Documente Academic
Documente Profesional
Documente Cultură
Thanks also to Rob Lang for his enthusiastic review of Gondwanes spiritual predecessor,
Lost in Smaragdis, and his encouraging me to expand on the idea.
All images used from the Wikimedia Commons or public-domain works, and/or digitally
modified by Dariel R. A. Quiogue. Various dinosaur illustrations by Nobu Tamura, Arthur
Weasley, Steve oc86, and Tim Bekaert, all from Wikimedia Commons and used under the
GNU Free Documentation License v 1.2.
1
Gods of Gondwane
Legends of the lost land
Introduction petty kingdoms scattered across the continent, each
Over a hundred million years ago, the wisest of an ancient with a culture secretly engineered by the Shapers for
and incredibly advanced race looked into their future and some experimental purpose of which the people are
discovered their people were extinct. Vanished, without totally unaware.
a trace. Their proud place had been taken over by the
descendants of apes. And so they who would be called the Among these experiments are the many living gods,
Shapers began their Great Experiment. monstrous alien or mutated creatures, sometimes
machines, which the Shapers set up for their subjects to
worship and drive them into constant strife with each
other. Deliberately made to sow chaos, the living gods
are best collectively described as insane. As a result
armed conflicts, witch hunts, and deadly intrigue are
commonplace on Gondwane.
Civilizations
with a pane of what seems to be the purest The civilized Gondwaneans are scattered thinly across
quartz. Suddenly the cover of the one you are the supercontinent, in small city-states. There are a
looking into slides away, and a gaunt, strangely few empires comprising more than one city. Between
elongated hand extends from the darkness these pockets of civilization are the barbarian tribes,
and gestures at you, sending a chill numbness comprising both those races that had never been
through your spine civilized and some remnants from previous cycles.
You are taken to a sprawling temple-city, thick Visually, many Gondwanean civilizations are
with the smells of smoke and incense and reminiscent of Ancient Greek, Babylonian, Phoenician
burning flesh, ringing with the music of brass and Persian culture they have chariots, crested
gongs and the chanting of the crowds. At the bronze helms, tall spears, corselets of scale or leather,
very center of the city, guarded by cyclopean all the trappings of a Hollywood sword-and-sandal
statues of armored warriors and snarling movie, but with dinosaurs! Most city states are ruled
dragons, is a low, wide ziggurat where masked by kings and secretive cabals of priests, and some are
and hooded priests are offering the sacrifices. ruled directly by their gods.
And at the top of the ziggurat, chained with
massive bronze links to a basalt throne, is a This flavor is carried throughout in the visuals walled
creature that could never have been born on cities, great square, blocky palaces and broad, towering
this Earth ziggurats and in the names, which Ive made pseudo-
Greek sounding, along with a mix of pseudo-Latin and
Man on Gondwane pseudo-Babylonian and Phoenician.
Man on Gondwane did not evolve naturally, but was
bred by the Shapers in a continuing experiment to find
out why human civilization survived and the Shapers
did not. This experiment has been repeated many
times, each time allowing mankind to reach a height
of technology equal or greater than Modern Earth,
then wiped out as the experiment was reset. This
means the human population of Gondwane consists of Technology
both the current batch and the scattered, often secret, The majority of Gondwanes peoples have a High
Remnants of previous experiments. Bronze Age technology. Many barbarians are even
lower on the scale, having only Stone Age technology.
Differences from Modern Man From time to time, however, fantastic technologies
Because of the artificial origin of man on Gondwane, from Remnant civilizations show up, are fought over
and the many batches so created, there are some for their power, and then mysteriously disappear
interesting differences between them and Modern again
Earth humans. First, the coloration: while all the
skin and hair colors of modern man are known on Themes
Gondwane, there are additional variants and unusual Gods of Gondwane is about:
combinations, such as green or blue hair, or green
eyes and dark skin. Second, a small yet significant The discovery of a lost world. Gondwane is
percentage of Gondwane humans are also born with removed from our modern world in time, and
psychic talents. by all we know it shouldnt exist. This sets up
the mystery of why man exists in the age of
The third difference is psychological; the Gondwaneans the dinosaurs, apparently for a very long time
5
already, and why traces of an ancient super-
science are all over the place.
Two-fisted
Heres a fun pulp-y take on
characters; adding Two-
Fisted to any otherwise
mundane Modern Earth
role indicates that your
character can do basic
action stunts with it, such
as brawling or running
and jumping. So yes,
you can run a New York
Socialite 4/Two-Fisted
Reporter 3 if you want to!
Remnants may possess knowledge and/or technology
the majority of Gondwaneans do not. Some Remnants
may even have a glimmering of the truth that
mankinds presence here is engineered, and may have
doubts about the living gods.
Energy Wand
A wand of metal with a
crystal at one end. Allows
you to shoot bolts of energy
from the crystal end, with
the same effective range
as a bow. Tap this Knack
to make more powerful
attacks with it.
Flying Servitor
A small bird-like or insect-
like automaton that can
fly, talk, deliver messages,
maybe even do some simple
manipulations or carry
whatever is revealed or commanded in the dream is
things if you gave it some kind of grasping ability.
real and urgent.
Shielding Gauntlet
Codex Phasmaidae
A metal gauntlet that can be tapped to create a
You have a copy of the Codex Phasmaidae, which
protective shield against physical damage.
grants you access to a plane of insectoid intelligences.
Sorcerer Knacks You can summon, among other things, warrior
phasmids, armored, clawed, insect-like beings who
Sorcerer Knacks revolve around knowledge of
can phase through matter at will.
extraplanar beings and how to contact and summon
them or make them alter reality in some way; often this Void Wraith Servant
takes the form of a Grimoire, a listing of beings and the
Void Wraiths are nearly-invisible, incorporeal beings
requirements to obtain their services. Grimoires are
of human-like intelligence. Though unable to interact
mostly copied from Remnant sources. Sorcerers may
with matter on our plane, they are natural telepaths.
bind one or more extraplanar beings to their service,
Often used for spying, guarding, and assassination.
effectively making them into Followers.
Arms and Armor
Sorcerer Knacks are refreshed by study of the occult
Weapons do not have set damage ratings in the
and by feeding their extraplanar contacts or servants;
Vivid system. However if you want a more powerful
very often the required food of these creatures is
weapon, you may invest up to 4 dice in a special
life-force, obtained by sacrificing animals or people.
weapons qualities. This is completely optional.
This makes sorcerers rather easy to find out, and adds
to their often deservedly evil reputations.
You will have to invest dice in any armor or shields,
Some possible Sorcerer Knacks include:
however, as these determine how much protection
Wisdom of the Sleeping Gods they will afford you. Again, you may invest up to 4
You have a copy of, or parts of, the Wisdom of the dice in each item. 2 dice can represent a suit of light or
Sleeping Gods. Grants you access to the plane of the partial armor such as gladiators belly guard; 3 dice
Dream Eaters, beings who feed by consuming the is medium armor, like a lacquered leather cuirass; and
energy of human dreaming, or can insinuate dreams 4 dice is very good armor, like a bronze cuirass.
into a sleeping mind, and make the sleeper believe that
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Example
Well give Carse the following Hooks:
11
Renown Hooks
Tracking Renown is an optional rule in Gods of Deathly Afraid of Snakes
Gondwane. At the GMs option, characters may be Gentlemans Honor
awarded Renown for accomplishing great deeds. Unreformable Gambler
Renown can influence the reactions of NPCs, usually Enraged by Abuse of Weaker Folk
for the better, but may also create complications.
