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World of Nevermore

A True20 Campaign Setting

Credits
Author: Joseph Miller
Cover Artist: Joan Guardiet
Internal Artists: David Esbri, Joan Guardiet, Scott Purdy, and V Shane
Editor: Suzi Yee
Design and Layout: Suzi Yee
Produced under license from Green Ronin Publishing, LLC
True20 Adventure Roleplaying and its associated logo are Trademarks of Green Ronin Publishing, LLC
The illustration on pages 10, 12, 14, 19, 21, 30, 41, 53, 54, 64, 101 are copyright 2006 Green Ronin Publishing, LLC.

Open Game Content and Product Identity Statement


All game statistics derived from the SRD are deemed open content. All names, stories, and visual representations
are Product Identity.
Table of Contents
Chapter 1: Nevermore Gazetteer .......................... 5 Geography...........................................................28
Nevermore Campaigns................................................. 5 The Free Camp ............................................29
A Short History of Nevermore .....................................6 Idavoll..........................................................29
Arrival ....................................................................... 7 Isle of Poesis ................................................30
Cycles .................................................................... 7 Oz................................................................. 31
Dream Shifts ........................................................ 7 Wending Refuge .......................................... 31
The Reckoning of Time.........................................8 Wonderland.................................................32
Staying ..................................................................9 Organizations......................................................33
Inhabitants ...................................................................9 Dread Hunters.............................................33
Awakened..............................................................9 Free Riders ..................................................33
Dreamborn.......................................................... 10 Weavers of the Wyrd ...................................33
Reborn Fey.......................................................... 10 Wordsmiths of Poesi ...................................34
Half Fey............................................................... 10 Adventuring In the Wyrd ...........................................34
Progeny ............................................................... 10 Adventure Hooks ................................................34
Geography of Nevermore............................................11 Chapter 4: The Dreadlands, Land of Nightmares 37
The Heartlands ....................................................11 History of Nevermore: Part III ..................................38
The Wyrd ............................................................ 13 Twins of Vengeance ............................................38
The Dreadlands................................................... 13 The Fall of Empyrean .........................................38
The Hedge ........................................................... 13 The Death of Diabolus ........................................38
The Eye ............................................................... 13 The Year of the Red Death .................................39
Chapter 2: The Heartlands, Land of Reverie ...... 14 The Dreadlands ..........................................................39
The History of Nevermore: Part I .............................. 15 History ................................................................40
The Beginning .................................................... 15 Inhabitants..........................................................40
The Fall ............................................................... 15 Geography...........................................................40
The Ascension ..................................................... 15 Brimstone .................................................... 41
Age of Awakening ............................................... 15 Isle of Discord..............................................42
The Fey War........................................................ 16 Isles of the Devourers..................................42
The Forgotten Age .............................................. 16 Nyxia............................................................43
Northern Heartlands.................................................. 16 The Thrice-Ten Kingdom............................44
History .................................................................17 Organizations......................................................44
Inhabitants...........................................................17 Diaboli .........................................................44
Geography............................................................17 Dreadbringers .............................................45
Fomorian Foothills.......................................17 Nemeses.......................................................45
Nightwood ................................................... 18 Order of Discordant Voices.........................46
Grenweald ................................................... 18 Adventuring In the Dreadlands .................................46
Organizations...................................................... 19 Adventure Hooks ................................................46
Nightwatchers ............................................. 19 Chapter 5: The Hedge, The Land
Nightspinners.............................................. 19 that Lies Between.........................................48
Unseelie Court ............................................. 19 History of Nevermore: Part IV...................................49
The Wild Hunt.............................................20 The Annunciation ...............................................49
Southern Heartlands..................................................20 The Fall of Elysium .............................................49
History ................................................................20 The Oneiroi .........................................................49
Inhabitants..........................................................20 The Thirty Years’ Siege .......................................50
Geography........................................................... 21 The Prophet’s Promise........................................50
Avalon.......................................................... 21 The Death of the Three Sons ..............................50
Lumendhel ..................................................22 The Arrival of Menhalig......................................50
Mag Mell......................................................22 Menhalig’s Mountain..........................................50
Organizations......................................................23 Menhalig’s Death ................................................ 51
Exarches of the Heart..................................23 The Hedge .................................................................. 51
Glaseelie ......................................................23 History ................................................................ 51
Seelie Court .................................................23 Inhabitants.......................................................... 51
Adventuring In the Heartlands..................................23 Geography...........................................................52
Adventure Hooks ................................................24 Ordan...........................................................52
Chapter 3: The Wyrd, Land of Lore .................... 25 Shadow’s Keep............................................. 53
History of Nevermore: Part II....................................26 Shangri-La ...................................................54
The Two Wanderers............................................26 Tir Tairngire ............................................... 55
The Field of Flowers ...........................................26 Organizations...................................................... 55
The Realms of Night and Day.............................26 Church of the Hallowed ..............................56
The Betrayal ........................................................ 27 Hedge Wardens ...........................................56
The Wyrd.................................................................... 27 The Order of the Even Hand .......................56
History ................................................................ 27 The Unseen.................................................. 57
Inhabitants..........................................................28 Adventuring In the Hedge .........................................58
Adventure Hooks ................................................58
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Chapter 6: The Eye, Land of Hope ......................60 Progeny Aspect ...................................................96
History of Nevermore: Part V .................................... 61 Totem Aspect ......................................................96
The Tears of Mergia............................................ 61 Wyrd Aspect (Dreamer) ..................................... 97
The Resurrection ................................................ 61 Chapter 9: Feats of Nevermore ..........................98
Menhalig’s Last Words ....................................... 61 Adept Feats (Dreamer) ..............................................98
Age of Serenity .................................................... 61 Adept Insight (General) .............................................98
Growing Concerns ..............................................62 Alias (Expert) .............................................................98
Postscript ............................................................62 Aspect Duplication (Dreamer)...................................99
The Eye .....................................................................62 Aspect Mastery (Dreamer).........................................99
History ................................................................62 Aspect Memory (Dreamer) ........................................99
Inhabitants..........................................................62 Auxiliary Role (Dreamer)...........................................99
Geography...........................................................63 Celestial/Fiendish Familiar (Adept or Dreamer) ......99
Golden City ..................................................63 Dream Blood (Dreamer) ............................................99
The Mount ...................................................65 Dream Resistance (General)......................................99
Elfhame .......................................................66 Dreamborn Familiar (Adept or Dreamer).................99
Veratis.......................................................... 67 Dreamer Insight (General) ........................................99
Organizations......................................................68 Familiar’s Sacrifice (Adept or Dreamer)..................100
Hopebearers ................................................68 Favored Audience (Expert)......................................100
Magi of the Eye............................................68 Free Rider’s Mount (Dreamer) ................................100
Order of the Mount .....................................69 Gifted Aspect (Dreamer).......................................... 101
Adventuring In the Eye ..............................................69 Gifted Powers (Adept or Dreamer).......................... 101
Adventure Hooks ................................................69 Guardian of Faehalig (Dreamer) ............................. 101
Chapter 7: Playing in Nevermore ........................71 Half-Celestial Familiar (Adept or Dreamer) ........... 101
Nevermore Hero Creation ..........................................71 Harmonized Voice (Expert) ..................................... 101
Dream Conviction .......................................................71 Improved Aspect (Dreamer) .................................... 101
Dream Conviction Points ....................................71 Improved Aspect Memory (Dreamer) ..................... 101
Using Dream Conviction Points ......................... 72 Improved Dream Weaving (Dreamer) .................... 101
Backlashes .......................................................... 74 Improved Familiar (Adept or Dreamer).................. 102
Dreamer Role ............................................................. 75 Improved Minions (General)................................... 102
Dreamer Role Outside of Nevermore................. 75 Improved Mounted Shot (General) ......................... 102
Traits ................................................................... 76 Improved Shared Aspects/Powers (Dreamer) ....... 102
Nevermore Equipment .............................................. 76 Improved Spirited Charge (Warrior)....................... 102
Wealth ................................................................. 76 Innate Aspect Traits (Dreamer)............................... 102
Dream Crafting ................................................... 77 Innate Dream Weaver Powers (Dreamer)............... 103
Chapter 8: Aspects of Nevermore....................... 78 Irresistible Charge (Warrior) ................................... 103
Acquiring Aspects ......................................................78 Mark of the Pillars (General) ................................... 103
Aspect Rank ........................................................78 Minions (General) .................................................... 103
Aspect Key Ability...............................................78 Minion Swarm.......................................................... 103
Aspect Descriptions ...................................................78 Mounted Shot (General) .......................................... 105
Aberrant Aspect .................................................. 79 Natural Dream Weaver (Dreamer) ......................... 105
Ability Aspect ..................................................... 80 Power Mastery (Adept) ............................................ 105
Aspect of the Eye................................................. 81 Reckless Weaver (Dreamer) .................................... 105
Deathly Aspect .................................................... 81 Resistance to Dreams (General) .............................. 105
Dowser Aspect (Dreamer) .................................. 81 Ride-by Attack (General) ......................................... 105
Draconic Aspect ..................................................82 Rogue Rider (General) ............................................. 105
Dread Hunter Aspect..........................................83 Servants of Lilith (Dreamer).................................... 105
Dreamlord Aspect...............................................85 Wild Aspects (Dreamer) .......................................... 105
Elemental Aspect ................................................86 Wild Aspect Surge (Dreamers) ................................ 106
Emotive Aspect ...................................................86 Wild Powers (Adept) ................................................ 106
Fiendish Aspect...................................................86 Wild Skills (General) ............................................... 106
Glamoured Aspect ..............................................87 Wild Weaver (Dreamer) .......................................... 106
Hallowed Celestial Aspect ..................................88 Words of Crafting (Dreamer)................................... 106
Hallowed Elder Aspect .......................................88 Chapter 10: Paths of Nevermore ...................... 107
Hallowed Preacher Aspect..................................89 Dread Hunters.......................................................... 107
Hallowed Servant Aspect....................................89 Dreamlord ................................................................ 110
Hedge Warden Aspect ........................................90 Exarch of the Heart .................................................. 110
Horse Aspect....................................................... 91 Free Riders ................................................................113
Illumination Aspect ............................................92 The Hallowed Orders ................................................115
Life Aspect ..........................................................93 Hedge Wardens.........................................................115
Lucky Aspect (Dreamer).....................................93 Magus of the Eye .......................................................117
Magus of the Eye Aspect.....................................94 Nightspinners........................................................... 120
Plant Aspect ........................................................95 Weavers of the Wyrd................................................ 120
Prodigious Aspect (Dreamer).............................95 Wordsmiths of Poesi ................................................ 122

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Chapter 11: Flora, Fauna and Foes ................... 124 Devices ................................................................... 149
Bladegrass ......................................................... 124 Seelie Healing Kit ............................................. 149
Diabolus’ Weed ................................................. 124 Instrument of the Wordsmith .......................... 150
Dread Brush...................................................... 125 Magic Beans .......................................................151
Dream Berry ..................................................... 125 Enhancers..................................................................151
Hope Hollies ..................................................... 125 Mask of Discord .................................................151
Hornblower Vine .............................................. 125 Pouch of Fairy Dust ...........................................151
Ironwood .......................................................... 125 Ring of Shadows ............................................... 152
Lantern Trees.................................................... 126 Foci ................................................................... 152
Mab Poppies ..................................................... 126 Banner of Hope................................................. 152
Mana Trees ....................................................... 126 Book of Faehalig ............................................... 153
Mergia’s Eye...................................................... 126 Wand of the Wyrd............................................. 153
Mesmerose........................................................ 126 Staff of the Eye.................................................. 154
Neverite Bloom ................................................. 126 Intelligent Items....................................................... 154
Neverwood Trees .............................................. 127 Dream Founts ................................................... 154
Night Elm.......................................................... 127 Weyland’s Elementals ...................................... 155
Phoenix Shrubs................................................. 127 Puck’s Pouch of Tricks...................................... 156
Prophet Poppies................................................ 128 Weapons ....................................................................157
Shadow Alder.................................................... 128 Dread Hunter’s Bow ..........................................157
Silent Creeper ................................................... 128 Free Rider’s Weapon ....................................... 158
Smoking Cedars ............................................... 128 Chapter 13: Big Trouble in Little Oaktown ....... 159
Tanglefoot Thistles ........................................... 128 Background .............................................................. 159
Warden Pines.................................................... 128 Synopsis ............................................................ 160
Weave Root ...................................................... 129 Scaling this Adventure...................................... 160
Wise Hazels....................................................... 129 Adventure Hooks .............................................. 160
Wispwood ......................................................... 129 Act I: Little Oaktown.................................................161
Airavata............................................................. 130 Scene 1: Through the Windowpane...................161
Cait Sit............................................................... 130 Childhood’s Dreams Are Twined .............. 162
Cu Sith................................................................131 Advice from a Caterpillar .......................... 163
Hedge Lion.........................................................131 Finding Supplies ............................................... 164
Hleapan............................................................. 132 Constable’s Cellar ...................................... 165
Neverant............................................................ 132 The General Store...................................... 165
Redcap .............................................................. 133 The Smithy ................................................ 165
Weaver Flies...................................................... 134 Scene 2: Down The Water Well........................ 167
Wicked Willows ................................................ 134 The Pool of Dreams ................................... 167
Diaboli ................................................................... 135 The Mad Prater.......................................... 168
Diabolus’ Phylactery ......................................... 135 Questioning Madden .................................171
Diaboli (General) .............................................. 135 Act II: Big Trouble.................................................... 172
Diaboli Traits .................................................... 135 Scene 1: The Staircase of Live Riddles ............. 172
Acedia ........................................................ 135 Step 2: Buckle My Shoe............................. 174
Avaritia ...................................................... 136 Step 4: Shut the Door ................................ 174
Gula ........................................................... 138 Step 6: Pick Up Sticks ............................... 174
Invidia........................................................ 139 Step 8: Lay Them Straight .........................175
Ira .............................................................. 140 Step 10: The Big Fat Hen ...........................175
Luxuria .......................................................141 Step 12: Men Must Delve ...........................175
Superbia..................................................... 142 Step 14: Maids A’Courting ........................ 176
Viceling (Template) .......................................... 143 Step 16: Maids In The Kitchen.................. 176
Chapter 12: Items of Nevermore ...................... 144 Step 18: Maids In Waiting..........................177
Supernatural Item Descriptions .............................. 144 Step 20: My Plate’s Empty .........................177
Armor and Shields ................................................... 145 Scene 2: The Hunting of the Knaves ................ 178
Armor of the Mount.......................................... 145 Additional Adventure in Nevermore Oaktown
Hedge Lion Armor ............................................ 145 178
Winter’s Shield.................................................. 146 The Rabbit Headlines the Playbill .............181
Artifacts ................................................................... 146 The Baker’s Tale ....................................... 186
Andvarinaut ...................................................... 147 Act III: The Cause of All the Mischief...................... 187
Draupnir ........................................................... 147 Scene 1: The Robin’s Quadrille......................... 187
The Grail ........................................................... 147 Who Stole the Children? ........................... 188
Cursed ................................................................... 148 It Was a Curious Dream ............................ 192
Amulet of the Night Witch................................ 148 Heroes Appendix...................................................... 192
Arms of Diabolus ............................................. 148 Handouts Appendix ................................................. 196
Dread Lion Armor ............................................ 149 Open Game License Version 1.0a.................................... 198

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Chapter 1
Nevermore Gazetteer

I ascended into a wondrous realm,


Through waters dark and deep.
I came ashore where dreams do dwell,
And die…but I was not asleep.
– Poesi, The Poet Prince

Nevermore is an ever-changing world where reason fades Nevermore offers a plethora of possible and even
into the mists of slumber, and imagination emerges into improbable adventures for those who traverse its
a land of fanciful dreams and dreadful nightmares. It is strange domains. It pushes its inhabitants and visitors
a world where exotic and unpredictable encounters are beyond the mundane and into a fantastic realm of near
as common as eddies swirling along a rocky shore. It is a boundless potential for both good and evil. Nevermore
realm of surreal landscapes awash with dramatic deeds amplifies and accentuates, twists and skews and is a
and teeming with creatures both beautiful and bizarre. place where nothing remains the same for long.

Nevermore Campaigns
Nevermore assumes Narrators are using it as a fantasy Once a decision on genre and time period have
campaign setting. However, the setting can be used been made, it is important to make the world live and
for any genre or time period with a few tweaks of the breathe by developing the adventure hooks, story lines
background material. In light of this, the rules have been and subplots presented in this material into a unique
designed in such a way as to fit whatever genre and time vision of the dreamlands. Make sure from the moment
period a Narrator sets his campaign in, whether it is the campaign starts that the players understand that
Horror, Modern Fantasy, Future Fantasy or something this is not just another dream. Their actions have
else entirely. consequences for the world around them as well as

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Gazetteer
themselves. Nevermore should have real effects on foiling an adversary’s plans. This is where the ingenuity
those who adventure and invest themselves in it. Life of a Narrator is needed most; the occasional side-trek
and death should be just as genuine in the dreamlands to Nevermore is all well and good, but it is of greater
as they are in the mortal world. importance to find a way to incorporate these side-treks
If using Nevermore in tandem with another into the main plotline of a campaign and thereby create
setting, make sure the events within the dreamlands a tangible benefit to the players’ successes within the
foreshadow those within the other world, grant hints world of Nevermore.
to the main storyline or prove to be an integral part of

A Short History of Nevermore


Nevermore was created for the fey as a refuge from the the fey, and within this new land, mortals held power.
mortal world. Over untold years, it provided a place Unable to destroy the humans through force of arms, the
of rest and reverie for the fey, producing a golden age Unseelie sowed the seeds of strife in the hearts of men.
among them. However, envy entered the world with the They prepared the ground for war with subtle schemes
sin of Queen Mab, and the seeds of discord she sowed and cunning intrigues, until one by one the mortals
thereafter fractured the fey into two conflicting courts. began to battle each other.
Open strife between the courts intensified The world ignited in war and woe,
as more and more fey shed their forging the legends of the Age of
mortal coils, seeking a new life Strife. During these centuries
in lands unsullied by human of struggle, many dreamlords
hands. Nevermore’s ground rose and fell as vast armies
tasted blood for the first were summoned from the
time during this Age of mortal world. The age
Rebirth, and what had culminated in a terrible
been a sanctuary for crucible, which brought
the fey, now became a the world to the verge of
battlefield. tearing itself apart. The
Centuries passed revenge and madness
with neither side gaining marred the very essence
advantage over the of Nevermore, giving
other, until humans and birth to the Dreadlands
beasts fleeing a great and the nightmares that
flood in the mortal world torment the world. This
entered Nevermore era would have destroyed
through the intercession the mortals, and perhaps
of Poesi, Oberon’s son. Nevermore itself, but as
The advent of men created the dirge neared its final
a clarion call among many note, the noble sacrifice of
of the fey for a war against Faehalig’s son, Menahlig,
the mortals. Seizing this and the sorrowful sobs of his
opportunity, the Unseelie mother, Mergia, drowned out
court convinced some of the the cries for bloody revenge and
Seelie court to join them and returned the dreamlands to their
marched upon men. Angered senses.
by the infidelity of his children, The blood of Menhalig and
Faehalig, the god of the fey, granted the tears of Mergia swept away the
Poesi the power to summon forth the waters nightmares of the Age of Strife, and in their
of forgetfulness. The waters released by the prince wake, two new domains were formed, the Hedge and
washed away the Unseelie army and lulled Nevermore the Eye. These places have become sanctuaries for the
into a long and wistful slumber. inhabitants of Nevermore in the new Age of Serenity.
No one knows how long this Forgotten Age lasted, Unfortunately, the pool of peace has dried to its dregs,
but when the fogs of this era finally dissipated, the and enemies, both old and new, are preparing for a
domain of the Wyrd surrounded the Heartlands of darker and more tumultuous age.

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Gazetteer

Arrival
The dreaming is the most common way for mortals increased resistance to manipulation. During the last
to enter Nevermore and can bring them just about two hours, Murk (7th) and Gloom (8th), accidents and
anywhere in the world, from a quiet tavern in the Eye nightmarish creatures plague the land.
to the haunted mires of the Dreadlands. The dreaming The Turning: The last minute of each cycle is
can come as a daydream, a fainting spell or something known as the turning, and during this moment, the
else entirely. Consequently, there is a constant stream entire world of Nevermore undergoes an amazing
of mortals who flow into this wondrous world, and no transformation. The sky, the ground, even some of the
two tales of their arrival are ever alike. Regardless of inhabitants change, some slightly, others completely.
the pathway taken into this world, when the threshold Each domain is affected by the turning in its own way.
is crossed, the awakened are filled with surreal energies In the Eye, the turning is hardly noticeable, whereas in
and an innate knowledge that they are no longer in the the Wyrd it is a common occurrence for the landscape
mortal world. to change in the blink of an eye. During this moment of
Those who come to Nevermore via the summons turning, all creatures are frozen in place and unable to
have quite a different experience. Some summonses are do anything but watch the metamorphosis of the world
peaceful affairs, while others are cold and cruel, but all before their very eyes and perhaps under their very feet.
reflect the nature of the dreamlord who makes them. After the turning, creatures regain their ability to act,
Those who are summoned arrive at a place determined though perhaps under entirely different circumstances.
by the dreamlord and may be placed under the effects The turning of a cycle can have a number of effects,
of a Suggestion to serve the summoner for up to seven which are listed below:
cycles (Will save Difficulty 24 or power check Difficulty
36 to ignore for one cycle). Once these seven cycles • Recovery: Creatures automatically recover
have passed, the dreamlord decides whether to return from all damage and fatigue conditions.
the summoned back to the mortal world or allow them • Dream Conviction: Creatures regain all
to remain in Nevermore. If the dreamlord chooses their Dream Conviction points. In addition, any
the former, the summoned immediately depart the non-permanent Dream Conviction effect has its
dreamlands, but if the latter is chosen, the awakened duration end.
mortals are free to remain in this world or leave it. • Dream Shifts: Domain, progeny and
Nevermore may also be entered through dream atmospheric shifts occur (see Dream Shifts
doors. These are places where the veil between the later in this chapter).
mortal and dream worlds is the weakest. Dream doors • Will to Waken: Awakened characters may
can be anything from an old oak tree to a stone circle, choose to leave Nevermore, unless still under
but most are natural features. Some are unlocked a dreamlord’s suggestion or dream bound by
under certain circumstances, while others are always Nevermore (see Staying later in this chapter).
open. Mortals may pass through these portals without Cycles Are Days: Any reference in feats, powers,
noticing and some of these dream doors only permit one creature traits, etc. to the term “day” (or to 8 to 24
way travel. hour periods) should be changed to “cycle” while in
Nevermore.
Cycles
Due to the erratic nature of the heavenly bodies in Dream Shifts
this world, one cannot mark the passage of days with as There are three typical types of dream shifts that
much ease as can be done elsewhere. However, there is Nevermore undergoes during each turning: domain,
a stable unit of time within the ever-changing lands of atmospheric and progeny shifts. These are the most
Nevermore, and it is called the “cycle.” Each cycle lasts common elements that are changed during a turning,
for eight hours and has the following properties. but are not the only ones. One cannot always cover
The Hours: The first hour of the cycle is called everything, and with this truth firmly in mind, the
Burst and it is the most potent of all the hours of the following shifts were chosen to illustrate what is
cycle. Fresh dream energy flows freely, flooding into the meant by dream shifts. These should spark the
realm and drenching all of its inhabitants with power. Narrator’s imagination and help draw players into the
The first two hours, Burst (1st) and Gleam (2nd), are the unpredictable and surreal feel of the world.
most wondrous hours of the cycle and when Nevermore Domain Shifts: These are perhaps the easiest to
is most easily influenced. The hours of Shimmer portray and describe to players, as they affect the world
(3rd), Flicker (4th), Pallor (5th) and Dim (6th), see an around them, from a mountain range to a single stream

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Gazetteer
to a kitchen table. Some changes are so insignificant use them to throw characters into hopeless situations.
that one would hardly notice the difference between Like domain shifts, progeny shifts affect each domain
one cycle and the next, but others could be so obvious independently of the others, so what might change in
that they seem impossible. Domain shifts provide one might not be what changes in another.
endless potential for bringing sudden excitement to an Dreamshift Check: Roll a d20 for each type of
adventure or an additional complication to an ongoing shift to determine the magnitude of the change, and
conflict. Narrators should keep in mind that domain apply the following modifiers to the shift rolls: -10 in
shifts were designed to enhance the setting and should the Eye, -5 in the Hedge, +0 in the Heartlands, +5 in the
not be used to throw characters into hopeless situations. Dreadlands, and +10 in the Wyrd.
It is important to note here that each domain is affected Then, compare the results to the table and determine
independently of the others, so what might change in the magnitude and effects of the dream shift.
one might not be what changes in another. The Example Shifts table presents a rough
Important Note: Realms within a domain make guideline for determining the power of shifts and
independent dream shift checks. presents a few examples of appropriate results based
Atmospheric Shifts: These are shifts in the on shift magnitude. It’s important to note that the table
climate of a domain. However, it should be noted that barely scratches the surface of what is possible, and
they not only affect the weather of a given domain, but in the end, the turning can involve almost anything a
also the heavenly bodies seen therein (which range from Narrator can imagine.
non-existent to the bizarre), and even the perception
of colors and light. Shifts of weather and heavenly
bodies are much easier to describe to characters than The Reckoning of Time
changes in coloration and light, but the latter are just Nevermore does not have weeks, months or years in the
as important to include in descriptions as they help to traditional sense of the words, since there are no stable
portray the unearthly environment of the setting and moons or suns to base such things upon. In truth, beyond
accentuate Nevermore’s mood. As with domain shifts, the cycles, there are few things that can be used to gauge
some changes are insignificant in nature, while others the passage of time. Still, this did not stop the dreamlord
can be quite striking and startling to behold. Poesi from creating what the inhabitants of Nevermore
Progeny Shifts: These involve changing the have adopted as their method of reckoning time.
psychological, emotional and even physical forms In Poesi’s calendar, the cycles are grouped into
of dreamspawn and nightmare creatures. Changes threes called “triads,” which parallel what is known as
brought about by progeny shifts can be subtle; others a day in the mortal world. The next measure of time,
are astounding and even disquieting. Though a conflict called a “phrase,” mirrors a week and consists of seven
can spring from a progeny shift, Narrators should not triads. Four phrases make up a “movement” that can

Table 1.1: Example Shifts


Die Roll Shift Magnitude Examples
1 None No change.
2–6 Insignificant Random items rearrange (Domain), there’s a slight change of weather
(Atmospheric), or some progeny have their features slightly changed (Progeny).
7–10 Minor Random items disappear (Domain), colors are slightly more vivid (Atmospheric),
or some progeny disappear (Progeny).
11–14 Significant New items or areas appear (Domain), the season changes by one step (Atmospheric),
or some progeny change their appearance and/or attitudes (Progeny).
15–17 Major Random buildings rearrange themselves (Domain), a windstorm begins
(Atmospheric), or all progeny increase in size one category.
18–19 Massive An entire city/dungeon rearranges itself (Domain), the season changes by two
steps (Atmospheric), or all progeny change their creature type (Progeny).
20+ World Altering* A mountain made of neverite rises from the earth (Domain), the sky is emptied
of all heavenly bodies and all color is drained away (Atmospheric), or all progeny
disappear or turn into nightmares (Progeny).
*World Altering shifts last until they are reversed or replaced by another World Altering shift.

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Gazetteer
be compared to a month. Finally, Poesi’s calendar
groups thirteen movements into an “opus,” which is the Staying
equivalent of a year. Awakened can choose to return to the mortal world
The last triad of each opus is known as “Cadence” and during the turning of a cycle, unless they are still under
is a time of renewal for Nevermore and its inhabitants. the effects of a dreamlord’s summons or bonded to the
Cadence, like the turning, has a number of effects: dreamland’s fate. Dream bonding is a rare occurrence,
• Dream Conviction: At the turning of each but has been known to happen, especially when a
cycle of Cadence, creatures gain twice their significant thread in Nevermore’s history is unfolding.
normal Dream Conviction points. Of course, barring these exceptions, mortals may
• Cadence’s Boon: During Cadence, creatures come and go from Nevermore as they like. Some will
add a +2 cadence modifier to all attack rolls, skill stay for only a cycle and never return, while others
checks and saving throws. In addition, Backlash find themselves drawn back into the dreamlands
checks have their Difficulty reduced by 5. with clockwork regularity. There are even a rare few
• Dream Shifts: No dream shifts occur during who forsake their mortal ties and make new lives for
the turnings of Cadence. themselves in this land of boundless possibilities.
• Sifting: During the last turning of Cadence,
all creatures within Nevermore have their
equipment sifted (see Awakened below).

Inhabitants
The inhabitants of Nevermore are made up of four Awakened Background: Awakened choose either
distinct types: awakened, dreamborn, reborn fey two bonus feats from any category or one General
and progeny. Awakened are humans brought into bonus feat and one supernatural aspect or power. They
Nevermore from the mortal world via the dreaming or gain these feats while in Nevermore and are in addition
by summons, whereas dreamborn are offspring of those to any traits they have from their base background
men who forsook their ties to the earth to escape the (typically their race).
great flood. The reborn fey are creatures of folklore and Sifting: Awakened undergo the process of sifting
myth who have made the dreamlands into their home. when they enter Nevermore. Their equipment is sifted
Finally, there are the progeny that manifest the divided through with items kept, modified, replaced or simply
essence of Nevermore as dreamspawn and nightmares. taken from their inventory. Note that these items are not
Given this diversity, it is distinctly possible to find any lost to the awakened, they are just set aside while they
creature imaginable in the dreamlands. In light of this, are inside Nevermore.
Narrators are encouraged to use the rules presented in The sifting is meant to equip characters with what
the rest of this chapter to create their own unique races they need for their adventures in the dreamlands and
to populate this world. should grant items appropriate to the current quest or
that fit the character’s personality. If the Narrator is
feeling especially creative, they could even come up
Awakened with recurring items, such as an intelligent walking
Awakened mortals are the most common race within staff for a reserved adept, an animated thieves’ kit
Nevermore, and can be ordinary people, valiant heroes with an eccentric personality for an expert or a huge,
or villainous knaves. Their appearances are equally as but strangely light greatsword for a warrior. In fact,
varied, ranging from short to tall, from thin to stout, Narrators are encouraged to work these sorts of
and from ivory to ebony skinned. No matter who they things into their campaigns, as they can add to the
are or how they arrived in Nevermore, all mortals atmosphere of the game and help draw players into
experience a revelation known as the “awakening” upon the spirit of the setting.
first arriving in the dreamlands. This transformation For example, a character that had a longsword, a
grants them surreal and extraordinary abilities based on cloak, leather armor and a week’s worth of iron rations
their psyches, which the awakened can then use while when he began the awakening, might end the sifting with
adventuring within this world. a supernatural longsword, a cloak of flesh shaping,
Awakened Traits: The following is a general leather armor, a cure potion, a temporary lantern of
explanation of the effects that awakening has on a light shaping and a talking animated shield.
mortal.

9
Gazetteer
Unseelie courts have consolidated their power over the
Heartlands and influenced the weaving of Nevermore’s
history for both good and ill.
The Seelie fey wander many lands, but most make
their residence in the southern Heartlands and swear
loyalty to King Oberon. Their personalities range from
playful prankster to solemn councilor, but most are noble
in nature and enchanting to behold. They are renowned
for their uncanny understanding of the threads which
weave their way through the tapestry of Nevermore’s
past, present and future. Like their chief god Faehalig,
they believe Nevermore is a garden to be tended and
shared with mortals. The most common Seelie fey are
the brownies, dwarves, elves, gnomes and sprites.
Like their brethren, Unseelie fey manifest in many
forms, but in contrast, they are often misshapen and
hideous in appearance. They are cunning creatures skilled
in the arts of deception and infamous for their influence
over the darker threads that run through the fabric of
Nevermore. The fallen angel, Lilith, has corrupted Queen
Mab and her court completely and convinced them that
they are superior to their brethren and mortals and
therefore have an inherent right of dominion over all
of Nevermore. The most common Unseelie fey are the
goblins, kobolds, ogres, orcs and trolls.
Reborn Background: Reborn fey gain
Nightvision and Weapon Training as bonus feats and
one aspect, which uses their total level to determine its
ranks and effects and a key ability of their choosing.
They also choose one bonus feat, one bonus starting
Dreamborn skill, and two favored feats (or one favored supernatural
power or aspect).
Mortal men and beasts born within Nevermore are known
as “dreamborn.” They are almost indistinguishable from
their awakened counterparts from the time of their Half Fey
birth till adolescence. However, once a dreamborn
Half-fey are the offspring of mortal and fey unions
reaches maturity, it undergoes a transformation called
and esteemed for their unmatched imagination and
“metamorphosis.” This process typically produces
well-known for their whimsicality. When compared to
a startling change in appearance and augments the
mortals they are less adaptive, but much more magical
dreamborn’s physical form to reflect its psyche. To gaze
as well as more passionate and less perceptive than
upon a dreamborn in full aspect is like peering into his
their fey kin. They are often in high-spirits even in the
soul, beautiful or terrible as it may be.
bleakest of situations have a certain sense of destiny
Dreamborn Background: Dreamborn gain
about them as if they were brought into the world to
Dream Blood as a bonus and favored feat. They also
make a difference.
choose two bonus feats, one bonus starting skill,
Half-Fey Background: Half-fey gain Dream
and three favored feats (or one favored feat plus one
Blood as a bonus and favored feat and one aspect or
supernatural power or aspect).
supernatural power, which uses their total level to
determine its ranks and effects and uses a key ability
Reborn Fey of their choosing. They also choose one bonus feat, one
bonus starting skill, and one favored feat.
The fey were the first to dream of Nevermore and the
foremost to walk its wondrous lands. For time without
measure, they were the lone stewards of this realm and Progeny
existed in peace and prosperity. However, the seeds
Progeny exist only as extensions of Nevermore’s essence.
of discord destroyed this Golden Age and split the fey
They are agents through which the world interacts with
into two opposing courts. Since then, the Seelie and
its inhabitants. They populate almost every corner of the

10
Gazetteer
dreamlands, and like its landscapes, they change with nature and often frightful in appearance. They range
the turning of the cycle. There are two types of progeny from the malicious monsters that populate the wilds to
in Nevermore: dreamspawn and nightmares. the cunning fiends which plot the destruction of fey and
Dreamspawn populate the world from the tiniest mortal alike.
ant to the tallest trees. They can be anything from the Progeny Traits: Progeny have the following traits,
merchants one meets in the market to the animals one which are added to the base creature.
meets within a forest. Due to their connection to the Minion: Progeny are considered minions and do not
essence of Nevermore, dreamspawn change with the gain Dream Conviction.
turning of the cycle, and the captain of the guards in Disrupting Attack: Creatures wounded by a
one cycle may become a street urchin in the next. Such progeny’s natural attack lose a Dream Conviction point.
progeny shifts can be confusing or even amusing, but Dream Conviction points lost in this way count against
usually follow some inborn logic, which only Nevermore the character’s Dream Conviction allotment for a scene
can fathom. and can cause a backlash.
Nightmares were created by the terrible trials of Progeny Skills: Progeny may use the improbable
the Age of Strife and are living wounds in Nevermore’s deed and unbelievable challenge Dream Conviction
essence. Like dreamspawn, they are tied to the turning abilities at will for skills they have ranks in.
of the cycles, but unlike them, they are malevolent in

Geography of Nevermore
Nevermore is divided into five distinct domains. The A character is only allowed one Will save attempt
Heartlands were created by Faehalig and are the oldest per cycle to ignore a realm aura. If successful, a
of the domains, while the Wyrd was formed out of the character ignores all the effects of a realm aura for one
mists of the Forgotten Age. During the Age of Strife, the cycle, whether they are beneficial or not.
northern half of the Wyrd was warped by the death of Power checks are made against particular realm
Diabolus into the Dreadlands. Finally, at the beginning aura effects. A successful power check allows a character
of the Age of Serenity, Menhalig’s sacrifice created the to suppress effects for himself which would be affected
Hedge, and Mergia’s tears produced the Eye. by the power for as long as it is active.
Over the years, a number of realms have been For example, if a 4th-level expert with a good Will
founded and lost within these domains, their landscapes save and +2 Wisdom rolls a 9 or less, he fails to resist the
and cultures rising and falling with the fortunes of the realm aura. If he rolled a 10, he would ignore the aura
dreamlords who ruled them. However, the hopes and fears in the outer half of the realm, but not the inner half or
of the vast majority of mortals and fey rest upon thirteen sanctum. If he rolled a 14, he would ignore the aura in the
greater dreamlords who are seen as the cornerstones of inner half of the realm, except the sanctum. If he rolled
the coming age. The realms of these greater dreamlords an 18, he would ignore the realm aura completely.
are detailed throughout the rest of this chapter. Of course, If a 4th-level adept with Psychic Shield and a +2
Nevermore has never been predictable, so perhaps there Intelligence rolls a 12 or less, he fails to suppress a
is an unknown dreamlord out there who will fashion the particular effect of an aura (Heart Shaping, Suggestion,
future of this world in his own image. Only the turning of etc.). If he rolled a 13, he would suppress a particular
the cycles will tell the tale. effect for himself in the outer half of the realm, but not
Domain and Realm Auras: Most domains and the inner half or sanctum. If he rolled a 20, he would
realms have permanent auras affecting their lands suppress the effect for himself in the inner half of the
and those within them. These auras accentuate the realm, except the sanctum. The adept would need to
atmosphere of a domain and reinforce a dreamlord’s spend Dream Conviction (or have some other means of
vision of his realm. Domain auras are always active and improving his power check) to have a chance to suppress
cannot be resisted. On the other hand, realm auras may the effect within the sanctum.
be resisted, if they have a direct effect on a character.
Resisting a realm’s aura grows more difficult as one
moves closer to the dreamlord’s sanctuary. The Heartlands
The outer half of the realm requires a Will save The oldest domain, the Heartlands is the birthplace of
Difficulty 16 or power check Difficulty 22. Nevermore. Once exclusively a fey sanctuary from the
The inner half of the realm requires a Will save mortal world, the centuries past have brought mortals
Difficulty 20 or power check Difficulty 29. to Nevermore while also heightening the distinctions
The sanctum of the realm requires a Will save between fey. Thus, in this ancient realm an admixture of
Difficulty 24 or power check Difficulty 36. chaos and peace, darkness and light reside.

11
The Dreadlands

Northern
Heartlands

Hedge Sea
Hedge Bridge

The Eye
Hedge
Hedge Marshes Desert

Hedge Mountains

Southern
Heartlands

The Wyrd

NEVERMORE
Gazetteer
The Heartlands are geographically divided in checks. In addition, the escape certain death, remarkable
two by the Hedge Mountains. Queen Mab and the recovery and second wind Dream Conviction abilities,
Unseelie Court rule the northern Heartlands and spin along with their less powerful versions, cost four times
their evil machinations, while Oberon and the Seelie the normal Dream Conviction. This increase in Dream
Court protect the southern Heartlands. Terrain in the Conviction also applies to other Dream Conviction
Heartlands occasionally undergoes drastic changes, abilities used to heal or prevent damage or fatigue.
though it typically manifests as unspoiled wilderness
ranging from old and blackened woods to rolling hills
of emerald grass. Lakes and streams dot and cross the The Hedge
landscape, but their shape or course can alter with the True to its name, the Hedge marks the boundaries
turning of a cycle. between other domains, blending the character of
Domain Aura: None. neighboring domains while also resisting passage of
travelers and change from shifting. The Hedge weaves
The Wyrd its way through the central portions of Nevermore, most
notably the boundary is between the darker realms in
The Wyrd is an unpredictable realm in the southern the north and those more enlightened realms in the Eye
regions of the dreamlands, born of imagination and and the southern dreamlands.
sheer will where illusion and reality co-exist side by side. It is slightly less stable than the Eye, though it rarely
Some believe if one travels far enough south, one will see changes in any drastic fashion, allowing for relatively
the Waters of Forgetfulness that surround Nevermore predictable travel routes. The general terrain of the
and perhaps even find a way to the Mortal World, but Hedge is mountainous and hilly, though portions of it
the wild and erratic nature of the Wyrd makes such range from desert to marshlands. The Hedge Mountains
exploration capricious at best. are the most prominent feature of this domain, encircling
Nothing is constant in the ever-changing lands of the the Eye with a wall of white-capped peaks and splitting
Wyrd, where terrain, atmosphere and even inhabitants the Heartlands into two.
can be radically altered in the course of a single turning. Domain Aura: Apply a –5 domain modifier to
Almost every conceivable landscape, skyline and Dream Shift and Backlash checks. In addition, double
creature can be encountered within this domain. Realms the number of Dream Conviction points needed to
within the Wyrd are rarely found in the same place twice activate Dream Conviction abilities (see Using Dream
and seem to roam its amorphous constraints without a Conviction in Chapter 7). This domain also resists
hint as to where they will be from cycle to cycle. supernatural means of travel through or within it. In
Domain Aura: Apply a +10 domain modifier to order to use such a supernatural power an adept or
Dream Shifts and a +5 domain modifier to Backlash dreamer must make a power check (Difficulty 36).
checks. In addition, all creatures may use the improbable Failure means that particular power cannot be used for
deed and unbelievable challenge Dream Conviction the rest of the cycle to bypass or move within the Hedge.
abilities without expending Dream Conviction.

The Eye
The Dreadlands The Eye is an island of calm and stability within the
Once the Northern Wyrd, the death of Diabolus ever-shifting world of Nevermore. At the center of
during the Age of Strife corrupted the land, creating the dreamlands, it is a modest domain where weary
the Dreadlands. The Northern Heartlands lies on travelers can come for a respite from the volatile lands
its southern border while the Hedge separates this that surround it. Most of the Eye is a lush plateau of
cursed domain from the rest of Nevermore. Like the fertile fields sprinkled with peaceful manors and quaint
Wyrd, this domain warps with the passing of each villages. The stability of the Eye makes it the ideal
cycle. The landscape, however, is often violent and place for commerce and culture to flourish in this ever-
vengeful in nature, ranging from menacing forests to changing world. Owing to its predictable terrain, it is
deadly quagmires. Unlike the Wyrd, the realms of the the most populated domain in Nevermore despite its
Dreadlands remain set in place, making it possible to relatively small size.
travel to them. However, the domain’s nightmarish Domain Aura: Apply a –10 domain modifier to
environments and beasts may make it nearly impossible Dream Shifts and Backlash checks. In addition, double
to make such a trek safely. the number of Dream Conviction points needed to
Domain Aura: Apply a +5 domain modifier to activate a Dream Conviction ability (see Using Dream
Dream Shifts and a +10 domain modifier to Backlash Conviction in Chapter 7).

13
Chapter 2
The Heartlands
Land of Reverie

O fey, O fair, O fanciful free,


Ye laugh and dance in reverie
And sing thy songs now and anon,
Before the chair of Oberon.
O fey, O fie, O fiddle-de-dee,
Ye lie and scheme in enmity,
And cry thy curse on mortal fools,
Beneath the throne where Mab now rules.
Two fey, two courts, a king and queen,
Two fates the world is caught between.
-Prince Poesi

14
The Heartlands
Welcome to the Heartlands, the ancient refuge of the fey valleys and decaying forests, which dominate the
and the birthplace of Nevermore. This wilderness was northern and southern Heartlands. It is populated with
once a sanctuary from the mortal world, but over the an unpredictable admixture of benevolent and malicious
centuries its purpose blurred as the lines between the fey creatures, guided by the gentle hands of Oberon or
sharpened. It is now a domain divided standing between controlled by the bony fists of Mab. Hope and despair
the shadows of peace and chaos, justice and vengeance, struggle for the heart of this land and only time will tell
good and evil. This dichotomy is reflected in the verdant which will win out in the end.

The History of Nevermore: Part I


Nevermore is an ancient world born of love, but in a cavern full of the seeds of discord. Through trickery
corrupted and cursed in its youth by envy and vengeance. and treachery they planted these in the souls of many fey
The history of Nevermore is a storied tapestry woven by and these became known as the Unseelie and each was
the discordant hands of hope and fear, each working reborn into the world of Nevermore shedding their ties
counter to the other, and in the end they have fashioned to the Mortal World.
a world just as fascinating as it is frightening. But it was
not always so, there are beginnings to every story and
this one is no different. The Ascension
The Seelie court lost many of its number and Oberon
The Beginning cried out to Faehalig, who heard him and said, “Gather
all the fey whose hearts remained with me.” Oberon
When Faehalig began to make the heavens and the assembled the court at the foot of the Heart Tree and
earth, Nevermore was a formless void, but as the earth Faehalig came into their midst and said, “Your brethren
and man were made so too were the dreamlands and fey. have eaten the seeds of the Heart Tree and sinned
The fey and men both lived on the earth, but Faehalig against my command, but you have held fast against the
gave dominion of the dreamlands to the fey. Faehalig temptation and therefore I will give you a new life in this
placed the Waters of Forgetfulness around the world world.” With these words Faehalig opened the side of the
to keep men from reaching Nevermore’s shores and Heart Tree and a sap poured forth from it. “Drink of this
planted the Heart Tree to give light to the world. Then and be reborn,” said Faehalig. All the Seelie fey drank of
He gave the fey this command, “You may eat of the fruit the sap and their eyes were opened to the world, but they
of all the trees in the dreamlands. But of the Heart Tree’s knew no shame, for they followed Faehalig’s command.
fruit you are not to eat; for the moment you eat of them,
you shall be doomed to die.” At the foot of the Heart Tree
Faehalig founded the Seelie court and named Oberon its Age of Awakening
king. The court and its king tended the fruit-bearing The fey fought for years without number and neither
trees and guarded the fruit of the Heart Tree. side gained the upper hand until, Poesi, the son of
Oberon and Titania, crossed the Waters of Forgetfulness
The Fall and made his way to the shores of the Mortal World. He
wandered the earth and fell in love with a mortal woman
Now, the raven is the most cunning of creatures Faehalig named Nialla. He shared the secret of Nevermore’s
made, and one day it asked Mab, the wife of Oberon, “Did existence with her and brought Nialla across the Waters
Faehalig really say you were not to eat of any of the fruit of Forgetfulness to the dreamlands.
trees in the dreamlands?” Mab answered, “We may eat After many peaceful years with each other, Nialla
of the fruit of all the trees, except the Heart Tree, for to had a vision of a great flood within the Mortal World
touch or eat its fruit is to die.” Then the raven said, “You and feared for her family. Poesi scryed the earth and saw
will not die! Faehalig knows that the day you eat it your the heavy rains washing over it. He sung to the Waters
eyes will be open and you will be like a gods, knowing of Forgetfulness and opened a way for the mortals and
good and evil, as mortals do.” Then Mab saw the tree beasts to cross into the dreamlands. Nialla’s family and
was good to eat, delightful to the eye, and desirable for hundreds of other humans were awakened, including
gaining wisdom. She took some of its fruit and ate it. She some women who were with child. These women gave
offered some of the fruit to her husband, but he refused. birth to the first dreamborn mortals and among these
Then her eyes were opened and she knew the shame of were Doxus, Helena, Nyxis, and Mahr, who would
mortal men and came to hate them, her husband, and become great dreamlords and whose deeds and offspring
Faehalig. She fled into the night where the raven waited would fashion ages to come.

15
The Heartlands

kin, if you do not help him.” Nialla raised a band of men


The Fey War and followed the raven to the place where Poesi waited
Though the mortals remained hidden for some time for Mab’s army. The Unseelie army surrounded Poesi
eventually they were discovered and after much debate, marching closer and closer, until they were almost on top
the Seelie court decided to welcome the mortals to of him. Then Poesi spoke a word and Faehalig opened a
the world. Displeased with the decision, some of the floodgate in the Waters of Forgetfulness washing away
Seelie forsook their faith and joined the Unseelie army, the Unseelie army, Poesi, and his beloved wife Nialla.
which swore to rout the mortals from the world. The The waves flooded the foothills of Lumendhel and the
footsteps of thousands of armored fey resounded as caverns of the Nightwood. It washed the feet of the
they left the Nightwood, and the terrible tremors were mortal camp and all the humans forgot their lives upon
felt throughout the dreamlands. After a bloody defeat the earth.
at the hands of Mab’s army, the Seelie retreated into
Lumendhel opening a path to Poesi’s realm.
Then Poesi cried out to Faehalig, who heard him and
The Forgotten Age
said, “Go forth alone and meet the army of Mab. I will When the waters subsided a bewildering mist remained
grant you power to scatter them, but no one must follow over much of the dreamlands hiding fey and mortal
you lest they be scattered also.” Poesi told no one where from each other for years without number. At the end
he was going, not even Nialla. of this Forgotten Age, the mists faded and the eyes of
When he was gone the raven appeared to Nialla Nevermore’s inhabitants opened upon a world unlike
and told her, “Poesi will die trying to save you and your the one, which entered this age…

Northern Heartlands
The northern Heartlands lay in the shadows of the seeds of discord sowed by Queen Mab have made it so,
Hedge Mountains and are cloaked with decaying strangling its idyllic dreams with the creeping vines of
forests, crisscrossed with twisted caves, and haunted by arrogance and envy. As time has passed a grim shadow
Unseelie fey. It was not always such a bleak land, but the has fallen over this domain and its inhabitants making it
one of the most perilous places in Nevermore.
16
The Heartlands
This makes the life of a converted Unseelie very difficult
History in the dreamlands, however there are some, such as the
When the Forgotten Age ended, the Unseelie discovered, dreamlord Gywnudd and his followers, who have proven
much to their dismay, that the mortals, whom they their virtue to the inhabitants of Nevermore and gained
sought to destroy, ruled much of Nevermore in the their trust, if not their affection.
newly formed domain of the Wyrd. No longer powerful
enough to drive the mortals from the dreamlands by
force, the Unseelie conspired to bring about the downfall
Geography
of mortals by their own hands. Through deception and The northern Heartlands are infamous for the immense
intrigue, they sparked a series of wars between the misshapen trees, which oppress most of the landscape
mortal dreamlords, which brought them to the brink under a dark canopy of bony branches. Very little grows
of destruction. However, the sacrifice of Faehalig’s son, upon the ground, except creeping vines, weeds, and
Menhalig, and the tears of his mother Mergia opened worse. Quagmires, sinkholes, and caverns mar the face
the hearts of the mortals, and even some of the Unseelie, of the countryside and act as hidey-holes for creatures
to the desire for peace, which has been the foundation just as dangerous. The weather is almost always dreary
for the Age of Serenity. with rain filling up the marshlands and covering the
The northern Heartlands have been quiet since the forest floor with muck. Lightning storms provide the
end of the Age of Strife, but this silence is only a lull in rare illumination of this bleak land and the howling
the long battle against the mortals. With the help of winds remind adventurers who enter this place of the
Lilith, many of the fey that converted at the beginning of wails of those who have come before them.
the Age of Serenity have been rooted out, either slain or The flora and fauna of the northern Heartlands
banished from these lands. Consequently, Queen Mab reflect the insidious aspects of the Unseelie fey, which
is once again the unquestioned leader of the Unseelie shaped them. Their appearances are vile and warped
court and with the aid of Lilith she weaves new webs to and their natures are duplicitous and wicked. Monstrous
entangle mortals within. spiders and other devious beasts stalk the land, while
demon-possessed ravens and other winged horrors soar
through its black skies. Even the vegetation seems to be
Inhabitants vengeful and cruel with shadow alders casting a desolate
The northern Heartlands are the stronghold of the gloom over most of the land and Mab poppies poisoning
Unseelie fey and few mortals venture into them and the air with their loathsome scent.
return. The Unseelie fey despise the other inhabitants
of Nevermore and would like nothing more than to see Fomorian Foothills
them banished from the dreamlands. They manifest in
many shapes and sizes, but their natural appearances are These rocky foothills are the home of the demonic giants
often distorted and hideous. Nevertheless, some of their known as the fomorians and lies to the northwest of
number have repented of their past sins and seek peace the Hedge Mountains. Gargantuan monoliths mark the
with mortals. However, most of these fey have been slain borders of this rugged realm and warn travels to keep at
or driven out of the northern Heartlands altogether. least a boulder’s throw distance between them and the
Unseelie revere Lilith, the Night Witch as their ancestral home of the fomorians. The fomorian fortress
liberator. She is the queen of the fallen angels and is of Tor juts into the sky like a mountain. Its massive
the one who tempted Mab with the fruit of the Heart stone steps and hallways are legendary for both their
Tree and sowed the seeds of discord into the hearts of workmanship and their grotesque images, while its
the Unseelie. Though she is able to take any shape she hoard is thought to hold some of the most sought after
wishes, Lilith most often appears as a cunning raven artifacts in the dreamlands.
with eyes of brimstone. At the end of each movement of Dreamlord: Balor, the Evil-Eyed King, is a twisted
time the Unseelie court sacrifices a mortal child to the version of a cyclops with one eye on the front and another
Night Witch. It is said these children are then turned on the backside of his head. The eye hidden beneath his
into changelings, returned to their families, and become savage hear is renowned for its deadly gaze and when
spies for Queen Mab. revealed its poisonous glare can stop the heart of almost
Unseelie found outside of the northern Heartlands any living thing. He is a gigantic foe with arms the size
typically fall into two categories: those who are doing the of oaks and a mind as sharp as any spear. Though Balor
Queen Mab’s wicked work or those who have fled from and his fomorians have been known to raid into the
this domain because of their “crimes” against the crown. domain of the Hedge to take mortal captives for food
Few mortals take a chance when faced with one of these and other sport, they have not yet allied with Mab due
fey, either fleeing for their lives or attacking on sight. to Balor’s steadfast refusal to bow to anyone who is not
taller, stronger, and smarter than him.

