blight (storm elementals), Power (Hysvearulharthurir), Resource (copper
ore, iron ore, storms, water)

Impressions
Dark, stormy clouds shroud the peak.
Flashes of thunder followed by booming thunder.
High winds constantly blow.
Rain water spirals off in random directions.

Cast
Hysvearulharthurir is the undisputed ruler of the Thunderspire. The Copperfist
Union is only permitted to operate their thanks to regular tributes of gold and
food.

Places
Hysvearulharthurirs lair is believed to be located at the uppermost peak, where
the winds are powerful enough to tear astral vessels apart. If one could make it
there, they would find not only hundreds of years of tribute, but whatever else he
acquired in his expansive life.

34

Location Moves
You are blinded by a flash of lightning.
You are deafened by thunder.
A strong gust of wind buffets you around.
You lose something in the mind.
You are struck by lightning.
A chunk of debris sails towards you.
The clouds obscure your vision.
The clouds suddenly part: you are heading into a floating rock.
When you spend a few hours climbing the Thunderspire, roll+CON. On 12+,
choose three. On a 10+, choose two. On a 7-9, choose one:
Hold 1 progress.
You are not struck by lightning.
You do not lose something due to the rain and high winds.
You find suitable shelter.
On a miss, lose 1 progress in addition to whatever else the GM tells you.
When you hold 3 progress, you have arrived at Hysvearulharthurirs lair.

Stakes
How long will Hysvearulharthurir continue to allow the dwarves to take from
his mountain?

35

Monsters
Cloudfish, lightning eels, storm elementals, and thunderhawks all make their
homes here.
Hysvearulharthurir

Solitary, Huge, Magical, Intelligent, Terrifying

Teeth, claws, and wings (b[2d10] + 7 damage, ignores


armor

24 HP 3 Armor

Reach, Forceful, Messy


Special Qualities: Ancient lore, living storm
No one knows how old Hysvearulharthurir is. Did he exist prior to the
Sundering? Was he born from the storm, or the storm from him? What is
known is that he is the absolute ruler: even the elementals bend to his will. For
some reason he allows the dwarves to tunnel into the mountain to extract ore
in exchange for gold and gems. Why? What use does he have for it? Who is
braveor foolishenough to find out? Instinct: To rule the Thunderspire
Demand tribute
Command the storm
Transform into a tempest

Treasure
The remains of creatures can be harvested as rations.
Eel skins can be traded, or used to make lightning-resistant leather armor.
A cache of supplies left by a previous climber.
Thunderhawk feathers are valued by shamans, druids, and wizards.
Storm elementals can leave behind lightning clusters. Handle carefully.
A thunderhawk nest contains crystalline eggs.
Stone effigies made by a scion tribe.
A ruined Copperfist transport contains unprocessed ore.
Spirit-bound weapons and armor.

36

Stormshield Station (Keep)

A mining fort build by dwarves from the Copperfist Union from Hammerhold.
It is staffed almost entirely by dwarves who operate in rotating shifts. They mine
ore, give the dragon tribute, and ship the rest back to Hammerhold.

Steading Tags
Prosperity Poor
Population Steady
Denizens Mortals (Dwarf, Scion)
Defenses Guard
Other Blight (Storm Elementals, Storms), Need (Supplies), Oath (Hammerhold),
Resource (Copper Ore, Iron Ore)

Impressions
Metal clanging on metal
Wind and thunder periodically shake the foundation

Cast
Storond Thunderhammer is a thane in charge of Stormshield Station.
Chalkonna maintains the water plants and machines that regulate temperatures.
Klak is the station quartermaster.

Location Moves
The station shifts and groans as it is bombarded by wind and lightning.
The repulsor plates begin to overheat from overuse and need to be replaced.
A massive chunk of rock strikes the station.

37

Vondstur (Village)

Winds cause water droplets to whip out in various directions. A tribe of scions
that fear and pay tribute to the dragon that lairs there use leather sails to catch
the water and collect it in clay jars.
The tribe practices sky burials, where the dead are released into the winds.

Steading Tags
Prosperity Poor
Population Steady
Denizens Mortal (Scion)
Defenses Guard
Personage Danh

Impressions
People
Holes dug out of cliff sides.
People tied to stone rails with black ropes.

Cast
Danh is the tribes elder. He is a powerful shaman with a thunderhawk for a
companion spirit, and possesses a spear that can summon and command storm
elementals.

Places
The Thundering Halls are tunnels that extend deep within the mountain.
Villagers from Vonstur often go there to hear the wisdom of the storm spirits.

Location Moves
When you enter the Echoing Halls to listen for the spirits wisdom, roll+CON.
On a 10+, you manage to hear something through the cacophony: the GM will
tell you what you hear, and you take +1 forward acting on what you learned. On
a 7-9, choose one:
You only hear a fragment of the message.
You gain the stunned debility.

38

Bodils Bounty (Island)

A free island located near the edge of the Bhalenlad Cluster, at the edge of a gulf
of unclaimed space. Much of it is dominated by jagged mountains and thick
forests, though there are enough open fields to support several villages of hardworking scions and dwarves, in no small part to their patron spirit, Bodil.

Island Tags
Island Large, Stone
Steadings Mathunhain
Denizens Mortals (Dwarf, Scion), Spirits
Personage Bodila bear spirit that protects the island; the Oak Sistersa pair of
wood spirits
Other Blight (the Oak Sisters, orcs)

Impressions
Tall, imposing mountains
Deep, foreboding forests
Constant flickers of movement just at the edge of your vision
Menhirs jutting from the ground

Cast
Bodil is an old, powerful bear spirit that lays claim to the island, a claim that she
has upheld twice against orcish hordes. She spends more of her time slumbering
within the mountains, occasionally choosing someone from a village to teach
druidic magic.
The Oak Sisters are a pair of wood spirits that dwell within the blood forest.
They embody a more savage side of nature, and anyone that enters the forest is
potential prey for them or their wooden hounds.

Places
Bodils shrine is the crumbling shell of the fortress that was temporarily claimed
by the orcs during their first attack, and sheltered the villagers during the second.
The islands inhabitants regularly visit to leave her offerings.
The blood forest is the dominion of the Oak Sisters. It is said that if anyone
can get to their cave and leave a worthy offering, that they will grant a potent
blessing.

39

Location Moves
Something moves within the trees.
A pack of wolfwood attacks.
A spirit appears and demands an offering.
A corrupted or frenzied spirit manifests and attacks
A fleet of orc spearships arrives.
When you leave an offering at Bodils shrine, roll+CHA. On a 10+, hold 3
blessing. On a 7-9, hold 1 blessing. Spend 1 blessing to do one of the following:
Regain 1d4 hit points.
Take +1 forward to endure harm.
When you use the defend move, gain +1 hold, and on a miss you still hold 1.
When you enter the blood forest in search of the Oak Sisters cave, roll+WIS.
On a 10+, choose two. On a 7-9, choose one:
You do not spend more than a few days in the forest.
You are not harried and hunted by the Sisters hounds.
You do not stumble into one of the Sisters traps.

40

Monsters
Bodil
Mauling claws (d10 + 2 damage)

Solitary, Large, Intelligent, Spirit


20 HP

1 Armor

Reach, Forceful
Special Qualities: Spirit of stone and thunder
Her bones are the mountains, her breath the wind, and her roar a deafening
peal of thunder. Bodil spends most of her time sleeping, and it is rare for her
to leave the mountains unless a village is under attack. Instinct: To protect her
worshipers from harm
Suddenly manifest in an explosive display of rock and thunder
Unleash a bone-shattering roar of thunder and lightning
Draw upon stone to reconstitute her form or grow in size
Wolfwood
Thorny teeth (d8 damage, 1 piercing)

Group, Stealthy, Construct


10 HP

1 Armor

Close
Special Qualities: Made of wood
The hounds of the Oak Sisters, woven from wood and vines. They are not spirits, but something made, and some say that they are given sentience from souls
captured by the Oak Sisters, forced to serve as the vanguard of their hunts.
Instinct: To hunt
Conceal itself among foliage
Entangle a creature in vines

Treasure
Coins
Animals can provide rations
An idol made of stone or bone
A blessing from Bodil or Sindri
Spirit shrines contain food, water, and fetishes
Though crude and often poorly maintained, orcs carry weapons and wear
armor
Rare herbs can be found in the Blood Forest
A stone chest filled with coins

41

Mathunhain (Village)

Mathunhain is the largest village on Bodils Bounty. They regularly bring Bodil
offerings and news, and maintain a close relationship with other spirits.

Steading Tags
Prosperity Moderate
Population Steady
Denizens Mortal (Dwarf, Scion)
Defenses Watch
Personage Sindria benevolent river spirit that flows nearby
Other Trade (food, water), History (battle), Guild (druids)

Impressions
Farmers work the fields; some of the animals look like they are made of wood
or stone
Boisterous singing and drumming emanates from a mead hall
Smell of earth and herbs
Houses bear carvings of animals and faces, particularly bears
One or more eyes briefly appear in houses, rocks, and trees, look about, and
vanish
Tiny spirits appear from the ground, stealing or begging for food
Some of the animals speak, and even have the faces of men

Cast
Tallis is a shaman that guides the villagers, and speaks to the spirits on their
behalf.
Sindri is a wide, winding river spirit that is on friendly terms with Bodil. The
villagers also worship him, and in return he provides them with fish and water

Places
The Roaring Bear is a meadhall that is usually sparsely populated during the day,
but at night it is filled with farmers and hunters celebrating a hard day of work.
Those seeking advice about spirits or healing can visit Talliss home. She is more
than happy to help those in need, so long as they are respectful.

42

Location Moves
You hear rumors that the orcs hid treasure deep within the ruined fortress.
A hunter has a strange animal hide for sale.
A spirit begs you for food.
A group of dwarves are heading into the ruins in order to leave offerings for
Bodil.
[MOVE: When you participate in a knife-throwing contest.]

43

Port Fireheart (Keep)

Numerous smaller stone islands have been fused around a fire vortex. Elemental
collidors come here to refuel their fire cannisters, harvest fire cores, process ore,
and undergo maintanence.

Steading Tags
Island Medium, Stone
Prosperity Moderate
Population Steady
Defenses Watch, Battery of Elemenetal Lances
Denizens Mortals (Dwarf, Scion)
Other Blight (fire elementals, explosions, kytherans), Need (food, water, clothing,
supplies, workers), Resource (iron ore), Vortex (fire), Exotic (fire cores)

Impressions
Gouts of flame randomly erupt from various gaps.
Red-orange runes pulse along the chain links.
Waves of hot, dry air

Cast
[human]
[human engineer]

Location Moves
When you leave Port Fireheart, roll+WIS. On a 10+, you manage to get away.
On a 7-9, you have been spotted by a raiding vessel.
[MOVE: When you spend the day working in the firemines.]
[MOVE: When you try to escape the station during a core overlord...]

Monsters
A variety of elementals can sometimes spontaneously erupt into existence,
usually fire, magma, or smoke.

44

45

The Golden Road


46

Angels can be found throughout the Astral Sea, either within ruined dominions,
drifting through the Astral Sea, even trying to help mortals in whatever way
befits the god they once served (or meting out justice). The region referred to as
the Golden Road represents the largest concentration of angelic beings.
Some are gentle shepherds tending to their flocks, while others rigidly enforce
their dogma.

Impressions
Brilliant points of white light shine through golden clouds
Many voices seem to be singing in the distance
When the winds pick up, you think you hear someone whispering

Location Moves
You see one or more glowing lights in the distance
You come across the drifting piece of a dead god
An angel approaches
A vessel bearing pilgrims drifts by

47

Zaradica (City)

Built inside the head of a dead god. It is said that a child, the living heart of a
slain god, dwells within opulent cathedrals of gold.

Steading Tags
Island God-Corpse, Large
Propserity Moderate
Population Steady
Denizens Mortals (Scion), Celestials
Personage Zaras, the Golden Child
Defenses Legion
Other Mobile, Religion (The Golden Child), Divine, Power

Impressions
[insert impressions here]

Cast
Zaras, the Golden Child, is said to be the remnants of a slain god. The Golden
Choir is trying to carefully nurture him, believing that in time he will eventually
ascend to godhood.

Places
[palace]
[cathedral]

Location Moves
Someone is preaching on the street
A procession of angels clad in golden armor escorts Zaras through the streets

Monsters
Angels...

48

Horizon (City)

The City Around The Sun, Horizon is an opulent, multi-leveled city build on
crescent-shaped islands that surround a massive golden sphere of divine energy.
The Sun Priests believe that it is the remains of a god, or at least the lingering
power of one. The fact that they can draw from it to perform miraculous feats
gives credence to their beliefs.

Steading Tags
Island Medium, Stone
Prosperity Wealthy
Population Steady
Denizens Mortals (Scion), Celestials
Defenses Garrison
Other Religion (The Lightbringer), Divine, Power (divine), Resonance (healing,
peace), Resource (food)

Impressions
The buildings of the upper tier are white and pristine, reflecting the suns light
upon the streets below.
Priests wearing white and gold robes walk through the streets, chanting.
Crowds of people gather around robed individuals proclaiming the rebirth of
the sun, the restoration of the world, or a Second Sundering.
Angels soar through the sky.

Cast
The Voice of Glory is a powerful throne that rules Horizon. It commands the
templars and other angels.
Kreios is the highest ranking templar of the Order of the One Song.
Araqiel is the angelic warden of the Blackened Vaults, which contains objects
and vessels deemed to risky to destroy.

49

Places
The Blackened Vaults are where evil relics, knowledge, and forces deemed too
dangerous even for destruction are contained.
Healing houses are temples where people can rest within the light of the sun and
recover from the most grevious wounds.

Questions
Is the sun really the lingering power of a god? Can it be restored?
Do all of the angels desire to resurrect the fallen god, or do some wish to claim
its lingering power for themselves?

Stakes
If the sun is reborn into a new god, what will it do?
Will someone else claim the Suns light?
Who will take over the current Hierophant dies.

Location Moves
[MOVE: When you stand before the suns radiance...]

Monsters
Angels of all types inhabit Horizon. They try to keep the peace and advise the
mortals living there, though it is rumored that not all of them believe that they
are worthy of the Suns light.

50

Kiriels Loft (Village)

A rural farming community built around an old cathedral. It is inhabited by a


lesser angel known as Kiriel, who regularly preaches to the villagers and protects
them from outsiders. The village is largely self-sufficient, and its inhabitants do
not

Steading Tags
Island: Stone, Small
Prosperity: Poor
Population: Steady
Personage: Kiriel
Defenses: Kiriel and his flock
Other: Divine, Exotic (holy water), Resource (grain)

Impressions
A towering stone shrine rests within a lake
Flocks of golden-white birds soar about
Buildings have carved images of birds
Rolling fields of grain

Cast
Kiriel is the literal guardian angel of the village. He dwells in a shrine that
is surrounded by a lake. He periodically holds sermons, heals the sick and
wounded, and assists the crops grow. In exchange, the villagers worship him and
offer up sacrifices.

Places
The Winged Cathedral is a crumbling church that Kiriel calls home. It is located
in the middle of a lake, and can be accessed through flight or using stepping
stones.

Questions
What god did Kiriel once serve?
Does Kiriel have any priests?
What do other angels think of Kiriels actions?

51

Location Moves
Golden-white birds alight on nearby buildings and trees
When you rest within the Winged Shrine, if anyone enters and means you
harm, you will know.
When you discern realities from the Winged Shrine, you can ask if anyone is
coming to the island with ill intent.

Monsters
Kiriel
Holy spear (1d10 damage, 1 piercing)

Solitary, Celestial, Intelligent, Organized


16 HP

4 Armor

Reach
Special Qualities: Wings, divine magic
Clad in white robes, with the face of a white falcon. Instinct: To protect and
guide his flock
Conjure a magical shield
Call upon his flock
Kiriels Flock
Talons (1d6 damage, 1 piercing)

Horde, Tiny, Divine


5 HP

0 Armor

Hand
Special Qualities: Wings
It is said that the souls of those pure of heart are transformed into these golden-white birds. Instinct: To be Kiriels eyes
Descend upon Kiriels enemies
Go for the eyes

Treasure
The villagers can offer food, water, and lodging in exchange for help.
The water of Kiriels lake is holy, and can easily be made into healing potions.
A sliver from Kiriels spear can be used to make any weapon made from it holy.

52

53

The Bahamut Span


54

The Worldfish, one of the layers that supported creation itself from the darkness
below. Though much of its body was destroyed after it was freed during the
Sundering, and its flesh has since rotted away, even the skeletons size is beyond
the scope of mortal comprehension.
Among many other strange creatures, the tarchons were born from the
intermingled blood of Bahamut, and both a forgotten god and primordial. They
sprung into existence as the three great entities fought, and so to this day they
continue to fight.

Impressions
Impossibly long lengths of bone extending into the silvery mists of the astral.
Jets of bloody water periodically erupt from the bones, like geysers
Schools of elephant-faced fish swim about
The silhouettes of long, serpentine creatures race through the clouds in the
distance

Location Moves
[location moves go here!]

Monsters
Boneborn Leviathan
Bite (d10 + 5 damage, ignores armor)

Solitary, Huge, Terrifying


24 HP

3 Armor

Reach, Forceful
Special Qualities: Covered in bony plates
These just might be the only thing that the tarchons fear. Their bony plates turn
aside sword and spell. Instinct: To devour and destroy
Smash through fortifications
Swat

55

Fortress of Teeth (Keep)

Kind of a misnomer, the fortress is not made of teeth. Well, not entirely, though
it does look the part. Over the course of centuries the tarchons, under command
of the warlord known as the Fanged King, have continued to expand the fortress,
sometimes using bones from those they have defeated.

Steading Tags
Prosperity Moderate
Population Steady
Denizens Tarchons
Defenses Garrison
Other Blight (bone serpents), Enmity (Fort Shattertusk), Need (supplies),
Resource (bone, fish, water)

Impressions
Walls made of slabs of bone and mortared with congealed blood
Jagged spikes jut from the outer walls

Places
The Scorched Circle is where tarchons fight each other to prove their strength
and valor. Sometimes they fight prisoners, or pit prisoners against each other.

Location Moves
A tarchon warrior challenges you to a duel

56

Monsters
Tarchon Soldier

Group, Intelligent, Organized

Bone sword (d8 damage, 1 piercing)

10 HP

2 Armor

Close
Special Qualities: Elemental Breath
[description] Instinct: To fight!
Breathe a gout of elemental energy
Tarchon Knight

Solitary, Intelligent, Organized

Thorny teeth (b[2d10] damage, 1 piercing)

16 HP

3 Armor

Close
Special Qualities: Elemental Breath
A stronger, tougher tarchon warrior that has proven itself in battle. Instinct: To
lead their troops to victory

Challenge a foe to one-on-one combat


Tarchon Evoker

Solitary, Intelligent, Magical, Organized

Spear (d8 damage)

12 HP

1 Armor

Reach, Near
Special Qualities: Elemental Magic
[description] Instinct: To obliterate foes with magic
Call forth a rain of rock and fire
Tarchon General

Solitary, Large, Intelligent, Organized

Tooth and claw (b[2d10] + 5 damage, 3 piercing)

20 HP

3 Armor

Reach, Forceful
Special Qualities: Elemental Breath, Draconic Form, Wings
A tarchon that has ascended into a draconic form. Instinct: To dominate a
battlefield
Shatter an enemys formation
Unleash a gout of fire

57

The Maelstrom
58

A chaotic realm where elemental matter and forces randomly surge into
existence, transform, merge, and explode.

Impressions

Location Moves
Elemental matter or energy suddenly appears.
A chunk of solid matter begins to destabilize: it will not be long before it
becomes something else.
A chunk of stone, bone, or ice is propelling towards you.
The shape of an object begins to warp.
You spot a vein of valuable metal.

Questions
Is the Maelstrom expanding? Is it shrinking?
Which of you was stranded in the Maelstrom? How did you escape?
Which of you has fought a demon?
Which of you used to be part of a demon cult?

59

City of Brass (City)

If you can take the heat and maintain your freedom, the City of Brass is a
relatively safe haven from the tumultuous throes of the Maelstrom. Mortals,
whether visitors or slaves, are required to live in the upper spires of the city to
avoid dying through heat exposure or smoke inhalation.

Steading Tags
Prosperity Rich
Population Steady
Denizens Jinn, Mortals (various slave races most often cthon, kytheran, and
cambions), Elementals
Defenses Legion
Other Exotic (souls, wishes), Resource (brass, slaves), Market, Arcane, Guild,
Personage, Power (arcane)

Impressions
Walls made of brass and encrusted with gems.
Canals of molten metal.
Plumes of black smoke blotting out the sky.

Cast
Malik Himyar is the supreme ruler of the City of Brass.

