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For Cathy,

Who fanned my dreams back to life.


Written by
Dariel R. A. Quiogue

VIVID RPG System by


Dariel R. A. Quiogue

With great thanks to:


Cathy L. Quiogue, Marc Reyes, Victor Cabazor, Gelo Bautista, Bots Velez, Derek Tan, Joey
Alvero, Meloy Taa, Augs Cabazor, Barry Billano, JJ Mijares, Josh Sazon, Alex Osias, Dennis
Ching, Daniel H. Boggs, Fredrik Ekman, Trey, anarchist, Dangerous Brian, Howard Fielding,
Keith Davies, Sir Timothy of Kent, Johnn Four, S. John Ross for his excellent Risus system,
Daniel Pond for Wushu, Clinton R. Nixon for The Shadow of Yesterday, and Steffan
OSullivan for FUDGE.

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.

VIVID Core Rules by Dariel R. A. Quiogue


GODS OF GONDWANE by Dariel R. A. Quiogue
VIVID Core Rules and GODS OF GONDWANE are released under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/
or send a letter to Creative Commons, 444 Castro Street, Suite 900,
Mountain View, California, 94041, USA

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.

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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.

In this game you will play a hero, either a native of


Gondwane or a modern person snagged in one of the
Shapers time-nets, exploring this dangerous primeval
world and leading the fight to liberate Man from the
oppression of the Shapers. Think Spartacus meets Flash
Gordon in The Land That Time Forgot, and youre rolling!
For those of you whove seen my Lost in Smaragdis
setting, consider this the bigger, badder, bastard child
of Smaragdis.

Casting their nets through space and time, the Shapers


captured primitive hominids and accelerated their evolution,
to find out how and why Man had supplanted them. When
they failed to find the answer, they destroyed the cities their
subjects had built, wiped them out, and tried again. Still the
answer eluded them.

And so the Shapers cast their nets further up the time


stream into that place that we call the Bermuda Triangle,
in that time we call the 20th century. The Eighteenth Cycle
of the Great Experiment has begun and you have been
summoned to be part of it.

Welcome to Gods of Gondwane, a science-fantasy role


playing game of swords, sorcery and super-science,
lost civilizations and dinosaurs!
What is a Role Playing Game
Gods of Gondwane is set on a fantastic, alternate- Remember those Lets Pretend games you used to
history version of Jurassic Earth, some 180 million years play as a kid, where you and your friends would act
in the past. Mankind occupies the supercontinent of out the parts of your childhood heroes doing daring
Gondwana, which they have come to call Gondwane, deeds? Thats basically what roleplaying game is, in a
sharing it with dinosaurs, the remnants of civilizations more developed form.
destroyed by past Shaper experiments, and the
secretive alien Shapers. There are many tribes and Roleplaying games, or RPGs for short, are storytelling
games where two or more players build a story together
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by taking turns narrating what happens to their find with many family board games), and any kind
imaginary characters and their imaginary world. The of handy counting token such as poker chips, plastic
object of the game is to get an ending you like for your stones, or even small coins. You can play using only
character - for example, in an adventure that revolves 3 or so dice, but its much more convenient to have
around a perilous treasure hunt, the best ending is to plenty.
get home with the treasure. Its like creating a movie
together inside your heads, with you and your friends How to Use This Book
in the starring roles. Players should at least skim over the next section,
the World Overview, before diving into Character
One player takes the lead in making the story and Creation. Game Masters should read everything.
managing the game; this player is called the Game
Master. All the other players then create their own Bibliography
characters, and play them through the game by taking To acknowledge my inspirations for this game, and to
on the challenges presented by the Game Master. help give you some idea seeds for playing this game,
let me point you to the following:
Much of the game revolves around various challenges
given by the Game Master, which you try to solve and Cinema & TV
so move toward your desired ending by using your
The Land That Time Forgot, Kevin Connor, 1975
wits and your characters most appropriate abilities.
At the Earths Core, Kevin Connor, 1976
What is Needed to Play The People That Time Forgot, Kevin Connor, 1977
Warlords of Atlantis, Kevin Connor, 1978
Gods of Gondwane is played using the Vivid 4.0 rules Flash Gordon, Mike Hodges, 1980
system, which is incorporated into this document. The Lost World, Stuart Orme, 2001
You will need to provide yourself paper, pencils, about 10,000 B.C., Roland Emmerich, 2008
a dozen six-sided dice (the standard cubical die you
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Land of the Lost, Sid and Marty Krofft, 1974
The Scorpion King, Chuck Russell, 2002

Short Stories & Novels


Pellucidar series, Edgar Rice Burroughs, 1914
Tarzan series, Edgar Rice Burroughs, 1912
Barsoom series, Edgar Rice Burroughs, 1911
The Land That Time Forgot, Edgar Rice
Burroughs, 1918
Saga of the Pliocene Exile series, Julian May, 1981
The Face in the Abyss, Abraham Merritt, 1923
The Lost World, Arthur Conan Doyle, 1912
Almuric, Robert E. Howard, 1939 The heat of the jungle is oppressive. You are in
Conan stories, Robert E. Howard, c. 1930 a jungle the likes of which you have never seen
Thongor series, Lin Carter, c. 1970 before, for there are no trees here, only giant
Tschai aka Planet of Adventure series, Jack Vance, ferns and cycads, and some of the humming
1968 insects are as big as crows. Somewhere behind
you, you can hear the scrunch of something big
Comic Books stalking through the undergrowth. Something
The Warlord, Mike Grell, DC Comics, 1975 is hunting you. Then, through a break in the
Killraven, Roy Thomas/Neal Adams, Marvel ferns, you catch a glimpse of teeth the size of
Comics, 1973 steak knives, and a mad yellow eye
Flash Gordon, Alex Raymond et al, 1934- 2003
Turok, Rex Maxon, Western Publishing/Gold A herd of enormous sauropods strides across
Key Comics/Valiant Comics, 1954 a hot and dusty plain, their heads held high on
Arn, Jean Pierre Dionnet & Jean-Claude Gal, towering necks and swaying from side to side,
Metal Hurlant, 1980 their booming calls shaking the sky. Smaller
creatures scatter from their path like the bow
Nonfiction waves from a great ships prow. Only when
Chariots of the Gods, Erich von Daniken, 1968 the sauropods get closer do you notice the
The Bermuda Triangle, Charles Berlitz, 1974 colorful pennons fluttering atop large howdahs
on their backs, and in each howdah, the glint of
Of these, I would probably have to point to Mike sunlight on helmets and spearheads of bronze
Grells classic creation, The Warlord, as my main
creative seed.
A hurled stone axe flashes past your ear. The
air is filled with inhuman hoots and yowls
as the Golgar hunting party moves in for the
kill. Though they are squat and misshapen
by the standards of modern man, though
their low brows and heavy jaws give them
the appearance of dumb beasts, you can still
recognize their kinship to you. But as they bare
their big yellow teeth at you, you come to the
sick realization that the Golgars are man-eaters

You have begun to realize that this cave you


entered was never formed by nature. Beneath
World Overview the encrusting minerals laid on by the eons is
cut stone and metal, and when you hold your
First Impressions torch higher you realize the cobwebbed walls
on either side of you are pitted with vertical
Whats it like to be in the world of Gondwane? Read
niches. Each is taller than a man and covered
on, and let your minds eye play out these scenes:
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have always lived with the notion of immanent, active
and demanding gods, and are conditioned to accept
their commands whatever the consequences. However,
there are those few who do question the status quo and
the motives of their supposed deities, those who have
made contact with Remnants and discovered their
fates and thus have begun to rebel.