17
The Heartlands
Inhabitants: The fomorians are a dark-haired and the lands of Nevermore. They also despise the Seelie Court
skinned race of fey that would be stunningly beautiful if for its support and protection of these trespassers and the
not for their aberrant appearances. Many have one eye, Glaseelie for betraying their cause against mankind. There
others one arm or leg, while still more have the features is nothing that would be more satisfying for the inhabitants
of a goat or other animal. Their beauty was marred after of the Nightwood than to conquer the rest of Nevermore
eating the seeds of discord, which cursed this vain race and cleanse it of those who have tainted the world.
to forever suffer the reminder of their deformed images. Aura: Nightwood is concealed by shadowy
The fomorians are reputed to wield great magical illumination. Unlike the Seelie, an Unseelie adolescent
must eat a seed of discord from the Obsidian Tree during
powers, especially over darkness and nature, though
Cadence to obtain their powers. Fey gain a +2 bonus
the exact nature of what they are capable of is unknown.
to Disguise and Stealth checks in the Nightwood, while
They are also expert seafarers and use the colossal
mortals suffer a –1 penalty to all their saves (double these
Fomorian River to reach the Sea of Lost Souls where bonuses and penalties in Nighthold).
they ply their trade while resisting the siren call of the
Isle of Discord.
Aura: Anyone within the Fomorian Foothills or Grenweald
on the Fomorian River gains a +3 bonus to their Drive This melancholy realm surrounds the Green Man with
checks, while those within the fortress of Tor gain a great tracks of untamed forests, thorny glens, and
+5 to Craft checks. In addition, any mortals entering murky mires. Though this land is found primarily in the
this realm must make a Will save or become infected Heartlands it follows its dreamlord wherever he wills,
by a wasting disease. This disease deals a point of flourishing or receding with his every step. The plants
Constitution and Strength damage each cycle the mortal within this place are animated by sinister spirits and use
remains within the realm. Once the mortal leaves the misdirection to lead the unaware into dangerous locales
realm he needs only make one successful save to fight or ambushes. There are many poor souls trapped within
off the disease. the Grenweald, overgrown with vines and weeds and
tormented by thorns and bogies. The center of the realm
Nightwood is called the Green Man’s Glade and it serves as a torture
chamber for the Green Man as he is constantly insulted
The Nightwood is a tangled and twisted forest constantly and harassed by his Unseelie children.
concealed within the gloom that emanates from the realm
Dreamlord: The Green Man is a solitary and
itself. An ominous canopy of shadow alders smothers
melancholy dreamlord, who according to legend was
the life from this land, while a twisted maze of caverns
the first fey to eat the seeds of discord after Queen Mab.
riddles the entire region. Mortals should be warned that
those entering the Nightwood rarely return alive to tell the Afterward he realized his mistake but it was too late. His
tale. However, the few adventurers who have survived the features changed and as he fled into the wilds in shame
journey say the depths of this realm hide an underground and regret a tangled and overgrown forest sprung up
stronghold known as Nighthold. From this subterranean around him. It is believed that he has roamed the entire
palace Queen Mab rules over the Unseelie with an iron world of Nevermore and knows many of its secrets, but
fist preparing an elaborate net of schemes to ensnare and few have found him and fewer still have survived long
strangle her enemies with. No one knows what lies within enough to return with his answers. Horns of branches
the walls of Nighthold, but some believe the queen has grow from the Green Man’s mouth and a mask of foliage
sculpted a tree out of obsidian and it is from its branches covers his face in leaves. From these leaves sprout his
that the seeds of discord grow. It is even whispered that she wicked children, the bogies.
has discovered a way to sow soulless servants from these Inhabitants: The bogies thrive in the twilight of
stones and if this is true, then the beginnings of a fearful the woodlands and include a number of different types
new age may be nearing for all of Nevermore. of trickster fey such as boggarts and nuckleavees. They
Dreamlord: Mab, the Queen of the Unseelie, is the torment not only their father, but also anyone who
clever and vindictive matriarch of the Nightwood. She has enters his realm. They are mischievous and malevolent
spent the years since the end of the Age of Strife marshaling creatures with no regard for their father’s suffering.
her forces and rebuilding her strength from the safety of
There are a few bogies who wish to help their father,
Nighthold. She has an intricate network of spies working
but they rarely survive long among their kin and often
within other realms, some in positions of great influence,
have to hide within the Grenweald bidding their time till
and has begun to set her latest gambit into motion. She
awaits only Lilith’s order to unleash her vipers and plunge one day they might be able to free their father from his
the land into chaos and confusion. wicked offspring.
Inhabitants: The inhabitants of this realm are as Aura: Anyone within the Grenweald suffers a -3
misshapen as the woods and caverns they call home and penalty to their Survival checks (-5 within the Green
as cruel as the queen they serve. They have a deep seated Man’s Glade). They also must make a Will save or become
hatred for the humans and other races that have usurped entangled while within the Grenweald (or immobilized
by vines and weeds within the Green Man’s Glade).
18
The Heartlands
Northern Heartlands Environs

Isle of Discord

Sea of
Lost Souls Nighthold
Fomorian
Foothills
Grenweld

Hedge Sea

Organizations Nightspinners
Nightspinners are Unseelie fey who are given special
Queen Mab rules over much of the northern Heartlands
training in the arts of deception and intrigue. Once fully
and as such few organizations exist outside of her
trained they become shrewd and cunning schemers with
control, but there are a few who have there own agendas
silver tongues that cut deeper than any sword. They are
and work toward them with or without Mab’s approval,
found throughout the dreamlands and extend Lilith’s
even her own minions.
influence to almost every realm. They often disguise
themselves as mortals or Seelie fey and infiltrate the
courts of other dreamlords in order to corrupt their
Nightwatchers followers, offer malicious counsel, and eventually lead
to the realm’s downfall.
After the sacrifice of Menhalig and the tears of Mergia,
The thirteen oldest nightspinners are ranked
some of the Unseelie repented of their past sins and
just below Queen Mab in power and preside over the
sought reconciliation with their Seelie brethren. These
Unseelie court when Mab is not present. They assign
fey were given sap from the Heart Tree and renewed
undertakings to all the Unseelie under their authority
their vows to Faehalig. Many of these fey left the
and have been known to use this power for their own
northern Heartlands and never returned, however,
ends in the past, though if Mab finds them out they are
some became spies for Oberon and other dreamlords
either banished or murdered. While within the Mab’s
who opposed Mab’s designs.
realm, nightspinners wear dark purple robes with a dark
For a long time these fey were able to foil and ferret
gray shadow alder stitched onto its front, though these
out many of the plots and plans the Unseelie put into
are shed as soon as they leave the Nightwood.
motion to destroy the Age of Serenity, but recently
many of their number have been betrayed, either
captured or killed. The information on Mab’s current Unseelie Court
schemes is sparse at best and risky to obtain even for the
Queen Mab sits upon the throne of the Unseelie court
nightwatchers. Still they watch and wait for their chance
and plots her revenge against both the Seelie and
to thwart the Unseelie and bring about the demise of
mortals. Mab may call a session of the Unseelie court at
Queen Mab once and for all. Due to their losses, the
her whim and though the particulars my change these
nightwatchers have begun to recruit Seelie fey and
gatherings never bode well for the world. The court
mortals into their number, teaching them how to act
holds session in a chiseled obsidian forum, which sits
and appear as Unseelie fey. Any nightwatchers who are
before the walls of Nighthold. The Unseelie court is
caught can expect the worst sort of torture and death.
broken into two separate ranks called the Inner Circle
and the Outer Circle. The Inner Circle is reserved for

19
The Heartlands
those Unseelie fey who have proven themselves to be Unseelie who drowned in the Waters of Forgetfulness
trusted allies of the Queen, whereas the Outer Circle is at the beginning of the Forgotten Age. They wander
made up of all those who have partaken of the seeds of the world hunting for something not even they can
discord, but have not distinguished themselves in the recall, but they believe they will discover what they
queen’s eyes. Among the members of the Inner Circle have lost one day. The Wild Hunt is led by a number
are the Unseelie who ate the seeds of discord after Mab of fey that disagree as to what they should be searching
first fell and those powerful Seelie who betrayed Oberon for. Nuada Silverhand leads the Wild Hunt during the
during the Fey War. On the other hand, the Outer Circle hours of Burst and Gleam hoping to find salvation for
includes the less powerful or younger Unseelie and the his followers by tracking down and destroying the evils
Slaugh, undead creatures like ghosts and vampires, that of the world. Herne the Hunter holds the reigns of the
have chosen to serve Queen Mab. huntsmen from the hour of Shimmer through the hour
of Dim hunting down anyone who crosses his path. Last
The Wild Hunt but not least, Hellekin leads the Wild Hunt during the
hours of Murk and Gloom and seeks the isle of Avalon in
The Wild Hunt appears throughout the Heartlands and the belief that Morgan le Fay might have the answers for
other domains, and is a group of phantasmal huntsmen. him and his companions.
It is believed these are the restless spirits of those

Southern Heartlands
The light of the Heart Tree illuminates the southern Since the beginning of the Age of Serenity the Seelie
Heartlands and its countryside is covered with emerald and mortals have formed even greater bonds. This is
fields, dotted with delicious fruit-trees, and inhabited especially true in regards to Helena’s three surviving
by the Seelie. This domain has been cultivated by children: Mergia, Justina, and Ordo. The Seelie have
Oberon and the Seelie court for countless ages and is spent this period of peace rebuilding much of what had
an unearthly paradise blossoming with splendors and been lost during the Age of Strife and preparing for the
delights covering its every valley and hilltop. This region revenge of the children of Mahr and the schemes of
is a refuge for fey and mortals alike, though there are Queen Mab. Seelie fey are more active in the mortal
dangers that lurk even in this peaceful land. courts than ever before, but lately their councils have
begun to fall on deaf ears as the sounds of strife return
to the dreamlands.
History
After the Forgotten Age faded and the world was once
again revealed the Seelie reached out to the mortal
Inhabitants
dreamlords who now surrounded them and formed The southern Heartlands are a haven for all of the
alliances with some of them, including Helena and creatures within Nevermore whether they are fey or
Doxus. However, Mab’s nightspinners were already mortal. Seelie are at peace with most of the mortals
at work in the mortal realms convincing a number of in the world, but at constant odds with the Unseelie,
mortal dreamlords to distrust the fey or even outright whom they view as wayward and wicked kin. They
oppose them. Thus many of the mortal dreamlords also have a deep seeded hatred of the diaboli and
fell pray to the machinations of Queen Mab and Lilith. nightmares, which haunt the dreamlands. The Seelie
Among their victims were the dreamlords Mahr and come in all shapes, sizes, and forms from enchanting
Nyxis. Through trickery Lilith convinced Nyxis that elves to pragmatic dwarves and are renowned for their
Mahr stole the neverite they promised to share with gracious demeanors and good spirits.
each other and in a rage she murdered him. He cursed Seelie worship Faehalig, the Holy One, as their chief
her and his blood gave birth to his frightful offspring, god. He created Nevermore and gave the Seelie the gift
Sirena and Diabolus. of ascension. Faehalig works tirelessly against Lilith
After Mahr’s murder, Nevermore entered an Age of and seeks to keep the dreamlands and its inhabitants
Strife between the mortal dreamlords. Even the Seelie safe from her sinister designs. During the last cycle of
were drawn into the fray when the children of Mahr each phrase the Seelie court holds a solemn service in
slew their allies Helena and Doxus for not answering honor of the sacrifice of Menhalig and the return to the
their call to arms. Only by the sacrifice of Menhalig and faith of those fey that were converted by his death and
tears of Mergia were the children of Mahr and their resurrection.
minions routed before they could bring their ruin to
mortals and fey alike.
20
The Heartlands
Southern Heartlands Environs

Hedge Marshes
Hedge Mountains

Wyrdfall
Mag Mell
Lumendhal

Adventurers are quite common among the Seelie. mundane maple tree to the remarkable phoenix bush,
They act as wardens of the common good wherever they but the southern Heartlands are best known for their
go, though each one has their own manner and method exotic orchards, which produce dreamberry, lantern,
performing his duties. As such, some of the Seelie serve and mana trees.
as gregarious guardians of a particular patron, while
others become dauntless defenders of the dreamlands Avalon
themselves. Whatever the role they might be playing,
the Seelie are loyal to Oberon first and if he summons Also known as the Isle of Apples, this realm sits in the
them to court only the direst of circumstances could middle of a mist-covered lake and is crowned by the
keep them away. legendary Castle of Maidens. It is a paradise of peace
and prosperity and is eerily alluring to those who
stumble across its shores. The island of Avalon wanders
Geography the wilds of the northern and southern Heartlands,
The southern Heartlands are renowned for the never remaining too long in one place. The island often
magnificent trees that stretch their elegant branches appears when someone is in great need, although those
over the forest trails and pleasant streams, which wander who seek sanctuary or healing upon this isle must be
this domain. The soil is alive with grasses, flowers, and prepared to pay a price or make a bargain with the
bushes of every sort imaginable draping the valleys and Mistress of Avalon.
knolls with a mantle of emerald mixed with other colors. Dreamlord: Morgaine, the Mistress of Avalon,
Fairy ring, mushroom patches, and dream founts dot the rules over this beautiful island with a firm, if gentle,
countryside and serve as meeting and resting places for grip. She is an enigmatic figure and very little is known
both fey and mortals. The climate is generally bright and about her other than she is an adept with unparalleled
mild, though occasionally a gentle shower or sprinkling control over the powers of healing and illusion. She
of snow will make an appearance. Storms, floods, and spends much of her time with her guests or scrying the
other frightful phenomenon are rare here and never Heartlands for those in need.
bode well for its inhabitants. Inhabitants: It is rumored that many heroes
The flora and fauna of the southern Heartlands of mortal lore reside within the walls of the Castle
are whimsical and benign in nature. Their aspects are of Maidens, though for what purpose no one, except
delightful and wholesome and their demeanors are Morgaine, knows. Those within the Castle of Maidens
amiable and amusing. Elfin cats, winged dogs, and are tended to by the Maidens of the Lake. These swan
other bizarre, but beautiful creatures drift upon the maidens are stunningly beautiful fey robed in feathered
seas of grass and oceans of air. Plants of every kind garments and have the ability to transform themselves
imaginable flourish throughout these lands from the into swans. They spend their time caring for and
entertaining Morgaine’s guests.

21
The Heartlands
Aura: The Isle of Avalon can be teleported to any live lives of revelry and playful mischief. On the other hand,
location within the Heartlands, except other realms. there are still others who have an innate affection for the
Those upon the shores or lake of Avalon come under courtly lifestyle of courtesy, dignity, and honor. In spite of
the Suggestion to approach the Castle of Maidens and the seemingly capricious nature of the Seelie fey almost all
present themselves to its gates. Once upon the Isle of of them recognize the need for sincerity of action, and once
Apples, they come under the Suggestion (-2 penalty given, their word is their bond.
to Will saves) to strike a bargain with Morgaine for Aura: Lumendhel is illuminated by the bright light
whatever need that has drawn Avalon to them. of the Heart Tree. In addition, during Cadence, the Heart
Tree releases a supernatural sap which adolescent fey must
drink in order to receive their powers. At the end of this
Lumendhel ceremony, there is always a single drop of sap
left over, which has the power to return
Colossal sentinel trees surround this
one mortal or fey to life. This sap is
land of rolling emerald hills and
reserved for only the most important
serve as watchtowers to protect the
figures and can only be used once
Valley of Light from attack. The
upon any individual. Those within
city of Dhel rests at the feet of the
Lumendhel gain a +3 bonus to
seven great lantern trees, which
Medicine checks (+5 in the city
surround the Heart Tree, while
of Lumen).
in the branches above hangs
the ancient city of Lumen.
At the center of Lumendhel Mag Mell
stands the Heart Tree, the
most ancient living thing A stunningly beautiful
within Nevermore, planted by gemstone cavern surrounds
Faehalig even before the fey this subterranean island
were created. It is a holy place with a rainbow of light. The
where King Oberon sits at the Fortress of Sidhe rises out
head of the Seelie Court. Those of the crystal clear waters,
who visit Lumendhel should which surround it and reflects
expect to be treated to high- an inner light throughout this
spirits, songs, and dance while underground realm. This place
they are here. Spontaneous is renowned for its arts and
and spectacular celebrations crafts, especially in regard to
can spring up at any moment supernatural items. Its treasuries
and for any reason, even at deep in the Hall of Mirrors are full
times for no discernable reason of wondrous objects, including the
at all. Still the Seelie take their holiest of Seelie artifacts, the Grail,
duties seriously and when events
which is used by them to collect the
warrant their undivided attention
sap from Heart Tree. This Grail has
they give it without pause.
been the object of many tales of legend
Dreamlord: Oberon, the King of
the Seelie, rules over the lands of Lumendhel and lore within the world and every Seelie
with a light, but firm, touch. Oberon has spent hundreds drinks from it at their age of maturity. It also acts as the
of years as a dreamlord, and during that time, he has vessel for the last drop of sap produced each year by the
dedicated himself to the protection of Nevermore and its Heart Tree, which has the power to resurrect the dead.
inhabitants. He has made mistakes, but has learned from Many have tried to steal the Grail, but only Manannan
each one and hopes he has become a better king as a result. and his most trusted servants know how to pass through
He recognizes his enemies have also grown wiser from the Hall of Mirrors without becoming lost forever.
their own defeats, and he has spent the last hundred years Dreamlord: Manannan, the Son of the Sea, reigns
preparing for them and trusting in the guidance and aid of over this gleaming land and those who are his wards
Faehalig in the battles ahead. and servants. He is a fair and wise ruler who has a keen
Inhabitants: The Seelie are renowned for their love concern for those who are under his care. He is a gifted
of life and merriment, but have a serious side to them that healer and mighty adept with power over water and
stems from their calling as the guardians of Nevermore. As weather alike. He is closely aligned with Oberon and the
such, travelers to this realm will find a strange mixture of children of Helena and is also sworn to protect Avalon
nobility and vivacity within the populace, which lends itself if it is ever in need. He possesses a great many artifacts
equally to moments of sobriety and good humor. On the he has gathered over the years from his airship named
one hand, some of the Seelie fey remain in high spirits no
Wave-sweeper to the fabled Hallows of Eire.
matter what is going on, while others make it their duty to

22
The Heartlands
Inhabitants: Mag Mell is populated with mortals installed exarches are often found wandering the world
and fey who have won Manannan’s confidence and a learning about its lands and inhabitants so that once
place at his side. This wondrous realm is a paradise filled they take their place in the Seelie court they will be able
with feasting and reverie. Those who enter Mag Mell do to bring wisdom and understanding to their tasks.
not age or suffer from illness and have their every need Exarches make up the members of the three advisory
provided for by Manannan’s magical servants. councils, which assist the Seelie court in making its
Aura: All of Manannan’s followers and guests decisions. They wear simple clerical vestments with
come under the effects of the Cure power while within the symbol of Faehalig embroidered upon their chest,
Mag Mell and those who are allowed entrance into the the Heart Tree with red sap flowing from its side. This
Fortress of Sidhe come under the additional effects of distinctive dress makes it difficult to mistake an exarch,
the Cure Blindness/Deafness, Cure Disease, and Cure but unfortunately the Unseelie have been known to use
Poison powers. Those who enter Mag Mell uninvited this to their advantage.
come under the effects of the Ward power hedging them
out of the realm, while those who attempt to enter the Glaseelie
Hall of Mirrors without Manannan’s approval become
confused. There is a 50% chance (1 to 10 on a d20) the The Glaseelie are those Unseelie fey who repented at
subject moves in a random direction, a 20% chance (11 the end of the Age of Strife and rejoined their Seelie
to 14) the subject undertakes a random action (tell a brethren. Though they drank the sap of the Heart
deep dark secret, sit on the floor, attack nearest creature Tree and returned to the worship of Faehalig these
or object, etc.), a 20% chance (15 to 18) the subject fey have retained their misshapen forms, and by their
stands dazed for one round, and a 10% chance (19 or 20) own admission, an inclination to the vices of their
the subject acts normal. This check is made each round past. In spite of these imperfections the Seelie have
until the subject leaves the Hall of Mirrors. welcomed them back with open arms. The Glaseelie
have been invaluable in improving the Seelie court’s
understanding of mortals and Unseelie alike and their
Organizations nightwatchers have helped to keep Mab at bay during
King Oberon protects the southern Heartlands as the Age of Serenity. However, nightspinners have posed
best he can against the intrusions of the Unseelie and as Glaseelie in the past in order to further their own ends
nightmares and as a result these lands are relatively within the southern Heartlands.
free from the influence of Mab’s minions. Still, recent
events have proven that the southern Heartlands are not Seelie Court
entirely safe from the dark plots of her nightspinners.
Oberon presides over the Seelie court bringing its
members to accord with a mixture of wisdom and
Exarches of the Heart persuasion. There are three councils in the court
Exarches of the heart are influential members of the whose sole function is to offer advice to the Seelie
Seelie court and are Oberon’s most trusted advisors. during their deliberations. The Council of Elders
They are pious and good-natured when among their gives spiritual guidance, Council of Warriors provides
friends, but when confronting their enemies they are martial proposals, and the Council of Tribunes submits
renowned for their powerful and righteous anger. political counsel. The rest of the Seelie court votes on the
They protect Nevermore and its inhabitants from those proposals presented by these councils and unanimous
that seek to corrupt its lands and inhabitants and are consent is needed for a measure to be ratified. The
frequently found on a mission for the Seelie court or Amphitheatre of the Heart, where the Seelie court meets
undoing the tangled webs of the nightspinners. Newly is carved into the bottom of one of the great lantern
trees, which stand at the foot of the Heart Tree.

Adventuring In the Heartlands


If a tale has been told in the days of yore and involves fey, the mythical firebird roosts within the forests of this
then it has its roots in the Heartlands. Although most of domain. Fantastic creatures from the works of the
the beings and places mentioned in this book are drawn Brothers Grimm and Hans Christian Anderson might
from Celtic and Arthurian folklore the Narrator should be found here alongside those of African, Middle
feel free to draw upon Norse, Greek, Russian, and Eastern and Asian folk tales, such as the dune-dwelling
other traditions to populate the Heartlands. Perhaps aigamuxa, powerful genies, and devious rakshasa.
the dragon Nidhogg lives beneath the Heartlands or

23
The Heartlands
• Baba Yaga makes her home within the forests of
Adventure Hooks the Heartlands. There are many descriptions of her hut
• The Heart Tree is dying! Its roots have been from covered with skulls to made out of gingerbread,
poisoned, its trunk is rotting and its glowing leaves are but everyone agrees that her hut travels around upon
falling withered to the ground. It is neither known how it chicken legs, though the number of legs is debated. The
was poisoned, nor how to cleanse its taint. Oberon has called old witch travels wherever she pleases within her hut
adventurers throughout the dreamlands to the aid of the and is said to be wise beyond years. It is believed that if
Seelie in this time of need. Many believe Queen Mab poisoned she is brought a blue rose she will answer a question or
the Heart Tree, others believe diaboli are responsible, others grant a gift. Of course the difficult thing about bringing
have a more apocalyptic view and wonder if the end of time Baba Yaga a gift is that she never stays in one place for
is drawing near. As to how to heal the Heart Tree there are as long and her doorway only opens for those who have
many wild rumors sprouting up as there are blades of grass proven themselves to be pure of heart.
covering Lumendhel’s emerald hills. Some say the only way • Children have been disappearing throughout
to heal the Heart Tree is to find the five springs which once Nevermore. Some fear nightspinners have abducted
fed its roots at the beginning of time, others believe a series them for some unspeakable ritual, others think the
of artifacts must be found in order to restore the Heart Tree’s Wild Hunt took them, while a few believe the children
health. Still others believe the source of the poison must be are being eaten by a terrible nightmare let loose on the
found first before any remedy can be found. Whatever the dreamlands by Lilith. Whatever has happened to them
cause and cure it will take great persistence and luck to it is clear that heroes are needed to uncover what has
restore the Heart Tree to its former glory. happened and stop it before an entire generation of
• There are reports that Mab has discovered a dreamborn children disappears.
cavern of neverite within the northern Heartlands; if • Someone is stalking down and killing Glaseelie
this is true, she must not be allowed to hold onto it. Other throughout Nevermore. There are accounts in nearly
stories say she is grooming a select force of Unseelie every realm of a Glaseelie death and at each murder
dreamlords to wreak revenge upon the world. There scene a seed is left beneath the victim’s tongue. The
Seelie court is concerned for their brethren’s safety and
are even tales she has discovered a means of creating
has offered a reward for information that leads to the
soulless servitors to do her will. However, with so little
apprehension of those behind these heinous crimes.
solid information available, many of the dreamlords are
• The adventurers have been tasked with finding the
seeking out agents who are willing to risk their lives to Green Man and asking him a question. Whether the query
uncover the awful truths of Mab’s next scheme. seeks to learn more about Mab’s current plans, a cure for the
• One of the elder exarches has been murdered. Heart Tree, a secret way into the fomorian fortress of Tor, or
He had been studying the recent visions and prophecies something else entirely it will be difficult to obtain an answer
portending the age to come and had just requested a without being captured or slain by the bogies guarding him.
meeting of the council of elders to discuss his findings. • A snow-covered castle has appeared upon one
Unfortunately, he was burned to death along with his of the well-traveled trails in the Heartlands. Though
library and notes. Witnesses claim to have seen a Glaseelie many have tried to discover its secrets few have survived
with the fire aspect leave the elder exarch’s library just doing so and those who have speak of a dreadfully cold
before the blaze began. The Glaseelie fey has since been courtyard, rearranging walls, and red capped creatures
arrested, but claims to be innocent. He says he was with iron boots. Has a new dreamlord staked a claim to
working with the elder exarch on his research and is being this road?
framed for his murder. The Seelie court has given him • A wounded unicorn was recently seen in
time to prove his innocence and he has made it known another domain and the Seelie court has offered a
that he is willing to pay handsomely anyone who can help reward for anyone able to track it down and give it aid.
him investigate the crime and prove his innocence. The unicorns are sacred creatures to the fey and they are
• A nightwatcher is making his way to the Seelie court worried that an unscrupulous mortal or Unseelie fey will
with newfound details of one of Mab’s current schemes and seek to kill the unicorn for its horn.
needs protection from those who are trying to track him • A fairy named Puck appears and challenges the
down. Since he fears capture he has chosen an indirect adventurers to a series of physical, mental, and moral
route back to Lumendhel, hoping to throw off the scent of tests. If the adventurers win Puck promises to serve
Mab’s hounds long enough to lose them. If he is in danger them for a year, give them a horde of neverite or answer
of death he will pass on what he knows to those protecting three questions. If Puck wins, then the adventurers must
him. What secret does he possess? Does he know about perform some service for him.
Mab’s plans to groom dreamlords from her most trusted • A colony of monstrous spiders with shadowy
minions, her ability to create soulless creatures from the abilities has been terrorizing the countryside. They
Obsidian Tree, her discovery of a neverite mine, the cause of have been stealing livestock and babies, killing travelers
the Heart Tree’s poisoning or something else? Whatever it is along the road, and even borrowing into homes. The
Mab’s minions will not stop tracking the nightwatcher until local authorities need adventurers to find their den and
he and all those he has spoken to have been silenced. root them out once and for all.

24
Chapter 3
The Wyrd
Land of Lore

O ever-changing lands,
Where the mortals face unknown,
The ever-shifting sands,
Of a visage not your own.
Who sees beyond your guise
When the cycles strike their toll?
I see your lovely eyes
And recall your wondrous soul.
But love, you fade away
Just as swift as you appeared,
Beneath the wild display
Of the ever-changing Wyrd.
-Prince Poesi
25
The Wyrd
Welcome to the Wyrd, an ever-changing land where fey that drowned at the beginning of the Forgotten Age
anything and everything can appear or disappear with still haunt the landscape seeking revenge upon all who
the turning of a cycle or an active imagination. It is a are unfortunate enough to cross their path. In addition
place filled with the stuff that dreams are made of and to these vengeful spirits, the domain of the Wyrd has
populated by a cast of characters both familiar and the more subtle peril of seduction. This land tempts
unknown. It is a domain where illusion and reality meld mortals to spend their lives fulfilling their every wish
together in a surreal existence, where the fantastic and and many have lost themselves within the Wyrd for
impossible are not only possible but prevalent. Every years, decades, and even centuries before returning
story ever told by mortals since the time of the flood has to the Mortal World, while some are never seen again.
been born here and every invention has been designed Wonder and enchantment populate this surreal domain
within the visions of this place. It is a marvel to behold, and fill it with unpredictable opportunities and dangers
but it is a dangerous place. The spirits of the Unseelie of fantastic adventure.

History of Nevermore: Part II


As the bewitching fogs of the Forgotten Age retreated the gem transformed into a crystal crown within the blink of
ever-changing Wyrd emerged. This newborn land split an eye and she showed it to Mahr. However, no matter
the Heartlands in two and was populated by mortals how much they tried to change it back into a gem they
some of whom had become powerful dreamlords during could not do so, nor could they change it into anything
the dreamland’s long slumber. Soon after the murky else. Nyxis and Mahr studied and experimented with the
mists of forgetfulness faded from the world the mortal substance for a year and watched the flowers produce
dreamlords began to found realms within the wild and their blooms during Cadence. They called the substance
whimsical Wyrd. They shaped these spheres of influence “neverite” because after it was changed it could never
in their own image and according to their deepest be altered again. They both made a pact to share the
psyche, but they did not have complete control over their neverite field and return each Cadence to gather the
realms, which would alter to reflect their emotions and neverite blooms into an equal share. After this they
passions. For a short time, these nascent lands lived in parted from one another to found their own realms, but
peace, but as fate would have it two mortals were about unlike the realms of the other dreamlords their realms
to make a discovery that would reforge the dreamlands would stand forever, unchanged, a monument to their
in a crucible of conflict. mastery over the dreamlands.

The Two Wanderers The Realms of Night and


The catalyst of this change was discovered by two Day
mortals named Nyxis and Mahr, who wandered the
Wyrd in their youth as friends. Their experiences Nyxis created the realm of Nyxia, a realm of frozen
of the unfettered lands taught them how to become beauty. She surrounded her realm with seven walls of ice
unparalleled dream weavers shaping the world around each rising a little higher than the last until they reached
them as they traveled the dreamlands together. They the courtyard of the Frozen Keep. Nyxis shaped the sky
were powerful enough to found their own realms as as well creating a midnight sky with a full moon and
other dreamlords had done before them, but there was stars as the only light. She had always seen the world
something in the unfettered lands they felt drawn to and in black and white, good and evil, truth and lies, and so
like dowsing rods they drifted ever closer to it until one her realm reflected this inner character. Never did the
day they came across the field of rainbow-hued flowers sun shine here, though the icy walls glowed in the soft
that would change everything. moonlight contrasting with the dark skies above.
In contrast, Mahr created a sun-drenched desert
realm filled with magic and wonders, called Maghreb.
The Field of Flowers Within this realm he created the City of Brass
surrounded by impregnable walls molded as if from
Never in all their travels had they seen such a sight and cast iron. Two towers of brass, like twin fires, rose above
their every attempt to dream weave in the area failed. the city brilliant and blinding. There were twenty five
It was as if this small field was completely untouched gates leading into the city, but none of them visible
by the surreal lands surrounding it. They experimented from without. It held within its mighty walls a series
with the flowers and the gems they produced, but of mansions and palaces with rainbow-hued domes
nothing worked, until finally Nyxis took a gem out of gleaming gloriously in the golden sky. Streams flowed
the field and tried dream weaving it into a crown. The

26
The Wyrd
throughout the city with glowing flowers and fruits Mahr appeared in the field and was astonished
lining their banks. It was a realm of solitary beauty by the sight. He came to Nyxis and said, “What has
where Mahr pondered the world in peace. happened here?”
For many years the two dreamlords met within the “We promised to split the neverite equally, but here
field of flowers during each Cadence and shared the I find you harvesting the field without me.”
neverite equally between them. This may have continued Mahr said, “I might accuse you of this misdeed since
for many years, but as their powers grew they attracted you were here before me.”
the attention of Lilith who crafted a plan with Queen “How dare you say such a thing! I trusted you, but
Mab to bring ruin upon the two dreamlords, steal the now I see you are a viper and a thief! You have let the
neverite for the Unseelie fey, and cause a war between blaze of your towers blind you! Now give me what is
the race of mortals. rightfully mine and we shall depart, but not as friends.”
“How can I give you something I do not have?”
“If you will not give it, then I will take it from you,”
The Betrayal said Nyxis as she lunged towards Mahr. They collapsed
The first part of Lilith’s plan required each of the upon the ground and Nyxis grabbed one of the neverite
dreamlords to be delayed in arriving in the field during blooms and plunged it into his heart. As the light of his
Cadence and Queen Mab dispatched a pack of monstrous life bled into the field, he cursed Nyxis, “My blood cries
creatures to delay them as long as possible. Meanwhile, out for vengeance!”
Mab and her minions found the field, picked all of its Then the raven called out to Mahr and said, “Give
neverite, except for a single patch of three neverite your soul to me and I shall give you two children who
blossoms, and then fled back to the Northern Heartlands. will avenge you.”
Nyxis was the first to arrive in the field and was horrified With his last breath Mahr answered, “So be it!”
by the sight. She searched the field until she found the Nyxis dropped the crimson gem to the ground
lone blossoms and asked, “Who has done this?” and fled into the Wyrd, while tendrils of Mahr’s blood
From a nearby tree the raven said, “A man came and mingled with the roots of the two unpicked blossoms.
picked all the flowers till there was only a few left.” The two flowers burst open and unleashed the shadowy
Nyxis said, “And who was this man?” forms of his newborn children, Sirena and Diabolus.
“I do not know, but here he comes again, perhaps to Nevermore shuddered as his curse produced its frightful
pick the last of the flowers.” fruits and in time Mahr’s children grew in power and
influence until they were ready for a terrible harvest of
their own.

The Wyrd
The unpredictable and bizarre landscapes of the Wyrd
reside in the southern regions of the dreamlands. History
Its northern borders touch upon the domains of the
When the mists of the Forgotten Age dissipated, they
Heartlands and the Hedge, while its southern limits are
revealed the newborn domain of the Wyrd. Mortal
unknown. Some believe if one travels far enough south,
dreamlords held sway over these fledgling lands and
one will see the Waters of Forgetfulness that surround
shaped them to their will. During these short years
Nevermore and perhaps even find a way to the Mortal
of peace, four figures rose to power within the Wyrd:
World. Be that as it may, exploring the ever-changing
Doxus, Helena, Mahr, and Nyxis. Doxus and Helena
Wyrd is extremely difficult to do without becoming
were influential dreamlords in the southern Wyrd
lost and confused. Those who wander these lands can
where most of the mortals lived, while Mahr and Nyxis
spend a lifetime traveling in circles and never know
wandered the more sparsely populated and dangerous
the difference because every cycle brings a radical and
north in search of the secrets of the dreamlands. The
fantastic shift in the heavens, landscape, and even the
realms of Doxus and Helena became pools of relative
denizens of this domain. One of the few reliable means
calm in the stormy seas of the ever-changing Wyrd, but
of traversing the Wyrd is to employ the use of a dowser, a
these bastions of peace were unprepared for the Age of
mortal or fey with a knack for sensing people, places, or
Strife that followed Mahr’s murder.
things within the dreamlands. Without a dowser it can
Within a generation after his death, the Wyrd was
be very dangerous to cross the unfettered lands of the
engulfed in war. The realms of Doxus and Helena fell
Wyrd or find the realms of dreamlords therein.
during the terrible conflict. Doxus’s celestial realm

27
The Wyrd
of Empyrean fell from the skies under the assault of
Diabolus’s minions, while the lights of Elysium were Inhabitants
extinguished by a terrible tide of nightmares pouring out The Wyrd was once a stronghold of the mortals.
of the Dreadlands. So many dreamlords were wiped out However, since the end of the Age of Strife more fey
by the war between Nyxis and the children of Mahr that have immigrated here, while the mortals have sought
much of the Wyrd reverted to unfettered lands. Only the the refuge of the more predictable domains of the Hedge
ruins of these lands remain, but even these fade away and the Eye. For centuries without counting, the mortals
with the turning of the cycles. shaped this domain and its history. Much of the sorrow
After Menhalig’s sacrifice and Mergia’s tears, the and woe affecting Nevermore stems from the misdeeds
Age of Strife came to a close and a new Age of Serenity of the mortals who ruled within the Wyrd and so many
began for a much changed world. This new era brought mortals and fey are wary of those who choose to live
with it the formation of the Eye and the Hedge, which within this ever-changing land.
cut the southern Wyrd off from its corrupted neighbor Still those mortals and fey who do live here are
to the north, the Dreadlands. It has taken many years acknowledged as the most imaginative and adaptable
for the mortals to recover from the years of terror that of all the inhabitants of the dreamlands. It is believed
beset them, but now there are new dreamlords rising their constant exposure to the wonders of the Wyrd
through the ranks forging new realms in the Wyrd and grants them a unique insight into the inner workings of
elsewhere. Only time will tell if these nascent realms will the dreamlands. As a result, they are perhaps the most
survive and what stories will aware of the promises and perils of dream weaving and
be told about them. altering themselves or their surroundings.
Dreamborn mortals can be found throughout the
dreamlands of this domain. Though mortals used to
have realms strewn throughout the Wyrd, most of these
were destroyed during the Age of Strife and as such most
mortals live in the newly founded and more vulnerable
realms within the Wyrd or have left the Wyrd entirely in
favor of safer lands.
The fey within the Wyrd are mostly of
Seelie and Glaseelie origin, though some
Unseelie make their home here. Though
they are still apprehensive of mortals, most
fey have learned to live along side them
and even collaborate with them. In fact,
the three most influential realms within
the Wyrd are currently controlled by fey
dreamlords with many mortals choosing
to reside in these realms of refuge.

Geography
The landscapes of the Wyrd vary greatly
from turning to turning with the only
oases of relative calm being the realms,
which mortals and fey have created here
with the advent of the Age of Serenity.
What is a range of mountains in one
cycle could just as easily be a valley the
next, and so it is difficult to provide much
in the way of detail as to what one will
experience at any given time or place. The
unfettered lands are a bizarre admixture of
the ordinary and the surreal. An emerald
field of beautiful flowers can rest in the
shadow of a topsy-turvy tower, which
stretches, twists, and melds around itself

28
The Wyrd
until its very description as a tower comes into question. Inhabitants: The Free Camp is populated by
Not even the realms are immune to the ever-changing fierce and loyal Glaseelie fey who cast aside their oaths
realities of the Wyrd, though at least the will of their to Mab after the Age of Strife. The Warrior’s Ring
dreamlords bring some stability. fosters an ardent loyalty and fierce courage within the
The flora and fauna of the Wyrd comes in all shapes, Free Camp’s warriors and sharpens their martial skills
forms, and sizes. If it has entered the imagination of a through its constant struggles against the Dreadland’s
mortal, then it can reasonable be said to have roamed nightmares. On the other hand, the Ward’s Ring
the Wyrd at one time or another. It is as if the Wyrd encourages communal responsibility and the nurturing
is somehow connected to the dreams of mortals, of the young. When the Free Camp is united, these two
especially their wildest ones, and gives them flesh and aspects fuse and form a people united in their fervor for
bone. These dreamlands flourish with exotic plants the freedoms they enjoy.
from breathtaking dream fruit trees to the captivating Aura: During Cadence, Bhlendhl and Gwynudd
colors of the mesmerose. They also teem with a throng can unite their realms into one. This combined realm
of marvelous creatures from the elusive an enigmatic comes under the effects of Heart Shaping (friendship
sphinx to the cunning and majestic race of dragons. and hope) for the duration of Cadence.
The Warrior’s Ring is treated as if it was in the Wyrd.
The Free Camp The Ward’s Ring is warded against nightmares. As a full-
round action, Gwynudd may return the Warrior’s ring
This encampment of hide-covered tents surrounds to the Ward’s ring. When this is done, both rings unite
the dreamlord Gwynudd and is populated by Glaseelie into the Free Camp where both warriors and their wards
fey. Its inhabitants are spirited and fierce, with a love (wives, children, etc.) mingle together for a time of rest
of battle and passion for revelry. The first hours of and revelry. Those within the Warrior’s Ring gain a +5
the cycle are spent raiding into the Dreadlands, while bonus to Ride checks, while those in the Ward’s Ring
the final hours are spent feasting and drinking beside gain a +3 bonus to Medicine checks.
enormous bonfires. The Free Camp is made up of two
distinct, though intricately linked, areas of the realm. Idavoll
The Warrior’s Ring is centered upon Gwynudd and
follows him wherever he rides. The Free Riders who This majestic plain is all that is left of the greater realm
make up the dreamlord’s war band frequently raid the of Yggdrasil. Long ago, this realm was ruled by Odin
Dreadlands to test their metal against nightmares and and an alliance of mortal and fey dreamlords who used
other agents of evil. It is upon these excursions that their collective will to create a vast realm in which to
Gwynudd and his warriors gain glorious tales to recount live. Unfortunately, Yggdrasil fell into ruin during the
before the bonfires of the Ward’s Ring. This second Age of Strife when a number of the dreamlords, lead
segment of the realm resides within the Wyrd along by Loki, attempted to overthrow Odin and claim the
with the wives and children of those who have become realm for their own. What exactly happened during this
Free Riders. Upon Gwynudd’s command both rings can rebellion can only be guessed at, but in the end Odin,
reunite to form the Free Camp with warriors and their Loki, and many of their followers were destroyed and
wards mingling together for a short time for rest and the greater realm of Yggdrasil was engulfed in flame.
reverie. During Cadence, Bhlendhl and Gwynudd unite The only part of the realm to survive this holocaust was
their realms into one. The following triad is known as Idavoll, though the sons of Odin and Thor also survived
the Festival of Unity and is a time of feasting for all of and began to rebuild their fallen halls in hope that one
the inhabitants of both realms. The warriors recount day Yggdrasil will rise into the heavens again. The city of
their tall tales by the bonfires, while wives share their Gimli, which is said to be brighter than the sun and more
gossip and children their games. It is also a period of beautiful, stands as a monument to their fallen friends
preparation from the next year and a great council is and family. It is also a stark reminder of the price men
held to discuss strategies and share ideas. In the final and fey must pay when they let envy eat away at the
moments of the last cycle of Cadence, Bhlendhl and roots of fellowship.
Gwynudd clasp hands and speak the words of promise Dreamlord: Balder, the Reborn Lord, was
to reunite during the next Cadence. murdered at the very beginning of Ragnarok but was
Dreamlord: Gwynudd, the Untamed Chieftain, is reborn after the Tears of Mergia touched his ashes. Since
the strong-willed and animated leader of the Free Camp. then he has been a follower of Faehalig and Menhalig
He spends most of his time within the Dreadlands, even and has converted the sons of Odin and Thor (Vidar, Vili,
though his realm is considered a part of the Wyrd. Modi, and Magni) to the newborn faith. Though Balder
His Free Riders are the most feared cavalry in the is the chief dreamlord of the realm of Idavoll he prefers
dreamlands, and their excursions into the Dreadlands to let the sons of Odin and Thor set the agenda and only
are legendary. votes in order to break ties. Still his council is rarely

29
The Wyrd
rejected by the other dreamlords. The new dreamlords of
Idavoll have spent much of the Age of Serenity within the
Brimir Hall where they eat, drink, and discuss how best
to restore their realm’s former glory. Unfortunately, not
all of Loki’s rebels were destroyed during Ragnarok and
though they currently have no foothold within Idavoll,
Balder is convinced that they are regaining their strength,
seeking new allies, and plotting their bloody return.
Inhabitants: Idavoll’s inhabitants are valiant and
righteous folk who live simple lives. Their ancestors
were once fearful warriors, but since the end of the Age
of Strife they have sought out the promise of the Age of
Serenity. Still they keep their weapons sharp for those
days when the Ragnarok will return.
Aura: The plain of Idavoll is warded against
nightmares and Unseelie fey and anyone within the realm
comes under the effects of the Suggestion (friendship)
power. While within the Brimir Hall characters gain a
+2 bonus to all social interaction skills.

Isle of Poesis
This fantastic isle floats above the land cloaked in
an array of colorful clouds and populated by even
more colorful inhabitants. Crowning the island is the
sprawling City of Poesis with its bizarre, but beautiful
buildings and labyrinthine alleyways filled to the Dreamlord: Poesi, the Poet Prince, is a benevolent,
brim with entertaining and enterprising people. The if sometimes melancholy, ruler. Since the Forgotten Age,
city itself seems designed to unleash its inhabitant’s he has searched blindly for his long lost wife, Nialla, but
imaginations so they can more readily explore the to no avail. He retreated from the world during the Age
extraordinary heights of their fancy. The island is of Strife seeking to restore the tattered memories of his
awash in astounding sights from the rainbow colored former life. It was not until the Blood of Menhalig and
domes and esoteric design of the Poet’s Palace to the tears of Mergia washed away the scales of despair from
fabled Fountain of the Forgotten, which allows those his eyes that he began to see the plight of the mortals
who gaze into it to remember forgotten things. It he had brought to Nevermore so long ago. Since then,
is said that Poesi spends much of his time near the he has found a new purpose in life, the protection of
fountain remembering his wife and writing his many Nevermore’s inhabitants from those who seek their
manuscripts, which he sends to the Library of Lore ruin. To this end, he founded the Wordsmiths to be his
where they are placed upon spiraling shelves alongside eyes and ears within the world, while he worked to bring
ancient tomes and newly minted manuscripts. Finally, hope once again into the hearts of mortals and fey. Thus
in the center of the Isle of Poesis rises the grandiose far, in this Age of Serenity, he has succeeded in doing so,
Theatre of the Wyrd, the setting for Poesi’s annual but he senses the future holds dark tales for dark times.
Tournament of Words and the stage for Poesi’s Inhabitants: Life upon the Isle of Poesis is
parade of plays. As perhaps can be gleaned from its spontaneous and good-humored, and rarely does a cycle
architecture, life upon the Isle of Poesis is spontaneous go by without something wondrous happening. As such,
and good-humored in nature and rarely does a cycle the inhabitants of the island have become extraordinarily
go by without something wondrous happening. imaginative and adaptable in all that they do. The
Performers of all types ply their trade here, and even citizens of the Isle of Poesis are also exceedingly witty
the very buildings and objects within them participate in their usage of the spoken and written word for which
in the merrymaking. The isle is alive with sights both they are renowned throughout Nevermore.
spectacular and outlandish, sounds of laughter and Aura: The Isle of Poesi is warded against
song, smells of flowers and honeyed cakes, tastes of nightmares. In addition, those on the isle of Poesi come
sugar and spice, and the tender touches of love. under the effects of Heart Shaping (hope) and gain a
+2 bonus to Acrobatics and Perform checks (+4 in the
Poet’s Palace).

30
The Heartlands
Oz to become their actual age. In addition, the inhabitants
and visitors of Oz cannot die by mundane means. In fact,
The wonderful realm of Oz is surrounded by a nearly each of them can only be killed if a very particular set of
impassible desert. Its dunes disintegrate anyone who circumstances is met, such as in the case of the infamous
treads upon its shifting sands making Oz a very difficult Wicked Witch of the West who could only be killed by
place to get to and one of the more isolated areas of the having a bucket of water tossed on her by a mortal girl
Wyrd. Oz itself is rectangular in shape and broken into who was protected by the mark of a good witch and wore
four countries: Gillikin Country in the North, Munchkin a single silver shoe. It is rumored that only Glinda knows
Country in the East, Quadling Country in the South, the method by which other Ozites might be killed and
and Winkie Country in the West. Gillikin Country is the she keeps this within her Great Book of Records.
home of the Gayelette, the Good Witch of the North,
and is renowned for the color purple, which seems to be
worn by almost all of its inhabitants and tints everything
Wending Refuge
here from the trees to the spiders in the trees. Munchkin The Wending Refuge is a pristine and breathtaking
Country is most famous for its yellow-brick road, but is sanctuary where exotic animals and plants reside
more closely associated with the color blue, which all around an enchanted oasis. The inhabitants of this
Munchkins, who are not short by the way, are required realm range from elves to orcs and everything between,
to wear when out of doors in order to better match the but no matter what race one belongs to, those who
bluish hue of their surroundings. Quadling Country is claim residence in the Wending Refuge are dedicated to
protected by Glinda, the Good Witch of the South and removing the taint of nightmares from Nevermore. They
as with the other countries it is distinguished by its live in harmony with the Wyrd and its ever-changing
affinity to the color red. Winkie Country is ruled by the landscapes and enjoy the fresh discoveries that each new
Tin Woodsman and its inhabitants and landscape are cycle brings. The Wending Refuge only has one constant
accessorized by the color yellow. Last, but certainly not landmark called the Seer’s Spring. Those who look into
least, the legendary Emerald City rises in the center of the sapphire pool can scry whatever their hearts desire,
Oz and is as one might guess, completely green from its while those who drink its waters during Cadence receive
green glass towers to its emerald-clothed citizens. knowledge and visions within its mirror-like waters.
Dreamlord: Ozma, the Emerald Queen, is the Dreamlord: Bhlendhl, the Blind Wanderer, is an
beloved ruler of Oz. She is known to be just and fair to elderly and blind elf who speaks with a wisdom woven
her citizens who trust her completely. She has not always from ages of experience within the Wyrd. His realm
been the ruler of this land, but she has proved herself wanders wherever he goes and though he cannot see its
time and again since taking the throne and has recruited beauty, he needs not see it, because the Wending Refuge
a number of minor dreamlords to help her protect the is exactly as he imagines it to be. Since the Age of Strife, he
realm from those within and without who would bring has sworn to protect the Wyrd from corruption and has
ruin to Oz and its inhabitants. These minor dreamlords sought the destruction of Diabolus and his nightmarish
include the wise and just Gayelette, the inventive and and diabolic minions. He uses the supernatural powers
powerful sorceress Glinda, the kind and tireless Tin of the Seer’s Spring to keep an eye on his enemies and
Woodsman, the intelligent and sage Scarecrow, and the guide his followers, especially the Dread Hunters, where
brave, if inaptly named Cowardly Lion. they are most needed in the dreamlands.
Inhabitants: The shapes, sizes, and colors of the Inhabitants: The inhabitants of the Wending
citizens of Oz span the rainbow of possibilities and Refuge are as dedicated to cleansing Nevermore of the
oddities. There is not a race of beasts, plants, constructs, taint of nightmares as their dreamlord. His followers are
mortals or fey that cannot be found here in one country fanatically devoted to Bhlendhl and believe him to be a
or another. Bands of fey wander this realm helping prophet of Faehalig’s will. Most of the realm’s populace
mortals and lifting the spirits of all whom they meet, were drawn here, as if by the hand of fate, after suffering
while mortals go about their work and leisure with a great loss at the hands of nightmares or diaboli. Many
rarely a care in the world. Almost anything can be an believe their arrival in the Wending Refuge is a calling
inhabitant of Oz from anthropomorphic animals and from Nevermore to heal it of the poisonous presence
plants (all of whom can talk if they wish) to enchanted of nightmares and diaboli, and they spend their every
paper dolls and patchwork quilts. moment preparing for the struggles ahead.
Aura: The outer half of Oz is a great sandy waste Aura: During Cadence, Bhlendhl and Gwynudd
that automatically strikes anyone touching its dunes can unite their realms into one. This combined realm
with a +8 supernatural damage attack each round. Once comes under the effects of Heart Shaping (friendship
within the countries of Oz a creature can stop aging if and hope) for the duration of Cadence.
they wish. They will remain this same age for as long The Seer’s Spring grants the Scrying power to those
as they will it or remain within the realm. Once they who look into it, and the Vision and Object Reading
leave, they begin to age again as normal or may chose powers for one cycle to those who drink from it during
31
The Wyrd
Cadence. All of these powers are granted as an adept
of the character’s level. In addition, those within the
Wending Refuge gain a +3 bonus to Medicine checks
(+5 at the Seer’s Spring).