Places
The Ruby Palace is where Malik Himyar resides. It is made of solid gold, and the
walls are encrusted with rubies.
The slave market is held every day.

Location Moves
[MOVE: When you partake in a sky chariot race, roll+WIS.]

60

Monsters
Jinn
Scimitar (d10 damage)

Solitary, Blazing
12 HP

2 Armor

Close
Special Qualities: Made of smokeless fire, many forms
The jinn were crafted by a god forgotten by all but themselves. Instinct: To hunt
Quickly travel a great distance
Vanish from sight
Possess a nearby living creature
Curse-Burdened Jinn
Hooves (d10 damage)

Solitary, Blazing
12 HP

2 Armor

Close
Special Qualities: Made of smokeless fire, many forms
A jinn bound in the form of a beast of burden, sentenced to perform a lengthy
period of servitude. Instinct: To bear its burden
Quickly travel a great distance
Vanish from sight
Possess a nearby living creature
Jinn Sultan
Scimitar (d10 damage)

Solitary, Blazing
12 HP

2 Armor

Close
Special Qualities: Made of smokeless fire, many forms
The jinn were crafted by a god forgotten by all but themselves. Instinct: To hunt
Quickly travel a great distance
Vanish from sight
Possess a nearby living creature

61

[description of the abyss]

Location Tags
Other: Blight (demons), Corrupting

Impressions
[impressions]

Places
Places?

Location Moves
[When you gaze into the Abyss, roll+WIS.]

62

Abyss

Monsters
Demon
attack (dx damage)

tags
10 HP

1 Armor

Close
Special Qualities:

63

The Iron Circle


64

Within this dismal region of Astral space the luminescens is blocked by clouds of
thick, oily smoke.
Most islands are chunks of brimstone, black ice, iron, or the bones of great,
horned beasts. Twisted buildings adorned with blades, spires, and victims jut
forth, like cruel talons. In the distance devils cackle with glee and the damned
scream in pain and terror.
For obvious reasons people rarely venture into the Iron Circle of their own
accord, and even then only when they have a writ of safe passage.

Impressions
[impressions]

Location Moves
Thick, oily clouds obscure your vision.
The screams of the damned echo in the distance.
An iron barge appears.
A tortured soul appears.

65

Asmodeus (City)

The aptly name city is build upon the petrified corpse of its namesake, chained to
a staggeringly large iron sphere that contains the entirety of the Nine Hells.
Flocks of devils fly overhead, deftly avoiding spires of cruely sharp obsidian that
reach into the choked sky as they seek victims to torment. The streets echo with
wails of the damned as bleak herds of slaves and shackled souls are shepherded
through the streets to various, but equally terrible, fates.

Steading Tags
Prosperity Rich
Population Steady
Defenses Legion
Denizens Mortals (cambions), Devils
Personage The Nine Lords, Word of Asmodeus
Other Exotic (souls, infernal contracts), Resource (slaves), Market, Arcane,
Guild, Personage , Power (arcane)

Impressions
[impressions]

Cast
The Word of Asmodeus is the absolute ruler of Asmodeus. Everyone, including
the Nine Lords, defer to its authority.
The Nine Lords are a group of mighty devils that command one of the nine
circles of hell.

Places
The Soul Cages are where souls may be purchased by anyone with the money or
incentive.
[black market]
The Infernal Court is where legal matters are disputed.

Location Moves
[MOVE: When you make a deal with a devil, roll+CHA.]
[MOVE: When you sell your soul, roll+CHA.]

66

When you spend an hour or so shopping in the Black Market, roll+CHA.

Monsters
Larval Soul

Group, Stealthy, Construct

attack (dx damage)

10 HP

1 Armor

Close
Special Qualities:

The Black Spike of Malphas (Keep)


Ruled by a cambion named Malphas.

67

The Wandering Wyld


68

[description]

Impressions
Vast wastelands of white dust divide lush, green forests and frozen fields
Deep canyons descend into the depths of the Wanderer

Location Moves
[location moves]

69

If you own
the skeleton,
mummy, or ghoul
playbooks, this is
a perfect place for
them to originate
from.

A winter court gate city.

Astrazalian (City)

Steading Tags
Prosperity Rich
Population
Denizens Fey
Defenses
Other

Impressions
Slender, icy spires stretching into the sky
Biting cold and gusts of freezing wind
Bears hauling cargo and wagons about
Ice sculptures both beautiful and morbid
Gnarled trees bearing crystalline leaves

Cast
The Winter Lord and Lady rule the city.

Places
[places]

Location Moves
[location moves]
When you play before the Winter Queen, roll+CHA. On a 10 you earn a favor,
on a 7-9 she is unimpressed (choose x).

70

Gwynaar (Keep)

A summer court fortress. It is grown entirely from iron wood.

Steading Tags
Prosperity Poor
Population
Defenses
Other

Impressions
Walls made of smoothly shaped wood
Elf soldiers drilling in the courtyard
Ramparts overgrown with roots and lush trees

Cast
[commander]
[ace archer]

Places
[places]

Location Moves
One of the elves challenges you to an archery contest
A band of fomorians attack

71

Mithralyn
Steading Tags
Prosperity Rich
Population Steady
Defenses Legion
Other

Impressions
[impressions]

Cast
[cast]

Places
[places]

Location Moves
[location moves]

72

73

What Lies Beyond


74

The further one travels from the Maelstrom, the darker the astral becomes until
eventually there is no light at all. Those who dare to delve into the darkness find
that, similar to regions in and around corpse stars, reality begins to break down:
colors are muted, sound is distorted, and both time and space are in flux.
It is a region of nonspace beyond the scope of the gods. The birth place of
nightmares.

Impressions
An inky gloom that seems to absorb light
Colors become subdued
Sound becomes warped, or echoes strangely
Time flows differently, and events sometimes repeat

Questions
Is a Sundered World shrinking? If so, will it stop shrinking?
Is a Sundered World simply breaking down?
Is it possible to push beyond the boundaries? What lies beyond?

75

Mes-Atbaru
Steading Tags
Island Huge, Stone
Prosperity Rich
Population Steady
Defenses Legion--thousands of loyal, fearless skeletons, ghouls, and wraiths
Personage The Lich
Other Exotic (blood, memories, souls), Resonance (death), Resource (flesh and
blood slaves), Market, Arcane, Guild, Power (arcane)

Impressions
Pale lights illuminate the streets.
The shadows seem to writhe about.
Gloomy shades silently drift down the streets and pass through walls.
The cobblestones echo with clattering bones.

Cast
The Lich rules the city behind the scenes.
The Wraith Watch are a kind of ghost police that enforce the Lichs rules.
Prisoners are taken to Fort Bleak

Places
Memory Lane is a red-light district where ghosts can go to indulge in their past
experiences to revitalize their soulforms.
The Crypt District is where the dead go to rest and recouperate.
Fort Bleak is the headquarters of the Wraith Watch.

76

Location Moves
When you make camp in Mes-Atbaru, you do not gain oblivion.
When you walk the streets of Memory Lane searching for a good time,
roll+CHA. *On a 10+,
When you freely give your blood to a vampire, spend blood, gain 2d6 coins
per blood spent, and roll+CON-blood spent. *On a 10+, choose two. *On a 7-9,
choose one:
The vampire will not seek to seduce or abduct you later.
You do not take -1 ongoing with an ability score of the GMs choice until you
make camp.
The vampire was generous with its pay: gain 1d4 x 10 coins per blood spent.

Monsters

77

Island Creation
78

Given that A Sundered World is the somewhat stabilized result of numerous


collapsed planar realities and accompanying rules, the word island has changed
to become a kind of catch-all term that includesfor starterschunks of rock,
metal, ice, or bone, a cluster of root-entangled trees or ships that have been tied
together, a massive creature, the corpse of a massive creature or entity like a god,
primordial, the burnt out husk of an aberrant star, or a combination of the above.
Similar to steadings, islands have tags that describe what they are, how big
they are, what lives there, and what they have to offer. An islands tags can help
inform you about the steadings, monsters, and dungeons that can be found on it.

What is it made of?

The first step is to figure out what an island is made of. Islands can be made
of virtually anything you want, though most are made of some kind of stone.
Knowing what an island is made of can help determine how big it is, as well as
what lives there or what resources it has to offer. Feel free to use multiple tags if,
for example, an island is a bunch of ships lashed to a massive beast that swims
through the astral sea, or miles of ice sheets surrounding the impaled corpse of
an ice primordial.
Astral Beast: The Astral Sea is full of strange creatures, some so massive
that settlements can be built upon their backs. Is the creature alive or dead?
Is it a whale, turtle, or something else? If people live on it can they control or
communicate with it, or are they just along for the ride?

Corpse Star: The island is the husk of a corpse star. Great if you are looking
for cold iron, bad if you want to avoid eldritch horrors from beyond space and
time, losing your sanity, star cults, being horribly mutated, and who knows what
else. Corpse stars are thankfully usually located at the edges of known Astral
space.
Dead God: The whole god, or just part of one? Is the gods domain known? If
you know which god it was, it can help inform what goes on around it: a god of
life might spontaneously give rise to life, empower healing magic, or even bring
the dead back to life, while a god of war might have tribes constantly fighting
each other and have weapons growing out of it (Resource: Weapons?). Usually
dead gods are inhabited by angels, religious folk, or celestial animals, and are
located near the Golden Road or Fading Heavens.
Essence: The dominions of gods were formed from the gathering of Astral
essence, shaped by their wills. While it is difficult for lesser beings to even learn
to temporarily craft simple weapons from it, it is possible for islands to be shaped
out of it. Essence islands can be transformed at the whim of whoever made it,
often appearing to be made out of something else.

79

Ice: Is it an iceberg, a block of ice, sheets of ice, or some other shape? A block
of ice could contain a creature imprisoned during the Dawn War, sheets of ice
could be the result of an ever-bleeding primordial corpse, or it could have an
ice vortex at its center. Ice elementals and other elemental creatures, and Winter
Court fey can all be found.
Heh, maybe it
was the dice of
the gods?

Metal: What kind of metal: copper, tin, iron, copper, or something never
before seen? Is it just a really big chunk of ore, or is it shaped into something?
This could include something like the City of Brass, the weapon or shield of a
god, maybe a massive ingot, or just an iron cube (or some other polyhedron).
Primordial: As with a dead god, is it the whole primordial, or just part of
one? Most primordials are aligned to one or more elements, like a fire primordial,
or a magma primordial (earth and fire). The cthon tend to settle on them, but
elemental monsters are known to spawn from them.
Ships: How many? What kind? Do they still work? Are they attached by
ropes and planks, or are they just kind of mashed together?
Stone: Stone islands can be barren, but most can somehow support at least
plant-life. Some formations near or from the Maelstrom are elementally charged,
usually with fire or water, though a wind-charged island might be hollow or have
numerous holes punched through it.
Wood: This could be a huge chunk of wood, a branch, an entire tree, several
trees fused together, a great seed, or even one of the dryarks that travel along ley
lines connecting the Wandering Wylds gate cities.

80

How big is it?

The Astral Sea is filled with plenty of small, useless chunks of stone and other
debris, most of which are not worth mentioning. For the rest, here are some
guidelines: small islands are usually not capable of supporting people on their
own, and often lack any meaningful terrain features. Larger islands are more
likely to have arable land, powerful spirits, or enough usable real estate to get a
colony going.

Keep in mind that these guidelines are for supporting a steading: if the steading
is a trade city or fed through divine miracles, then it can exist on a smaller island.
Tiny: The island has enough space for a single structure, like a tower, house,
small shrine or temple, or tree..
Small: The island has enough space to harbor a small group of people, but
probably not enough resources to sustain them without the help of magic or a
spirit. They likely hunt or gather elsewhere, salvage ruined ships, or engage in
piracy to survive. Dungeons could include abandoned towers, sealed vaults,
portals, or extra-dimensional spaces.
Medium: The island can reasonably sustain a single steading, probably a
village, town, or keep, but a city is also feasible, especially with assistance. There
might be a mountain or two, small forest with a small animal population, lake, or
other similarly-sized terrain feature.
Large: The island can easily sustain an entire city, or two smaller steadings.
There might be several mountains, an expansive forest with animals, a large lake
with a stream, or a combination of a few.
Huge: The island can easily sustain a couple cities, a city and another
steading or two, or several smaller steadings. Mountains, forests, and streams are
all possible.
Gargantuan: The island can easily sustain several cities or more.

81

What does it have to offer?

Islands that have nothing of value are often uninhabited, except by things that
want for nothing, have been bound there, or use it as a lair or waystation.
For the rest you can represent what it does have to offer with some steading
tags, like Safe, Resource, and Exotic, but there are some things to take into
consideration with a few existing tags, as well as some new ones:

Cold Iron: This is a type of Resource or an Exotic good that is especially


effective against arcane magic and fey. Corpse stars are the only source of cold
iron; not only does this make it difficult to procure, but its psychic residue needs
to be scrubbed to prevent it from causing nightmares and insanity.
Elemental Vortex: The island resonates one or more kinds of elemental
energies, like fire, air, or lightning. The energy can be harnessed to power ritual
magic, though exceptionally powerful weapons might need to be constructed
on a vortex. A vortex can affect things that live there (leading to sorcerers and
elemental animals), and also produce elementally-aligned crystals and metals.
Food: Despite a lack of sunlight and water plants can still grow, even on
stone islands (but not always). Spirits and angels can cause food to grow, even
where it would normally not.
Mobile: The island is not stationary. It could be a holy cathedral that drifts
across the Golden Road, a giant beast swimming through the astral sea, located
in a particularly turbulent region, an elven border city that fades from the
Wandering Wyld to a ley line intersection (which might be more appropriate for
a steading-level tag), or a kind of lost colony that drifted too close to a corpse
star.
Souls: An Exotic tag. Usually devils deal in soul trafficking (or rather,
abduction), though Mes-Atbaru has its share and even some corrupt angels have
been known to deal with them in the name of the greater good. Souls have a
variety of uses, from darker magical applications to fueling anima reactors.
Transit: The island has access to an angel gate, teleportation circle, portal, or
ley line, enabling quick, safe travel through the astral. The question is will they
allow you to use it, and if so can you afford it?
Water: A kind of Resource, though in some cases it might be considered
Exotic. Water can spring from islands even when it you do not think it should.
Also, like food spirits and angels can produce water, as can a water vortex.

82

Who or what lives there?

Not every island is inhabited, but when it is, use these tags:

Mortals: This is a generic racial tag that applies to any mortal race, like
dwarves, scions, cambions, and the like. If there are one or more dominant races,
you can add them as separate tags.
Spirits: While minor spirits can be found in almost any natural feature, this
tag is for islands that have a meaningful spiritual presence, whether beneficial or
malevolent. It is also used to denote kobolds. Spirits can produce food or water
(regardless of the islands size), and protect or enslave the islands inhabitants.
Celestials: Angels, including corrupt angels and devas, are usually found on
floating cathedrals, fading dominions, or god corpses. Such islands will often be
found near the Golden Road and Fading Heavens, and steadings will often have
the Divine tag as well.
Elementals: Base elementals, but also includes elemental beings like jinn,
cthon, and dragons. Often there will be an Elemental Vortex and it will be
located near the Maelstrom.
Fey: Elves, gnomes, hags, and other fey entities. The Wandering Wyld,
border cities with gates linked to the Wandering Wyld, dryarks, and the like.
Aberrants: Do things lurk on the island that should not exist, like aboleths,
star cults, beholders, and other denizens of the Outer Gods? Then it probably
deserves this tag. Corpse stars are obvious candidates, but islands with a secret
cult dedicated to Dagon, or a forest filled with the Black Goats dark young are
equally valid.
Devils: Asmodeus is the poster child of islands with this tag. Any island
inhabited by devils or associated with them works. Typically these can be found
in or near the Iron Circle.

83

Who or what is worth mention?

If an island has something of value, whether food, raw materials, location, and
the like, then there is probably someone (or something) that is interested in it, or
interesting about it in some capacity. It is also possible that something just lives
there and helps or hinders its inhabitants (or those that would like to inhabit
it). Use the answers and tags generated in previous steps to describe at least one
thing worth mentioning.

Examples: Dwarf thane, high priest, guardian angel (or angels), exceptionally
powerful spirits, one or more fey lords, a dragon that regularly demands tribute,
star cult leader, infamous monster, orc chieftain, djinn emir, rakshasa imprisoned
in a secret vault, an ancient artifact, ruin, or spell, place of power, one of
Antikytheras machines.

84

85

The Third Fragment


86

Dungeon World was originally intended to evoke the feel of earlier editions of
Dungeons & Dragons, which is why when you pick a class you get to choose a
move from one of a few races (and sometimes, like in the case of the paladin, just
one).
A Sundered World is home to many races, some you are familiar with,
others less so, but any race can belong to any class. Rather than have your class
set your racial move, your race either determines what move you start with, or
lets you choose from a number of them. Note this in the racial move section of
your character sheet.
In addition, each race has a number of other moves that you can also choose
from. Think of them as compendium classes that you automatically qualify for:
when you level up, choose a move from your class, or one of the ones from your
race.
Since any race can be any class, the playbooks do not feature names: when
you pick a race, choose from one of the names featured there, or come up with
your own.

What Defines You


87

Cambion
88

I dont trust devils, and cambions are halfway there so why would I trust them?
Thankfully most of em live in the Iron Circle, and the ones that venture out are easy
to spot, what with burning eyes, brimstone stench, and horns.
-Iron Jack

Names

Male: Ashtad, Bahadur, Heydar, Ihsan, Jahangir, Merikh, Mirza, Payam, Sarush,
Shahzad, Zartosht
Female: Arzu, Banu, Darya, Esther, Khordad, Laleh, Mahtab, Minu, Nasreen,
Pari, Tahereh, Zareen

Look

Choose one for each:


Glowing-Red, Fanged Mouths, or Numerous Eyes
Horned Crest, Styled Hair, or Strange Tattoos
Stylish Robes, Revealing Clothing, or Sewn-Flesh
Corpulent Body, Lithe Body, or Scaly Flesh

Questions

What kind of devil was your fiendish sire? How does this affect your
appearance and personality?

Do you retain any connections with your family? If so, what are your
responsibilities?

89

Choose the sin you most embody:

Gluttony
When you make camp and devour an excess of food, regain +1d6 hit points and
take +1 forward.

Greed
When you discern realities, you can ask the GM where any valuables are hidden.

Wrath
When someone deals damage to you, take +1d6 forward damage against them.

Lust
When you try to seduce someone, take +1 forward.

90

Race Moves
Greedy
Requires: Sin of Greed
When you discover a noteworthy amount of gold, mark XP.

Hell Hath no Fury


Requires: Sin of Lust
When someone rebukes your advances, take +1 forward against them.

Ravenous Hunger
Requires: Sin of Gluttony
You bite is considered a weapon with the hand and messy tags.

Second Sin
Choose another sin and gain the corresponding move.

Terrifying Wrath
Requires: Sin of Wrath
When you brutally slaughter a creature, take +1 forward against your next
victim.

91

Cthon
92

Similar to dwarves, the cthon were also crafted from stone. However the
primordials lacked the divine spark necessary to instill them with a true soul:
the original cthon were inscribed with a specific purpose, and imbued with an
elemental essence that gives them a semblance of life.
-Lothelle

Names

Male: Adar, Enku, Sharash, Tamur


Female: Arnan, Bathanta, Inanna, Kinshar, Ninlan, Narsurra, Petra

Fiery Hair, Scuplted Hair, or Crystalline Growths

Look

Glowing Red Eyes, Gemstones, or Numerous Eyes


Sculpted Clothing, Ragged Clothes, or Bare Stone
Stone Blocks, Polished Marble, or Mis-Matched Materials

How old are you?

Questions

Why were you created?


How does your essence affect your personality?
Do you want to restore the world, or destroy what is left of it?

93

Chose what elemental essence powers you:

Essence of Fire
When you spend a few moments concentrating, your body radiates with intense
heat, causing you to shed light as a torch and burn anything you touch. You are
also immune to the effects of fire.

Essence of Storms
You can channel electricity with a touch. Your hands are treated as weapons
with the hand and reach tags, and if the target is wearing metal armor you ignore
it.

Essence of Water
When you try to evade or escape from somethings grasp, take +1 forward. You
can take 1d4 damage to produce a days worth of water for one creature.

Essence of Wind
You can conjure winds about you. Take +1 to defy danger against ranged attacks,
and when you drift through the astral you move at a jogging pace.

94

Race Moves

When you gain a level from 2-5, you can choose from these moves or your
class moves.

Compound Essence
Choose another elemental soul and gain the corresponding move.

Inner Fire
Requires: Essence of Fire
When you burn with intense fury, roll+CON. *On a 10+, hold 2 blaze. *On a 7-9,
hold 1 blaze. *On a miss, hold 1 blaze and take 1d4 damage. Spend blaze, 1 for 1,
to do one of the following:
Your next attack with a melee weapon deals +1d6 damage.
Cause metal you hold to become superheated.
Ignore the effects of water or ice.