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
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already, and why traces of an ancient super-
science are all over the place.

The fight for freedom; the civilized races


oppress the barbarians, the rich oppress the
slaves, and the Shapers oppress and conspire
against all mankind. Your character is caught
in the middle of all this -- what are you going
to do about it?

Survival in a primeval, dangerous world;


with dinosaurs and other large, ferocious
beasts on land, water and air, and every
Gondwanean nation against all the others, it
takes extraordinary ability to travel the wilds
of Gondwane. If you want a Gondwanean character, you cant go
wrong with a gladiator, escaped slave, soldier, tribal
False religions; in classic pulp tradition, the warrior or hunter, noble, or thief. If you want a
Gods of Gondwane are not deities at all but character with weird powers, you could make a mind-
monsters, their priesthoods either fanatically controlling mystic, an energy-manipulating wizard, or
violent or cynically murderous, with agendas a demon-summoning sorcerer, very possibly from one
hostile to freedom and peace. of the Remnant peoples.

Exploration of the strange and wonderful; Character Creation Procedure


Gondwane hides many strange and wondrous Creating a character is a simple 7-step procedure.
secrets for the brave adventurer to find, what
with thousands of years of civilizations cast 1. GM Briefing
into ruins with every Shaper experiment. 2. Concept
3. Assign Roles
The wonder and terror of magic; against all 4. Purchase Assets
known laws of science, magic is a real force on 5. Assign Hooks
in Gondwane. Though practitioners are rare, 6. List Outfit
they are known and feared, for their powers 7. GM Review
have a very real impact on the worlds stage.
Worse yet, practitioners of magic seem to have Step 1: GM Briefing
attracted the attention of inimical visitors from The first step in any game is for the GM to brief
other planes everyone on the game. You want to know what the
game will be about, the desired tone serious, light-
The degeneration of people and civilizations hearted, dark and gritty, wacky, etc. etc. and what
after a cataclysm. Gondwane abounds with kinds of characters are appropriate. Feel free to ask the
isolated, secretive and deranged remnants of GM any questions you want about the game and for
past civilizations, each warped in a different help in making your character.
way by their fall and desperate circumstances.
Gods of Gondwane is written to be a cinematic,
Character Creation pulp-style action-adventure game. The game favors
Gods of Gondwane lets you make characters from Hollywood action movie over strict physics in its take
any of three very different worlds Modern Earth, on realism, and violence is frequent but the messier
Gondwane of the 18th Cycle, and the Remnants of the details are glossed over in favor of highlighting the
previous cycles. heroic aspects of conflict. If you want to run your
game differently, let your players know. Better yet,
Adventuresome pulp archetypes such as explorers, talk about it with everybody and get a consensus.
hunters, archaeologists, bush pilots, journalists,
soldiers, seamen, scientists, travelling dilettantes, and Step 2: Concept
the like make for good Modern Earth characters. Your concept should consist of a name, a role or
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occupation, and a goal. Characters may come from however may be exceptions, with reasons to question
a wide variety of origins and so have widely varying the mysteries and dogmas of their world.
background knowledge, attitudes, and abilities.
Characters in Gods of Gondwane basically come in Sample Gondwanean Concepts:
three flavors: Warrior, Hunter, Barbarian, Noble, Escaped Slave,
Gladiator, Dinosaur Tamer, Thief, Sailor/Pirate,
Anachronists Mystic, Sorcerer, Wizard
Anachronists are those who have been transported to
Gondwane from modern Earth. Anachronists may Remnants
come from any time-period in history, but taking the
1920s to the 1940s as your characters point of departure
is most appropriate given the pulp feel of this game.

Anachronists will likely possess one or more pieces of


modern technology that can act as their ace-in-the-hole.
If the technology requires some kind of consumable to
work, however, such as ammo for a gun, chances are
all youll ever have will be what you brought with you.

Gondwane will be a strange and almost unexplainable


place to you, specially with its traces of ancient super-
science and its living gods not to mention men living
with dinosaurs!
Remnants are people who have somehow escaped
Sample Anachronist Concepts: the Shapers efforts to exterminate mankind at the
Airplane Pilot, Big Game Hunter, Explorer, Playboy end of previous cycles of the Great Experiment. As
Sportsman, Reporter, Soldier, Sailor, Scientist/ Scholar such, Remnants should be very rare. Remnants may
have appearances that vary quite far from the modern
Gondwaneans human norm: some are very tall, some are dwarfs,
Gondwaneans are of course people born and bred in some sport strange coloration, some may even have
Gondwane. Gondwaneans are human in every respect non-human genes. There could be winged Remnants
and look quite ordinary save for variations in skin, that fly, Remnants capable of living underwater, and
eye and hair color. The most common racial type in so on.
Gondwane stands 5.5 6 feet tall, is red-skinned, dark-
haired and dark-eyed. Quite a few Remnants will also have psychic powers in
fact a higher proportion than modern Gondwaneans,
Most Gondwaneans come from civilizations that are because of course these are the more likely ones to
roughly on par with the civilizations of the Classical survive the Shaper exterminations.
Era i.e. Greco-Roman, Persian, Phoenician, etc. etc.
Some Gondwaneans are born with psychic powers, Most Remnants will look strange enough that they
and go on to develop these as mystics, wizards or are readily identifiable in Gondwanean society unless
sorcerers. All these weird disciplines are considered they take steps to disguise themselves. Moreover
as unnatural and malicious witchcraft in most most Remnants would not have been exposed to
Gondwanean societies. Gondwanean society and so are ignorant of many
customs and conventions.
Gondwaneans of course suspect absolutely nothing
is odd with their world, since theyve known nothing Because Remnants may contaminate the current
else. They know nothing about the Shapers, the Great experiment, Shaper policy is to eliminate them
Experiment, or the time-nets. whenever they are found. This is often done through
secret agents, who simply have to plant suspicions
Most Gondwaneans will come from places where a of witchcraft against the Remnants as the Remnants
living god is worshipped. They see this as perfectly appearance and strange ways make them stand out.
natural and absolute obedience to the god as Remnants who travel only know that they are marked
unquestionably right. Player character Gondwaneans for persecution in Gondwanean society.
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youll be allowed to
assign those free dice once
youve found a suitable
Role in Gondwane. For
example, Rick Brandon
is an American Soldier
of Fortune 3; after a stint
in a Zyran arena, he also
becomes a Gladiator 4.

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.