Wonderland
This realm is perhaps one of the more nonsensical
and absurd realms within the Wyrd. Its landscape and
inhabitants change with every cycle in accord with the
whim of its current dreamlord, whoever that might
be. When the Queen of Hearts rules over the land, it
becomes a terribly perplexing place with nary a drop
of rhyme or reason to it. On the other hand, when the
Red Queen rules it becomes a topsy-turvy chessboard-
like land with rigid rules about one’s ludicrous conduct
in what she considers the “Imagination of Game.” Last
but not least, when Queen Alice rules over the realm
it becomes a strange admixture of surreal scenes and
creatures straight out of a child’s imagination. Though
this realm is completely unpredictable, one thing is
for certain one will need every ounce of imagination to
make head or tails of this land, before they lose one or
the other.
Dreamlord: There are three dreamlords who
hold sway over Wonderland, though never at the same
time or place. There is the delusional and domineering
Queen of Hearts who lives in a house of cards, the
methodical Red Queen who sees the world in terms of
red and white from her Looking Glass Tower, and the
imaginative and kind-hearted Queen Alice who spends
her time wandering through her Garden of Wonders. It
is unknown as to how the dreamlord is determined for Dream Conviction, but they act like normal Conviction
this realm, nor how long their rule will last. It seems as while within Wonderland (unless the character can
if each of these dreamlords is in a constant game of wits overcome the aura or Queen Alice is the current ruler).
and resourcefulness with each other and one may lose to While the Queen of Hearts rules over Wonderland
the other at any given time. everyone suffers a -3 penalty to Diplomacy and Gather
Inhabitants: Wonderland can be populated by Information checks (-5 in the House of Cards).
most anything imaginable from paradoxical grins While the Red Queen is the dreamlord everyone
without a cat to living playing cards. This is not to say comes under the Suggestion to follow her orders (-2
that everything imaginable can be found here all the penalty to Will saves in the Looking Glass Tower). In
time, far from it. In fact the inhabitants of this realm addition, Dream Conviction can be used to make a
change with clockwork regularity, although one cannot “looking glass effect.”
testify to said clock’s condition, sometimes ticking Whenever an action you take fails by 4 or less you
backward, other times tocking forward, and at times may spend a point of Dream Conviction to automatically
does not tick-tock at all. No matter whom one might succeed. If an opponent’s action against you succeeds by
or might not find within this realm it is very likely they 4 or less, you may spend a point of Dream Conviction to
will talk in puns, riddles or rhymes, or riddling rhymes, make it automatically fail. Your opponent, if any, may
rhyming puns, or puny riddles. This nonsense is to be oppose you. Both you and your opponent determine, in
considered normal and not rude in the least, or perhaps secret, the amount of Dream Conviction you will spend
it is normal to be rude in the least. on the looking glass effect. If you spend more than your
Aura: The strange thing about Wonderland is that opponent, the looking glass effect succeeds. If you spend
although its landscape, its inhabitants, and the events equal to or less than your opponent, then it fails. You
are surreal, the actions taken within this realm are must spend at least one Dream Conviction on each
usually quite mundane. Characters retain access to their looking glass attempt.

32
The Wyrd
While Queen Alice is the dreamlord Dream Free Riders
Conviction works as normal and the realm is warded
against nightmares and Unseelie fey. The free riders are led by Gwynudd and his chosen
captains and are sworn to protect the honor and realm
of the Free Camp. They ride wild and ferocious beasts.
Organizations These creatures are steadfast servants of their riders
and fearsome foes to all those who oppose their masters.
The Wyrd is filled with an amazing assortment of
Much of the free riders’ battle prowess comes from a
organizations from the relentless dread hunters to the
mixture of their adept riding ability and formidable
imaginative wordsmiths of Poesi. Many of these groups
mounts. When faced with terrible odds, free riders can
are associated with a particular realm, but usually their
summon a fury upon themselves and their mounts the
influence and activities stretch far beyond the borders of
likes of which few can survive.
the Wyrd. The importance of the Wyrd is not lost upon
The free riders are usually found within Gwynudd’s
those who live in other domains and it is not uncommon
realm as it wanders the Wyrd or Dreadlands in search
to find organizations from outside of the Wyrd involved
of nightmares and other dangerous creatures to hunt
in its intrigues and plots.
down. However, they can be found elsewhere in
Nevermore when on some task for Gwynudd or seeking
Dread Hunters out other Glaseelie fey. They wear a mixture of armor
and wield an assortment of weapons. They are most
Dread hunters track down and slay nightmarish creatures
readily recognized by the beasts they ride, which is
throughout the dreamlands, though the Wending Refuge
reflected in the banners that adorn their lances. Most
is considered to be their base of operations. Their
of the free riders are Glaseelie fey, though occasionally
members are sworn to remove the taint of nightmares
a Seelie fey or even a mortal will join their ranks after
from Nevermore. Dread hunters are a welcome sight
proving their metal to Gwynudd and his captains.
in most every land and have a reputation for being
quite capable of dispatching nightmares of all sorts and
disrupting the plots and intrigues of the diaboli. A dread Weavers of the Wyrd
hunter typically wears a suit of supernatural studded
Weavers of the Wyrd are fearsome foes and eerie allies.
leather armor with a blindfolded bow emblazoned upon
They serve no particular dreamlord and are often
it. Their bows are renowned for their deadly accuracy
found outside the Wyrd. They cause a great amount of
against nightmares and diaboli. The dread hunters are
disturbance to the dreamlands they wander through and
made up of a mixture of mortal and fey members, though
only a few have been granted passage into the Hedge or
all of them have experienced first hand the horrors and
the Eye and only after proving themselves trustworthy and
cruelty of nightmares and diaboli.
sane. Weavers of the Wyrd are considered as everything
The dread hunters are lead by the dreamlord
from eccentric dream weavers to dangerous madmen
Bhlendhl, who oversees the Council of Huntsmen.
depending upon whom one talks to within Nevermore.
This council takes place during Cadence and elects five
This was not always the case, once upon a time they
captain huntsmen who are tasked with protecting one of
were welcome visitors to almost every realm, but the
Nevermore’s domains, the most dangerous assignment
death of their matriarch, Helena, and the subsequent
being the Dreadlands. Once a captain huntsman is elected
corruption of their gift caused many of them to become
he stands before the assembly and calls for volunteers to
dangerously unstable. Before Helena’s death their
join him. Once all the volunteers have taken their place,
purpose was to build safe-havens within the wild lands
those that have not volunteered come forward. These
of the Wyrd. However, during the Age of Strife their
dread hunters typically wish to be unbound from any
gift was tainted by Diabolus and now many of their
captain for one year and present their case to Bhlendhl.
number bring sorrow and woe to those whom they once
If Bhlendhl determines that their reason and purpose is
protected. The hierarchy of the weavers of the Wyrd has
worthy, he will grant a special dispensation that allows
long been broken, but some of them have regained their
the dread hunter to be unbound. Unbounded dread
senses since the advent of the Age of Serenity. These
hunters fall under no one’s command and are usually
men and women seek to reforge their once great order
solitary in nature, though sometimes a small group of
and cleanse it of its taint. Most members are mortal,
unbound dread hunters make common purpose and
though there are a few who are of fey descent. The two
elect a lieutenant huntsman from their ranks who will
most distinguishable features of their dress are the
lead them until they complete their mission. Once all
dream catchers braided into their hair and their wands,
dread hunters have become bound or unbound the
which are crowned with a neverite gem.
Council of Huntsmen ends and its members head back
into the dreamlands to fight against nightmares and
other minions of evil.

33
The Wyrd
Wordsmiths of Poesi Poesi is the leader of this association of performers
and scholars, but gives the members of this guild a great
Wordsmiths are recognized as some of the most deal of freedom. Only on rare occasions does Poesi ask
enthralling entertainers and knowledgeable sages in a member to undertake a particular mission, and even
the dreamlands and are admired by most of the world’s then it is only a request. In general, wordsmiths are
inhabitants except the Unseelie fey and the children charged with seeking out and gathering the tales about
of Mahr. Wordsmiths are messengers and servants of the dreamlands and the Mortal World. They have the
the dreamlord Poesi, but only loosely so. In fact, Poesi special charge to discover the fate of Nialla, but none have
prefers them to experience the wonders of the lands as been successful in this regard since this organization’s
they will and only requires them to return to him during founding. Wordsmiths of Poesi are known within almost
Cadence to tell him their tales. It is a marvelous time every race of fey and mortal. There are no set regalia for
to be within Poesi’s realm when the wordsmiths are all wordsmiths to wear, but each receives a pin in the shape
gathered and the “Tournament of Words” is held. of a winged scroll with the following words inscribed
upon it, “By words the mind is winged.”

Adventuring In the Wyrd


The Wyrd is a land of legends. It is a place where the • The Dreadlands have become more dangerous
imaginations of dreamers can run the gambit of fantasy. during the last year, with more numerous and powerful
Sagas and adventurers of epic proportions find their nightmares stalking the land. Gwynudd and his warriors
home here as well as many mortals who were the seeds have lost a number of free riders to deadly ambushes
of the Mortal World’s myths. The tales of the Arabian by diaboli forces. These diaboli have proven to be more
Nights and Gulliver’s Travels may have found their organized and effective in their recent attacks than
roots here. Last but not least, children stories are great in the past and their coordinated attacks have caused
sources of inspiration for adventurers in this domain Gwynudd and his free riders to be much more cautious
allowing you to draw upon everything from Barrie’s in their raids. To complicate matters a number of free
enchanting Neverland to the marvelous adventures of riders have left the Free Camp in order to establish their
Carlo Collodi’s Pinocchio. Narrators could even draw own realm under a new chieftain. Though only a small
upon the modern, pulp, and science fiction genres in minority of the Free Camp, this departure has weakened
order to use the Nevermore as part of a much more it at a time Gwynudd believes is critical, especially with
contemporary campaign setting. the intensifying activity of the diaboli. He also worries
about what will become of this new tribe and more
importantly the ends of its new chieftain.
Adventure Hooks • Hel, one of the children of Loki escaped the
• The Tournament of Words is the most notable great battle of Ragnarok and has created her own realm
festival on the Isle of Poesis. Poesi presides over the hidden somewhere deep beneath the land of Idavoll. She
tournament with a number of judges consisting of has spent much of the Age of Serenity gathering new
the previous year’s winners and a panel of renowned allies and minions to do her dark will. The rest of her
wordsmiths. The first cycle of Cadence is the known as family was killed during the great battle and she seeks
the Tragoidia, and is filled with the trials and tribulations revenge on those she holds responsible. It is rumored
of tragic plays, whiles the second cycle, called Komoidia, that she has created a secret society of necromancers
is spent enjoying the amusement and humor of comedic who have been tasked with raising her family from
ones. The final cycle is spent upon poetry, song, and the dead and gathering an undead horde with which
storytelling, among other events. Afterward, there is a to assault the city of Gimli and overthrow its current
magnificent feast in honor of the winners and each is leaders. Balder and the other dreamlords of Idavoll are
granted one request by Poesi. Many of Poesi’s trusted worried that if they cannot stop Hel’s necromancers, a
advisors and wordsmiths come from former winners, new Ragnarok will ensue and all that is left of their once-
such as the passionate Sappho and the mysterious great realm will be turned into a graveyard.
Pearl Poet. However, it is a worry, at least for some of • The queens of Wonderland have decreed
Poesi’s advisors, that an agent of evil might infiltrate a Grand Snark hunt throughout Wonderland. The
the Poet’s Palace or wordsmiths by winning events in snarks, lead by the dangerous Boojums, have recently
the Tournament of Words. Thus far their fears have not moved off of their island home and are overrunning
been realized, but nevertheless they keep a close eye on the entire realm. They have almost no sense of humor
the tournament and its entrants. and have made quite a few of this land’s inhabitants
disappear. To augment their invasion force, the snarks

34
The Wyrd

are using the fabled Jabberwocky, the frumious allies. In fact, the Nome King’s minions have created
Bandersnatch and the passionate Jubjub birds to sow a vast network of hidden tunnels throughout the land
confusion in the ranks of Wonderlands defenders. and have been using them to kidnap important surface-
Although the Queen of Hearts finds this invasion to be dwellers and replace them with changelings. Though
quite delightful for all its bloodshed and excitement, some of these changelings have been discovered there
the Red Queen thinks it is an unacceptable wrench in are a number of them still at large and working on some
the gears of her clockwork-like games. On the other nefarious plan crafted by their king.
hand, Queen Alice is far more distressed about what • Dread hunters throughout the domains
has gotten into the snarks and how they were able to have reported a remarkable increase in nightmarish
get off of their island. As such she is searching for a activity and have been hard pressed to keep up with
group of adventurers to head to Snark Island and find the numerous sightings and rumors of these walking
out what or who has been instigating them. horrors. One such raid left most of an entire village
• There is a small group of weavers of the Wyrd slaughtered, though tales from the survivors indicate
who are trying to discover a cure for the madness that the diaboli responsible for the raid had inquired about
their fellow weavers suffer from and have set up a guild a specific girl. This girl recently manifested the ability
house on the Isle of Poesis. Unfortunately during their to destroy nightmares, even diaboli, with her touch.
experiments one of their members became tainted. He The survivors believe the girl left the village before the
killed a couple of their acolytes and destroyed much of attack and fled into the Wyrd. No one knows if she was
the guild house before escaping. The remaining weavers captured or escaped, but the dread hunters and others
have been trying to find their former friend and undo have made it a priority to find her, hopefully alive.
the taint that has infected him. Unfortunately, he has • A gnomish inventor named Akerue lived upon
disappeared into the Wyrd and seems to reappear at the Isle of Poesis and was creating useful, if strangely
random only to cause a great deal of destruction during convoluted devices for his costumers for almost a
his rampages. decade. He was working on a new invention that he
• There is a group of Unseelie fey led by Ruggedo, claimed would revolutionize the world of Nevermore.
the Nome King, who live in a realm beneath the land of Many of his neighbors and customers tried to ply the
Oz. They resent the inhabitants who live above them and secret out of him, but he had withstood their advances
rarely miss a chance to cause trouble for Ozma and her and told no one about his device’s purpose of function.

35
The Wyrd

Unfortunately it seems he never will, as his house has • Gwynnudd’s son is dying, and after consulting
disappeared and no one has seen hide or hair of him with his seers, he has sought the help of humans in
since. It is rumored by some that he discovered a way securing the cure. It lies somewhere within the Wyrd
to pass the waters of forgetfulness, others say that he and may only be touched by mortal hands. His seers
built a time travel device, and more than a few think have written down their visions and the signs by which
he winked himself out of existence. However, there are the adventurers will know they are upon the right
rumors that the occasional passerby has seen a glowing pathway through the dreamlands, but time is running
doorway where Akerue’s front porch used to be, though out, and they must hurry if they are to succeed.
where it leads is anyone’s guess. • The lone survivor of a diaboli raid is seeking out
• The Dowser’s Guild has long been the only the Wending Refuge, but fears the minions of Diabolus
reliable means for traversing the dreamlands, especially are following her. She believes the raid was meant to
the Wyrd, without becoming lost. They help caravans and capture or kill her because she had recently manifested
adventuring parties for a fee to get just about anywhere the ability to destroy nightmares, even diaboli, with her
in Nevermore. They can also help find individuals and voice. Since her escape, she has been drawn to the Wyrd
items for the right price. There headquarters in located and keeps having visions of the Wending Refuge.
somewhere in the Wyrd, but only dowsers and their • Whether it is because dragons hold a special
trusted allies know how to find it. Recently, a few of their place in the mortal psyche or some other reason
members have disappeared and the guild is worried that entirely, these fantastic creatures are found in the Wyrd
they have been captured and are being put to some with remarkable frequency. As they grow in power, they
nefarious use, perhaps even to find the Dowser’s Guild. frequently create their own realms where they keep
As such they are hiring adventurers to protection to their their homes and hoards. Sometimes these realms are
current members and find those who have disappeared. welcoming regions where mortals, fey and dragons live
• After the last Cadence, a strange mansion side-by-side with each other. However, more likely than
appeared upon the Isle of Poesis. Its front door and not these lands serve as either fortresses of solitude or
windows are magically sealed, and only awakened way stations between rampages. The dreamlords of the
can enter it. Prince Poesi has set a prize for those who Wyrd keep a close eye on the dragons and when one of
discover the secrets of this mysterious manor. Some them becomes a menace to their realm they often enlist
believe Poesi put it there, while others suspect some adventures to deal with the situation.
sinister purpose behind the mansion, but whoever’s
hand shaped its halls has not come forward, nor have
any returned to tell their tale.
36
Chapter 4
The Dreadlands
Land of Nightmares

In dark and doleful depths, the damnable dwell,


In haunted hinterlands, the horrors hail,
In wretched wild wastes, the wicked wail,
And howl their hated hymns in harrowed Hell.
Against abiding bonds, they beat and bash,
Against their callous cage, they claw and clash,
Against Gehenna’s gates, they gnaw and gnash,
And swear to sear our souls to smoldering ash.
-Prince Poesi

37
The Dreadlands
Beware of the Dreadlands! This warning echoes agonies, or outright annihilated by its perils. The faintest
throughout Nevermore from the ever-abiding Eye to flicker of hope draws the ire of this domain and its
the ever-changing Wyrd. The borders of this diabolic denizens and is almost always snuffed out before it can
domain are watched with a wary eye and its infernal become an aspiring fire. Its black-hearted woods are the
inhabitants are a constant threat to both mortals and dwellings of werewolves, witches, and wandering spirits.
fey. It is a land seeded with curses, watered with tears, Its gothic chateaus are the homes to vampires, ghosts,
and infused with wrath. Its bitter fruits are naught, but and unspeakable horrors. Supernatural mysteries,
a ruinous harvest of nightmares. Few who enter the otherworldly legends, and tragic tales come to life in this
Dreadlands leave unscathed. Most are utterly corrupted unsettling landscape and are played out in its crumbling
by its temptations, driven absolutely insane by its castles, foreboding forests, and baleful badlands.

History of Nevermore: Part III


After the murder of Mahr, Nyxis and Mahr’s children rest of Nevermore appeared to Diabolus as a raven and
used their vast treasuries of neverite to weave a web spoke, “How long has your father’s bloodless spirit been
of entangling alliances across Nevermore. The promise tormented by the beating heart of his murderer?”
of the gem’s newfound power corrupted dreamlords Diabolus replied, “The years have been too long to
both great and small and soon the deadly engagements count and though we have destroyed all of her allies, she
between these two opposing camps created a cloud of still remains untouched in her frozen keep cloaked in
chaos within the Wyrd. In the swirling dust and ash cold and darkness.”
of this time of turmoil, the minions of Queen Mab “Have you truly destroyed all of her allies? What of
infiltrated many of the mortal dreamlords’ courts, the free realms? Were they not dreamlords when your
manipulating them towards their mutual destruction. father was so cruelly slain? Could they not have banded
In hopes of keeping their realms safe from the ravages together with you to bring her to justice? They might
of the bitter battles between Nyxis and Mahr’s children, not have pierced his heart, but they have most certainly
Oberon formed an alliance of free realms with the great pierced his spirit with their indifference to his death.”
dreamlords Doxus and Helena. However, not even these Fanned by Lilith’s words Diabolus’ anger burst into
great dreamlords could keep the curse of Mahr from flames and without consulting his sister he marched
touching their lands and soon all the dreamlands were against Doxus’ celestial realm. Flying at the head of an
awash in a bloody tide of wrath and war. army of nightmares, he crushed Empyrean’s defenders
and slew their dreamlord. However, his victory was short
lived as Doxus’ severed head mouthed a silent sentence
Twins of Vengeance upon him and his army. A powerful blast of wind and
Following Mahr’s death, Diabolus increased in strength lightning cast Diabolus down to the earth as the tranquil
and savagery developing into a frightful and fiendish clouds of celestial realm turned into a terrible tempest
creature of devouring fury, whereas Sirena cultivated her of righteous anger. Diabolus watched in horror as
cunning and cruelty becoming a beautiful and beguiling Empyrean fell from the skies, its storm of retribution
enchantress of untamable passion. Mahr’s children trapping his minions within the doomed realm as it
could not be more different, but their hearts were crashed into the Northern Wyrd. It created a vast crater
twined with vengeance and they used all their power to there and from the eyes of all the slain poured a torrent
bring Nyxis to her knees. Slowly, but surely, Diabolus of tears, which drowned Diabolus’ army forming the Sea
and Sirena marched their forces across the dreamlands of Lost Souls.
and destroyed all of Nyxis’ allied realms, killing their
dreamlords and massacring their inhabitants. Sensing
her impending doom, Nyxis created a blinding blizzard
The Death of Diabolus
around her wintry realm, which instantly froze anyone Though spared from perishing in the fall of Empyrean,
who attempted to enter or exit her lands without her Diabolus was struck mad by the disaster and when
approval. Despite their power, Diabolus and Sirena he returned to the City of Brass his mouth frothed
could not penetrate this magical barrier, and so their with unrelenting rage and his tongue was wet with
thirst for retribution was left unsatisfied. uncontrollable curses. His sister was forced to bind him
in magical chains and keep him under constant watch
lest he cause harm to them both. Meanwhile, Oberon
The Fall of Empyrean and Helena demanded Diabolus be turned over to them
As the years passed, Diabolus grew restless and his craving for justice and though she had no intention of doing so
for vengeance grew into a maddening hunger. Finally, she promised them she would turn him over by the end
Lilith sensing the time was ripe to bring ruin upon the
38
The Dreadlands
of the movement, or month. As the cycles passed Sirena Then she plunged a neverite dagger deep into
grew desperate and upon the last one a large company Diabolus’ heart and then her own. As the blood cascaded
of free realms men appeared before the City of Brass down the altar it cracked in half and carved a fissure
awaiting the surrender of Diabolus. into the depths of the dreamlands. The City of Brass
As the last hour tolled, Sirena looked down on these disappeared beneath the earth as fire and brimstone
men and began to weep, but the raven appeared in her rose in its place. The thunderous wails of the damned
window and asked, “Why do you weep?” and the dead echoed throughout the world of Nevermore
Sirena answered, “In one hour’s time I shall have as infernal clouds rose from the hellish regions of the
to hand my beloved brother over to those who would world. A terrible typhoon gathered around the great pit,
imprison him for the rest of his days. I could let him its tendrils stretching across the lands, then the crimson
escape, but it is too dangerous to unbind him lest he kill rain fell across Nevermore leaving nothing, but ruin and
himself or me.” Red Death in its wake.
“Perhaps there is a way to turn this defeat into
triumph, though it shall require a great sacrifice on your
part.” The Year of the Red Death
“And what would the sacrifice be?” Darkness, decay, and the Red Death held illimitable
“Not what, but whom,” replied the raven. “And as dominion over all. For a year and a day, the crimson
for that you and your brother are the ones who must be rains fell, the blood of the children of Mahr seeped into
slain upon an altar of neverite.” every land twisting and birthing frightful fiends in every
“But if we die who shall avenge our father’s death?” corner of the world. Under the constant assault of these
“I was there when you were born. I am the one who nightmarish attacks, the dreamlords drew more and
gave life to your father’s blood and now your sacrifice more heavily upon their influence over the dreamlands,
shall make his vengeance possible, bring rest to his but soon discovered their mastery over Nevermore had
sleepless soul, and the grave your enemies.” become corrupted and the land rebelled against them.
“But how will our deaths bring us triumph over our Instead of helping to fend off the nightmarish hordes
enemies?” asked Sirena. assaulting their realms, their powers often caused
“The barrier that surrounds Nyxis’ realm exists only even more terrible horrors to arise from the depths
as long as the two of you are alive, but with your deaths of the dreamlands. Realm after realm drowned under
the magic, which sustains it, will die along with you and the diabolic waves of blood spawn or fell to unnatural
Nyxis will believe you are truly dead, but your deaths disasters caused by the desperate use of dream weaving.
shall not mark the end of your revenge, rather it shall To the far north, the Dreadlands erupted from the
be the beginning. Sacrifice yourselves to me and I shall chaos, corrupting the northern Wyrd from the Sea of
open a portal to the netherworld, return your spirits Lost Souls to the newly formed realm of Brimstone.
to this world, and bring a legion of my children to this Sirena, now a banshee, founded the Isle of Discord
world to secure your revenge.” where she plotted the downfall of Nyxis, while Diabolus’
Desperate for revenge Sirena brought her brother malignant spirit cast a vile shadow across the world
bound in chains to a place she had prepared for him. She from the infernal lands of Brimstone. Almost a half of
laid him upon a bed of neverite and said, “O blood and all Nevermore’s inhabitants are said to have perished in
bones become a gate to Lilith’s wrathful womb where the Year of the Red Death, but those who survived to see
vengeful waters lay in wait to drown our foes in doom.” the crimson rains end would not be spared from the Age
of Strife which followed.

The Dreadlands
The cursed domain of the Dreadlands resides in the them to their former glory. No matter one’s opinion of
northern reaches of Nevermore and is the dwelling place this domain, it is only the brave, foolhardy, or desperate
of all whom are doomed and damned in the dreamlands. who enter the Dreadlands in these days and of them only
Its blighted southern border mingles with the bleak a lucky few survive the ordeal. Though dream shifts are
boundary of the Northern Heartlands, but is walled off not as unpredictable as in the Wyrd, they are much more
from the rest of the world by the Hedge. Its northern insidious in nature as if the very land has been turned
border is unknown as no one has traveled far enough to against the living, birthing their worst nightmares,
see its end and returned to tell the tale. Some believe the drowning their hopes in despair, and lashing out against
Dreadlands have become so tainted by evil that there is no them when they are at their most vulnerable. The
hope of redeeming these lost lands and their inhabitants Dreadlands are dangerous and malevolent and those
and they should be shunned forevermore, while others who cross its threshold should be prepared for its perils
hope to expel the evil spirits from these lands and return lest its torments twist their minds into madness or batter
their bodies into blood and bone.
39
The Dreadlands
more likely to find fiends, undead, and other accursed
History creatures, than any living beings. This domain is almost
Within a couple of generations of its bloody birth, the entirely abandoned by mortals and fey since the land
Dreadlands became a barren waste where only the mad, itself seems to be possessed by a malevolent spirit,
the damned, or the dead dwelt. Every realm within the which seeks to corrupt or destroy all who dare to dwell
domain was corrupted or ruined and its people were within or cross its baleful borders.
perverted, slaughtered, or forced to flee to the southern Mortals and fey who live in this malicious land
Heartlands or Wyrd where Oberon and his allies offered usually fall into one of two categories. Those who are
safe haven from the growing storm. Nevertheless, one forced by some compulsion or curse to remain here or
by one, these sanctuaries fell under the onslaught of those who seek to heal the harm done during the Age of
nightmarish hordes until only the southern Heartlands Strife. The former are often corrupted by their captivity
and a few hidden or well-defended realms remained either abandoning all hope or succumbing to the sinister
untouched by the legacy of the Red Death. snares of the Dreadlands, while the latter rarely last long
The curse of the Dreadlands spread throughout the under the constant assault of nightmarish creatures and
dreamlands and all of its inhabitants seemed destined to unimaginable temptations bent on their destruction.
suffer an unending age of agony at the hands of Lilith’s This is not to say that hopeful footholds have not been
legion and the minions of Mahr’s children. However, the made in this domain, but rather that they are difficult
hope of salvation was born when Mergia, the adolescent to defend and almost impossible to maintain without a
daughter of the dreamlord Helena, agreed to bear great deal of sacrifice and persistence.
Faehalig’s son, Menhalig into the world. Forewarned by The dreamborn mortals and fey who live in the
a vision, Mergia and her siblings, Justina and Ordo, fled Dreadlands typically dwell in well-hidden realms
to Oberon’s realm just before Lilith’s legion massacres scattered throughout the hinterlands. They are
the citizens of Elysium in an attempt to destroy Menhalig protected by powerful wards and are nearly impossible
before he can become a man. to find without some special knowledge of the place or
Years later, Menhalig arrived before the gates of permission to enter. Some are even protected by a series
the Frozen Keep with a small company of Seelie and of trials, which test the virtues and abilities of those who
mortal followers. They passed untouched through the wish to enter only allowing those who succeed to enter.
besieging armies under a standard of peace and made The most numerous inhabitants in this domain are
camp at the foot of the Frozen Keep. Menhalig tried to its nightmares, which spring from the very dreamlands
make peace between the two sides, but was rebuked by and are a constant danger to those who travel its perilous
them both before being betrayed by one of his followers. paths. They are relentless in their attacks, both physical
Lilith’s legion attacked the camp, which scattered to and spiritual, causing harm to both body and soul. It
the winds. Among the prisoners taken was Menhalig is said that no one leaves the Dreadlands without the
and his mother Mergia. Lilith convinced the children of domain leaving its mark and few who have been there
Mahr they should torture Menhalig and nail him before will argue the point.
the Frozen Keep as an example to its defenders of what Unfortunately, the nightmares are the least of a
was about to befall them, but with his death Mergia traveler’s worries. Diaboli often scour the Dreadlands
began to weep for his son.. The skies grew dark and a for those who oppose the Horned Lord, while other
great chasm opened swallowing up Lilith’s legion and infernal creatures wander the wastes in search of their
sending them back to their infernal lands. Suddenly, a next victim. Undead roam the land seeking to torment
golden shower washed over the dreamlands and put to the living, feast on their flesh, or in the cases of vampires
flight the children of Mahr and their army. Many of the and liches to carve out their own niche in this macabre
wounds of the world were healed, except those in the domain. An almost unimaginable menagerie of monsters
Dreadlands and Northern Heartlands, which remained stalks these lands with a single-minded thirst for blood,
as a reminder of what the fruits of revenge taste like. misery, and ruin.
Since the Tears of Mergia fell over Nevermore, the
Dreadlands have been relatively quite as Nyxis and the
children of Mahr have regained their strength, but there
are hints throughout the dreamlands that this fragile
Geography
time of peace is about to be broken by the nightmarish Like the Wyrd, the Dreadlands can change dramatically
hammer of war. from one cycle to another, but this is where the
resemblance ends. Whereas the Wyrd might produce
awe-inspiring and wondrous landscapes for travelers
Inhabitants to explore, the Dreadlands devise frightful and sinister
scenes for explorers to survive. Any hellish or dangerous
Here be nightmares! This is a warning scrawled across
terrain that can be imagined can be found in this
the maps of the Dreadlands and it is a fair summary of
domain. Burning deserts, decaying forests, obsidian
what kinds of creatures a traveler will find there. One is
40
The Dreadlands
Dreadlands Environs

Brimstone

Isles of Discord
and Devourers
Nyxia
Thrice-Ten Kingdom

Sea of
Lost Souls

badlands, crumbling caverns, tormented seas, and other Brimstone


lethal locales cover the land in a shroud of suffering. The
only sanctuaries, if some of them can be called that, from This blistered and desolate land is pierced from beneath
this domain’s unrelenting assaults are the established by its obsidian peaks and lacerated from within by its
realms, which are strangely stable in this otherwise sulfurous chasms. The bulwarks of the Blackwall are
lawless landscape. Some believe the unbendable pride or scorching to the touch and slick as ice. Its battlements
unfaltering hope of their founding dreamlords will not are crowned with poisonous barbs and terrible towers,
allow these realms to change. Others think the massive which are constantly patrolled and defended by
amounts of neverite used during the Age of Strife Diabolus’ minions. The Dark Gate is the only known
created a kind of anchor in this area of the dreamlands, passage through the wall and leads to the Bone Road
which fuses the realms to the world. Still others see it as paved with the shattered skeletons of those who have
part of the curse of the Dreadlands, for once a realm is dared to defy Diabolus. This road worms its way through
founded it cannot be moved and is vulnerable to attack the serpentine caverns beneath the realm and into its
by all manner of evil. heart, the city of Bal. A thick cloud of searing smoke
The flora and fauna of the Dreadlands are grotesque, rises from the fiery bowels of Mount Bal, smothering the
menacing, and deadly. This region is overrun with land in darkness and choking it with the nauseating odor
pernicious plants and unspeakable horrors, which have of rot and death. Obsidian bridges span the lava canals,
been almost entirely corrupted by evil and are either which coil around the city creating seven rings around
subtly or overtly dangerous. If it has been born from the Palace of Dread. The palace itself is carved from a
the nightmarish thoughts of a mortal, then it dwells in massive stalactite, which dominates the center of the
this domain. Travelers to this land are often under a city and some believe it is an enormous phylactery for
constant state of siege while slogging their way through the sacrificed spirits of his diabolic servants. It is from
these lands. Vast plains of bladegrass or hedgerows this seat of power that Diabolus and his dreadbringers
of dread bushes might hinder their path, wicked wage their war against the rest of Nevermore.
willows might ensnare them in their baleful branches, Dreamlord: Diabolus, the Horned Lord, is a
or silent creepers might cut off their calls for help or demented and vicious ruler, obsessed with revenge.
their cries of agony. Aberrant beasts, restless undead, Diabolus has slowly regained his strength since the
cunning diaboli, and other accursed creatures wander Age of Strife, but his madness has left his wrath and
the Dreadlands in search of prey or hide within the minions without a focus. Over a generation ago, Lilith
dark recesses of the landscape biding their time till an restored his mind and revealed to him the means by
unsuspecting adventurer comes within their reach, and which to create diaboli. Since then, he has grown in
then is no more. power as a dreamlord, and his sinister servants have

41
The Dreadlands
increased his influence over the inhabitants and events confusion they sow. They are delighted by the corruption
within Nevermore. However, his blood is boiling and and suffering of others and celebrate each tainted or
soon not even Lilith will be able to contain his need for ruined innocent who is caught within their schemes.
destruction. When that day comes, Nevermore may bleed Aura: All those on the Sea of Lost Souls come
from wounds deeper than any it has experienced before. under the effects of a Suggestion to sail towards the
Inhabitants: Brimstone is populated by the undead Isle of Discord and gain a +2 bonus to Drive checks to
and infernal creatures who take pleasure in the misfortune sail toward the isle and a -2 penalty to sail away from it.
and death of others. They celebrate the destruction of life Those who set foot on the Isle of Discord come under the
and feast upon the spirits of their enemies. They are Suggestion to present themselves to Sirena and suffer a
cunning and cruel, powerful and vicious, deceptive and -2 penalty to Will saves.
corrupting, desiring nothing more than to see Nevermore
torn asunder by turmoil and terror. Isles of the Devourers
Aura: All those within Brimstone gain a +3 bonus
to Intimidate checks (+5 in the city of Bal) and come This sheltered chain of coral islands within a crater in
under the constant effects of Heart Shaping (despair) the Sea of Lost Souls is the ancient homeland of the
and severe heat (extreme heat in the city of Bal). lamiae, a race of shark-like vampiric creatures, which
are renowned for their subtle powers of seduction and
Isle of Discord illusion. Shark-infested waters surround this realm,
the blood of the lamiae’s victims luring them to this
This loathsome island is hidden within the murky mists merciless coast. The shores of these islands are littered
of the Sea of Lost Souls. Little is known of the landscape with the desiccated corpses and bleached bones of their
of the Isle of Discord, though if tales are to be believed, victims. The only dwellings which can be seen upon
it is surrounded by a bed of jagged coral reefs, which the islands are the small huts built from the remains of
can rip through even the sturdiest of ships. These each lamia’s victims. Upon the central island resides the
same tales speak of a ghastly graveyard of ships where Cave of the Devourer where Lamia, the Sightless Queen,
the remains of many a fine ship made their last berth sits in the Devouring Hall before a grand banquet table
much to their crew’s dismay. It is said that the voice piled high with enticing sweets and charming dishes.
of Sirena can be heard almost anywhere in the Sea of However, these enchanted foods are not meant for her,
Lost Souls, luring the hearts of mortals and fey to her rather they are prepared for the young men, women,
forsaken shore. Those who resist the call usually flee and children, especially children, brought to her by her
for their lives before she unleashes her Kraken upon devoted offspring. As long as her captives do not eat or
them. Those who are ensorcelled make haste to their drink from the table Lamia does not see them through
port of doom, rarely to be seen again, and if they are, it her empty eye-sockets, but once the tiniest morsel passes
is usually as a minion of the Marred Voice. Some sailors their lips her eyes, which rest in the palm of her hands
even claim that in extraordinarily clear weather, one can are placed back into their sockets and she swallows the
see the soaring Spire of Discord erupting from the sea offender whole before returning to the head of her table.
and hear its enchanted songs echoing across the waters, It is rumored that if a captive can survive Lamia’s tricks
driving sailors equally to delirium or despair. It is from and the table’s temptations and for a year and a day, she
this lonely tower of long-dead coral that Sirena sings will grant the person the boon of second sight and let
her merciless melodies, plots her return to power, and them go, but whether this is true or just an old wives’
schemes her retribution against Nyxis, Mergia, and the tale is only for the foolhardy or the unfortunate to find
rest of Nevermore. out. Once per year, the lamiae leave their islands and
Dreamlord: Sirena, the Marred Voice, is a mercurial wander throughout Nevermore in search of another
mistress and a shrewd seductress. She crafts her cunning year’s harvest of flesh and bones. This is a dangerous
schemes from the Spire of Discord, shoring up a new time for the young and though every preparation is
power base upon the Isle of Discord. She, too, has received made to protect them, there are still many who are lost
the assistance of Lilith, who has revealed to her arcane to the cruel clutches of the lamiae.
secrets, which will help to turn the tide of her fortunes. Dreamlord: Lamia, the Sightless Queen, is an
Her treacherous plots are nearing a crest, and soon a impassive and vengeful hostess. She was once a beautiful
wave of wrath and revenge will strike Nyxis and spread its woman, but after her children were killed during the Age
tainted tendrils throughout the rest of Nevermore. of Strife, she fled to the Sea of Lost Souls and making a
Inhabitants: Decadence and scheming are the deal with Lilith, she became the mother of the lamiae. It
pillars of life upon the Isle of Discord. Sirena’s servants is believed that whenever she devours a child, she gives
are constantly involved in intrigues within the world birth to another lamia. Some believe these children are
beyond. It is with great lust and pleasure that they possessed by Lilith’s offspring, the lilim, who can no
foment lies and deceit, and they revel in the chaos and longer take a physical form of their own, but only inhabit

42
The Dreadlands
the empty corpses of those who are killed in accord with Nyxia
an arcane pact made with Lilith.
Inhabitants: The lamiae and their captives are the This unforgiving land of night and snow is surrounded
only inhabitants of these islands, though these islands by blizzard-swept fields and frozen forests. The Seven
are often visited by unsavory characters with a desire Walls of Nyxia, rebuilt since the end of the Age of Strife,
for arcane knowledge, the casting of blood magic, or once again stand silent sentinel over the realm. Within
some other boon. The lamiae are more than willing to the shelter of these walls lay the ice-covered city of
strike bargains with the mortals and fey who visit them, Frostheart and the remaining residents of this ravaged
though they are notorious for taking a devilish delight realm. Its inhabitants live under the rigid rule of Nyxis
in twisting their deals to suit their purposes. Those and are bound by a curse to protect their queen until
who seek answers or favors from the lamiae should be their corpses grow cold from the touch of dead or the
prepared to pay a steep price for their desire and if the children of Mahr are utterly destroyed. At the center of
tales are to be believed it is most unwise the city rises the Frozen Keep, where Nyxis
to accept their hospitality for once holds council in the confines of a
you enter their hut and eat or cold-hearted court.
drink from their table they Although there have been no
shall consider a pound of festive celebrations within this
your flesh a fair payment frigid realm for years without
for their troubles. counting there are two solemn
Aura: Unlike events commemorated here
many other realms, the which recall the last days of
sanctum’s effect resides the Age of Strife. The first is
upon the crater that the memorial ceremony for
rings these islands. the sons of Nyxis, who died
The only way to enter defending the Frozen
this realm is to pass Keep, while the second
through a narrow strait is the unsanctioned
within the crater’s wall, remembrance of the
which is guarded by death of Menhalig by
the monsters Scylla his devoted followers.
and Charybdis. Anyone During the Libation of
passing through the the Oneiroi all of the
strait must make a inhabitants of Nxyia
Drive check (Difficulty gather in the cold
36) or suffer the effects courtyard before the
of either Scylla (6 Attacks Frozen Keep where the
as if from a purple worm brothers were slain and
without the poison) or pour a glass of melted ice
Charybdis (45 ft. radius; All upon their cairn. Each glass
creatures and things within all reinforces their icy tomb
or some of the area of effect, are keeping the bodies as fresh as
Swallowed Whole; +24 bludgeoning when they first fell.
damage plus +10 acid damage per In contrast, the Great Day is the holiest day of
round; gizzard Toughness save +18; the year for the followers of Menhalig, and during it they
Charybdis’s interior can hold 2 Gargantuan, 8 Large, 32 remember his sacrifice before the Frozen Keep. Though
Medium, 128 Small, or 512 Tiny or smaller opponents; they are not welcome in this realm at any other time
Charybdis may only swallow up to three times per cycle of the year Nyxis is powerless to stop them during this
and can only hold the water in its stomach for one somber gathering, just as Menhalig entered her realm
minute before she expels it again). Those who have so many years ago. For three days Menhalig’s followers
been given a devourer token by one of the lamiae may stand vigil over the spot where he was tortured and killed,
pass through the straight unharmed by tossing it into until finally on the last day they partake in a holy feast in
the straight before them. Once within the shelter of honor of his resurrection and return to their homes.
the crater everyone in this realm gains a +3 bonus to Dreamlord: Nyxis, the Frozen Lady, is a forlorn
Knowledge (supernatural) checks. Those within the and unfeeling ruler locked away in her Frozen Keep.
Devouring Hall come under the Suggestion to eat from She is haunted by her sins and the deaths of her sons
the banquet table (Will save Difficulty 20). and has spent the past century brooding upon her losses
and contemplating the death curses she will make when
43
The Dreadlands
her realm finally falls to the children of Mahr. She has in the middle of the Sea of Lost Souls. Anyone who holds
prepared her realm to become a tomb for her enemies the egg has complete control over Koshchei, while if the
and awaits the tide of war, her own death and the Deathless Lord is pricked by the needle his soul will
retribution her dying words will reap. She has no hope return to his body and he will perish of extreme old age.
of survival, but she plans to make her realm into a death Inhabitants: The majority of the inhabitants of the
trap for her enemies. Thrice-Ten Kingdom are Koshchei’s captives and those
Inhabitants: None of Nyxis’ servants expect to who have tried to save them. There are a few mortals and
survive the coming storms of war, but they cannot fey who live in this realm, but they all do so at the whim
abandon their posts without being destroyed by the of Koshchei, who is said to see everything and everyone
enchantments that guard the realm. Even so, there are within his land as long as he peers through his magical
a few who remain fanatically loyal to their Frozen Lady. looking glass.
Their only expectation is to cause the minions of Sirena Aura: This realm is surrounded by a river of molten
and Diabolus the greatest possible harm before the fires lava, which cannot be crossed except by a magical
of their lives are snuffed out. bridge of seamless supernatural glass. Those who cross
Aura: Those within the realm of Nyxia come under the river by any other means, even flying, will find
the constant effects of severe cold (extreme cold in the themselves upon the opposite bank of the river from the
Frozen Keep. Those in the outer half of the aura suffer Thrice-Ten Kingdom no matter how many times they
blizzard conditions. Those who are sworn to Nyxis gain make the crossing. The bridge itself is impossible to see
a +4 bonus to Fortitude saves versus cold effects, while without the aid of the Second Sight power (Difficulty
those who are her sworn enemies suffer a -4 penalty (+/- 22). The Thrice-Ten Kingdom ignores the Dreadlands’
8 in the Frozen Keep). domain aura, essentially acting as if it existed in the
Heartlands. The Invisible Tower can only be seen with
The Thrice-Ten Kingdom a Second Sight check (Difficulty 36). Once inside the
tower its interior becomes completely visible with only
The peaks of this ice-cloaked mountain range are pelted the outer walls remaining transparent so that one can
with freezing rain, while the lower slopes are wrapped look over the entire the realm.
in ancient woodlands and surrounded by tempestuous
steppes. A wide river of flowing fire surrounds this
realm and is one of the daunting obstacles to entering Organizations
the Thrice-Ten Kingdom. However, there is a hidden Most of the organizations within the Dreadlands
bridge that crosses into this land, which only those with are malignant in nature, either hell bent on seizing
second sight can see. Once within this realm travelers vengeance, power, or both. They are more than willing to
will have to cross its stormy steppes before entering the unleash havoc upon innocent and enemy alike and have
foreboding forest, which cover the mountains’ foothills. few restraints when it comes to attaining their ends.
The Weird Wood is filled with all manner of strange These vicious organizations, from the Dreadbringers to
scenes and curious creatures, including those who have the Discordant Voices, often meddle in the endeavors
been cursed by Koshchei the Deathless and turned into of the other domains, but they are not unopposed. The
the talking plants and animals which inhabit the land. dread hunters and the free riders fight these agents of
Further up the mountains stands the Invisible Tower, evil wherever they can as well as other groups who fear
where the throne of the Deathless Lord rests and a what the dreamlands would become if these malefactors
magical looking glass scrutinizes his secluded realm were left unchecked.
and his other palaces, which are scattered throughout
the land and protected by various enchantments, traps,
and guardians. Diaboli
Dreamlord: Koshchei, the Deathless Lord, is a Diaboli are dreamborn mortals and reborn fey, who
powerful lich-lord with a penchant for stealing fair have been corrupted by Lilith’s temptations and sworn
maidens from their fathers, newlywed brides from their themselves to the service of one of the children of
husbands, and youthful mothers from their children, Mahr. They have traded their souls for the promise of
and then adding their would-be rescuers to the cast power and immortality and their souls rest in the fiery
of creatures, which populated his hunting grounds. depths of Mount Bal or the isolated Isle of Discord.
Though he seems to have no desire for power outside his Their infernal spirits seethe with a hatred for all living
domain he also has no fear of interfering in the affairs things and they spread disaster and despair like wildfire
of mortals and fey due to his immortality. It is believed throughout the dreamlands. They burn with a desire
that he has separated his soul from his body and hidden for death and destruction and delight in the chaos they
it in a needle, in an egg, in a duck, in a hare, in an iron cause. There are seven types of diaboli, one for each
chest, which is buried beneath an oak tree on an island of the deadly sins. They rank from lowest to highest

44
The Dreadlands
are: the luxuria (lust), the gula (gluttony), the avaritia only that they do so while causing the most grievous
(greed), the acedia (sloth), the ira (wrath), the invidia injury to their enemies. Most of the dreadbringers are
(envy), and the superbia (pride) [see Chapter 11 for more mortals or diaboli, undead servitors of Diabolus.
information and statistics]. The dreadbringers are lead by the cruel and vengeful
The diaboli are named after Diabolus, even though spirit of Diabolus who seeks retribution against Nyxis
they are not necessarily bound to serve him. Rather and those who kept him from obtaining his vengeance,
these creatures do the biding of Lilith, who rarely especially the followers of Menhalig. There is no set
interferes with the schemes of her superbia preferring to order to the dreadbringers other than that which is given
let them prove or discredit themselves according to their to them by Diabolus. Most of the dreadbringers answer
own machinations. Each superbia is given a number directly to him and work alone, but he occasionally
of diaboli to serve them. The make up of this cadre of forms a corps of them in order to pursue a particularly
followers usually corresponds to the importance and important plan. In this case Diabolus might name one
type of task they have been assigned and can range to of them the master of the corps, but this authority is in
just a couple luxuria to an entire battalion of ira. It is name only as the other dreadbringers will only bend
not uncommon for diaboli to clash with one another their knees so far before they lunge for the kill.
either in an attempt to consolidate power, weaken their
opponents, or both. Still these clashes must be subtle Nemeses
and usually through third-parties lest they bring down
the wrath of one of the children of Mahr or even the The nemeses, also known as the “frozen ones,” are
Night Witch herself. comprised of Nyxis’ most fanatical subjects. Each of
them has sacrificed their lives in order to become a cold-
Dreadbringers hearted assassin. It is believed that in order to become
a nemesis, one must allow Nyxis to cut out their heart
Dreadbringers are perhaps the most feared and hated and replace it with an icy one formed from their frozen
organization in all of Nevermore. They reap a bitter blood. This process grants them the power to meld
harvest of hatred and death wherever they go, bearing themselves into darkness and shadow and the ability
with them the very essence of the Dreadlands. They are to transform themselves into shifting snow and change
powerful dream weavers with an innate control over the their hands into frigid claws, which can cause a terrible
nightmares they can summon. They are adept at causing frostbite with a mere scratch. It is said that their minds
chaos wherever they go and their presence in a realm are slippery as ice and their shattered bodies are able to
is cause for great concern. They delight in the death reform as long as their hoarfrost heart remains intact.
and destruction they cause and are just as apt to do so Though these creatures are primarily concerned with
through brute force as they are through subtle schemes. protecting Nyxia and hunting down the minions of the
In the end it does not matter how they attain their goals, children of Mahr, they are occasionally sent on other

45
The Dreadlands
assignments, which Nyxis believes are important to the the arts of espionage and capable of corrupting even the
survival of her realm. The nemeses are usually drawn most pure of heart. They are often very attractive and
from the mortal inhabitants of Nyxia, but some of those handsome individuals with a powerful charisma in their
who have suffered at the hands of the children of Mahr voice that can make evil sound like good and vice versa.
and their minions have joined the ranks of the frozen They are renowned for their ability to sow dissension
ones in order to wreak their revenge. within even the most harmonious realms and can be
The nemeses are adamantly loyal to the Nyxis and found throughout the dreamlands. They desire nothing
obey her orders without question or complaint. They more than to weaken Sirena’s enemies and strengthen
are rarely used in groups and answer to the Frozen Lady her allies in hopes of one day seeing their lady rise to the
directly. Once they have completed a task, they are given prominence and power she held during the Age of Strife.
a new one by Nyxis herself. Sometimes they are tasked They are lead by their bitter and envious leader,
with providing protection to the realm, other times they Sirena, who seeks to regain her preeminence in the
are set to infiltrate the realm of another dreamlord and dreamlands and bring about the destruction of the
spy on its leaders, and when one is discovered, they are followers of Menhalig and her father’s murderer, Nyxis.
sent to assassinate a suspected associate of the children Each member of this organization are formed into a
of Mahr. If the realm of Nyxia is ever attacked, Nyxis can coven of three to five discordant voices, who are sent
recall her nemeses at a moment’s notice. to a particular realm to ensure Sirena’s designs there
are carried out. In more important realms, two or more
Order of Discordant Voices covens might work independently of each other or
towards the same end. In this manner if one coven is
The order of discordant voices is an organization devoted compromised there are still others present to affect the
to secretly luring others into the Sirena’s service and to Marred Voice’s will.
cause discord amongst her enemies. They are adept at

Adventuring In the Dreadlands


This land of endless nightmares lends itself to horror have been perfecting their necromantic abilities and
stories, dark fantasies, and other grim tales. Ancient creating all manner of unholy artifacts for use in their
mythologies throughout the world are awash in war against the rest of the dreamlands. There have been
unspeakable abominations, terrible beasts, and dreadful a number of reports involving diaboli, who have been
demons. The folklore of the common man attempts carrying crimson blades made from some unidentified
to blame the inexplicable sufferings and mishaps of substance. These blades burn with an infernal heat and
their lives upon some evil outside influence and the the wounds they cause become diseased within moments
Dreadlands give flesh, bone, blood, and spirit to these of an injury. Other tales speak of tainted neverite gems,
superstitions. The gothic novels of Mary Shelley’s which corrupt the souls of those who carry them. There
Frankenstein, Bram Stoker’s Dracula, and Washington are even whispers of enormous undead creatures being
Irving’s The Legend of Sleepy Hollow are the perfect used as beasts of war for their undead army. This
inspiration for the eerie and bone-chilling adventures portends ill for the inhabitants of the other domains, as
that can be found in this domain. The works of Edgar there is a growing fear that Diabolus will unleash an Age
Allen Poe and H. P. Lovecraft, two masters of the of Nightmares upon the world.
macabre, can also be drawn upon to populate this bleak • A group of diaboli known as the Sinister Seven
land with the anxieties and fears of mankind and even has been terrorizing the dreamlands for years. If the
to delve into the darker mysteries of the dreamlands rumors are true these diabolic beings are siblings from
where forbidden lore and insanity dance along a fine a dreamborn family whose parents were murderer when
line unseen by even the wisest of mortals. they were children. Recently, they have been hunting
down a certain extended family and slaughtering them.
Some believe they are seeking vengeance upon this
Adventure Hooks family because they were behind their parents’ deaths,
• This past year has seen a swell in the number while others think the Sinister Seven fear one of their
of nightmares, diaboli, and dreadbringers stalking the relatives is destined to destroy them. As a result, many
dreamlands and many of the dreamlords are disturbed members of this besieged family have hired heroes
by this trend. It is believed that Lilith resides with to protect them, gone into hiding, or changed their
Diabolus within the Palace of Dread, taken him as a identities to avoid the Sinister Seven’s infamous wrath.
lover, and is giving birth to a new legion of her children. • An entire orphanage of children has gone
To make matters worse, it is rumored that the diaboli missing! It is believed that they have been taken captive
by a coven of lamiae. The wardens who were protecting
46
The Dreadlands
the children were murdered, their throats ripped out filled with unfathomable secrets and untold treasures.
by shark-like teeth and the lone survivor, a precocious Unfortunately, it seems Mahr left more than a few
youth, swears he saw the lamiae bind the other children guardians and trials within the ancient city to keep away
with powerful magic. This is exceedingly worrisome to unwanted visitors. Still there are a number of dreamlords
authorities for many reasons. The first and foremost, and other organizations willing to hire intrepid
there is the fear that the lives of these innocent children adventurers to explore this realm, even, if rumors are to
might be snuffed out before there time. However, also be believed, agents of the children of Mahr.
of concern is the fact that such a feast of children might • It is believed that Sirena and Diabolus are in the
encourage even more heinous crimes by their lot, and final stages of preparation for a new war against Nyxis and
even worse, if these children are given to Lamia herself, the rest of the world. It is not as yet known when the assault
then there might be more than a dozen new lamia to deal will begin, but many believe the end is near for Nyxis, as
with in the coming years. she has refused the entreaties of other Dreamlords. If she
• A new narcotic called “Vice” has begun to appear falls, that will leave Sirena and Diabolus free to attack
throughout the dreamlands. It supposedly grants its whomever they will, a thought most inhabitants of the
users an unparalleled power to see and influence the dreamlands find quite unwelcome.
future, but only in regard to acting on their worst vices. • Nyxis has spent the past decade acquiring as
It is unknown as to who is distributing this drug and much neverite as she can get her frozen fingers upon.
for what purpose, but some mortals and fey are already She has hired out her nemeses as assassins to the highest
addicted to it. What makes it worse is that the pill can bidder and used the Frozen Ones to extort it from her
be used as a poison, which can tempt even the most former followers. Many believe she plans to use it in
virtuous person to turn to vice. Dreamlords throughout the final battle for Nyxia. It is rumored that she plans
Nevermore have begun investigating this drug and the to create a massive dream weave to serve as the last
“vice lords” who deal it. Unfortunately, the authorities defense of her realm and if that fails she will use the rest
are not immune to the effects of vice and some of them in a final act of retribution against the children of Mahr.
have become hooked on it themselves. It is feared that No one knows what she will do, but many shiver at the
the children of Mahr are behind this drug and are using thought of what she might do when she is cornered and
it to weaken the other realms so that they can more all seems lost.
easily crush their enemies when the time comes. • As if things weren’t worse enough, there
• If tales are to be believed, Sirena has created seems to be a sinister maelstrom on the loose in the
a cadre of doppelgangers to serve her desires and dreamlands. It wanders through the domains, seemingly
trained them in the order of discordant voices. These at random, but wherever it goes it acts as if it was part
doppelgangers are often used to replace influential of the Dreadlands. As it sweeps through an area, it
figures within other realms and are difficult to discover. scars the land and assaults its inhabitants with hordes
This has caused a great amount of worry for the of nightmarish creatures. Only the most powerful
other dreamlords, but rooting out the doppelgangers dreamlords have been able to keep this supernatural
has proved near impossible. How many of these storm from ruining their realms. Is this an omen of
doppelgangers are out there? What is their mission? things to come? How was it created? Does it have a
Who might be one of them? Only Sirena knows the purpose? Is it alive? Is it the wandering realm of some
answers to these questions, but if these creatures are not vile creature?
stopped, they will bring ruin upon more than one realm. • Once per year, Koshchei opens his lands and his
• An emissary from Oberon is being sent to palaces to adventurers with the promise of great wealth,
the Frozen Keep in an attempt to save Nyxis from her power, or even the saving of a fair maiden or two. This
despair and perhaps form a new alliance. Among those short-lived Season of Trials and Triumphs lasts for a
being sent is one of her former husbands, Erebos, who movement and rarely ends well for its participants, but
may still be able to reason with her. This expedition is those who impress the Deathless Lord by their skill,
dangerous for many reasons, with both Unseelie fey cunning, or virtues are said to be thrice blessed by him.
and diaboli seeking its destruction. Consequently, the • A newly arisen dreamlord has created an idyllic
Seelie are employing trustworthy adventurers to scout realm within the Dreadlands in hopes of restoring some
out Erebos’ route, protect him while he is traveling, and of its former glory. However, diaboli recently discovered
make sure nothing happens to him after he arrives. its location have been raiding it, killing off many of his
• Long thought lost during the Age of Strife, the followers. He has summoned and hired heroes to help
ruins of Maghreb have been found within the Dreadlands. defend his holding, but can they hold out against a horde
The City of Brass’s mighty towers are believed to be of nightmares? Is there a way to keep the nightmares a bay
for good? Can the realm be hidden from them somehow?