Flow Like Water


Requires: Soul of Water
When you defy danger and roll a 12+, you transcend the danger. You will not
only do what you set out to do, but the GM will offer you a better outcome, true
beauty, or a moment of grace.

Lightning Bolt
Requires: Soul of the Storm
You can unleash blasts of lightning against a nearby target. Treat this as the
volley move, except you roll+CON, and on a 7-9 if you choose to reduce your
ammo, you instead take -1 ongoing to unleash lightning until you make camp.

95

Deva
96

Without the backing of their gods many of the angels were destroyed, or went crazy
trying to find a way to fix em. The lucky ones were only stripped of some or all of
their power. Devas are angels that were weakened but still managed to keep on
going. On the plus side they arent nearly as freaky as some of the other ones.
-Iron Jack

Names

Male: Adiah, Ansis, Ayab, Bavak, Beriah, Eben, Elyas, Galad, Gamal, Hiyal,
Iannes, Kerem, Marach, Nehem, Oris, Samel, Tavar, Zachar

Female: Adara, Asha, Chana, Davi, Hania, Hava, Idria, Kana, Kayah, Lihi, Paziah,
Ravah, Riya, Sada, Shara, Tirah

Choose one for each:

Look

Glowing Eyes, Blindfold, or A Second Face


Luminescent Hair, Halo, or Horns
Glowing Patterns, Wings, or Lots of Eyes
Flawless Skin,

How do you view the mortal races?

Questions

97

Choose the domain that you still embody:

War
You bristle for battle. When you start a fight, take +1d4 forward to damage.

Death
When someone takes their Last Breath near you, they take +1.

Knowledge
When someone asks you for information about something, take +1 to spout
lore.

Protection
When you defend someone from harm, on a miss you still hold 1.

Sun
When you heal someone, they regain +1d4 hit points.

98

Race Moves

When you gain a level, you can choose from these moves or your class moves.

At The Pearly Gate


When you will an angel gate to open, roll+CHA. *On a 10+, it opens after
several minutes of prayer. *On a 7-9, choose one:
It does not take more than an hour.

Guardian Angel
Requires: Protection Domain
When you stand in defense of a living creature, hold +1 and take +1 ongoing
armor.

Know It All
Requires: Knowledge Domain
When you spout lore, a miss counts as a 7-9.

Polytheism
Select another domain and gain the corresponding move.

Psychopomp
Requires: Death Domain
When someone near you takes their last breath, on a 10+ they regain 1d8 hit
points. When lingering souls in your charge roll to resist oblivions call, a miss
counts as a 7-9.

Weapon Master
Requires: War Domain
When you shape a weapon out of the astral, you succeed as if you rolled a
10+ and it can have the hand or close tag. When you wield a weapon, deal +1
damage.
When you gain a level from 6-10, you can choose from these moves or your
class moves.

99

Knowledge Is Power
Requires: Know It All
When you spout lore, on a 10+ you take +1 forward when acting on the
information.

100

101

Dwarf
102

Wrought from stone and metal, dwarves may be the first race created by the gods.
They live for thousands of years, and it is said that there are some that survived the
Sundering. As dwarves become older they begin to return to stone: their features
become cruder, their skin gray and stiff, and they begin to lapse into periods of
torpor for longer and longer periods of time.
-Lothelle

Names

Male: Azagin, Baran, Berak, Daggrim, Drorum, Gamnar, Grymnir, Havlim,


Kardar, Thirur, Volor

Female: Armerda, Aselna, Badya, Dagla, Embra, Mili, Namshar, Ramila, Risna,
Sadi, Telgi, Torla

Choose one for each:

Look

Hard Eyes, Tired Eyes, or Missing Eye


Messy Hair, Braided Hair, or Bald
Thick Clothes,
Lots of Scars, Bulky Body, or Metal Arm

How old are you?

Questions

What has your clan achieved?


What is it you hope to do before returning to stone?
Is there anyone from your clan that survived the Sundering?

103

You start with the following move:

Stone Bones
You recover from the weak, shaky, and sick debilities in just one day.

Race Moves

When you gain a level, you can choose from these moves or your class moves.

Living Rampart
When you are carrying a shield, allies near you gain +1 armor.

Stonecunning
When you discern realities about an object or creature made of stone, you can
ask one more question than normal, and on a miss you can still ask one.

Dwarven Soldier
When you hack and slash with a hammer or axe and roll a 12+, deal +1d6
damage.

104

When you gain a level from 6-10, you can choose from these moves or your
class moves.

Dwarf Fortress
Requires: Living Rampart
When you stand in defense of someone, you ignore the forceful tag and hold 1,
even on a miss.

Hammer Time
Requires: Dwarven Soldier
When you wield a hammer, your attacks deal +1 damage and have the forceful
tag.

Stonecutting
Requires: Stonecunning
When you hack and slash an object or creature made of stone, you deal +1d6
damage and ignore its armor.

105

Elf
106

Dont let their size and seeming lack of magical firepower fool you: elves are fast,
stealthy buggers and a crack shot with a bow.
-Iron Jack

Names

Male: Adair, Aodh, Calum, Cinaed, Cormag, Dand, Dolaidh, Eideard, Iagan, Kit,
Lachie, Leith, Muir, Parlan, Ruari, Simidh, Tadhg, Ualan

Female: Adamina, Ailith, Ainslie, Beileag, Cait, Catriona, Deoridh, Eubh, Finella,
Gavina, Innis, Kyleigh, Lachina, Muiriol, Oighrig, Slaine

Choose one for each:

Look

Golden Orbs, Scintillating Eyes, or Bestial Eyes


Antlers, Tangled Hair, or Willow-Vines
Pale Skin, Icy Skin, or Bark-Skin
Animal Hides, Noble Finery, or Leaves

Which fey court do you serve?

Questions

What, if any, responsibilities do you have?


What have you heard about the aberrant stars?
Do you owe anyone any favors? Does anyone owe you?

107

You start with the following moves:

At the Edge of Sight


When you try to defy danger by not being seen, a miss counts as a 7-9.

The Touch of Iron


When you are in the presence of cold iron, take -1 ongoing. When you touch
cold iron, take 1d6 damage. When you are wounded by cold iron, take +2d6
damage.

Race Moves

When you gain a level from 2-5, you can choose from these moves or your
class moves.

Elven Soldier
When you volley with a bow or spear, it gains 2 piercing and on a 12+ you deal
+1d4 damage.

Fleet-Footed
You move much faster than men, and are not hindered by natural terrain.

Summers Envoy
When you parley with someone, if you offer them a noteworthy gift take +1, and
a miss counts as a 7-9.

Wild Glamour
You can attempt to hide in natural terrain by simply standing still.

Winters Agent
When you discern realities, you can ask the GM who here wishes you harm and
what is their weakness.

108

Wood-Wise
When you spout lore about the forest and its inhabitants, take +1 and a miss
counts as a 7-9.
When you gain a level from 6-10, you can choose from these moves or your
class moves.

Piercing Shots
Replaces: Elven Soldier
When you volley with a bow or spear, it ignores the targets armor, and on a 12+
you deal +1d6 damage.

Summers Renewal
Requires: Summers Envoy
When you restore hit points, the recipient takes +1 forward.

Survival of the Fittest


When you defy danger by enduring, take +1.

Winters Hunger
[move text]

109

Kobold
110

Though they can appear as animals and sometimes even fire, kobolds often take the
forms of men, but are only half as tall. As with most spirits if you treat them with
respect they will...usually repay you in kind. Still, better to be safe than sorry.
-Danh

Names

Male: Adalric, Armen, Berend, Dachs, Edsel, Fulco, Gisil, Ivon, Jochen, Kolman,
Lenz, Reto, Sigi, Tiwaz, Wotan
Female: Achima, Agata, Brana, Clotilda, Elfi, Else, Gitta, Katra, Leni, Magda,
Rike, Salida, Tabea, Uschi

Choose one for each from here or your class:

Look

Stormy Eyes, Blazing Eyes, or Steely Eyes


Dirty, Messy Hair, Styled Hair, or Cap
Pale Blue Skin, Ashen Skin, or Metallic Flakes
Comfortable Clothes, Miners Outfit, or Sailors Clothes

Questions

111

You start with the following move:

Animal Form
When you have a few moments, you can assume the form of any animal that is
your size or smaller. You gain any features and limitations of the animals form
until you change back.

Race Moves

When you gain a level from 2-5, you can choose from these moves or your
class moves.

Fiery Spirit
When you wreathe one or both of your hands in flame, you shed light as a torch
and your hands are considered weapons with the hand and ignore armor tags.

Mine Spirit
You can see in the dark, and pass through stone as if it were air.

Ship Spirit
While you are on a ship, it gains +1 armor. In addition when you help repair a
ship, it regains +1d8 hit points.

Spirits Blessing
When you make camp and someone else gives you a ration, the next day they
take +1 forward.

112

When you gain a level from 6-10, you can choose from these moves or your
class moves.

Fiery Form
Requires: Fiery Spirit
When you transform into a sphere of fire, roll+CON. *On a 10+, hold 3 blaze.
*On a 7-9, hold 2 blaze. *On a miss, hold 1 blaze and choose one:
You accidentally light something on fire or hurt someonethe GM will tell
you what or who.
You draw unwelcome attention to yourself.
You are exhaustedtake -1 ongoing to transform until you make camp.
Spend blaze, 1 for 1, to do one of the following:
Slam into an enemy or an object, dealing your damage and ignoring its armor.
Light everything around you on fire.
Fly to a location you can see.

Repaid in Kindness
Requires: Spirits Blessing
When someone successfully aids you, hold 1 fortune. At any time you can spend
1 fortune to give them +1 forward.

113

Kytheran
114

Similar to cthon, kytherans were crafted by the primordial Antikythera. The


original kytherans were resplendent beings fashioned of an incredibly durable
golden material; now they look much cruder, forged from numerous plates of
imperfectly-assembled, beaten metal. They have fallen far, and most roam the astral
in search of steading and ships to raid.
-Lothelle
I met a kytheran once. Nice guy. Had some kind of honor code going on. Helped
mount a ram on the ship, and was really handy at ripping up clockwork critters
with his bare hands.
-Iron Jack

Names

Abrax, Aeton, Alkaios, Akantha, Aoede, Artaxes, Balios, Bion, Delia, Diotos,
Erato, Eton, Fotis, Hemera, Kadmos, Kallias, Karme, Kreon, Naos, Nikos, Pallas,
Sabos, Solon, Taras, Thais, Xenos, Zara, Zona

Look

Choose one for each from here or your class:


Crystalline Lenses, One Large Glowing Lens, or Numerous Eyes.
Gracefully Scupted Body, Mismatched Materials, or Oversized Arm
Gear Webbing, Patchworked Clothing, or Concealing Cloak

How do kytherans reproduce?

Questions

How long do kytherans live?


Do kytherans truly die? Do they have anything representative of a soul?

115

You start with the following move:

Made, Not Born


When you attempt to empathize or socialize with someone, take -1.
You do not need to eat, sleep, or breathe, and are immune to poisons and
disease. When a move tells you to mark off a ration, ignore it. You do not heal
naturally, and are unaffected by healing magic or items like healing potions.
When you make camp, if you have the necessary tools and parts you regain onehalf of your maximum hit points.

Race Moves

When you gain a level from 2-5, you can choose from these moves or your
class moves.

Arsenal Gear
When you tear a metal shard off of your body, take 1d4 damage (ignoring
armor), and you gain a weapon with the hand, near, and thrown tags.

Extra Limbs
You have an extra pair of limbs.

Iron Claws
Your hands are lethal weapons with the hand tag, precise, and 2 piercing tags.
When you hack and slash with both hands, deal +1d4 damage.

Iron Skin
You gain +1 armor.

Hedgehog
You have numerous sharp protrusions. When you defy danger against an attack

116

with the hand or close tag, on a 12+ deal your damage to your attacker.

117

Scion
118

It is said that scions are the direct descendants of the gods, having sprung forth
from their blood as they fell, fully formed in mind and body. Where the elves and
dwarves had long established kingdoms and history, they were forced to quickly
banded together out of necessity to carve out their own niche. It is impressive that
they have lasted this long and accomplished so much in such a short amount of
time.
-Lothelle
If the gods re so great, then whyd they die?
-Iron Jack

Names

Male:
Female:

Look

Choose one for each:


Hard Eyes, Curious Eyes, or Goggles
A Head of Hair, Yak Horns, or a Birds Head
Flawless Skin, Scarred Skin, Fur- or Feather-Covered Body
Well-Proportioned Body, Bestial Features, or Elongated Limbs

Questions

From which gods blood were your distant answers born from? Does your
character know this?
Do you regard scions born from particular gods as friend or foe?

What great exploits did your ancestors accomplish? What do you hope to do
before you die?
How do you view scions with contrasting features? Do you believe they are
inferior, or superior?

119

You start with the following move:

Adaptable
Choose a starting move from any other class.

Race Moves

When you gain a level from 2-5, you can choose from these moves or your
class moves.

A Devil in the Details


Choose a 2-5 advanced race move from the cambion.

Changling
Choose a 2-5 advanced race move from the elf.

Echoes of Divinity
When you try to bend the astral to your will, you can roll+CHA.

Enduring Soul
When you take your last breath, take +1.

Highly Adaptable
Choose a starting move from any class, or any of the 2-5 advanced moves.

Resonating Action
When you make a move in the astral, the next ally that tries to do the same
thing takes +1 forward.

120

121

Tarchon
122

Good in a fight. Great, even, but thats it. Id say theyre loose cannons, but you
have to load a cannon for it to misfire. These guys? Im just glad that they are busy
fightning each other. Not sure how long wed last if they started getting along.
-Iron Jack

Male:

Names

Female:

Molten Orbs, Multiple Sets, or a Missing Eye

Look

Sleek Scales, Thick Scales, or Protruding Horns


Lithe Body, Scarred Hide, or Bulky Body

Why did you leave Bahamuts Span?

Questions

How did you get your scars?


What was the highest military rank you achieved?
What is your most prized trophy?

123

You start with this move:

Call of Battle
When you take damage, take +1d4 damage forward against your attacker. When
you try to resist the call of battle, take -1 ongoing until you enter the fray.

Race Moves

When you gain a level from 2-5, you can choose from these moves or your
class moves.

Burning Breath
When you exhale a blast of searing fire, roll+CON. *On a 10+, deal your damage
to a nearby enemy, ignoring its armor. *On a 7-9, deal your damage to a nearby
enemy and choose one:
You damage an ally.
You damage or light something on fire that you did not want to--the GM will
tell you what.
Take -1 ongoing to breathe fire until you make camp.

Girded for Battle


When you have no weapons, you can spend 1 use of adventuring gear to retrieve
a weapon with the hand or close tag. In addition, you ignore the load of any
armor or shield you are wearing.

Tremble Before My Might


You deal +1d4 damage with melee attacks, and you cannot gain the Weak
debility.

124

When you gain a level from 6-10, you can choose from these moves, or your
race or class moves.

Draconic Ascension
Your body transforms into that of a dragon: long teeth, four legs, wings, sweeping
tail, the whole package. You gain the large tag, your bite and claws are treated
as weapons with the reach tag and ignore armor tag, and your tail is treated as a
weapon with the reach and forceful tags.

Scouring Flames
Requires: Burning Breath
When you deal damage with your burning breath, you deal +1d6 damage and it
gains the agonizing tag.

125

Tpual
126

Note much is known about the tpual except that they hide their true forms in
bodies composed of astral matter, and were once enslaved by the thulid. They
managed to escape during the Sundering, and tend to live in small, isolated
fortresses assembled from astral matter.
-Lothelle

Names

Arith, BaTage, Chusni, IrVasha, Ishtan, Krakhu, Meni, Ort, Tali, Tarki, Varda,
Vida, Yau, Yuurian, Zentri

Choose one for each:

Look

No Eyes, Discolored Patches, or Wide Eyes


Glowing Fibers, Orbiting Crystals, or Crackling Halo
Translucent Skin, Bits of Astral Matter, or Geometric Shapes
Flowing Robes, Concealing Cloak, or No Clothes

Why did you leave your network?

Questions

Who conceptualized you?


Why did you choose the form you did?
Were you previously captured by the thulid?

127

You start with this move:

Thoughtform
You do not need to eat, sleep, or breathe. When you try to draw upon the astral,
you can take 1d4 damage to take +1.
(NOTE: Waffling on exactly what this move should do.

Race Moves

When you gain a level, you can choose from these moves or your class moves.

Made of Astral Stuff


When you draw upon the astral, on a 12+ you also regain 1d6 hit points.

Lingering Thoughts
When you are reduced to 0 hit points,

Logic Probe
When you probe the thoughts of a helpless, living creature, roll+INT. *On a 10,
you can learn anything that the creature knows. *On a 7-9, the GM chooses one:
The creature learns something useful about you for each bit of information you
sift through.
Each memory is inaccurate in some way, or partially obstructed.

Psychic Feedback
You can transmit pulses of random thoughts into a creature you touch. When
you hack and slash a living, thinking creature, you ignore their armor.

Noneuclidean Physiology
You can change your shape into anything you can imagine, so long as you do not
exceed your original volume.
When you gain a level, you can choose from these moves or your class moves.

128

Animorph
You can change your shape into any non-humanoid form that is no larger than
a man. Your equipment does not change with you. You can any features and
limitations of the new form until you change back.

129

Battlemind
130

While many psionics learn how to telekinetically throw objects or mentally


assault their foes, you are different: your body is a weapon. Or rather, it can be.
With a thought your arms become blades that can cut through the toughest
armor, and your skin can turn aside swords and arrows alike.
It is thought that the original battleminds were the tpual, who mastered
the art of mentally reshaping their bodies into weapons and armor, but recent
evidence suggests that thulan experiments capable of shaping their bodies.

Choose one for each:

Look

Metal-Flecked Eyes, Steely Gaze, Molten Orbs


Bald, Wild Hair, or Chrome Dome
Minimal Clothes, Concealing Cloak, Easily Removed Clothing
Toned Body, Lots of Scars, Metallic Plates

Your maximum HP is 12+Constitution.

Stats

Your base damage is d10.

What is the most powerful creature you have slain?

Questions

What fight did you have to flee from?


Who helped nurture your psionic powers?
How does it feel to change your shape?

131

Starting Moves

Choose any race and how you acquired your psionic powers:

Learned
Over many years you have learned to hone your mind, line a finely crafted and
balanced blade. When you focus your psionic energies, on a miss you take +1
forward the next time you attempt to harness it.

Mutation
Your powers manifested from too much Far Realm exposure. When you shape
your body into weapons or armor, there is always an organic component like
eyes, mouths, or chitin. When you focus your psionic powers, regain hit points
equal to the number of focus you gain.

Innate
Your mind is a naturally flowing wellspring of psionic power. You start with
mindspark.
You start with these moves:

Psionic Focus
When you spend a few moments to try gather and focus your psionic energies,
lose all focus and roll+CON. On a 10+, gain 3 focus. On a 7-9, gain 2 focus.
On a miss, gain 1 focus and choose one:
Take -1 ongoing to focus your psionic energies until you rest for about ten
minutes.
A psychic cascade dazes you, preventing you from acting for a few moments.
You draw unwelcome attention or put yourself in a spotthe GM will tell you
how.

Living Weapon
When you spend a few moments concentrating, one or both of your hands
transforms into a weapon with the hand and close tags. When you hit with an
attack, spend 1 focus to do one of the following:
Deal +1d4 damage.
The attack gains the Forceful tag.

132

Body Armor
As long as you hold focus you can always choose to defy danger against a weapon
by enduring. With a thought you can harden your skin: when you are hit by an
attack, you can spend 1 focus to reduce the damage you take by 1d4.

Alignment
Lawful
Succeed through decisive action.

Neutral
Defeat a powerful monster.

Chaotic
Rush heedlessly into the fray.

Gear

Your Load is 10+STR. You start with dungeon rations (5 uses, 2 weight). Choose
your defenses:
Chainmail (1 armor, worn, 1 weight) and bandages (x uses)
Scale armor (2 armor, worn, clumsy, 3 weight)
Choose your backup weapon:
A well-balanced long blade (close, +1 damage, precise, 1 weight)
Spear (reach, thrown, near, 1 weight)
Dagger (hand, 1 weight) and a bandoleer of 3 throwing knives (hand, near,
thrown, 0 weight)
Choose one:
Adventuring gear (5 uses, 1 weight)
1 healing potions (0 weight)
A broad, spiked shield (+1 armor, hand, 2 weight)

133

Fill in the name of one of your companions in at least one:

Bonds

I am bound to protect _______.