Sample Remnant Concepts:


Scientist with Weird Knowledge, Innocent Lost in
a Strange World, Escaped Slave, Bearer of a Terrible Weird Roles
Secret, Mystic, Wizard, Sorcerer Gondwanean and Remnant characters, specially the
latter, may have access to weird powers through a
Step 3: Assign Roles combination of Roles and Assets. Characters with
Roles define what your character is, and thus what your weird powers must beware, for most Gondwaneans
character can do. When you have to make rolls to see fear such powers and consider them evil, while the
if your actions succeed, your minimum number of dice Shapers are also wary of them and may try eliminate
to roll is equal to the rating of your most appropriate any who seem to be endangering the experiment.
Role for the task. If youve no Role for it, and it can be
done by any ordinary human, you get 1 die. Espers are untrained psychics, all raw talent and
energy. Espers are prone to spontaneous displays
You have 7 dice to divide between your Roles, of their talents, a dangerous defect as Gondwaneans
maximum of 5 dice to any Role. One Role should be consider such things evil.
your Primary Role, which is what your character is
best known for. You should also have one or more Mystics are those who have harnessed their psychic
Secondary Roles. You may create and define your talents, usually through intense training and mental
Roles yourself; in fact you can translate your concept discipline.
directly into Roles, for example Escaped Gladiator 4,
Antilian Peasant 3. Wizards are those who fuse psychic talent not
necessarily their own with strange technology and
Open Roles extraplanar energies to produce wondrous devices:
You also have the option to make only one Role, and wands that blast forth beams of energy, flying
leave some of your Role dice unassigned for starters; machines, automata, artificial life, and so on.
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Sorcerers are those who have learned to contact
extraplanar beings and call them up to do their bidding.
This is a rather dark Role, because of the requirements
for obtaining and keeping extraplanar servants; some
GMs may prefer to reserve this Role for villains.

Step 4: Purchase Assets


Assets describe a wide range of personal qualities,
knowledges, and significant possessions, from physical
attributes like being stronger than most, mental
attributes like being quick-witted or perceptive, to
armor or nifty gadgets. To denote that something is an
Asset, write its rating between square brackets, thus [
]. You have 15 dice to distribute among your Assets.
matter/energy powers such as pyrokinesis. Esper
Guts and Mystic Knacks are refreshed by rest or meditation.
Some possible Esper Knacks include:
Guts is the most important of all Assets in the Vivid
system. It is a measure of that X-factor that makes you Dominate
a hero courage, determination, confidence, physical Allows you to compel another to do your will by mental
and mental energy and so on. You must invest 1-4 dice pressure alone. Variant: Beast Master only allows you
in Guts. to dominate animal intelligences.
Attributes Energy Blast
Attributes describe physical and mental characteristics Zap! Your blast can take the form of lightning, flames,
that make you better at some things than the average intense light, or even sound.
person. This includes being tougher, stronger, faster,
more intelligent, perceptive, persuasive, etc. etc. You Healing
may invest 1-4 dice in each Attribute. Note that you You can heal wounds and diseases by the power of
dont need to take any Attribute unless you want to be your mind.
exceptional at it; human average in Attributes is 0.
Mind Shield
Knacks You can tap this Knack for dice to resist telepathic
Knacks are talents and special skills that make certain attack.
activities easier for you. Roles that dont exactly
Obfuscate
qualify as wholly physical or wholly mental, like being
a Crack Shot, Hard to Kill, or Femme Fatale fall under Allows you to mask your presence by making your
Knacks. You may invest 1-4 dice in each Knack. target unable to register you in his mind. Also works
in hiding objects. Can you say Jedi mind trick?
Weird Powers
Telepathy
Weird powers such as pyrokinesis the ability to
generate fire with just the mind, telepathy, ability to Allows you to communicate with others at a distance.
summon extraplanar beings, and the like are taken like Anyone not prepared to receive you is considered to
special Knacks. You may invest 1-4 dice in each power. have a closed mind, and you must win a contest vs.
whatever your target can resist your mind with.
Characters can only work weird power effects for
Wizard Knacks
which they have the necessary Knack. For example, if
you bought Telekinesis 4 for your character, thats all Wizard Knacks take the form of arcane technology
you can do. wands that shoot destructive energies, crystals that
produce barriers of force, and so on. Wizard Knacks
Esper and Mystic Knacks are refreshed by recharging the arcane devices; some
Espers and Mystics may take Knacks describing mind- use sunlight for this, others use the ley lines of the
on-mind powers such as telepathy or truthreading, Earth. Some possible Wizard Knacks include:
mind-on-body powers such as healing, or mind-on-
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Cloaking Amulet
Tap this Knack to make
yourself effectively
invisible. The amulet affects
the minds of all onlookers
and makes them incapable
of registering your presence.

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
10
Example
Well give Carse the following Hooks:

Deathly Afraid of Snakes (you know where this


came from!), Unreformable Gambler, Gentlemans
Honor, Enraged by Abuse of Weaker Folk

Ill have to pay Guts or a Fate Die when Carse takes an


action that resists his fear of snakes, but I regain Guts
whenever I roleplay Carse as wanting to flee or avoid
snakes. Similarly Ill regain Guts or earn Fate Dice
when I get Carse into trouble gambling, and Enraged at
Abuse is going to get him into lots of trouble with the
slave-owning societies of Gondwane.

Step 6: List Outfit


Followers Your character can have anything that a person of
Followers may also be bought as Assets. Your his conceived occupation and circumstances would
follower could be a loyal dog, a servant or assistant, a reasonably have. This include clothes, minor personal
bodyguard, or even a small party of henchmen. You effects, even weapons and armor if theres a good
may invest up to 4 dice in any single follower or group reason to have them. The GM may always veto any
of followers. item that seems too powerful for the game, or require
you to buy it as an Asset.
Step 5: Assign Hooks
Firearms
Hooks describe qualities and relationships that
Firearms do Armor-Piercing (AP) damage. That
complicate the characters life. These serve as tips to
is, guns ignore armor, and give you +1 bonus die to
the GM for creating stories that involve the character
attacks vs. creatures that have natural armor (see
more in the game, and also as a means to refresh Guts
Hardened, below).
or earn Fate Dice.
Example
Whenever your character engages in interaction with
NPCs mentioned in his Hooks, you get to refresh Guts Ill give Carse the following gear: Khakis, Boots,
back to your original rating; if your Guts is at full, you Battered Fedora, Revolver, Ammo, and a Hunting
earn a Fate Die instead. Yes, this does mean you get a Knife.
concrete game benefit for giving your character family
or a significant other! Step 7: GM Review
Show your finished character sheet to the GM. The GM
Whenever you take an action that complicates life for can help you polish up the details, suggest additional
your character by following one of his Hooks, you get Assets or Hooks that could be useful or interesting,
to refresh Guts back to your original rating; if your and check if the character fits the game.
Guts is at full, you earn a Fate Die instead.
Fate Dice
When you take an action thats against one of your Fate Dice are a resource given as reward for entertaining
characters Hooks, you have to pay the GM 1 Guts or role-play and accomplishing adventure goals. They
1 Fate Die. have two important functions; first, they can be spent
to improve your chances in a roll by adding bonus dice
You can take as many Hooks as you like; a minimum (1 Fate Die = 1 bonus die), and second, they can be spent
of one, three to five is good. Too many though could to improve Assets or acquire new ones. Characters
make your character a bit unwieldy. Hooks are unrated. start play with 0 Fate Dice, and should accumulate
Vices, phobias, enemies, romantic entanglements, even some with every game session.
chronic ailments can make for interesting 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