47
Chapter 5
The Hedge
The Land that Lies Between

Between the lands of death and life, it bides.


Between the lands of day and night, it hides.
Between the lands of peace and strife, it falls.
Between the lands of wrong and right, it mulls.
The heedful Hedge is neither here, nor there,
But twixt the two amidst the neverwhere.
–Prince Poesi

48
The Hedge
Welcome to the Hedge, which marks the boundaries the end of the Age of Strife, it has been an effective
betwixt the other domains. Though some debate boundary between the darker realms in the north and
whether it is a true domain, its existence and effects, those more enlightened realms in the Eye and the
even if intermediary, cannot be denied by those who southern dreamlands. Though its lands are neither
have wandered its surreal landscapes. Usually, it melds malicious like the Dreadlands, nor unpredictable like
the elements of the domains it borders upon and forges the Wyrd, they do resist passage by those who wish to
a unique admixture of the two within the land between make the journey between domains. Only those who
them. The greater the difference between two domains, are determined to reach their destination dare to do so
the more discernable is the Hedge that borders them. through the hinterlands of the Hedge. Those who travel
This domain can be as thin as a veil or as wide as a this domain usually stick to its hidden trails or well-
sea depending upon where one encounters it. Since guarded pathways.

History of Nevermore: Part IV


Lilith’s laughter could be heard echoing through the
crimson torrents of the Red Death as her legion of The Fall of Elysium
children, the lilin, wrought wrack and ruin throughout Three months later, Mergia helped Isabella give birth to
the dreamlands. The realms of men and fey suffered Elchanan, who would become a powerful prophet in the
grievous wounds during this first year of the Age of years to come. Six months later, Mergia gave birth to
Strife, some perishing under the infernal onslaught, Menhalig and wrapped him in swaddling clothes. Angels
others maimed beyond recognition, and a few standing descended upon the realm of Elysium and proclaimed the
firm against the terrible tide. The dreamlands were birth of the savior and gave glory to Faehalig. Many came
perched upon the edge of annihilation and though they to look upon Mergia’s child and echoed the angelic praises,
struggled against their doom they seemed fated to fall but last of all came Isabella carrying Elchanan, who spoke
into the infernal fissure that awaited them. his first prophecy from her arms, “Flee to Lumendhel!”
Suddenly, a vision came over Mergia and she saw
The Annunciation Lilith’s legion searching for Menhalig and seeking his
destruction. She rose immediately, told her mother
The people of the dreamlands cried out to Faehalig and siblings what she had seen, and with her mother’s
and upon the last day of the Red Death, a ray of light blessing and the guardianship of her siblings, Justina
descended from the heavens piercing the clouds above and Ordo, she departed for the Heartlands.
Elysium and engulfing Mergia, the adolescent daughter When Lilith’s legion arrived before the gates of
of the dreamlord Helena, in an angelic glow. Elysium, Helena and her followers rallied against them
And coming to her, the angel said, “Hail, favored repeating the angelic anthems, which had accompanied
one! Faehalig is with you.” the birth of Menhalig. However, the infernal powers of
But she was greatly troubled at what was said and lilin laid waste to the citizens of Elysium and they were
pondered what sort of greeting this might be. Then the slain, including Helena. As each voice was silenced, the
angel said to her, “Do not be afraid, Mergia, for you have seraph’s song faded, until the last chord was cut short by
found favor with Faehalig. Behold, you will conceive the cruel cries of victory from Lilith’s legion.
in your womb and bear a son, and you shall name him
Menhalig. He will be great and will be called Son of the
Most High, and Faehalig will give him the throne of The Oneiroi
Dreams, and he will rule over the dreamlands forever, After the fall of Elysium, the children of Mahr and
and of his kingdom there will be no end.” Lilith’s legion marched upon the walls of Nyxia, but
But Mergia said to the angel, “How can this be, since Nyxis was prepared for them and her sons, the Oneiroi,
I have no relations with a man?” stood their ground against the infernal armies facing
And the angel said to her in reply, “The Holy Breath, them. Nyxis’ first son, Morpheus, was a charismatic boy
Braehalig, will come upon you, and the power of the with the power to awaken humans and bring their spirits
Faehalig will overshadow you. Therefore the child to be into the dreamlands. Her second and third sons, Icelos
born will be called holy, the Son of Faehalig. And behold, and Phoebetor were restless twins. The former had the
Isabella, your relative, has also conceived a son in her old ability to summon animals and take their shape and
age, and this is the sixth month for her who was called the latter was able to do the same, but for monstrous
barren; for nothing will be impossible for Faehalig.” creatures. The last child, Phantasos was a clever youth
Mergia said, “Behold, I am the handmaid of with the power to create and shape inanimate objects,
Faehalig. May it be done to me according to your word.” to mold the dreamlands to his whim, and even create
Then the angel departed from her.
49
The Hedge
illusions to fool his enemies. The sons of Nyxis wasted push home his advantage. Of Nyxis’ sons, only Morpheus
no time in the defense of their homeland. Morpheus escaped the carnage, pulled away at the last moment by
summoned forth hordes of awakened mortals to swell a knot of survivors led by the Bhlendhl, a renowned
the ranks of the army, Icelos and Phoebetor created Seelie general sent to Nyxia as an advisor. Bhlendhl was
powerful progeny to aid them, and Phantasos fortified blinded by Diabolus as he pulled Morpheus away, his
the seven icy walls surrounding the realm with all eyes poisoned as the shade’s black claws raked across
manner of implements and obstacles. his face. Precious few of Nyxia’s champions returned
through the gates of the Frozen Keep and all seemed lost
for those still within its wintry walls.
The Thirty Years’ Siege
The armies of the children of Mahr and Nyxis clashed
for thirty years and a terrible harvest was reaped
The Arrival of Menhalig
throughout the dreamlands as both sides used their However, before the children of Mahr could assault the
influence to pull others onto one side of the conflict last wall between them and their revenge, a company of
or another. The Unseelie court joined the ranks Seelie fey and mortals arrived before the Frozen Keep.
of Lilith’s legion, while the remaining free realms, They were lead by Menhalig, who had grown in age,
including the Seelie court, allied with Nyxis to protect wisdom, and favor with his father Faehalig. For thirty
the dreamlands from the depredations of the children years he had lived in the Heartlands and wandered the
of Mahr. However, even with the support of the free Wyrd where he healed the tormented, drove off demons,
realms, the walls of Nyxia fell beneath the onslaught and even raised the dead. Finally, his long journey led
of the combined might of the children or Mahr, Lilith’s him to the Dreadlands and his destiny. He came with his
legion, and Queen Mab’s minions. mother Mergia, his aunt and uncle, Justina and Ordo,
and a company of his disciples under a standard of peace
and though the children of Mahr had desires to capture
The Prophet’s Promise and kill him, he and his company passed unharmed
Before the last wall fell, the prophet Elchanan came to through their midst. They passed through the gates of
Nyxia passing untouched through the host surrounding the Frozen Keep and Menhalig was hailed as the savior
the realm. He preached repentance, the forgiveness of of Nyxia, but Nyxis feared him because of Elchanan and
Faehalig, and the coming of a savior who would bring she quickly cast him out of her walls.
mercy to all who would accept it. However, cold-hearted
Nyxis put Elchanan to death after he called upon her to
repent of the murder of Mahr and her role in what caused
Menhalig’s Mountain
the Age of Strife. With his last breath Elchanan said, “The Menhalig raised a mountain between the armies of the
one who is coming after me is mightier than I.” children of Mahr and the Frozen Keep and neither could
approach the other as long as he remained between
them. From his camp at the mountain’s summit
The Death of the Three Sons Menhalig spoke of peace, the power of forgiveness, and
Outnumbered, outmatched, and on the verge of defeat, becoming hallowed to the will of Faehalig. He preached
the sons of Nyxis and their loyal followers made a to both sides for three years and his camp grew in
desperate gamble to end the siege once and for all. number as creatures from both sides accepted his word
As a new cycle dawned, a band of Nyxia’s champions, and came to follow him. However, after feasting with
accompanied by the sons of Nyxis, made a daring raid his followers upon the third anniversary of his arrival,
into the heart of the enemy’s encampment seeking to one of Menhalig’s disciples was corrupted by the shade
destroy the shades of Sirena and Diabolus. They pushed of Diabolus and betrayed the camp by cutting down
deep into the camp and reached the children of Mahr, the camp’s standard of peace. As the standard fell to
but the ferocity of Diabolus and the cunning of Sirena the ground, Lilith’s legion attacked the camp. Most
proved too much for them and one by one Nyxia’s of Menhalig’s disciples scattered to the wind, but not
champions were vanquished. Icelos was first to fall at the one were harmed for Menhalig prayed to Faehalig that
hand of Diabolus, and then Phoebetor, who seeing his none of his followers would be lost and none were.
twin slain rushed to his side only to suffer a similar fate. Though many of his disciples fled into the darkness, a
Phantasos, separated from his brothers, used heaven few remained, chief among them being Mergia and her
and earth against all who approached him and almost siblings, Justina and Ordo. The remnant was brought
killed Sirena in a legendary test of magical prowess, but before the tents of the children of Mahr and they were
the shade of Diabolus struck him down before he could caged, while Menhalig was taken into the presence of
Sirena and Diabolus.

50
The Hedge
had not fled into the darkness, watched him die and his
Menhalig’s Death mother Mergia fell to her knees before the standard. For
During the next cycle, Sirena and Diabolus questioned three hours Menhalig remained upon the standard and
and tortured Menhalig with the prompting of Lilith then giving up his spirit at the last moment of the cycle
and their fear of him soon grew into hatred. In the end he said, “It is finished.”
they placed his broken standard of peace upon his back Then Gwynudd, one of the guards tasked with
and marched him mercilessly up to the summit of the watching over Menhalig’s execution, came forward
mountain he had created. Once there they nailed him and thrust his lance into the mortal’s heart. Blood and
to the standard’s poles and raised him facing the gates water flowed out from his side and drenched Gwynudd,
of the Frozen Keep. The remnant of his disciples, who who fell to his knees saying, “Truly this man was the
Son of Faehalig!”

The Hedge
The Hedge is both a byway and barrier between the these domains. In response they have kept a wary eye on
domains it borders upon. Its insulating lands lie across their neighbors to the north and are quick to respond to
the width of Nevermore and like a vast bulwark of raised invaders with expeditious and overwhelming force.
earth and deep trenches it protects the domains from
one another. It fortifies the ever-abiding Eye from the
cruelty and chaos, which surrounds it. It stands between Inhabitants
the nightmarish domains of the north and the surreal The Hedge has been a sanctuary for both mortals and fey
ones of the south. This is not to say that travel through since the end of the Age of Strife and though they do not
the Hedge is impossible, but rather that it resists being normally work with one another, they do respect each
moved through to varying degrees depending upon other’s abilities. Its formidable features and troublesome
where one enters this domain and where one wishes terrain provide the entire domain with a great deal of
to exit it. The Hedge separating the Dreadlands and protection against the assaults and intrigues of those
the northern Heartlands is nearly nonexistent in some who seek to harm its inhabitants. Rather than live in
places, but the borderlands between the Dreadlands and large cities, those who dwell within the Hedge often
other domains are evident and expansive. Though it is prefer to reside in remote retreats, hidden hamlets, and
less stable than the Eye, the general groundwork of the secure strongholds.
Hedge rarely changes drastically from one cycle to the Many who live here are ardently independent and
next. This means predictable travel through this domain the rest are outright isolationist. The people of the Hedge
is possible, even if it is at times arduous and dangerous. pride themselves on being self-sufficient and spend their
lives either in solitude or in small close-knit communities.
History They are fierce defenders of their lands and ever on
guard against the incursions of nightmares, diaboli, and
After the death of Menhalig, many intrepid mortals and Unseelie fey. It has been said that the Hedge has bred a
fey settled in the frontiers of the Hedge. The land’s rustic barrier of blood and bone to man its rugged ramparts and
beauty and defensible terrain made it the perfect place though its wild walls have not yet been tested, it could
to establish their new homesteads. Many of the Hedge’s hold against all the wickedness of the world.
inhabitants preferred the relative freedom and protection The dreamborn mortals in the Hedge are true
offered by this domain over the restrained realms of the frontiersmen. Their communities rarely grow larger
Eye and the chaotic countryside of the Wyrd. Though a than a village in size and unlike other domains more
few dreamlords have staked claims to portions of the mortals live outside of realms, than within them. The
Hedge, it has remained sparsely populated compared to mortals here rarely bind themselves to a dreamlord,
the Eye. However, in the last few years there has been a though there are a few who have fostered a faithful
rush of new blood into this domain as veins of neverite following. The most recent influx of inhabitants has
are discovered by daring and foolhardy prospectors. come from those seeking their fortunes in the newly
Though there are occasional encroachments by foul fey, discovered neverite lodes in the Hedge Mountains.
nefarious nightmares, and devious diaboli, there have Unfortunately, the friction between the prospectors and
been very few major incursions into the Hedge since the the natives has caused a great deal of resentment and
end of the Age of Strife. Nevertheless, the dreamlords it is not uncommon for people on both sides to end up
near the Dreadlands and northern Heartlands have facing each other at blades’ ends.
noted an increase in raids and infiltration efforts from

51
The Hedge
Since the creation of the Hedge, many of the Ordan
Glaseelie fey have made this domain their home. They
see it as fitting that they, who had once been the vilest This enduring realm is dominated by the fortress city
of creatures, are now standing watch against the evils of Ordan, which stands guard in the middle of the
they had served for so many centuries. Some believe the only established passage leading through the Hedge
Hedge was created for them after Menhalig’s death and Mountains to the ever-abiding Eye. The entire city is
Mergia’s Tears as a place for them to prove themselves organized in such a manor as to become a colossal killing
as faithful followers of Faehalig. Interestingly, this sense field. Its buildings are built like keeps with arrow slits
of purpose has led a number of younger Seelie fey to join and battlements, rather than windows and doorways
their Glaseelie cousins as guardians of this domain’s and they are placed in such a way as to funnel enemies
back country in order to ensure it remains free from the into murderous wards where the city’s champions can
Lilith’s taint. take a vicious toll. Unlike the other inhabitants of this
domain, the citizens of Ordan have chosen to adhere
to strict rules and regulations regarding almost every
Geography aspect of their lives. They believe honor and duty are
more important than their own personal freedoms and
There are some who swear the Hedge has existed in a
most have sworn to defend the Hedge and Eye from all
fledgling form since the creation of the Wyrd. However,
who would do its inhabitants harm. The outer curtain
there are only tantalizing hints of this within the annals
wall, known as the Hedge Wall, juts nearly two hundred
and legends of the past. No matter its origin, one thing is
feet into the air and its northern and southern gates are
clear: it was not until after the death of Menhalig and the
raised from the valley floor with narrow ramps leading
tears of Mergia that this domain became a prominent
up to them. Once within the city visitors are faced with
feature upon the face of Nevermore. In fact, it was only
an imposing maze of streets, alleyways, and dead ends
with the advent of the Eye that the Heartlands were
that are meant more to confuse and confound an enemy
truly split from each other. Before this time the rift
than to lead one easily to their destination. The Hedge
between the north and south was purely a political one,
Moat breaks Ordan into two districts, the northern
but as the Eye opened it fractured the fey lands. Now
and southern Wards and surrounds the Hedge Tower
these lands only draw close to each other in a few places
with a massive moat filled with watery wardens. The
around the eastern and western outskirts of the Hedge
Hedge Tower stands nearly five hundred feet high and
Mountains. These renowned white-peaked mountains
defends the only drawbridge, which spans the length of
encircle the Eye in an almost impenetrable citadel of
the Hedge Moat. Within the tower rests the Hedge Hall
stone and provide the people within a sanctuary from
where Ordo sits in judgment over those who are have
the dangerous tempests which surround them. Flanking
committed a crime within sight of the Hedge Tower.
the mountains are the mysterious Hedge Marches in the
Dreamlord: Ordo, the Hedge Lord, is an
west, the desolate Hedge Desert, and the storm-wracked
accomplished and resolute defender of the Hedge and
Hedge Sea to the east.
the Eye. He is the brother of the dreamlords Mergia and
The flora and fauna of the Hedge has elements
Justina. After Mergia’s Tears fell over the dreamlands,
of both the fantastic and frightening, however unlike
Ordo settled into the Hedge promising to protect his
the Dreadlands and Wyrd it is not dominated by one
sisters from harm. He has dedicated his life towards
or the other. Its plants and animals resemble those
ensuring nightmares and other corrupting influences
found within the mortal world, but unlike those found
do not gain a foothold in the Hedge or the Eye. He
naturally in the Eye, they usually have some surreal
understands that no amount of patrolling and hunting
or supernatural twist to them. There is an abundance
will uncover all of the agents of evil, but believes that
of exotic plants within this domain and each offers
without such vigilance, the world would fall into a
an unique obstacle to experienced adventurers. Those
nightmarish time of sorrow and destruction not seen
attempting to cross the Hedge might be faced with fields
since the Age of Strife.
of tanglefoot thistles, thickets of ironwood, copses of
Inhabitants: The inhabitants of Ordan are fiercely
smoking cedars, or groves of warden pines. One can
loyal to Ordo and dutiful towards the purpose he has set
also find a multitude of wild things within this domain
before them, namely to defend the Hedge and Eye from
and just like its unique flora, its fauna are extraordinary
the evils of the Dreadlands and northern Heartlands.
entities. From the tiniest of critters to the largest of
During every cycle the citizens spend at least one hour
living things, these astonishing creatures populate the
training in melee and bow, and at the beginning of each
Hedge bringing its back country to life with colonies of
movement there is a Grand Tournament held in the
enormous insects, packs of supernatural beasts, and a
city. At this friendly competition, men and women test
myriad of other animals and vermin.
their metal against each other in mass melees, one-on-
one duels, archery contests, jousting, and other martial

52
The Hedge
also said to have an elaborate dungeon beneath it, which
Lokanan uses to practice his skills and train the unseen,
his network of servants and spies.
Dreamlord: Lokanan, the Shadow King, is a
secretive and enigmatic figure that few understand,
which is exactly how he prefers it. After the Age of Strife,
he settled in the Hedge, where he cultivated an intricate
web of informants and spies throughout Nevermore.
His network keeps him informed of the plots and plans
of the other dreamlords, and he often has a hand in the
failure or success of them.
Inhabitants: The denizens of this realm are as
secretive as their dreamlord and as enigmatic as their
surroundings. A number of natives make a lucrative
business as guides through Lokanan’s Labyrinth,
leading those who pay the right price safely through
the maze to the village of Shade. Once there, one can
find almost anything one is looking for within its stores
and markets. There are merchants who deal in life and
death, others who traffic in wonders and wares, and
some who negotiate the exchange of knowledge and the
selling of secrets. From idle gossip to full-blown spying,
the inhabitants of Shadow’s Keep are well versed in the
arts of acquisition, enterprise, and intrigue. Lokanan
fosters the industrious spirits of his citizens throughout
the year with constant contests of skill and wit, which
pursuits. At the end of the triad long tourney, Ordo lead up to the infamous Festival of Losing and Finding.
crowns the current champions and holds a feast in their This “holiday” takes place during Cadence and on
honor within the Hedge Hall. its first cycle, the citizens of the Shadow Keep steal from
Aura: Ordan is warded against nightmares. In each other and any unfortunate visitors who happen to
addition, those who commit or aid another in the be here. The following cycle, all of the items stolen the
commission of a crime are teleported, as per the Apport previous cycle are tagged with the name of the thief and
power (though with no weight limit), into one of the hidden somewhere in Lokanan’s Labyrinth. Those stolen
holding cells within the Circles of Penance in the realm from receive the name of the thief at the beginning of
of Veratis located in the Eye. These cells are organized the cycle who, once located, must answer seven yes or
according to the sin of the offender and are next to no questions about the hiding place of the item. Those
impossible to escape from, as they are warded against who find their stolen items get to keep them, while those
all powers. Those who are sworn to Ordo gain a +1 bonus who do not lose them to the thief. On the final cycle of
to Toughness saves (+2 in the Hedge Tower). Cadence, Lokanan throws a feast for everyone in the
realm and encourages everyone to relate their tales of
Shadow’s Keep successful or unsuccessful thefts and findings. Once
everyone has told their story, Lokanan presents those
This mysterious motte-and-bailey castle is hidden in who failed to find their stolen items with something
the heart of the Hedge Marshes and surrounded by from his private chambers. Sometimes the prize is quite
Lokanan’s Labyrinth, a legendary maze of miring ruins expensive, if their tale was truly remarkable, and other
rife with treacherous traps and bloodthirsty beasts. It is times it is a lump of coal from his fireplace or some
almost impossible to find this realm without the help of other worthless object. It has been nearly a decade since
a native guide, a dowser, or a good deal of trial and error. Lokanan was last successfully stolen from, though it is
The village of Shade rests at the foot of Shadow’s Keep. not uncommon for him to acquire a number of “gifts” for
Most of Shade’s inhabitants live in discreet dwellings himself during the festival.
and ply their trades within secretive stores or well- Aura: At the end of every Cadence, Lokanan may
protected merchant wards. The Shadow’s Keep is the choose to move his realm to a different location within the
most prominent structure in the realm, but barely rises Hedge Marshes and change the layout of the Labyrinth.
higher than a few stories. It has an austere common The Labyrinth and Shadow Keep are warded against
hall, but it is believed that Lokanan’s private chambers Scrying. Those within the Labyrinth suffer a –2 penalty to
contain some of the most sought after and priceless Search and Survival checks, while those in the Shadow’s
artifacts within the dreamlands. The Shadow’s Keep is Keep gain a +5 bonus to Gather Information checks.
53
The Hedge
Hedge Environs
Dreadlands

Ordan Northern Heartlands


Lokanan’s Labyrinth

Shadow’s Hedge Sea


Keep
The Eye

Hedge
Hedge Marshes
Desert
Hedge Mountains
Southern Heartlands

To the Wyrd

Shangri-La wisdom than of learning, of good manners rather than


seriousness. Much of the mortal world’s best literature
The Valley of the Blue Moon reclines under the soaring can be found here, as well as a great deal of abstruse
and ice-covered slopes of the Hedge Mountains and is and curious books from the dreamlands. When guests
indeed a strange and half-incredible sight. A group of are not using the library, the High Lama spends many
colored pavilions cling to the mountainside with none hours there pondering the past, present, and future of
of the grim deliberation of a castle, but rather with the Nevermore and its inhabitants.
chance delicacy of flower petals impaled upon a crag. Dreamlord: Conway, the High Lama, is the
It is both a superb and exquisite realm, its valley floor observant and insightful master of this mountain-
welcomes the eye with greenness, while the lofty and ringed realm. Since assuming the High Lama’s position
sheer unscalable mountains surrounding it shelter after the death of its previous dreamlord, he has proven
it from the winds. This spectacular sight is surveyed to be a gentle and patient man, caring for the riches of
rather than dominated by the Lamasery, home to the the mind and presiding in wisdom and secrecy over
dreamlord Hugh. The Lamasery itself is a gradual the serene splendors of Shangri-La. He has welcomed
revelation of elegance, of modest and impeccable taste, strangers to his realm, and taught them the rule of
of harmony so fragrant that it seems to gratify the eye age and wisdom, while offering them the leisure and
without arresting it. Countless treasures adorn the resources they need to become true masters of their
interior of this monastery, such as exquisite ceramics, disciplines. Since his ascension to the Lamasery,
paintings in tinted inks, lacquers in which the cold and Conway has gathered some of the finest minds in the
lovely detail of the dreamlands is not so much depicted dreamlands to his side. He has also relaxed the wards,
as orchestrated. A world of incomparable refinements which used to keep unsuspecting guests from leaving
lingers tremulously in porcelain and varnish, yielding this land, while protecting its secrets from those who
an instant of emotion before its dissolution into purest would abuse them. It is his firm belief that Shangri-La is
thought. There is no boastfulness, no striving after the last best hope for standing against the terrible storm
effect, no concentrated attack upon the feelings of the he sees gathering upon the northern horizon.
beholders. These delicate perfections seem to have Inhabitants: The prevalent belief of the people
fluttered into existence like petals from a flower and of Shangri-La is in moderation, avoiding excess of all
as one passes through room after room, a certain sense kinds, even including the excess of virtue itself. They
of compassion is often affected at the thought of the are typically good-humored and mildly inquisitive,
mountains piled immensity over against such fragile courteous and carefree, busy at innumerable jobs, but not
charms. One of the Lamasery’s famous features is its in any apparent hurry over them. They are encouraged
Library of Enlightenment. This lofty and spacious room by the order of the even hand to undertake all actions in
contains a multitude of books so retiringly housed in a measured and methodical manner. This dispassionate
bays and alcoves that the whole atmosphere is more of lifestyle creates a considerable degree of contentment

54
The Hedge
among its inhabitants with neither happiness nor of Destiny, which pierced the heart of Menhalig, is found
heartache holding sway over their detached hearts. The within the desert city of Gorias and has become a symbol
order of the even hand rules with moderate strictness, of triumph for the Church of the Hallowed. This city is
and in return the villagers are satisfied with moderate the home of the Order of Preachers and the Path of the
obedience, as such the people are moderately sober, Four Pillars, a series of trials which test and purge the
moderately chaste, and moderately honest. metal of mortals and fey before they are received into
Aura: Once within sight of Shangri-La, any one of the Church’s holy orders.
creature that makes a Will save (Difficulty 16) ages at Dreamlord: Pellas, the Fisher King, is a revered
one-fifth the normal rate. As long as they remain within ruler and merciful Elder. He is the Head of the Church
this realm they continue to age at this reduced rate, but of the Hallowed and though the responsibilities of this
if they leave for more than a phrase, they begin to age sacred office are many, he bears them without complaint.
one year per cycle until they reach their actual age or die Morpheus, the Hallowed Apostle, is a trusted advisor to
of old age. Anyone within Shangri-La who takes 1, 5, 10, the Fisher King, the overseer of the Order of Preachers,
or 20 on a check gains a +5 bonus to their result. Finally, and the caretaker of the Path of the Four Pillars. He was
anyone who leaves Shangri-La without the High Lama’s the lone survivor of the children Nyxis and though he
permission is affected by a Mind Shaping effect that initially sought to destroy the Hallowed, he was converted
erases their memories of Shangri-La. They retain any by a vision of Menhalig and has been on fire with the faith
knowledge or skills they learned while within the realm, ever since. He is an unparalleled preacher and polarizing
but their memory of how they got them is gone. Those force with as many friends as he has enemies.
who leave Shangri-La can regain there memories if Inhabitants: Tir Tairngire, also known as the
they ever return to the realm or have the Mind Shaping Lands of Promise by the Hallowed, is the home of many
power (Difficulty 36) used on them. In addition, during of Menhalig’s followers. The mortals and fey who live
the last turning of Cadence those who have left Shangri- in this realm are hopeful adherents with a deep-seeded
La can make a Will save (Difficulty 24) to regain their conviction that they will be able to change the Dreadlands
lost memories. for the better. This is not to say they are perfect, for they
are not, but they try to live good lives in spite of the
Tir Tairngire temptations around them. Some who visit these sacred
cities wonder if the Hallowed are a bit too optimistic about
This realm is made up of four cities that seek to heal their outlook, others quietly conclude they are delusional,
the world of Nevermore of its grievous wounds and but there are a many who find their fervor refreshing.
stand against the accursed creatures which stalk the Aura: Tir Tairngire is warded against those who are
dreamlands. Though their former rulers were slain not one of the Hallowed and is under the constant effects
during the Age of Strife, these cities were reclaimed of the Heart Shaping (hope) power. Those who wish to
by the Hallowed and made into sanctuaries for those enter the realm must be one of the Hallowed, escorted
who believe the dreamlands can be cleansed of their by one of the Hallowed, or seek special permission from
corruption. The four cities are scattered throughout the Church. This realm also ignores the Hedge’s domain
the Hedge. Falias surveys the summits of the Hedge aura, essentially acting as if it existed in the Wyrd.
Mountains, Findias hovers in the heavens above the
Hedge Marshes, Murias wanders the waters of the
Hedge Sea, and Gorias shifts in the sands of the Hedge Organizations
Desert. Each of these cities holds an artifact from the Age The Hedge is a crossroads for almost all of the
of Strife, which has been transformed by its association organizations found within the dreamlands. Only
with Menhalig’s life. The Stone of Truth from which by traveling its precarious pathways can one cross
Menhalig taught during his ministry, resides within the between the various domains. As such, it has become
secluded mountaintop city of Falias and has been made the central battleground in a subtle struggle for the
into the central altar of the Great Basilica. It is from this souls of Nevermore’s inhabitants. Forces of darkness
city that the Church of the Hallowed is governed by the and light often clash within the wilderness of the Hedge,
wisdom of the Order of Elders lead by the dreamlord the former seeking to insinuate itself into other domains
Pellas. The Sword of Light, which was mended by and the latter to protect them from being overrun by
Menhalig, is sheathed in the Fortress of Light upon evil. The Church of the Hallowed and the hedge wardens
the cloud city of Findias. It has become the symbol the are the most active agents of good in the Hedge and
Order of Celestials, the guardians of the Church, and stand a constant vigil against the vile creatures seeking
each of them wears a magical replica of it at his side. The to slip past their strongholds. On the other hand, the
Undry Cauldron, which Menhalig used to fed and heal silent watch extends its eyes and ears throughout the
his followers, reposes on the isolated island of Murias dreamlands delving into the secrets and schemes of all
under the auspices of the Order of Servants. The Spear who are of interest to Lokanan.

55
The Hedge
Church of the Hallowed Hedge Wardens
The Church of the Hallowed is a growing religious Hedge wardens are sworn to protect the southern
movement founded after the death of Menhalig. It dreamlands from incursion by nightmares, diaboli,
worships Faehalig, Menhalig, and Braehalig, the three Unseelie fey, and other malicious monsters. They are
persons of the Triune God. The Hallowed are constantly renowned for their martial training and fearlessness
concerned with cultivating the four pillars of their in the face of frightful odds. The hedge warden’s code
faith, namely: humility, prayerful morality, charity, requires that he respect legitimate authority, act with
and communal worship. Though all of the Hallowed honor (no lying, cheating, using poison, and so forth),
are called to live out these virtues in their daily lives, help those in need, and punish those who harm or
each of these pillars are embodied by one of the four threaten innocents. Any agents of chaos or evil within
holy orders of the Church. The virtue of humility is the the Hedge or southern dreamlands are arrested and
calling of the Order of Elders, who have been given the stand trial for their crimes. Those who resist capture
gift of governance over the Church. Elders are drawn are either driven from the Hedge or destroyed. A hedge
from the ranks of the other holy orders and are sworn warden is easily identifiable by their heraldic device:
to teach, sanctify, and govern. The virtue of prayerful two black mountains with a curtain wall between them.
morality is the vocation of the Order of Celestials, who The hedge wardens often wear armor, shields, or cloaks,
become incarnations of the Triune Lord through their which bear the symbol of their order.
lives of constant petition and purity of action. The Order Hedge wardens are servants of the dreamlord Ordo
of Servants is chosen to uphold the ideal of charity and and are under his direct command. As High Warden,
spend their lives in service to others. Lastly, the mission Ordo leads the hedge wardens from the fortress city
of the Order of Preachers is to teach the truth and foster of Ordan. Each year at Cadence, he appoints four
a sense of community amongst the faithful. All of the Hedge Captains to patrol one of the following: the
members of the Holy Orders swear oaths of chastity, Hedge Marshes, Mountains, Desert, or Sea. The Hedge
poverty, and obedience, though to different degrees, Captains each take about an eighth of the hedge wardens
while the lay faithful simply live their lives according to to patrol their posts, while the remaining hedge wardens
the precepts of the faith. The holy orders are specifically act as guards for the city of Ordan, reserve units,
reserved for the men of the Church out of respect for training forces, or commandos assigned to deal with
Menhalig’s chosen incarnation, however, women are particularly dangerous adversaries. Hedge wardens are
allowed to walk the Path of the Four Pillars and some of normally found in the Hedge, but it is not uncommon
them are granted supernatural gifts by their experiences to find hedge wardens wandering the other domains in
there. These women are known as “Hallowed Brides” order to hunt down the servants of darkness or to better
and highly respected by the Church and its faithful who understand their enemies. The hedge wardens’ code
often turn to them for spiritual direction. requires them to obey their superiors unless their orders
The Church is lead by Pellas, the Fisher King, and it would be dishonorable or harm innocents through
is a lifelong position. It is a name and title given to every action or inaction. Most members are mortals, though
leader of the Church since its inception and reminds him there is a growing number of Glaseelie and Seelie fey
of his own humble beginnings and those of the Church who have joined the ranks of the hedge wardens.
itself. He has the last word in any debate over doctrine,
but only after careful consideration of the collective The Order of the Even Hand
wisdom of the other Elders. The other orders are
administered by their own members, but are sworn to The order of the even hand is an ingenious, if eclectic,
obedience to the decisions of the Order of Elders. Elders organization dedicated to delving into the truths of
are rarely seen away from their assigned offices and science and the mysteries of the supernatural and
communities, while celestials, servants, and preachers discerning how to apply their answers to living within
can either be attached to a particular church or be Nevermore. Its members are some of the sharpest minds
granted a dispensation to become missionaries. These in the dreamlands, but their pursuit of knowledge is
assignments are usually reconsidered on a yearly basis tempered by their impassive spirits. Though in the past
according to the gifts and talents of each individual, the the order has rarely shared its answers with the outside
discernment of the order, and the needs of the Church. world, the leadership of the new High Lama has opened
the shutters of its lighthouse of collective wisdom, even

56
The Hedge

if only a crack. Only a select few are invited to become Shadow’s Keep are hidden safely away from the world.
a member of the even hand, but there are no known They are infamous for their uncanny abilities to infiltrate
restrictions as to who might be asked to walk the way almost any location and blend into their surroundings.
of moderation. Mortals and fey of all types have become They have a knack for uncovering the impossible and
members of the even hand and the Lamasery is one of acquiring the unobtainable. Some unseen prefer to live
the few places in the dreamlands where mortals walk quiet lives of anonymity, watching the world and writing
the same halls as diaboli and Unseelie fey without fear occasional reports to their superiors, while others
of attack. prefer a more hands on approach to the acquisition of
The order of the even hand is overseen by the High information and goods. Each member of the unseen is
Lama and although the members of the order of the given a great deal of leeway in exactly how they go about
even hand are not bound by any oath to do his will, their duties. However, even with this loose organization
they so take his suggestions to heart. There is no set it has become clear that the unseen’s fingers are in most
hierarchy within the walls of the Lamasery, however, every important happening within the dreamlands since
those who exemplify the tenants of the order are usually the end of the Age of Strife.
given deference by those who recognize their authority. The unseen are based out of the confusing confines
The younger members of the order can often be found of Lokanan’s Labyrinth and led by Lokanan. Most
outside the realm of Shangri-la either searching for new members of the unseen are independent of the others,
recruits or gaining experience in the ways of the world. though some agents group together into what are called
“unseen cells.” These unseen cells consist of small cadres
The Unseen of unseen and are led by a chief agent who oversees their
operations in regard to a particular person, place, or
The unseen are members of a secret organization sworn mission. Mortals and Glaseelie fey make up the majority
to serve the dreamlord Lokanan. They gather information of the members of the unseen, though Seelie and
about influential organizations and individuals within Unseelie fey have been granted entrance into the unseen
the dreamlands, while ensuring that the secrets of the by Lokanan.

57
The Hedge

Adventuring In the Hedge


The Hedge is a melting pot of plots, characters, and where champions from throughout the dreamlands
settings from almost any story imaginable. As the land can compete in games of martial prowess and athletic
that lies between, this domain offers Narrators a wide skill. Ordo and other dreamlords are still hopeful this
range of possibilities for their campaigns and adventures ambitious event will become a reality, but first the hedge
and lends itself to grittier campaigns (due to its domain wardens must hunt down whoever or whatever is killing
aura). The Hedge should have a frontier feel to it due Ordan’s champions.
to its precarious place in the dreamlands and should • The Church of the Hallowed has recently
be considered a no man’s land between the evils of the decided to create a series of sanctuaries throughout
north and the innocents of the south. Its lands may be the dreamlands to help keep pilgrims safe during their
tentatively held by the agents of good, but this does not travels. Though these sanctuaries have been welcomed
mean they control every corner nor shall it guarantee in other domains, they have been extremely difficult
they hold what they have forever. Nightmares, diaboli, to establish in the Dreadlands and the Northern
Unseelie fey, and other monsters enter these lands for Heartlands. The process of creating these sanctuaries
their own malignant motives and their ends can be takes an entire movement and involves a member of
anything from establishing a foothold for an invasion each of the holy orders. Although the Church has allotted
of the Hedge to the wanderings of accursed creatures a number of guards to protect these sacred expeditions,
that consume anyone unfortunate enough to cross they have also been given them the leeway to hire
their paths. This vast wilderness of this domain may virtuous, or at least seemingly virtuous, adventurers to
be illuminated by the lights of its realms, but there are supplement their ranks where needed. A couple of these
shadows and darkness waiting just beyond their glow. missions have already disappeared, and the Church has
hired trusted heroes to investigate. What has happened
to these lost parties and whether their loss jeopardizes
Adventure Hooks the other sanctuaries are both questions which remain
• During the last Grand Tournament, an assassin unanswered at this time.
attacked Ordo while he was presenting the tourney gift • The hedge lion hunting season is about to begin,
to the victor of the dueling contest. Though injured and and a hunting expedition is seeking out those interested
poisoned by the attack, Ordo was saved from a mortal in hunting down hedge lions and obtaining their hides
blow by the duelist’s decisive intervention. Since the and claws. As previous expeditions have proven, taking
attack, Ordo has recovered and given the woman an down a hedge lion can be very dangerous as they are
honorary place as his personal guard within the Hedge elusive creatures and sometimes travel in packs. In
Hall. It is even rumored that Ordo has fallen in love addition, since hedge lions prefer to prey on nightmares
with his new protector. While many within the city are and diaboli, the hunters often run into these creatures
gladdened by the news of their lord’s first love, some during their expeditions. Ordo only allows a certain
worry such a romance might divert his focus from the number of hedge lions to be taken each year and only
crucial tasks at hand, especially with the diaboli and from particular areas where they have begun to encroach
Unseelie fey pressing the Hedge’s defenses. Others are upon civilization. This is because hedge lions feed upon
much more troubled by the assassination attempt and evil, have the ability to detect even the faintest vice, and
who might be behind it and for what purpose they would have no sense of justice or mercy. The few times hedge
assault a dreamlord at the seat of his power and in the lions have assaulted settlements have been terrible
midst of a cadre of the city’s champions. In addition, demonstrations of their deadly efficiency and how even
some of the current champions have been murdered and the “innocent” are not sinless.
no one has appeared within the Circles of Penance to be • Over the past year, a number of labyrinth
condemned for the crimes. This is disconcerting to the guides have disappeared without a trace. It has been
authorities who want to get to the bottom of this mystery murmured in the taverns that some nefarious force has
and the organizers of the tournament who not only need set up a base of operations within Lokanan’s Labyrinth.
to find new champions, but also it seems need to guard Using the maze of ruins as a hideout, they lure the
those who are left, especially Ordo’s love. Finally, this guides and their employers to their doom. In addition,
recent string of slayings has cast into doubt the idea of agents for an unknown organization have been mapping
having an Open Tournament during the next Cadence the Labyrinth since Cadence searching for ways into

58
The Hedge
Shadow’s Keep. These infiltrations worry the unseen The Church of the Hallowed would like to extract
as a partial, but accurate map was confiscated from the neverite before any nefarious individuals do, but
the body of an agent killed by one of the many traps, neverants are territorial and it would take a great deal
which litter the Labyrinth. All attempts to find and of time and blood to secure the tunnels. Instead, the
infiltrate this secretive group have reached a dead end, Church has asked groups of trusted explorers to delve
either literally or figuratively. It is unknown whether into the dangerous complex and discover where the
these two ongoing problems are related, but the recent neverite is mined and stored. Once these areas are found,
vanishing of an important envoy from another realm the Church will make a quick strike against the colony,
has caused the unseen to hire groups of adventures to secure the neverite, and leave without further disturbing
investigate the Labyrinth for any suspicious activities. the neverants. Of course the knowledge of this colony is
Unfortunately, these groups have thus far returned with not just the Church’s and there will be others looking to
no new information or not returned at all. do the same, but for less noble reasons.
• The Order of the Even Hand has been sending • There have been a growing number of
emissaries throughout the dreamlands looking incidents involving nightmares, diaboli, and Unseelie
for singular individuals who embody the spirit of fey attempting to enter the Hedge. Many of the hedge
contemplative progress. They are searching for those warden’s reserves have been used to supplement the
souls who seek to become masters of their disciplines ranks of the various Hedge Captains. This has caused
through deliberate study rather than the imprudent Ordo to become concerned with the protection of Ordan
pursuit of power. However, sometimes the passions of from attack, and he has begun to hire and summon
students are awakened during their training and they trustworthy adventurers to supplement his forces within
become discouraged with their steady but slow progress. the city. Anyone who wishes to serve as a defender of
One such student recently left Shangri-la with a number Ordan must first prove themselves to be loyal and
of powerful artifacts. It is not known whether he was an capable servants by performing a series of tasks he sets
agent of another dreamlord or just an overly ambitious before them.
student, nor is it known whether he remembers what he • An artifact collector needs an escort to protect
took and how to use it. However, the Order of the Even him as he weaves his way through Lokanan’s Labyrinth.
Hand has sent emissaries into the dreamlands in order He has a detailed map of the maze, but does not
to hire adventurers to find their wayward ward and completely trust the person who sold it to him. He
return what he has stolen from them. hopes to bring enough brains and brawn along with
• The hedge wardens suffered a grievous loss him to make sure even if there is a wrong turn here or
with the death of the Hedge Captain of the Mountains. there, he eventually will make it to Shadow’s Keep and
He died in a recent skirmish upon the border with the his contact. What might the heroes meet along the way?
Northern Heartlands. It seems a band of Unseelie fey was What will they find once they get there? These questions
attempting to enter the Hedge when the Hedge Captain and many more await those who enter the realm of
and one of his squads came upon them. A pitched battle Shadow’s Keep.
ensued and though Mab’s minions were driven back, the • A new vein of neverite was recently discovered
Hedge Captain was killed by the death weave of the war in the Hedge Mountains, but before it could be extracted
band’s leader. This came as a great blow to Ordo, as the the miners were attacked and the mine entrance
Hedge Captain was a close adviser and friend. Among the collapsed. The survivors of the attack have a map to
captured Unseelie fey was a novice night spinner who has the mine’s location, but those who entered the mine’s
begun to talk to his captors. He has revealed that there crisscrossing caverns never come back. Some believe
are hidden realms within the Hedge which are loyal to the a group of diaboli has used the neverite vein to create
Unseelie fey and even the diaboli. Though his interrogators an underground citadel within the mine, others think
are uncertain of whether he speaks the truth or spins lies, a dragon has cleaned out the caves for its new hoard,
the hedge wardens, who are already spread too thin, have and a few claim the mine opened a shaft into a colony
begun to hire heroes to search for these realms. of neverants controlled by some foul beast from below.
• A colossal colony of neverants has been found Whatever is behind the assault, it seems to have made the
outside one of the cities of Tir Tairngire. The presence of mines its new home and is not welcoming any visitors.
such a colony usually means a vein of neverite is nearby.

59
Chapter 6
The Eye
Land of Hope

Amidst the shifting sand of dreams


Where not a thing is what it seems
A tree of truth now steadfast stands.
Its roots delve deep beneath the lands
And drink a draught from changeless streams.
Its boughs branched out like hearty hands
To tender all a place to lie
Beneath the shade of the serene Eye.
–Prince Poesi

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The Eye
Welcome to the Eye, a domain renowned for its Nevermore, is both abundant and easily obtainable.
relative stability and subtle reflections of reality. Of Before the creation of the Eye, neverite was a rare and
all the dreamlands, this is the one which mirrors the prized possession of only a few of the more powerful
mortal world the most. Its features, although not set dreamlords, but within its borders nearly every soul has
in stone, are perhaps better described as being set in a neverite pouch at his side and as such its inhabitants
dense, but ductile clay and so with the right admixture are prosperous. Envious eyes are constantly turned
of imagination and ability, even it can be molded to towards this domain by greedy mortals and fey alike and
one’s will over time. Still, this region resists the restless this concerns the dreamlords who rule here. Though the
nature of the dreamlands and offers those who seek it streets of their realms are restful for now, they sense the
out a sanctuary from the wild and dangerous domains first dark clouds of a gathering storm on the horizon and
which surround it. It is also one of the few places in are quietly preparing for darker time ahead.
the world where neverite, the only stable element in

History of Nevermore: Part V


After Menhalig’s death, a great chasm opened in the he lay. Then go quickly and tell his disciples, ‘He has
earth swallowing up Lilith’s legion and sending them been raised from the dead, and he is going before you to
back to their infernal lands. The skies darkened over Falias; there you will see him.’ Behold, I have told you.”
the dreamlands and every creature within the world was
frozen in place at the sight of Menhalig hanging upon
his broken standard of peace. For three cycles all the Menhalig’s Last Words
inhabitants of Nevermore saw the sight of Menhalig’s Then they went away quickly from the broken standard,
death be it with their own eyes or with their mind’s fearful yet overjoyed, and ran to announce this to his
eye. This vision flooded those who hated Menhalig with disciples. And behold, Menhalig met them on their way
fear and engulfed the hearts of those who loved him and greeted them. They approached, embraced his feet,
in hope. The prideful were drained of their power and and did him homage. Then Menhalig said to them, “Do
the powerless experienced an outpouring of gifts. The not be afraid. Go tell my brothers to go to Falias, and
sacrifice softened the souls of mortals and fey and those there they will see me.” The disciples went to Falias,
who accepted his message of mercy were cleansed of to the mountain to which Menhalig had ordered them.
their sins and the stains of discord. When they saw him, they worshiped, but they doubted.
Then Menhalig approached and said to them, “All
The Tears of Mergia power in heaven and on earth has been given to me. Go,
therefore, and make disciples of all nations, baptizing
Mergia wept for her son and her sobs echoed throughout them in the name of the Triune God, teaching them to
Nevermore washing all the dreamlands. Its torrents observe all that I have commanded you. And behold, I
swept the cruel children of Mahr and their nightmarish am with you always until the end of the age.”
minions deep into the Dreadlands and the unrepentant When he had said this, as they were looking on, he
Unseelie back to the northern Heartlands. The Hedge was lifted up, and a cloud took him from their sight.
Mountains rose from the earth like stone briars dividing While they were looking intently at the sky as he
these domains from the rest of the dreamlands. The was going, suddenly two men dressed in white garments
plateau of the Eye opened like a flower in the midst of stood beside them. They said, “Men of Falias, why are
the Hedge offering all a place of peace and prosperity to you standing there looking at the sky? This Menhalig who
a wary world. has been taken up from you into heaven will return in the
same way as you have seen him going into heaven.”

The Resurrection
As the third cycle was bursting, there was a great
Age of Serenity
earthquake and an angel of the Faehalig descended from After Menhalig’s ascension, Mergia and her sister
heaven like lightning and snow, approached the broken Justina sought the solitude and tranquility of the Eye,
standard, and covered it with clouds. The clouds then while their brother Ordo and other disciples of Menhalig
departed from the mount revealing an empty standard. stayed behind in the Hedge to keep vigil against the evils
The angel sat upon the standard and said to those of the northern dreamlands. Many miracles sprung from
present, “Do not be afraid! I know that you are seeking the earth and skies in the wake of Menhalig’s sacrifice.
Menhalig the crucified. He is not here, for he has been Watered by Mergia’s tears and tended to by the hands
raised just as he said. Come and see the place where of Menhalig’s disciples, these wonders restored much of

61
The Eye
the dreamland and its inhabitants to their former glory. diaboli beyond the confines of the northern dreamlands.
A harvest of life more beautiful and bountiful than ever The Unseelie fey are also seen worming their way into
before was cultivated by the Church of the Hallowed and the mortal lands to corrupt them from within and cause
the dreamlords who followed its tenants. Dreamborn chaos among their sworn enemies.
mortals thrived alongside Seelie and Glaseelie fey It is feared that the fragile peace forged by faith,
working together to rebuild the world in light of the hope, and love will once again be beset by the terrible
four pillars of their faith: humility, prayerful morality, arms of pride, envy, and wrath. What this time of trial
charity, and communal worship. and tribulation will bring to the dreamlands, no one
knows for certain, except perhaps that there will be
another shift in the ever-changing lands of Nevermore.
Growing Concerns Will it be for good or ill? Only time and the hearts of
While the advent of the Age of Serenity and its wonderful dreamers will tell.
fruits are welcomed by most, they are despised by others,
especially the children of Mahr and Queen Mab. For Postscript
years without counting, these malevolent figures and
other forces of evil have persistently probed the defenses It is this scribe who testifies to these things and has
of the rest of the dreamlands for weaknesses to exploit. written them, and we know that this testimony is true.
Though most of their schemes have been subtle, many There are also many other things that have happened
mortals and fey are anxious that these fearsome foes have in the dreamlands, but if these were to be described
recovered much of their lost strength over these long years individually, I do not think the whole world would
of relative quiet. As evidence of their worries, they point contain the books that would be written.
to the increasingly common sightings of nightmares and –Anon, the Head Scribe of the Great Library of Veratis.

The Eye
The Eye lies at the center of the dreamlands, an island of soon joined by other dreamlords who founded their own
stability within the ocean of uncertainty that surrounds realms within the refuge of the Eye. Over time the Eye
it. It is a prosperous and peaceful domain with a has grown larger and larger as new realms are added to
thriving economy. Merchants and tradesmen from it, but some wonder whether this region grows because
around the world sell their goods and ply their trades Nevermore’s inhabitants are becoming complacent in
in this mercantile haven. Travelers from throughout the their lives or if mortals are becoming less imaginative
dreamlands often retreat to this domain for a respite and more mundane thus causing the world to follow suit.
from the unpredictable lands they normally live in. No matter the reason, there are those within Nevermore
Many mortals and a few fey make their permanent who are worried that if it continues upon its current
residence within the comfortable confines of the Eye. Of course, the Eye will one day dominate the dreamlands,
all the dreamlands the Eye is also the most sophisticated and the surreal lands that once covered the countryside
and scientifically advanced of all the domains. If mortals will be pushed to its periphery.
have imagined it, then it probably had its seeds planted
in the Eye. The Eye is also the only region in the world
which can be plotted on a map with any accuracy. Its Inhabitants
lands have changed over time, but at a glacial pace The Eye has become the most populous domain within
compared to the rest of Nevermore, making travel the dreamlands among mortals. Its constant climate of
relatively straightforward. peace and prosperity has led many to take up residence
within its realms in hopes of attaining their own dreams.
History Unlike many of the other realms in the dreamlands,
those of the Eye are often sprawling cities with buildings
Many mortals and fey followed Mergia and her sister stretching far into the skies or deep below the ground. As
Justina to the Eye after Menhalig’s ascension and these the population of this region continues to grow, there is
two sisters became the first two dreamlords of this an increasing concern that these realms once renowned
domain. Mergia founded the Golden City in honor of for their promise will one day be ruined by their
her son’s sacrifice and placing the remains of his broken openness to others. Still most of the dreamlords within
standard at the center of her realm, while Justina the Eye welcome all who seek shelter from the wilds of
constructed the city of Veratis to record the truths the dreamlands, and it will take something much more
revealed by Menhalig and record an accurate history of drastic then a little overcrowding to convince them to
the events before, during, and after his life. They were change their minds on this matter.