_______ disrupts my concentration.
_______ is eager to learn.
_______ needs discipline.

Advanced Moves

When you gain a level from 2-5, choose from these moves.

Cold Iron
Weapons you shape from your body deal +1d6 damage against fey. You can
spend 1 focus to slice through a magical effect like a barrier, or to take +1 against
a spell.

Discharge
As long as you hold focus you can create a crackling halo of elecrity that sheds
light as a torch. You can also unleash blasts of electricity from your body. Treat
this as the volley move, except that you roll+CON, and on a 7-9 if you choose to
reduce your ammo you instead reduce your focus by 1.

Iron in Your Blood


Weapons you shape with your body deal +1 damage, and when you spend focus
to deal extra damage, deal +1d6 damage.

Hardened Flesh
As long as you hold focus, gain +1 armor. When you spend focus to reduce the
damage you take, reduce it by 1d6.

Liquid Metal
When you shape a weapon with your body, it gains the precise and 1 piercing
tags.

134

Martial Training
You can choose a move from another class with an emphasis on weapons, such as
barbarian or fighter.

Mindspark
When you try to focus your psionic energy and roll a 12+, gain 4 focus.

Self-Healing
You can spend 1 focus to regain 1d8 hit points.

Spiked Skin
When you defy danger against a melee attack and roll a 10+, spend 1 focus to
deal your damage to the attacker.

Stretching Limbs
As long as you hold focus, your arms gain the reach tag and can bend in any
direction.
When you gain a level from 6-10, choose from these moves or the level 2-5
moves.

Adamantine Armaments
Replaces: Iron in the Blood
Weapons you shape with your body deal +1 damage and gain the ignore armor
tag, and when you spend focus to deal extra damage, deal +1d8 damage.

Regeneration
Replaces: Self-Healing
You can spend 1 focus to regain 2d8 hit points, and if you lose a limb it regrows
after a few days.

Biomagnetics
Replaces: Discharge

135

You can push and pull nearby unattended metallic objects. When you spend
focus, you can yank something away from a creatures grasp. When you

Heat Sink
When you defy danger against fire, take +1 forward, and you can spend 1 focus
to ignore damage from the attack.

Longarm
Replaces: Stretching Limbs
As long as you hold focus, your arms gain the near tag and can bend in any
direction.

Reforge Flesh
When you touch someone else, spend 1 focus to restore 1d8 hit points or transform one of their limbs into a weapon.

Serrated Blades
As long as you hold focus, weapons you shape from your body deal +1 damage
and gain the messy tag.

Steelskin
Replaces: Ironskin
When you hold focus, gain +2 armor. When you spend focus to reduce the
damage you take, reduce it by 1d8.

Swordbreaker
Replaces: Spiked Skin
When you defy danger against a melee attack and roll a 10+, spend 1 focus to
break their weapon or deal your damage to the target.

136

137

Invoker
138

The Astral resonates with power and potential. Somehow the gods came into
being, embodiments of a purpose and imbued with power. Now they are dead,
but something stirs within you. It is a mere echo of the power that once coursed
through the now broken-heavens, but over time it will grow.
What will you do with it?

Choose one for each from here or your race:

Look

Sparkling Eyes, Glowing Eyes, Third Eye


Flowing Hair, Bald, or Brilliant Halo
Robes, Minimal Clothes, Vestments
Flawless Skin, Glowing Patterns, Luminescent Skin

Your maximum HP is 6+Constitution.

Stats

Your base damage is d6.

Do you know from which god your shard originated from?

Questions

Do you use your shard for personal gain or to help others?


How do you view angels? Are they tools or friends? Are they too rigid in their
doctrine? Do they want to kill you and cut out your shard?

139

Starting Moves

Choose where your divine shard came from and gain the corresponding
move:

Birth
You were born with it, perhaps even from it. Do you have a father? Do you even
have a mother? Your Divinity stat is Constitution. When you regain mantra,
regain an equal amount of hit points.

Gift
It was given to you, either as part of a rite of passage or from an angelic being. It
could have even been given to you by a dead god. Your Divinity stat is Wisdom.
When you regain mantra, an ally you can see takes +1 forward.

Spontaneous
It happened during a definitive moment, or a moment of crisis. Describe this
event. Your Divinity stat is Charisma. When an enemy deals damage to you,
regain 1 mantra.
You start with these moves:

Shard of Divinity
You draw from a pool of divine essence to effect your miraculous powers,
referred to as mantra. Your mantra is equal to your Divinity stat. You can spend 1
mantra to do one of the following:
Touch a creature and restore 1d4 hit points.
Prevent you from taking 1 damage.
Deal +1d4 damage with a melee attack.
When you make camp or meditate for about an hour and listen to the hopes
and prayers that resonate through the astral, roll+DIV. On a 10+, regain 1d6
mantra. On a 7-9, regain 1d4 mantra and choose one:
Your shard diminishesreduce your maximum mantra by 1d6 until you make
camp.
Your divine shard draws unwelcome attention.
The voices overwhelm youtake -1 ongoing for about an hour.

140

Divine Favor
When you try to help someone you can see, you can spend mantra and
roll+mantra spent.

Divine Wrath
When you unleash the fires of judgement, spend mantra and roll+mantra spent.
On a 10+, deal your damage to a nearby enemy. On a 7-9, deal your damage
and choose one:
Your wrath taxes your shardlose an additional 1d4 mantra.
Your divine shard draws unwelcome attention.
You hurt someone or something you did not want tothe GM will tell you
who or what.

Astral Shaper
When you drift through the astral or try to shape objects out of it, you can
spend mantra and roll+mantra spent.

Alignment
Lawful
Pass judgement.

Neutral
Convert others to your cause.

Good
Use your power to save others.

141

Gear

Your load is 9+STR. You have dungeon rations (5 uses, 1 weight). Choose your
raiment:
Flowing robes (0 weight) and 2 healing potions (0 weight)
A shining suit of chainmail (1 armor, 1 weight)
An embossed shield (+1 armor, 2 weight)
Choose your weapon:
Godstone hammer (close, 1 weight)
A golden staff (close, two-handed, 1 weight)
Ornate whiteoak bow (near, 2 weight) and a bundle of arrows (3 ammo, 1
weight)
Choose one:
Adventuring gear (1 weight) and bandages (0 weight)
Angelheart fragment (0 weight)
Healing potion (0 weight)

Fill in the name of one of your companions in at least one:


__________ worships the ground I walk on.
__________ believes that my word is gospel.
__________ is my most trusted disciple.
__________ helps keep me from abusing my power.
__________ listens to me in my times of need.

142

Bonds

Advanced Moves

When you gain a level from 2-5, choose from these moves.

Be Afraid
When you burn with blinding light and speak in a thunderous voice, spend
mantra and roll+mantra spent. On a 7+, anyone who can see or hear you hesitates, or is transfixed with awe or fear, the GMs choice. On a 10+, you also take
+1 forward against them.

Believe In Me...
When you make a move to protect or help someone during a crucial moment,
if you roll a 10+, regain 1d4 mantra. Otherwise, regain 1 mantra.

Celestial Host
You gain an angelic servant. Treat it as a hireling with 6 skill points.

Divine Aegis
As long as you have mantra, gain +1 armor.

Divine Might
As long as you hold mantra, your melee attacks gain the forceul tag and deal +1
damage. When you hack and slash with a melee weapon or perform a feat of
strength, you can choose to spend mantra and roll+mantra spent.

Divine Retribution
When you take damage from a melee attack, if you spend enough mantra to
reduce the damage to 0 deal your damage to the attacker, ignoring armor.

Doth Giveth...
When you spend mantra to aid an ally, if they roll a 12+ then they succeed
beyond expectations.

Godling of War

143

Spend mantra to summon a weapon with one of the following tags for each point
of mantra spend: close, reach, 1 piercing, near.

Leap of Faith
When you make a move in which you can spend mantra without spending
any, on a 10+ regain 1d6 mantra, and on a 7-9 regain 1d4 mantra.

Gate Key
You can spend 10 mantra to open an angel gate in a few minutes, or 15 mantra to
open it immediately.

Shrine
You have a shrine dedicated to you. Describe the steading it is located at. As long
as it stands whenever you regain mantra, regain +1d4.

Suffer No Evil
When you discern realities, you can ask the GM who here is evil, possessed, or a
devil in disguise.

Your Will Be Done...


When you stand within a ruined dominion, you can spend 7 mantra to
completely alter every object near you.
When you gain a level from 6-10, choose from these moves or the level 2-5
moves.

...And Taketh Away


Requires: Doth Giveth...
When you hinder someone, you can instead spend mantra and roll+mantra
spent.

...Who Believes in You


Requires: Believe in Me...
With a few moments you can transfer any amount of mantra to a creature you
can see. As long as that creature has mantra, it has access to any moves you do

144

that allow you to spend mantra.

...Your Kingdom Come


Requires: Your Will Be Done...
When you invest 777 mantra into an abandoned dominion, it is restored and
becomes linked to you. You can shape everything within it in accordance to your
whims, and angels will begin flocking to it in order to serve you.

Be Very Afraid
Requires: Be Afraid
As long as you hold mantra, you have the terrifying tag. When you try to
intimidate someone after demonstrating your divine power, take +1.

Cathedral
Replaces: Shrine
There is an entire cathedral built in your honor. Describe the steading it is located
at. As long as it stands whenever you regain mantra, regain +2d4.

Celestial Choir
Replaces: Celestial Host
You gain a number of angelic servants, whose total skill points do not exceed 12.
If any die, they are replaced the next time you listen to the hopes and prayers that
resonate through the astral.

Rain of Fire
When you unleash the fires of judgement, you can spend 1 mantra for each
additional creature you want to affect.

Shield of Faith
Requires: Divine Aegis
As long as you hold mantra, every ally within arms reach of you has +1 armor,
and you can spend mantra to reduce the damage of any creature you can see.

145

V
A
H
P
L
A
Nomad
146

[DESCRIPTION]

Choose one for each from here or your race:

Look

N
O
I
S
R
VE
Your maximum HP is 8+Constitution.

Stats

Your base damage is d8.

Questions
Questions

147

Choose how you acquired your spirit companion:

Starting Moves

Accident
You suffered a teleporter or gate accident, and somehow made it out. What did
you lose? When you spend fold to defy danger against a weapon attack, on a
12+ you also deal your damage to the attacker.

Natural
Somehow, you have just always known exactly where everything is. When you
examine the fabric of reality, on a 12+ you hold 4 fold.

V
A
H
P
L
A

Reconstituted

You were utterly obliterated, but were somehow able to reconstruct your body, bit
by bit. How were you destroyed? How long did it take you to return? When you
teleport, regain 1d4 hit points.
teleport,
You start with these moves:

Wrinkles in Space

When you examine the fabric of reality for cracks and folds,
folds, roll+INT. *On a
10+, hold 3 fold. *On a 7-9, hold 2 fold. *On a miss, hold 1 fold. Spend fold, 1 for
1, to do one of the following:
Teleport to a nearby location.

Make a melee attack against a nearby creature.

Defy danger against a weapon attack using INT.

Memory Map

You always unerringly know the exact distance and direction to any location you
have been to before, no matter how big or small.

148

Sensory Projection
With a few moments of concentration, you can extend one of your senses to a
nearby point that you can see.

Echoes Across Space and Time


When you discern realities, you can ask the GM what here has recently changed.

N
O
I
S
R
E
V
149

Alignment
Lawful
Use your powers with perfect precision and timing.

Neutral
Get where you need to go.

Chaotic
Dont remain in one place for long.

V
A
H
P
L
A
Gear

Your Load is 9+STR. you start with dungeon rations (5 uses, 1 weight). Choose
your defenses:
option

Choose your weapon:


Dagger

Short sword
Choose one:

Adventuring gear

150

Fill in the name of one of your companions in at least one:

Bonds

Ive traveled far and wide with ___________.

Advanced Moves

When you gain a level from 2-5, choose from these moves.

N
O
I
S
R
E
V
[move 1]

You can spend 1 fold to teleport an object from a place you have been to your
present location.

[move 2]

[description]

[move 3]

[description]

[move 4]

[description]

[move 5]

[description]

[move 6]
[description]

[move 7]
[description]

151

152

153

Shaman
154

Before the Sundering spirits inhabited every rock, tree, and stream. When the
world was shattered most were destroyed, and many that survived were wounded
or greatly diminished in size and strength. You have found one such spirit and
provided it with a new home: your body. In exchange for a safe haven, the spirit
lends you its strength and knowledge.

Choose one for each from here or your race:

Look

Emerald Eyes, White Eyes, or Bestial Eyes


Many-Braids, Strange Headdress, or Tattoos
Loincloth, Fur cloak, or Lots Of Fetishes
Muscular Body, Lithe Body, or Scarred Flesh

Your maximum HP is 8+Constitution.

Stats

Your base damage is d8.

What is your spirits name? Where did you find it?

Questions

Is this your first spirit? What happened to the other?


What function do you serve for your tribe?
What noteworthy spirit do you know?
What do you think of other spirits? Are they tools, friends, nuisances, or
something else?
What spirit signs do you bear? Do you view them as a badge of honor, or a
reminder of your curse?

155

Choose how you acquired your spirit companion:

Starting Moves

By Force
Your spirit constantly wrestles against you. Increase its Might by 1, and when it
is manifested its attacks gain the messy tag. When you call upon your spirit for
strength, on a miss you or an ally near your spirit takes 1d6 damage in addition
to whatever else the GM tells you.

Kindred Spirit
You have had your spirit as long as you can remember, and you are . When your
spirit is withheld or protects you while manifested, its armor increases by 1.
When your spirit is harmed, take +1 forward against whoever hurt it.

Verge of Death
You were on the verge of death, and it was thanks to the spirit that you recovered.
When you spend boon to heal you or someone else, you heal an extra 1d6 hit
points.
You start with these moves:

Spirit Sight
When you discern realities, you can also ask if there are any spirits nearby.

Speak With Spirits


When you attempt to attract the attention of nearby spirits through several
minutes of singing, dancing, or playing in instrument, roll+CHA. On a 10+,
they are pleased and will perform a service for you. On a 7-9, they agree to help
you, but want something else in return.

156

Spirit Companion
A spirit is bound to your flesh and soul. Give it a name and describe it. It can
speak any language you do, and unlike an animal it is about as intelligent as
a scion. Normally it dwells within you, offering you its strength and wisdom.
Choose a base:
Might +2, Armor +1, Wise +1
Might +1, Armor +2, Wise +1
Might +1, Armor +1, Wise +2
When your spirit is withheld, you add its might to your damage, its armor to
yours, and its wise when you discern realities or spout lore about spirits.
When your spirit is released, you suffer any damage it takes, but it can assist
your allies:
If it helps you or an ally fight, add its might to damage.
If it protects you or an ally from harm, add its armor to yours.
If it helps you or an ally look for danger or spout lore about spirits, add its wise.

Spirit Magic
When you call upon your spirit for strength or guidance, roll+CON. On a 10+,
hold 2 boon. On a 7-9, hold 1 boon. On a miss, hold 1 boon in addition to
whatever else the GM tells you. Spend boon, 1 for 1, to choose an option:
You or someone your spirit touches regains 1d6 hit points
Take +1 forwarddescribe how it helps you
Your next melee attack deals +1d4 damage
You or your spirit unleashes natures wrath upon a nearby creaturedeal your
damage to it

157

Alignment
Good
Help a spirit.

Lawful
Contain or command a rogue spirit.

Evil
Destroy or consume a spirit.

Gear

Your Load is 9+STR. you start with dried meat and fruit (5 uses, 1 weight), and a
totem symbolic of your animal spirit or tribe (0 weight). Choose your clothing:
Loose-fitting leathers (0 weight) and herbs and poultices
Thick hide or bone armor (1 armor, 1 weight)
Carved wooden shield (+1 armor, 1 weight) and a bone dagger (hand, 0
weight)
Choose your armament:
Rune-carved staff (close, two-handed, 1 weight)
Massive stone club (close, +1 damage, forceful, two-handed, 2 weight)
Spear (reach, thrown, near, 1 weight)
Pair of claw bracers (hand, +1 damage, two-handed, 2 weight)
Choose one:
Adventuring gear (1 weight)
Poultices and herbs (2 uses, 1 weight)
Vision-inducing mushrooms (2 uses, 0 weight), 3 antitoxin (0 weight)

158

Fill in the name of one of your companions in at least one:

Bonds

____________ is jealous that the spirits have chosen me.


____________ can see spirits and is frightened of them.
____________ could benefit from the spirits wisdom.
My spirit knew one of ____________s ancestors.

Advanced Moves

When you gain a level from 2-5, choose from these moves.

Ambushing Spirit
When your spirit is suddenly released and attacks someone, choose one of the
following:
Deal your damage
The target is pinned or restrained until it escapes
The spirit snatches something away

Ancestor Spirit
A spirit of one of your ancestors follows you around. Treat this as a hireling with
4 skill points, and its Cost is whatever it wants you to do: bring honor to your
clan. Write a bond reflecting this task. When you resolve it mark XP, increase an
existing skill by 1 (maximum of 10 points), and write a new bond.

Astral Projection
When you take a few minutes to enter a trance state to project your spirit,
roll+WIS. On a 10+, you can move a far distance from your body. O a 7-9, you
must remain nearby and choose one:
You draw the attention of something
You are exhausted on your return; take -1 forward

Beastskin
When your spirit is withheld your skin becomes thicker, hairier, or covered in
scales, giving you +1 armor.

159

Bind Spirit
When you try to bind a spirit to your flesh or an object, roll+WIS. *On a 10+,
You know how to temporarily bind spirits to your flesh. When you spend a few
minutes trying to bind a spirit, describe what kind of spirit it is and roll+WIS.
*On a 10+, gain 2 spirit. *On a 7-9, gain 1 spirit. Spend 1 spirit to take +1
forward on an action related to the type of spirit that you bound.

Cunning Spirit
Choose one move from the ranger class list.

Heightened Senses
When your spirit is withheld, you can see in the dark and have a greatly
heightened sense of smell.

Mentor Spirit
Maybe your spirit is encouraging, or maybe it is overly critical of your every
move. Regardless when you try to do something and get a 6-, take +1 forward
the next time you attempt that action.

Mighty Spirit
Your spirits Might increases by 1, and when it is withheld your attacks gain the
forceful tag.

Natures Wrath
When you call upon your spirit for strength, spend 1 boon to deal your damage
to a nearby creature.

Nurturing Spirit
When you spend boon to heal someone, they regain an additional 1d6 hit
points.

Spirit of the Land


Choose a move from the druid class list.

160

Spiritual Weapon
When you forge your own weapon and properly bless it, take +1 forward when
confronting spirits. If you deal your damage to a spirit, deal +1d4 damage and
you ignore its armor.

Sweat Lodge
When you try to astrally project or speak with spirits within your sweat lodge,
take +1 forward, and a miss counts as a 7-9. In addition when you spend a few
hours treating someone, they can remove on debility.
When you gain a level from 6-10, choose from these moves of the level 2-5
moves.

Chimeric Spirit
When you make camp, you can choose another base for your spirit.

Imposing Spirit
While your spirit is released it gains the Large tag. When your spirit is withheld
you deal +1d4 damage.

Natural Disaster
Replaces: Natures Wrath
You can spend 1 boon to deal your damage twice to a creature.

The Strong Survive


The bonus from one of your spirits aspects increases by 1.

Shielding Spirit
When your spirit protects someone from harm, it gains +2 armor.

The Beast Within


When someone takes control of your mind or your astrally project, your spirit
companion takes over until you recover from the effect.

161

Warlock
162

Wizards spend years learning to speak and write words first uttered by the gods
themselves. Clerics supplicate themselves to the remnants of a god, its servants,
or an ideal. Shamans beseech fickle spirits to perform works of magic on their
behalf.
Why do tomorrow what you can do today?
You have brokered a deal with a mighty entity: a tyrannical fiend, a mighty
fey lord, or a slumbering elder god. In exchange for performing the occasional
favor, it has granted you access to its vast resevoir of power.
Yeah, some distrust you and others are jealous.

Look

Haunted Eyes, Inky Black Eyes, or More Eyes Than Normal


Styled Hair, Bald, or Mutation
Dark Robes, Tattered Robes, or Expensive Clothes
Gaunt Body, Branded With Signs, or Pale Skin

Stats

Your maximum HP is 8+Constitution.


Your base damage is d8.

What is your entitys name?

Questions

Why did you make a deal with it?


Do you know what its goals are?
How can you free yourself from this bargain? Do you even want to?
What other entity opposes your patron?

163

Starting Moves

Choose the entity you forged a pact with and gain the corresponding move:

Outer God
You discovered an elder god from beyond time and space. Its many voices
whispered things to you, filling your mind with forbidden knowledge and
forgotten secrets. When you spout lore a miss counts as a 7-9, it just takes a few
minutes of incoherent mumbling to filter the information out from all the voices
jabbering at you.