Jonathan Carse Roles


Archaeologist and ex-star athlete gone to a life of crime Ageing but Hawkeyed Hunter 5 (Guns,
Tracking, Bush Travel)
Roles Amateur Palaeologist 2 (Knows a bit about
Ex-Star Football Player 4 (Brawling) dinosaurs)
World-trotting Field Archaeologist with Shady
Assets
Dealings 3
Instinct for Danger 3
Assets Ishu, Wise Old Pygmy Tracker 3
Ruggedly Fit 3 Stubborn Will 3
Perceptive 3 Veteran of the East African Campaign 3
Roguish Charm 3 Guts 3
Knows a bit of Judo 2
Guts 4
12
Hooks Gladiators Manica 2
Weakening Heart Slave Grapevine 2
Old-fashioned Imperialist Guts 4
Fascination with Dinosaurs
Ive Never Hunted That Before! Hooks
Wanted Leader of a Slave Revolt
Fate 0 Honoria, the Slavegirl I Left Behind
Valanus, Violator of Honoria
Outfit Python, My Strait-laced Brother
Rugged Bush Clothes, Hat, Boots, Rifle (custom Volcanic Temper
Rigby .457), Machete, Canteen; Ishu has a Rifle
Fate 0
and Hunting Knife

Professor Nigel Farquhar-Botham Outfit


Absent-minded scholar of antiquities and oddities Gladiators Manica, Sandals, Axe, Bronze
Buckler
Roles
Former Professor of Medicine 3 Python
Scholarly Gentleman Adventurer 3 Ex-Imperial Guardsman
(Guns, Riding, Fencing, Living Outdoors,
Archaeology, World Mysteries, the Occult) Roles
Fancies Himself a Linguist 1 Ex-Imperial Guardsman 4 (Sword, Shield,
Spear, Athletics, Security)
Assets Streetwise and Suspicious of Everything 3
Medical Supplies Bag 3
Custom-Built Rigby .457 Rifle 3 Assets
Wealthy, Cultured Aristocrat 2 Bronze Armor 4
Read a Bit of Everything Once 3 Hoplite Shield 4
Guts 4 Imperial Court Connections 2
Veteran of the Barbarian Campaigns 3
Hooks Guts 4
Absent-Minded
Growing Obsession with the Occult Hooks
Addicted to Luxury Areius, My Black Sheep Brother
Valanus, My Former C.O. and Father of My
Fate 0 Betrothed
Lydia, My Betrothed
Outfit Wanted for Rebellion and Treason
Khakis, Pith Helmet, Boots, Rifle, Sword Cane,
Medical Bag, Bottle of Brandy Fate 0

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.

Contests come in two varieties, Simple and Extended.


Simple Contests are over as soon as a winner has been
decided. Extended Contests are played out until one
side can no longer continue, or one side has achieved
the condition necessary to end the contest, such as
reaching the finish line of a race.

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.

In the course of your adventures, you could run across


opponents like an Ancient Crocodile 5, Raging River 4,
or a even Skilled Orator 6, just to give a few examples.

Basic Mechanics Outcomes


Gods of Gondwane is played using the Vivid RPG Three basic outcomes are possible in a Contest Roll;
system, a very light and easy to use set of rules made Victory, Defeat, or a Stay.
for cinematic-style play.
Victory
Declaring Actions A Victory happens when your highest die is higher
Playing an RPG consists mostly of declaring actions than your opponents. In simple contests this means
for your character; you want your character to achieve youve already won, and you get what you want; in
something, so you declare what your character does to an extended contest, this means youve gotten the
attain that goal. upper hand and inflicted some kind of effect on your
opponent, such as damage. You usually get to narrate
When declaring actions, state what you want your the results of a Victory.
character to do and what you want to achieve with
Defeat
the action. If theres no opposition, or negligible
opposition, your action simply happens; if theres A Defeat happens when your highest die is lower than
significant opposition, however, the GM will call for your opponents. This means your opponent achieved
dice rolls. what he wanted, at your expense. Defeats are usually
narrated for you by your opponents player, which
For dramatically important actions, try to describe usually means the GM.
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Stay kind of advantage vs. your opponent. For example,
A Stay happens when you and your opponent rolled in combat a spear has greater reach than a sword;
the same highest die. This represents a tense stalemate, Advantage to the spear-wielder. When climbing a
with emphasis on the tense; Stays cost you time and cliff, you can claim Advantage if you have a rope, as
resources, without getting you closer to your goal. The opposed to climbing without aids.
classic image of a Stayed result is of two swordsmen
grinding blades in a vicious corps-a-corps, neither able Advantage gives you +1 bonus die.
to get free to strike.
Risk Dice
On the other hand, a Stay means the opponent made Risk Dice are bonus dice representing you taking risks
no progress either, and may be the minimum desirable that could backfire on you, even as you succeed. For
result for example in combat, this means you werent example, going deeper into the jungle will give you
able to hit your enemy, but you werent hit either. bonuses to a hunting roll; but dangerous encounters
with monsters are also more likely. In combat, Risk
Chains Dice can represent taking greater chances but at the
Multiple sixes make a Chain; gather your sixes and possible cost of getting your weapon stuck or losing it,
count them. Longer Chains beat shorter Chains and or even taking an injury.
any lesser roll result. Victory with a Chain is described
as a Crit: a special, spectacular outcome that exceeds Risk Dice are represented by dice of a different color.
normal expectations. You may opt to take 1-3 Risk Dice if the GM allows it.

Bonus Dice Risk Dice should be rolled as dice of a different color,


The more dice you can roll, the more likely you are to to distinguish them from the other dice. If any Risk
win the roll, and to gain that all-important Crit. Half Die rolls a 1, a complication happens. The more Risk
the fun of the game is in finding ways to roll more dice. Dice that roll 1, the more serious the complication!

Advantage Tapping Assets & Guts

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
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takes to finish an Extended Contest, the rule of thumb
is that itll take 3 Victory Points.

You normally gain a Victory Point every time you


score a Victory; but you get Victory Points equal to the
number of sixes rolled if you rolled a Crit. Again, this
makes Crits very desirable.

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.

If the player characters are caught unready, however,


it is the GM who decides the deployment.

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!