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The Eye
Although the inhabitants of the Eye are Golden City
predominately mortal, there are some types of fey, such
as light and dark elves, who have made this domain their The Golden City has a striking resemblance to the city of
homeland. The dark elves are primarily found living and Elysium, the birthplace of Mergia and her siblings, which
working within the Mount, while the light elves live in fell beneath the onslaught of Lilith’s legion during the
Elfhame, which encircles the Mount’s summit. Of course Age of Strife. This realm is a magnificent and welcoming
there are many other types of fey who reside within the metropolis sprawled out upon the peaceful plateau of
Eye because of their fascination with all things mortal. the Eye. Its resplendent spires overlook the bustling
Indeed this fascination has led to quite a few half-fey streets below where the city’s famous markets engage in
being born since the beginning of the Age of Serenity. a steady stream of bartering and bargaining. Like blood
Though half-fey are often born within the Eye, they rarely through veins, neverite flows through this city and it is
stay for long, preferring to discover the dreamlands for for this reason that this realm has become known as the
themselves rather than through books or the words of Golden City. Its true name is only known to Mergia, and
others. Still a few of them do return from time to time she has never shared it with her followers, though each
and once they do they usually remain settled. of them has a guess. Whenever the subject is brought up
she has simply replied, “The Triune God knows and that
is enough.”
Geography The Golden City is a center of commerce within
Most of the Eye is covered in a lush plateau of fertile the dreamlands where fair deals are made and crime is
green fields sprinkled with peaceful manors whose almost nonexistent. This is because the city is protected
residents spend their cycles cultivating neverite blooms. from acts of evil by one of the founding rules of the
However, the realms within this domain are often grand realm. Other rules provide even greater stability to the
and gargantuan cities filled to the brim with hubbub of Golden City than even the Eye normally affords, and
urban life. The only natural features within this domain as such its buildings and streets remain almost entirely
are the elven realms of the Mount and Elfhame and the unaltered by the turning of the cycles.
mysterious isle of the Eye. The Mount is renowned for its
neverite mines and its craftsmen’s unparalleled ability to
create items of almost any type, while Elfhame is famous
for its wonders and inventions. Of the isle of the Eye,
little is known, except that it existed even before Mergia
and her sister arrived in this domain. Those who have
ventured onto its shores rarely return and those who do
seem unable to remember what befell them there. There
are some who believe the isle of the Eye holds a portal
to the mortal world, while others wonder if it is the seat
of the Triune God. Still others believe it is just another
realm created by an unnamed dreamlord who arrived in
the Eye first and claimed a portion of it as their own and
has yet to reveal the reason for it.
The flora and fauna of the Eye is strangely
reminiscent of the mortal world, especially its
dreamspawn progeny. In addition, the dreamspawn of
this domain rarely change much with the turning of the
cycle, which means a forest lane through the countryside
will remain just that and the animals living along it will
probably be there for more than just as single cycle.
The most notable plants found within the Eye are the
neverite blooms, Mergia’s eyes, and the hope holly trees.
Of these the most important are the neverite blooms,
which produce the lion’s share of neverite in Nevermore
and are notoriously difficult to find in the wilds of the
dreamlands, but plentiful upon the plateau of the Eye.

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The Eye
Eye Environs

Hedge Mountains

Veratis Golden City

The Mount

The seven Spires of Hope are perhaps the Golden are also quite approachable and more than willing to
City’s most prominent feature, and tower over the collaborate with just causes and good ends.
city providing it with light during Nevermore’s darker On the first triad of each movement, the populace
hours. The golden spires rise from the outskirts of the of the Golden City celebrates a holiday known as
expansive Golden Palace, which dominates the center of the Festival of Tears. During the first cycle of this
the city with a shaft of light from each spire bathing the celebration, the Spires of Hope are shuttered and the city
Golden Throne in brilliant radiance. The Hall of Hope is plunged into dusk and darkness as a representation of
stands next to the palace and is the motherhouse of the the despair and dread the Age of Strife brought to the
Hopebearers and meeting place of the Council of Hope. world. To symbolize the sacrifice and tears which ended
Dreamlord: Mergia, the Golden Eyed, rules over the Age of Strife, in the hour of Gloom Mergia calls forth
the Golden City as a benevolent matriarch. She seeks a gentle rain and the streets and homes are lit with
to heal the wounds caused by the Age of Strife, and lanterns, lamps, and magical displays to provide the city
to this end, she has pursued an alliance with other with illumination. Finally, just after the turning of the
likeminded dreamlords, including Justina, Ordo, Aeden cycle the Spires of Hope are reopened and the Golden
and Oberon. She is an honorable and generous ruler and City bursts into light once again. During the second cycle
spends most of her time amongst her subjects, serving of the festival, Mergia holds a cycle long gala within the
them in any way she can. This dedication to her people Palace of Hope. All the citizenry of the Golden City and
has engendered a deep devotion within her citizens. their guests are welcome to mingle with each other in
Inhabitants: The Golden City is a prosperous and celebration of the coming of the cleansing tears and
peaceful realm where commerce and leisure are pursued the years of relative peace since Mergia’s tears first fell.
with good-natured persistence. The early hours of each The cycle is full of feasting, dancing, and merriment,
cycle are dedicated to trade, while the latter hours and culminates in a speech presented by Mergia upon
are often spent in recreation with family and friends. her hopes for the inhabitants of the Golden City for
Hospitality is an important virtue to the citizens of the the coming movement. The third cycle of the festival
Golden City, and those who visit the realm will find more is a time of rest, reflection, and recuperation for the
open doors than closed. The city’s prominent leaders citizens of the Golden City. It marks a period of private

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The Eye
time for a usually very public people. Upon this cycle, wondrous weapons, also lies within the Summit Keep,
those who walk the streets find them strangely empty. but has lay dormant as a silent reminder of his sins since
An eerie silence hangs in the air, but when the second the end of the Age of Strife.
triad of the sequence begins the city springs back to life, Dreamlord: Aeden, the Stone Sovereign, presides
reinvigorated from its time of reflection and renewed in over the Mount with a practical and principled wisdom.
its hopes for the future. He was once known as Weyland the Smith during the
Aura: The Golden City is warded against nightmares. Age of Strife and forged many weapons for the children
In addition, those within the city come under the effects of Mahr and Queen Mab. After the death of Menhalig
of Heart Shaping (friendship) power and a Suggestion he renounced the forge, became a disciple of the Church
to do no harm (or through inaction allow harm to come of the Hallowed, and took the name Aeden. He created
to others). Those who commit a crime or aid another in the Mount as a mighty and impregnable fortress where
the commission of one are teleported, as per the Apport mortals and fey might find respite from the torments of
power (though with no weight limit), into one of the nightmares and the schemes of the Unseelie and spends
holding cells within the Circles of Penance in the realm his days fortifying it against the day when those forces
of Veratis. Those who enter the Golden Palace gain a +2 might strike against the dreamlands again.
bonus to all social interaction skills. Inhabitants: The dark elves who dwell within the
Mount are first and foremost pragmatists and constantly
The Mount concerned with daily affairs, work, and finances. They
have a nose for business as well and many of them make
This massive mountain rises above the rest of the Eye and a lucrative living through their various trades. Due to
can be seen from just about anywhere within the region. their pragmatic nature they prefer to deal with those
Though on the outside it looks like most any mountain, whom they know best, in other words, other dark elves.
it is indeed a colossal city carefully carved into the cliffs, They rarely look beyond their own race for friends, but
crags, and caverns of this cloud-covered realm. Many of those mortals or other fey who gain their trust secure a
the wares created in the Mount are sold within the Golden life long and deeply committed companion.
City, though those who can gain entrance into the Mount The dark elves are renowned for their ability to craft
through its Adamantine Gates can find some of the finest earth and metal with their methodical minds and zealous
dreamwrought metal and stone items in the dreamlands work ethic, which drives them to spend most of every
within the Tradesmen’s Court. The Twin Crags stand cycle working in their forges, workshops, studios, mints
sentinel above the Tradesmen’s Court marking the true and mines. The residents of this realm typically interact
entryway into the Mount. The High City rises over this with outsiders within the Tradesmen’s Court, as access to
gateway and houses the merchants, craftsman, and the Mount itself is restricted to only the most trusted of
major clans who make their home in the Mount. Beneath friends. Those who wish to pass through the Twin Crags
the High City resides the Under City where the miners, must have either the proper diplomatic papers or prove
minters, and minor clans make their dwelling. This is their metal to the order of the Mount, the realm’s security
where the Mount’s famous neverite mines sink into the force, before they will be let in. Though this isolation is
deep dark depths of the dreamlands. It is also the home draconian in nature, it has proven effective in keeping
of the Bank of the Mount, which is one of only a few unwanted elements from infiltrating the Mount.
financial institutions in the dreamlands. The bank is run After founding the Mount, Aeden and his followers
by the order of the Mount and has branches throughout discovered a treasure trove of neverite within the heart
the dreamlands which serve as storehouses for not only of the mountain and began to mint the neverite into
neverite, but all manner of valuable objects. Each bank, easily useable disks. This infusion of neverite allowed the
except those in the Hedge, also includes a portal to the Mount to become a principal producer of dreamwrought
Under City and its vast vaults. These chambers hold items and cemented its commercial importance to the
the neverite and items, which have been marked by rest of Nevermore. In many ways, this prosperity has
their owners for long term storage. It is said that these caused a dichotomy between those within the High City
treasuries are near impervious to theft, though others and Under City. Aeden has tried to address the growing
point out that anything is possible in the dreamlands tension between the two cities with a recent decree,
given enough time. which demands that all citizens volunteer his services
Crowning this realm is the Summit Keep, perched for at least one movement a year within the other city
upon the peak of the Mount. It is the fortress home of to promote goodwill through working and learning from
Aeden and serves as a meeting place between the light each other. Some have welcomed the change and have
and dark elves. It is here that Aeden spends his days embraced the experience, while a number of inhabitants
ruling over the Mount and sculpting statues and other within both cities have growing concerns with the idea.
objects out of the granite that surrounds him. It is said No one has yet defied the order for fear of invoking
that his famous forge, wherein he crafted so many Aeden’s wrath, but many have delayed their obligatory
services or even find ways around it.
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There are no true holidays among the inhabitants undergo a series of ever-changing tests from ridiculously
of the Mount. However, during the last hour of each round-about riddles to cryptographs and other mind-
cycle they gather together in their gigantic common bending situations. Once inside the University of
halls to feast, drink, sing, and generally clamor about. Illumination, an array of inventions, wonderments
Sometimes they engage in mock, though still bloody, and other oddities open up before students and visitors
melees or hold impromptu competitions of strength, alike. Some have described the scenes within as a
endurance, or skill. Almost anything can and has brilliant alchemist’s lab gone mad. There is not a subject
happened during these feasts and those privileged, or which has not been explored in this school’s hallways
unfortunate, enough to witness them never leave the or an item that has been imagined which has not been
hall without a story or two to tell. invented. The Hall of the Light, where the dreamlord
Aura: The Mount is warded against nightmares Dain dwells, rises above the university, its rays of light
and Unseelie fey and grants a +3 bonus to Craft checks constantly bathing the realm’s billowing clouds in a
(+5 in the High City). rainbow of colors. This place is rarely opened to anyone
other then Dain’s assistants and trusted advisors, but it
Elfhame is believed to hold a wondrous workshop, lavish library,
and awe-inspiring observatory.
This celestial realm of silver-lined clouds hovers around Dreamlord: Dain, the Lightning Lord, is an
the summit of the Mount and is the home of the light innovative and resourceful ruler of Elfhame and a
elves. Its buildings are made of a malleable mist, which former advisor to King Oberon. However, after the
is solid enough to keep the inhabitants of this realm Age of Strife he chose to dwell with the mortals within
from falling through, but supple enough to shape into the Eye instead of returning to Lumendhel. The exact
whatever is needed by the light elves at the time. Whereas reasons for this decision are only known to him, but
the Mount beneath it is renowned for its craftsmanship many believe he and his followers received a vision of
of metal and stone and mercantile endeavors, the land of the future in the aftermath of Menhalig’s sacrifice and
Elfhame is esteemed for its aesthetics and inventiveness. Mergia’s Tears, which has drawn them to the Eye in
All manner of amazing, but bizarre objects have been order to protect it. Others believe Dain wanted to create
created in its outdoor academies, which adorn the cloud a reminder of the Heartlands within the Eye, so that the
cobbled streets of Elfhame. mortals there would never forget the dreamlands origins
The most illustrious of these academies is known as or its promise.
the University of Illumination. Only the most ingenious Inhabitants: Light elves are inquisitive explorers
mortals or fey are allowed to enter and to do so they must of the dreamlands and noted for their ability to invent

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The Eye
both the breathtaking and bizarre. They have a constant which might be out of its direct scrutiny, there is an
glint in their eye and are transparent in their love of the inescapable sense that it still sees everything that occurs
innovative and odd. However, they can be inquisitive to within its confines. The Tower of the Eye also holds the
a fault and are talented tricksters who delight in complex Great Library of Veratis, which is believed to hold every
pranks and puns. They also enjoy an innate ability to book ever written or imagined.
interpret the world around them and have flourished While Justina watches over her realm from the
under the auspices of Dain. Tower of the Eye, the Council of Magistrates works
Light elves are theorists and inventors and tirelessly within the Forum to council their dreamlord,
concentrate their entire being upon obtaining both direct the Magi of the Eye, manage the city, and
knowledge and proficiency in the more eccentric and adjudicate the Circles of Penance. During its daily
extraordinary areas of study. They are persistent in their sessions, one can watch the inner workings of the
pursuit of understanding and rarely leave a question Council of Magistrates from tribunals that decide the
unexplored without good cause. They are also quick fate of accused criminals to debates about how best to
acquaintances and fast friends with those whom they face the growing concern that the children of Mahr and
take a liking to and terribly troublesome foes to those Queen Mab have reconstituted their strength and are
whom they do not trust. They are on generally good preparing for another assault against the dreamlands.
terms with both mortals and fey. Deep beneath the Forum lies the Circles of Penance
Every year during Cadence, the University of where those found guilty of crimes by a tribunal are
Illumination holds a Challenge of Wits within its imprisoned until they are determined to have shown
bewildering halls. This challenge provides participants sufficient repentance as warrants their release. The
with a plethora of complex puzzles, roundabout riddles, more vile the crime, the deeper the criminal is placed
and enigmatic encounters to overcome. Each year dozens and the more tormenting his punishment. Few who
of “teams” compete from around the dreamlands, some have left the penitentiary speak of their punishment,
are sponsored by dreamlords, others by private interests, but those who do tell tales of suffering through the eyes
and a few formed by groups of heroes who want to prove of the ones they wronged. Few ever return to their evil
their worth. Each cycle of Cadence the team faces a new ways once they leave the Circles of Penance and those
series of challenges, which they must complete within that do are almost always hunted down by the Magi of
the time limit. Dain and a group of his advisors are in the Eye and never heard from again.
charge of enforcing the challenge’s rules and judging the Dreamlord: Justina, the Even Hand, is a fair and
teams. Cheating is highly discouraged and those who do prudent ruler, and unceasingly vigilant against the evils
so are automatically disqualified. The winners of each that prowl Nevermore. For the past century, she has
day are given access to the University of Illumination for fought against the foes of the Eye with every fiber of her
one year, while the overall winners receive the same and being. She founded the city of Veratis and the Magi of the
can request, within an albeit stretched reason, that the Eye to aid her in this pursuit, and since then, they have
dreamlord create a unique invention for each of them. become beacons of justice in Nevermore and symbols of
Aura: Elfhame is warded against nightmares and the common man’s struggle against the corrupt.
Unseelie fey and grants a +3 bonus to Knowledge and Inhabitants: Many in the Eye say those seeking
Craft checks (+5 in the University of Illumination) when happiness go to the Golden City, but those seeking the
studying or creating a complex or advanced items. This truth journey to Veratis. Although this statement is an
realm also ignores the Eye’s domain aura, essentially oversimplification, it rings true to most who have visited
acting as if it existed in the Heartlands. these realms. In fact, the pursuit of justice and truth is
a focal point of the authorities of Veratis and its citizens
Veratis have adapted their work toward this purpose. There are
a number of private investigation firms which make
Veratis is a place of discernment and wisdom, judgment their residence within the white walls of Veratis selling
and justice, and its magistrates and citizens are solemn their services to those who need a mystery solved or an
and evenhanded in all their dealings with outsiders. individual watched. Other common occupations are city
Although Veratis’ streets and buildings are carved or caravan guards, librarians for the Great Library, pages
out of marble, they are austere and unadorned when for the forum, and wardens for the Circles of Penance.
compared to Mergia’s realm. The city itself is designed Though there are no official holidays within Veratis,
as a series of concentric circles intersected by streets, there is an annual fair just outside the city’s gates, which
which like spokes on a wagon wheel radiate out from the is known as “The Liar’s Affair.” Because the festivities
ever-watchful Tower of the Eye. The tower is the most are outside of the city’s limits all manner of lying can
renowned structure within Veratis and its crystalline be engaged in, though mostly for harmless fun. There
summit reminds both residence and visitors of an are tall tale contests, comedies, and tragedies, and all
unblinking eye. The tower gazes down upon the entire manner of entertainment. During this phrase-long event,
city and although there are buildings and alleyways the city is nearly empty as almost every inhabitant of the
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The Eye
realm participates in this unofficial holiday. The origins The hopebearers were founded by Mergia after she
of the Liar’s Affair are unknown, though some believe it created the Golden City. She is not a hopebearer herself,
was begun my a troupe of actors who could not ply their but the order defers to her judgment on many of its
trade within the city as they could not get their lines out decisions. A High Hopebearer sits over the Council of
right because they of course were all lies. Others believe Hope consisting of all the members within the order. No
a wordsmith of Poesi is responsible, while a few of the member is of higher rank than another, though when
more rigid residence wonder if there is some sinister sent out upon missions a chief hopebearer is named
agent behind it all. and given temporary authority over those under his
Aura: Those within Veratis gain a +3 bonus to command. Those who seek to become hopebearers must
Knowledge checks (+5 in the Tower of the Eye) and have a good heart, be a skillful healer, have a diplomatic
come under the Suggestion to tell the truth. Those who tongue, and receive the mark of the servant after passing
commit a crime or aid another in the commission of one through the Path of the Four Pillars. Many hopebearers
are teleported, as per the Apport power (though with no have suffered at the hands of nightmares, diaboli,
weight limit), into one of the holding cells within the Unseelie fey, or some other evil force within the world
Circles of Penance and come under the effects of a Mind of Nevermore, but chosen to put aside their desire for
Probe. The information gathered from this probe is vengeance and instead focus on healing. Though their
usually used to track down and arrest the criminal (if he number is small, both mortals and fey are found within
was able to resist being teleported) or any accomplices the ranks of the hopebearers.
he might have had.
Magi of the Eye
Organizations The magi of the Eye are heralded as isles of calm in the
often whirlwind world of Nevermore. They seek the truth
The organizations that dominate the Eye are almost
wherever they walk and bring to justice those who harm
exclusively benevolent in nature. The most openly active
the innocent. They are esteemed magistrates, who have
organizations within this domain are the hopebearers
a reputation of righteousness and impartiality. They are
and the magi of the Eye, which also exercise a great
respected by most of Nevermore’s inhabitants for their
deal of influence outside of the Eye as well. The order
insightful judgments and ability to get straight to the
of the Mount usually restricts itself to Aeden’s realm,
heart of a matter. Perhaps their greatest gift is their ability
though branches of the Bank of the Mount can be found
to see through deceptions and untruths and this makes
throughout the dreamlands. It is extremely difficult for
them especially feared by the darker denizens of the
those with evil intentions to worm there way into the Eye
dreamlands. If they do catch a criminal, they can look into
and even more so for them to operate effectively within
their eyes, see their sins, and pass judgment upon where
the various realms found here. Still some malevolent
in the Circles of Penance their perpetrator belongs.
organizations, such as the dreadbringers, the discordant
The magi of the Eye answer directly to Justina
voices, and nightspinners have found cracks and
and are based out of the Tower of the Eye, which
crevasses to hide in and practice their terrible trades.
resides within her realm. She is advised by a Council of
Magistrates, made up of seven members. The members
Hopebearers are chosen at the end of Cadence by the main legislative
body of magi, known as the Forum. The councilor
Hopebearers are members of the Order of Preachers
magistrates oversee and guide debate within the Forum,
within the Church of the Hallowed who have a special
make decisions concerning the city of Veratis, and are
charism allowing them to bear the broken banner of
charged with dealing with other matters of state and
Menhalig. They are greatly beloved by the peace-loving
justice. They are sworn to obey the orders given to them
inhabitants of the dreamlands and despised by the agents
by Justina. In order to become magi, one must have an
of evil. They are extolled for their unflinching service to
innate focus of mind and an inborn determination to
others through kindness and mercy and their constant
discover the truth. Those who meet these requirements
self-sacrifice. They constantly strive to bring hope to the
must speak an oath to follow the code of the magi before
hopeless, healing to the hurt, and rest to the weary. They
Justina and swear their allegiance to her. A magus’s code
do not flinch in the face of their foes, but rather march
requires he respect legitimate authority, act with honor
forth with broken banners held high and songs of trust in
(not lying, not cheating, not using poison, and so forth),
the Triune God. They are most easily recognized by the
help those in need (provided they do not use the help
broken banners, known as Banners of Hope, which they
for evil ends), and punish those who harm or threaten
carry constantly as both staff and standard. These act as
innocents. The magi are made up of mortals and fey,
a focus for their supernatural powers and their primary
especially elves, though there are representatives from
weapon against their enemies. Each Banner of Hope
other races as well. The universal symbol of the magi is
holds a piece of the True Banner upon which Menhalig
their supernatural staves, crowned with a neverite gem
died and are considered reliquaries by the Church.
fashioned in the form of an eye.
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The Eye
Order of the Mount enemies of the realm. The second division is known as
the mountain guards and manned by those who defend
The Order of the Mount is charged with the protection of the Adamant Gates, Tradesmen’s Court, Twin Crags,
the Mount and its bank and other interests. Their duties and High City. The third division is the under guard and
range from defending the Twin Crags to guarding the oversees the Under City. It typically acts as a guardian
bank’s treasuries. They are rarely found outside of the for the Bank of the Mount and oversees work within the
Eye, except as protection for neverite shipments, security neverite mines. Members of the order must obey those
guards for bank branches, or marshals searching for those of higher rank and seek special disposition to leave the
who have wronged the Mount in some way. Its members realm. Only the most skilled warriors, craftsmen, or
are respected as some of the most disciplined warriors in administrators are allowed to enter the order. Almost all
the dreamlands and excellent craftsman as well. of the members within the order of the Mount are dark
The Order of the Mount answers directly to Aeden elves. However, there are some mortals and fey who
and its members are portioned into three different have sworn service to the Mount. These typically work
divisions. The first division within the order of the within one of the bank branches before being trusted
Mount is the summit guard, which protects Aeden and to enter one of the other divisions. Those who join the
his royal family. It is from this division that marshals order don its unique armor, which is made of neverite
are drawn and sent into the dreamlands as emissaries etched with an image of the Mount upon it.
of Aeden or law-enforcement officers tracking down the

Adventuring In the Eye


Of all the dreamlands, the Eye is the most mundane. safekeeping. There is a legend, which says Weyland’s
This does not mean wondrous things do not occur here, “Elementals” are destined to be reunited during a coming
but rather it is almost normal for a fantasy campaign. time of darkness in the dreamlands. It is believed that
It is also a much more urbanized area of the world and only those worthy enough to wield them have a chance
as such city adventures are much more common then of finding them. There are also rumors that Diabolus,
countryside ones. In addition, this is the only domain Mab, Oberon, Nyxis, and Sirena are actively looking
where neverite is plentiful and although there are many for these weapons and willing to offer great rewards
safeguards against evil in the realms of the Eye, these do for their return. Of course, anyone who might discover
not ensure its inhabitants safety. There are many ways their whereabouts will need to be wary of these previous
around the rules of a realm, and given enough time and owners as some of them will do anything to regain them.
determination the darker elements of the dreamlands • A spy was recently exposed within the ranks of
have been able to establish footholds throughout the the magi of the Eye, but when questioned it was revealed
region. They might not be able to act as openly as that many of his memories had been altered and some
elsewhere in the world, but the benefits outweigh the completely erased in order to create a new and malevolent
risks in their ventures here. It is a constant concern of personality. This incident has caused concern among the
authorities to hunt down these insidious organizations rest of the magi and resulted in an inquiry of its members
and adventurers will find plenty of opportunity to prove to see if any others have been compromised in this way.
themselves in the seemingly sleepy streets and leisurely Since beginning the investigation, a few of its members
landscapes of the Eye. have fled or disappeared, some were discovered to have
modified memories, while others were determined to be
free of any outside influences. It seems that the majority
Adventure Hooks of those who have been altered have been on missions
outside the Eye in the past few years. It is unknown as
• In his youth, Weyland the Smith forged four
to who might have begun this subtle scheme or for what
supernatural weapons, known as “Elementals.” These
purpose, but this breach has disturbed the normally
weapons are renowned for the roles they have played
impassive magi and there is a growing conviction that
throughout Nevermore’s history. They were first created
a more thorough inquisition should be used to scour the
for Queen Mab (Erde and Brand) and Oberon (Wasser
rest of the Eye of the evil influence which has wormed its
and Wind) during the age before the fall and were wielded
way into the domain. Some magi who oppose this idea
against each other during the Fey War. These weapons
have delayed a vote on this Grand Inquisition and have
were lost during the Forgotten Age, only to be found
hired independent investigators to discover and remove
again amongst the mortals. Erde found its way back to
the cause of their comrades’ alteration without having to
Weyland, Brand into the clutches of Diabolus, Wasser
resort to such draconian measures as a full inquisition.
into the hands of Morpheus, and Wind into the hands
• Members of the hopebearers have been
of Sirena. These weapons were lost in the aftermath of
vanishing without a trace for over a decade, though
the War of Songs, though it is believed Weyland, now
most of these disappearances have occurred outside of
known as the dreamlord Aeden, still holds Erde in his

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The Eye
the Golden City while hopebearers were on missions • There seems to be a disease of some sort affecting
to other domains. Adding to the worry of the order is the weaver flies that normally pollinate the neverite
the appearance, of bands of diaboli carrying crimson blooms in the Eye. It is causing many of the weaver flies
banners with an eerie, if askance resemblance to the to randomly dream weave their surroundings and to be
banners of hope. These blood-red banners are said to unable to detect the Eye. This is worrisome to the many
cause despair in those who approach these creatures inhabitants of the Eye who depend upon the neverite for
and can counteract the powers of the banners of their livelihoods. Some of the dreamlords of the Eye have
hope. Furthermore, there are increasing reports of offered rewards for those who discover the cause of this
hopebearers and their guardians being ambushed infection and cure the weaver flies of the disease. Some
and killed throughout the dreamlands as if they have individuals warn that the infection might eventually cross
been targeted by the children of Mahr. There are a over to mortals, fey, and other dreamborn creatures,
number of adventuring groups who have been hired to which would cause all manner of mayhem.
investigate both the banners and the attacks by various • A number of objects have been stolen from the
dreamlords. Obtaining one of these baleful banners for workshop of a renowned elven inventor who lives in
further study is of utmost importance to the survival of Elfhame. It seems his fey apprentice has stolen them and
the hopebearers and a top priority of the Church of the he fears they will be used for some nefarious purpose
Hallowed as well as Mergia. by the Unseelie fey. He warned various dreamlords
• The Circles of Penance were thought to be that these inventions cannot be allowed to fall into
inescapable, but recently a group of criminals escaped the hands of Queen Mab or any other evil creature
from their cells. It has not as of yet discovered how they lest dire consequences follow. In response a number
escaped, nor where they are hiding, but these individuals of organizations are keeping an eye out for the fleeing
are the vilest of villains known to have committed the apprentice in hopes of capturing him before he reaches
some of the worst atrocities of the Age of Strife. It is the northern Heartlands.
believed that most of these outlaws will return to their • One of the neverite bloom farms on the outskirts
old ways and rejoin their former masters, Queen Mab or of the Eye was recently attacked by a band of nightmarish
the children of Mahr, but some may strike out on their creatures. Almost all of the farmers were killed and their
own paths to power or reprisal. The magi of the Eye have supplies of neverite stolen. The descriptions of the
formed a special force to find and return these mortals creatures that attacked could be diaboli, Unseelie fey, or
and fey to their cells, but there are too many incidents for some other infernal creatures. This attack is troublesome
them to investigate alone and so they have begun to hire for the inhabitants of the Eye and the dreamlords here
outside help to hunt down and return these fugitives. have set a reward for any adventurers who can track
• A young and gifted artificer with a special knack down the assailants and return them to justice.
for forging items out of neverite has recently disappeared • One of the curators of the Great Library of Veratis
from his workshop. When the order of the Mount has discovered a mysterious manuscript within one of the
investigated, one of the items hanging on his wall told history sections of the library. This book grants visions
them his master was abducted after discovering a secret of the future through its written words. Unfortunately,
technique for working with neverite. The item does not it only works for him, and after narrowly escaping a
know what this discovery was, but he does know where kidnapping attempt thanks to a warning from the book,
his master is. Well mostly. It can tell the direction of he has decided he needs protection, at least until the book
his master relative to itself. After determining that the stops warning him about impending trouble.
artificer is no longer within the Mount, the order has • A magus of the Eye seeks an escort to the
sought the help of a group of proven adventurers willing domains of the Hedge, the Heartlands, the Wyrd, and
to follow the item’s directions to the smith and keep his the Dreadlands. He wishes to collect neverite gems from
secrets from falling into the wrong hands. each of these domains in hopes of constructing a staff
• Recently, there has been a rash of bank robberies based upon the supernatural concepts behind the design
targeting branches throughout the dreamlands. These of the staff of the Eye. He keeps the details of what he
are well organized and executed attacks and seem to expects to create to himself, though he believes his
always strike branches that have recently received large experiment will prove to be revolutionary if it works.
neverite shipments. The order of the Mount fears that • A rash of unsolved crimes from theft to murder
there is an informant in their ranks who is tipping off has been committed in the Golden City. The authorities
the attackers, but they have no suspects at this time. are worried a way around the enchantments which
What is even more worrisome is the possibility that protect this realm has been discovered by the minions
these robbers will become emboldened by their success of the children of Mahr or Queen Mab. They have hired
and attempt to infiltrate the vaults of the main bank a number of investigators to get to the bottom of this
beneath the Mount. They have posted bounties in all mystery, though none have exposed the perpetrators as
their branches for information about the robberies and of yet.
the apprehension of those responsible.
70
Chapter 7
Playing in Nevermore

The following rules help create a framework for heroes to


realize their surreal potentials in Nevermore. It introduces Dream Conviction
the concept of Dream Conviction, the Dreamer role, Dream Conviction represents the subconscious energy
Dreamer feats and Nevermore’s unique item creation a character possesses and his ability to enhance
rules. With this section, players and Narrators will be himself and influence his surroundings in Nevermore.
able to get their Nevermore campaigns off the ground The spending of Dream Conviction is similar to that
and into the airy heights of their imagination. of Conviction, but represents bending the essence of
Nevermore to the character’s will to produce some
Nevermore Hero Creation extraordinary effect.

Normally, characters do not change their ability scores, Dream Conviction Points
backgrounds, roles, characteristics and the like when
they enter Nevermore. However, with the Narrator’s A character has a base number of Dream Conviction
approval players may change one or more of these points equal to twice his normal Conviction, though
details when they enter the dreamlands. These changes this can be modified by certain Dreamer feats. Dream
should explore the secret aspirations or fears which the Conviction points replace normal Conviction points.
characters have and play some important role in their Characters regain all their expended Dream Conviction
adventures within Nevermore. points at the turning of each cycle.

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Playing in Nevermore
Using Dream Conviction Points Dream Weaving: You may spend Dream
Conviction to temporarily gain a power that can enhance
Unless otherwise noted, spending a Dream Conviction your own abilities or change the progeny, atmosphere or
point is a reaction, taking no time, and can be done landscape of Nevermore by sheer force of your will.
at any time. You may spend up to half of your Dream A power gained via Dream Weaving uses all of the
Conviction points per scene without causing a Backlash normal rules for the power (including maintenance,
check (see Backlash later in this section). Note that the fatigue, etc.), but the power can only be used for one
following uses of Dream Conviction are slightly altered effect before it is lost.
from those for normal Conviction. You can spend Dream The following powers can be mimicked in regards
Conviction for any of the following: to yourself: body control, cure, cure blindness/deafness,
cure disease, cure poison, enhance self, enhance senses,
Amazing Re-roll: As re-roll, except you gain a
flesh shaping, second sight and visions.
bonus equal to 2 plus 1 for every four character levels
The following powers can be mimicked in regards
(+3 at 4th-level, +4 at 8th-level, etc.) to your re-roll.
to progeny (i.e. creatures created from the essence of
Appeal for Assistance: You can call upon the
Nevermore): beast link, bliss, calm, cure, cure blindness/
assistance of Nevermore when in need, especially in
deafness, cure disease, cure poison, dominate, flesh
desperate and dire situations. The following are three
shaping, harm, heart reading, heart shaping, mind
types of assistance Nevermore might offer to you:
probe, mind reading, mind shaping, mind touch, plant
Plausible Assistance: An item, location or shaping, sense minds, suggestion and truth-reading.
creature turns up that is both appropriate to the The following powers can be mimicked in regards
scene and needed by you, such as a cart spilling to atmosphere: cold shaping, fire shaping, illusion, light
its contents behind you as you are pursued shaping, ward, weather shaping and wind shaping.
down a busy street, a narrow alleyway to duck The following powers can be mimicked in regards
down or a guard answering your call for help. to landscape: earth shaping, manipulate object, move
You must spend one Dream Conviction point to object, nature reading, object reading and water shaping.
obtain plausible assistance. Activating a Dream Weave: You may spend
Implausible Assistance: A item, location one Dream Conviction point to be treated as having 1
or creature appears, but is not appropriate to effective level of adept in the power you are mimicking.
the scene, such as a bottle of holy water in a You may increase your effective adept level by 2 for each
graveyard crawling with undead, a blessed additional Dream Conviction point you spend beyond
sanctuary in the middle of the Dreadlands or a the first, although you may only spend a number of
beast tamer appearing in the forest just in time Dream Conviction points in this way equal to 1 plus 1
to calm the wild beast that has cornered you. for every odd level after 1st-level (2 at 3rd-level, 3 at 5th-
You must spend four Dream Conviction points level, etc.).
to obtain implausible assistance. Adepts, Dreamers and Dream Weaving: If you
Desperate Assistance: A solution or are an adept or dreamer and can already use a particular
opportunity to escape a desperate situation power, or gain it through an aspect, you do not have to
you are in is discovered, such as when you are spend Dream Conviction to gain access to the power,
hopelessly lost or stranded, stuck or trapped though you may temporarily increase your effective
without a tangible exit or escape, or faced with an adept or dreamer level by 2 for each Dream Conviction
opponent or opponents who are vastly superior point you spend. You are still limited to how much
to you. You must spend eight Dream Conviction Dream Conviction you can spend to improve your adept
points to obtain desperate assistance. or dreamer level with a particular power.
Narrator Fiat: The resulting assistance a Prerequisite Powers: If you wish to activate a
character receives from Nevermore is always at power requiring mental contact, then you can spend an
the discretion of the Narrator and may not always additional Dream Conviction point to ignore the need
be exactly what the character wants, though it to make mental contact first. In addition, if you want to
should always be helpful in some way. Narrators use a power with a prerequisite power you may spend
are encouraged to offer assistance to players when an additional Dream Conviction point to assume you
an adventure is stuck or has run into a bit of back have the prerequisites needed for purposes of using the
luck, even allowing the party to spend Dream power only.
Conviction as a group, instead of individually. Quicken Dream Weave: You can lower the time
required to activate a power by increasing the fatigue
Dream Crafting: You can spend Dream Conviction Difficulty by +8 to lower it by one category or +16 if
points to create items out of pure thought (see Dream lowered by two. The time categories in descending order
Crafting in Nevermore Equipment). are: hours, minutes, rounds (includes 1 minute powers),

72
Playing in Nevermore
full-round action, standard action, move action and free
action. If you fail the fatigue Difficulty by 10 or more, you
suffer a number of levels of fatigue equal to 1 plus the
number of categories you lowered the activation time.
For example, if you want to use the move earth power
as a full-round action, you would need to lower the time
category by two (from minutes to rounds to full-round)
and increase the fatigue Difficulty by +16. If you fail the
check by 10 or more, you suffer three levels of fatigue.
Ad Hoc Powers: The Narrator may allow ad hoc
powers to be created when you are looking for an effect
that is not listed among those normally granted by a
power. These ad hoc powers should work similarly to
other powers and have appropriate Difficulties.
World-Altering Weaves: These dream weaves
are the stuff of legends and cataclysms and have lasting
effects on the world of Nevermore. Narrators should set
the criteria a character must meet in order to accomplish
a world-altering weave. These conditions should be
storyline based and involve a great deal of preparation
and sacrifice on the part of the one performing the
dream weave.
A world altering dream weave may only be attempted
if you have an effective adept level of 21 or above. In
addition to the Dream Conviction spent to reach this
effective adept level, you must spend twelve more
Dream Conviction points to trigger the world-altering The expert chooses to spend 2 additional Dream
event. There is also an automatic Backlash check with Conviction points (he could have spent up to three) to
the base Difficulty increased by 20. increase his effective adept level by 4, up to a 5th level
Spirit Weaves: Whenever a character with the adept with 8 ranks in the Heart Reading power. The
Dream Blood feat dies or is revived from the dead, progeny makes a Will save (Difficulty 15) and if it fails
it causes a spirit weave. Typically, spirit weaves the bonus lasts for 10 rounds.
involving death have negative effects on the character’s A 5th-level adept with the Heart Reading power
environment and, in particular, the character’s killer. and +2 Charisma uses the Heart Reading power
against a progeny. Because he already has access to
On the other hand, spirit weaves involving rebirth
the Heart Reading power, he does not need to spend a
are usually beneficial in nature. Either way, the spirit
Dream Conviction point to activate this dream weave.
weave should reflect the inner psyche of the character.
Instead, the adept only spends Dream Conviction
Characters who die or are revived can attempt to create
points to increase his effective adept level with the
a spirit weave with their remaining Dream Conviction Heart Reading power.
points with no expenditure restrictions and no chance Escape Certain Death: As escape death, except
of backlash. Narrators may wish to restrict spirit weaves you may spend a Dream Conviction point after a failed
to player characters and important Narrator characters, Constitution check to automatically stabilize.
to increase their dramatic effect. Characters that come Extraordinary Feat: As heroic feat, except you
under the effects of a spirit weave can make saving gain the benefits of the feat for one scene, instead of one
throws versus the effects, depending upon the power round. For feats that can be acquired multiple times,
being mimicked. Creatures with supernatural resistance you gain the benefit of one acquisition of the feat for
can also use it, if applicable. each Dream Conviction point spent. During a scene,
Dream Weaving Examples: A 5th-level expert you may gain a number of extraordinary feats equal to 1
with +2 Charisma uses the Heart Reading power against plus 1 for every four character levels (1 at 1st-level, 2 at
a progeny. He takes a full-round action and spends 1 4th-level, etc.).
Dream Conviction to gain the Heart Reading power. At Heroic Surge: As surge, except you can spend two
this point, he is considered to be a 1st-level adept with 4 Dream Conviction points to take your standard or move
ranks in the Heart Reading power. The progeny makes a action after another character’s normal actions for a
Will save (Difficulty 13: 10 plus half his adept level plus round, instead of before or after your own. If more than
Charisma key ability) and if it fails the bonus you gain one character uses heroic surge at the same time, the
lasts for 10 rounds. actions are resolved in initiative order, with the highest
acting first.
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Playing in Nevermore
Improbable Deed: You can spend a Dream Second Wind: As cancel fatigue, except you
Conviction point to reduce the Difficulty of a formidable completely ignore a fatigued condition and lessen an
or greater skill check by 10. If a skill does not list exhausted condition to winded.
challenges of these Difficulties, then you and the Surreal Reaction: As dodge bonus, except you
Narrator can mimic powers, create ad hoc actions can choose to retain either your dodge or parry bonus
involving a skill or add challenges to the action. This until your next action. You can also expend a Dream
use of Dream Conviction counts as an extra effort and Conviction point before an opponent’s attack to gain a
causes a level of fatigue unless you spend an additional bonus equal to 2 plus 1 for every four character levels
Dream Conviction point. (+3 at 4th-level, +4 at 8th-level, etc.) to your Defense
Powers and Skills: A Narrator may allow certain versus that attack.
skills to mimic powers, though in this case your ranks in Unbelievable Challenge: You can spend a
the skill count as ranks in the power and the Difficulty of Conviction point when performing a challenge. If you
the power check should be increased by 5. For example, do so, you ignore up to a –10 penalty or +10 increase in
Medicine could be used for the Cure Power, Handle Difficulty from the challenge. In essence, you perform
Animal for Beast Link, Survival for Nature Reading and the challenge as if it were a normal check. If the challenge
Sense Motive for Truth-Reading. imposes a greater Difficulty increase or penalty, you only
Ad Hoc Improbable Deeds: The following are ignore the first +/–10.
some examples of ad hoc improbable deeds for skills:
balance on water (Balance: Near Impossible), walk on a Backlashes
perfectly flat ceiling (Climb: Near Impossible), use Jump
to fly (Jump: Near Impossible), gain darkvision for a When a character spends over half of their Dream
scene (Notice: Super Heroic), stand in the Saddle (Ride: Conviction points in a scene, he creates the possibility of
Heroic) or swim up a waterfall (Near Impossible). a backlash. In effect he has pushed Nevermore beyond
its normal limits, and it may have a reaction to him
Incredible Core Ability: As activate core ability, doing so. Depending upon the magnitude of the failure,
with the following changes. the instability could cause anything from a minor
inconvenience to a world-altering event.
Determination: In addition to the normal The Backlash check is a Charisma check with a
benefits, you also immediately recover from a Difficulty equal to 10 plus 1 for every Dream Conviction
single dazed and wounded condition. point spent above the character’s allotment. In addition,
Expertise: Instead of the normal benefits, a character who fails his Concentration check while
you gain 8 temporary skill ranks in the chosen dream weaving adds +1 to the Backlash check Difficulty
skill, for one scene. per point he failed his Concentration check by.
The Talent: When spending Dream Once the Narrator determines the Difficulty of the
Conviction to access a temporary power, you Backlash check, the character makes a Backlash check
gain the power for one scene. When spending modified by his Charisma. If the character succeeds at
Dream Conviction to eliminate fatigue modifiers, his Backlash check, then no backlash is suffered. A roll
you also recover from one level of fatigue. of a 20 indicates no Backlash (no matter the Difficulty),
while a roll of 1 is treated as a roll of -10 modified by the
Remarkable Recovery: As recovery, except for each character’s Charisma modifier. If, however, the character
point of Dream Conviction you spend you to gain one of fails his Backlash check, then consult the Backlash
the following benefits: table to determine the severity of the backlash.
Backlash Modifiers: Apply both the hour and
• Shake off all dazed and stunned conditions. domain modifiers to the Difficulty of Backlash rolls
• Shake off the fatigued condition or lessen when determining the magnitude of a backlash.
the exhausted condition to winded. The hour modifiers are: -5 during Burst and Gleam,
• Gain an immediate recovery check with a +0 during the hours of Glitter, Flicker, Pallor, and Dim
bonus equal to 2 plus 1 for every four character and +5 during Murk and Gloom.
levels. You may only gain this benefit once per The domain modifiers are: -10 in the Eye, -5 in the
round. Hedge, +0 in the Heartlands, +5 in the Wyrd and +10 in
• Ignore being staggered or disabled for one the Dreadlands.
round (you retain these conditions). Purposeful Failure: A character that sets out
• If used during combat, you automatically to purposefully fail her Backlash check by spending an
recover one dazed, bruise, and hurt condition. amount of Dream Conviction points that will guarantee
• If used outside of combat, you immediately a major to world-altering backlash should experience
erase all dazed, bruised, hurt, and wounded backlashes that are exceptionally devastating to her
conditions. character. She should still roll to see if a backlash occurs,
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Playing in Nevermore
Table 7.1: Backlashes
Failure By Magnitude Min. Level* Effect

9 or less Insignificant 1 1st-level adept power (Character only).

10–19 Minor 1 2nd to 4th-level adept power (Character only).

20–24 Significant 4 5th to 9th-level adept power (Character or environment).

25–29 Major 8 10th to 14th-level adept power (Character and/or environment).

30-34 Massive 12 15th to 19th-level adept power (Character and/or environment).

World- 20th-level or higher adept power (Character and/or environment;


35+ 16
Altering these backlashes are the stuff of legends and cataclysms).
*Note that some backlashes can only be triggered by characters with a certain minimum effective character level; in the case of triggering backlashes
that would normally be beyond those allowed to your effective character level, simply take the highest backlash allowable and apply it.

after all she could roll a 20, but if she fails, Narrators If later in the same round the character spends 4
should keep in mind why she failed when assigning the more Dream Conviction points, he must make another
result of the backlash. Note that a character attempting Backlash check at Difficulty 15. If he rolls a 12 or better
a desperate action in order to save a life, or some on his Backlash check, he succeeds and suffers no
other heroic deed, should not be considered to be backlash. If he rolls between 3 and 11, he only suffers an
purposefully attempting to fail a Backlash check, and insignificant backlash; if he rolls a 2, he suffers a minor
Narrators are encouraged to come up with a suitable backlash, but if he rolls 1, he would suffer a significant
backlash reflecting such self-sacrifice. Of course, this is backlash since he is considered to have failed by 22 (–10
a fine line and the Narrator should be wary of it and the for his roll + 3 Charisma vs. Difficulty of 15).
players not abuse it.
Time: This check is a reaction.
Re-rolls: No, if unable to suppress a backlash on Dreamer Role
the first try, you lose the ability to stop it from occurring, Dreamers have the blood of dreams flowing through
even with the amazing re-roll ability. their veins. They are infused with bizarre abilities and
Narrator Fiat: Do not let these rules run your game! capable of fantastic feats. Dreamers are renowned for
Backlashes are meant to be a balancing factor for the their influence over Nevermore’s surreal energies and
benefits gained via the introduction of Dream Conviction are respected, and in some cases, feared because of this.
points, but if you believe these rules cause too much of a A dreamer can control most any aspect of himself and
disruption to your campaign, only have characters make his environment, which makes him both unpredictable
Backlash checks at critical and dramatically appropriate and versatile, a potent combination.
times. You also might increase the Dream Conviction
allotment for particularly tough scenes or choose not to
use Backlash checks at all and keep characters strictly to Dreamer Role Outside of Nevermore
their Dream Conviction allotment. When a character is not in Nevermore, the Narrator
Backlash Example: A 5th level awakened should decide whether his dreamer levels are kept or
character with +3 Charisma has 10 Dream Conviction replaced with levels from another role, usually Adept.
points and a Dream Conviction point allotment of 5 If the dreamer levels are kept, it is recommended that
per scene before having to make a Backlash check. The the character gain two free uses of a his aspect per day
character is in the Heartlands (+0 Backlash modifier). (these stack with the Improve Aspect feat) and for each
If this character spent 6 Dream Conviction points during Dream Blood feat he has he should have one additional
a scene, he would need to make a Difficulty 11 Charisma maximum Conviction point and regain an additional
check. If he rolls an 8 or better on his Backlash check, Conviction point per day.
he succeeds and suffers no backlash. If he rolls a 2 to 7,
then he suffers an insignificant backlash, but if he rolls
a 1, he suffers a minor backlash since he is considered to
have failed by 18.

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Playing in Nevermore
Traits Aspects: Dreamers can develop and use certain
aspects, described in detail in Chapter 8: Nevermore
Dreamers have the following traits: Aspects. A dreamer gains one aspect at 1st-level instead
Abilities: Mental abilities are usually more of a feat. In addition, a dreamer can choose to acquire
important to dreamers than physical ones. Intelligent an aspect in place of one of the dreamer’s normal feats,
dreamers manipulate their environment through either starting feats or those acquired by improving in
analysis and logic, while wise dreamers use their will level. So, a starting dreamer can have up to three aspects
to influence the world. Charismatic dreamers convince (at the cost of the two open starting feats), two aspects
Nevermore to do what they want through personal and one feat, or two feats and one aspect at 1st-level.
magnetism and are less likely to suffer backlashes Each time the dreamer gains a level, the player has a
because of this. Dreamers may also find particular choice of taking a new feat or a new aspect.
physical abilities useful, depending upon the aspects Skills: Choose 4 + Intelligence score starting skills
they choose to acquire. (minimum of 1). Dreamers gain 4 + Int skill ranks per
The Flair (Core Ability): The dreamer can spend additional level (minimum 1).
a Dream Conviction point to make use of an aspect Important skills for dreamers include Concentration,
they do not possess for one scene. This works much Craft, Gather Information and Notice. In addition,
like spending a Dream Conviction point to emulate dreamers often focus upon skill sets which mesh with
a feat. A dreamer with the Flair can also spend a their chosen aspects.
Dream Conviction point to eliminate any accumulated Feats: Dream Blood and choose 2 others from
modifiers to fatigue saving throws for using aspects and General or Dreamer. A dreamer can also choose an
recover from one level of fatigue. See Aspects for more aspect in place of a feat.
information on aspect abilities. Aspect: Choose any one aspect.

Table 7.2: Dreamer


Nevermore
Level Combat Fort Ref Will Reputation
Equipment
1st 0 0 0 2 1
Creating and acquiring items does not
2nd 1 0 0 3 1 work the same way within Nevermore
3rd 1 1 1 3 1 as it does in other worlds. Its market
places are quite extraordinary to visit, as
4th 2 1 1 4 2 merchants and craftsman ply their trade
5th 2 1 1 4 2 with surreal skills. Both temporary and
permanent items are available for sale,
6th 3 2 2 5 2 and if one does not see what one needs
7th 3 2 2 5 2 within a store’s window, it is quite likely
that they can make it in the blink of an
8th 4 2 2 6 3 eye.
9th 4 3 3 6 3 In addition, Nevermore’s currency is
created out of neverite, which is the only
10th 5 3 3 7 3 stable element within the world. It is a
11th 5 3 3 7 3 rainbow-hued crystalline substance and
has the ability to transfer its stability
12th 6 4 4 8 4 to other objects. As such, it is the sole
13th 6 4 4 8 4 reliable form of currency between the
inhabitants of Nevermore and is a prized
14th 7 4 4 9 4 commodity among dreamlords.
15th 7 5 5 9 4
16th 8 5 5 10 5 Wealth
17th 8 5 5 10 5 A hero’s wealth is based entirely upon
the amount of neverite they possess.
18th 9 6 6 11 5 A character’s starting Wealth score in
19th 9 6 6 11 5 Nevermore is usually equal to 5 + twice
their total level (not including 1st-level) +
20th 10 6 6 12 6 Charisma (+4 per Wealth feat). However,

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Playing in Nevermore
the Narrator should feel free to increase or decrease this Masterwork Items: By increasing the Craft
starting score to reflect the style of play he wants to Difficulty by 5, you can make a masterwork item (see
portray in his campaign. Wealth checks work exactly Masterwork Items in Chapter 5 of True20). If
the same when crafting or purchasing permanent items. creating a permanent masterwork item, increase the
However, when purchasing temporary items, lower Wealth Difficulty by another 5.
the cost of the item by 5 (minimum 0; do not lower Supernatural Items: When dream crafting
the cost of items which can only be used once, such as supernatural items, increase the Craft Difficulty by the
supernatural charms). same amount as the supernatural item’s cost modifier
(see Supernatural Items in Chapter 5 of True20).
Dream Crafting For example, a supernatural weapon would have its
Craft Difficulty increased by 10 because the cost of a
You can spend Dream Conviction to create items in an supernatural weapon is increased by 10. See Chapter
instant from pure thought, though you cannot create 12 for over 25 Supernatural Items of Nevermore.
neverite in such a way. The Difficulty of the Craft and Repairing Items: You can use Craft skills to
Wealth check and the amount of Dream Conviction repair damaged items. In general, simple repairs have a
that must be spent to create an item depends upon the Difficulty of 10 to 15 and require no more than a standard
complexity of the item being created. Temporary items action. More complex repair work has a Difficulty of 20
last until the end of the cycle, whereas items created or higher and can require a full action. The repairs of a
with the aid of neverite become permanent. permanent item have a Wealth check Difficulty 5 lower
Making Items: The Difficulty, time and resources than making the item (negligible for simple items).
required to make an item depend on its complexity and Hastened Temporary Items: You may increase
permanency. the Craft Difficulty to decrease an item’s creation
If making temporary items, spend the appropriate time. If you increase the Difficulty by 5, you can
amount of Dream Conviction and make your Craft create a temporary item as a standard action or craft a
check. Example Difficulties are given in the Crafting permanent item in half the normal time. If you increase
Items table. If your Craft check succeeds, you make the Difficulty by 10, you can create a temporary item as
the item. If the Craft check fails, you do not produce a a move action or craft a permanent item in one-quarter
useable result, and the Dream Conviction is wasted. the normal time.
If making permanent items, make a Wealth check Try Again: Yes, though any Dream Conviction
against the Wealth Difficulty to acquire the necessary expended is wasted on a failed result.
amount of neverite, and then make your Craft check. Action: Full-round action for temporary items. For
You must spend twice the normal amount of Dream permanent items, it takes a number of minutes equal
Conviction and increase the Craft check by 5. If your to the Craft Difficulty. Repairing certain items requires
Craft check succeeds, you make the item. If the Craft only a standard action, and hastened items require a
check fails, you do not produce a useable result, and the standard action or move action.
Dream Conviction is wasted. Special: You do not need tools to use the Craft skill,
although having the proper tools focuses your mind and
grants a +2 bonus (+4 if masterwork) to Craft checks.