Fae Noble
Bargaining with the fey is dangerous, but sometimes you do not even realize it
or have no choice. No one is sure which is worse. At least you are wiser for your
lessons: when you spend some time talking with someone you know exactly
what they want, and take +1 forward when you Parley with them.

Devil
A deal with the devil? Though they are more straightforward in what they
want, what they want is usually your soul. Sometimes it is someone elses. In the
meantime your soul brims with the fires of hell: you can conjure flame in your
hand equal to that of a torch, and your eldritch blast deals +1 damage.
You start with these moves:

What Is Thy Bidding?


When you spend a few minutes communicating with your patron, it will tell
you what it desires of you. Write a bond reflecting this task and choose two
boons:
Invulnerability to something specific, like weapons, fire or magic.
You do not need to eat or drink.
You know when someone is lying to you.
Your patron provides you with a means of conveyance.
When you resolve your patrons task, mark XP and reduce your debt by 1d6.

164

Eldritch Blast
Your body is a conduit brimming with magical energy. When you unleash a
torrent of raw, unchecked power, roll+CHA. On a 10+, deal your damage.
On a 7-9, deal your damage and choose one:
Channeling so much magic drains youtake -1 forward to use a warlock
move.
You put yourself in a spot or draw unwelcome attention to yourselfthe GM
will tell you how.
There was less juice than you expecteddeal -1d6 damage.

Pact Magic
When you carefully try to shape the energy coursing through you to create a
magical effect, roll+CHA. On a 10+, hold 3 boon and gain 1 debt. On a 7-9,
hold 2 boon and gain 1d4 debt. On a miss, hold 1 boon and gain 1d6 debt.
Spend 1 magic to do one the following:
Create a minor magical effect or objectlight fires, create a small block of
stone, repair minor damage to an object, etc.
Give you or an ally +1 forwarddescribe how it helps them.
Conjure a temporary barrier or magical effect that reduces an attacks damage
by 1d4.
Impede someonedescribe how it hinders them.
When your debt equals your Charisma, reduce it to 0 and write a bond
reflecting a task that your patron desires you to complete. For each bond you
have with your patron this way, take -1 ongoing when you use pact magic. When
you resolve the bond, mark XP.

Alignment
Lawful
Uphold your end of the bargain.

Neutral
Come out ahead on a deal.

Evil
Lie, cheat, or steal to get what you want.

165

Gear

Your Load is 9+STR. You start with dungeon rations (5 uses, 1 weight). Choose
your defenses:
Ceremonial robes (0 armor, 0 weight) and 2 healing potion
Demonhide (1 armor, resist fire, worn, 1 weight)
Finely wrought chainmail (2 armor, worn, 3 weight)
Choose your weapon:
A wicked trident (reach, 1 piercing, thrown, near, 2 weight)
Sacrificial dagger (hand, precise, 1 piercing, 1 weight)
Ornate longsword (close, +1 damage, one-handed, 1 weight)
Choose one:
Adventuring gear (1 weight)
Bag of books (5 uses, 2 weight)

Fill in the name of one of your companions in at least one:


____________ owes me a favor.
My patron seeks ____________s soul.
__________ hopes to liberate my soul.
__________ is always getting a raw deal.
__________ envies the power I possess.
__________ is working against my patron.

166

Bonds

Advanced Moves

When you gain a level from 2-5, you may choose one of these moves.

Binding Contract
When you make a deal with someone and they renege on it, take +1 ongoing
against them until they fulfill their end.

Eldritch Arsenal
With a moments notice you can conjure a weapon with any two of the following
tags: hand, close, or near. When you wield your conjured weapon, deal +1
damage.

Eldritch Armor
When you hold magic, gain armor equal to that amount.

Empowered Blast
Your supercharged eldritch blast deals +1d4 damage.

Ethereal Stride
You can spend 1 magic to teleport to a nearby location you can see.

Minion
When you are performing a service for your patron, it provides you with a loyal
minion. Treat this as a hireling with 6 skill points, no Cost, and it will always do
what you ask. If it is mistreated, when your task is complete gain 1 debt, and if it
dies gain 1d6 debt.

Quality Service
When you are performing a service for your patron, choose three boons and
when you complete your task reduce your debt by 1d8.

Retribution
When a nearby enemy deals damage to you, spend 1 magic to deal 1d4 damage

167

to them.

Silvertongue
When you have a few minutes to parley with someone, take +1 forward.

Shrewd Bargainer
When you roll for debt, roll twice and take the lower result. When you use pact
magic, on a 12+ you gain no debt.

Unstable Reality
When you try to avoid danger by getting out of the way, you can use INT.
When you gain a level from 6-10, choose one of these moves or the level 2-5
moves.

Asset Insurance
When you take damage, you can gain debt to reduce it by an equal amount.

Enhanced Arsenal
Replaces: Eldritch Arsenal
The conjured weapon can have any three of the following tags: hand, close, reach,
near, messy, or forceful. When you wield your conjured weapon, deal +1d4
damage.

Explosive Blast
Replaces: Empowered Blast
Your eldritch blast deals +1d6 damage and gains the forceful tag.

168

169

Wizard
170

Through a combination of word and will the gods and primordials shaped the
world in accordance to their desires. Though they are long dead, their words still
resonate with power. You have learned but a fraction of them, but even that is
enough to allow you to enforce your will upon the world: what will you do with
this power?
Wizards in a Sundered World know how to manipulate elemental matter
and energies, the fundamental building blocks of reality. They can draw upon the
Astral to construct pillars of stone, conjure flame, unleash blasts of lightning, jets
of water and more. They can even combine two or more elements, creating mud
or steam.

Choose one for each from here or your race:

Looks

Curious Eyes, Spectacles, or a Mechanical Implant


Styled Hair, Wild Hair, or a Strange Mask
Worn Robes, Functional Clothing, or
Toned Body, Thin Body, or Pudgy Body

Your maximum HP is 6+Constitution.

Stats

Your base damage is d6.

Where or from whom did you learn your magic?

Questions

What element do you prefer to use?


Which one do you have difficulty shaping?
Which one are you afraid of using?
What is your spellbook made of? What does it look like?

171

Starting Moves

Choose the magical language that serves as the foundation for your magic:

Tongue of the Dragons


You can exhale words like a dragon breathes fire. When you unleash a blast of
arcane power, you can choose to deal your damage to every nearby creature.

Currents of the Maelstrom


The energies of the Maelstrom echo throughout the Sundered World. Choose an
element like air, earth, fire, or water. When dealing with that element, take +1
forward.

Song of Creation
The language of gods and angelic beings allows you to give life as well as take it.
When you cast a spell, instead of dealing damage you can heal a nearby creature.

172

You start with these moves:

Cast a Spell
Working magic is a debilitating process, and continued use will eventually render
a wizard unconscious. When you cast a spell you gain fatigue, and when your
fatigue is equal to your current hit points, you fall unconscious. You can recover
fatigue through rest. When you rest for a few minutes, reduce your Fatigue by 1,
and when you make camp reduce your fatigue to 0.
When you unleash a blast of arcane power against a nearby target, choose an
element, gain 1d4 fatigue and roll+INT. On a 10+, deal 1d8 damage and choose
one:
The attack gains the Forceful tag.
The attack gains Piercing 1.
Deal 1d4 damage to a something near the original target.
On a 7-9, deal 1d6 damage and choose one:
You draw unwanted attention or put yourself in a spot, the GM will tell you
how.
Your magic impedes or harms someone or something you do not want it to,
the GM will tell you how.
Gain an additional 1d4 fatigue.
When you use your magic to assist you in some way, gain 1d4 fatigue and
roll+INT. On a 10+, hold 3 magic. On a 7-9, hold 2 magic. Spend 1 magic to
do one the following:
Create a minor magical effect or objectlight fires, create a small block of
stone, repair minor damage to an object, etc.
Give you or an ally +1 forwarddescribe how it helps them.
Conjure a temporary barrier or magical effect that reduces an attacks damage
by 1d4.
Impede someonedescribe how it hinders them.

173

Ritual Magic
Ritual magic does not normally cost fatigue, because the spellcasting process is
much slower and you often draw from other sources for power. When you want
to craft a magical item or create a magical effect, tell the GM what you want to
do and she will tell you:
What you will need
How long it will take
How long the spell or effects of the magic item will last
Any restrictions, limitations, risks, or side effects (specific time or place, must
be used or activated in a specific way, might cause an explosion, will drain you
of magic for a day or two, etc)

Choose an alignment.

Lawful
Overcome an obstacle without the reckless use of magic.

Neutral
Make a discovery about magic or a magic item.

Chaotic
Use your magic to destroy.

174

Alignment

Gear

Your Load is 7 + STR. You start with a spellbook that contains the words and
symbols of power that you have learned (weight 0), and dungeon rations (5 uses,
1 weight). Choose an implement that helps focus your magic:
Wand (near, 1 focusing, 3 stress, 0 weight)
Orb (1 charge, 0 weight)
Choose your defenses:
Leather armor (1 armor, 1 weight)
Staff (near, close, 1 warding, 1 weight)
Choose one:
Two potions that you brewed (0 weight)
Bag of books (5 uses, 2 weight)

Fill in the name of one your companions it at least one:

Bonds

____________ has a knack for magic.


____________ knows secret words from one of the first languages.
My magic does not work properly on ____________.

175

Advanced Moves

When you gain a level from 2-5, you may choose one of these moves.

Arcane Cascade
When you cast a spell and roll a 12+, take +1 forward to cast a spell.

Arcane Ward
When you hold magic, gain armor equal to that amount.

Circle Magic
When you hold hands with one or more living creatures, you can deal 1d6
damage to each of them. For each creature that takes this damage, take +1
forward to cast a spell. When you conduct a ritual and are assisted by several
people, it always takes less time than normal.

Dragons Breath
Requires: Tongue of the Dragons
When you use your magic to deal damage to every nearby creature, deal +1d6
damage.

Great Barrier
When you use your magic to create a barrier, it reduces damage from an attack
by 2d4.

Im in my Element
Requires: Currents of the Maelstrom
When you are in or near an elemental vortex, take +1 forward to cast a spell. If
you draw upon a vortexs power when conducting a ritual, the GM will reduce
one of the requirements.

Intense Evocation
When you cast a spell and roll a 10+, choose an additional option.

176

Overchannel
When you spend a few moments building up arcane energy, you can take 1d4
damage to take +1 forward to cast a spell.

Second Language
Choose a second magical language and gain the corresponding move.

Soulfire
Requires: Song of Creation
When you unleash a spell against a living creature, it gains the ignore armor tag.
If you heal a creature, they regain an additional +1d4 hit points.

Spellsword
Choose a move from the fighter class.

The Proper Application of Arcane Forces


When you take a few moments to assess a situation before using your magic to
assist, take +1 forward and on a miss you still gain 1 magic.
When you gain a level from 6-10, choose one of these moves or the level 2-5
moves.

Alternating Currents
Requires: Im in my Element
When you are dealing with any kind of elemental energy, take +1 forward.

Battle Mage
Requires: Spellsword
You ignore the clumsy tag when wearing armor, and when you hack and slash
deal +1 damage.

Draconic Might
Requires: Dragons Breath

177

When you hold magic, your hands are treated as weapons with the hand and
ignore armor tags. When you hack and slash with your hands or attempt a feat
of strength, you can spend 1 magic to take +1.

Great Barrier
When you spend magic to create a barrier, it conjures a wall of elemental matter
of your choosing. It lasts for a few minutes or until it is destroyed.

Healing Chorus
Requires: Soulfire
When you make camp and sing a healing song, the next day everyone regains
+1d6 hit points.

Polyglot
Requires: Second Language
Choose a third arcane language that you do not already know and gain the
corresponding move.

178

179

Astral Swimmer

When you spend a lot of time drifting through the Astral, you can take this move
when you level up:

Swimming Through the Astral


When you will yourself through the Astral, you immediately move at a running
speed and take no penalties when maneuvering.
Once you have Swimming Through the Astral, these count as class moves for
you.

A Leaf on the Astral Wind


When you are swimming through the Astral and maneuvering with grace is a
factor, take +1 forward.

Complex Assembly
When you gather up astral essence and try to will an object into existence
that can be carried in two hands, take +1, and you take no penalties due to the
objects complexity or size.

Plotted Trajectory
When you throw something or shoot something while in the Astral, you can
use your INT instead of DEX. If you do, it travels much further than usual and
you can bend it around obstacles.

Ramming Speed
Once you get going there is very little that can stop you. You not only swim much
faster than normal but when you manage to build up speed, the next melee
attack you make gains the Forceful tag and deals +1d6 damage.

Compendium Classes
180

Size Matters Not


While in the astral your Load increases by your Intelligence, and while swimming you can slowly push or drag objects that are up to Huge size.
When you gain a level from 6-10, choose one of these moves or the level 2-5
moves.

Raise Deflecting Shields


When you are aware of attacks coming your way in the astral, gain 2 armor and
ignore forceful tags.

Massive Production
When you gather up astral essence to will an object into existence, it can be an
object of up to Huge size.

181

Chronomancer

When you gaze into the Chronometron, you can take this move when you level
up:

Glimpse of Foresight
When you attempt to discern the immediate future, roll+INT. On a 10+ gain +2
forward on your next action. On a 7-9 you can gain +1 forward on your next
action, but your action will have consequences: the DM will tell you who and
how before you act.
Once you have Glimpse of Foresight, these count as class moves for you.

Out of Time
When you try to shove someone into the timestream, roll+INT. On a 10+ they
vanish and reappear a short while later at an opportune time. On a 7-9, they
vanish, but you have no idea when and where they are going to reappear. On a
miss, you are also pulled in or something unexpected comes out.

Time Distillation
When you try to surround someone with a bubble of distilled time, roll+INT.
On a 10+, the target moves about half as quickly for a minute or so. On a 7-9,
choose one:

The field does not last longer than about ten seconds.

Temporal Acceleration
When you surround yourself in a field of accelerated time, roll+INT. On a 10+,
hold 2 haste. On a 7-9, hold 1 haste. On a miss, hold 1 haste in addition to
whatever else the GM tells you. Spend haste, 1 for 1, to do one of the following:
Take +1 forward to attack or evade
Place or take a nearby object before anyone can react
Perform an action more quickly than normal

Antiquarian
When you touch an object and gaze into the timestream, take +1 to spout lore
about it.

182

Crossing the Streams


[MOVE: When you tear open the timestream...]
When you gain a level from 6-10, choose one of these moves or the level 2-5
moves.

Time Stop
Requires: Time Distillation
When you try to stop time, roll+INT. On a 10+, you manage to freeze localized
time for about a minute. On a 7-9, choose one:
You do not stop time for more than a few seconds
You do not take -1 ongoing to manipulate time until you make camp

Warp Field
Requires: Temporal Acceleration
When you spend haste, you can have it effect every creature within arms reach of
you.

183

Lingering Soul

When you die and your soul sticks around, you can pass through solid objects,
are immune to the effects of most weapons, your hand is treated as a weapon
with the hand and ignore armor tags. You can take this move when you level up:

Ignore the Call


When you resist the call of oblivion, take +1, and on a 10+ you reduce your
oblivion by 1.
Once you have Ignore the Call, these count as class moves for you.

Reanimator
You can animate the corpse of a living creature. As long as you possess it, you
gain its features and limitations until it is destroyed.

Soul Eater
When you devour the essence of a freshly dissipated soul, roll+CHA. *On a
10+, hold 3 essence. *On a 7-9, hold 2 essence. *On a miss, hold 1 essence and
gain 1 oblivion. Spend essence, 1 for 1, to do the following:
Draw upon the soul for sustenance--reduce your oblivion by 1d4.
Draw upon the souls experiences and essence--take +1 forward.
When you gain a level from 6-10, choose one of these moves or the level 2-5
moves.

184

Possessed

When you resist being possessed by a demonic force, you can take this move
when you level up.

Infernal Strength
When you call upon the demons strength, roll+WIS. On a 10+, hold 2 might.
On a 7-9, hold 1 might and gain 1 corruption. On a miss, hold 1 might and
gain 1d4 corruption. Spend might, 1 for 1, to do one of the following:
Ignore the effects of fire.
Shake free of an enchantment effect.
As long as you hold corruption, you are treated as a demon for purposes of
being affected by moves and magical effects. The GM can spend corruption, 1 for
1, to do one of the following:
Strike a nearby ally when you miss with an attack.
Hesitate to perform an action.
Lie about something.
Once you have Demonic Strength, these count as class moves for you.

Fiendish Claws
As long as you hold corruption, your hands are treated as weapons with the
hand, messy, and ignore armor tags. You can spend 1 might to deal +1d6 damage
with an attack, and you gain choose to gain 1 point of corruption to deal +1d4
damage.

Fiendish Skin
As long as you hold corruption, gain +1 armor. When you take damage, you can
choose to gain as many points of corruption as you like, and for each corruption
gained reduce the damage you take by 1d4.

185

Thulid Survivor

When you resist being mutated by an implanted thulid symbiote, you can take
this move when you level up.

Telepathy
You can mentally communicate with any nearby creature capable of speaking a
language, and can convey complex ideas within just a few moments time. You
cannot learn anything from them that they do not want you to.
Once you have this move, you can then start picking up these other ones:

Devour Brain
When you devour the brain of a living creature, gain 3 brains. Spend 1 brain to
recall a bit of information that the creature knew, and take +1 forward when
acting on that information.

Invasive Telepathy
When you try to telepathically invade the mind of someone, roll+INT. *On a
10+, you learn something useful about them. *On a 7-9, you learn something
useful about them, but they learn something useful about you.

Mind Bolt
When you unleash a blast of mental force at a nearby target, roll+INT. On a
10+, deal your damage, and the attack ignores the targets armor. On a 7-9, deal
your damage and choose one:

You are stunned by psionic feedback for a few moments.

Take -1 ongoing to INT for a few minutes.

You draw unwelcome attention to yourself or put yourself in a spotthe GM


will tell you how.

Open Mind
You gain one move from the battlemind, nomad, or telepath classes.

186

Stunning Blast
Requires: Mind Bolt
When you unleash a blast of mental force at a nearby target, on a 10+ you stun
the target for a few moments.

Writhing Tentacles
Your face grows writhing tentacles. Treat them as weapons with the close and
precise tag. When you manage to latch them around the head of a helpless creature, you can extract their brain and kill them instantly.

187

Winter Knight

When you agree to serve the Winter Queen and she annoints you are her
knight, you gain this move.

Winters Mantle
The cold has no adverse affect on you: you are unaffected by freezing
temperatures, can walk on snow and ice without slipping, and snow or blizzards
do not impede your vision. The only drawback is when the Winter Queen or
Lady Winter come to you with a servicethe GM will tell you when and what
they require of you: write a bond reflecting this task, and when you complete it,
mark XP.
Once you have Winters Mantle, these count as class moves for you.

The Icy Claws of Winter


When you sheathe your fingers in icy claws, your hands are treated as weapons
with the hand, precise, and 1 piercing tags.

The Hunter...
When you discern realities, you can ask who here is the weakest.
When you gain a level from 6-10, choose one of these moves or the level 2-5
moves.

...And The Hunted


Requires: The Hunter...
When you strike from an ambush, deal +1d6 damage.

Chilled to the Bone


Requires: The Icy Claws of Winter
Your claws gain the freezing and ignore armor tag. When you hack and slash
with your claws, on a 10+ you deal +1d6 damage.

188

189

]
t
r
[a
The Fourth Fragment
190

New General Equipment Tags

Area: Good or bad, everything nearby gets affected.

Astral: The item is made of strongly resonated astral essence, which means
that it can be shaped into similar items (weapons into other weapons, armor into
other armor, etc) or controlled by thought. If it is damaged, it can be repaired by
willing astral essence into it.
Freezing: Weapons or abilities with this tag freeze things. Water is frozen,
surfaces might become slippery, and most creatures are at least slowed.
Cold Iron: Weapons made from cold iron are good for cutting through
arcane magic and fey alike, while armor made from it shields you from both.
Blazing: It is either on fire, or creates fire. Great for making someone feel the
burn, but if you are not careful it can get out of hand.
Holy: Weapons, armor, and abilities radiate divine light. They are especially
effective at hurting and protecting the wielder from devils and demons.
Ironwood: That item is made of wood that is as strong as steel.
Noisy: The item makes a lot of noise.
Siege: You deal damage normally to vehicles.
Shocking: Weapons or abilities with this tag are not stymied by metallic
armor, can affect everything touching a metal surface, sometimes jump from
creature to creature, and can stun targets.
Psychic: It affects the minds of a living, thinking creature.
Thunder: It is loud and creatues powerful waves of force.
Unreliable: The item is prone to breaking down or just not functioning
properly.
Wood: The item is made of wood.