Renown is most useful when playing a campaign, Fate 0
where characters have a prolonged presence in the
game world and have more opportunities to change it. Outfit
Khakis, Battered Fedora, Boots, Revolver,
Sample Characters Hunting Knife, Canteen
Here are some sample characters with complete Roles,
Assets, and Hooks. You will note that character stats Arthur Rice Haggard
will handily fit into a 5x7 index card, which is the Ageing but still hawk-eyed big game hunter from
recommended character sheet for this game. Durban
Outfit
Bronze Armor (cuirass, helm, greaves), Hoplite
Areius Shield, Sandals, Pair of Spears, Sword, Dagger
Ex-gladiator and freedom fighter
Rhalina
Roles Remnant mystic with a terrible secret
Escaped Gladiator 4
Former Captain in the Legion 3 (Command, Roles
Tactics) Thousand-Year Old Mystic 4 (Read Minds,
Heal)
Assets Scholar of Remnant Civilizations 3
Agile 4
Bronze Buckler 3 Assets
13
Furtive Survivor 3 your actions in greater detail; the how of an action
Inhumanly Beautiful 3 becomes really important, as this is how you claim
Mind Reading 3 Advantage for your character and work in other ways
Healing 3 to get bonus dice.
Guts 3
Dice Rolls
Hooks
The core of all Vivid mechanics is the Contest Roll.
The Secret History of Khalmyrium Every action that is important enough to be rolled is
Wanted Dead by the Shapers considered a contest against something.
Abhors Violence
Can Only Touch Human Minds In a Contest Roll, you roll your dice from your most
applicable Role, and your opponent does the same.
Fate 0 Look for your highest die, and compare that with your
opponents highest die. If the number showing on
Outfit your highest die is higher than your opponents, you
Dagger, Pilgrim Disguise win the Contest Roll.
Opponents
Any person, creature or force of nature can be an
opponent in some way. Even groups of people or
creatures acting as one can be treated as a single
opponent. We simply rate the power of that opponent
to oppose your character with dice.
You want to look for circumstances and environmental Various Assets may be tapped to increase your dice
conditions that, properly used, can give you some pool for a roll, depending on what youre trying to do.
As long as it makes sense that the Asset you named
15
takes to finish an Extended Contest, the rule of thumb
is that itll take 3 Victory Points.
Combat
Combat is simply an elaboration of the Extended
Contest mechanic. The rules presented here are
built for fast-paced, cinematic combat, with plenty of
opportunity to have cool moments, satisfying triumphs
and hair-raisingly close shaves.
Procedure
Resolving combat is a matter of four simple steps.
Combat is played in rounds lasting several seconds
each, or long enough to perform a sequence of related
could help in your action, you can tap it. Guts can be actions. Every round, players should get a chance to
tapped for just about anything, as this heroic quality have their characters act, as long as the characters have
can affect a lot of actions. the capacity to do so.
Tapping an Asset lowers its rating by the number of 1) GM sets the scene
dice you take from it. Thus an Asset rated 3 dice can 2) Deployment of characters into Sets
be tapped once for all three dice, three different times 3) Each player gets a turn to make a Riff and
for one die at a time, etc. etc. resolve it
4) If any combatants are still in the fight and want
When an Asset is tapped out reduced to 0 dice to continue, begin another round
you cannot tap it again until it has refreshed. Assets
refresh when you take appropriate actions mental Actions between a Set are resolved simultaneously; the
and physical attributes are restored by simple rest, winner is considered to be the one who finished all his
arms and armor are restored by cleaning and mending, actions successfully, thus imposing his will upon the
and so on. loser.
Guts is best refreshed by taking actions that engage Each player is given their chance to act in turn; usual
your characters passions; interacting with a loved procedure is to proceed clockwise from the GMs left
one, indulging in a hobby or vice, or anything that is until all players have gotten their actions.
pleasurable and relaxing for the character. A few hours
of such pleasure-seeking will regain all the characters Setting the Scene
Guts. At the lowest end of this scale is simple rest The GM begins the combat by describing the scene
spend enough time doing nothing, without any major whats going on, what the characters can see or
exertions or danger, and Guts is fully refreshed after otherwise sense, and giving the players an idea of
24 hours. what the combat environment is like. In fact the best
way to set the scene is to draw a map on paper, or use
Victory Points tokens of some sort to indicate items of interest and
Extended Contests are played for Victory Points. When their locations.
one side has achieved the requisite number of Victory
Points, the contest ends with that side winning. The Deployment
action in Extended Contests can thus be paced by the The next step is for player characters to be matched
number of Victory Points required to end it. up with opponents. Each pair, or group, of player
character and his opponent/s is a Set.
If there is no other obvious measure of how much it
16
Ordinarily, players get to decide who their characters
will engage. If two or more players want to engage the
same target, they may do so freely; be aware, though,
that any opponents who are left without opponents are
free to range the field and strike as they will.
Riffing
Actions in combat are declared interactively to make
an entertaining action sequence, in a procedure called
Riffing. This is where all the cool stuff in combat
happens, like a Hollywood action movie, so pull out
all the stops and let your creativity loose!
Take Losses
If you take a defeat, you may use your Followers
to soak the damage instead of paying from your
Attributes, shield, or armor. This represents your men
intervening and saving you, at the cost of casualties
among themselves. This is not allowed in a duel!
GMCs
GMCs are Game Master Characters or Game Master
Creations any character or creature run by the GM,
usually as a challenge for the player characters. GMCs
are usually described in a shorthand style, simpler
than player characters, for the GMs convenience. Eldritch Damage (E)
Some important adversaries however are described as This indicates the monster has a magical or psychic
full characters. attack, usually made to dominate its prey. If the
monsters attack is victorious, the victim has to Soak
T/R Ratings the effect using Guts, or Mind Shield, or something
The typical GMC is described simply with a Threat/ similar.
Resistance, or T/R rating. Threat is how much of a
challenge it is to the PCs, while Resistance is how well Gigantic (G)
it can take punishment, and is what the GM uses to This indicates the monster is sufficiently large that
Save the GMC when its defeated. it can soak Massive damage on a 2-for-1 basis. That
is, you must pay 2 Resistance for every Victory Point
For example, a Wild Boar 3/2 means the GM rolls 3 scored against this monster with a Massive damage
dice for the wild boars actions, and can Save this attack.
creature from defeat twice.
Hardened (H)
Mooks This indicates the monster has a hide or shell so tough
Many GMCs are run as Mooks minions and cannon- it cannot be pierced with human-scale weapons. The
fodder types who pose only minimal threat to the monster is only vulnerable in a few soft spots, such as
player heroes. Individual Mooks have a Threat of eyes, mouth, or belly; hits to these are possible if won
1 die, and no Resistance. You only need to defeat a with a Crit. Hardened creatures soak Massive damage
Mook once. as though it were normal.
The typical villain has several Mobs of minions ready Massive Damage (M)
to fight for him. This is expressed as an Asset, from This indicates the monster does damage beyond the
which he may take varying numbers of dice to hurl human scale to absorb. For example, the bite of a Shoal
at his foes as Mobs. Note that when a single hero Lurker can break a ships hull; theres no way human
fights a Mob, the Mob has +1 die of Advantage from flesh or a shield could stop it! Victorious attacks from
outnumbering the hero. such monsters cannot be Soaked, only Escaped.
Terrifying
A Terrifying creature takes an extraordinary effort of
will to face, and will usually send lesser men fleeing
or cowering away. To reflect this, there is a levy of
Guts equal to the creatures rating in this ability just
to be able to face it. This levy must be paid on first
encountering this creature. This means that most of
the time, only heroes can stay to fight the creature.
Weird Powers
A character with weird powers may only use those
abilities detailed as Knacks. The basic mechanic for
using a weird power in dramatic situations is to roll the
appropriate Role rating like any other Contest. Victory
means the power worked as desired, Defeat means Example: Rhaeya Commands a Strider
something else happened, and a Stay means your Rhaeya is an Esper 3, with the Knack: Animal Empathy
attempt was somehow stymied, but you may continue 3. While trying to escape some Antilian Inquisitors, she
next round. You may spend from the appropriate decides to take telepathic control of an officers Strider
weird power Knack or Guts for bonus dice. (a domesticated dryosaur) so she can ride away.