Table 7.3: Crafting Items


Complexity Dream Conviction* Craft Difficulty* Wealth Difficulty* Examples

Simple 1 15 5 garment, household item

fine garment, lock,


Moderate 2 20 10
weapon

Complex 4 25 15 plate armor, mechanism

Advanced 8 30 20 building, vehicle

Fantastic 12 40 30 floating castle, airship


*When creating permanent items, double Dream Conviction point cost, make a Wealth check and increase the Difficulty of
the Craft checks by 5.

77
Chapter 8
Aspects of Nevermore

Aspects are supernatural powers that reflect an important Aspect Key Ability
facet of a dreamer’s psyche. Aspects use the same rules
as powers, except you must spend a Dream Conviction Choose a mental ability score (Intelligence, Wisdom or
point to use them for one scene, though an aspect’s Charisma) as the key ability for your character’s aspects.
effects can extend past the end of a scene. Aspects use all
of the normal rules for the powers they mimic (including
maintenance, fatigue, etc.). Aspect Descriptions
The aspects in this section follow the general format
Acquiring Aspects for power descriptions as presented in Chapter 4:
Supernatural Powers of True20. Narrators should
Dreamers acquire aspects like other heroes acquire feel free to add more aspect traits to these aspects if
feats. In fact, a dreamer can choose to exchange a feat
they seem appropriate. For example, the Elemental
to learn an aspect instead. Also like feats, some aspects
have prerequisites that must be met in order to acquire Aspect might also be able to grant a hero an Elemental
them. A dreamer can meet an aspect’s prerequisites and Form, which mimics an elemental. Players should also
acquire it at the same level. be encouraged to create unique aspect traits that fit their
chosen aspects, though as always the Narrator has the
Aspect Rank final word on whether they are appropriate or not.

Your rank in an aspect is equal to your dreamer level +


3. If you took an aspect as part of your background, then
its ranks are equal to your total level + 3.

78
Aspects of Nevermore
Aberrant Aspect a Toughness of –2). Reducing a limb to “disabled” or
worse condition on the damage track effectively severs
Choose three of the following aberrant traits: aberrant it. Losing a limb forces you to make a Toughness save as
anatomy, aberrant blindsense, aberrant eyes, aberrant if you had taken damage equal to the Toughness save of
fingers, aberrant limbs, aberrant physiology, aberrant the limb. For example, you have a Toughness save of +4,
presence, aberrant psyche, aberrant reach, or aberrant your Limbs have a Toughness of +2. When an opponent
senses. Your physical form is altered to reflect your hits a limb with a sunder attempt the limb gets its own
chosen traits. You may take Aberrant Aspect multiple Toughness save against the damage. If the limb is
times, each time gaining three new traits. severed you must then make a Toughness save as if you
Aberrant Anatomy: As a move action you can make had taken +2 damage.
an Aberrant Aspect check. The result of the check indicates
your resistance to critical hits and sneak attack damage. Table 8.1: Aberrant Anatomy
The benefits of Aberrant Anatomy last for 10 minutes. If
you take 20 when making this check, you spend 2 minutes Result Chance for Normal Damage
and suffer a +20 increase in the Fatigue check.
Aberrant Blindsense: As a move action you 10 10%
can make an Aberrant Aspect check. The result of the
check indicates the range of your draconic blindsense. 15 20%
The benefits of Aberrant Blindsense last for 10 minutes.
If you take 20 when making this check, you spend 2 20 40%
minutes and suffer a +20 increase in the Fatigue check.
Aberrant Eyes: You gain the Enhanced Senses power. 25 60%
Aberrant Fingers (Fatiguing, Maintenance):
As a move action, you gain a climb speed equal to 10 feet 30 80%
and a +2 bonus to grapple checks. Add an additional 10
feet to your climb speed and +2 to grapple checks for every 35+ 100%
four dreamer levels. Aberrant Fingers is fatiguing, with a
Fatigue save Difficulty of 14 (+2 per four dreamer levels). Table 8.2: Aberrant Blindsense
Aberrant Limbs: Choose one of the following:
arms, legs, or tentacles. As a move action you can Result Blindsense
make an Aberrant Aspect check. The result of the check
indicates the number of extra limbs (arms, tentacles, or 10 10 ft.
feet) you grow. The benefits of Aberrant Appendages last
for 10 minutes. If you take 20 when making this check, 15 20 ft.
you spend 2 minutes and suffer a +20 increase in the
Fatigue check. You may choose this trait multiple times, 20 30 ft.
each time choosing a different type of limb.
Arms: The arms are treated as normal unarmed 25 40 ft.
attacks (+0 bludgeoning damage). However, your extra
arms may hold weapons and other objects. You are 30 50 ft.
considered to have the Two Weapon Fighting feat in
regards to your extra arms. If you attack with more than 35+ 60 ft.
two weapons, then each attack beyond the second is at a
–4 penalty to attack.
Legs: You increase your base movement speed by 5 Table 8.3: Aberrant Limbs
feet for every two additional legs you have.
Tentacles: The tentacles are treated as natural Result # of Limbs
weapons (+1 bludgeoning damage). You are considered to
have the Double Strike feat in regards to your tentacles. 10 1
Losing Limbs: An opponent can strike at a limb
from any position in which he could strike you, because 15 2
the limbs writhe and whip about in combat. An opponent
can ready an action to attempt to sunder a limb when 20 3
you attack with them. A limb counts as a held object with
a size one size category smaller than you. A limb has a 25 4
Toughness save usually equal to 1/2 your Toughness
save from Constitution and feats, but not armor or twice 30 5
its Toughness if your Toughness is a negative number
(i.e. a creature with a –1 Toughness save has limbs with 35+ 6

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Aspects of Nevermore
Aberrant Physiology: As a move action, you can check indicates the range of your aberrant senses of
make an Aberrant Aspect check. The result of the check Darkvision and Blindsense. The benefits of Aberrant
indicates the bonus you add to your Fortitude saves. Senses last for 10 minutes. If you take 20 when making
This bonus lasts for 10 minutes. If you take 20 when this check, you spend 2 minutes and suffer a +20
making this check, you spend 2 minutes and suffer a increase in the Fatigue check.
+20 increase to the fatigue Difficulty.
Aberrant Presence: As a move action, you can Ability Aspect
make an Aberrant Aspect check. The result of the check
indicates the bonus you add to your Intimidate checks. Choose one of the following ability scores Strength,
This bonus lasts for 10 minutes. If you take 20 when Dexterity, Constitution, Intelligence, Wisdom or
making this check, you spend 2 minutes and suffer a Charisma. Your outward appearance exaggerates your
+20 increase to the fatigue Difficulty. chosen ability in some manner. You may take Ability
Aberrant Psyche: As a move action, you can Aspect multiple times, each time choosing a new ability
make an Aberrant Aspect check. The result of the check score to effect with this aspect.
indicates the bonus you add to your Will saves. This Ability Bonus (Fatiguing): As a move action,
bonus lasts for 10 minutes. If you take 20 when making you add the indicated bonus to your ability score. A
this check, you spend 2 minutes and suffer a +20 successful Ability Aspect check adds a bonus to your
increase to the fatigue Difficulty. chosen ability score for 1 minute (10 rounds). The result
Aberrant Reach (Fatiguing, Maintenance): of the check indicates the amount of the bonus. If you
As a standard action, you can make a melee attack up to take 20 when making this check, you spend 2 minutes
10 feet away. Add an additional 5 feet of reach for every and suffer a +20 increase in the fatigue Difficulty.
four dreamer levels. Aberrant Reach is fatiguing, with a Ability Aura (Fatiguing): As a move action, you
Fatigue save Difficulty of 14 (+2 per four dreamer levels). can activate this aura. Add the indicated bonus to the
Aberrant Senses: As a move action you can ability scores of all allies (including yourself) within
make an Aberrant Aspect check. The result of the a radius of up to twice your rank in feet. A successful

Table 8.4: Aberrant Physiology Table 8.6: Aberrant Psyche

Difficulty Bonus Difficulty Bonus

10 +1 10 +1

15 +2 15 +2

20 +3 20 +3

25 +4 25 +4

30 +5 30 +5

35+ +6 35+ +6

Table 8.5: Aberrant Presence Table 8.7: Aberrant Senses

Difficulty Bonus Result Senses

10 +2 10 10 ft.

15 +4 15 20 ft.

20 +6 20 30 ft.

25 +8 25 40 ft.

30 +10 30 50 ft.

35+ +12 35+ 60 ft.

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Aspects of Nevermore
Table 8.8: Multiple Ability Aspects Table 8.9: Deathly Senses
Personal Aura Aura Result Darkvision
Result
Bonus Bonus Penalty
10 30 ft.
Up to 14 1 0 0
15 60 ft.
15–19 2 1 -1
20 90 ft.
20–24 3 1 -1
25 120 ft.
25–29 4 2 -2
30 150 ft.
30–34 5 2 -2
35+ 180 ft.
35+ 6 3 -3

Ability Aspect check adds a bonus to your chosen ability Deathly Aspect
score for 1 minute (10 rounds). The result of the check
indicates the amount of the bonus. If you take 20 when Choose three of the following Deathly traits: aura
making this check, you spend 2 minutes and suffer a of death, deathly powers, and deathly senses. Your
+20 increase in the fatigue Difficulty. physical form is altered to reflect your chosen traits. You
Ability Bane (Fatiguing): As a move action you may take the Death Aspect multiple times, each time
can activate this aura. All enemies within a radius of gaining three new traits.
up to twice your rank in feet must make a Fortitude (for Aura of Death (Fatiguing, Maintenance): As
physical abilities) or Will (for mental abilities) saving a standard action, you can surround yourself with an
throw or subtract the indicated amount from their ability aura of death with up to a 20-foot radius. Every round
score. A successful Ability Aspect check adds a penalty to living creatures within your aura, except you, must
your enemies’ ability scores for 1 minute (10 rounds). The make a Fortitude saving throw against your aspect save
result of the check indicates the amount of the bonus. If Difficulty, with failure per the Damage Track for lethal
you take 20 when making this check, you spend 2 minutes damage. So a failed save results in a hurt condition,
and suffer a +20 increase in the fatigue Difficulty. failure by 5 or more means the target is wounded, and
Multiple Ability Aspects: If you have more than so forth. Because your aura requires a Fortitude save,
one Ability Aspect, you may make one check and split the armor and other bonuses to Toughness have no effect
bonus or penalty, as desired, between the ability scores against it. You may increase the aura’s radius by 10 feet
you have aspects in or make checks for each ability score. for every four dreamer levels you possess. The aura of
death is fatiguing, with a Fatigue save Difficulty of 14 (+2
per four dreamer levels). The aura of life and the aura of
Aspect of the Eye death nullify each other in any areas where they overlap.
You emanate the calm of the Eye. You can use the Body Undead treat the aura of death as an aura of life.
Control and Ward powers. Deathly Powers: Choose one of the following
Aura of the Eye (Fatiguing, Maintenance): powers: Body Control, Corrupting Shadow, Drain
As a standard action, you can surround yourself with Vitality, Ghost Touch, Imbue Unlife, Harm and Shadow
an aura of the Eye with up to a 20-foot radius. You Shaping. You may choose this trait multiple times, each
and anyone else within the radius double the number time taking another power.
of Dream Conviction points needed to activate Dream Deathly Senses: As a move action you can make a
Conviction abilities. In addition, anyone in the aura’s Deathly Aspect check. The result of the check indicates
radius decreases the Difficulty of backlash checks by the range of your Darkvision. The benefits of Deathly
10. You may increase the aura’s radius by 10 feet for Senses last for 10 minutes. If you take 20 when making
every four dreamer levels you possess. In addition, any this check, you spend 2 minutes and suffer a +20
area under the effects of your aura during the turning increase in the Fatigue check.
is treated as if it was in the Eye (–10 to Domain Shifts).
Eye aura is fatiguing, with a Fatigue save Difficulty of 14 Dowser Aspect (Dreamer)
(+2 per four dreamer levels). The aura of the Eye and the
aura of the Wyrd nullify each other, thus allowing the You have an uncanny knack for finding persons, places,
normal domain effects to occur in the overlapping areas and things within the dreamlands. If the person, place or
of the auras. thing is protected by a Ward or other appropriate power
you must make an opposed check against the Ward to
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Aspects of Nevermore
successfully use this power. For each of these powers Once you use your breath weapon, you can’t breathe
you make a check (Difficulty 10) modified by the person, again until 3 rounds later. If the breath weapon deals
place or thing’s familiarity. If you fail you must wait until damage, creatures caught in the area can attempt Reflex
the next cycle to try again for that particular subject. saves to take half damage. The damage of your draconic
If successful, you locate the creature, object, or path breath is equal to your dreamer level.
you are looking for and find the shortest, most direct For non-damaging breath weapons use the
physical route to the subject of this power. The power following rules. Creatures within the area of affect must
indicates, at appropriate times, the exact path to follow. succeed on a Fortitude save or be paralyzed, (moon),
However, it does not provide you with any guidance in petrified (mountain), or weakened (2 points of Strength
regard to hazards you must avoid, obstacles you must damage; sun) for 4 rounds plus 1 round for every three
overcome, or creatures (including guardians) you might dreamer levels.
meet along the way. Draconic Movement (Fatiguing,
Locate Creature (Fatiguing, Concentration): Maintenance): As a move action, you gain a fly
You can use this power to locate a specific kind of speed equal to 20 feet with poor maneuverability. Add
creature (choose a particular species) or a specific an additional 20 feet to the granted movement speed
individual known to you. for every four dreamer levels. Draconic movement is
Locate Object (Fatiguing, Concentration): fatiguing, with a Fatigue save Difficulty of 14 (+2 per
You sense the direction of a well-known or clearly four dreamer levels).
visualized object. You can search for general items, Draconic Powers: Choose one of the following
in which case you locate the nearest one of its kind. powers based off of your choice of dragon. You may
Alternatively, you can attempt to find a certain item. choose this trait multiple times, each time taking
Locate Path (Fatiguing, Concentration): This another draconic power.
power enables you to sense the correct direction, be it Fire: Enhance Senses, Scrying, Suggestion,
the way into or out of a locale, which will eventually lead or Visions.
you to your destination. Forest: Dominate, Enhance Senses, Plant
Time: Dowser abilities require a full-round action. Shaping, or Suggestion.
Ice: Cold Shaping, Enhance Senses, Wind
Draconic Aspect Shaping, or Weather Shaping (Cold Shaping
counts as Water Shaping for purposes of this
Choose one of the following dragons: fire, forest, ice, power’s prerequisites)
moon, mountain, sky, sun, or swamp dragons. You Moon: Elemental Blast, Enhance Senses,
have a supernatural bond with your chosen dragon Wind Shaping, or Wind Walking
type. Afterward choose three of the following Dragon Mountain: Cure, Earth Shaping, Enhance
traits: draconic blindsense, draconic breath, draconic Ability, or Enhance Senses,.
movement, draconic powers, draconic presence, draconic Sky: Enhance Senses, Illusion, Light
senses, draconic skin, draconic strike, or supernatural Shaping, or Wind Shaping.
resistance. Your physical form is altered to reflect your Sun: Enhance Other, Enhance Senses, Light
chosen traits. You may take Draconic Aspect multiple Shaping, or Purifying Light.
times, each time gaining three new aspect traits. Swamp: Enhance Senses, Plant Shaping,
Draconic Blindsense: As a move action you can Shadow Shaping, or Water Shaping.
make a Draconic Aspect check. The result of the check
Draconic Presence: As a move action, you can
indicates the range of your draconic blindsense. The
make an Draconic Aspect check. The result of the check
benefits of Draconic Senses last for 10 minutes. If you
indicates the bonus you add to your Intimidate checks.
take 20 when making this check, you spend 2 minutes
This bonus lasts for 10 minutes. If you take 20 when
and suffer a +20 increase in the Fatigue check.
making this check, you spend 2 minutes and suffer a
Draconic Breath (Fatiguing): As a standard
+20 increase to the fatigue Difficulty.
action, you can use the breath weapon (if more than
Draconic Senses: As a move action you can
one choose one) of your chosen dragon: fire (fire; 30
make a Draconic Aspect check. The result of the check
ft. cone), forest (acid; 30 ft. cone), ice (cold; 30 ft.
indicates the range of your draconic Darkvision. The
cone), moon (cold or paralysis; 30 ft. cone), mountain benefits of Draconic Senses last for 10 minutes. If you
(petrifying; 30 ft. cone), sky (electricity; 60 ft. line), sun take 20 when making this check, you spend 2 minutes
(fire or weakening; 30 ft. cone), or swamp (acid; 60 ft. and suffer a +20 increase in the Fatigue check.
line). If a dragon has more than one breath weapon type Draconic Skin (Fatiguing, Maintenance):
you must choose which one you have access to when you As a move action you gain damage reduction +1/
first pick this aspect. supernatural. The benefits of Dragon Skin last for 10
rounds (1 minute). If you take 20 when making this

82
Aspects of Nevermore
check, you spend 2 minutes and suffer a +20 increase Supernatural Resistance (Fatiguing,
in the Fatigue check. Add an additional +1 damage Maintenance): As a standard action, you gain
reduction for every four dreamer levels. Draconic skin supernatural resistance 12. Add an additional +4
is fatiguing, with a Fatigue save Difficulty of 14 (+2 per supernatural resistance for every four dreamer levels.
four dreamer levels). Supernatural Resistance is fatiguing, with a Fatigue save
Draconic Strike (Fatiguing, Maintenance): As Difficulty of 14 (+2 per four dreamer levels).
a standard action you gain a bite attack. The damage is
equal to 1 + 1 for every four levels of dreamer. Elemental
Strike is fatiguing, with a Fatigue saving throw of 14 (+2
Dread Hunter Aspect
for every additional point of damage). Prerequisites: Dedicated (to ridding the dreamlands
Table 8.10: Draconic Blindsense of nightmares or vice-aligned creatures), Favored
Opponent (vice-aligned creatures or nightmares)
Result Senses Choose three of the following dread hunter traits:
dread hunter ferocity, dread hunter intuition, dread
10 10 ft. hunter movement, dread hunter powers, dread hunter
resistance, dread hunter sight, dread hunter stealth,
15 20 ft. dread hunter tactics, dread hunter tracking, dread
hunter weapon. You may take Dread Hunter Aspect
20 30 ft. multiple times, each time gaining three new traits.
Dread Hunter Ferocity (Fatiguing,
25 40 ft. Maintenance): As a free action, you can gain the
Rage feat whenever you are in the presence of one of
30 50 ft. your favored enemies. Unlike normal Rage, you may
use skills and powers that require concentration and
35+ 60 ft. may take 10 or 20 on checks. You are treated as having
the Rage feat an additional time for every four dreamer
Table 8.11: Draconic Presence levels (increasing its benefits or duration). Dread Hunter
Ferocity is fatiguing, with a Fatigue save Difficulty of 14
Difficulty Bonus (+2 per four dreamer levels).
Dread Hunter Intuition: You gain the Sense
10 2 Minds power in regards to detecting the presence of
your favored enemies, the Scrying power to spy upon
15 4 their activities, and the Visions power in regard sensing
the dangers they pose to yourself and others.
20 6 Dread Hunter Movement (Fatiguing,
Maintenance): As a move action, you improve your
25 8 speed by 10 feet. Add an additional 10 feet to the granted
movement speed for every four dreamer levels. Dread
30 10 Hunter Movement is fatiguing, with a Fatigue save
Difficulty of 14 (+2 per four dreamer levels).
35+ 12
Dread Hunter Powers: Choose one of the
following powers: Mind Touch, Teleport, and True
Table 8.12: Draconic Senses Vision. You may choose this trait multiple times.
Dread Hunter Resistance: As a move action,
Result Darkvision you can make a Dread Hunter Aspect check. The result
of the check indicates the bonus you add to your saving
10 30 ft. throws against the supernatural abilities of your favored
enemies. This bonus lasts for 10 minutes. If you take 20
15 60 ft. when making this check, you spend 2 minutes and suffer
a +20 increase to the fatigue Difficulty.
20 90 ft.
Dread Hunter Sight: As a move action you
25 120 ft. can make a Dread Hunter Aspect check. The result
of the check indicates how far you can see through
30 150 ft. concealment caused by darkness, fog, and supernatural
powers in regards to your favored enemies. A pale glow
35+ 180 ft. surrounds and outlines your favored enemies and allows

83
Aspects of Nevermore
you, but no one else, to ignore your favored enemy’s You essentially disappear from the sight of your favored
concealment. You can use this benefit even if you are enemies, but all other creatures can still see you. This
blinded. The benefits of Dread Sight last for 10 minutes. bonus lasts for 10 minutes. If you take 20 when making
If you take 20 when making this check, you spend 2 this check, you spend 2 minutes and suffer a +20
minutes and suffer a +20 increase in the Fatigue check. increase to the fatigue Difficulty.
Dread Hunter Stealth: As a move action, you Dread Hunter Tactics (Fatiguing): As a move
can make a Dread Hunter Aspect check. The result of action, you can make a Dread Hunter check. The result
the check indicates the bonus you add to your Stealth of the check indicates the bonus to your base Combat
checks. In addition, you can hide from your favored bonus (see the accompanying table) against your
enemies without the need for cover or concealment. favored enemies. Each round you can split the bonus
between attack and defense as you see fit. You can select
Table 8.13: Dread Hunter Resistance a bonus lower than the result you get on the table to
reduce fatigue Difficulty, which is 9 + the Combat bonus
Difficulty Bonus gained. This bonus lasts for 10 rounds (1 minute).
Dread Hunter Tracking: As a move action, you
10 +1 can make a Dread Hunter check. The result of the check
indicates the bonus you add to your Survival checks to
15 +2 track your favored enemies. This bonus lasts for one
hour and allows you to move your normal speed at no
20 +3
penalty (or twice your normal speed at -5). If you take 20
when making this check, you spend 2 minutes and suffer
25 +4
a +20 increase to the fatigue Difficulty.
30 +5 Dread Hunter Weapon (Fatiguing,
Maintenance): As a move action, you increase the
35+ +6 damage your weapons do against your favored enemies by
+1. Add an additional +1 damage for every four dreamer
Table 8.14: Dread Hunter Sight levels. Dread Weapon is fatiguing, with a Fatigue save
Difficulty of 14 (+2 per four dreamer levels).
Result Senses Table 8.16: Dread Hunter Tactics
10 20 ft. Difficulty Bonus

15 40 ft. Up to 4 +2

20 60 ft. 5 +3

25 80 ft. 15 +4

30 100 ft. 25 +5

35+ 120 ft. 35+ +6

Table 8.15: Dread Hunter Stealth Table 8.17: Dread Hunter Tracking
Difficulty Bonus Difficulty Bonus

10 +1 10 +2

15 +2 15 +4

20 +3 20 +6

25 +4 25 +8

30 +5 30 +10

35+ +6 35+ +12

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Aspects of Nevermore
Dreamlord Aspect summoned immediately depart the dreamlands, but
if the latter is chosen, the creatures are free to remain
Prerequisites: Aspect (any), Dream Blood, Natural or leave as they wish. Those who are summoned arrive
Dreamweaver at a place determined by you. Dreamlord’s Summons
You have linked yourself to one of the domains of is a full-round action and fatiguing (Difficulty 10 + the
the dreamlands. Choose one of the following domains to outsider’s level).
align yourself with: the Dreadlands, the Eye, the Hedge, Found Realm (Must be at least 6th level):
the Heartlands or the Wyrd. Once this choice is made, This ability allows you to create a realm with a world-
chose three of the following Dreamlord traits: additional altering dream weave. You have a +10 bonus to your
aura, create unique aspect, domain powers, dreamlord’s effective dreamer level when attempting to found your
summons, found realm, greater realm, realm weaving or first realm. In order to found a realm, you must have an
scry the unfamiliar. You may take the Dreamlord Aspect effective dreamer level of 21 or above. In addition to the
multiple times, each time gaining three new traits. Dream Conviction spent to reach this effective dreamer
Additional Aura (Requires Found Realm): A level, you must also spend 12 more Dream Conviction
Dreamlord can create an additional rule to govern over points. You are considered to have automatically
his realm. A Dreamlord may take this ability a number succeeded on a Wealth check (Difficulty 30) and subtract
of times equal to one-quarter of their dreamer level. the appropriate amount from your Wealth Score. There
Create Aspect: You gain a unique aspect. Only is no Backlash check when founding a realm. You may
you and those dedicated to you or a particular cause you create a new realm with a radius of up to 10 kilometers.
determine may acquire this aspect. This ability requires This realm conforms to your will, has all the properties
a lot of input from a player’s Narrator and should only be associated with the domain it is founded within, and can
taken with his permission. The Narrator should oversee have up to three realm auras placed upon it (including
and approve any aspect powers created by the player to one which overrides the domain aura). These auras
ensue it fits the character’s concept and is balanced with affect the realm’s environment or the creatures within
other aspects. Usually an aspect grants access to a set of it and are usually represented by supernatural powers
unique and related abilities or powers (typically twelve, or bonuses. In order to resist a particular realm rule,
three of which can be chosen each time the aspect is one must make a successful Will save (Difficulty 10 +
chosen). You may take Create Unique Aspect a number half your dreamer level + your key ability + 4). The
of times equal to one-quarter your dreamer level, each following is a list of restrictions you should keep in mind
time creating another unique aspect. when creating realm auras: you cannot create instant
Domain Powers: Choose one of the following death or hopeless situations, make the use of Dream
powers: Cold Shaping, Earth Shaping, Energy Shaping, Conviction points impossible, increase/decrease the
Fire Shaping, Illusion, Light Shaping, Manipulate domain modifiers to Backlash or dream action checks by
Object, Move Object, Nature Reading, Object Reading, more than 5, compel a creature to kill itself or perform
Plant Shaping, Shadow Shaping, Ward, Water Shaping, acts, which would result in certain death, bar a creature
Weather Shaping and Wind shaping. You are treated as from entering or leaving the realm through mundane
if you are two levels higher when using this power within means, though you may make it very difficult to do so.
your chosen domain. When using these powers outside You should also speak to your Narrator to discuss any
your domain you are considered to be one level lower other restrictions he may have and for approval of the
than normal. You may choose this trait multiple times, realm rules your have designed.
each time taking another domain power. Greater Realm (Requires Found Realm): Your
Dreamlord’s Summons (Requires Scry the realm doubles in radius to 20 square kilometers. You
Unfamiliar; Fatiguing): You may summon creatures may take this ability multiple times, each time doubling
whom you have observed via the Scry the Mortal World the realm’s previous size (40, 80, 160, 320, etc…).
ability to the dreamlands. This requires a check of 1d20 Realm Weaving (Requires Found Realm):
+ dreamer level + your key ability with a Difficulty of While within your realm, you have no chance of causing
10 + twice the creatures’ levels. Summoning five 1st a backlash from spending Dream Conviction points.
level humans is Difficulty 20, for instance. You may Scry the Unfamiliar (Requires Scrying;
place summoned creatures under a suggestion (as Fatiguing, Concentration): You can observe the
per the Suggestion power), though they receive a Will unfamiliar, including the mortal world, through the
save (Difficulty 10 + half your dreamer level + your key Scry power (Difficulty 40). For every point of Dream
ability + 4) to resist it. The summoned creatures remain Conviction you spend on this scrying attempt you
in the dreamlands for a number of cycles equal to your decrease the Difficulty by 5.
dreamer level. Once these cycles have passed, you must Designer’s Note: The rules presented under
decide whether to return the summoned creatures the Dreamlord’s Summons and Found Realm abilities
back to the mortal world or allow them to remain in replace the summons and realm aura rules.
Nevermore. If the dreamlord chooses the former, the
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Aspects of Nevermore
Elemental Aspect Emotive Aspect
Choose one of the following elements: cold, earth, Choose one of the following emotions: despair, fear,
energy, fire, water or wind. Afterward, choose three friendship, hatred, hope or rage. You may take Emotive
of the following Elemental traits: elemental powers, Aspect multiple times, each time choosing a new
elemental movement, elemental senses, and elemental emotion to effect with this aspect.
strike. Your physical form is altered to reflect your Emotive Powers: You can use the Heart Reading,
chosen traits. You may take Elemental Aspect multiple Heart Shaping and Suggestion powers to detect and
times, each time gaining three new traits. engender your chosen emotion in yourself and others.
Elemental Powers: Choose one of the following You can also use the Dominate power on those who are
powers: Elemental Aura (earth grants you a +2 bonus currently experiencing your chosen emotion.
to Toughness), Elemental Blast, Elemental Resistance, Heighten Emotion (Fatiguing): Make an
Elemental Weapon and the Shaping and Summon Emotive Aspect check (Difficulty 20) targeting a subject
Elemental power associated with your chosen element. who is currently experiencing your chosen emotion. If
You may choose this trait multiple times, each time successful and the target is willing, then you increase
taking another power. the effects that the emotion has on the target. If the
Elemental Movement (Fatiguing, target is unwilling, then the check is opposed by the
Maintenance): As a move action, you gain a movement Will save of a target who is currently experiencing your
speed appropriate to your chosen element. Cold grants
chosen emotion. If you make a successful check and
ice-walking, which allows normal movement and skill
beat your opponent’s Will save, then you increase the
use on icy surfaces and grants you a bonus to your base
effects that the emotion has on the target. A successful
ground speed on icy surfaces equal to 10 feet. Earth
Emotive Aspect check doubles the bonuses and penalties
grants you a burrow speed through dirt and stone equal
associated the despair, hope and rage effects, causes a
to 5 feet. Energy and fire increases your base ground
two level shift in attitude with the friendship and hatred
speed by 10 feet. Water grants you a swim speed equal
to 20 feet. Wind grants you a fly speed equal to 5 feet effects (indifferent to friendly, friendly to unfriendly)
with perfect maneuverability. Add an additional 5 (air and causes the panicked condition with the fear effect.
or earth) or 10 (for cold, energy, and fire) feet to the
granted movement speeds for every four dreamer levels. Fiendish Aspect
Elemental movement is fatiguing, with a Fatigue save
Difficulty of 14 (+2 per four dreamer levels). Choose three of the following fiendish traits: fiendish
Elemental Senses: As a move action you can powers, fiendish resistance, fiendish senses, fiendish
make an Elemental Aspect check. The result of the check skin, social presence, and supernatural resistance. Your
indicates the range of your Darkvision. The benefits of physical form is altered to reflect your chosen traits.
Elemental Senses last for 10 minutes. If you take 20 You may take Fiendish Aspect multiple times, each time
when making this check, you spend 2 minutes and suffer gaining three new traits.
a +20 increase in the Fatigue check. Fiendish Powers Choose one of the following
Elemental Strike (Fatiguing, Maintenance): powers: Cold Shaping, Elemental Aura, Elemental Blast,
As a standard action, you can imbue your unarmed Elemental Weapon, Fire Shaping, Illusion, Mind Touch,
attacks with damaging elemental energy. The damage is Second Sight, Shadow Shaping, Summon Outsiders
equal to 1 + 1 for every four levels of dreamer. Elemental (Fiends only), Suggestion, Teleport, and True Vision.
Strike is fatiguing, with a Fatigue saving throw of 14 (+2 You may choose this trait multiple times.
for every additional point of damage). Fiendish Resistance (Fatiguing,
Table 8.18: Elemental Senses Maintenance): As a move action, you gain +1
resistance to acid, cold, electricity and fire. Add an
Result Darkvision additional +1 bonus for every four dreamer levels.
Fiendish Resistance is fatiguing, with a Fatigue save
10 30 ft. Difficulty of 14 (+2 per four dreamer levels).
Fiendish Senses: As a move action you can make a
15 60 ft. Fiendish Aspect check. The result of the check indicates
how far you can see perfectly in darkness (of any kind,
20 90 ft. even that created by supernatural powers.) The benefits
of Fiendish Senses last for 10 minutes. If you take 20
25 120 ft. when making this check, you spend 2 minutes and suffer
a +20 increase in the Fatigue check.
30 150 ft.
Fiendish Skin (Fatiguing, Maintenance): As
a move action, you gain damage reduction +1/virtue
35+ 180 ft.
or (chose one: cold iron or silver). Add an additional
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+1 damage reduction for every four dreamer levels. Glamoured Powers: Choose one of the following
Fiendish skin is fatiguing, with a Fatigue save Difficulty powers based off of your choice of glamours. You may
of 14 (+2 per four dreamer levels). choose this trait multiple times, each time taking
Social Presence: Choose one of the following another glamoured power.
social skills: Bluff, Diplomacy, Disguise, or Intimidate.
Bewitching: Dominate, Heart Reading, Heart
As a move action, you can make a Fiendish Aspect check.
Shaping, Mind Probe, Mind Reading, Mind Shaping,
The result of the check indicates the bonus you add to
Mind Touch, Psychic Shield, or Suggestion.
your chosen skill. This bonus lasts for 10 minutes. If you
Concealing: Body Control, Blink, Cloud Minds,
take 20 when making this check, you spend 2 minutes
Illusion, Light Shaping, Psychic Shield, Self-Shaping,
and suffer a +20 increase to the fatigue Difficulty.
and Shadow Shaping.
Supernatural Resistance (Fatiguing, Evil-eyed: Bliss, Mind Probe, Mind Reading, Mind
Maintenance): As a standard action, you gain Shaping, Mind Touch, Pain, Psychic Blast, Psychic
supernatural resistance 12. Add an additional +4 Shield, Severance, or Ward.
supernatural resistance for every four dreamer levels. Lucky: Combat Sense, Elemental Resistance,
Supernatural Resistance is fatiguing, with a Fatigue save Enhance Senses, Psychic Shield, or Visions.
Difficulty of 14 (+2 per four dreamer levels). Soothsaying: Heart Reading, Mental Contact, Mind
Reading, Nature Reading, Object Reading, Second Sight,
Glamoured Aspect Truth Reading, True Vision, or Visions.
Wild: Body Control, Beast Link, Nature Reading,
Choose one of the following types of glamours: Plant Shaping, or Self-Shaping.
bewitching, concealing, evil-eyed, lucky, soothsaying,
or wild. Afterward choose three of the following Glamoured Skills: Choose one of the following
Glamoured traits: glamoured powers or glamoured powers based off of your choice of glamours. As a move
skills. You may take the Glamoured Aspect multiple action, you can make a Glamoured Aspect check. The
times, each time gaining either three new aspect traits result of the check indicates the bonus you add to your
or another glamour. chosen skill. This bonus lasts for 10 minutes. If you
take 20 when making this check, you spend 2 minutes
Table 8.19: Fiendish Senses and suffer a +20 increase to the fatigue Difficulty. You
may choose this trait multiple times, each time taking
Result Senses another Glamoured skill.

10 20 ft. Bewitching: Bluff, Diplomacy, or Gather Information.


Concealing: Bluff, Disguise, Sleight of Hand, or
15 40 ft. Stealth.
Evil-eyed: Concentration or Intimidate.
20 60 ft. Lucky (Fatiguing): Unlike the other uses of the
Glamoured Skill trait, you do not choose any particular
25 80 ft. skill, instead each use of the Glamoured Skill trait is
considered fatiguing and only applies to one skill check.
30 100 ft. Soothsaying: Notice, Search, or Sense Motives.
Wild: Climb, Jump, Notice, Handle Animal,
35+ 120 ft. Intimidate, Survival or Swim.

Table 8.20: Social Presence Table 8.21: Glamoured Skills

Difficulty Bonus Difficulty Bonus

10 +2 10 +2

15 +4 15 +4

20 +6 20 +6

25 +8 25 +8

30 +10 30 +10

35+ +12 35 +12

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Hallowed Celestial Aspect Celestial Protection (Fatiguing): As a free action,
you may choose a single individual within your line of
Prerequisites: Dedicated (to the Church of the sight. This individual gains a bonus to their Defense and
Hallowed), Mark of the Pillars (Celestial or Mother) you gain the same bonus on all rolls made to actively
Choose three of the following Hallowed Celestial protect the individual. The result of the check indicates
traits: celestial aura, celestial powers, celestial protection, the bonus gained by the chosen individual and yourself.
celestial resistances, celestial senses, celestial smite, or Only a single individual may be protected in this way
supernatural resistance. Your physical form is altered to each round. The target of this ability may be changed at
reflect your chosen traits. You may take the Hallowed the beginning of each round if you choose to do so. You
Celestial Aspect multiple times, each time gaining three cannot target yourself with this ability, though it can
new traits. use it to shield another hallowed celestial. If you take
Celestial Aura (Fatiguing): As a move action, 20 when making this check, you spend 2 minutes and
you can create a righteous aura around you. The radius suffer a +20 increase in the Fatigue check.
of your aura is equal to your Hallowed Celestial Aspect Celestial Resistances (Fatiguing, Maintenance):
check result (round down to the nearest 5 foot-radius; As a move action, you gain +1 resistance to acid, cold,
minimum 5 ft.). Any hostile creature within your electricity and fire. Add an additional +1 bonus for every
aura must succeed on a Will save to resist its effects. four dreamer levels. Celestial Resistance is fatiguing, with a
Nightmares, undead, Unseelie fey, and creatures with Fatigue save Difficulty of 14 (+2 per four dreamer levels).
the vice subtype have a –2 penalty on the save. Those Celestial Senses: As a move action you can make a
who fail are shaken and take a –2 penalty on attacks, Celestial Aspect check. The result of the check indicates
Defense and saves for one minute (10 rounds) or until how far you can see perfectly in darkness (of any kind,
they successfully strike you with an attack. even that created by supernatural powers.) The benefits
Celestial Powers: Choose one of the following of Celestial Senses last for 10 minutes. If you take 20
powers: Body Control, Combat Sense, Mind Touch, when making this check, you spend 2 minutes and suffer
Purifying Light, Teleport, and True Vision. You may a +20 increase in the Fatigue check.
choose this trait multiple times. Celestial Smite (Fatiguing, Maintenance): As
a free action, you can charge your weapon with sacred
power. When you attack a nightmare, undead, Unseelie
Table 8.22: Celestial Protection fey, or creature with the vice subtype, you can activate
this ability: add your Charisma score to your attack roll
Result Bonus and half your dreamer level to your damage. If you smite
an opponent who is not actually one of these creature
9 or less +1 types, there is no additional effect, but the smite use
is wasted. You can use Celestial Smite once plus an
10 +2 additional time per encounter for every four dreamer
levels. Celestial Smite is fatiguing, with a Fatigue save
20 +3 Difficulty of 14 (+2 per four dreamer levels).
Supernatural Resistance (Fatiguing,
30 +4 Maintenance): As a standard action, you gain
supernatural resistance 12. Add an additional +4
40 +5 supernatural resistance for every four dreamer levels.
Supernatural Resistance is fatiguing, with a Fatigue save
Table 8.23: Celestial Senses Difficulty of 14 (+2 per four dreamer levels).

Result Senses Hallowed Elder Aspect


Prerequisites: Dedicated (to the Church of the
10 20 ft.
Hallowed), Mark of the Pillars (Elder or Mother)
15 40 ft. Choose three of the following Hallowed Elder aspect
traits: elder aura, elder powers, elder presence, or
20 60 ft. elder rebuke. You may take the Hallowed Elder Aspect
multiple times, each time gaining three new traits. Your
25 80 ft. physical form is altered to reflect your chosen traits.
Elder Aura (Fatiguing): As a move action, you
30 100 ft. can create an aura of restraint around you. The radius
of your aura is equal to your Hallowed Celestial Aspect
35+ 120 ft. check result (round down to the nearest 5 foot-radius;
minimum 5 ft.). Any hostile creature within your aura
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must succeed on a Will save to resist its effects. Fiends, Hallowed Preacher Aspect
nightmares, undead, Unseelie fey, and creatures with
the vice subtype have a –2 penalty on the save. Those Prerequisites: Dedicated (to the Church of the
who fail cannot detect you or any allies within your Hallowed), Mark of the Pillars (Mother or Preacher)
aura for one minute (10 rounds) or until you or any Choose three of the following Hallowed Preacher
affected ally attack. You and your allies are essentially traits: preacher aura, preacher blessing, preacher
invisible and inaudible to any subjects failing their Will inspiration, or preacher powers. Your physical form is
save. They cannot detect your presence by any means, altered to reflect your chosen traits. You may take the
including the use of supernatural powers. Hallowed Preacher Aspect multiple times, each time
Elder Powers: Choose one of the following powers: gaining three new traits.
Scrying, Severance, Summon Outsider (Celestials only), Preacher Aura (Fatiguing): As a move action,
True Vision, Truth Reading, Visions, and Ward. You you can create an aura of companionship around you.
may choose this trait multiple times. The radius of your aura is equal to your Hallowed
Elder Presence: Choose one of the following social Preacher check result (round down to the nearest 5 foot-
skills: Diplomacy, Gather Information, or Sense Motive. radius; minimum 5 ft.). Any allied creature within your
As a move action, you can make a Hallowed Elder check. aura (including you) gains the Dedicated feat in regards
The result of the check indicates the bonus you add to to those affected by this aura and a +20 bonus on aid
your chosen skill. This bonus lasts for 10 minutes. If you checks for one minute (10 rounds), or until you are
take 20 when making this check, you spend 2 minutes struck by an attack.
and suffer a +20 increase to the fatigue Difficulty. Preacher Blessing (Fatiguing): As a standard
Elder Rebuke (Fatiguing): As a full-round action, you can grant one of the following feats to
action, you may speak a word of divine power against a an adjacent ally for one minute (10 rounds): Blind-
target nightmare, undead, Unseelie fey, or creature with Fight, Challenge, Dedicated, Great Fortitude, Iron
the vice subtype. The target must succeed on a Will save Will, Lightning Reflexes, Second Chance, Skill Focus,
to resist its effects, which depend upon your Hallowed Talented, or Tireless. The subject may receive an
Elder Aspect check. If the target is not a nightmare, additional feat for every four dreamer levels. Preacher’s
undead, Unseelie fey, or creature with the vice subtype, Blessing is fatiguing, with a Fatigue save Difficulty of 14
then the rebuke has no effect. (+2 per four dreamer levels).
Preacher Inspiration (Fatiguing,
Table 8.24: Elder Presence Maintenance): As a free action, you gain the Inspire
feat and add your dreamer levels to your expert levels (if
Difficulty Bonus
any) when determine its effects. You are treated as having
10 +2 the Inspire feat an additional time for every four dreamer
levels. Preacher’s Inspiration is fatiguing, with a Fatigue
15 +4 save Difficulty of 14 (+2 per four dreamer levels).
Preacher Powers: Choose one of the following
20 +6 powers: Calm, Enhance Senses, Heart Reading, Heart
Shaping, Mind Reading, Mind Touch, Psychic Shield,
25 +8 Suggestion, True Vision. You may choose this trait
multiple times.
30 +10

35+ +12 Hallowed Servant Aspect


Prerequisites: Dedicated (to the Church of the
Table 8.25: Elder Rebuke Hallowed), Mark of the Pillars (Mother or Servant)
Choose three of the following Hallowed Servant
Result Effects1
traits: servant aura, servant health, servant powers,
9 or less Shaken (10 rounds) servant skills, or servant touch. Your physical form is
altered to reflect your chosen traits. You may take the
10 Knocked Prone Hallowed Servant Aspect multiple times, each time
gaining three new traits.
20 Dazed (1 round) Servant Aura (Fatiguing): As a move action,
you can create an aura of self-sacrifice around you. The
30 Blinded (10 rounds) radius of your aura is equal to your Hallowed Servant
check result (round down to the nearest 5 foot-radius;
40 Stunned (1 round) minimum 5 ft.). You may transfer to yourself as many
bruised and hurt conditions, or one dazed and wounded
1 The effects are cumulative.
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condition from any allies within your aura for one warden tenacity, warden tracking, or warden weapon.
minute (10 rounds) or until you are wounded (either Your physical form is altered to reflect your chosen
directly or through the aura). In addition, you gain a traits. You may take the Hedge Warden Aspect multiple
recovery check with a +5 bonus each round while your times, each time gaining three new traits.
aura is activated. The recovery check may only be used Warden Agility (Fatiguing, Maintenance):
to heal the bruises, hurts, or wounds you have suffered As a free action, you can gain the Dodge Focus feat
from this aura, not damage dealt directly to you. whenever you are in the presence of one of your favored
Servant Health (Fatiguing, Maintenance): As enemies. You are treated as having the Dodge Focus feat
a free action, you or an ally you touch gain the Second an additional time for every four dreamer levels. Warden
Chance feat in regard to one of the following effects: Agility is fatiguing, with a Fatigue save Difficulty of 14
ability damage, death effects, disease, paralysis, poison, (+2 per four dreamer levels).
and stunning. You gain an additional Second Chance Warden Intuition: You gain the Sense Minds
feat for every four dreamer levels. Servant’s Health is power in regards to detecting the presence of your
fatiguing, with a Fatigue save Difficulty of 14 (+2 per favored enemies, the Scrying power to spy upon their
four dreamer levels). activities, and the Visions power in regard sensing the
Servant Powers: Choose one of the following dangers they pose to yourself and others.
powers: Cure, Cure Blindness/Deafness, Cure Disease, Warden Judgment: As a standard action, you
Cure Poison, Imbue Life, or True Vision. You may may banish a fey, nightmare, undead, or vice-aligned
choose this trait multiple times. creature in your line of sight to the Circles of Penance.
Servant Skills: Choose one of the following skills: This ability banishes the target to a cell deep within the
Craft (any one), Knowledge (any one), or Medicine. As city of Veratis and does not require you to make a power
a move action, you can make a Hallowed Servant check. check to overcome the Hedge’s domain aura. The base
The result of the check indicates the bonus you add to Difficulty is based on the creature’s size (see Table 8.26:
your chosen skill. This bonus lasts for 10 minutes. If you Warden Judgement).
take 20 when making this check, you spend 2 minutes Unwilling creatures get a Reflex saving throw to
and suffer a +20 increase to the fatigue Difficulty. resist banishment. A successful save means there is no
Servant Touch (Fatiguing): As a full-round effect. If you accidentally use this ability against a target
action, you may heal the ability damage of an adjacent that is not a fey, nightmare, undead, or vice-aligned
creature. Make a Hallowed Servant check (Difficulty creature, then the judgment has no effect. It also has no
15). The subject regains one ability point plus one effect if the target is innocent of any crime (this is most
additional point for every 10 points your check exceeds often the case in regards to Seelie and Glaseelie fey).
the Difficulty. Warden Powers: Choose one of the following
powers: Nature Reading, True Vision, or Ward. You may
choose this trait multiple times.
Hedge Warden Aspect Warden Movement (Fatiguing,
Prerequisites: Dedicated (to the Hedge Warden Maintenance): As a move action, you improve your
code), Favored Opponent (fey, nightmares, undead, or speed by 10 feet. Add an additional 10 feet to the granted
vice-aligned creatures) movement speed for every four dreamer levels. Warden
Choose three of the following Hedge Warden traits: Movement is fatiguing, with a Fatigue save Difficulty of
warden agility, warden intuition, warden judgment, 14 (+2 per four dreamer levels).
warden powers, warden movement, warden resistance, Warden Resistance: As a move action, you can
make a Hedge Warden Aspect check. The result of
Table 8.26: Servant Skill the check indicates the bonus you add to your saving
throws against the supernatural abilities of your favored
Difficulty Bonus enemies. This bonus lasts for 10 minutes. If you take 20
when making this check, you spend 2 minutes and suffer
10 +2 a +20 increase to the fatigue Difficulty.
Warden Stamina: As a standard action, you can
15 +4 make a Hedge Warden Aspect check. The result of the
check indicates the bonus you add to your Constitution
20 +6 for purposes of resisting non-aspect or power-based
fatigue, holding your breath, avoiding damage from
25 +8
starvation or thirst, and hot or cold environments. This
30 +10 bonus lasts for 10 minutes. If you take 20 when making
this check, you spend 2 minutes and suffer a +20
35+ +12 increase to the fatigue Difficulty.

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Warden Tenacity (Fatiguing, Maintenance): Horse Aspect
As a free action, you can gain the Tough feat whenever
you are in the presence of one of your favored enemies. Choose three of the following horse traits: control horses,
You are treated as having the Tough feat an additional horse empathy, horse movement, horse senses, horse
time for every four dreamer levels. Warden Tenacity is shape, horse’s brawn, horse’s stamina, horse’s strike,
fatiguing, with a Fatigue save Difficulty of 14 (+2 per and summon horses. Your physical appearance mirrors
four dreamer levels). your chosen traits. You may take Totem Aspect (Horse)
Warden Tracking: As a move action, you can multiple times, each time gaining three new traits.
make a Hedge Warden check. The result of the check Control Horses: You can use the Dominate, Heart
indicates the bonus you add to your Survival checks to Shaping, and Suggestion powers in regards to horses.
track your favored enemies. This bonus lasts for one Horse Empathy: You can use the Beast Link,
hour and allows you to move your normal speed at no Calm, and Heart Reading powers in regards to horses.
penalty (or twice your normal speed at -5). If you take 20 Horse Movement (Fatiguing, Maintenance):
when making this check, you spend 2 minutes and suffer As a move action, your ground speed increases by 10
a +20 increase to the fatigue Difficulty. feet. Add an additional 10 feet to the granted movement
Warden Weapon (Fatiguing, Maintenance): speeds for every four dreamer levels. Totem Movement
As a move action, you increase the damage your is fatiguing, with a Fatigue save Difficulty of 14 (+2 per
weapons do against your favored enemies by +1. Add four dreamer levels).
an additional +1 damage for every four dreamer levels. Horse Senses: As a move action, you gain Night
Warden Weapon is fatiguing, with a Fatigue save Vision and the indicated bonus to Notice, Search, and
Difficulty of 14 (+2 per four dreamer levels). Sense Motive checks. The benefits of Totem Senses last
for 10 minutes. If you take 20 when making this check,
you spend 2 minutes and suffer a +20 increase in the
Table 8.27: Warden Judgement Fatigue check.

Size Difficulty Table 8.29: Warden Stamina

Tiny or smaller 10 Difficulty Bonus

Small 15 10 +5

Medium 20 15 +6

Large 25 20 +7

Huge 30 25 +8

Gargantuan 35 30 +9

Colossal 40 35+ +10

Table 8.28: Warden Resistance Table 8.30: Warden Tracking

Difficulty Bonus Difficulty Bonus

10 +1 10 +2

15 +2 15 +4

20 +3 20 +6

25 +4 25 +8

30 +5 30 +10

35+ +6 35+ +12

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Horse Shape (Must be at least 3rd level to Horse’s Stamina: As a standard action, you can
choose this trait): You gain the ability to use the Self- make a Horse Aspect check. The result of the check
Shaping power to transform into a horse. indicates the bonus you add to your Constitution for
Horse’s Brawn: As a standard action, you can purposes of resisting non-aspect or power-based fatigue,
make a Horse Aspect check. The result of the check holding your breath, avoiding damage from starvation
indicates the bonus you add to your Strength for or thirst, and hot or cold environments. This bonus lasts
purposes of determining carrying capacity. This bonus for 10 minutes. If you take 20 when making this check,
lasts for 10 minutes. If you take 20 when making this you spend 2 minutes and suffer a +20 increase to the
check, you spend 2 minutes and suffer a +20 increase to fatigue Difficulty.
the fatigue Difficulty. Horse’s Strike (Fatiguing, Maintenance): As
a standard action, you gain the hoof attacks (and the
Table 8.31: Horse Senses training to use them) of a horse (+1 damage) and the
Dual Strike feat. Add an additional +1 bonus for every
Result Bonus four dreamer levels. Totem Strike is fatiguing, with a
Fatigue save Difficulty of 14 (+2 per four dreamer levels).
10 +1
Summon Horses (Fatiguing): As a full-round
15 +2 action, you can summon horses to serve you and
others. This requires a check of 1d20 + adept level
20 +3 + your key ability with a Difficulty of 10 + twice the
horses’ combined levels. Summoning two 3rd level light
25 +4 horses is Difficulty 22, for instance. Summon Horses is
fatiguing (Difficulty 10 + the horses’ combined levels).
30 +5 The summoned horses do your bidding for a number of
days equal to your dreamer level before departing. You
35+ +6 may summon mundane or supernatural horses (such as
celestial horses, spirit-horses, etc.).
Table 8.32: Horse’s Brawn
Illumination Aspect
Difficulty Bonus
Choose one of the following types of illumination:
10 +5 brilliant, darkened, or shadowy. Afterward choose three
of the following Illumination traits: illumination aura,
15 +6 illumination blast, illumination powers, illumination
shaping, illumination strike, illumination ward, or
20 +7 illumination weapon. You may take the Illumination
Aspect multiple times, each time gaining three new
25 +8 aspect traits.
Illumination Aura (Fatiguing, Maintenance):
30 +9 This works like an Elemental Aura power. Brilliant deals
supernatural light damage that only affects undead
35+ +10 and supernatural creatures of innate evil (creatures
with the vice subtype) such as fiends). Darkened
Table 8.33: Horse’s Stamina deals supernatural darkness damage that only affects
supernatural creatures of innate good (creatures
Difficulty Bonus with the virtue subtype) such as celestials. Shadowy
deals supernatural shadow damage that only affects
10 +5 incorporeal creatures such as ghosts. Illumination aura
is fatiguing, with a fatigue save Difficulty of 14.
15 +6 Illumination Blast: You have the ability to create
a focused blast out of your chosen illumination. This
20 +7 blast works like an Elemental Blast power with brilliant
dealing supernatural light damage against undead and
25 +8 supernatural creatures with the vice subtype, darkened
dealing supernatural darkness damage against creatures
30 +9
with the virtue subtype, and shadowy dealing supernatural
35+ +10 shadow damage against incorporeal creatures.