An Arsenal of Gods and Mortals


191

New Weapons

Though metal is a common and obvious choice, weapons can be made from a
wide variety of materials that are as durable as steel: wood can be grown into a
specific shape and hardened, as can ice, bone, stone, even astral essence and light.

New Weapon Tags


In addition to the tags in Dungeon World, here are some new ones:
Agonizing: The wounds it inflicts throb with a lingering pain.
Area: It affects not only the target, but everything around it, too.
Blazing: It can light things on fire.
Charging: When you hold magic, you can store it inside the item and use it
later. An item can store magic up to its charging rating.
Cold Iron: The weapon is especially effective against harming fae, and can
even be used against magical effects.
Focusing: When you unleash a blast of arcane energy from the item, add its
focusing rating to your damage. On a miss, the item loses 1 stress in addition to
whatever else the GM tells you.
Maddening: Wounds caused by this weapon can cause the target to
hallucinate, and even go insane. Merely being near the weapon can cause
nightmares, and prolonged exposure can cause insanity.
Mechanical: The item is a complex machine, or only works with a complex
machine or mechanical creature.
Noisy: It makes a lot of noise.
Stress: When an item runs out of stress, it is broken or destroyed.
Unreliable: The weapon is prone to breaking down or just not functioning
properly.
Warding: When you conjure a magical effect to reduce the damage you take
from an attack, add the implements warding rating to the amount of damage
reduced. When you use the item to reduce the amount of damage and roll a 1,
the item takes 1 stress.

192

Weapon List
Weapons in a Sundered World can be made from virtually anything you can
imagine: metal, stone, bone, ice, wood (iron or otherwise), water, light, even
wind. Normally they are spirit-bound or magically enhanced, making them just
as useful (if not more so) than a normal weapon.
Astral
Blade Implant
Channeling
Rod

+astral, +500 coins


close, 1 piercing, concealed, mechanical, 100 coins, 1 weight
reach, 1 piercing, +1 damage, reload, noisy, 75 coins, 3 weight

Elemental
Shard

3 charge, 10 coins, 1 weight

Claymore

close, +1 damage, 1 piercing, two-handed, 50 coins, 3 weight

Cold Iron

+cold iron, +100 coins, +1 weight

Conductor

+ignores armor, +near, +250 coins

Cutlass
Earth Spirit

close, +1 damage, 18 coins, 1 weight


+forceful, +100 coins, +1 weight

Fire Spirit

+blazing, +150 coins

Elemental
Grenade

area, dangerous, 2 piercing, forceful, 50 coins

Ironwood

+wood, +100 coins, -1 weight

Madiron
Magic Wand
Ogresword
Sinsteel
Runestaff
Wind Spirit

+maddening, +250 coins


arcane, near, focusing 1, 50 coins, 0 weight
reach, +1 damage, ignores armor, messy, awkward,
two-handed, 100 coins, 4 weight
+unholy, +250 coins
arcane, close, 1 warding, 3 stress, 50 coins, 1 weight
+100 coins, -1 weight

193

Blade Implant: You have a weapon concealed in one of your arms. It can be
installed within a mechanical limb.
Channeling Rod: A combination of dwarf and scion ingenuity, this rod
allows anyone to channel
Conductor: A lightning core mounted on a metal weapon allows you
channel electricity and unleash bolts of lightning. The weapon needs a lightning
core to work: as long as the core contains 1 charge, it gains the ignore armor tag.
Earth Spirit: The weapon has an earth spirit bound to it. Usually these
weapons are made of stone.
Elemental Grenade: These spheres are made from a variety of materials,
but are normally made of clay or iron. When activated various elemental shards
within combine with explosive results.
Elemental Shard: When you volley with a weapon that uses an elemental
shard, when you would reduce ammo you instead reduce charge.
Fire Spirit: The weapon has a fire spirit bound to it. When you draw the
weapon, it becomes wreathed in flame.
Ironwood: The weapon is made from wood that is nearly as strong as steel.
Aside from being made of wood--something some spirits might appreciate--they
are also a bit lighter than normal.
Madiron: Cold iron that has not been properly psychically scrubbed is
referred to as madiron. Sometimes you find it by accident, but maybe you want it
that way.
Magic Wand: Unlike a channeling rod, wands require that the wielder be
capable of using magic. On the plus side, they dont need shards or cores to work.
Sinsteel: These wicked blades corrupt the flesh of those they touch. Against
good creatures and angels, the weapon deals +1d4 damage. It is said that some
are especially attuned to specific sins.
Wind Spirit: The weapon has a wind spirit bound to it. Weapons are
lightweight, and melee weapons gain the precise tag, while ranged weapons gain
the 1 piercing tag.

194

New Armor
New Armor Tags
Attuned: asfa
Cold Iron: The armor is very effective against deflecting attacks from fae and
arcane magic.
Resistant: The armor is exceptionally good at resisting the specified type of
attack.

Armor List
Astral

+astral, +500 coins, -1 weight

Cold Iron

+cold iron, +50 coins

Ironwood

+wood, +50 coins

Lightning Eelskin
Hellhound Hide
Darkwood Shield

1 armor, worn, lightning resistant, 50 coins, 1 weight


1 armor, worn, heat resistant, 100 coins, 1 weight
+1 armor, wood, 50 coins, 1 weight

Blackice Sheet

+1 armor, freezing, 100 coins, 2 weight

Repulsor Disc

+1 armor, hand, forceful, 100 coins, 2 weight

Spiked Shield

+1 armor, hand, dangerous, 50 coins, 2 weight

195

Dungeon Gear
Angel Heart

divine, 100 coins, 0 weight

A glowing white stone that sometimes remains after an angel is destroyed.


These can be used to activate Angel Gates, craft certain kinds of magic items,
and empower divine spells.
Bag of Spare Parts

3 uses, slow, mechanical, 10 coins, 1 weight

When you have a few minutes to patch yourself up, mark off a use and regain
5 hit points.
Cold Iron Manacles

worn, cold iron, 100 coins, 1 weight

Extremely painful for fey, but also excellent for preventing spellcasters from
gathering and channeling arcane magic.
Mechanical Limb

attached, +mechanical, 500 coins, 0 weight

Given the wars and stubborness of dwarves, it did not take long before a wizard
discovered a way to create a fully functional, artifical limb. The users thoughts
are amplified by a series of runes--namely thought, foresight, and desire--that
allow the limb to move as if it were of flesh and blood.
They can be made of other types of metals, like copper, bronze, iron, and
more. Arms are often fitted with retractable blades or even an elemental lance.
Elemental Core

dangerous, 100 coins, 1 weight

These are sometimes left over after an elemental is destroyed, but can also
naturally occur within the Maelstrom and elemental vortices.
When you cast a spell while drawing from an elemental core, take +1 forward,
and on a 12+.
When you create a magical effect
There are at least four types, each with different properties. Wizards can use
them as part of rituals to craft elemental magic items and enhance, and as power sources for weapons, vehicles, and magic.
Repair Kit

3 uses, slow, 50 coins, 5 weight

A repair kit can be used to repair vessels, vehicles, and non-living creatures like
kytherans. When you spend time performing repairs on a non-living creature,
mark off a use and it regains 10 hit points or removes a debility.
Thought Shard

1 use, psychic, 50 coins, 0 weight

A crystallized shard of distilled thoughts. When you draw upon the shards
knowledge, take +1 forward.
Thoughtroot Implant

196

implanted, slow, wood, 50 coins

The roots extend into the users spine and brain. When you sit in an enthollow
it allows you to mentally control it, and when you allow the roots to extend
into a plant, it allows you to communicate with it.
Vial of Astral Stuff

astral, 100 coins, 0 weight

A vial of distilled astral essence. When you pop it open and try to shape it
into something, you succeed as if you rolled a 10+.

Poisons
Ironeater

Dangerous, touch, 15 coins, 0 weight

Gradually corrodes metal into dust. Anyone dealing damage to the target
ignores its armor.
Fiendblood

Dangerous, 3 uses, slow, 50 coins, 5 weight

The target becomes erratic and violent, dealing +1d4 damage but prone to
attacking the closest thing it can see.
Sungrace

Dangerous, touch, 10 coins, 0 weight

Distilled sunlight captured in holy water, this golden fluid wracks the bodies of
infernal creatures with agony and dilutes the effects of infernal magic.
Starwater

Dangerous, 25 coins, 0 weight

This is basically water mixed with ground of flecks of cold iron, it is not
only agonizing when ingested by the fey, but also disrupts magic. If it is not
scrubbed, it can also induce insanity.

Services
Banish a minor spirit

100 coins

Banish a powerful spirit

500 coins

Exorcise an infernal presence

500 coins

Implant Coordinates
Repairs to a ship
Scrub psychic residue out of cold iron
Treat insanity

100-1000 coins
50% of the ships cost
100 coins
1000 coins

197

Transport
Stonehorse

150 coins, load 15

Clipper
Barge

50 coins, load 15

Dromond
Angel gate
Passage on a standard ship
Passage on a fast ship

500 coins
10 coins
100 coins

Ironwood Enthollow

15,000 coins, Large, wood, load 75

Frostbone Jotuncase

15,000 coins, Large, freezing, load 75

Ironwood Enthollow: Grown by Summer Court woodsingers, these are


controlled by dryads or pilots with a thoughtroot implant. They are primarily
used in the war against fomorians because of their size and ability to safely handle cold iron ogreswords.
Frostbone Jotuncase: The bones of giants are encased in blocks of black ice,
chiseled into fearsome shapes by Winter Court artisans. They are similar in size
and function to an enthollow, but the soul bound to the bones are either geased
into fighting on the Winter Courts behalf, commanded by a nercomancer, or
whoever inside wears a special mask of polished bone.

Land and Buildings


A small island
A medium-sized island
A large island
A huge island
A gargantuan island
...that is mobile

198

1,000 coins
25,000 coins
100,000 coins
500,000 coins
1,000,000 coins
+100% of the cost

...with a benevolent spirit

+50-150% of the cost

...with an elemental vortex

+50-100% of the cost

...located in hostile territory

-25%-%75 of the cost

Area: Its attacks damage everything nearby.

Ship Tags

Boarding: The ship has a boarding party.


Bone: The ship is made of bone, or mostly out of bone.
Entangling:
Fast: The ship moves swiftly.
Freezing: The ship is made of ice, has an ice spirit bound to it, or is otherwise
surrounded with perpetual cold.
Magical:
Metal: The ship is made of metal.
Sails: The ship has sails, allowing it to catch astral currents and move swiftly
without an engine. If the winds are favorable, increase its SPEED by 1 or 2, and if
they are not, reduce it by 1.
Spirit: The ship is inhabited by a spirit.
Slow: The ship moves very slowly, about as fast as something drifting.
Stone: The ship is made of stone.
Terrifying: The ship is frightening to behold.
Unstable: The ships engines are unstable.
Wings: It has wings that allow swift flight.
Wood: The ship is made of wood.

Ships Moves
Defy Danger
When you defy danger while piloting a vehicle, roll+SPEED. On a 10+, you
avoid taking any damage. On a 7-9, the GM will tell you w
On a miss...
The crew and/or passengers are tossed about, and some might even be thrown
overboard. Hopefully you can go back for them.
Part of the ships hold is destroyed: its armor or load is reduced, cargo is
destroyed or lost, passengers are wounded or killed.
The ships engine is damaged: you can reduce the ships SPEED by 1 or 2, or
maybe it is just dead in the water.

199

Fire!
When you open fire on an enemy ship, roll+INT. On a 7+, deal damage, and
the ship deals its damage to your vessel. On a 10+, deal damage and choose one:
You damage or destroy something important, like a weapon, engine, or sails
the GM will tell you what.
Your attack is particularly destructivedeal +2 damage.
You wound or kill some of their crewthe GM will tell you who.

Evasive Maneuvers
When the person piloting the ship takes evasive maneuvers, roll+SPEED. On
a 10+, hold 2 evade. On a 7-9, hold 1 evade. Spend evade, 1 for 1, to do one of
the following:
Reduce the damage or effect of the attack by one half.
Help line up a shotyou or an ally takes +1d4 forward damage against it.
Get some distance between you and an enemy ship.

Make Repairs
When you spend the day making repairs to your ship, it regains one-half of its
maximum hit points (rounded down).
Damage assumes
that the ship
is typically
armed: so, a
small ship might
only have a cannon or two, while
a medium one
will have more.
If it has fewer
weapons, it deals
-1 damage, but
if it has more
then it deals +1
damage.

200

Damaging a Ship
Though they have hit points and armor, ships do not normally take damage from
swords and arrows. While characters can sabotage certain parts of a ship, like its
engine or sails, they generally cannot do much just hacking away at its hull.
Something to keep in mind is that in most cases characters will be unable to
directly damage a ship. Like, a fighter could smack it with a sword all she wanted,
but it would take quite awhile before she dealt any meaningful damage.
That does not mean that characters cannot damage a ship at all: you could cut
ropes or slash sails, sabotage an engine, or overload elemental cannisters: those
can cause some considerable collateral damage.

Build Your Own Ship

If you want to build your own ship--and you know you do--just go through the
motions of answering the following questions. This is not necessarily a comprehensive list or set in stone: your ship made be made of materials that are sturdier
than usual, or employ weapons more devastating than the standard fare.
Treat these as guidelines, and use your best judgement when considering
how much and how long it takes to construct or repair a given vessel.
HOW BIG IS IT?
No larger than a raft or skiff: tiny, 3 HP, load 15
Small ship: small, d6 damage, 6 HP, load 50
Medium ship: d8 damage, 12 HP, load 100
Large ship: large, d10 damage, 24 HP, load 200
The size of a fortress or cathedral: huge, d12 damage, 48 HP, load 500
WHAT IS IT MOSTLY MADE OF?
Flesh: 0 armor, +0 HP
Wood: 1 armor, +2 HP
Bone: 2 armor, +4 HP
Stone: 2 armor, +6 HP
Metal: 3 armor, +8 HP, -1 speed
HOW DOES IT TYPICALLY GET AROUND?
The combined willpower of the crew: Speed -1
Sails that catch the astral winds: Speed +0, sails
An elemental collider: Speed +2, unstable engines
An anima reactor: Speed +2, terrifying
Repulsor discs: Speed +1, magical
Wings: Speed +1, wings
HOW DOES IT DEFEND ITSELF?
Crew: boarding
Ballista: near, far, 1 piercing
Bombard: near, +2 damage
Catapult or trebuchet: far, +2 damage
Fire lance: near, far, 2 piercing, blazing

201

WHAT OTHER FEATURES DOES IT POSSESS?


Weapon battery: battery, roll damage twice and take the better roll
Fire spirit: attacks gain the blazing tag
Stone spirit: +4 HP
Wind spirit: +1 Speed, can deflect ranged attacks
Exploding shells: area, forceful
Lots of cargo space: +50 load
Multiple engines: +1 Speed
Magical wards, reinforced plating, or durable materials: +1 armor
Cloaking, invisibility, or something that makes it harder to notice: veiling

202

Raiding a Ship

When the characters rummage through the cargo holds of a ship, .


Warship: add ammunition.
Merchant vessel: add +1d4 to the roll

Transporting minor nobility, or someone or something fairly important: add


+1d4 to the roll.
Transporting major nobility, or someone or something fairly: add +1d6 to the
roll.
To find out what a ship is hauling, roll its damage dice plus any added dice: the
total and everything lower is what can be found.
1

Personal effects like clothing, and maybe one or two things of some use
or value

Food and water, around 2d8 rations worth

A decent amount of coins, about 4d8

Useful, or at least valuable supplies

An item of some value (art object, gem, elemental core, rare creature or
material, etc), worth around 1d6 x 10 coins (0 weight)

A sack or small chest of coins, about 2d8 x 10 (1 weight)

A minor magical trinket

Useful information or passenger

Chest containing 1d4 x 100 coins (1 weight per 100)

10

A valuable item (art object, large gem, creature, material, etc) worth
about 1d6 x 100 coins

11
12
13
14
15
16
17
18+

Numerous chests containing 4d6 x 1000 coins worth of coins, gems,


jewelry, ingots, etc.

203

Sample Ships
Skiff

Tiny, Sails, Wood, Speed +1, Load 15


5 HP

1 Armor

A cheap, basic vessel useful for slowly transporting cargo or passengers. They
are too small to mount weapons, but are cheap and faster than drifting about.
Dromond

Sails, Wood, Speed +1, Load 100

Ballista (d8 + 2 damage, 1 piercing)

14 HP

1 Armor

Near, Far
A standard, wind-driven astral vessel without any noteworthy features.
Cog

Metal, Sails, Battery, Speed +0, Load 100

Bombard (b[2d8] + 2 damage)

20 HP

3 Armor

Near, Forceful
This ship is similar in size and shape to a dromond, it is just made of metal.
While this makes it slower it is also more durable, making it a staple in naval
conflicts.
Unleash a volley of explosive firepower
Shrug off an attack
Elemental Dromond

Wood, Fast, Sails, Unstable Engines, Speed +2, Load


100

Ballista (d8 + 2 damage)

20 HP

1 Armor

Near, Forceful
This is essentially a standard dromond that has been outfitted with an
elemental collider. This makes it much better suited for getting around without
having to rely on the astral winds, though it still has sails so as to help conserve
fuel when they are favorable.
Suddenly surge forward with great speed
Explode when the collidor suffers too much stress

204

Workhorse

Stone, Unstable, Speed +1, Load 150

Stone Bombard (d8 damage)

18 HP

2 Armor

Near, Blazing, Forceful


This bulky dwarven vessel is made from stone blocks that have been fused together, allowing it to jettison portions to increase its speed or separate attackers
from the rest of the ship. It is mostly used to transport large amounts of cargo
or hazardous materials, but when properly outfitted is serviceable in combat.
Detach a portion of the ship
Stonecutter

Large, Stone, Battery, Unstable Engines, Speed +2, Load 200

Stone Bombards (b[2d10] + 2 damage)

30 HP

2 Armor

Near, Area, Forceful


Much larger than a workhorse, stonecutters are the mainstay of a dwarven fleet.
They are much more durable and possess enough firepower to utterly crush
entire fleets of smaller vessels.
Hewer

Large, Metal, Battery, Unstable Engines, Speed +1, Load 200

Iron Bombard (b[2d10] + 2 damage, ignores armor)

32 HP

3 Armor

Near, Area, Blazing, Forceful


What these iron warships lack in speed they more than make up for in durability and firepower.
Smash through something
Spidership

Large, Bone, Speed +1, Terrifying, Load xx

Harpoons (d10 + 2 damage, 1 piercing)

16 HP

2 Armor

Near, Far, Entangling


Special Qualities: Spider spirits
Crafted from the chitin of an impossibly large spider, or maybe several slightly
smaller ones, spider ships allow the dark elves to travel far and wide from their
colonies in search of prey. When the winds are strong they use sails made of
webbing to get around, but can scuttle along ley lines.
Grasp a ship in its claws
Tear apart a grasped ship
Spearship

Small, Metal, Fast, Unstable, Boarding, Speed +1, Load 50

Ballista (d6 damage, 1 piercing)

14 HP

3 Armor

Near, Far

205

Orcs rarely have the intelligent and patience to construct their own ships, so
they end up taking whatever they can get and making it work. Thankfully they
have a tendency to decorate their vessels with gruesome displays, making it
easy to identify them from a distance.
Ram into an enemy vessel
Explode in a hail of molten metal
Soul Ferry

Large, Metal, Fast, Terrifying, Battery, Magical, Load 200

Hellfire Cannons (b[2d10] damage)

32 HP

4 Armor

Near, Far, Blazing, Ignores Armor


Special Qualities:
These black ships trawl the astral beyond the borders of the Iron Circle in
search of victims for their blood-stained alters.
Black Disc

Large, Metal, Fast, Terrifying, Battery, Magical, Load 200

Hellfire Cannons (b[2d10] damage)

32 HP

4 Armor

Near, Far, Blazing, Ignores Armor


Special Qualities:
Shaped like the twisted iron crown of a cruel demon lord, the black disks are
the flagships of cambion armies. Powered by multiple anima reactors, the wails
of the damned echo far throughout the astral when they approach.
Talon

Bone, Boarding, Battery, Wings, Speed +1, Load 100

Ballistas (1d10 damage, 1 piercing)

52 HP

2 Armor

Near, Far, Blazing, Ignores Armor


Crafted from the skeletal remains of one of Bahamuts spawn
Tendril

Bone, Boarding, Battery, Wings, Speed +1, Load 100

Ballistas (1d10 damage, 1 piercing)

52 HP

2 Armor

Near, Far, Blazing, Ignores Armor


Crafted from the skeletal remains of one of Bahamuts spawn
Dragonship

Huge, Bone, Boarding, Battery, Wings, Speed +1, Load 500

Ballistas (b[2d12 damage, 1 piercing)

52 HP

Near, Far
Crafted from the skeletal remains of one of Bahamuts spawn

206

2 Armor

Magic Items
Arctic Circle

0 weight

Axe of the Dwarf-Maker

close, 1 weight

A powerful axe wielded by the dwarf god. When you damage elemental creatures, you deal +1d6 damage and ignore their armor.