Combat with Weird Powers Its a War Strider 2, vs. Esper 3 + 3 for Rhaeyas tapping
Using a weird power in combat is mechanically just all shes got in Animal Empathy. The GM rolls 4, 5 for
like making any other attack; describe what you want the Strider, but Rhaeyas player gets 3, 2, 6, 6, 4, 1
to do, and call for the roll when you want to resolve the two sixes! The GM decides this Strider cant resist, and
action sequence. If your opponent declares an action comes to Rhaeya as commanded despite its training to
that would evade your attack, simply call for the roll to obey only one master.
see whose action went through.
Summoning
Weird Power Effects Summoning an extraplanar being is considered to be
If your weird power attack was to create a physical magical combat. You must the being you want to
effect bolts of energy, flame, force, etc. and you win contact and bring to Earth; the GM then either looks
the roll, your opponent may try to Soak or Escape the up the beings stats, or makes them up on the fly. The
effect as though it was a normal physical attack. psychic combat is then joined.
If the attack was meant to affect the mind, however, the Each Defeat of your sorcerer costs 1 Guts; you may stop
damage is cosidered Eldritch damage; the target must at any time if you want to, aborting the summoning.
Soak using Guts or a device that protects vs. magical Victory for your sorcerer means the targeted being has
domination. No other Asset can be used to Soak, and been compelled to travel from its plane to the Earth, and
no Escape is possible. accept your bidding. This happens instantaneously as
soon as the sorcerer has won the summoning contest.
When is Using a Weird Power Combat?
Note that any attempt to use a weird power to Taking Risk Dice during summoning means youre
dominate a character or creature is treated as combat. trying to do it quick and dirty, possibly leaving the
This applies as much to flinging a bolt of energy as it extraplanar outside your control. If a complication is
does to trying to make an NPC tell the truth. Even if rolled, the being may do whatever it wants follow
the target is doing nothing consciously to resist you, your orders, attack you, or follow your orders then do
the mind is always considered to try to resist any form something it likes.
of psychic domination.
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Quick Extraplanar Creation The opposition is equal to the strength of the effect
GM and player can collaborate to create an extraplanar desired, so if you want a Storm 6, you have to contest
on the fly. The player provides the concept for what he vs. 6 dice. Victory means you get the effect you want,
wants to summon; it should be in line with the theme Defeat means you have to give up 1 Guts.
of his grimoire or knowledge. The GM rolls 1d6+1
for the extraplanars Threat, and 1d6+1 again for its Example: Zolgarn Preserves a Friend
Resistance. Lets go back to our antihero Zolgarn; he may be a cold
and incomprehensible half-madman, but it seems he
The concept may be further refined by transferring still retains enough humanity to want to save a friends
dice from Threat to Resistance or vice versa. Another life. Unable to save a dying friend himself, Zolgarn
1d3 of dice may be distributed between Threat and has decided to put the body into suspended animation
Resistance if the player gives the extraplanar a Bane until he can find a way to revive her.
an inability to resist a certain kind of attack. Banes Why suspended animation? Because the effect seemed
may be to substances, like silver, or natural forces like to be in agreement with Zolgarns source of magical
sunlight or fire. ability, The Wisdom of the Sleeping Gods. The GM
says this is going to be a 4-die Threat, and the player
Example: Zolgarn Calls a Dreameater accepts. Fortunately, he wins on the very first throw.
Zolgarn is a Sorcer 4, and possesses the coveted tome, The GM declares that Zolgarns friend is now in a sort
The Wisdom of the Sleeping Gods 3. Pursued by of enchanted sleep, unwakeable by normal means, but
mysterious assailants through the streets of a ruined in this state she will not die.
Remnant city he was exploring, Zolgarn decides to hit
back with a summoned being. Im going to summon
a Dreameater, the player says.
Dalshur
Dalshur was a former colony of Makkar, but when the
Makkarians turned against their man-god Neyharius,
the Dalshurans declared their independence and
continued to be Neyharites. They declared a holy war
against Makkar, which goes on til now without any sign
of conclusion. Dalshur is ruled by a dynasty claiming
descent from Neyharius himself, and the Dalshurans
revere their kings only a little less than their god.
Arwe warriors fight exclusively on foot with axes and The Dalshurans, like the Makkarians, are a mostly
spears, wearing no armor but covered by large shields cavalry army, their warriors mounted on Shellheads
and wearing bright plumes on their heads. They protoceratops -- and wearing only loose robes
worship their Sleeping Kings, the dead kings they have instead of armor, and fighting with lances. Captains
kept mummified in an ice cave high on Mount Tomba. and nobles ride to battle on Thunderfeet, brontosaurs,
hired from the Thunderfoot Nomads whenever there
A family of near-immortal priestesses, the Spirit is a campaign, while Stonebacks, ankylosaurs, are
Speakers of Gangul, claim to speak for the Sleeping used as living siege engines.
Kings, but actually work for the Shapers; their task
is to regularly purge Arwe of any free thinkers, King Orienus of Dalshur has allied himself with Zyra
whom they accuse of being witches, and to prevent all in the hopes of bringing down Makkar at last, but is
strangers from entering the Plain of Arwe at the top of unhappy with the Zyrans introducing the worship
the mesa. of Sabellis to his people. There are now rumors
that Orienus has received a vision from Neyharius
The Desert Kingdoms instructing him to purge the foreign influence from
The Desert Kingdoms are a widely scattered group of Dalshur, whatever the cost, and that the king is only
city-states with a mostly Belsharian population, and waiting for the right time to do just that.
occupying oases in the Zahuran Desert. Because of their
Harakpur
positions, they are used by caravans leapfrogging from
water source to water source on the long journey across A Belsharian city conquered by Zyra, and now shakily
the supercontinent. Why go overland through desert independent too far and too strong for Zyra to assault
rather than sail around by sea? Because the Jurassic again right now, too weak to resist the claims of her
weather can be much harsher and more unpredictable sister cities Samurrad and Tomaria. King Ahriazar
at sea than Modern Earth has ever known. With all thus tries to keep playing all his enemies against each
the land on one side of the Earth, storms from the vast other, keeping them off balance by allying with first one
ocean are stronger. Despite dinosaurs and hostiles, then another. However, Ahriazars power is slowly
overland travel is safer than a voyage. slipping away, for while he continues to worship
Zahur, most of his people have been worshipping
Askelos Sabellis the Zyran goddess for some time. The people
Askelos is known as the City of Mercenaries, for this do not want to go back to the bloody regime of Zahur,
23
who requires regular child sacrifices.
Makkar
Makkar is a desert kingdom, and is the traditional
enemy of the kingdom of Dalshur. Early in their
history the Makkarians revolted against and killed the
Shaper-dominated immortal Neyharius and turned to
a religion of worshipping tribal ancestors. This has
now come to the attention of the Shapers, who are
sending in Watchers and agents to either re-establish
the Neyharite religion, or bring Makkar under either
the Zyrans or the Dalshurians.
making themselves the masters of Samurrad. There
Makkarians are known for the extreme heat of their are also whispers, though, that Atreus is a false god,
homeland, an outward dedication to austerity they and that the Atreians practice sorcery. The truth is far
always wear plain white or brown robes, and no worse; the Atreians are dupes in a Shaper experiment,
personal adornments but a love for opulence and in this case the effects of deifying a man from recent
luxury in their homes. Makkarian stoneworkers, history, then destroying his myth.
mosaicists, painters and other artisans are often
brought to Zyra to help build the mansions of Zyras Tomaria
nobility. Another Belsharian city that was conquered by Zyra,
it was liberated by an army from Dur Ashrak whose
Because of Makkars ongoing holy war with Dalshur, commander then declared himself independent, and
the Makkarians have become a military power, seized the throne. Tomaria now groans under the
augmenting their already formidable forces with many despotic rule of the Barashtan dynasty, who mean
foreign mercenaries. The Makkarian warriors ride to make this city the capital of a great empire. The
Shellheads, a type of protoceratops bred for fleetness current king of Tomaria is Zaarish Barashtan, and he
and ability to endure without water for days, and fight is reputed to be mad madder than his sire Zoardun,
mainly with lances. They use Stonebacks, ankylosaurs, who was madder than his grandsire, General Zokar of
as living tanks and as mounts for the royalty. Dur Ashrak.