To begin a Riff, narrate an action that defeats


your opponent in some way; your action could
to gain Advantage, giving you +2 dice. However, the
be to strike with a weapon, kick him over a
advantage of surprise only lasts for one round.
cliff, trip him up and immobilize him, etc. etc.
Numbers
Your opponents player will then narrate a
counter-action that defeats your characters Superior numbers gives +1 die Advantage.
first action, and turns the tables around.
Elevation
At this point, any player, including those not Having the higher ground counts for a lot in melee,
part of the action, may call for the roll. The roll as you can reach farther and strike harder from high
may be called at any from this point forward, ground.
so the Riff only continues so long as its
entertaining. Reach
Reach is very important. Spears are longer than
If the roll wasnt called for, you get to narrate swords, and swords are longer than knives.
a counter-counter-action that trumps your
opponents and turns the tables again. Shield vs No Shield
If you have a shield and your opponent does not have
You want to play the Riff until a suitably climactic either a shield or a weapon in the off-hand, you have
image is achieved. The Riff ends when the roll is called Advantage. Of course, it works the other way around
for. The players involved must now roll their dice and too. This makes your opponents shield a worthwhile
determine the outcome. When you roll, you must also target.
determine how many dice you get to use.
Armed vs Unarmed
Advantage The armed have advantage against unarmed humans.
Advantage is of major importance in combat. You want Beasts however are always considered armed. And
to find ways to gain and keep Advantage, so you have yes, a human unarmed vs. a beast is the same as a
more dice to roll. Only one side in a Set can roll with human unarmed vs. an armed human the beast will
Advantage; if both sides have different Advantages, have the Advantage.
they cancel out.
Combat Options
Either side can claim Advantage; the side with the Characters are not made of stone. When struck, they
Advantage rolls a bonus die. If its a GM character bleed. When struck hard or often enough, they die.
that has the Advantage, the GM rolls the bonus die. Thus it helps to fight intelligently. These are some of
the things you can do in combat to better avoid defeat,
Surprise and make victory more likely.
Catching your target unawares is one of the best ways
17
you. You may then spend that round taking a breather,
while others are doing your fighting.

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!

Damage and Saves


Losing a combat roll, by default, is considered to end
the combat; the loser has been killed, crippled, knocked
out, or otherwise put out of the fight. Heroes of course
wont accept this lying down, so you get a chance to
Save your character if you lose a roll. The same goes
Back to Back for your opponents.
Outnumbered heroes often stand back to back, the
better to cover each other. When fighting back to Saves come in two flavors, the Escape and the Soak.
back, you negate the enemys Advantage of numbers. You must choose one or the other when dealing with
damage; they cannot be combined.
Take a Breather
If you are not engaged by any opponent, you may Take Escape
a Breather; every round that you are doing so, you may Escaping damage means being able to avoid the hit at
restore one die to any Asset that you have tapped for the last moment, thanks to your agility, perceptiveness,
use in combat. This represents catching your breath, or a technique (Knack) that can be used in defense. You
fixing the fit of your armor or your grip on your shield, must tap this Asset, or a combination of Assets that
or focusing and relaxing your mind so you can once allow Escape, equal to the Victory Points won by your
again use a Knack. You cannot bring any Asset to a opponent, and narrate how your character avoided his
rating higher than what you started the fight with. fate. You may also spend Guts to Escape.

Support Other Soak


You may, instead of engaging an opponent on your Soaking damage means absorbing the force of the
own, spend the round supporting another character. attack, thanks to armor, a shield, strength, toughness,
The character you support will roll with +1 bonus die and, for many warriors, sheer Guts. You must tap this
from your supporting actions. You do not roll any Asset, or a combination of Assets that allow the Soak,
actions yourself this round. equal to the Victory Points won by your opponent, and
narrate how your character avoided his fate.
Shield Other
You may, instead of engaging an opponent on your Character Death
own, spend the round covering another character with If you do not have any Asset to Save with, or not
your shield. If this character is defeated, you must enough dice to pay the Save cost, your character is
soak the damage on your own shield. Finished mortally wounded, knocked out, subdued,
etc. etc. If this happens when taking a lethal attack,
Tag Team you have three choices:
You fight as a team with another character. If you take
Blaze of Glory
a defeat, you may immediately tag your partner to
take over the fight for you. The round continues, this You accept your characters demise, but not before
time with your partner engaging the foe. making one last strike! You may attack your foe again
with +2 bonus dice. Your character expires as soon as
Call Support you finish your last action.
You may, instead of engaging your opponent yourself,
Gift of Fury
you call in your Followers to take over the fight for
You accept your characters demise, and gain 5 dice
18
to distribute to your friends; they must use the dice as
soon as possible to avenge your characters death by
attacking the same foe that got you.

Left for Dead


Your character is left for dead by his foes. If your allies
win, your character is recovered and may be kept alive,
or revived, if the proper resources can be found a
healer, an item that can revive the dead/dying, etc. etc.

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.

Multiple Mooks, however, may combine into Mobs. Incapacitating (I)


A Mob is stronger, with a higher Threat, but still no This indicates that an attack is not lethal, but instead
Resistance. Whenever a Mob is defeated, its gone, incapacitates the victim somehow; it may be a
poof! Theyre all dead, running away, or cowering, paralyzing poison, an entangling effect like a giant
demoralized. spiders web, etc. etc.

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.

Special Abilities Poison


Some monsters and characters have special abilities, The creatures attack carries poison. There are two
marked with letter codes after their traits. ways to deal with poison attacks; Escape or Soak.
Escaping the attack means the attack never landed,
19
and the poison can be ignored; Soaking the attack,
however, has a cost equal to the attacks Victory Points
plus the poisons rating.

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.

20
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.

Whats a Dreameater? I ask back. The player quickly


describes it as a being that likes to enter the minds of
men and leave them vegetables. Sounds good to me. I
roll up a Dreameater 3/3. My players not too happy
with that, so we roll 1d3 and get 3, which my player
uses to make the Dreameater 6E/3E. In exchange he
gives it a Bane: its banished by its own reflection.

The summoning begins. Zolgarn has 4 dice from


Sorcerer, and can tap 3 more from his grimoire, plus
his Guts if he wants to. I have 6 dice. Zolgarns first
roll is a Defeat; he loses 1 Guts. Next roll, a Stay; the
Dreameater still resists leaving its plane, but causes
no harm either. Third roll and already the pursuers Creating and Improving Arcane Devices
can be heard coming closer. But this time Zolgarn Arcane devices may be improved, or new ones bought,
wins! Next round, the Dreameater will be attacking between games simply by spending Fate Dice as you
Zolgarns pursuers. would increase any other Asset.
Altering Reality If you wish to create or improve on an arcane device
The other great attraction for sorcerers to take up during the course of the game, however, you must
their mad art is the ability to alter reality. Various work on it in an arcane forge. Arcane forges are
extraplanars may be compelled to make reality on laboratories or workshops with certain kinds of
some part of Earth bend to the sorcerers wishes. This Remnant technology, and may be found in Remnant
might take the form of changing the weather, blighting centers.
vegetation, putting fear into an animals mind, or even
causing a character or creature to mutate. Roll a contest of your Wizard Role vs. the desired
power rating of your device. If you want multiple
To do these things, the sorcerer contacts an extraplanar powers, you must roll separately vs. each power.
being and petitions it for the changes he wants to be Victory means you were able to create or modify the
made on Earth. Again, this takes the form of a contest. device as desired.
21
A Defeat, however, means your imperfect
understanding of arcane technology has destroyed
the device you were working on. The GM may also
rule that you have to Soak 1d3 explosion damage
appropriate if the device was a weapon, vehicle, or
similarly powerful item. Rolling a complication means
the device is flawed in some way unknown to you
until you use it!