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Illumination Powers: Choose two of the following Table 8.34: Sense Life
powers: Blink, Combat Sense, Enhance Ability, Enhance
Senses, Teleport, or Ward. While within your chosen Difficulty Radius
illumination you may use these powers, though the
effects of these powers cannot extend beyond the border 15 30 feet
of your chosen illumination type. You may choose
this trait multiple times, each time taking two more 20 300 feet
illumination powers.
Illumination Shaping: Brilliant grants the Light 25 3,000 feet (about one-half mile)
Shaping power, while darkened and shadowy grant the
Shadow Shaping power. 30 30,000 feet (about 5 miles)
Illumination Strike (Fatiguing, Maintenance):
35 300,000 feet (about 50 miles)
As a standard action, you can imbue your unarmed attacks
with damaging energy. Brilliant deals supernatural light 40 3,000,000 feet (about 500 miles)
damage against undead and supernatural creatures with
the vice subtype. Darkened deals supernatural darkness creatures within your aura gain a free recovery check
damage against supernatural creatures with the virtue each round. You may increase the aura’s radius by 10
subtype. Shadowy deals supernatural shadow damage feet for every four dreamer levels you possess. The aura
against incorporeal creatures. The damage is equal to of life is fatiguing, with a Fatigue save Difficulty of 14 (+2
1 + 1 for every four dreamer levels. Illumination Strike per four dreamer levels). The aura of life and the aura of
is fatiguing, with a Fatigue save Difficulty of 14 (+2 for death nullify each other in any areas where they overlap.
every additional point of damage). Undead treat the aura of life as an aura of death.
Illumination Ward: You can call forth a Life Powers: Choose one of the following powers:
supernatural ward to fill an area up to 60 feet across. Body Control, Cure, Cure Blindness/Deafness, Cure
Maintaining the ward requires concentration. Brilliant Disease, Cure Poison, Imbue Life, and Purifying Light.
wards only affect undead and supernatural creatures You may choose this trait multiple times, each time
with the vice subtype. Darkened wards only affect taking another power.
supernatural creatures with the virtue subtype. Shadow Sense Life: You can determine the presence and
wards only affect incorporeal creatures. Any affected location of other living things (constructs, elementals,
creature must succeed on a Will save in order to enter the and undead are not detected). Make a Difficulty 15 Sense
warded area, and another Will save each round to remain Life check to sense the presence of any living creature
there. A failed save means the creature cannot enter the within 30 feet of you. For every factor of 10 you extend
area and must leave immediately if it is already inside it. your sensing radius, the Difficulty increases by 5.
Illumination Weapon (Fatiguing, With a successful check, you sense the presence of
Maintenance): You can imbue any weapon you wield other living things, their approximate number, their
with supernatural power. The weapon is considered general type (animal, humanoid, and so forth), and
supernatural for overcoming the defenses of creatures their approximate location. The larger the number of
vulnerable to such weapons. You must personally wield living things, the more general the information tends
the weapon for it to gain this benefit. In addition, the to be. Psychic Shield opposes Sense Life. A Psychic
weapon has one of the following abilities based on Shield check greater than your Sense Life check allows a
your illumination type: +2 damage against undead or creature to go unnoticed.
supernatural creatures with the vice subtype (brilliant), You can focus your attempt to Sense Life on a
+2 damage against supernatural creatures with the particular place you can see, such as a building or terrain
virtue subtype (darkened), or Ghost Touch (shadowy). feature within range.
Illumination weapon is fatiguing, with a fatigue save
Difficulty of 14.
Lucky Aspect (Dreamer)
Life Aspect Prerequisites: Lucky
You are lucky beyond all belief.
Choose three of the following Life traits: aura of life, life Aura of Luck (Fatiguing, Maintenance): You
powers and sense life. Your physical form is altered to are surrounded by an aura of luck with a 60-foot radius.
reflect your chosen traits. You may take the Life Aspect Whenever you would normally be surprised in combat
multiple times, each time gaining three new traits. by an attack, power, or effect originating from within
Aura of Life (Fatiguing, Maintenance): As a the aura’s range, you can make a Lucky Aspect check
standard action, you can surround yourself with an aura (Difficulty 15). If successful, you receive a split-second
of life with up to a 20-foot radius. You and any living warning (could be something you notice or just a gut

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Aspects of Nevermore
instinct); you are not surprised and can take an action Magus Judgment (Requires Magus Sight): As a
in the surprise round. If you succeeded by 10 or more, standard action, you may banish anyone who you have
you are treated as if you rolled a 20 on your initiative determined has committed a crime via your Magus
check for the surprise round. If you succeed by 20 or Sight ability. The subject is immediately banished to the
more, you can take a move or standard action before the Circles of Penance deep within the city of Veratis. The
surprise round. You can increase the radius of your aura base Difficulty is based on the creature’s size.
by 30 feet for every four dreamer levels you possess. Magus Mind: Choose one of the following skills:
When another creature within the aura is the subject Concentration, Knowledge (any one), or Sense Motive.
of an attack, power, or effect originating from within As a move action, you can make a Magus of the Eye
the aura’s radius, you receive a warning about that check. The result of the check indicates the bonus
creature, but the Difficulty of your Lucky Aspect check is you add to your chosen skill. This bonus lasts for 10
increased by 5. Aura of luck is fatiguing, with a Fatigue minutes. If you take 20 when making this check, you
save Difficulty of 14 (+2 per four dreamer levels). spend 2 minutes and suffer a +20 increase to the fatigue
Lucky Re-Roll (Fatiguing): As a reaction, you Difficulty. You may choose this trait multiple times, each
can make a Lucky Aspect check. The result of the check time taking another skill.
indicates the bonus you gain when you use the amazing Magus Powers: Choose one of the following
re-roll ability. You cannot use this ability to affect a powers: Mind Probe, Mind Reading, Mind Touch, Object
Lucky Aspect check. Reading, Psychic Shield, Scrying, Second Sight, True
Vision, Truth-Reading, or Visions. You may choose this
Magus of the Eye Aspect trait multiple times, each time taking another power.

Prerequisites: Dedicated (to the Code of the Magi), Table 8.36: Magus Judgment
Second Chance (Sense Motive)
Choose three of the following Magus of the Eye Size Difficulty
traits: any of the aspect of the Eye traits, aura of Veratis,
magus judgment, magus mind, magus powers, or magus Tiny or smaller 10
sight. Your physical form is altered to reflect your
chosen traits. You may take the Magus of the Eye Aspect Small 15
multiple times, each time gaining three new traits.
Medium 20
Aura of Veratis (Requires Aura of the Eye): When
activating your aura of the Eye ability, you may also add the Large 25
following effects: those within the aura gain a +5 bonus to
Knowledge checks and come under the Suggestion to tell Huge 30
the truth. In addition, those who commit or aid another
Gargantuan 35
in the commission of a crime or lie within your aura come
under the immediate effects of a Mind Probe (even if you Colossal 40
don not normally have this power).

Table 8.35: Lucky Re-Roll Table 8.37: Magus Mind

Difficulty Bonus Difficulty Bonus

10 +1 10 +2

15 +2 15 +4

20 +3 20 +6

25 +4 25 +8

30 +5 30 +10

35+ +6 35+ +12

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Aspects of Nevermore
Table 8.38: Magus Sight
Difficulty Result

10 A vague vision that may not be accurate.

15 A brief and accurate vision of the events.


A longer vision of the events, encompassing everything that took place in a particular
20
place and time.
25 The ability to move the vision backward or forward in time to review the event.
The ability to track the vision backward through time and space to trace an event to its
30
origin.
35 Near-complete knowledge of a particular past event and everything involving it.

Magus Sight (Requires Mind Probe): You centered on you with a radius of 5 feet. Tree grants two
gain the Visions power in regard to the subject of your natural attacks (and the training to use them). Each
Mind Probe power. However, instead of showing you the slam attack (bludgeoning) has damage equal to +1. Vines
future of the subject it shows you their past, specifically can increase their reach by 5 feet when they perform an
in regards to the questions you ask them. action. Add a +1 bonus to damage (tree) or an additional 5
The Narrator should make Magus’ Sight checks feet radius (flower) or reach (vine) for every four dreamer
secretly so you don’t necessarily know if a particular levels. Plant manifestation is fatiguing with a Fatigue save
vision was accurate or not. Consult the table below for Difficulty of 14 (+2 per four dreamer levels).
the results of a vision, based on the check. Plant Powers: Choose one of the following powers:
Impressions of persons, places, and things read Body Control, Nature Reading, Plant Shaping, Psychic
from the subject generally count as slightly familiar Shield, or Self-Shaping. You may choose this trait
for the purposes of determining familiarity for other multiple times, each time taking another plant power.
powers, possibly more if the vision was long or extremely Plant Shape (Requires Self-Shaping): You can
accurate (in the Narrator’s opinion). use the Self-Shaping power to transform into a plant
(flower, tree, or vine-based) and thereby gain the plant
Plant Aspect creature type.

Choose one of the following types of plants: flower, tree,


or vine. Afterward choose three of the following Plant
Prodigious Aspect (Dreamer)
traits: animate plant, plant link, plant manifestation, You have the ability to perform spectacular actions
plant powers, or plant shape. You may take the Plant without hesitation. When you gain this aspect choose
Aspect multiple times, each time gaining either three two related skills. You may take this aspect multiple
new aspect traits. times. Each time you do so, chose two different related
Animate Plant (Fatiguing): This ability works skills. You gain the Prodigious Challenge, Power, and
like the Imbue Unlife power, but creates mindless and Skills abilities with these new skills.
intelligent plants instead. The mindless plants have the Prodigious Challenge (Fatiguing): As a
same stats as skeletons (tree) or zombies (flower and free action, you can make a Prodigious Aspect check
vine) depending upon the type of plant you have chosen. (Difficulty 10). If successful, you gain a free challenge
Plant Link (Fatiguing, Concentration): This plus an extra free challenge during the scene for every
link works like the Beast Link power except it only works five points you beat the Difficulty. These challenges can
on your chosen plant type and you can perceive the be taken all at once or one at a time. You can only use
environment as if the plant could see its surroundings this ability once per scene.
with Night Vision. Prodigious Power: You gain a single power
Plant Manifestation (Fatiguing, Maintenance): associated with one of your chosen skills. This power
As a standard action, you gain a unique ability according should be determined by you and your Narrator at the
to your chosen plant type. Flower grants the ability to time of choosing this aspect. For example, if you chose
create a blissful scent, which works like the Bliss power the Handle Animal and Medicine skills, then your

95
Aspects of Nevermore
Narrator might allow you to choose between the Beast Shaping, Mind Touch, Pain, Psychic Blast, Sense Minds,
Link and Cure power, whichever power you chose will be Suggestion Truth-Reading, and Ward. These powers
available to use when this aspect is activated. only affect progeny and have no effect when used against
Prodigious Skills: As a move action, you can non-progeny. You may choose this trait multiple times,
make a Prodigious Aspect check. The result of the check each time taking two more progeny powers.
indicates the bonus you add to your chosen skill checks. Summon Progeny (Fatiguing): You can
This bonus lasts for 10 minutes. If you take 20 when summon either dreamspawn or nightmare progeny.
making this check, you spend 2 minutes and suffer a You can summon up to twice your dreamer level in this
+20 increase to the fatigue Difficulty. type of progeny, with no individual progeny having a
greater level than your dreamer level. Make a Progeny
Progeny Aspect Summoning check against a Difficulty of 10 + the total
level of progeny summoned. A successful check means
You have an innate bond with the dreamland’s progeny. the progeny appear within your line of sight. Summoned
Chose three of the following Progeny traits: disrupting progeny do your bidding for a number of days equal
strike, progeny skills, progeny powers or summon to your dreamer level before disappearing. Summon
progeny. You may take the Progeny Aspect multiple Progeny is a standard action.
times, each time gaining three new traits.
Disrupting Strike (Fatiguing, Maintenance):
Totem Aspect
You gain the disrupting attack trait of a progeny in
regards to your natural attacks. Creatures wounded Choose one of the following animals: bat, cat, dog, hawk,
by your natural attack lose a Dream Conviction point. rat, snake (viper) or wolf. Afterward, choose three of the
Dream Conviction points lost in this way count against following Totem traits: control totem, totem empathy,
the character’s Dream Conviction allotment for a scene totem movement, totem physiology, totem reflexes,
and can cause a backlash. You cause the loss of an totem senses, totem shape, totem strike, and summon
additional Dream Conviction point for every four levels totem. Your physical appearance mirrors your chosen
of dreamer you have. Disrupting Strike is fatiguing, with traits. You may take Totem Aspect multiple times, each
a Fatigue save Difficulty of 14 (+2 for every additional time gaining three new traits.
point of damage). Control Totem: You can use the Dominate, Heart
Progeny Skills (Fatiguing): Choose two skills Shaping, and Suggestion powers in regards to your
you have ranks in. You may use the improbable deed totem animal.
and unbelievable challenge Dream Conviction abilities Totem Empathy: You can use the Beast Link,
with these skills without expending Dream Conviction. Calm, and Heart Reading powers in regards to your
Progeny Powers: Choose two of the following totem animal.
powers: Apport, Beast Link, Bliss, Calm, Cloud Minds, Totem Movement (Fatiguing, Maintenance):
Cure, Cure Blindness/Deafness, Cure Disease, Cure As a move action, you gain a movement speed appropriate
Poison, Dominate, Drain Vitality, Enhance Other, Flesh to your chosen totem. Cat, dog and wolf improve your
Shaping, Harm, Heart Reading, Heart Shaping, Imbue base ground speed by 10 feet. Bat and hawk grant a fly
Life, Imbue Unlife, Mind Probe, Mind Reading, Mind speed equal to 10 feet with good maneuverability. Rat

Table 8.39: Prodigious Skills Table 8.40: Totem Physiology

Difficulty Bonus Difficulty Bonus

10 +2 10 +1

15 +4 15 +2

20 +6 20 +3

25 +8 25 +4

30 +10 30 +5

35+ +12 35+ +6

96
Aspects of Nevermore
and snake grant you a climb and swim speed equal to 10 1 for every four levels of dreamer along with the Dual
feet. Add an additional 10 feet to the granted movement Strike feat. The bat, dog, rat, snake and wolf totems
speeds for every four dreamer levels. Totem Movement grant a bite attack (piercing) with damage equal to 2
is fatiguing, with a Fatigue save Difficulty of 14 (+2 per + 1 for every four levels of dreamer. Totem Strike is
four dreamer levels). fatiguing, with a Fatigue save Difficulty of 14 (+2 for
Totem Physiology: As a move action, you can every additional point of damage).
make an Totem Aspect check. The result of the check Summon Totem (Fatiguing): As a full-round
indicates the bonus you add to your Fortitude saves. action, you can summon totem animals to serve you and
This bonus lasts for 10 minutes. If you take 20 when others. This requires a check of 1d20 + dreamer level +
making this check, you spend 2 minutes and suffer a your key ability with a Difficulty of 10 + twice the totem
+20 increase to the fatigue Difficulty. animals’ combined levels. Summoning 3 2nd-level
Totem Reflexes: As a move action, you can make wolves is Difficulty 22, for instance. Summon Totem is
an Totem Aspect check. The result of the check indicates fatiguing (Difficulty 10 + the totem animals’ combined
the bonus you add to your Reflex saves. This bonus lasts levels). The summoned totem does your bidding for
for 10 minutes. If you take 20 when making this check, a number of days equal to your dreamer level before
you spend 2 minutes and suffer a +20 increase to the departing. You may summon mundane or supernatural
fatigue Difficulty. totems (such as celestial hawks, etc.).
Totem Senses: You gain senses according to your
chosen totem. The bat totem grants you the indicated Wyrd Aspect (Dreamer)
distance of blindsight. The cat and hawk totems grant
you Night Vision and the indicated bonus to Notice and You carry the indelible mark of the Wyrd wherever you
Search checks. The dog and wolf totems grant you Scent go. You can use the Heart Shaping and Second Sight
and Track (+4 bonus to Survival checks when tracking by power.
scent) and the indicated bonus to Sense Motive checks. Wyrd Aura (Fatiguing, Maintenance): As a
The rat totem grants you Night Vision and Scent and standard action, you can surround yourself with an aura
the indicated bonus to Notice checks. The snake totem of the Wyrd with up to a 20-foot radius. You and anyone
grants you Scent and the indicated bonus to Notice else within the radius may use the improbable deed
and Search checks. Totem Senses is a move action. The and unbelievable challenge Dream Conviction abilities
benefits of Totem Senses last for 10 minutes. If you take without expending Dream Conviction. In addition,
20 when making this check, you spend 2 minutes and anyone in the aura’s radius suffers a +5 Difficulty to their
suffer a +20 increase in the Fatigue check. backlash checks. You may increase the aura’s radius by
Totem Shape: You gain the ability to use the Self- 10 feet for every four dreamer levels you possess. In
Shaping power to transform into your totem. addition, any area under the effects of your aura during
Totem Strike (Fatiguing, Maintenance): As the turning is treated as if it was in the Wyrd (+10 to
a standard action, you gain natural attacks (and the Domain Shifts). Wyrd aura is fatiguing, with a Fatigue
training to use them). The cat and hawk totems grants save Difficulty of 14 (+2 per four dreamer levels).
you claw attacks (slashing) with a damage equal to 1 +

Table 8.41: Totem Reflexes Table 8.42: Totem Senses

Difficulty Bonus Result Blindsight Bonus

10 +1 10 5 ft. +2

15 +2 15 10 ft. +4

20 +3 20 15 ft. +6

25 +4 25 20 ft. +8

30 +5 30 25 ft. +10

35+ +6 35+ 30 ft. +12

97
Chapter 9
Feats of Nevermore

This chapter introduces new feats for use with the total level.) For example, if you were a 1st level adept/
True20 system and Nevermore campaign setting. 3rd level expert with the Apport power, you would be
Inspired by the five domains in Nevermore, the feats able to use the power as if you were a 4th level adept if
cover a vast breadth: fleshing out dreamlords, free you expended a point of Dream Conviction.
riders, the Hallowed, weavers of the Wyrd and the
wordsmiths of Poesi; providing new options for aliases, Alias (Expert)
familiars, and minions; a number of wild aspect feats to
make aspects more unpredictable; a way for dreamers The best way to escape the law is to send it in pursuit of
to obtain feats from other roles; and more options for the wrong (or a nonexistent) person. You develop aliases
dream weaving. that allow you to move in society without revealing your
true nature. When you choose this feat create a specific
Adept Feats (Dreamer) identity, such as an influential merchant or unassuming
guardsman with distinct mannerisms and appearance.
A dreamer can choose the following adept feats, but When you disguise yourself as this identity, you gain
applies them to his aspects, instead of powers: Empower, various benefits. When making Disguise checks to use
Erase Signature, Quicken Power, Shield Penetration, your alias, you gain a bonus to the check equal to your
Subtle Power and Widen Power. A dreamer can also character’s level. While in your alias, you gain a +2
gain the Mind Over Body and Familiar feats. bonus to Bluff checks.
You may drop an alias at any time and create a new
Adept Insight (General) one, however the new alias takes one month to develop
and requires a Bluff check (Difficulty 20). If the check is
Prerequisite: 1st level Adept, Knowledge successful, you replace one of your old aliases with a new
(supernatural) rank 8 one. If it is unsuccessful, you still gain the alias, however
You have spent many hours studying the you only gain half you level to Disguise checks and do
supernatural and can have flashes of insight into how to not gain the +2 bonus to Bluff checks. You may retry
use your powers. For every point of Dream Conviction once a month to perfect your new alias.
you spend you increase your effective adept level on a You may take this feat multiple times; each time you
single use of a power by up to 4 (maximum equal to your take the feat you gain a new alias.

98
Feats of Nevermore
Aspect Duplication (Dreamer) Dream Blood (Dreamer)
You have the ability to duplicate the aspects of others. You gain two extra Dream Conviction points. Choose a
You may only use this power to duplicate the aspects of mental ability score (Intelligence, Wisdom or Charisma)
those within your line of sight. You still have to spend as the key ability for your backlash checks and aspects.
Dream Conviction to activate these aspects for one Your total aspect bonus with any known aspect is your
scene. If no one within line of sight has an aspect, then aspect rank + key ability score. Total save Difficulty is
you cannot use this ability. You use your own dreamer the base save Difficulty + key ability.
level to determine the aspects effects. You can take this feat once every four dreamer levels
(twice at 4th-level, thrice at 8th-level, etc.). Each time
Aspect Mastery (Dreamer) you do so, you gain two extra Dream Conviction points
and may change you key ability score.
Choose one of your known aspects. When making checks
with that aspect, you can take 10 even when distracted
or under pressure. This feat does not allow you to take Dream Resistance (General)
10 with aspects that do not normally allow you to do so. Prerequisite: Resistance to Dreams (x2)
You can acquire this feat multiple times. Each time you You have a natural resistance to surreal effects. You
take this feat, choose another known aspect to master. gain a Dream Resistance equal to 10 + half your non-
dreamer levels. You can avoid effects originating from
Aspect Memory (Dreamer) aspects, dream weaving, or the supernatural abilities
of progeny. To determine if a supernatural effect or
Prerequisite: Aspect Duplication ability works against you, the user must make a dreamer
You retrain a memory of an aspect you have seen level check (1d20 + dreamer level). If the result equals
and can activate it at a moment’s notice. You can or exceeds your dream resistance, the power works
memorize a single aspect you have come into contact normally, although you are still allowed a saving throw.
with. This aspect does not need to be within line of sight
You may not gain levels in the dreamer role if you take
to use. You may take this feat multiple times. Each time
this feat.
you take it you increase the number of aspects you can
memorize by one.
Dreamborn Familiar (Adept or
Auxiliary Role (Dreamer) Dreamer)
Prerequisite: Must one or more levels in the dreamer role. Prerequisite: Familiar or Guardian of Faehalig
Choose one of the following roles: adept, expert, or Your familiar gains the dreamborn background. It
warrior. You may choose feats from this role’s list when gains Dream Blood as a bonus feat and also chooses one
taking dreamer levels. Your dreamer levels also count as other bonus feat, two bonus skills, and two favored feats
levels in this role for purposes of determining a feat’s (or one favored supernatural power or aspect). Because of
effects. The number of non-dreamer feats you can gain the Dream Blood feat the familiar has access to 2 points of
access to via this feat is equal to half your dreamer level. Dream Conviction, which it can spend on its actions.
For example, a 3rd-level warrior/5th-level dreamer can
have up to three warrior feats from his warrior levels Dreamer Insight (General)
and up to two warrior feats from his dreamer levels and
is treated as an 8th-level warrior for the purposes of Prerequisite: 1st level Dreamer, Knowledge
determining his feats’ effect. (supernatural) rank 8
You have spent many hours studying the
Celestial/Fiendish Familiar supernatural and can have flashes of insight into how to
use your aspects. For every point of Dream Conviction
(Adept or Dreamer) you spend you increase your effective dreamer level on a
Prerequisite: Familiar or Guardian of Faehalig and single use of a power by up to 4 (maximum equal to your
Knowledge (theology and philosophy) 10 ranks total level.) For example, if you were a 1st level dreamer/
Your familiar gains the celestial (guardian or 6th level warrior with Totem Aspect (wolf) you would be
familiar) or fiendish (familiar only) template and uses able to use the aspect as if you were a 7th level dreamer
your adept (if a familiar) or dreamer level (if a guardian) if you expended two points of Dream Conviction.
to determine its special abilities.

99
Feats of Nevermore
Familiar’s Sacrifice (Adept or good Fortitude and Reflex saves and normal Will saves
like an expert of your total level.
Dreamer) Abilities: This is a bonus to the base animal’s
Prerequisite: Familiar or Guardian of Faehalig Strength, Dexterity, and Constitution scores.
Once per round, you can have your familiar make Bonus Tricks: The number in this column is the
a save (Fortitude, Reflex, Will or Toughness) versus a total number of tricks the mount knows, in addition
targeted effect instead of you. Your familiar must be to any you might choose to teach it using the Handle
within 5 feet of you and suffers any effects from the save Animal skill. These bonus tricks don’t require any
as if it was the target. training time or Handle Animal checks, and they don’t
count against the normal limit of tricks known by the
mount. You select these bonus tricks, and once chosen,
Favored Audience (Expert) they can’t be changed.
You have a particular type of audience you’ve studied Link: You have a psychic link with your mount.
or are especially effective against. It may be a type of The two of you are always in mental contact (like a use
creature, like animals or the undead; a profession, of the Mind Touch power). If some outside force, such
like soldiers or thieves; or any other category the as the Ward power, interferes, you can make a power
Narrator approves. Especially broad categories, like “all check to overcome it. If your psychic link is broken, it is
humanoids” or “all villains,” are not permitted. You get a automatically reestablished as soon as possible. Because
+2 bonus on Bluff, Diplomacy, Intimidate, Perform, and of your link, you can handle your mount as a free action
Sense Motive checks when dealing with your favored and push it as a move action, even if you aren’t trained
audience. In addition, your favored audience suffers a –2 in the Handle Animal skill. You get a +4 bonus on
penalty to their Will Saves when you use an appropriate interaction checks involving your mount.
feat or power. You may take this feat multiple times, Share Aspects: You can choose to have any aspect you
either choosing a different favored audience or stacking activate also affect your mount. This includes any aspects
with your existing bonus to a maximum of +6 on skills you gain via your race or role, such as the Totem Aspect
checks and –6 on Will saves. (Horse), which normally only affects the user. The mount
must be within 5 feet of you when the aspect is used to
receive its effects. If the aspect has a duration other than
Free Rider’s Mount (Dreamer) instantaneous, it stops affecting the mount when it moves
Prerequisite: 6th level, Dedicated (to protecting the farther than 5 feet away from you and does not affect it
Free Camp), Vehicular Combat again, even if it returns while the aspect is still in effect.
You have a supernatural bond with a spirit horse. Evasion: Your mount gains the Evasion feat.
The spirit horse is considered to be a heroic companion Dedicated: Your mount gains the Dedicated feat
(same as the Leadership feat) and has its own virtue, towards you.
vice, and pool of Dream Conviction to draw upon. Their Speak: Your mount can speak verbally with you as if
virtue and vice are usually aligned or very similar to you shared a common language. Others cannot understand
those of their chosen rider. your communication without the use of aspects or powers.
Total Level: Enhancements to the mount’s traits are Improved Evasion: Your mount gains the Improved
based on your total level. A mount’s combat bonus is the Evasion feat.
same as a warrior of your total level, and a mount has

Table 9.1: Free Rider’s Mount

Total Level Abilities Tricks Special

6th–8th +1 3 Dedicated, Evasion, Link, Shared Aspects

9th–11th +1 4 Speak

12th–14th +2 5 –

15th–17th +2 6 Improved Evasion

18th–20th +3 7 –

100
Feats of Nevermore
Gifted Aspect (Dreamer)
Choose one aspect. You gain a +1 bonus to aspect rank with
that aspect. You can take this feat more than once. Each
time, it either increases your current gifted aspect bonus
by 1 (Maximum +5) or applies it to a different aspect.

Gifted Powers (Adept or


Dreamer)
Choose three dream weaving powers. You gain a +1 bonus
to power rank with those powers, whether you activate
them through normal powers, aspects, or dream weaving.
You may take this feat more than once. Each time increases
your current gifted Powers bonus by +1 (Maximum +5) or
applies to a different set of three powers.

Guardian of Faehalig (Dreamer)


Prerequisite: Dedicated (Faehalig), Knowledge
(theology and philosophy) 4 ranks
You gain a familiar as per the Familiar feat, except
you use your dreamer level to determine its ability
scores, tricks, and special abilities. You also share
activated aspects with your guardian or servant.

Half-Celestial Familiar (Adept or Improved Aspect Memory


Dreamer) (Dreamer)
Prerequisite: Aspect Memory
Prerequisite: Familiar or Guardian of Faehalig,
You are even more adept at recalling your
Celestial Familiar, and Knowledge (theology and
memorized aspects. You may use your memorized
philosophy) 15 ranks
aspects up to three times per cycle without spending
Your familiar gains the half-celestial (guardian or
Dream Conviction.
familiar) or half-fiendish (familiar only) template and
uses your adept (if a familiar) or character level (if a
guardian) to determine its special abilities. Improved Dream Weaving
(Dreamer)
Harmonized Voice (Expert) Choose three dream weaving powers from the lists
Prerequisite: Fascinate (acting, comedy, oratory, or below. You can gain these powers via the dream weave
singing) and Inspire Dream Conviction ability up to three times per cycle
You have the ability to harmonize your voice in such without expending a Dream Conviction point. The
a way as to weave together multiple audio effects (ex. powers use your dreamer level for determining its ranks
Fascinate, Inspire, Suggestion, Words of Crafting, etc.). and effects. You must still spend Dream Conviction
If you expend a point of Dream Conviction, you can have normally to increase the effective dreamer level beyond
two audio effects active at the same time as a full-round your dreamer level.
action. For example, you could have the Fascinate feat The following is a list of dream weaving powers:
active as you inspire competence in your allies or inspire Personal Dream Weaving Powers (powers
awe as you use words of crafting to create an object. that normally can effect more than just yourself count
as a half power): Blink, Body Control, Combat Sense,
Cure, Cure Blindness/Deafness, Cure Disease, Cure
Improved Aspect (Dreamer) Poison, Elemental Resistance, Enhance Self, Enhance
Choose one aspect. You may now use this aspect three Senses, Flesh Shaping, Ghost Touch, Physic Shield,
times per cycle without spending Dream Conviction. Second Sight, Supernatural Speed, Supernatural Strike,
You can take this feat more than once. Each time, you Supernatural Weapon, Teleport, True Vision, Visions,
apply it to a new aspect. and Wind Walking.

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Feats of Nevermore
Improved Minions (General)
Prerequisite: Minions or Servants of Lilith, Charisma
+13 (+2 for each choice of this feat), 7th level
Whenever you take this feat you chose one of the
following benefits: you can recruit minions of a level
one-quarter higher than normal (one-half your level
instead of one-quarter), you double the number of
minion levels you have access to, or expand the size
range of your minions by two categories.
You may take this feat multiple times, however each
subsequent choice of this feat increases the Charisma
prerequisite. Narrators may also set other limitations
on the Improved Minions feat, such as capping the
maximum minion level, how many minions you can
have, and/or the size categories of your minions.

Improved Mounted Shot (General)


You can use ranged weapons while your mount is
moving all out without a penalty on the attack roll. You
make the attack roll when your mount has completed
half its movement.

Improved Shared Aspects/


Powers (Dreamer)
Prerequisite: Familiar or Guardian of Faehalig
You can share aspects (guardian only) or powers
(familiar only) with your familiar out to a range of 30
Progeny powers (can only effect progeny; each feet, instead of 5 feet.
of these only counts as a half power): Apport, Beast
Link, Bliss, Calm, Cloud Minds, Cure, Cure Blindness/ Improved Spirited Charge
Deafness, Cure Disease, Cure Poison, Dominate, Drain
Vitality, Enhance Other, Flesh Shaping, Harm, Heart
(Warrior)
Reading, Heart Shaping, Imbue Life, Imbue Unlife, Prerequisite: Spirited Charge
Mind Probe, Mind Reading, Mind Shaping, Mind When mounted or on a vehicle and using the charge
Touch, Pain, Psychic Blast, Sense Minds, Suggestion action, you deal +4 damage with a melee weapon (+5
Truth-Reading, and Ward. with a lance).
The following powers can be mimicked in
regards to your surroundings: Cold Shaping, Earth
Shaping, Energy Shaping, Fire Shaping, Illusion, Light Innate Aspect Traits (Dreamer)
Shaping, Manipulate Object, Move Object, Nature Prerequisite: Improved Aspect (any)
Reading, Object Reading, Plant Shaping, Shadow Choose one aspect that you have associated with the
Shaping, Ward, Water Shaping, Weather Shaping and Improved Aspect feat. You may use three of the aspect
Wind Shaping. traits from this aspect without needing to activate your
aspect via Dream Conviction. You can take this feat
Improved Familiar (Adept or more than once. Each time you take it, you can either
Dreamer) apply it to a new aspect and gain three more innate
aspect traits or gain one more innate aspect trait from
Prerequisite: Familiar or Guardian of Faehalig a previously chosen aspect. If your innate aspect trait
Your familiar gains three levels in its creature type mimics a power, then you are considered to have that
(usually animal). This feat may be taken multiple times, power for the purpose of prerequisites for feats.
though the familiar may never have more levels than you.

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Feats of Nevermore
Innate Dream Weaver Powers Mark of the Servant (Male only): You now a
member of the Order of Servants. Your Wealth score is
(Dreamer) reduced to 0 and cannot be raised above 0, but you gain
Prerequisite: Improved Dream Weaving the Connected, Endurance, and Tireless feats.
Choose three dream weaving powers associated Mark of the Unfaithful: You have walked the
with the Improved Dream Weaving feat. You may use Path of the Four Pillars, but betrayed the principles of the
these powers without needing to use the dream weaving Church of the Hallowed during its tests. You are not cast
ability. You can take this feat more than once. Each out of the Church, but lose the benefits of the Dedicated
time you take it, you can apply it to three more dream feat until your dedication to the Church is renewed, at
weaving powers. which point you are considered to have the mark of the
faithful. As long as you retain the mark of the unfaithful,
you gain the Skill Focus (Bluff, Disguise, or Intimidate)
Irresistible Charge (Warrior) and Dedicated (to your vice) feats. Players should seek
When using the charge action, you deal +1 damage with their Narrator’s approval before taking this mark.
a melee weapon (+2 if it is a piercing weapon).
Minions (General)
Mark of the Pillars (General) Prerequisite: 6th level
Prerequisite: Dedicated (to the Church of the Hallowed) You gain minions as your loyal followers. You have
You have walked the Path of the Four Pillars and a number of levels worth of minions equal to twice
are now supernaturally marked by it. Choose one of the your character level. You can divide your minion levels
following marks and gain its special benefit. however you would like, but your minions cannot exceed
Mark of the Bride (Female only): You have one-quarter of your level. Your minions must be Small
walked the Path of the Four Pillars and been chosen as a or Medium creatures. Narrators may allow minions of
spiritual bride to Menhalig. Choose one of the following any creature type, including constructs, undead and
Hallowed Aspects: celestial, elder, preacher, or servant. other creature types.
Your Wealth score is reduced to 0 and cannot be raised When you gain a level you may either add new
above 0, but you gain this aspect immediately and treat minions or increase the level of existing ones up to the
your total level as your dreamer level in regards to maximum allowed level.
determining your ranks and other effects of this aspect. If you lose or dismiss a minion you may make a
Mark of the Celestial (Male only): You are a Diplomacy check (Difficulty 20 + 5 if you were directly
member of the Order of Celestials. Your Wealth score is responsible for their death) to regain the lost minions.
reduced to 0 and cannot be raised above 0, but you gain This Diplomacy check usually takes eight hours and for
the Armor Training, Connected, and Weapon Training every point of success above the Difficulty you recruit
(or Improved Strike) feats. one lost minion level. A Narrator may increase the
Mark of the Elder (Male only): You are a member Difficulty (depending upon the attitudes of those he
of the Order of Elders. Your Wealth score is reduced is trying to recruit), time required to make the check
to 0 and cannot be raised above 0, but you gain the (depending upon creature type), or even disallow the
recruiting of minions depending upon the situation and
Connected and Master Plan feats.
whereabouts of the character.
Mark of the Faithful: You have walked the Path
of the Four Pillars and were found faithful, but were not
called to one of the holy orders. This does not mean you Minion Swarm
failed the trials, but rather you are called to live as one Prerequisite: Minions or Servants of Lilith, 8th level
of the lay faithful for the time being. Those who have the You can create minion swarms out of Small or
mark of the faithful may walk the Path of the Four Pillars Medium-sized component creatures. They act as if they
again, but must wait for a year before making another are one creature and use the following rules.
attempt. You gain a +1 bonus on all your saving throws, Size and Type: The minion swarm’s size is based off
while retaining the mark of the faithful. of the number of individuals in the minion swarm and
Mark of the Preacher (Male only): You now a its type is determined by the component creature used
member of the Order of Preachers. Your Wealth score is to create the swarm. Minion swarms made out of Tiny,
reduced to 0 and cannot be raised above 0, but you gain Diminutive, and Fine creatures use the normal swarm
the Connected and Fascinate feats. rules instead of those presented below (though they are
dispersed on a “Wounded” result).
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Feats of Nevermore
Space/Reach: A minion swarm has no reach and Minion Swarm Attack: Minion swarms do not make
its space is determined based on the size and number standard melee attacks. Instead, they deal automatic
of its component creatures as shown in the Minion damage to any creature whose space they occupy at
Swarm Space table. Minion swarms made out of Tiny, the end of their move, with no attack roll needed.
Diminutive, or Fine creatures have a space of 10 feet and Minion swarm attacks are not subject to a miss chance
require the Improved Minion feat to create. for concealment or cover. A minion swarm’s attacks
Speed/Abilities/Skills/Feats/Traits/Saving are not supernatural, unless the minion swarm’s base
Throws: The minion swarm has the same speed, creature states otherwise. Damage reduction sufficient
abilities, skills, feats, traits, and saving throws as the to reduce a minion swarm attack’s damage below 0,
component creature. being incorporeal and other special abilities can give
Attack Immunities: A minion swarm has no clear front a creature immunity (or at least resistance) to damage
or back and no discernable anatomy, so it is not subject to from a minion swarm. Some swarms also have acid,
critical hits. Minion swarms cannot be tripped, grappled poison, blood drain or other special attacks in addition
or rushed, and they cannot grapple an opponent. to normal damage. The amount of damage a minion
Immunity to Targeted Effects: A minion swarm is swarm deals is based on the component creature’s
immune to any power or effect that targets a specific damage (from natural or manufactured weapons) and
number of creatures (including single-target supernatural the number of component creatures that make up the
powers) with the exception of mass mind-influencing swarm as shown in the Minion Swarm Trait table.
effects if the minion swarm has an Intelligence. Toughness Bonus: A minion swarm gains a bonus to
Vulnerability to Area Effects: A swarm takes half toughness depending upon the number of creatures that
again as much damage (+50%) from powers or effects make up the swarm in Table 9.3: Minion Swarm Trait.
that affect an area, including Widened powers. Damage Track: A minion swarm responds
Distraction: Using or concentrating on supernatural differently to the damage track than a single creature. A
powers within the area of a minion swarm requires a minion swarm ignores any damage that results in a “hurt”
successful Difficulty 25 Concentration check. Using condition on the damage track. Individuals in the swarm
skills that involve patience and concentration requires a may be injured, but the swarm as a whole is unaffected.
Difficulty 20 Concentration check.

Table 9.2: Minion Swarm Space

Creature Size 3–5 6–10 11–20 21–40 41–80 81–160

Small 20 ft. 25 ft. 30 ft. 40 ft. 50 ft. 70 ft.

Medium 20 ft. 25 ft. 30 ft. 40 ft. 50 ft. 70 ft.

Large1 40 ft. 50 ft. 60 ft. 80 ft. 100 ft. 140 ft.

Huge1 50 ft. 60 ft. 80 ft. 100 ft. 140 ft. 200 ft.

Gargantuan1 70 ft. 90 ft. 110 ft. 150 ft. 210 ft. 270 ft.

Colossal1 90 ft. 110 ft. 150 ft. 210 ft. 270 ft. 390 ft.
1 You may have minion swarms of this size if you have chosen to increase the size of your minions via the Improved Minions feat.

Table 9.3: Minion Swarm Trait


Traits 3–5 6–10 11–20 21–40 41–80 81–160

Damage Bonus +1 +2 +3 +4 +5 +6

Toughness Bonus +0 +2 +4 +6 +8 +10

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Feats of Nevermore
If a minion swarm is wounded (or worse) by a failed Surreal effects are less likely to affect you. You gain
Toughness saving throw it causes the swarm to break up a bonus to Toughness and Will saving throws against
immediately. The half of the minion levels are considered surreal damage or effects originating from aspects,
permanently lost and must be regained as per the normal dream weaving, or the supernatural abilities of progeny.
minion rules. The other half return after 24 hours. You can take this feat multiple times and its
benefits stack, up to a maximum +5 bonus to your
Mounted Shot (General) Toughness saves.

You can use ranged weapons while your mount is


Ride-by Attack (General)
taking a double move without a penalty on the attack
roll. You can use ranged weapons while your mount is Prerequisite: Vehicular Combat
moving all out as well, but at a –4 penalty. In either You can make an attack roll at any time during your
case, you make the attack roll when your mount has vehicle or mount’s movement, instead of at the halfway
completed half its movement. point.

Natural Dream Weaver (Dreamer) Rogue Rider (General)


You may expend up to half of your Dream Conviction Prerequisite: Dedicated (to protecting the Free Camp)
points (i.e. your scene allotment) to improve the You lose the benefits of the Dedicated feat, but
effective level of your dream weaves. In addition, you in return you gain an additional +1 Strength and +1
gain a +1 effective dreamer level to all dream weaves you Fortitude and Will save bonus when you are raging. Your
spend Dream Conviction to improve. maximum bonus for Strength and saves is increased to
For example, at 3rd level a dreamer would normally +5, instead of +4 (the –2 penalty to Defense and other
only be able to spend up to 2 Dream Conviction to effects remain the same). Whenever you spend a point
improve a dream weave. However, a natural dream of Dream Conviction to re-roll a roll directly concerning
weaver would be able to spend up 4 Dream Conviction. maintaining your rage, the roll is treated as a 20 (but
If he expends 1 Dream Conviction point, his effective not a natural 20). The Narrator decides when this is
dreamer level is increased by 3 to 6th level, whereas 4 appropriate (such as when someone tries to use the
Dream points would increase it by 9 to 12th level. Heart Shaping or Calm powers on you).
If you renew your dedication, you lose the benefits of
Power Mastery (Adept) this feat. You can only regain them by failing or wavering
in your dedication.
Choose four of your known powers. When making
checks with those powers, you can take 10 even when
Servants of Lilith (Dreamer)
distracted or under pressure. This feat does not allow
you to take 10 with powers that do not normally allow Prerequisite: Dedicated (Lilith), Knowledge (theology
you to do so. You can acquire this feat multiple times. and philosophy) 5 ranks, 2nd level
Each time you take this feat, choose four other known You gain the ability to summon nightmarish minions
powers to master. to serve you. You gain the ability to summon your dreamer
level in minions each cycle. You can divide your minion
Reckless Weaver (Dreamer) levels however you would like, but your minions cannot
exceed one-half of your character level. In addition, to
Prerequisite: Natural Dream Weaver being minions they are fanatically loyal to you and have
You can expend all of your Dream Conviction points the disrupting attack and progeny skills traits. Your
to improve the effective level of your dream weaves. minions disappear at the end of each cycle. You may
However, if you expend more than half your Dream summon the servants of Lilith as a full round action.
Conviction points (i.e. your scene allotment) you must
make a backlash check (Difficulty 10 + 1 for every point
Wild Aspects (Dreamer)
above your scene allotment).
Your aspects fluctuate in strength and potency. Reduce
Resistance to Dreams (General) your effective dreamer level by 2 for all your aspects. At
the beginning of each scene, roll a d20 and add the level
Prerequiste: No levels in the dreamer role modifier to your effective dreamer level.

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Feats of Nevermore
Wild Aspect Surge (Dreamers) Wild Weaver (Dreamer)
Prerequisite: Wild Aspects Prerequisite: Dreamer 3rd level
Your wild aspects can be enhanced through sheer Your dream weaves fluctuate in power and
determination. For each point of Dream Conviction you effectiveness. Reduce your effective dreamer level
spend you increase the level modifier of your wild aspects by 2 for all dream weaves. Whenever you attempt a
result by one. For example, if you roll a 17 and spend 2 dream weave, roll a d20 and add the level modifier to
points of Dream Conviction, then you would increase the your effective dreamer level. The result indicates what
modifier to +6 for the duration of the scene. dreamer level you are considered to be with regard to
that particular dream weave. You may still spend Dream
Wild Powers (Adept) points to increase your effective level as normal.

Your powers fluctuate in strength and potency. Reduce


Words of Crafting (Dreamer)
your effective adept level by 2 for all your powers. At the
beginning of each scene, roll a d20 and add the level Prerequisites: Dream Blood, Prodigious Aspect in
modifier to your effective adept level. Craft (writing) or Perform (acting, comedy, oratory, or
singing).
Wild Skills (General) You are so adept at weaving words together you
can knit objects out of thin air. Choose Perform (acting,
Your skills fluctuate in effectiveness. Reduce your comedy, oratory, or singing) or Craft (writing). As a full-
effective skill ranks by 2 for all skills. Whenever you round action, you can use your chosen skill to dream
attempt a skill check, roll a d20 and add the bonus craft. The Craft Difficulty is increased by 5, though all
to your effective skill ranks. The result indicates how other factors remain the same.
many ranks you are considered have with regard to that
particular skill check.
Table 9.4: Wild Aspects Table 9.6: Wild Skills
Result Level Modifier Result Bonus

1–2 +0 1–2 +0

3–6 +1 3–6 +1

7–10 +2 7–10 +2

11–14 +3 11–14 +3

15–18 +4 15–18 +4

19–20 +5 19–20 +5

Table 9.5: Wild Powers Table 9,7: Wild Weaver


Result Level Modifier Result Level Modifier

1–2 +0 1–2 +0

3–6 +1 3–6 +1

7–10 +2 7–10 +2

11–14 +3 11–14 +3

15–18 +4 15–18 +4

19–20 +5 19–20 +5

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Chapter 10
Paths of Nevermore
This chapter contains ten new paths for use in the against their enemies. They are often seen wandering
Nevermore campaign setting. From the Heartlands, the dreamlands, especially those places which have been
the exarches of the heart are intended for use by players rumored to be under the sway of nightmares or infernal
and Narrators, while nightspinners creatures. It is not uncommon for a dread hunter to
are designed to be played as attach himself to other like-minded individuals
adversaries. From the Wyrd, and seek out those who are in league with evil
the weavers of the Wyrd and
or endangered by it.
the wordsmiths of Poesi are
intended for use by players Position: Dread hunters are
and Narrators. However, the excellent scouts, who
weavers are an unpredictable are especially effective
organization due to their against nightmares and
tragic history, which means vice-aligned creatures.
they can serve as adversaries, However, their singular
heroes, or both within any given focus comes at a cost to
adventure From the Dreadlands, their potency against other
the dread hunters and the free foes. Still, a dread hunter can
riders are intended for use by draw upon his Conviction
players and Narrators. However,
to gain temporary favored
there are some free riders, who are
no longer associated with Gwynudd enemies (as approved by
and the Free Camp and can be very the Narrator) for a scene
dangerous adversaries. From the transforming him into a
Hedge, the hallowed and hedge deadly force to reckon with
wardens are intended for use in a fight.
by players and Narrators and Abilities: Dread hunters are
make excellent allies in the more likely to favor Dexterity
dreamlands. Lastly from the over Strength, due to their skill
Eye, dreamlords are primarily selection, but this is not always
intended for use narrator the case as the extra damage can be an
characters. However, a player may
immense help against the fiendish foes they
ask the Narrator for permission to become
a dreamlord. The magus of the Eye makes an excellent face. A strong Constitution is useful especially
path for both player and Narrator characters and is a because of the creatures they often cross swords with in
useful ally in the dreamlands. battle. Most dread hunters have a high Wisdom score in
order to resist the fear-inspiring and seductive powers
of their enemies and to make better use of their many
Dread Hunters Wisdom-based skills. Intelligence is useful for obtaining
The dread hunters are dedicated to hunting down and more skills and making the dread hunter that much
destroying nightmares and other evil creatures within more flexible in his abilities. Charisma is the least useful
Nevermore. They also have an uncanny insight into their ability for dread hunters as their martial lives rarely
prey, which allows them to keep track of their quarry, leave room for polishing much more than their swords.
while avoiding the traps and ambushes which might Background: Dread hunters are made up of a
await them. They can confuse the senses of their enemies mixture of mortal and fey members who have suffered
and mask their whereabouts from the infernal eyes of at the clutches of nightmares.
their foes. They are persistent trackers and often infused Skills: Pick a number of skills equal to 4 +
with supernatural power, which allow them to hunt down the dread hunter’s Intelligence modifier from the
and dispatch their diabolic foes no matter the situation. following list: Acrobatics, Climb, Concentration, Craft,
Heroes: A hero’s desire to become a dread hunter Jump, Knowledge (earth sciences, life sciences, or
is frequently born out of a terrible tragedy in his past and supernatural), Medicine, Notice, Search, Sense Motive,
this suffering is made manifest in the powers they use Stealth, Survival, or Swim.

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Paths of Nevermore
Table 10.1: Dread Hunter Path
Character
Role Level Feats/Powers/Aspects
Level

Dedicated (to ridding the dreamlands of nightmares or vice-aligned creatures),


1 Warrior 1st Favored Opponent (nightmares or vice-aligned creatures), Track, Weapon
Training

2 Dreamer 1st Dread Hunter Aspect

3 Warrior 2nd Favored Opponent (nightmares or vice-aligned creatures)

4 Dreamer 2nd Improved Aspect (Dread Hunter)

5 Warrior 3rd Choose a Feat1

6 Dreamer 3rd Dread Hunter Aspect

7 Warrior 4th Choose a Feat1

8 Dreamer 4th Gifted Aspect (Dread Hunter)

9 Warrior 5th Choose a Feat1

10 Dreamer 5th Dread Hunter Aspect

11 Warrior 6th Choose a Feat1

12 Dreamer 6th Innate Aspect Traits (Dread Hunter)

13 Warrior 7th Choose a Feat1

14 Dreamer 7th Dread Hunter Aspect

15 Warrior 8th Choose a Feat1

16 Dreamer 8th Gifted Aspect (Dread Hunter)

17 Dreamer 9th Choose a Feat2

18 Dreamer 10th Choose a Feat2

19 Dreamer 11th Choose a Feat2

20 Dreamer 12th Choose a Feat2


1 Choose one of the following: Accurate Attack, Armor Training, Assessment, Attack Focus, Attack Specialization*, Blind Fight,
Canny Dodge, Challenge, Critical Strike*, Defensive Attack, Dodge Focus, Endurance, Exotic Weapon Training, Far Shot,
Favored Opponent (nightmares, vice-aligned creatures, and other creatures or groups as determined by the Narrator)*, Greater
Attack Focus*, Greater Attack Specialization*, Improved Critical, Improved Defense, Improved Disarm, Improved Initiative,
Improved Precise Shot, Improved Ranged Pin, Improved Speed, Improved Throw, Improved Trip, Move-by Action, Night
Vision, Point Blank Shot, Precise Shot, Quick Draw, Ranged Pin, Run, Second Chance, Seize Initiative*, Shield Training, Skill
Focus, Skill Training, Smite Opponent*, Talent, Tireless, Tough*, Trackless, Trailblazer, Two-Weapon Defense, Two-Weapon
Fighting, or Uncanny Dodge.
2 Choose one of the above feats (except those marked with an *) or one of the following: Dream Blood, Empower, Innate Aspect
Traits (Dread Hunter), or Gifted Aspect (Dread Hunter).

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Paths of Nevermore
Table 10.2: Dreamlord Path

Character
Role Level Feats/Powers/Aspects
Level

Auxiliary Role (chose one), Dream Blood, Dreamlord Aspect, Natural


1 Dreamer 1st
Dreamweaver

2 Dreamer 2nd Choose a Feat or Aspect1

3 Dreamer 3rd Choose a Feat or Aspect1

4 Dreamer 4th Dream Blood

5 Dreamer 5th Choose a Feat or Aspect1

6 Dreamer 6th Dreamlord Aspect or Leadership

7 Dreamer 7th Choose a Feat or Aspect1

8 Dreamer 8th Dream Blood

9 Dreamer 9th Choose a Feat or Aspect1

10 Dreamer 10th Dreamlord Aspect

11 Dreamer 11th Choose a Feat or Aspect1

12 Dreamer 12th Dream Blood

13 Dreamer 13th Choose a Feat or Aspect1

14 Dreamer 14th Dreamlord Aspect

15 Dreamer 15th Choose a Feat or Aspect1

16 Dreamer 16th Dream Blood

17 Dreamer 17th Choose a Feat or Aspect1

18 Dreamer 18th Dreamlord Aspect

19 Dreamer 19th Choose a Feat or Aspect1

20 Dreamer 20th Dream Blood

1 You may choose any general or dreamer feat or any aspects. In addition, you may choose feats from the feat list of your chosen
auxiliary role.