Zakkar
Zakkar is said to have been a breakaway colony of
Eshkor, though the Zakkarites deny this. Like the
Eshkorians, the Zakkarites occupied a Remnant city
in and grew prosperous on scavenged wealth. The and took upon themselves the mantle of the former
Eshkorians, Omnorians and Zakkarians however came inhabitants, whom they considered gods. Zakkar is
to worship the builders of their cities, and then elevated ruled by a God-King, by whose favor all Zakkarite
themselves to divine status as well. They have some of nobles are considered the elite servants of god,
the strangest societies in all Gondwane. wearing beaten gold masks and faux wings to show
their status. The rest of the populace are slaves.
Eshkor
The Eshkorians recolonized the Remnant city of Eshkor Zakkar often buys female slaves, for it is the custom of
and assumed the mantle of its original inhabitants, all the noble houses, from the royal house on down, to
whom they considered to be gods. Eshkor is ruled demand a new bride every year, and to sacrifice those
by a Priest-King and a cabal of warrior-priests, whose brides who fail to conceive after three years. Only the
sworn duty is to preserve the supposedly divine status king can now compel Zakkarite noblewomen to marry
of the Eshkorian ruling caste. him, for the promise of his power; all other noble
houses tend to rely on slave brides, for many Zakkarite
The people of the city are divided into the Chosen, who women would rather remain unwed than risk being
claim divine descent, always wear masks in public, sacrificed.
and number many Espers and Mystics; and the slaves,
taken in raids from neighboring tribes and kingdoms. Like the Eshkorians, the Zakkarites fight on chariots,
but instead of hunting packs of theropods, they use
The Eshkorians are perpetually at war with the stegosaurs Oarbacks as living tanks and siege
Zakkarans, who settled a nearby Remnant city engines.
and also assumed the mantle of living gods. The
Chosen go to war on chariots drawn by Striders, and Golgars
command packs of ten-foot-long, carnivorous Rushers, Short, squat, hairy, carnivorous hominids, either the
or megapnosaurs. Remnants of a previous civilization or the result of
some wizards breeding experiments. Golgars are
Omnor cunning hunters, strong and savage in combat, but
Omnor is a hermit kingdom bordering Eshkor and totally unable to learn speech. Packs of them haunt
Zakkar, and peopled by the same race. It is ruled by the wilds of Gondwane, hunting with clubs and spears
a Priest-King, also called the Crystal-Speaker. This tipped with flint or dinosaur bone.
hereditary ruler, whose face may never be seen by any
man on pain of death, keeps contact with some kind Hargath
of entity through a great yellow crystal in the depths Large, hairy hominids occupying the Hecatoncheiros
of the royal palace. By the express command of their Mountains and the Dragon Plains north of Zyra.
deity, the Omnorians allow no strangers into Omnor, They descend on the lowlands from time to time in
save as captured slaves, and let none out alive; all surprisingly large numbers to raid and pillage, stealing
contact with other peoples is forbidden. weapons, livestock, children and women, who are
adopted into their tribes and used as breeding stock.
The city of Omnor occupies an entire mountain, the
exterior being terraced and the mountainsides walling In this fashion the Hargath have been steadily
25
upgrading themselves, so that they now understand
how to use metal weapons, understand Zyran speech
and speak it, though atrociously, and organize into
tribes led by warrior-priests. They worship the
Devourers the allosaurs -- of the great plains.
Urdryks
The Urdryks are a barbarian tribe from southern
Malgeol, who have established themselves on the
northern border of the Zyran Empire. They say
they were fleeing from volcanic eruptions that have
destroyed much of their homeland. Despite their Kingdom of Belshar
simple, savage hunter-gatherer culture, the Urdryks The kingdom of Belshar consists of those cities founded
know the secret of forging iron, and combined with by Belsharians and holding to the worship of Zahur,
their great physical size and strength, they have used the Belsharian war god. Each city has its own king, but
this power to carve themselves a bloody swath through all acknowledge the primacy of the High King at Dur
northern Gondwane. az Zahur. The Belsharians are known as charioteers
and archers.
The Urdryks worship the Kraken and Aegir, two great
sea gods locked in eternal struggle with each other. Dur Ashrak
They periodically sacrifice captives to ensure the Dur Ashrak is a wealthy city on the Aramzar River, and
victory of Aegir, as they consider themselvs the Sons by an ancient compact, the City of Queens. Every High
of Aegir. For this reason, they are perpetually at war King of Belshar must wed a princess of Dur Ashrak,
with the Valkheirs. Recently, the Zyrans have recruited and the city celebrates a rite unknown elsewhere in
Urdryks into their legions, with mixed results; the Belshar, the Wedding of Zahur and Astaris. Now
barbarians are notoriously hard to discipline into the that Zahur has decreed the persecution of all other
phalanx, but have also won several battles with their religions, however, the Zahurite priests have ordered
ferocity. the worship of Astaris stopped on pain of death. This
is bitterly resented by the people of Dur Ashrak, who
Valkheirs have always been fervent Astarites, and many of the
The Valkheirs are a barbarian tribe from southern wealthiest families have migrated to Tartesh. It is now
Malgeol, who like the Urdryk have been forced by whispered that the Zahurite priests in Dur az Zahur
volcanic eruptions to migrate into Gondwane. Like are planning to march the armies of Belshar on Dur
the Urdryk, the Valkheir are of great size and strength, Ashrak.
know the secret of forging iron, and worship the Kraken
and Aegir. They consider themselves the Sons of the Dur az Zahur
Kraken, however, and so are at perpetual war with the This Belsharian city is the holy city of Zahur, the lion-
Urdryks. Valkheirs drown their sacrifices in the sea, headed, armored war god. Though this is the seat
and if the sacrifice survives, he or she is accepted back of the Kings of Belshar, the true power in the city is
into the tribe as an elite Krakenborn. the Brotherhood of the Red Harness, the warrior-
priests of Zahur. From here, the Grand Master of the
The Krakenborn are given the best weapons and armor, Brotherhood directs the Belsharian kingdoms mighty
and it is from them that the kings of the Valkheirs armies, and polices the sacred city with an iron hand.
are chosen. Recently a Zyran general recruited all
of a Valkheir villages Krakenborn into his legion. Zahur has three simple commands, which the
They did very well, until they came into contact with Brotherhood will lay down their lives to fulfill: first,
another generals Urdryk troops and sparked a battle tolerate no gods but Zahur; second, conquer all non-
that wiped out both legions. Zahurite peoples and make them worship Zahur; and
third, keep Zahur fed with the blood of children. The
26
increasing his own power.
Semirathis
Semirathis is the southernmost of the Belsharian
cities, and was founded, unknowingly, atop the ruins
of a Remnant site. Lythalos, king of Semirathis, is
supervising the digging of this site, having discovered
an enormous idol which he believes will give him
power. Already the Zahurite priests of Semirathis
have all been murdered, to prevent their bringing
the news to Dur az Zahur, and no Semirathians are
allowed to leave. In the meantime, Lythalos has been
trying to communicate with his new god. He will soon
be answered.
Unknown to the Brotherhood, one of the greatest Kingdoms of the Inland Sea
centers of dissatisfaction lies within Dur az Zahur itself. The Inland Sea on the northeastern corner of Gondwana
King Nabushadur has had enough of the Brotherhood, used to open onto the Eastern Ocean, but has since
and is plotting to destroy the order without drawing been closed by siltation and earthquakes. Just east
Zahurs wrath, if possible. of this region is a largely uninhabited waste that is
particularly rich in Remnant ruins.