Example: Tymarus Builds a Planar Barrier


Tymarus the wizard is anticipating a showdown with
his old rival Zolgarn, the sorcerer. Thinking to cut
Zolgarn from his source of power, Tymarus decides to away.
build a planar barrier that will prevent any extraplanar
from coming to Earth within a certain radius of the Antillean Empire
device. Tymarus wants it to have a strength of 7. One of the most highly developed civilizations in
Gondwane, the Antillean Empire occupies the Antillean
Are you sure? the GM asks. Tymarus has Wizard 3, Islands and the mouth of the Saharic Sea. It is made up
and hes got nothing at this point to help him but sheer of twelve city-states, each ruled by its own prince, that
Guts. The player says yes, so we roll. Not surprisingly, have been unified under the rule of the Antillean High
Tymarus loses the roll even after spending 2 Guts for King in Tython. The wealthiest Antillean cities are the
2 extra dice and taking 2 Risk Dice. The GM rules that island cities, from which all large dinosaurs have been
Tymarus will have to Soak 1d3 explosion damage, and cleared to allow extensive farming.
rolls a 2. Ouch.
Antillea has an ongoing war with an offshoot state, the
Lands and Peoples of the 18th Cycle Zyran Empire, that has been going on since Zyra split
Much of Gondwanas interior is arid, with only patches off from Antillea. So far Antillea, though less powerful
of scrubby vegetation. Just like the Australian Outback, than Zyra, has kept its rival at bay through its sea
simply being at the center of a huge landmass, with power. Its galleys are the best-built in Gondwane, and
few rivers, makes the land far from the sea a mostly it leads in technologies such as catapults. On land,
dry wasteland. Antilleans fight as armored hoplites, supported by
Strider-mounted javelineers and archers on stegosaurs,
Along the rain-washed coasts and major rivers, or Oarbacks.
however, the warm tropical climate and availability of
water spurs the growth of vast, thick tracts of jungle. Antilleans consider themselves to be seekers of
These jungles are made up of pines, cypresses, giant knowledge, eager to learn more of the world and
ferns, cycads, and horsetails; there are no flowering find ways to outfox Zyra. Though Antillea practices
plants of any kind yet, so there are no fruit trees, slavery and delights in gladiatorial games, the High
grasses, or flowering shrubs. Kings rule is a light one and people here are more free
than most other places in Gondwane.
Most settlements are thus on the coastal plains and near
rivers, save where water is easily available by other Perhaps this is because the Antilleans overthrew their
means. Another factor affecting settlement patterns old gods, the Dragon Kings, and follow a home-grown
is the migration routes of the great dinosaurs. The religion honoring the Unconquered Sun. The Dragon
earlier settlements avoid these routes, hugging steep Kings are not dead, however, but merely sleeping in
mountains and other barriers, while later settlements their caves beneath the islands. There is a constant
are always heavily protected by walls. battle between various dark cults and the Antillean
Inquisitors to keep the Old Gods down and Antillea
Because the dietary staple in Gondwane is the free.
breadcrown cycad, a tree, the cultivated lands are
forests, not open fields so the wilderness is never far
22
Arwe is one of the most contested cities on Gondwane, and
Arwe is a great kingdom in the south, and consists of so is constantly hiring mercenaries. Askelos was a
three cities carved into the flanks of the Arwe Mesa. Belsharian city conquered by Zyra, which then revolted
The rich farms and pastures of Arwe all lie on the great and overthrew the foreign yoke, only to be conquered
mesas top, free from the ravages of the dinosaurs from again, then freed itself again.
the plains below.
Askelos is hanging on to its freedom by a nail, and the
constant bickering among the mercenary factions is
threatening to tear the city apart. The locals worship
Zahur and the Four Lords of Chaos, but there are
also some secret worshippers of Sabellis, the Zyran
goddess. Much of the troubles besetting Askelos have
to do with the rivalries between these living gods.

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.

Samurrad The Barashtans are obsessed with warfare, hunting,


A sister-city of Harakpur, Askelos, and Tomaria, like and the threat of assassination, to the point that their
them a Belsharian city but conquered by the Zyrans. behavior has become atrocious and wholly unnatural.
Samurrad is now ruled by King Attalus, the grandson General Zokar was known to have had many of his
of the Zyran general Atreus One-Eye who refused to staff murdered on the merest suspicion that they were
leave his conquest and instead raised his own kingdom. out to assassinate him, King Zoardun several times
The Atreian dynasty is well-regarded in Samurrad, executed his enemies by hunting them from a chariot,
having ended the bloody worship of Zahur there; the and King Zaarish has declared that he will hunt the
new state religion is worship of Atreus, now deified as Horned Devourers ceratosaurs -- using the Zyran
the citys patron and protector. legions as beaters he just has to conquer Zyra first.
This, from the ruler of a city with less than 4,000 people.
Unlike the other Belsharian cities on the Zyran
border, Samurrad sits not in the desert but high on a Tomaria used to be a rich trade city, standing as it did
mountainside. This, together with its great mineral along the caravan route from east to west, and blessed
wealth as a source of precious tin essential for making with fertile fields protected from dinosaurs by mud-
bronze and its position on the trade routes from the brick walls. Now, however, the people are being
east, give it the power to withstand its enemies. The reduced to beggary by the Barashtans conscriptions
Atreians have successfully resisted Zyran sieges twice, and taxes.
and were able to hire enough mercenaries to stop a
massive Belsharian army from Dur az Zahur. Eshkorian Theocracies
The Eshkorian theocracies were founded by a people
There are rumors that Atreus and his descendants from northern Gondwane, who, finding three Remnant
received some form of divine guidance in taking and sites quite close to each other and still livable, moved
24
each terrace honeycombed with deep tunnels and
chambers. The Omnorians grow all their food on
these terraces, and live in the upper, outer chambers;
they rarely venture into the depths of their own city
a Remnant site, of course and live in great fear of
the things said to haunt the tunnel depths. Because
of its isolation, most of what is known about Omnor
comes from the failed attempts of Eshkor and Zakkar
to besiege it.

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.

Invaders from the North


Two tribes have invaded northern Gondwane from
Malgeol, the supercontinent of Laurasia, and are
currently causing the Zyran Emperor a big headache.

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.

The idol is in fact the god of a Remnant civilization,


thought to have been destroyed when the previous
heavy demands and harsh rule of the Brotherhood, Cycle was wiped out. It is in fact a Shaper-made
however, has turned many Belsharians away from machine, and it is slowly repairing itself. Should it
Zahur toward the worship of seemingly kindlier complete its repairs, it will try to carry out the last
deities, like Astaris and Sabellis. The Brotherhood in command it received from the Shapers destroy
turn reacts to this with even harsher repression. mankind.

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.