Bottled Ship

1 weight

You can stop a ship of up to Huge size in this magical bottle.

Bears Claw

close, 1 weight

A magic axe that has a bear spirit bound to it. When you attack it is Messy and
Forceful, and you can hibernate for days at a time without needing to eat or
drink anything.

Forked Lightning

close, 1 weight

A pair of godsteel longswords. Each can unleash a bolt of lightning, but if both
are used at the same time it is much more potent.

Golden Fleece

4 armor, worn, 1 weight

Created from the hide of a celestial ram, this majestic fleece is as light as leather but stronger than steel: as long as you wear it you are immune to the messy
tag and you cannot gain debilities.

Innocense Lost

close, 2 weight

Madedge

close, 2 weight

A sword bound with a violent spirit.

Spear of Destiny

reach, thrown, near, 1 weight

[text]

Tempest

reach, thrown, near, shocking, 1 weight

A spear that is capable of being thrown long distances, creating gale-force


winds, and conjuring air elementals.

207

The Fifth Fragment


208

New Monster Tags

Aberrant: It comes from beyond the boundaries of time and space.


Elemental: It is composed of one or more elements.

Fey: It is native to the Wandering Wyld, and highly vulnerable to cold iron.
Infernal: It comes from the Nine Hells, or is corrupted by a devil.
Psychic: The creature is capable of wielding psionic powers.
Spirit: The creature is a nature spirit. Spirits are usually bound to a place or
object, which they can hide and rest within when necessary. Their power determines how far they can move from it, and if it is damaged or destroyed it can
corrupt or kill them, too. Most spirits can take on at least a few forms, generally
an animal or humanoid with animal-like traits.

New Organization Tag


Swarm: Hundreds of critters, possibly thousands. Probably unaffected by
normal weapons, but absolutely devastated by area attacks.

New Size Tag


Gargantuan: The creature is massive, as big as a building or larger: +12 HP,
+5 damage

That Which Endures


209

New Monster Settings

Similar to settings in Dungeon World, these are intended to group monsters into
themes, so that it is easier to figure out what you might encounter in a region or
working together.
As always you can develop your own settings, such as a specific island chain or
ruined dominion.

Antikytheras Legion
During the early centuries of the first Dawn War, the primordial Autocthon
experimented with mass-produced constructs that would give his side an edge in
the war. One of his initial creations were insect-like machines that were capable
of replicating themselves, but would never rest nor require food.

Astral Denizens
Some animals native to the world survived, though most changed or adapted.
Birds can fly through the astral, while fish and whales swim through it with ease
(with the added benefit of not suffocating). You can use most monsters without
modification, though they might possess strange powers, especially if located
near a dead god.

Dwellers in Darkness
Dark elves lurk within the darker regions of the Astral, venturing forth to ambush astral vessels or hunt, though some houses are willing to trade or hire themselves out. Their homes are large motes of stone that vary in size and shape
though generally the more powerful the colony, the larger the moteand riddled
with numerous passages (think floating termite columns). Though gravity on the
Astral is usually subjective, these tunnel networks are still useful in disorienting
intruders, making it easy to separate and dispatch them.

Elements of the Maelstrom


The Maelstrom is a region of the Astral that is in a constant state of flux. Stone
becomes water, which becomes fire, which becomes lightning. It is an endless,
unpredictable cycle. Some creatures were unexpectedly transformed during the
sundering, while others sprang into being from the wounds of slain primordials,
giving rise to beasts that vaguely resemble animals, just composed of one or more
elements.

210

Spirits of the Sundered Lands


Spirits can come in a variety of forms. They can be based on an animal, terrain
feature, element, or any combination of the above. For example, a spirit might
be a bear spirit, mountain spirit, fire spirit, or a thunderbird (combining lighting
and bird).
Many are animals, or at least have the features of one. Some look have elemental
traits. Finally, even an ancestor can be a spirit.

The Celestial Host


Not all of the angels are as good and pure as they used to be. Some have taken it
upon themselves to help mortals in need, while others have embarked on their
own crusades to pursue the agendas of their dead gods, and others still seek to
punish mankind for real or believed transgressions.

The Voices of the Stars


Though the aberrant stars were destroyed, their cults can still be found anywhere,
doing whatever they feel is necessary to bring them back to life.

Those That Have Fallen


As bad as some of the Celestial Host can be, they are nothing compared to The
Fallen, those angels that have been so corrupted by sin that it shakes them to
their very core.

What Lurks Beyond


The further one travels from the Maelstrom, the darker the Astral becomes.
Beyond even the deepest darkness is where reality starts to break down, and it is
here that things live that were not meant to be seen, touched, or heard.

Wyld Wanderers
Much of the faerie realm was destroyed along with the world, though many of its
inhabitants were able to evacuate to the moon.

211

Antikytheras Legion
212

Copper Laborer

Horde, Small, Construct

Rending claws (d6 damage)

7 HP

2 Armor

Close
Special Qualities: Made of copper, single-minded
The weakest and smallest of Autokytheras brood, copper drones are often
encountered in massive numbers as they use their scything blades to break
buildings, materials, and even creatures down. Thankfully they are not particularly intelligent and will often ignore creatures that do not interfere with their
work...unless ordered by a higher ranking soldier, knight, or lord. Instinct: To
strip something down for raw metal
Scuttle away to safety
Overwhelm a target with numbers
Iron Soldier

Group, Construct, Cautious

Blades (d8 + 2 damage)

10 HP

3 Armor

Close
Special Qualities: Made of iron, plodding speed
Soldiers oversee and direct drones as they work. They are larger than drones,
roughly man-sized, and much more dangerous (even if they are not much
smarter). When an enemy is encountered they do their best to keep the drones
safe, while sounded an alarm for nearby knights and, if you are truly unfortunate, lords. Instinct: To protect the drones
Repair a damaged machine
Sound an alarm for reinforcements
To obey the orders of a steel knight
Steel Knight

Group, Construct, Intelligent, Organized

Four swords (b[2d8] + 2 damage, 1 piercing)

10 HP

3 Armor

Close
Special Qualities: Made of steel
The elite warriors of Antikytheras legion. They are much more agile, capable,
and organized than the soldiers. They are fearless, tireless, and feel neither mercy nor pain as they fight to exterminate all life. Instinct: To fight as ordered
Bring multiple blades to bear
Destroy weapons or armor

213

Mithril Lord

Solitary, Large, Construct, Intelligent, Organized

Four swords (b[2d10] + 4 damage, 3 piercing)

20 HP

3 Armor

Reach, Messy
Special Qualities: Made of mithril, many-minds
Each queen is served by a number of mithril lords. They possess several engines that instantly calculate and simulate Instinct: To lead steel knights
Rapidly formulate a decisive strategem
Rend metal or flesh
Take on multiple foes at once
Adamantine Queen

Solitary, Huge, Construct, Intelligent, Organized

Scything blades (b[2d10] + 6 damage, ignores armor)

24 HP

4 Armor

Reach, Messy
Special Qualities: Made of adamantine, self-healing
The pinnacle of Antikytheras innovation: forged entirely out of precious adamantine, the queens are mobile factories that consume metal and churn out
new legionnaires. Instinct: To create more legionnaires
Consume metal and stone
Create lesser machines
Repair itself or another machine
Unleash a concentrated lance of intense heat

214

215

Astral Denizens
216

Astral Dreadnaught

Solitary, Gargantuan, Terrifying

Pincers (b[2d10] + 7 damage, ignores armor, messy)

24 HP

3 Armor

Reach, Forceful
Special Qualities: Made of metal and stone
Were they always here, or are they the result of the Sundering? How many are
there? Do they have a home? Little is known about these unfathomably large
beasts, except that they destroy anything and everything they come across.
Instinct: To destroy everything it encounters
Tear something apart with its pincers
Swallow a creature or object whole
Astral Whale
Head butt (d8 + 3 damage, forceful)

Group, Huge
14 HP

1 Armor

Close
Special Qualities: Glides through the astral with ease
They look like normal whales. Some islands hunt them for food, others use
them for transportation. Sometimes they have structures built on them.
Instinct: To swim through the astral
Flee if attacked
Ram or strike something with its tail
Astral Whale
Head butt (d8 + 3 damage, forceful)

Group, Huge
14 HP

1 Armor

Close
Special Qualities: Glides through the astral with ease
They look like normal whales. Some islands hunt them for food, others use
them for transportation. Sometimes they have structures built on them.
Instinct: To swim through the astral
Flee if attacked
Ram or strike something with its tail

217

Cosmic Owl

Solitary, Large

Bite (d10 + 1 damage, 1 piercing)

16 HP

1 Armor

Reach
Special Qualities: Soars through the astral
Despite their great size they are difficult to detect, as their wings make little
sound and their feathers shift in color to match the silver and gold clouds that
they hide within. Instinct: To swoop upon unsuspecting prey
Tear through armor
Snatch someone and fly away
Kytheran Raider

Group, Intelligent, Organized

Jagged blade (d6 + 1 damage, 1 piercing)

10 HP

2 Armor

Close
Special Qualities: Made of metal
One of Antikytheras first creations, the original kytherans were a magnificent
race wrought of a substance that shone like gold, but was harder than any steel.
Over time they became damaged, and less pure and durable materials had to be
used to maintain themselves. Kytherans now are a hodgepodge of metal scrap.
Instinct: To fight, kill and plunder
Tear metal apart with ease
Continue fighting even when torn apart
Kytheran Ferromancer

Solitary, Intelligent, Magical

Iron staff (d8 damage)

16 HP

2 Armor

Close
Special Qualities: Made of metal, manipulates metal
While all kytherans are skilled metalworkers, these gifted kytherans can do so
from a distance. They might tear off your armor, or impale you with your own
sword. Instinct: To manipulate metal with a thought
Unleash a spray of metal shards
Turn metal implements upon their wielders

218

Lost Soul

Solitary, Terrifying

Soul-tearing claws (d10 damage, ignores armor)

16 HP

0 Armor

Close
Special Qualities: Insubstantial
When the living die their souls are doomed to wander the astral, inexorably
drawn to the corpse of a god, a ruined dominion, or place that strongly
resonates with their actions and memories in life. The ones discovered by
angels are shepherded to the Wheel of Life, where they return to the soulflow.
Unfortunately some are claimed by devils or become lost, and are eventually
overcome with fear and anger. Instinct: To wander the astral
Attack the living out of confusion and fear
Possess the body of a living creature
Attract the attention of an angel or devil
Tpual Warrior

Horde, Intelligent, Organized

Astral longsword (d6 damage, 1 piercing)

7 HP

1 Armor

Close
Special Qualities: Made of astral essence
Originally the tpual were an energy-based race that were captured by thulid,
who used them as a source of food and power. They managed to escape during
the Sundering, but since they lacked a home to return to were forced to remain
on the astral, where they used Astral essence to shape bodies for themselves.
Though the rank and file tpual warrior lacks potent mental disciplines, they are
still capable combatants capable of shaping weapons out of nothing. Instinct:
To protect themselves
Shape an object from astral essence
Break free of mental and physical bindings
Tpual Battlemind

Group, Intelligent, Organized, Psychic

Armblade (d8 + 2 damage)

10 HP

2 Armor

Close
Special Qualities: Made of astral essence, living weapon
Tpual that demonstrate exceptional psionic capabilities are often trained to
become battleminds, powerful psychic warriors that can shape their bodies
into weapons and armor. Instinct: To fight
Block an attack by hardening its skin
Close up a wound

219

Dwellers in the Dark


220

Dark Elf Warrior

Group, Intelligent, Organized, Stealthy

Poisoned javelin (d8 damage)

6 HP

1 Armor

Close, Near
Special Qualities: See in complete darkness
These rank and file warriors dress in armor made from giant spiders, and
wield envenomed javelins. They prefer to wait in ambush and strike from the
shadows, retreating only to strike again later. Instinct: To hunt and kill
Spring a surprise attack
Retreat to prepare another ambush
Poison someone
Dark Elf Veteran

Solitary, Intelligent, Organized, Stealthy

Two swords (b[2d10] + 2 damage, 1 piercing)

12 HP

1 Armor

Close
Special Qualities: See in complete darkness, the Weavers blessing
The rare drow that lives long enough is rewarded with a blessing from the
Weaver. This manifests in a variety of ways, but most often is an extra set of
limbs, venomous fangs, or the ability to easily climb on walls and ceilings.
Instinct: To lead the hunt
Attack from above
Pin a limb or weapon
Inject a debilitating poison
Dark Elf Weaver

Solitary, Intelligent, Magical, Organized, Stealthy

Barbed dagger ()

12 HP

1 Armor

Hand
Special Qualities: The Weavers magic
These dark elf spellcasters have learned how to call upon cruel, terrifying
magic. Instinct: To weave magic
Conjure a swarm of spiders
Bind or trap with magical webbing
Painfully transform friend or foe

221

Dark Elf Shaman

Solitary, Intelligent, Magical, Organized, Stealthy

Fanged staff

12 HP

1 Armor

Close
Special Qualities: Spider spirits
Instinct: To offer sacrifices to the Weaver
Call forth a spider spirit
Receive a vision from the Weaver
Drow Matron

Solitary, Intelligent, Large, Hoarder, Magical, Terrifying

Fangs and claws (d10 + 3 damage, 1 piercing)

16 HP

4 Armor

Close, Reach
Special Qualities: Spider-like body, ancient magic
Deep without the bowels of the greatest dark elf city lurks the matron, who
answers only to the Weaver. It is from her womb that the dark elves are
spawned, and by her will that select champions are blessed, becoming more
spider-like. Instinct: To rule over her children
Rally her children into action
Weave a powerful spell of poison and darkness

222

223

Elements of the Maelstrom


224

Cloudfish

Tiny, Horde, Stealthy

Tidal force (d4 damage)

3 HP

0 Armor

Hand
Special Qualities: Turn into water
Schools of cloudfish swim about cloudy regions of the astral, particularly where
they are water vortices. When a cloud fish dies its body dissipates into a delicious fluid that many use for a hearty soup. Instinct: To hide among the clouds
Transform into water in order to escape
Combine to form a much larger beast
Cthon Warrior

Group, Intelligent, Organized

Stone club (d8 damage)

6 HP

2 Armor

Close
Special Qualities: Stoneskin
Antikythera was not the only primordial to create life. The chton were molded
by its brethren. These guys wear armor made of stone and wield massive stone
clubs. Some use maces studded with obsidian and shields. Instinct: To ignore
the effects of their own element
Knock someone back with a mighty blow
Unleash a blast of elemental energy
Cthon Stonespeaker

Solitary, Intelligent, Organized

Stone bullet (d8 damage)

6 HP

2 Armor

Near, Forceful
Special Qualities: Manipulate stone, stoneskin
Instinct: To learn the secrets of stone
Command stone
Shape stone with a word and thought
Cthon Stormcaller
Discharge (d10 damage, ignores armor)

Solitary, Intelligent, Organized, Magical


10 HP

1 Armor

Near, Far
Special Qualities: Made of wood

225

The hounds of the Oak Sisters, woven from wood and vines. They are not spirits, but something made, and some say that they are given sentience from souls
captured by the Oak Sisters, forced to serve as the vanguard of their hunts.
Instinct: To hunt
Conceal itself among foliage
Entangle a creature in vines
Cthon Stormcaller Solitary, Intelligent, Organized, Magical
Stone staff (d10) 12 HP 1 Armor
Close, Forceful
Fire Wolf

Group, Blazing, Organized

Burning bite (d8 damage)

6 HP

2 Armor

Close
Special Qualities: Burning bite, immune to fire
Yeah, they breathe fire, but do not confuse these with hellhounds. Their bodies
are made of molten stone, and they explode when slain. Instinct: To work
together to take prey down
Ignore fire
Explode when slain
Fire Elemental

Solitary, Elemental, Blazing

Consuming fire (d10 damage, ignores armor)

16 HP

0 Armor

Close, Near
Special Qualities: Made of fire, vulnerable to water and ice
Birthed in a world perpetually consumed in fire, these elementals seek to
spread and destroy. They cannot be reasoned with, only stopping when extinguished. Instinct: To reduce something to ashes
Fan the flames
Control fire
Recoil from water and ice

226

Lightning Eel

Group, Small

Shocking bite (d8 damage, ignores armor)

6 HP

0 Armor

Hand
Special Qualities: Charged with electricity
The bodies of these eels constantly crackles with electricity. They are attracted
to water and storm vortices, which can intensify during their spawning season.
Instinct: To electrocute whatever it touches
Stun an attacker with a pulse of electricity
Gather together to generate a lightning bolt
Blind with a sudden flash of light
Stone Horse

Group, Earth

Hooves (d8 + 2 damage)

10 HP

3 Armor

Close, Forceful
Special Qualities: Made of stone
Vaguely horse-like, these stony steeds make up for what they lack in speed
with an untiring endurance and immense strength. Instinct: To bear most any
burden
March tirelessly for hours
Smash something with its hooves
Storm Elemental

Solitary, Elemental, Huge

Thunder and lightning (d10 + 3 damage, ignores armor)

24 HP

0 Armor

Reach, Near
Special Qualities: Living storm
Instinct: To revel in the storm
Swell into a storm
Discharge a bolt of lightning
The Hundred-Handed

Solitary, Gargantuan, Intelligent

A hundred fists (b[2d12] + 7 damage, ignores armor)

24 HP

2 Armor

Reach, Forceful
Special Qualities: One-hundred arms
The mightiest of the primordials warriors. Instinct: To break free and destroy
the primordials enemies
Bring its arms to bear on everyone nearby
Grab and pin as many as it can reach
Hurl countless stones

227

Spirits of a Sundered Land


228

Mountain Spirit

Solitary, Huge, Spirit, Intelligent

Pummel (d10 + 5 damage)

24 HP

4 Armor

Reach, Forceful
Special Qualities: Unyielding endurance, many forms
Mountain spirits can assemble a variety of forms, from perfectly normal-if-elderly mortals, to humanoid-like creatures of rough-hewn stone, to mountain-dwelling animals like goats. Instinct: To awaken every few decades

Take on a form best suited for a task

Impart ancient knowledge

Reveal a path or sealed entrance

Snake Spirit
Bite (d10 damage, 1 piercing)

Solitary, Spirit, Intelligent, Stealthy


16 HP

1 Armor

Close
Special Qualities: Spiritual venom
Snake spirits are swift and wise. If approached and given the respect due to
them, they are also powerful healers. Instinct: To wait and judge
Strike suddenly
Impart wisdom
Heal someone
Spider Spirit
Bite (d8 damage)

Group, Spirit, Stealthy


10 HP

1 Armor

Close
Special Qualities: Webbing, spirit venom
Instinct: To ensnare

Lure into a web

Inject a soul-burning venom

Scuttle away

229

Stag Spirit

Group, Large, Spirit, Intelligent

Gore (d8 + 3 damage, 1 piercing)

14 HP

1 Armor

Close, Forceful
Stag spirits dwell in forests, which they diligently protect. Instinct: To protect
its forest
Crash into someone and hurl them a great distance
Guide someone to safety
Stand in defense of an ally
Mountain Spirit

Solitary, Huge, Spirit, Intelligent

Slam (1d10 + 5 damage)

24 HP

4 Armor

Reach, Forceful
Special Qualities: Unyielding endurance, many forms
Mountain spirits can assemble a variety of forms, from perfectly normal-if-elderly mortals, to humanoid-like creatures of rough-hewn stone, to mountain-dwelling animals like goats. Instinct: To awaken every few decades
Take on a form best suited for a task
Impart ancient knowledge
Reveal a path or sealed entrance

230

231

The Celestial Host


232

Angel

Group, Celestial, Intelligent, Organized, Magical

Holy sword (1d10 + 7 damage, 3 piercing)

28 HP

3 Armor

Close
Special Qualities: Wings
When y
Angel Group, Celestial, Intelligent, Organized, Magical
Holy sword () xx HP x Armor
Close
Instinct:
Cherubim

Group, Celestial, Intelligent, Organized

Claws (d8 damage, 1 piercing)

12 HP

4 Armor

Close
Special Qualities: See through deception
Cherubs have the body of a lion, four conjoined wings covered in eyes, and
their heads feature four faces; one of a man, lion, ox, and eagle. Despite their
bizarre appearance they are actually members of the highest class of angels,
charged with guardinng celestial realms. Instinct: To be ever vigilant
Prevent access into a gods dominion
Defend worshippers and other angels
Deva Warrior

Group, Celestial, Intelligent, Organized, Magical

Holy sword (1d10 + 7 damage, 3 piercing)

28 HP

3 Armor

Close
Special Qualities:

Seraph

Solitary, Celestial, Burning, Intelligent, Terrifying

Divine flames (d10 + 2 damage)

18 HP

3 Armor

Near
Special Qualities: Blinding form
It is said that before the Sundering the body of a seraph radiated light so bright
that not even other angels could stand before them. They are still pretty bright,
but if you are lucky you will not go blind.
Instinct: To deliver a divine message.
Instill fear or awe.
Shield themselves with their wings.
Blind someone by revealing their true form.