Dur Shumukin
Dur Shumukin is the most easterly and isolated of the Alharrash
Belsharian cities, and while it continues to play the Known as the Corsair Kingdom, this city-state
role of a dutiful tributary to the High King, the truth dominates the Inland Sea and levies tribute from nearly
is very different. Dur Shumukin is no longer ruled by everyone else along its shores. The kings of Alharrash
the Dythalla dynasty that was placed there by the High proudly admit that their wealth and power are founded
King, but by an adventurer from Modern Earth. This on successful piracy, and offer victims from their raids
man, known to his subjects only Kalarn the Wizard, to a supposedly immortal Shoal Lurker, or dakosaurus.
somehow got the queen to have an affair with him, This reptile, named Bel-Kornos, is Alharrashs living
murdered the king, and took his place. god.
Kalarn takes pains to hide his origins, even from fellow Ornathor
anachronists, while at the same time engaging secret The city-state of Ornathor is located on the northern
agents to track down any anachronists within their coast of the Inland Sea, and is a rival of Alharrash,
range and secure their valuable Modern Earth artifacts. the Corsair Kingdom. The Ornathorians worship the
Kalarn has quite a gun collection in his secret storage Dragon-Bird, a legendary monster or living god that
vaults, among other things. Kalarn is also fascinated dwells on the top of Mount Bel-Gaura. To show their
by the presence of living gods all over Gondwane, devotion and identity as Ornathorians, warriors from
and the fact that similar beings ruled the Remnants of this kingdom wear feathered capes and bronze helmets
previous Cycles. fashioned into the likeness of the Dragon-Birds head.
Of all the humans living on Gondwane, Kalarn may Priests of the Dragon-Bird make regular pilgrimages
have the best hypothesis as to whats really going on. to the sacred mountain, and either come back with
However, Kalarns only interests are to keep from messages from the god, or not at all, having been
being noticed by any hostile powers, and to keep taken as sacrifices. Becoming a priest in Ornathor is
27
considered a great honor, but for readily apparent
reasons, they prefer to recruit strangers and the poor
for the job! Not long ago, Bel-Zarthus, a young priest,
came back from his pilgrimage to The Eyrie with
stupendous news: the Dragon-Bird has laid eggs.
Tartesh
Famed as the Purple City, Tartesh is considered the
wealthiest city-state on the Inland Sea. It is the only
source for a valuable purple dye, and moreover is the
home to the Oracle of Astaris, the most venerated shrine
in the east. Pilgrims come from across Gondwane to
offer treasure to Astaris priesthood and consult the
Oracle. This trade and pilgrim traffic, in turn, form the
prey of the corsair kingdom of Alharrash. Ornathor and Tartesh all claimed to have been
commanded by their respective cities gods to do
Such is the volume of the trade and pilgrim traffic, exactly thus, as punishment for Theriandors apostasy.
however, that Alharrashs depredations dont seem The ruins were left as a warning for all who dared
to hurt Tartesh at all. In fact the kings of Tartesh and disobey the gods.
Alharrash are both good friends, and cousins several
times over, for the ruling dynasties of both often Lately, however, there have been rumors that a cult is
intermarry. Though Tarteshan galleys are quick to trying to resurrect Thamogorgos, who has been calling
attack any independent pirates, they are under orders men in their sleep to return to Theriandor and rebuild
never to oppose the ships of Alharrrash. As for the his temple there. This is actually a belated attempt
Tarteshans, they cheerfully fleece all pilgrims and by the Shapers at damage control, for the example of
traders with a wide array of vices and luxuries, thus Theriandor sets a very dangerous precedent unless
adding even more to the citys wealth every year. Thamogorgos can be shown to have survived, as a god
should.
The price for this happy state of affairs, however, is
keeping Astaris pleased. Deep in the underground Mottled Folk
chambers of her ziggurat, Astaris must have a man
The Mottled Folk are a race of primitive humans
every night and no man has lasted her more than
marked by mottled yellow and brown skin, and often
a few nights. Scented and oiled gladiators, sailors,
called the Snake People for this reason. They claim they
soldiers, and strangers are led into Astaris chamber
used to have a great civilization, but their neighbors
every midnight, and are usually brought back out
destroyed their cities and drove them far from their
before dawn swaddled in a burial shroud.
original homelands on the suspicion that they were of
Theriandor reptilian descent and had sinister plans for humanity.
The Mottled Folk now occupy the Bonestrands, a
Theriandor is a ruined city on the Inland Sea. It was long stretch of desert on the southwestern coast of
once the most powerful city-state in that region, until Gondwana. They are now divided into many small
its people rebelled against Thamogorgos, its living tribes such as:
god. It was said that Prince Arkaneus was in love with
the temple maiden who was chosen to be sacrificed The Crab People
to Thamogorgos, and in his efforts to try to stop the
The Crab People found a cache of Remnant armor,
sacrifice, discovered a terrible secret. Arkaneus
made of some material that seems to resemble chitin
disappeared, only to return years later with Remnant
but never rots or cracks. Arming their elite warriors
weapons that he and his rebels used to destroy
with this, they have wiped out the Stingray People and
Thamogorgos, a giant of bronze.
enslaved the Stonefish and Lizard People.
The walls of Theriandor were destroyed in the battle
The Crab People now rule a small, primitive state
with Thamogorgos, and mere days later, the combined
centered on The Tower, a Remnant ruin that they
forces of Alharrash, Ornathor and Tartesh descended
scavenged and rebuilt as a primitive fort. Like all the
on Theriandor and wiped its people out. Not one
Mottled Folk, they worship the Horned Devourers
Theriandoran was spared. The kings of Alharrash,
the ceratosaurs that prey on them, often sacrificing
28
they have reverted to eating all their food mostly fish,
and that mostly shark -- raw.
Pelshaurian Kingdoms
The Pelshaurian kingdoms are a group of city-states
on the eastern Saharic Sea, and are populated by the
Pelshaurian people. They did not build all of these
cities, however, some of them having been conquered
from an older and now vanished race.
Elgabal
Elgabal is an ancient city-state on the eastern Saharic
Sea that is now a Zyran protectorate. Elgabal considers
itself the mother city of Sarkoris and Melkarth, and
craves its ancient honor of Queen of the Saharic Sea.
slaves or captive strangers to the ceratosaurs.
In this the kings of Elgabal there are always two at
a time are at loggerheads with the citys Council of
The Lizard People
Oligarchs, for the Oligarchs only want to continue
A tribe of Mottled Folk that specialized in hunting the trading, while the kings want to ally with Antillea to
giant marine iguanas of the Bonestrands. They have throw the Zyrans out. The tension between the factions
recently been enslaved by the Crab People, and chafe is so high that both are hiring mercenaries openly, and
at their humiliation. They would welcome any help in civil war seems imminent.
overthrowing their masters.
There is a Zyran legion stationed in Elgabal, but the
They hate and fear the Stonefish People, their Emperor seems to have picked the wrong man for
companions in bondage, believing the Stonefishes are the job; General Gorgas is planning to make himself
toadying up to the Crab People and will betray their warlord of the eastern empire, an independent king
conspiracies to the Crab People. if possible, and so is playing the Royalists and the
Oligarchs against each other. But there is a fourth
force in Elgabal, the Yaggas, who originally built the
city and are now its slave class; under the guidance of
The Stonefish People their sleeping god, Buri-Yagga, they are preparing a
An impoverished tribe of fishermen and shellfish surprise that will shake the ancient kingdom.
gatherers, who poison their blowgun darts with
stonefish venom. They were quickly overwhelmed by Melkarth
the Crab People, and quite a few Stonefishes believe The city of Melkarth is a wealthy trade city, funneling
they now live better, under the Crabs, than they ever the goods of the southern supercontinent to the Saharic
did independently. Sea and into the ships of the Antilleans and Zyrans.
The Melkarthi overthrew their kings long ago and
Thus many of the older Stonefishes are willing slaves replaced the monarchy with a Council of Oligarchs,
and collaborators of the Crabs. Some of the youths, elder merchants who bought their positions in a yearly
however, are not so enamored of this life especially auction. Anything and everything, it is said, can be
since the proud Crabs often take the Stonefishes most bought in Melkarth, no questions asked.
beautiful women into The Towers and keep them there.
The people of Melkarth are also said to be ready to sell
The Shark People anything, even their mothers if the offer is high enough.