On the surface, Sarkoris seems content to accept Zyran


domination, and in fact Queen Zainab has invited
Emperor Mezentius to be her personal guest when he all, while execrations are poured upon the Devourer
next visits his eastern realms. What Mezentius doesnt and the Horned Devourer, the latter specially being
know is that Zainab and General Styphos plan to seen as the god of evils representative.
enspell him and rule the Zyran Empire through him
as their puppet. Zyran Empire
The most powerful nation on all Gondwane, Zyra
Thunderfoot Nomads boasts great bronze-clad armies of hoplites, elite cavalry
The Thunderfoot Nomads are the only peoples who mounted on heavy striders, and walking fortresses,
regularly cross the Dragon Plains and the Zahuran stegosaurs and brontosaurs bearing armored howdahs
Desert, being uniquely equipped to do so by their full of archers. The Emperor of Zyra is also the high
lifestyle. The nomads have attached themselves to priest of Zyras living god, Sabellis the Dragon Queen.
the great herds of Thunderfeet, the brontosaurs, that
migrate constantly through Gondwanes vast, arid Zyra is known for being a slave state, with a large
hinterlands, protecting and doctoring the beasts while proportion of its people being slaves. Slave tend the
using them as transportation and food. great plantations that feed the empire, slaves man the
fishing boats and hunting expeditions, and slaves tend
The nomads diet consists mostly of Thunderfoot eggs, to every want and comfort of its decadent noble class.
culled from the nesting grounds which they protect
against predators, and the meat of juvenile Thunderfeet. The Zyrans are forever rivals with the Antilleans,
By increasing the successful hatching rate of the great always trying to contain and chip away at Antillean
dinosaurs, the nomads ensure themselves of enough power however they can; stealing technological secrets,
excess that they can easily harvest many of the eggs fomenting revolts, and raiding for slaves.
and juveniles.
Remnants of Earlier Cycles
The nomads also offer the safest method of Theres a wealth of possibilities for dungeon crawling
transportation across the plains, for hardly anything and lost-race themed adventures in Gods of Gondwane,
will bother a herd of healthy Thunderfeet; and if a because of the way the Shapers treated their great
Devourer or a human enemy were foolish enough experiment. Civilizations would rise, reach a certain
to try, the nomads ride in well-protected howdahs stage at which the Shapers were no longer interested
and fight with a wealth of bronze-tipped spears and in them, and be wiped out. Despite the efforts of the
javelins. The nomads also have another great source Shapers secret servants, traces of these civilizations
of income; they are mercenaries. They and their titanic can still be found, with no few treasures and dangers
steeds are in great demand wherever there are wars
and sieges to be fought.
Creating Remnants
Not surprisingly, the nomads also worship their
The Shapers have been at their experiment for tens,
brontosaurs. Offerings are made to the Thunderfeet
maybe even hundreds of thousands, of years. No one
and the Great Thunderfoot who was ancestor to them
knows. There have been seventeen previous cycles,
30
each one covering all of Gondwana and Laurasia,
each supercontinent having several civilizations. In
addition to the sample Remnants described below,
youre encouraged to come up with your own for your
games.

You may use the guide questions below as a framework


for building your own Remnant sites and civilizations:

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?

For example: Ive come up with The Pale Ones,


a degenerated race of humans who now live
underground in the buried ruins of Termarrax.

1) Name The Pale Ones

2) Location the buried city of Termarrax; I


thought of white termites, so I made the
location name a play on that word.

3) The Pale Ones are tall, gaunt, deathly pale of Ankyros


skin, with only scant and scraggly hair, and Ankyros is a Remnant city high in the Haunted
dead white eyes that can only sense light but Mountains that survived the scouring of the 16th cycle,
no longer form images and is thus incredibly old. Its inhabitants are actually a
people from the 17th cycle who found the city and took
4) The few that remain in Termarrax are descended it over, massacring the 16th cycle survivors there.
from slaves of the original inhabitants, kept
in the deepest bowels of the city; thus they The current Ankyrans are furtive, vicious xenophobes
escaped the nuclear blast that destroyed upper who believe the world is still in chaos from the last
Termarrax scouring, and that any visitors mean to do to them as they
did to the original inhabitants. Though they are truly
5) The Pale Ones will kill and eat any male human, the Ankyrans have a rodent-like appearance
humans, but want to capture female humans through years of mutation and interbreeding; they are
for breeding purposes they want to revitalize hairy, have rather pointed faces and projecting jaws,
their race with new blood small eyes, and always walk stooped.

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.

On the outside, the Ghormyrians maintain a high


standard of civilization, the warrior caste having
lives of luxury and ease, with many comforts and
sophisticated entertainments. However the lack of
an engineer caste has made them unable to repair
the citys machines, and so Ghormyr is actually and
inexorably falling apart, the actual inhabitable area
decreasing yearly.

The kings of Ghormyr know this, and plot to use what


high-tech weapons remain to them to conquer a new
home soon. Until then, any contact with the outside
world is to be limited and kept secret, and any who
find out Ghormyrs existence must be silenced.

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.

The dreams are created using a combination of drugs


and arcane technology. In their dream worlds the lords
can interact with the minds of their captives, forcing
them to undergo nightmare scenarios and horrifying
false memories, until the captives die of shock.
Somehow word about this practice has leaked out, and
the area around Megastyros is rife with rumors of the
vampires, but no one knows the exact location of the
city, nor the truth of how the vampires victims die.

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.

The apemen servants of Xavathor are very short, but


stocky and powerfully built, and rapidly gaining in
intelligence. Only generations ago the apemen could
only communicate by sign language; now some of
them can speak broken Xavathorian. Its possible that
theyve grown intelligent enough to start questioning
the dominance the Xavathorians have over them.

Secrets of the Shapers


Gods of Gondwane revolves around the unnatural
deeds performed by the Shapers. As a Game Master, artifacts that mankind most commonly interacts with
you can keep them in the background as the shadowy on Gondwane are:
source of Gondwanes mysteries, never to interact with
Time-Nets
the PCs directly, or you may want a campaign that
ferrets out the Shapers identity and ends their regime Time-nets are field projectors that can capture creatures
of playing with man once and for all. Its up to you. and objects in a target space-time frame and bring them
back to the Jurassic. Apparently one of these time-nets,
Who are the Shapers and the most productive so far, is located at, or is keyed
to, a geographical area in the Atlantic bounded by the
Just who and what are the Shapers, anyway? Again,
Bahamas, the Florida Keys, and Bermuda. Anything
Im leaving this mostly up to you. As Ive got a love-
captured by the time-nets may be deposited anywhere
hate relationship in my dreams with cephalopods -- I
on Jurassic Earth, as the Shapers desire.
dream of eating calamari, and shudder at the thought
of meeting a giant octopus in its element and because I
Tripods
just have to do my homage to SFs greats, in my minds
eye I imagine the Shapers to be the very same octopoid Should the Shapers ever have reason to leave their
creatures from H.G. Wells War of the Worlds. underwater cities, they will do so in Tripods. A
Tripod is a saucer-shaped vehicle that can fly through
The Shapers came from Mars millions of years ago, the air or water, or walk on land by means of its three
relative to Gondwanes timeline, hoping to found a legs. There are several kinds and sizes of Tripods,
colony on Earth because Mars was, even then, already from worker/fighter types crewed by a single Shaper,
drying up. Because they quickly discovered that they to large command types carrying many Shapers plus
would not survive in Earths atmosphere, they set up their android troops.
their bases deep under the sea. There they continued to
develop new technologies, until at last they discovered All Tripods are armed with a disintegrator ray
their own extinction in the future, and decided to take mounted on a flexible arm extending over the top of the
up the Great Experiment to find out how to avert it. saucer; this arm may fire forward, to either side, up, or
down. All Tripods are armor-plated in a material that
Shaper Powers would only be vulnerable to a 20th century battleships
main guns or something equally powerful. They are,
All Shapers have the following psychic Knacks:
however, vulnerable to their own disintegrators.
Telepathy, Obfuscation, Domination, and Energy
Blast. Oracles
Shaper Technology The Shapers have provided some locales with Oracles
as part of their experiment. Whatever the outward
Shaper technology is based on knowledge of appearance of the Oracle, its true function is to serve as
phenomena still not understood even by 21st century a means of communication with the Shapers. Through
science, crystals, and telepathic control. No human can these the Shapers can give directives to their subjects,
truly master a Shaper device, as the Shapers just think and at the same time keep tabs on whats going on in
and build too differently from humans. The Shaper the human realms by analyzing the questions made to
34
the Oracles.