233

Ophanim

Solitary, Large, Celestial, Intelligent, Terrifying

Light of judgement (d10 + 2 damage, ignores armor)

22 HP

4 Armor

Near, Far
Special Qualities: Healing light, many-eyes
Instinct: To mete out justice in the name of the gods they once served.
Bring injustice to the attention of others
Heal a victim
Throne

Solitary, Large, Celestial, Intelligent, Terrifying

Divine wrath (d10 + 2 damage, ignores armor)


Near, Far
Special Qualities: Healing light, many-eyes
Instinct:.To preside over their dominion

234

26 HP

4 Armor

235

The Voices of the Stars


236

Star Cult Neophyte

Horde, Intelligent, Organized

Dagger (1d6 damage)

3 HP

0 Armor

Hand
Special Qualities: Unyielding endurance, many forms
Newly initiated cultists are still, for the most part, indistinguishable from a
normal person. Physically, anyway. Mentally many are unstable to various
degrees, which might tip you off. Instinct: Prevent outsiders from discovering
their cult cell
Sacrifice themselves in the name of their patron star
Mutter something random about doom, being watched, voices, etc
Star Cult Acolyte
Twisted sword (1d6 damage)

Group, Intelligent, Magical, Organized


6 HP

0 Armor

Hand
Special Qualities: Minor mutation
Cultists that manage to remain in a star cult long enough without going insane,
being fed to some eldritch horror, or put to the sword by a holy inquisitor
receive a minor boon for their devotion. This boon could be an extra eye that
allows them to glimpse the future, a mouth that utters secrets, or a tentacle that
they can employ as a weapon. Instinct: To please their patron star
Beseech the stars for guidance
Use their mutation
Assist warlocks with their rituals

237

Star Cult Warlock

Solitary, Intelligent, Magical, Organized

Eldritch blast (1d10 damage)

12 HP

0 Armor

Near
Special Qualities: Pact magic, mutation
Warlocks are rare, talented individuals that have been granted access to the
power of their patron star. With it they can unleash mighty currents of raw
magical power, summon aberrant entities from beyond the edges of creation,
and mutate and drive their enemies insane. Temporarily. Hopefully. Instinct:
Send lesser agents to retreive necessary materials and artifacts
Begin a ritual
Draw upon the power of their patron star
Summon eldritch horrors
Star Cult Voice
Many mouths (1d10 damage)

Solitary, Magical, Organized


12 HP

Hand
Special Qualities: Secret-uttering mouths
Instinct: Write down the words uttered by their many mouths
Drive a creature insane with its muttering

238

0 Armor

Star Cult Husk

Solitary, Blazing

Burning fists (1d10 damage)

12 HP

2 Armor

Hand
Special Qualities: Secret-uttering mouths
When you think about it very few actually benefit from dealing with aberrant
stars. Sure, a handful are given awesome magical forces in return for their
service, but most get just get a minor mutation and/or driven insane. Even the
Voices, regarded as the highest ranking cult member, spend the rest of their
existence trying to decipher the ramblings of numerous mouths. Given that it
would be hard to imagine anyone that has it worse, but someone does. Well,
something: husks.
Husks were exposed to too much mutating radiation from a star, and have
been transformed into a near-mindless, still-living rock-like entity. They are
in constant agony from the intense heat that burns within, and their skin that
cracks as they move, which oozes fiery blood with each motion. Instinct: Manipulate gravity
Twist space and time
Manipulate gravity
Star Wurm
Bite (1d10 + 7 damage, 3 piercing)

Solitary, Gargantuan, Aberrant, Terrifying


28 HP

3 Armor

Reach, Messy
Special Qualities: Rapid healing, a body that bends space and time
When y

239

Those That Have Fallen


240

Branded Slave

Group, Large, Organized

Branded like cattle with the symbol of their infernal owner, slaves can be found
throughout the Iron Circle. They serve their masters to forestall their deaths,
knowing that oblivion awaits their soul. Instinct: To serve their masters
Cower and beg for mercy
Reluctantly provide aid in exchange for freedom
Branded Warrior

Horde, Intelligent

Sword (d6 damage)

3 HP

1 Armor

Close

Crowds lined
the Mall today as
the Holy Roman
Emperor Winston
Churchill
returned to the
Buckingham
Senate on
his personal
mammoth.
Doctor Who,
The Wedding of
River Song

Often sent in first to test enemies and perhaps soften them up. Most are just
slaves given a sword, barely competent enough to hold it, but then they are
cheap, disposable, and souls are souls. Instinct: To reluctantly fight
Desperately try to survive
Overwhelm with sheer numbers
Cambion Warrior
Trident (d8 damage, 1 piercing)

Group, Infernal, Intelligent, Organized


6 HP

1 Armor

Close, Reach
Special Qualities: Infernal blood
Hate-filled and hateful, but what did you expect from the half-spawn of a devil?
They surge forth from black ships draped with the remains of previous victims,
raiding villages for souls and slaves. Instinct: To obey those of a higher station
Gang up on a single target
Burn with rage
Hurl a sphere of flame

241

Cambion Warlord

Solitary, Infernal, Intelligent, Organized

Trident (d10 damage, 1 piercing)

12 HP

2 Armor

Close, Reach
Special Qualities: Infernal blood
These generals of hell are necessary to keep their lesser brethren in line, otherwise it is doubtful that anyone would ever make it back to Asmodeus in one
piece. Instinct: To execute a cunning stratagem
Enforce loyalty through brutal discipline
Pin an arm or weapon
Unleash the fires of hell
Fallen Angel

Group, Infernal, Organized, Intelligent, Magical

Claws (d8 damage)

6 HP

1 Armor

Hand
Special Qualities: Infernal blood

Wrathful Seraphim

Solitary, Infernal, Intelligent, Terrifying

Lots of blades (b[2d10] + 4 damage, 1 piercing)

16 HP

3 Armor

Close
Special Qualities: Infernal blood
As with other devils, a wrath devils appearance varies: seraphim have wings of
molten steel, while thrones are whirling gyroscopes of destruction. Instinct: To
incite violent rage
Dissolve peaceful negotiations
Turn allies against each other
Gluttonous Throne

Solitary, Large, Infernal, Intelligent, Terrifying

Bite (d10 + 3 damage, 3 piercing)

20 HP

1 Armor

Close, Messy
Special Qualities: Infernal blood
The appearance of a gluttony devil depends on the angel it once was: cherubim
have multiple, many-tooth faces, while seraphim are bundles of burning wings
surrounding a massive mouth. The only sure thing is that they possess a hunger
that can never be sated. Instinct: To instill excessive hunger
Devour a weapon, shield, or limb
Swallow a creature whole
Vomit up the contents of its stomach

242

243

What Lurks Beyond


244

Flying Polyp

Group, Aberrant, Large, Terrifying

Dessicating winds (d8 + 2 damage, ignores armor)

10 HP

4 Armor

Near, Forceful
Special Qualities: Flight, invisibility, see through any object
Instinct: To conquer
Hound of Tindalos
Bite (d8 damage, 1 piercing)

Group, Aberrant
10 HP

1 Armor

Close
Special Qualities: Travel through the angles of time
Lean and athirst, the hounds of Tindalos are said to inhabit the angles of time.
Instinct: To hunt time travelers
Suddenly appear from an angle
Drink a creatures blood
Thulhid
Tentacles (d10 damage)

Solitary, Aberrant, Psionic


12 HP

1 Armor

Close
Special Qualities: Telepathy, psionics
The thulhid are those that survived having a specific symbiotic lifeform grafted
to their spine. The creature takes over their mental faculties, and after an agonizing mutation period they are forever changed in mind and body. Instinct:
To harvest brains from intelligent life
Sift through a creatures thoughts and memories
Emit a stunning blast of mental force
Devour the brain of a helpless creature

245

Wyld Wanderers
246

Fomorian Warrior

Solitary, Fey, Intelligent, Magical, Organized

Searing ray (d10 damage)

12 HP

0 Armor

Near
Special Qualities: Healing and fire magic
. Instinct: To rule over her children
Rally her children into action
Weave a powerful spell of poison and darkness
Fomorian Cyclops

Solitary, Fey, Intelligent, Magical, Organized

Searing ray (d10 damage)

12 HP

0 Armor

Near
Special Qualities: Harmful gaze
. Instinct: To rule over her children
Rally her children into action
Weave a powerful spell of poison and darkness
Fomorian Prince

Solitary, Fey, Large, Magical, Intelligent, Organized

Searing ray (d10 damage)

12 HP

0 Armor

Near
Special Qualities: Healing and fire magic
. Instinct: To rule over her children
Rally her children into action
Weave a powerful spell of poison and darkness

247

Summer Court Warrior

Solitary, Fey, Intelligent, Magical, Organized

Searing ray (d10 damage)

12 HP

0 Armor

Near
Special Qualities: Healing and fire magic
. Instinct: To rule over her children
Rally her children into action
Weave a powerful spell of poison and darkness
Summer Court Wizard

Solitary, Fey, Intelligent, Magical, Organized

Searing ray (d10 damage)

12 HP

0 Armor

Near
Special Qualities: Healing and fire magic
. Instinct: To rule over her children
Rally her children into action
Weave a powerful spell of poison and darkness
Summer Queen
Frigid bite (d8 + 1 damage, 1 piercing)
Close
Special Qualities: Freezing breath
Instinct: To hunt and serve winter
Take down prey
Give chase
Breath forth an icy gale

248

Group, Large, Organized


10 HP

1 Armor

Summer Stag

Group, Large, Organized

Icy blade (b[2d10] damage)

12 HP

2 Armor

Near
Special Qualities: Empowered by winter
Instinct: To serve the winter lord and lady
Freeze and shatter a limb or weapon
Encase themself or someone else in ice
Conjure a blizzard
Winter Court Hunter

Solitary, Fey, Intelligent, Magical, Organized

Icy blade (b[2d10] damage)

12 HP

2 Armor

Near
Special Qualities: Empowered by winter
Instinct: To serve the winter lord and lady
Freeze and shatter a limb or weapon
Encase themself or someone else in ice
Conjure a blizzard
Winter Knight

Solitary, Fey, Intelligent, Magical, Organized

Icy blade (b[2d10] damage)

12 HP

2 Armor

Near
Special Qualities: Empowered by winter
Instinct: To serve the winter lord and lady
Freeze and shatter a limb or weapon
Encase themself or someone else in ice
Conjure a blizzard
Winter Wolf
Frigid bite (d8 + 1 damage, 1 piercing)

Group, Large, Organized


10 HP

1 Armor

Close
Special Qualities: Freezing breath
Instinct: To hunt and serve winter
Take down prey
Give chase
Breath forth an icy gale

249

The Sixth Fragment


250

Here are some example dangers and dungeons to get you started.

That Which Would Threaten Us


251

Campaign Front: Antikytheras Armory

The armory was a vast, defensible structure constructed by Antikythera as a


place where it could design, build, innovate, and store weapons and other devices
created during the Dawn War. During its creation Antikythera gave it sentience
and the ability to shape itself so that it could record information, advise, and
even directly assist it in its endeavors, and in time it grew to become more than
a living, thinking instrument, but Antikytheras closestsome might have said
onlyfriend.
It was built to withstand direct and prolonged assault from the gods themselves,
in order to prevent them from destroying it or, perhaps worse, gaining access
to Antikytheras creations and using them against the primordials. As an added
safeguard, in the instance that the gods proved more devious than anticipated
and were able to compromise the armory, Antikythera had imparted functionality that would allow the entire facility to shift between planes, thereby evading
destruction or capture.
But the Sundering was destruction on a scale unfathomed. As a testament to
Antikytheras skill the armory ultimately weathered the devastation, but much of
it was lost as it tried to slip between worlds that were no longer separate. Eventually reality more or less stabilized and it found itself drifting through the chaotic
bowels of the Maelstrom, where for countless eons its doors remained sealed, its
halls silent, and its forges cold.
Until now.

Stakes
How much damage will the Legion inflict before it is stopped?
Can Antikytheras machine be bargained with or reprogrammed?
Will the island kingdoms unite against this threat?
Who will claim the ancient weapons within the armory?

252

Danger: Antikytheras Machine


Planar Force | Primordial
Impulse: To finish the war
Grim Portents
The legionnaires are released upon the world
The machine sends specialized constructs to retrieve materials and information
The machine creates more advanced and destructive weapons
The machine lays siege against the island kingdoms
Impending Doom: Tyranny/Destruction. Antikythera either captures the mortal
races, modifying them with mechanical parts, or simply systematically wipes
them all out.
The machine is actually an expansive, dynamic, highly adaptable facility. It can
detect the presence of anything inside it, and it is capable of altering its shape
given enough time. This includes relatively simple processes such as opening,
closing and creating doors and corridors, and changing their shape and course,
to the more complex and resource-demanding task of constructing appendages
or even fully-functional machines.
Since it cannot create something from nothing, it needs access to resources.
These are difficult to obtain within the Maelstrom due to the instability of inanimate objects. Thankfully the barracks remained intact, giving it access to a number of constructs that it initially uses to provide it with the necessary materials to
make repairs and begin work on more advanced weaponry.
The machines ultimate goal is to win the war, and since the gods are dead it is
going after the next best thing: their servants and creations. This does not necessarily mean destruction: complete dominion works just as well...unless it believes
there is no other option.

253

Danger: Antikytheras Legion


Hordes |
Impulse: To serve Antikytheras machine
Grim Portents
Legionnaires are spotted near the Maelstrom
The Legion begins attacking steadings near the Maelstrom
The Legion constructs fortifications and satellite factories around the edge of
the Maelstrom
The Legion slowly expands outward, killing everyone and stripping down
everything it comes across
Impending Doom: Impoverishment
The legionnaires were crafted by Antikythera specifically to fight and be easily
replaced. They area fearless, can shrug aside injuries that will kill creatures of
flesh and blood, and aside from the mithril lords and adamantine queens have no
regard for self preservation. Their only weakness is that since they are not alive
they are subject to the Maelstroms fluctuations: if they remain inside too long
they risk being transformed into another material, possibly even energy.
Initially Legion scouts are sighted by steadings closest to the Maelstrom, as they
assess an islands size, defenses, and whether there is a ready supply of metal. If
an island meets their desired criteria, they descend upon it, slaughter the inhabitants, strip away useful materials, and vanish. Eventually they establish hives
beyond the reaches of the Maelstrom, where they can build more soldiers, repair,
and attack with ever-increasing efficiency.

254

Campaign Front: Running Out of Time

In their time the gods created many wondrous and terrifying things: beautiful
celestial kingdoms, magnificent creatures, works of art on an unparalleled scale,
and devastating weapons. The Chronometron is one such work, but no one is
sure exactly how to categorize it, nor even who made it.

Some speculate that it was created by a kind that presided over time, but if that
were true then certainly he or she would have done something to halt the events
of the Sundering. Of course, who is to say that he or she didnt try?
Other theory is that it is a prison created for a formless creature, possibly a
primordial, that wreaked havoc throughout ancient, forgotten history.
Whatever the case it was discovered by a group of scion explorers. Unable to
speak it opened a door, revealing to them the flow of time. Thereafter they could
gaze into it whenever they wished if they so dared: through repeated use they
came to realize that knowing what was and what could be could have disastrous
consequences.
They resolved to study the device, hoping to one day selectively reverse the events
of the Sundering and restore the world.

Cast
The Chronometron seeks to instill everyone it can with the secret of
manipulating time, believing that the more time is changed, the faster the
universe will unravel and it will be freed.
The last chronomancer believes that the world is running out of time, and that
drastic, sweeping changes are needed in order to spare as many possible from
destruction.
The Cycle of Time are an order of chronomancers that have carefully tried to rewrite and guide history for thousands of years. They kept a detailed catalogue of
the events they changed and results in the Still Chamber, lest the records vanish.
They have been shunted beyond the boundaries of time and space, and are now
trapped.

Stakes
How much time is left? What will happen when it runs out?
Who will be spared as the events of the past are re-written?
Will the new world be better, or worse?
What will happen if the Chronometron is destroyed?

255

Danger: The Last Chronomancer


Arcane Enemy | Power-mad Wizard
The Chronomancer is the last of his kind, having locked the rest outside of space
and time after they tried to stop him. He works tirelessly to try and fix the past,
gazing into the time stream as he tries to correct events here and there.
Impulse: To rewrite time and stop the Sundering
Grim Portents

Impending Doom: Rampant Chaos.

256

Danger: The Chronometron


Cursed Place | Place of Power
As the Chronometron is increasingly manipulated, time and space start to break
down. Holes in time begin to appear, and echoes from the past, future, and
alternate timelines begin to merge and replace.
The Chronometron is a sentient artifact that allows one to open windows in time,
and even travel to the past and future in order to change events.
The Chronometron is a being of chaos, possibly a primordial entity that was
shunted out of time and space. The device is merely a spatial anchor, a prison. It
wants to be used, but excessive use is dangerous, and can cause it to break down
or change the past such that it is never imprisoned...which is precisely what it
wants.
Impulse: To tempt others to meddle with space and time
Grim Portents
Time skips: people start experienced deja vu or seem to lose seconds or even
a minute, as time skips backwards and forwards randomly
Time echoes: people witness events that have already happened or will happen
in the future.
Temporal hot spots:
People and places appear and vanish randomly. They might appear older or
younger.
Impending Doom: Rampant Chaos. Meddling with time eventually causes
reality to break down. The Sundering happens and it does not with a myriad
of results, as countless contradictory realities collide. People die, the dead
survive, or both, and whether the end result is better than before is a matter of
perception.
SHARK PEOPLE BAHAMUTS SPAN THEY LIVE WITH HUNGER
RESONANCE

257

Danger: The Hounds of Tindalos


Planar Force | Devouring Pack
Impulse: To consume
Grim Portents
The hounds attack steadings nearest to the Chronometron, dragging victims
beyond the boundaries of time to devour them
The hounds hunt far and wide. Steadings are abandoned as the citizens flee
beyond the reach of the hounds.
Impending Doom: Impoverishment. The people are scattered to the darkest
edges of the astral, or live on drifting colonies in hopes of evading the hounds.
The hounds to not have any particular agenda, but are merely a symptom of the
rampant usage of time travel and manipulation.

258

Campaign Front: Reap What You Sow


A group of angels that blames mortals for the destruction of the gods they once
served. They believe that by harvesting enough mortal souls that they can revise
them.

259

Danger: The Black Choir


Ambitious Organization | Misguided Good
A group of rogue angels believes that mortals are lost without gods, and blame
them for the death of gods. They believe that if enough mortals are sacrificed and
learn to again fear the gods, that they will be revived.
These angels start by attacking random islands and claiming, forcing people to
construct temples to
Impulse: Harvest souls in order to re-awaken a dead god.
Grim Portents
People are given to or taken by the angels of the Black Choir

Impending Doom: Tyranny. Once the necessary amount of souls have been
gathered, either an angel uses the power to ascend to godhood, or the newly
awakened god has been corrupted by the use of tortured souls.

260

Danger: The Well of Souls


Cursed Place | Place of Power
Impulse: To contain souls.
Grim Portents
The well is filled
Impending Doom:

261

Danger: The Fallen Star


Planar Force |
An angel that plans on emptying the Well of Souls once it has been filled.

262

Campaign Front: The Opener of the Way


Danger: Allabar
Planar Force

Danger: The Gatekeepers of Allabar


Ambitious Organization

263

Ritual
Spirit Companion
On a miss...
The spiritform is too badly damaged, and it must retreated within the shaman
to rest for minutes, hours, or even days.
It is severely weakened: take -1 to call upon it for strength until you make
camp.
When your spirit heals someone, it draws the wounds upon itself.
Some negative aspect of the spirits personality takes over your mind and body
for a while.

The Seventh Fragment


264

265

A
Angels
Antikytheras Armory
Antikytheras Legion

B
Battlemind

C
Cambion
Celestial Host, The
Cherubim, Angel
Cold iron
Cthon

D
Deva

E
Elf

F
Fomorians

G
H
I

266

Index

Invoker

J
K
L
M
N
O
P
Q
R
S
Shaman

267

T
Tarchon
Throne, Angel

U
V
W
Warlock
Wizard
Wyld Wanderers

X
Z

268

269

270

271

272

273

274

275

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