The Shark People migrated south to escape the attacks The Oligarchs sell out the citizenry, either directly as
of the Crab People, and sometimes still skirmish with slaves or by cheating them of their wages, while many
Crab and Stonefish parties exploring the southern of the citizenry sell out anyone they can just to survive.
Bonestrands. The Sharks have found a complex of sea Thieves, beggars, harlots and charlatans swarm the
caves in a rocky area of the coast, and now live in the streets of Melkarth, and the only way to survive their
caves inner chambers. The Sharks wear clothing of depredations is to play along, or be a guest of an
sharkskin and use weapons tipped with shark teeth. Oligarch.
Because there is so little wood to be found in their area,
29
Fittingly, the Melkarthi worship Mardammor and Bel-
Maloch, plutonic gods who promise prosperity, luxury
and decadent pleasure in return for a simple price
child sacrifices.
Sarkoris
Sarkoris is a wealthy city-state on the eastern Saharic
Sea, inhabited by the Pelshaurian race like Melkarth
and Elgabal, and like Elgabal, is a Zyran protectorate.
The city is nominally ruled by Queen Zainab, who
succeeded to the throne after the Zyrans executed all
male heirs; the real ruler of the city is Styphos, the
Zyran resident general.
1) Name
2) Location
3) What makes them different from modern man?
4) How did they escape the scouring of their
cycle?
5) What are their motivations?
6) What are their strengths?
7) What are their weaknesses?
8) What is their secret?
6) The Pale Ones can operate in total darkness, Because the Ankyrans captured and were able to the
since they dont need to see, and they know citys food synthesizers operational, they have never
their tunnel complexes perfectly needed to go outside, and maintain a surprisingly
large population. They will have the advantage of
7) Their eyes are badly hurt by bright light numbers against anything but an army. Because they
fear losing their home and resources to invaders, the
8) There is a cache of arcane technology hidden Ankyrans will do all they can to capture and kill any
inside Termarrax who find their city.
31
its warrior, priest and engineer castes, leaving only a
fraction of the warrior and laborer castes to survive the
scouring.
Gofannen
The Gofannen are a people who have vanished from
Gondwane, but remain renowned for their smithcraft.
The Gofannen knew a way to treat bronze that would
keep it from corroding and gave it an incredibly sharp
edge. Gofannen weapons, specially swords, are thus
Beastmen
considered treasures all over Gondwane.
The beastmen are an artificially created hominid race,
with the strength and appearance of apes, but the ability Gorunghast
to walk erect, talk and think like man. They may have
Gorunghast is a Remnant city from the 15th cycle whose
been created only within the current cycle, for they are
water supply has been contaminated by mutagenic
so successful now that had they been created earlier,
substances. The enormous, crumbling structures,
there should be many more of them.
hidden from the rest of the world by Gorunghasts
location inside a dead volcanos crater, are inhabited
The beastmen believe themselves to be the future
mostly by bands of miserable, savage mutants.
master race of Gondwane, considering mankind to be
weak and unfit to rule the world. From their hidden
However, the elite Purebloods maintain a fortified
bases, converted from Remnant cities in the Nuban
enclave near the center of the city. Purebloods and
Jungles, they launch savage raids against all humans
mutants are at constant war with each other, the
around them, bringing back captives to use as slaves
Purebloods avowed to destroy the contaminated
and as meat animals.
ones, while the mutants want the Purebloods women
and wealth. The root of this war is the Purebloods
The beastmen have a militaristic society ruled by a
claim to being the only pure, unchanged humans in
Warlord, and have forced their slaves to teach them
Gorunghast a claim that is unwittingly false, for the
how to work bronze. The Warlord maintains a
Pureblood too are mutants, their altered genes reflected
breeding program meant to increase their numbers as
in their growing horns.
rapidly as possible for his campaign of conquest. The
beastmen worship Kangulah, carving huge gorilla-like
The mutagenic waters are a Shaper creation, affecting
idols of him in the rocks and mountainsides of their
the single spring from which all Gorunghasts water
jungle domain.
comes from, and all the springs outlets all the
pools and fountains scattered across the city, even the
Ghormyr
underground cisterns under the Pureblood Citadel.
Ghormyr is a Remnant city lying in a hidden vale The Pureblood are immune to further mutation. The
north of the Inland Sea. Once the seat of a high-tech Mongrel Folk, as the Purebloods call the mutants, are
civilization, it was devastated by a civil war between not, so new mutations keep appearing. The only way
32
for the Mongrels to ensure their children are born more
human-like is to breed with a Pureblood.
Megastyros
Megastyros is the City of the Dreaming Lords, with
dark legends about the psychic vampires ruling it.
The lords of Megastyros are actually normal humans,
but they do have an abnormal vice; they are addicted
to dreaming, and in their dreams they like to play
lethal games. The Dreaming Lords use their android
servants to capture people for them, whom they press
into joining them in their dreams.
Megastyros is of course a great treasure trove of arcane the Bahanadon Swamps. They are small in stature,
technology, particularly of devices having to do with tailed, hairy, and very strong for their size. So low
the mind. have their mentalities sunk that they no longer know
how to use tools and weapons, instead relying on brute
Pale Ones force and numbers to secure their prey.
The city of Termarrax lies buried amid what seems to
The Swampfolk are carnivores, ready and willing to
be an ordinary range of hills. Underneath those hills,
attack any creature that they think they can overcome.
however, is a labyrinth of tunnels and chambers, all
Their typical attack is to simply swarm the prey,
that is now left of a once high-tech civilization. The
bringing it down with many bites, until they can
Pale Ones are descendants of the slaves of Termarraxs
devour it. They are very good swimmers and climbers,
builders, and were spared the nuclear blast that
and will use these abilities to attack from unexpected
obliterated the upper city by their assignment to the
directions.
deep mines and tunnels. They are now degenerate
savages.
Xavathor
The Pale Ones are tall, gaunt, deathly pale of skin, with Xavathor is a Remnant city that may be hidden
only scant and scraggly hair, and dead white eyes that somewhere in the Archaean Mountains. The
can only sense light. They no longer remember how Xavathorians all style themselves as Princes, or
to use their technology. They have incredibly acute Princesses, each one possessing a retinue of apeman
hearing and sense of smell, and so are able to operate slaves. Believing themselves part-divine, the Princes of
in complete darkness. Their motivation toward Xavathor consider themselves so high above man that
strangers is to kill the men and eat them, but to capture the only food fit for them is human or other anthropoid
any women for breeding purposes they want to flesh; anything less is merely for beasts.
revitalize their race with new blood.
The Xavathorians thus exist primarily on a diet of their
The Pales Ones do not know it, but they are sitting on own apemen slaves, making the wretches butcher one
a treasure trove of arcane technology. of their own every day; they far prefer the meat of
human captives, though, and lead hunting parties into
Swampfolk the jungles as far as Melkarth and Arwe.
The Swampfolk are a degenerate race of hominids, a
The Xavathorians appear to be ordinary humans at first
failed breeding experiment of the Shapers, who inhabit
33
glance, though more beautifully built than average, and
very tall, as much as 7 feet; close inspection however
reveals that their teeth are fangs, and their irises are a
dark blood-red.
Living Gods
Each of the living gods is unique. Some may be actual
Terran creatures, genetically modified and implanted
with Shaper devices to protect it and let it interact with
its worshippers. Others are mechanical constructs, for
example a gigantic humanoid idol of bronze. And yet
others are merely interfaces with extraplanar beings,
to see how mankind reacts to contact with Those from Lizardhawk (Pterosaur)
the Outer Voids. Lizardhawks are ubiquitous in Gondwane, inhabiting
all environments seacosts, jungles, mountains,
Watcher Androids deserts, etc. All lizardhawks are both scavengers
The Shapers use androids constructs that look exactly and predators, some of them hunting in flocks. The
like living humans, but far stronger and tougher to Greater Lizardhawk has a body no larger than a thin
help them keep tabs on their experimental subjects dogs, and usually will not attack anything man-size
and to initiate necessary actions, such as rubbing out that looks healthy; however it will follow the smell of
a Remnant pocket that may reveal unwanted secrets to blood, and attack those obviously weak or dying.
the current cycle.