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.

Strider 3, Resistance [1]

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.

Runner 2, Burst of Speed [2], Resistance [0]

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.

Horned Devourer 7M, Resistance [6G]

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.

Stoneback 5M, Resistance [12H] Thunderfoot 10M, Resistance [12G]

Monsters of the Depths


These gigantic creatures haunt the seas and lakes of
Gondwane, and understandably make Gondwaneans
averse to open-water baths.

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]

Stonebiter 10M, Resistance [6H]

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.

Gozairion (Titanic Carnivore) 12M, Telepath


8E, Fire Breather 7M, Terrifying 3, Armor [25H];
Mind Reader [4], Obfuscate [3], Dominate [6];
Shoal Terror (Dakosaurus) Betrayed by the Antilleans
The Shoal Terror is a relative of the Shoal Lurker, but Tripod, Work/Scout Type
much larger. With the most powerful bite of all the
This is a single-passenger craft such as might be used
marine terrors described here, it can prey on anything
by a Shaper making a secret visit to shore perhaps
it wants from enormous fish and sea turtles to Long-
to offload or pick up a Watcher, or to investigate an
necks and, of course, ships and their crew.
unusual incident, specially one that is caused by
advanced technology. Stats are given for both the pilot
Shoal Terror 11M, Resistance [7G]
and the Tripod.
Stonebiter (Dunkleostus)
Watcher Scientist 5, Telepath 9, Mind Shield
The Stonebiter is an enormous fish, actually a living [8], Obfuscate [9], Dominate [6], Resistance [3];
fossil in this time, but still to be found in the Inland Aquatic, Cannot Survive in Air
Sea and some lakes. With its armored head and the
blade-like bone jaw plates that serve it instead of teeth, Tripod, Armor [8H], Disintegrator Ray [8M]
it can attack just about anything and be sure to cause
great damage.

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.

At this point, Captain Ernst announces that the ship


may go down, and that everyone should prepare
emergency supplies. The captain says he believes
Were going down in the Everglades, so you may
want to bring something for the gators.
Sample Adventure: Lost City of Xavathor Chapter 1: A Savage World
This sample adventure is meant for a party of PCs
The wild nights ride culminates in a crash over
mostly from Modern Earth. Gondwanean PCs can
jungle. This can be gentled if the PCs think to lighten
be introduced into the adventure once the party is in
the zeppelin as much as they can. Its quite a luxury
Gondwane. As an introductory adventure, this one is
vessel, so there are lots of heavy things inside even a
very linear and is meant to be so; it gets the players
grand piano!
started with a bang,
The Crash
The Setup
When the crash finally occurs, in 1d3 rounds, have
It is sometime in the 1930s. The player characters are every player again roll a test of sure-footedness or
on a luxury airship crossing the Atlantic when a freak strength:
storm hits, and their airship crashes into a jungle.
When the sun rises, they find theyre in the Jurassic, Impact 6 if the PCs did not lighten the zeppelin;
with the ancient and evil city of Xavathor as their only those who lose the roll must again Soak or
refuge. Escape 1 damage.
The challenge for the players is to keep their characters Impact 3 if the PCs lightened the zeppelin, and
alive. Your task as GM is to lure them into Xavathor, those who lost the roll must Soak or Escape 1
then trap as many as possible for the Princes damage.
cannibalistic feasts and breeding experiments!

This adventure was designed for a party of at least 4


PCs; if you have less, shave off a die or three from some
of the threats listed below. If you have more, however,
add a few more dice to the threats here and there.

Prologue: the Storm


The luxury passenger zeppelin Graf Von Horst is
en route from Madrid to New York, with a pleasure
stopover scheduled in Havana. You may engage in a
little introductory role playing here, to get the players
warmed up if you wish. The day proceeds normally,
with fun for all, then the ship lifts off in the calm after Welcome to the Jurassic
midnight. Now introduce the player characters to the world
of Gondwane. As the sun rises, they discover
But as they are crossing the island of Bermuda, a sudden themselves in a setting thats very different from what
storm strikes the airship. Captain Ernst is helpless to the Everglades should look. Remember that grand
steer the zeppelin, and its all the passengers can do to scene from Jurassic Park I where the kids first see the
avoid getting hurt. dinosaurs? Thats what youre aiming for.

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.

a place to hide to make the appropriate rolls. You want


to watch out for the first player who rolls a six. This
player s character not only succeeds in finding what
Dinosaur Attack! he wants, he either discovers the entrance to Xavathor
or meets a Xavathorian hunting party.
At this point, a Devourer appears and starts chasing the
likeliest prey! If the party is well-armed or numerous,
The Xavathorians will be kindly and welcoming, and
you may even want to sic a hunting pair of Devourers
quickly invite the PCs and all the other survivors to
instead of just one. If you used the hunting pair, they
shelter inside the city.
will try to do a pincer move on their chosen target. If
anyone was injured in the crash, the Devourers will go
The Princes of Xavathor
for that character.
As guests of the Xavathorians, let the PCs explore and
If any players made Gondwanean characters, this is refresh themselves with the wonders of Xavathor.
probably the best place to introduce them. Have their They will be taken in as the personal guests of Prince
characters coincidentally be in the exact same patch of Arzonis, First Prince of Xavathor. Elements the PCs
jungle, in the grand old pulp tradition, and let them could engage with include:
help escape or beat off the Devourers.
The wealth of Xavathor
Should the PCs somehow manage to kill the Devourer/s Remnant technology that no longer works
instead of escaping it, have a pack of Darters appear The juxtaposition of grandeur and decay
soon after, intent on either claiming the Devourer The great age of Xavathor and its long history
carcasses, or bagging a wounded character. The long isolation of the Xavathorians

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.

Ask every player who wants to look for water, food, or


40
Peril in Xavathor
As rich and beautiful as the city is, however, you should
start dropping hints of Xavathors sinister side once all
the PCs have fully refreshed their Assets. Clues and
sparks to this peril could include:

A female PC; the Xavathorians will want to


keep her
Guns; the Xavathorians will be obsessed with
them
The obstinate secretiveness and isolationism of
the Xavathorians
The racism of the Xavathorians and their claims
of divinity
Other Gondwaneans aversion to the
Xavathorians
The Xavathorians insist on the PCs staying, and
give reasons not to leave
The Xavathorians refuse to let the PCs leave if
they still want to
The PCs find out the Xavathorians have eaten a
passenger or crewman of the airship!

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.

Dreameater 8E, Resistance 4E

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.

Once at the river, though, theres one last roll for


each player to make, vs. the Underground Rapids
3; on a Victory, the players character slides through
the twisting, frothing chute and out into a sunlit
mountainside!

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

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