Lizardhawk 3, Resistance [0]
The only sure way to distinguish an android from
a true human is to open its body up. Some earlier
android types had green ichor instead of blood in their
circulatory systems, but the Shapers have since learned
to be more subtle, and most Watchers will now be of
the red-blooded type. However, the internal organs
and specially the brains of Watchers are very different
from those of humans.
Creatures of Gondwane
Heres a sample of the creatures you may encounter in
a Gondwane adventure.
Strider (Dryosaurus)
Common Dinosaurs
The Strider is one of the most common dinosaurs you
Under Common Dinosaurs are listed the smaller will encounter in Gondwane, since its used as a mount
species, those one might encounter as domesticated almost everywhere save in the dry Zahuran Desert,
animals or in a typical hunting trip. where the Shellhead is better adapted. Striders graze
on all fours, but get up on two legs to run. In running
position, the Strider stands 5 feet tall at the shoulder;
its total length is 13 feet, of which nearly half is tail.
Shellhead (Psittacosaurus)
The Shellhead is a light-bodied dinosaur with an
Darter (Dromaeosaur)
armor-plated, beaked head that gives it a parrot-like
The Darter is a small theropod (bipedal, carnivorous appearance. Like the Strider, it grazes on all fours, but
dinosaur), only 3 feet long and standing only knee stands on two legs to run. Shellheads are the preferred
high. However it is a vicious scavenger and predator mount of the Makkarans and Dalshurans, and are
of anything it thinks it can overpower and its a pack also kept by some Thunderfoot Nomad clans for their
hunter with a poisonous bite. ability to withstand long periods without drinking (up
to 6 days). Shellheads stand about 6 at the shoulder
Darter 2, Poison [1], Resistance [0]. when in running position, and measure about 14 long.
35
Devourer 9M, Resistance [8G]
Shellhead 3, Endure Thirst [3], Resistance [1]
Doomwing (Giant Pterosaur)
The Doomwing is the largest flying animal in
Gondwane, with a wingspan of 39 feet. It normally
feeds on small animals and carrion, but will sometimes
attack lone humans, or single out an injured person
from a group. For all its power, it cannot lift prey the
size of a man into the air for great distances, so it prefers
to attack only in situations where may feed afterward
in peace. On the ground, doomwings walk on their
hind legs and the knuckles of their wings, and can be
Runner (Agilisaurs, Othnielia) surprisingly agile.
Runner is a generic term for a wide range of small
herbivorous dinosaurs that fill a niche similar to gazelles Doomwing 8, Resistance [5]
and deer on Modern Earth. Theyre everywhere,
theyre relatively easy to hunt, mostly harmless and
they taste like chicken.
Rusher (Megapnosaurus)
Rushers are relatively small theropods, only about
ten feet long and standing 4.5 feet tall. They are pack
hunters, and have been domesticated by the Eshkorians
to serve as hunting hounds.
Horned Devourer (Horned Devourer)
Rusher 2, Burst of Speed [3], Resistance [0] The Horned Devourer, known to modern man as the
Ceratosaurus, is a large theropod like the Devourer,
Great Dinosaurs but somewhat lighter in build. It favors the dry areas of
These are the giants, the true rulers of Gondwanas the Zahuran Desert and the Knifewind Desert, though
wilds. its range overlaps with the Devourers in some areas.
Horned Devourers typically measure about 16-20 feet
long, and stand 8-10 feet tall.
Devourer (Allosaurus)
The Devourer is the best-known, most widespread and
most feared of the big land predators. Adults measure
25-40 feet long, and stand 15 to 24 feet tall. With their
power, its no wonder many of the barbarian tribes
worship them as gods.
36
Stoneback (Ankylosaurus)
criss-crossing vast swathes of the supercontinent in
The Stoneback is a placid herbivore, but armed and
its migrations to feeding grounds. The Thunderfoot
armored like a living tank; its head and body are
Nomads did not change this behavior, but instead
protected by heavy bone plates, giving it a turtle-like
adapted themselves to it.
appearance, and its tail ends in a heavy bone club.
Oarback (Stegosaurus)
The Oarback is the preferred beast of war in many
kingdoms; large, strong, well-armored, and too dumb Long-jaw (Pliosaur)
to know how to refuse orders! This huge dinosaur is The Long-jaw is an aquatic reptile, with a huge,
unmistakable, with its back lined with big, oar-blade powerful head on a streamlined body, propelling itself
like plates and a powerful tail studded with foot-long through the water with large flippers and a powerful
spikes. Oarbacks are typically ridden to battle with crocodile-like tail. Its bite can sheer right through a
blinkers over their eyes, and when correctly goaded triremes hull.
will charge anything. Domesticated oarbacks have
some of the oarblade-like plates on their backs cut Long-jaw 9M, Resistance [8G]
away to admit a howdah for archers and spearmen.
Two drivers are required; one in front to steer the Long-neck (Plesiosaur)
creature, and one at the back to guide its tail attacks. The Long-neck is a huge but normally inoffensive
aquatic reptile. It has a body resembling a fat, shell-
Oarback 6M, Resistance [9H] less sea turtle, but has a very long neck. Its head and
mouth are too small to prey on large animals like man,
Thunderfoot (Brontosaurus) but instead it ambushes fish with fast, sideways strikes
The Thunderfoot is a huge sauropod dinosaur, and one of its snake-like head and neck. They are dangerous to
of the most easily recognizable; small head on a long swimmers and sailors only when disturbed, specially
neck, equally long tail, huge arching body on column- during mating and giving birth.
like legs. The Thunderfoot is a peripatetic nomad,
37
Long-neck 7, Resistance [7G]
Shaper Servants
Here are some examples of Shaper servants and a
Shaper pilot and his Tripod.
Watcher
Shoal Lurker (Teleidosaur)
An android made to look just like a normal human
The Shoal Lurker is an ancient crocodilian that has being, but totally different inside. The typical Watcher
gone the way of the seal; from a legged, amphibious android has the following stats, but special ones may
predator, it has become fully aquatic, its limbs turned be encountered:
to flippers and its tail acquiring a crescent fluke for
faster swimming. Add to this a crocodiles jaws, and Watcher 6, Mind Shield [5], Inhuman Strength
you will know the reason why few Gondwaneans [5], Resistance [3]
know how to swim.
Gozairion, Living God
Shoal Lurker 5, Resistance [6]
Gozairion is one of the Antillean Dragon Kings, a
living god in the form of a titanic theropod dinosaur.
Gozairion is asleep in a cave under one of the islands,
kept in that state by a pacifying arcanotech device.
He is all too aware that he was betrayed by his own
worshippers, and his wrath, if he wakes, will be
catastrophic.
38
is a test of sure-footedness and dexterity, to avoid
banging into something. Anyone who fails must pay
to Soak or Escape the damage. If your players have
shorter attention spans, the storm is the better point
at which to begin the adventure it lets you confront
them with a challenge immediately.
Have the players roll any Role against a Storm 6; this Find out what the players want their characters to
39
do. The airship crashed at the foothills of a mountain
range, and the PCs now see that beyond the jungle
to the south is desert, to the north and northeast are
forested mountains, and to the west, the sea.
Chapter 2: The Hidden City Any PCs who are injured or still have Assets to refresh
get them refreshed at this point. The Xavathorians tell
The PCs should realize by now that the mountains are
the PCs they will make separate arrangements for the
far safer and more survivable than any other direction
passengers and for the crew once they have seen how
they could go. The advantages of seeking higher, more
the crew try to serve the former. If any of the PC are
broken terrain will be safety from the bigger predators,
non-officer members of the crew, theyll be taken with
which of course cant follow where they cant even
this batch too.
walk, and the chances of finding food and water.
If any PC transgresses against the Xavathorians rules,
Finding Xavathor
like trying to wander around the city unaccompanied, or
The best way to have the PCs find Xavathor is to stumble trying to get out, or monkeying with the Xavathorians
on it as they look for their survival needs. They want Remnant tech items, that PC is brought to the slave pits
shelter, water, and food, and if any are injured or have where the crew now are.
spent Assets, tell them these survival needs must be
met for them to refresh their Assets.
Once youve sprung that last item, its a sure bet the
players will want to get their characters out of there! Apemen of Xavathor
This sparks the climactic sequence.
Any disturbance caused by the PCs will raise the rest
of Xavathors apemen. They will move to seal off the
Chapter 3: Escape from Xavathor
exits from the slave pits to the surface. If there are
The stage is now set for the climax. Let the PCs plan enough PCs, and they are well-enough armed, they
how they will get out of Xavathor, but at this point just might break through the apeman cordon. In that
emphasize to them that events are moving very case, they will have to contend with the Xavathorians
quickly. themselves.
Slave Pits of Xavathor Apemen Soldiers [24]
The crew and any PCs who were put into the slave pits
will need to get out. The Xavathorians are running low Sorcerer of Xavathor
on food, after entertaining so many guests, so its time If the PCs break through the apemen, they will be
for them to restock the larder and the prisoners are confronted by Prince Arzonis, who is now revealed as
providing the meat. The slave pits are located in the the Sorcerer of Xavathor. Prince Arzonis will summon
subterranean vaults beneath the city, and are guarded a Dreameater to attack the PCs minds.
by a small gang of apemen armed with swords.
Prince Arzonis, Xavathorian Sorcerer 7,
Apemen Guards [6] Swordsman 4, Wisdom of the Sleeping Gods
[4], Armor [3], Apemen Bodyguard [6], Hard
Even as the PCs deal with the guards, another bunch to Kill [3]
of apemen appears in 1d3+1 rounds; the butchers
assigned to turn the captives into hams! Arzonis will raise a Dreameater with the following
stats in 1d3 rounds; in the meantime, Xavathor will
Apemen Butchers [4]; these are armed with deploy his apeman bodyguards, drawing sword only
swords too, as well as big clubs and cleavers. if he really has to.
41
In the Bowels of the Mountain
The other way out is deeper into the tunnels, where
an older slave says he has heard the rushing of an
underground river. Perhaps it empties somewhere
outside. If the apemen have not been completely
defeated, the survivors will chase the PCs into the
tunnels.
Roll the apemen vs. the PCs efforts to get away. The
PCs need three victories in a row each to get to the river
before the apemen. Alternatively, some PCs could
hold off the apemen, and all the other PCs can make it
to the river without having to roll vs. the apemen.
42
Contents Combat 15
Procedure 15
Introduction 1 Setting the Scene 15
What is a Role Playing Game 1 Deployment 15
What is Needed to Play 2 Riffing 16
How to Use This Book 2 Advantage 16
Bibliography 2 Combat Options 16
Cinema & TV 2 Damage and Saves 17
Short Stories & Novels 3 Escape 17
Comic Books 3 Soak 17
Nonfiction 3 Character Death 17
World Overview 3 Blaze of Glory 17
First Impressions 3 Gift of Fury 17
Man on Gondwane 4 Left for Dead 18
Differences from Modern Man 4 GMCs 18
Civilizations 4 T/R Ratings 18
Technology 4 Mooks 18
Themes 4 Special Abilities 18
Character Creation 5 Eldritch Damage (E) 18
Character Creation Procedure 5 Gigantic (G) 18
Step 1: GM Briefing 5 Hardened (H) 18
Step 2: Concept 5 Incapacitating (I) 18
Anachronists 6 Massive Damage (M) 18
Sample Anachronist Concepts: 6 Poison 18
Gondwaneans 6 Terrifying 19
Sample Gondwanean Concepts: 6 Weird Powers 19
Remnants 6 Combat with Weird Powers 19
Sample Remnant Concepts: 7 Weird Power Effects 19
Step 3: Assign Roles 7 When is Using a Weird Power Combat? 19
Open Roles 7 Summoning 19
Two-fisted 7 Quick Extraplanar Creation 20
Weird Roles 7 Altering Reality 20
Step 4: Purchase Assets 8 Creating and Improving Arcane Devices 20
Guts 8 Lands and Peoples of the 18th Cycle 21
Attributes 8 Antillean Empire 21
Knacks 8 Arwe 22
Weird Powers 8 The Desert Kingdoms 22
Esper and Mystic Knacks 8 Askelos 22
Wizard Knacks 8 Dalshur 22
Sorcerer Knacks 9 Harakpur 22
Arms and Armor 9 Makkar 23
Followers 10 Samurrad 23
Step 5: Assign Hooks 10 Tomaria 23
Example 10 Eshkorian Theocracies 23
Step 6: List Outfit 10 Eshkor 24
Firearms 10 Omnor 24
Example 10 Zakkar 24
Step 7: GM Review 10 Golgars 24
Fate Dice 10 Hargath 24
Renown 11 Invaders from the North 25
Sample Characters 11 Urdryks 25
Jonathan Carse 11 Valkheirs 25
Arthur Rice Haggard 11 Kingdom of Belshar 25
Professor Farquhar-Botham 12 Dur Ashrak 25
Areius 12 Dur az Zahur 25
Python 12 Dur Shumukin 26
Rhalina 12 Semirathis 26
Basic Mechanics 13 Kingdoms of the Inland Sea 26
Declaring Actions 13 Alharrash 26
Dice Rolls 13 Ornathor 26
Opponents 13 Tartesh 27
Outcomes 13 Theriandor 27
Victory 13 Mottled Folk 27
Defeat 13 The Crab People 27
Stay 14 The Lizard People 28
Chains 14 The Stonefish People 28
Bonus Dice 14 The Shark People 28
Advantage 14 Pelshaurian Kingdoms 28
Risk Dice 14 Elgabal 28
Tapping Assets & Guts 14 Melkarth 28
Victory Points 15 Sarkoris 29
Thunderfoot Nomads 29
43
Zyran Empire 29
Remnants of Earlier Cycles 29
Creating Remnants 29
Ankyros 30
Beastmen 31
Ghormyr 31
Gofannen 31
Gorunghast 31
Megastyros 32
Pale Ones 32
Swampfolk 32
Xavathor 32
Secrets of the Shapers 33
Who are the Shapers 33
Shaper Powers 33
Shaper Technology 33
Time-Nets 33
Tripods 33
Oracles 33
Living Gods 34
Watcher Androids 34
Creatures of Gondwane 34
Common Dinosaurs 34
Darter (Dromaeosaur) 34
Lizardhawk (Pterosaur) 34
Strider (Dryosaurus) 34
Shellhead (Psittacosaurus) 34
Runner (Agilisaurs, Othnielia) 35
Rusher (Megapnosaurus) 35
Great Dinosaurs 35
Devourer (Allosaurus) 35
Doomwing (Giant Pterosaur) 35
Horned Devourer (Ceratosaur) 35
Stoneback (Ankylosaurus) 36
Oarback (Stegosaurus) 36
Thunderfoot (Brontosaurus) 36
Monsters of the Depths 36
Long-jaw (Pliosaur) 36
Long-neck (Plesiosaur) 36
Shoal Lurker (Teleidosaur) 37
Shoal Terror (Dakosaurus) 37
Stonebiter (Dunkleostus) 37
Shaper Servants 37
Watcher 37
Gozairion, Living God 37
Tripod, Work/Scout Type 37
Sample Adventure: Lost City of Xavathor 38
The Setup 38
Prologue: the Storm 38
Chapter 1: A Savage World 38
The Crash 38
Welcome to the Jurassic 38
Dinosaur Attack! 39
Chapter 2: The Hidden City 39
Finding Xavathor 39
The Princes of Xavathor 39
Peril in Xavathor 40
Chapter 3: Escape from Xavathor 40
Slave Pits of Xavathor 40
Apemen of Xavathor 40
Sorcerer of Xavathor 40
In the Bowels of the Mountain 41
44
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