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Paths of Nevermore
Dreamlord into the workings of the dreamlands and those within
it. The physical abilities are much less important to a
Dreamlords are fearsome foes and awesome allies and dreamlord. However, their auxiliary role might lend
can be found in every domain. They are the shapers of itself to Strength, Constitution, or Dexterity depending
the world of Nevermore and though some have fallen upon the feats the dreamlord wishes to have.
over the years, many others have taken their place. The Background: Both mortals and fey are represented
populace of each dreamlord’s realm is often fiercely within the ranks of dreamlords.
loyal to their ruler, and it is said that a dreamlord within Skills: Pick a number of skills equal to 4 +
the seat of his power is almost unassailable. Beware the dreamlord’s Intelligence modifier. See the
becoming the enemy of a dreamlord: their reach is far following lists for appropriate skills for dreamlords:
and their eyes are everywhere. Dreamlords gain a great Concentration, Bluff, Craft, Diplomacy, Gather
amount of influence over the dreamlands. They can scry Information, Intimidate, Knowledge (any), Language,
and summon creatures from throughout Nevermore Notice, Perform, or Sense Motive.
and the mortal realm binding them to their will. They
are laws unto themselves and need not bow to anyone.
Each Dreamlord has their own goals and though at
Exarch of the Heart
times some of them might work towards the same ends, Exarches of the heart belong to a religious order or
they often work towards those ends by different means. priests who worship Faehalig. Exarches are granted
It is also quite common for dreamlords to work at cross miraculous powers by Faehalig from shaping light to
purposes with each other, either through subtle schemes their will to using purifying rays to destroy undead
or overt action. and evil supernatural creatures. He also provides his
Heroes: Dreamlords usually settle down within exarches a powerful guardian animal to protect them.
their favored domain (or realm once they have founded As they grow in power exarches are able to wield more
one). He may adventure outside these areas, but most and more influence over the dreamlands and their
of their abilities are base around their favored domain inhabitants, which makes them exceptional allies and
and realm. Still there are a number of reasons for a terrible foes.
dreamlord to explore the dreamlands, be it to track Heroes: Exarches seek to protect Nevermore and
down an elusive enemy or find a legendary artifact that its inhabitants from the forces of corruption and ruin,
might keep their realm safe from harm. which stalk the dreamlands. They do not adventure
Allies: Dreamlords are potent patrons for heroes. They out of a desire for glory or treasure, rather they do so
can provide them with safe-haven, neverite, equipment, because they see it as their duty as guardians of the
and many others benefits. A group of adventurers in the dreamlands. All exarches are members (honorary or
employ of a dreamlord are often well-rewarded for their full) of the Seelie Court and sometimes they are sent
efforts. Their authority within their realms is unmatched out on missions or asked to watch over particular areas.
and often extends even beyond their borders, especially if If an exarch is summoned back to the Seelie Court for
they are the founder of an organization. some reason they must return as quickly as possible,
Adversaries: Dreamlords can also be deadly and though as always protecting the innocent and helpless
cunning antagonist. The resources they have access to are takes precedence.
unmatched by most heroes and facing one even outside Position: Exarches usually find themselves
their seat of power can be a perilous undertaking. They in leadership positions within adventuring parties
are often supported by fanatic followers who will stop because of their diplomatic skills and their inherent
at nothing to claim the heads, hearts, or souls of their influence over Nevermore. Exarches are powerful
dreamlord’s enemies. forces of good in the dreamlands and are recognized as
Position: Dreamlords are typically natural born such by its inhabitants.
leaders and comfortable with being the face of any Abilities: The mental abilities are very important to
group. It is also not uncommon for a dreamlord’s exarches as they determine how well they can fulfill their
auxiliary role to be warrior and in this case he might mission. Intelligence is significant because it improves
also prove to be an amazing boon to the frontlines of an exarch’s pool of knowledge and skills. Wisdom is
any party. Still there are those who prefer to work in the critical to an exarch’s ability to wield his aspects without
shadows or remain in the backlines in order to exercise fatigue and perceive his surroundings. Charisma is
their incredible control over the dreamlands. vital to an exarch’s interaction with others. Dexterity
Abilities: Most dreamlords are Charismatic and Constitution are beneficial because exarches need
individuals who use their force of personality to become to be nimble or tough in order to survive against the
feared, loved, or both. There are many dreamlords who machinations of their enemies.
also seek knowledge and understanding above all and Background: Most exarches are reborn fey though
as such depend upon Intelligence. Wisdom is also a some dream born humans have been accepted into its
welcome attribute in a dreamlord who seeks insights membership.
110
Paths of Nevermore
Skills: Pick a number of skills equal to 4 + the Animal, Knowledge (history, supernatural, and/or
exarch’s Intelligence modifier from the following list: theology and philosophy), Language, Medicine, Notice,
Concentration, Diplomacy, Gather Information, Handle Sense Motive or Survival.

Table 10.3: Exarch Path


Character
Role Level Feats/Powers/Aspects
Level
Aspects (Brilliant: Physical or Spiritual), Dream Blood, Dedicated (Faehalig),
1 Dreamer 1st
Guardian of Faehalig

2 Dreamer 2nd Dreamborn Familiar

3 Dreamer 3rd Choose a Feat or Aspect1

4 Dreamer 4th Dream Blood

5 Dreamer 5th Choose a Feat or Aspect1

6 Dreamer 6th Choose a Feat or Aspect1

7 Dreamer 7th Celestial Familiar

8 Dreamer 8th Dream Blood

9 Dreamer 9th Choose a Feat or Aspect1

10 Level Lag2 Celestial Template

11 Dreamer 10th Choose a Feat or Aspect1

12 Dreamer 11th Choose a Feat or Aspect1

13 Dreamer 12th Dream Blood

14 Dreamer 13th Half-Celestial Familiar

15 Dreamer 14th Choose a Feat or Aspect1

16 Dreamer 15th Choose a Feat or Aspect1

17 Dreamer 16th Dream Blood

18 Dreamer 17th Choose a Feat or Aspect1

19 Dreamer 18th Choose a Feat or Aspect1

20 Level Lag3 Half-Celestial Template

1 Choose one of the following: Ability Aspect (Intelligence, Wisdom or Charisma), Animal Empathy, Armor Training, Aspect
Mastery, Canny Dodge, Connected, Contacts, Eidetic Memory, Empower Aspect, Familiar’s Sacrifice, Gifted Aspect, Glamoured
Aspect (Charming, Lucky, Perceptive, or Wild), Illumination Aspect (Brilliant: Physical or Spiritual), Improved Aspect,
Improved Familiar, Improved Shared Aspects, Innate Aspect, Leadership, Life Aspect (Life), Lucky, Minions, Plant Aspect
(Any), Quicken Aspect, Second Chance, Totem Aspect (Any), Weapon Training or Widen Aspect.
2 Instead of gaining a level, the exarch gains the Celestial template.
3 Instead of gaining a level, the exarch gains the Half-Celestial template. This template replaces the Celestial template.

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Paths of Nevermore
Table 10.4: Free Riders Path
Character
Role Level Feats/Powers/Aspects
Level
Dedicated (to protecting the Free Camp), Rage, Vehicular Combat, Weapon
1 Warrior 1st
Training

2 Dreamer 1st Totem Aspect (horse)

3 Warrior 2nd Rage

4 Warrior 3rd Choose a Feat1

5 Warrior 4th Choose a Feat1

6 Dreamer 2nd Free Rider’s Mount

7 Warrior 5th Rage

8 Warrior 6th Choose a Feat1

9 Warrior 7th Choose a Feat1

10 Dreamer 3rd Totem Aspect (horse)

11 Warrior 8th Rage

12 Warrior 9th Choose a Feat1

13 Warrior 10th Choose a Feat1

14 Dreamer 4th Totem Aspect (horse)

15 Warrior 11th Rage

16 Warrior 12th Choose a Feat1

17 Warrior 13th Choose a Feat1

18 Warrior 14th Choose a Feat1

19 Warrior 15th Rage

20 Warrior 16th Choose a Feat1

1 Choose one of the following: Accurate Attack, All-out Attack, Animal Empathy, Armor Training, Attack Focus, Attack
Specialization, Blind Fight, Canny Dodge, Challenge, Cleave, Critical Strike, Defensive Attack, Die Hard, Dodge Focus, Endurance,
Exotic Weapon Training, Far Shot, Favored Opponent, Greater Attack Focus, Greater Attack Specialization, Great Cleave, Great
Fortitude, Improved Critical, Improved Defense, Improved Disarm, Improved Initiative, Improved Mounted Shot, Improved
Precise Shot, Improved Ranged Pin, Improved Speed, Improved Spirited Charge, Improved Trip, Iron Will, Irresistible Charge,
Leadership, Lightning Reflexes, Mounted Shot, Move-by Action, Night Vision, Overrun, Point Blank Shot, Precise Shot, Quick
Draw, Ranged Pin, Ride-by Attack, Rogue Rider, Run, Second Chance, Seize Initiative, Set-up, Shield Training, Skill Focus,
Skill Training, Smite Opponent, Spirited Charge, Startle, Talent, Taunt, Tireless, Tough, Two-Weapon Defense, Two-Weapon
Fighting, Uncanny Dodge, Weapon Bind, or Weapon Break.

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Paths of Nevermore
Free Riders They often make up the frontline shock troops of
adventuring parties reveling in the risk and reward of
Free riders are the unparalleled horsemen of the close combat.
dreamlands and are sworn to protect the Free Camp and Abilities: A free rider’s emphasis on combat
her inhabitants with their lives. They have an inborn bond lends itself to the training of their physical attributes
with their mighty horses and can channel the untamed over their mental ones. They prize Strength because it
spirits of their mounts even when they are separated helps them to cleave through their enemies with ease,
from each other. Their combat maneuvers are often a however they understand that Dexterity is as important,
careful balance of composed cunning and unleashed if not more so, in order to control their mounts and land
aggression. Very their devastation
few can withstand attacks against their
the charge of a free more agile foes.
rider, whether he Constitution is a
is on his mount or key ability because
not. it helps determine
Adversaries: how much
Though most free punishment a free
riders are honorable rider can endure
individuals there over the course of
are some who have combat. Of all the
chosen to give mental abilities
into their barbaric Intelligence and
instincts. These Wisdom are
rogue riders turn perhaps the most
their backs on useful for a free
their dedication rider as they either
to the Free Camp increase their access
and embrace the to skills or improve
darker aspects of skills important
their nature. They for a horseman to
are whirlwinds have. Some free
of wrath in the riders cultivate
world and often their Charisma in
bent upon some order to strengthen
personal pursuit of their relationship
vengeance, glory, with their mounts
or power. They are and bring the
brutal warriors and full force of their
those who must personalities to
face them should bear.
be wary of their
overwhelming Background:
strength. Most free riders
Heroes: Free are reborn fey,
riders are renowned specifically
for their athleticism Glaseelie fey, who
and energy as well were converted
as their strength after the sacrifice
and stamina. They of Menhalig and the
are the consummate tears of Mergia.
cavalry warriors and able to hold their ground while on Skills: Pick a number of skills equal to 4 + the free
their own two feet as well. They are often the first ones rider’s Intelligence modifier from the following list:
into the fray and the last ones out. Bluff, Climb, Craft, Handle Animal, Intimidate, Jump,
Position: Free riders are fighters first and foremost. Knowledge (tactics), Medicine, Notice, Ride, Sense
They pride themselves upon their martial prowess and Motive, Survival, or Swim.
respect those whom they recognize as fellow warriors.

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Table 10.5: Hallowed Paths

Character
Role Level Feats/Powers/Aspects
Level

Aspect (any Hallowed), Dedicated (to the Church of the Hallowed), Dream
1 Dreamer 1st
Blood, Mark of the Pillars (Celestial, Elder, Preacher, or Servant)

2 Dreamer 2nd Auxiliary Role (Celestials: warrior; Elders, Preachers, and Servants: expert)

3 Dreamer 3rd Aspect (any Hallowed)

4 Dreamer 4th Choose a Feat or Aspect1

5 Dreamer 5th Improved Aspect (any Hallowed)

6 Dreamer 6th Choose a Feat or Aspect1

7 Dreamer 7th Aspect (any Hallowed)

8 Dreamer 8th Choose a Feat or Aspect1

9 Dreamer 9th Aspect (any Hallowed)

10 Dreamer 10th Choose a Feat or Aspect1

11 Dreamer 11th Innate Aspect Traits (any Hallowed)

12 Dreamer 12th Choose a Feat or Aspect1

13 Dreamer 13th Innate Aspect Traits (any Hallowed)

14 Dreamer 14th Choose a Feat or Aspect1

15 Dreamer 15th Innate Aspect Traits (any Hallowed)

16 Dreamer 16th Choose a Feat or Aspect1

17 Dreamer 17th Choose a Feat or Aspect1

18 Dreamer 18th Innate Aspect Traits (any Hallowed)

19 Dreamer 19th Choose a Feat or Aspect1

20 Dreamer 20th Choose a Feat or Aspect1

1 Celestials may choose any general or warrior feat, while Elders, Preachers, and Servants may choose any general or expert feat
and any of the following aspects: Ability Aspect (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma), Aspect
Mastery, Empower Aspect, Gifted Aspect, Illumination Aspect (Brilliant), Improved Aspect, Innate Aspect Traits, Lucky Aspect,
Prodigious Aspect, Quicken Aspect, Shield Penetration, or Widen Aspect.

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The Hallowed Orders Celestials: Acrobatics, Climb, Concentration,
Diplomacy, Handle Animal, Jump, Knowledge (history,
There are four holy orders within the Church of the supernatural, tactics, or theology and philosophy),
Hallowed. The celestials are the Church’s holy warriors Medicine, Notice, Ride, Sense Motive, Survival, or Swim.
and constantly face off with the evils of the dreamlands. Elders: Concentration, Diplomacy, Gather
The elders are the magistrates of the Church and their Information, Knowledge (business, civics, current
presence is filled with supernatural authority. The events, history, supernatural, or theology and
preachers are the Church’s mouthpieces and use their philosophy), Language, Notice, or Sense Motive.
words to inspire and unite the faithful in common cause. Preachers: Concentration, Diplomacy, Gather
Finally, the servants are the caretakers of the Church Information, Knowledge (current events, history,
and tend to its needs with an unmatched spirit of self- streetwise, supernatural, or theology and philosophy),
sacrifice. As members of these holy orders increase in Language, Notice, Perform (oratory), or Sense Motive.
virtue, they are granted greater gifts to protect, guide, Servants: Concentration, Craft (any), Diplomacy,
encourage, and serve their neighbors. Gather Information, Handle Animal, Knowledge (any),
Heroes: These heroes have passed through the Language, Notice, or Sense Motive.
Path of the Four Pillars and received a calling to one
of the holy orders of the Church of the Hallowed. They Hedge Wardens
are the eyes, ears, hands, and feet of the Church and
dedicated to spreading its message of hope to the rest Hedge wardens are the sworn defenders of the Hedge
of Nevermore. Though some are attached to particular patrolling its vast wilderness in order to keep the
places or positions, many of the younger members of the accursed creatures of the north from crossing into
holy orders live mendicant lives wandering throughout the central and southern dreamlands. Hedge wardens
the dreamlands. These mendicants often attach have a sixth sense about their surroundings and an
themselves to virtuous adventurers who have proven innate ability to track down their favored foes through
their worth through both word and deeds. the toughest of terrains. They give no quarter to their
Position: The celestials help hold the frontlines of enemies and are renowned for their martial skills and
the battle together, while elders are more likely to take are deadly defenders of their domain.
the fore when social skills might win the day. Preachers Heroes: Hedge wardens are the judges, juries,
are a boon to their allies in almost any situation, while and executioners of the Hedge. They travel throughout
servants can keep a party alive long enough to win this domain in search of those who trespass and upon
victory or secure a retreat. In addition, their connections occasion they cross into other domains in order to
to the Church often prove invaluable to an adventuring apprehend an agent of evil. They are dedicated to the
party that is in need of aid. Hedge Warden Code and almost all would die before
Abilities: The holy orders typically focus on betraying it. A hedge warden would find the company
the mental abilities over the physical ones, though of adventurers welcome as long as they were willing to
the celestial order encourages its members to train work within his code.
in Strength, Dexterity, and Constitution according Position: Hedge wardens are supernatural
to a member’s preferred fighting style. The celestials warriors who can either stand side-by-side with their
also nurture an interior conviction of spirit, which is companions in arms or use ranged weapons to bring
represented by its Charisma score. The elders emphasize down their enemies. They are excellent scouts and
Wisdom above all else because through it they can glean skirmishers with the ability to strike quickly and then
the hidden truths of the dreamlands. The preachers fade away into their surroundings.
prize Charisma, which speaks to the very heart of the Abilities: Hedge wardens hone their physical
people they shepherd. Last but not least, the servants abilities to a fine point using their Strength to overpower
use the insights they gain from their Wisdom to tend to their foes, their Dexerity to strike true, while avoiding
those in most need of physical and spiritual healing. their attacks, and their Constitution to withstand their
Background: The Hallowed Orders welcome both deadly assaults. The most important mental ability for
mortals and fey into their number. a hedge warden is his Wisdom because it helps him to
Skills: Pick a number of skills equal to 4 + perceive his surroundings and resist the mental attacks,
the hallowed celestial, elder, preacher, or servant’s which his enemies often employ. Intelligence is useful for
Intelligence modifier. See the following lists for hedge wardens because it expands their range of skills,
appropriate skills for each type of Hallowed order. while Charisma can be useful when dealing with the wild
animals and supernatural beast found within the Hedge.
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Table 10.6: Hedge Warden Path
Character
Role Level Feats/Powers/Aspects
Level
Dedicated (to the Hedge Warden code), Favored Opponent (fey, nightmares,
1 Warrior 1st
undead, or vice-aligned creatures), Track, Weapon Training

2 Dreamer 1st Hedge Warden Aspect

3 Warrior 2nd Smite Opponent

4 Dreamer 2nd Improved Aspect (Hedge warden)

5 Warrior 3rd Choose a Feat1

6 Dreamer 3rd Hedge Warden Aspect

7 Warrior 4th Choose a Feat1

8 Dreamer 4th Auxiliary Role (warrior)

9 Warrior 5th Choose a Feat1

10 Dreamer 5th Hedge Warden Aspect

11 Warrior 6th Choose a Feat1

12 Dreamer 6th Innate Aspect Traits (Hedge warden)

13 Warrior 7th Choose a Feat1

14 Dreamer 7th Hedge Warden Aspect

15 Warrior 8th Choose a Feat1

16 Dreamer 8th Innate Aspect Traits (Hedge warden)

17 Dreamer 9th Choose a Feat2

18 Dreamer 10th Choose a Feat2

19 Dreamer 11th Choose a Feat2

20 Dreamer 12th Choose a Feat2

1 Choose one of the following: Accurate Attack, Animal Empathy, Armor Training, Assessment, Attack Focus, Attack
Specialization*, Blind Fight, Canny Dodge, Challenge, Critical Strike*, Defensive Attack, Dodge Focus, Endurance, Exotic
Weapon Training, Far Shot, Favored Opponent (fey, nightmares, undead, vice-aligned creatures, and other creatures or groups
as determined by the Narrator)*, Greater Attack Focus*, Greater Attack Specialization*, Improved Critical, Improved Defense,
Improved Disarm, Improved Initiative, Improved Precise Shot, Improved Ranged Pin, Improved Speed, Improved Throw,
Improved Trip, Move-by Action, Night Vision, Point Blank Shot, Precise Shot, Quick Draw, Ranged Pin, Run, Second Chance,
Seize Initiative*, Shield Training, Skill Focus, Skill Training, Talent, Tireless, Tough*, Trackless, Trailblazer, Two-Weapon
Defense, Two-Weapon Fighting, or Uncanny Dodge.
2 Choose one of the above feats or one of the following: Dream Blood, Empower, Innate Aspect Traits (Hedge Warden), or Gifted
Aspect (Hedge Warden).

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Background: Most members are mortals, though and work with anyone who is willing to abide by it. It
fey have begun to join the ranks of the hedge wardens in is not uncommon for magi to wander the dreamlands
recent years. alone or with a party of trusted friends as once they are
Skills: Pick a number of skills equal to 4 + the appointed they are free to go where they wish as long as
hedge warden’s Intelligence modifier from the following they return to Veratis once a year to give an accounting
list: Climb, Concentration, Craft, Handle Animal, Jump, of their actions to the Forum.
Knowledge (earth sciences, life sciences, supernatural, Position: Magi of the Eye are support characters
or tactics), Medicine, Notice, Ride, Search, Sense who shine brightest when there is a mystery to solve or
Motive, Stealth, Survival, and Swim. evil to bring to justice. They make excellent party leaders
and have an aura of authority about them, which even
Magus of the Eye their enemies respect.
Abilities: Wisdom is the most important ability
Magi of the Eye are an order dedicated to truth and for Magi of the Eye as it is useful for perceiving their
justice in the land of dreams. They are surrounded by the surroundings and gauging the character of those whom
essence of the Eye and as they grow in power, the radius they meet. Charisma and Intelligence are also very
of this aura increases. They become more and more useful to magi of the Eye as the former makes them
perceptive of the intentions of others and the realities more effective faces for a party while the latter broadens
which lie beneath the surreal landscapes they wander. their repertoire of skills. The physical abilities are rarely
They are adept at uncovering the truth of things and the focus of magi of the Eye.
work tirelessly to bring deceptions to light. Criminals Background: Both mortals and fey are represented
and agents of evil fear the magi’s ability to force the truth within the ranks of the magi of the Eye.
from their minds and their ability to banish them to the Skills: Pick a number of skills equal to 4 + the
Circles of Penance. magus’ Intelligence modifier. See the following lists for
Heroes: Magi of the Eye are unequaled appropriate skills for dreamlords: Concentration, Craft,
investigators and just judges who constantly seek to Diplomacy, Gather Information, Knowledge (any),
bring evils to light and cast those responsible into the Language, Medicine, Notice, Search, or Sense Motive.
Circles of Penance. They are bound to the magi’s code Weapon Training or Widen Aspect.

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Table 10.7: Magus of the Eye Path

Character
Role Level Feats/Powers/Aspects
Level

Dedicated (to the Code of the Magi), Dream Blood, Magus of the Eye Aspect,
1 Dreamer 1st
Second Chance (Sense Motive)

2 Dreamer 2nd Staff of the Eye

3 Dreamer 3rd Magus of the Eye Aspect

4 Dreamer 4th Choose a Feat or Aspect1

5 Dreamer 5th Improved Aspect (Magus of the Eye Aspect)

6 Dreamer 6th Choose a Feat or Aspect1

7 Dreamer 7th Magus of the Eye Aspect

8 Dreamer 8th Choose a Feat or Aspect1

9 Dreamer 9th Magus of the Eye Aspect

10 Dreamer 10th Choose a Feat or Aspect1

11 Dreamer 11th Innate Aspect Traits (Magus of the Eye Aspect)

12 Dreamer 12th Choose a Feat or Aspect1

13 Dreamer 13th Magus of the Eye Aspect

14 Dreamer 14th Choose a Feat or Aspect1

15 Dreamer 15th Magus of the Eye Aspect

16 Dreamer 16th Choose a Feat or Aspect1

17 Dreamer 17th Innate Aspect Traits (Magus of the Eye Aspect)

18 Dreamer 18th Choose a Feat or Aspect1

19 Dreamer 19th Choose a Feat or Aspect1

20 Dreamer 20th Choose a Feat or Aspect1

1 You may choose one of the following feats or aspects: Ability Aspect (Intelligence, Wisdom or Charisma), Aspect Mastery,
Assessment, Benefit (security clearance or status), Blind-fight, Challenge, Canny Dodge, Connected, Contacts, Eidetic Memory,
Empower Aspect, Gifted Aspect, Glamoured Aspect (Perceptive), Illumination Aspect (Brilliant), Improved Aspect, Improved
Initiative, Innate Aspect Traits, Iron Will, Leadership, Life Aspect (Life), Lucky, Night Vision, Quicken Aspect, Second Chance,
Shield Penetration, Skill Training, Talented, Tireless, Uncanny Dodge, Weapon Training or Widen Aspect.

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Table 10.8: Nightspinner Path
Character
Role Level Feats/Powers/Aspects
Level

1 Expert 1st Alias, Dedicated (Lilith), Choose two feats1

2 Dreamer 1st Servants of Lilith

3 Dreamer 2nd Choose a Feat or Aspect2

4 Expert 2nd Choose a Feat1

5 Dreamer 3rd Choose a Feat or Aspect2

6 Dreamer 4th Choose a Feat or Aspect2

7 Dreamer 5th Improved Minions

8 Expert 3rd Choose a Feat1

9 Dreamer 6th Choose a Feat or Aspect2

10 Level Lag3 Fiendish Template

11 Dreamer 7th Choose a Feat or Aspect2

12 Dreamer 8th Choose a Feat or Aspect2

13 Expert 4th Choose a Feat1

14 Dreamer 9th Improved Minions

15 Dreamer 10th Choose a Feat or Aspect2

16 Dreamer 11th Choose a Feat or Aspect2

17 Expert 5th Choose a Feat1

18 Dreamer 12th Choose a Feat or Aspect2

19 Dreamer 13th Choose a Feat or Aspect2

20 Level Lag4 Half-Fiendish Template

1 Choose one of the following: Alias, Canny Dodge, Connected, Contacts, Eidetic Memory, Fascinate, Hide in Plain Sight,
Improvised Tools, Inspire, Jack-of-All-Trades, Leadership, Mass Suggestion, Master Plan, Second Chance, Skill Mastery, Sneak
Attack, Suggestion, Taunt, Weapon Training, or Well-Informed.
2 Choose one of the following: Ability Aspect (Intelligence, Wisdom or Charisma), Armor Training, Aspect Mastery, Canny
Dodge, Connected, Contacts, Dream Blood, Eidetic Memory, Empower Aspect, Gifted Aspect, Glamoured Aspect (Bewitching,
Concealing, Evil-eyed, or Wild), Illumination Aspect (Darkened: Physical or Spiritual), Improved Aspect, Improved Minions,
Improved Shared Aspects, Innate Aspect, Leadership, Life Aspect (Unlife), Minion Swarm, Plant Aspect (Any), Quicken Aspect,
Second Chance, Sneak Attack, Taunt, Totem Aspect (Any), Weapon Training or Widen Aspect.
3 Instead of gaining a level, the nightspinner gains the Fiendish template.
4 Instead of gaining a level, the nightspinner gains the Half-Fiend template. This template replaces the Celestial template.

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Nightspinners Weavers of the Wyrd
Nightspinners are the nefarious followers of the fallen Weavers of the Wyrd stir up excitement and emotion
angel Lilith. In return for their obedience Lilith grants wherever they go and make the world around them
her followers power over darkness and shadows. more surreal and malleable. They have an astonishing
Nightspinners also have aliases they can create and use reservoir of luck, which they can draw upon on a
in their twisted plots as well as the ability to call upon moment’s notice and an unparalleled insight into the
nightmarish minions to serve their needs. Nightspinners
inner workings of Nevermore. As they attune themselves
who have proven their abilities to Lilith are granted ever
to the dreamlands, they can use the sheer force of their
increasing supernatural powers and influence over the
darker elements of the dreamlands. will to increase the power of their aspects.
Adversaries: Nightspinners seek to ensnare the Adversaries: As adversaries weavers are volatile
world of Nevermore in the insidious machinations and erratic enemies. Their minds distorted by dementia
of their patroness and bring about the extermination and their actions are arbitrary at best. They wander
of the mortals and their allies. They weave their way the dreamlands along unpredictable paths, though it
throughout the dreamlands serving their mistress and is glaringly evident wherever they have been. They are
themselves. They are insinuate themselves into the circles surreal storms of immeasurable intensity leaving a
of influence every domain and realm. They manipulate swath of destruction and mayhem in their wake.
and orchestrate their way into positions of power. These Heroes: Some weavers retained their sanity during
positions need not be official, but they are often just the Age of Strife and passed their knowledge on over
as effective. Nightspinners are usually members of the
the years to new weavers. These weavers seek to restore
Inner Circle of the Unseelie court. However, neophyte
the order’s reputation and cleanse the tainted weavers,
nightspinners must prove themselves worthy of this
honor, which leads some of them to take extraordinary either by healing them or destroying them. They swear
risks in their early careers. an oath to never use their powers to harm the innocent
Position: Nightspinners are often the shadowy and spend their lives trying to make amends for the
figures behind the intrigues and conspiracies that heroes harm their former companions have done.
must unravel. They prefer to be hidden in plain sight by Position: Weavers are more likely to be support
becoming “upstanding” citizens. They can be just about characters in an adventuring party. They use their Wyrd
anyone in a position to influence or compromise the and Lucky auras to perform incredible actions with
plans of other dreamlords from a trusted advisor to an relative ease. They can also become very effective face
unassuming merchant with a good ear for gossip. men and leaders for a group of adventurers.
Abilities: Charisma is a key ability for many of Abilities: A weaver’s mental abilities are more
a nightspinner’s skills, while Intelligence is useful in
important than their physical ones. Charisma is
expanding a nightspinner’s knowledge base. Wisdom
especially useful for a weaver due to its usefulness in
is important because it provides a nightspinner with
insights into the individuals and situations he interacts regards to their typically skills and possible backlashes.
with on a regular basis. Dexterity is the most important Wisdom is important because it provides a boost to a
physical ability to nightspinners because it allows weaver’s mental vitality and allows him to use more
them to conceal their activities from others and more fatiguing aspects. Intelligence is useful because it
effectively infiltrate hostile locales. grants more skills for a weaver to draw upon during
Background: All nightspinners are reborn fey adventures. Both Dexterity and Constitution are useful
(which includes fey, non-human humanoids, monstrous in keeping the weaver alive long enough to bring his full
humanoids, and some aberrations, elementals, outsiders powers to bear on any given situation.
and undead). They must choose the Darkened Physical Background: Most weavers are dreamborn
or Spiritual Aspect as their bonus aspect. mortals, though recently their have been a few reborn
Skills: Pick a number of skills equal to 8 + the
fey recruited into the organization to work within the
nightspinner’s Intelligence modifier from the following
Heartlands and elsewhere.
list: Acrobatics, Bluff, Concentration, Diplomacy,
Disable Device, Disguise, Gather Information, Skills: Pick a number of skills equal to 4 + the
Intimidate, Knowledge (any, though supernatural and weaver’s Intelligence modifier from the following
theology and philosophy are recommended), Language, list: Bluff, Concentration, Craft, Diplomacy, Gather
Notice, Perform, Search, Sense Motive, Sleight of Hand, Information, Intimidate, Knowledge (any), Language,
or Stealth. Medicine, Notice, Sense Motive or Survival.

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Table 10.9: Weaver Path
Character
Role Level Feats/Powers/Aspects
Level

1 Dreamer 1st Dream Blood, Lucky Aspect, Wild Aspects, Wyrd Aspect

2 Dreamer 2nd Wild Aspect Surge

3 Dreamer 3rd Wild Weaver

4 Dreamer 4th Dream Blood

5 Dreamer 5th Improved Aspect (Wyrd)

6 Dreamer 6th Choose a Feat or Aspect1

7 Dreamer 7th Choose a Feat or Aspect1

8 Dreamer 8th Dream Blood

9 Dreamer 9th Innate Aspect (Wyrd)

10 Dreamer 10th Choose a Feat or Aspect1

11 Dreamer 11th Choose a Feat or Aspect1

12 Dreamer 12th Dream Blood

13 Dreamer 13th Choose a Feat or Aspect1

14 Dreamer 14th Choose a Feat or Aspect1

15 Dreamer 15th Choose a Feat or Aspect1

16 Dreamer 16th Dream Blood

17 Dreamer 17th Choose a Feat or Aspect1

18 Dreamer 18th Choose a Feat or Aspect1

19 Dreamer 19th Choose a Feat or Aspect1

20 Dreamer 20th Dream Blood

1 Choose one of the following: Aspect (any), Armor Training, Aspect Duplication, Aspect Mastery, Aspect Memory, Canny Dodge,
Challenge, Eidetic Memory, Empower Aspect, Endurance, Erase Signature, Gifted Aspect, Improved Aspect, Improved Aspect
Memory, Improved Initiative, Innate Aspect, Lucky, Quicken Aspect, Second Chance, Shield Penetration, Skill Focus, Skill
Training, Subtle Aspect, Talented, Tireless, Uncanny Dodge, Weapon Training, Widen Aspect, or Wild Skills.

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Wordsmiths of Poesi consider themselves lucky to have such an ally and as


such they often spend much time and effort in order to
Wordsmiths of Poesi derive their powers from their become a wordsmith’s patron.
ability to craft from words. They can produce powerful Abilities: In a word, Charisma. This is the
effects through their poetry and prose. They can inspire most important ability for any wordsmith. It is not
awe, courage, fury, and other emotions with a few well- only the key ability to their skills, but also improves
chosen words and can influence their audiences with their capacity as crafters of the word. Alternatively,
their compelling voices. They have sharp memories and some wordsmiths prefer writing as their medium of
rarely forget a detail of their stories or their adventures. expression. In this case, then Intelligence becomes
As they gain experience, wordsmiths become potent vastly more important. Whether the wordsmith’s
forces in shaping the hearts and minds of their listeners. preference is for the spoken or written word it is
Heroes: Wordsmiths are natural leaders within a important for him to have a decent Wisdom if he
party of adventurers, but some prefer to be observers, acquires a number of fatiguing aspects. Dexterity is
taking in the details and offering their opinion when probably the most useful physical ability because it
they see a need. They are powerful allies to any group is the key ability for some of the wordsmith’s abilities
and are useful for their ability to craft things with their and it improves his chances of surviving in combat.
words and support their companions with their powers. Background: Wordmiths come from a variety of
Position: Wordsmiths usually wander the backgrounds from mortal dreamer to reborn fey.
dreamlands as solitary figures or in troupes. However, Skills: Pick a number of skills equal to 4 + the
sometimes a wordsmith will align himself with an wordsmith’s Intelligence modifier from the following
influential individual as a counselor. In such a capacity, list: Acrobatics, Bluff, Concentration, Craft (writing),
the wordsmith becomes an invaluable source of Diplomacy, Disguise, Escape Artist, Gather Information,
information and advice. Most any dreamlord would Knowledge (any), Language, Notice, Perform (any),
Sense Motive, or Sleight of Hand.

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Table 10.10: Wordsmith Path
Character
Role Level Feats/Powers/Aspects
Level

Dream Blood, Eidetic Memory, Prodigious Aspect (Craft: writing or Perform:


1 Dreamer 1st
acting, comedy, oratory, or singing and one related skill), Words of Crafting

2 Expert 1st Inspire

3 Dreamer 2nd Choose a Feat or Aspect1

4 Expert 2nd Favored Audience

5 Expert 3rd Inspire

6 Dreamer 2nd Choose a Feat or Aspect1

7 Expert 5th Choose a Feat2

8 Expert 1st Inspire

9 Dreamer 2nd Choose a Feat or Aspect1

10 Expert 7th Favored Audience

11 Expert 1st Inspire

12 Dreamer 2nd Choose a Feat or Aspect1

13 Expert 9th Choose a Feat2

14 Expert 1st Inspire

15 Dreamer 2nd Choose a Feat or Aspect1

16 Expert 11th Favored Audience

17 Expert 1st Inspire

18 Dreamer 2nd Choose a Feat or Aspect1

19 Expert 13th Choose a Feat2

20 Expert 1st Choose a Feat2

1 Choose one of the following: Ability Aspect (Intelligence or Charisma), Aspect Duplication, Aspect Mastery, Aspect Memory,
Dowser Aspect, Draconic Aspect (moon or sun), Dream Blood, Dreamer Insight, Emotive Aspect (Friendship or Hope),
Empower Aspect, Gifted Aspect, Improved Aspect, Illumination Aspect (Brilliant), Improved Aspect Memory, , Innate Aspect,
Lucky Aspect, Prodigious Aspect, Quicken Aspect, Shield Penetration, , Widen Aspect, Wild Skills, or Wyrd Aspect.
2 Choose one of the following: Any Expert feat, Animal Empathy, Armor Training, Canny Dodge, Challenge, Connected,
Contacts, Dreamer Insight, Fascinate, Favored Audience, Harmonized Voice, Leadership, Lucky, Mass Suggestion, Quick Draw,
Second Chance, Set-up, Taunt, Skill Focus, Skill Training, Suggestion, Wealthy, or Weapon Training.

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Chapter 11
Flora, Fauna and Foes

The flora and fauna of Nevermore are as diverse as the Bladegrass


character of its five domains. Born of seeds of discord, the
plants and creatures of the northern Heartlands reflect This grass appears to be normal grass, but is extremely
the insidious aspects of the Unseelie, while those of the sharp. Each round a subject moves through bladegrass
southern Heartland have been shaped by generations make an attack roll (Attack +0; Crit 19–20/+3; Damage
of Seelie into beautiful and benevolent creatures. The +1). If the subject is wearing shoes or other footwear, he
plants and creatures of the Wyrd run the gambit of gets a +2 bonus to his Toughness save. If the bladegrass
possibilities from the exotic to the surrealistic and succeed on the attack, the subject has stepped on
everything in between. This domain’s bizarre landscapes one and the creature’s speed is reduced by one-half
are only matched by its extraordinary inhabitants. because his foot is wounded. This movement penalty
Meanwhile, every footstep in the Dreadlands is fraught lasts for one cycle, until he is successfully treated with
with peril as death and distortion saturate all life a Medicine check (Difficulty 15), or until he makes a
native to the domain. The Hedge is overgrown with successful recovery check (one per hour as per Wound).
troublesome plants and overrun by territorial creatures, A charging or running creature must immediately stop if
and those who seek to cross these feral dreamlands it steps on bladegrass. Any creature moving at half speed
must be prepared to struggle against its inhabitants or slower can pick its way through a bed of bladegrass
almost every step of the way. Its natural beauty is only with no trouble.
matched by its unbounded wildness. Lastly, the Eye is a
tranquil oasis of the almost ordinary in the dreamlands. Diabolus’ Weed
It is full of plants and animals one would expect to see
in the mortal world. Still there are a number of notable This sickly black weed grows in patches throughout
exceptions to this rule, such as neverite blooms and the Nevermore destabilizing the areas in which it has been
weaver wasps who pollinate them. seeded. A 30-foot radius around the weed is treated
as if it was part of the Dreadlands for the purpose of

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Flora, Fauna and Foes
determining the domain aura. It also gives nightmares Dream Berry
and diaboli a +1 bonus to all their attack rolls, saves,
and checks while they are within the area. If this weed The dream berry tree produces one of the most sought
is uprooted or destroyed its effects immediately end. after fruits in Nevermore. Its skin is lavender in color
The effects of Diabolus’s weed and Mergia’s eye cancel and its tastes like strong mint. Anyone who eats a dream
each other, leaving whatever domain type normally berry must make a Fortitude save (Difficulty 15) or be
prevails in the overlapping areas of effect. Some believe dazed for one round. Those who succeed on their saving
Diabolus’ weed is the main ingredient in the new throw gain a bonus Dream Conviction point for one
narcotic named “Vice” and wonder if Mergia’s eye might hour. You can only gain the benefits of one dream berry
at a time. Dream berry trees are found throughout the
cure those addicted to it or even lead to the creation of
dreamlands, though they are especially common in the
Virtue drug.
Heartlands and Wyrd.
If a subject takes Vice, then he gains the Visions
Weight: –
power (+10 bonus) in regards to acting on his vice during
Cost: 14
that cycle. Each time a subject takes Vice, he must make
a Fortitude save (Difficulty 15 + 1 for every dose of Vice
the subject has used in the last seven cycles) to avoid Hope Hollies
becoming addicted. If he becomes addicted, then every These evergreen trees bear small red berries when
cycle he must take one dose of Vice or make another mature. Those within 30 feet of these trees must make
Fortitude save against the same Difficulty to fight off a Will save (Difficulty 15) or be affected by the Heart
the addiction. If that save fails, the character must Shaping (hope) power while in its aura. In addition,
take Vice or become sickened for the rest of the cycle. eating one of its hope berries grants a +2 bonus on
If it succeeds, there is no effect that day. Two successful saving throws, attack rolls, checks, and damage for one
Fortitude saves in a row indicate the character has minute. Hope berries are most common in the Eye, but
fought off the addiction. Diabolus’ weed can be found can be found within the other domains as well, although
throughout Nevermore. less so in the northern Heartlands and the Dreadlands.
Weight: – Weight: –
Cost: 14 (for one dose of Vice) Cost: 15 (for one hope berry)

Dread Brush Hornblower Vine


This wicked looking brush of thistles, briars, and The hornblower vine has silvery trumpet-like flowers
brambles causes a fearful effect in those who lay eyes that emit a deafening noise in a 30-foot radius around
on it. Those within 30 feet of this brush must make a it. Those that enter this radius must make a Fortitude
Will save (Difficulty 15) or become frightened by the save (Difficulty 15) or become deafened for as long as
presence of the brush for 10 rounds. A dread bush’s they stay within the hornblower vine’s area of effect
branch can be burned to create a thick cloud of fear- plus an additional 10 rounds. The effects of hornblower
inducing smoke. The smoke takes on the shape of the vine and silent creeper cancel each other, leaving
worst nightmares of those within 30 feet of it causing whatever auditory conditions normally prevail in the
them to make Will saves as noted above. In addition, it overlapping areas of effect. Hornblower vines can be
obscures vision, giving concealment (20 percent miss found throughout the dreamlands and are often planted
chance) to characters within it. A character breathing as a means of alerting their owners of intruders.
the heavy smoke must make a Fortitude save each round
(Difficulty 15, +1 per previous check) to avoid spending Ironwood
that round choking and coughing. A character who
chokes for 2 consecutive rounds is shaken for 10 rounds These gray and red tinged trees grow in groves known
as “veins” due to their distinct formations. They have
and winded. If accumulated fatigue renders the character
massive stilt-like roots branching off the trunk, which
unconscious, he may suffocate (see Suffocation). The
sometimes creates a barricade of barbed roots that bar
smoke fills a 10-foot radius and lasts for one minute.
passage from one side to the other. The wood these trees
Dread brush is primarily found in the Dreadlands and
produce is as hard as iron, but without the weight. Any
northern Heartlands, though at times it can be found in primarily wooden item made out of this substance has a
the other domains, especially if something terrible has Toughness of 10. You can also make ironwood variants of
happened in the area. metallic objects. These objects weigh only two-thirds their
Weight: 1/2 lb. normal weight. Ironwood trees are found throughout the
Cost: 20 dreamlands, but are most common in the Hedge.
Weight: ––
Cost: +2 to base cost.
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Flora, Fauna and Foes
Lantern Trees Mergia’s Eye
This translucent tree provides a soft supernatural This golden-hued flower grows in patches and has a
incandescent light that emanates in a 30-foot radius stabilizing effect on the landscape around it. A 30-foot
around it. It also heats its immediate surroundings radius around its blossom is treated as if it was part
and increases the temperature within 5 feet of it by 20 of the Eye for the purpose of determining the domain
degrees. A small branch taken from the lantern tree aura. It also gives nightmares and diaboli a –1 penalty
emanates light in a 20-foot radius and increases the to all their attack rolls, saves, and checks while they are
temperature of the air around the wielder by 10 degrees. within the area. If this flower is uprooted or destroyed
The lantern tree’s light and the night elm’s darkness (or its effects immediately end. The effects of Mergia’s eye
the shadow alder’s shadow) cancel each other, leaving and Diabolus’s weed cancel each other, leaving whatever
whatever light conditions normally prevail in the domain type normally prevails in the overlapping areas
overlapping areas of effect. If the lantern tree branch of effect. There are a number of individuals trying to
is used in combat, treat it as a one-handed improvised create an antidote for the narcotic “Vice” by extracting
supernatural weapon that deals bludgeoning damage the essence of Mergia’s eye. Thus far this endeavor
like a club. When used against supernatural creatures has meet with limited success. However, a professor
with the vice subtype it deals an extra +2 damage. of the University of Illumination has recently created
Lantern trees are primarily found in the southern a medicinal drug he has named “Virtue,” which acts
Heartlands, but can be found throughout Nevermore, similarly to Vice, but has none of its nefarious side-
although they are rare in the Dreadlands. effects. If a subject takes Virtue, then he gains the
Weight: 1 lb. Visions power (+10 bonus) in regards to acting on his
Cost: 15 (1 branch) virtue during that cycle. Mergia’s eye can be found
throughout Nevermore.
Mab Poppies Weight: –
Cost: 17 (for one dose of Virtue)
These dark violet flowers produce a scent, which sickens
non-fey creatures by skewing their perceptions of the Mesmerose
world around them. A non-fey creature that comes within
30 feet of a cluster of Mab poppies must make a Fortitude The mesmerose is a tall and rainbow-hued flower, which
save (Difficulty 12 + 2 for every additional cluster) or fascinates those who look upon it. Anyone with line of
be sickened. A cluster of Mab poppies is considered sight to this flower must make a Will saving throw or
to cover a 5 ft. by 5 ft. space. Individual poppies only become fascinated by the flower. The Difficulty of the
affect creatures within 5 feet and require a Fortitude saving throw is equal to 10 + half the mesmerose’s
save (Difficulty 10). If a non-fey creature ingests a Mab level. A subject that succeeds on the saving throw is
poppy or is injured by a weapon rubbed with its pollen, it immune to the mesmerose for one cycle. Those who fail
is considered poisoned and must make a Fortitude save are fascinated for a number of rounds equal to 3 plus
(Difficulty 12) or become sickened for one minute. After the mesmerose’s level. At the end of the duration the
one minute the affected creature must make another victim has one round to get out of line of sight of the
Fortitude save or be nauseated for one minute. Mab mesmerose before he must make another Will saving
poppies can be found throughout Nevermore, but most throw. Any potential threat, such as a creature sneaking
numerously in the realm of Nightwood. up on a fascinated target, grants a new Will save. Any
Weight: – obvious threat, such as someone drawing a weapon,
Cost: 15 (1 dose); 23 (10 doses) automatically breaks the fascination. The mesmerose is
a wild flower found in the backcountry of the Heartlands,
Mana Trees the unfettered lands of the Wyrd, and the foreboding
wastes of the Dreadlands.
Mana trees produce golden fruits that resemble oranges. Weight: 1/2 lb.
They have a blood red pulp and their juice has potent Cost: 16 + 1 per level of the mesmerose
magical qualities. Anyone who eats a mana fruit as
a full-round action or drinks a mana draught as a Neverite Bloom
standard action gains the Second Chance feat for one
minute. The particular hazard or skill this feat relates The rainbow-colored leaves of this amazing flower are
to is determined when the fruit or draught is consumed. only outshone by the beautiful blooms they produce.
Mana trees are common to most domains, except the Each neverite bloom emanates an area of complete
Dreadlands where they are extremely rare. stability around it. Those within 30 feet of a rooted and
Weight: 1/2 lb. unpicked neverite bloom cannot use any of the Dream
Cost: 14 (1 fruit or draught) Conviction abilities normally available to them. If a
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Flora, Fauna and Foes
nutrient for the trees. These trees are stable and do not
change with the turning of the cycle, nor can they be
affected by dream weaving. As such, their wood must be
crafted with mundane tools rather than dream weaving.
Items made from neverwood material are considered
masterwork, immune to dream weaving, and as tough
as steel (Toughness 15).
It is also well-known that neverwood trees can
sometimes open portals to the mortal realm during
particular times of the year, usually Cadence, or when
particular set of circumstances occur. Each tree seems
to have a different trigger, but with careful observation
and a bit of patience, a neverwood tree might just open
a portal to the mortal realm which can be used by both
mortals and fey to cross between the worlds. However,
such a venture can be dangerous as the dream doors
created by these trees do not remain open indefinitely,
and they could close on an individual without warning
trapping them in the mortal realm or Nevermore.
Weight: Same as normal wooden item or half the
weight of a normally metallic item.
Cost: +15 to the item’s normal purchase cost.

Night Elm
This tree is constantly surrounded by a supernatural
darkness that emanates in a 30-foot radius around it.
It also cools its immediate surroundings and decreases
the temperature within 5 feet of it by 20 degrees. A small
neverite bloom is uprooted or picked, then it loses its branch taken from the night elm tree emanates darkness
aura until it is replanted or reproduces a new bloom. in a 20-foot radius and lowers the temperature of the
Every year, during the last turning of Cadence each air around the wielder by 10 degrees. The night elm’s
of these flowers produces a perfect neverite gem. If the darkness and the lantern tree’s light (or the shadow
neverite bloom was unpicked, then it simply sheds the alder’s shadow) cancel each other, leaving whatever light
old bloom for a new one. Sometimes areas of neverite conditions normally prevail in the overlapping areas of
blooms can be piled high with these gems. Outside of effect. Darkvision works within the night elm’s darkness
mining, this is the only other known source of neverite effect. If the night elm branch is used in combat, treat
and is vigilantly protected by those who possess them. it as a one-handed improvised supernatural weapon
Some dreamlords have laws about who can own and that deals bludgeoning damage like a club. When used
raise neverite blooms in order to keep these wondrous against supernatural creatures with the virtue subtype it
flowers out of the hands of those who might oppose deals an extra +2 damage. Night elm is common in the
them. Other dreamlords encourage their growth in realm of Nightwood and the Dreadlands.
return for a small portion of the harvest. Neverite is the Weight: 1 lb.
only known stable substance within the dreamlands, Cost: 15 (1 branch)
and items created out of them remain unchanged
by domain shifts and other phenomenon that would
normally change the stuff of dreams. Neverite blooms
Phoenix Shrubs
can be found throughout Nevermore, but primarily in The phoenix shrub burns brightly during the hour
the Hedge and the Eye. of Burst of each cycle and radiates light in a 60-foot
radius. The phoenix shrub also heats its surrounding
Neverwood Trees environment and increases the temperature within 10
feet of it by 30 degrees. For each hour that passes the
These colorful hardwood oak trees wear a multi-colored light radius decreases by 10 feet and the temperature
assortment of flecked leaves. They only grow near decreases by 5 degrees. During the hour of Gloom the
patches of neverite blooms or in areas known for their phoenix shrub crumbles to ash, only to be reborn again
neverite veins. It is believed that the neverwood’s roots after the next turning. Phoenix shrubs are primarily
are drawn to neverite, that the substance is a primary found in the southern Heartlands and the Wyrd.
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Flora, Fauna and Foes
Prophet Poppies landscape around them. The radius of the smoke cloud
created by a smoking cedar is equal to its height. A
Prophet poppies are a mysterious flower famed for its character breathing its smoke must make a Fortitude
predictive qualities. As a move action, anyone who eats save each round (Difficulty 15, +1 per previous check)
a handful of prophet poppy seeds or drinks a tea made or spend that round choking and coughing. A character
from them gains the Visions power for one minute. The who chokes for 2 consecutive rounds is winded. If
age of the flower determines its power rankings (ranging accumulated fatigue renders the character unconscious,
from 4 to 23) and the possible scope of the visions it he may suffocate. Smoke obscures vision, giving
grants. Unfortunately, prophet poppies also cause their concealment (20% miss chance) to characters within it.
users to enter into a trance-like state. While in this Smoking cedars can be found in the Hedge, Dreadlands,
altered state the subject’s surroundings appear blurred and Wyrd, especially near their borders, but are rarely
and he is considered to be dazzled (–1 on attack rolls, seen in the Eye or Heartlands. If a branch of a smoking
Notice checks, and Search checks). This effect wears off cedar is lit on fire it creates a 10 foot-radius of smoke for
once the Vision power’s duration ends. Prophet poppies one minute.
dot the dreamlands from the Wyrd to the Dreadlands Weight: 1 lb.
and everywhere between. Cost: 12
Weight: –
Cost: 10 + 1 per level of the prophet poppy
Tanglefoot Thistles
Shadow Alder Tanglefoot thistles are covered with sharp spines and
topped with strange sticky blossoms. They grow in
This tree is constantly surrounded by a supernatural
patches ranging from a few feet across to entire fields
shadow that emanates in a 30-foot radius around it
full of them. Those who encounter these fields typically
providing one-quarter concealment. It also cools its
find another path around rather than risk becoming
immediate surroundings and decreases the temperature
trapped in the field. Anyone who enters an area
within 5 feet of it by 10 degrees. A small branch taken
containing tanglefoot thistles must make a Reflex saving
from the shadow alder tree emanates shadow in a 20-foot
throw (Difficulty 15). A failed save means the character
radius and lowers the temperature of the air around the
accidently causes one of the tanglefoot blossoms to burst
wielder by 5 degrees until the next turning. The shadow
and is immobilized for five rounds or until he succeeds
alder’s shadow and the lantern tree’s light (or night elm’s
on a Difficulty 20 Strength or Escape Artist check to get
darkness) cancel each other, leaving whatever light
conditions normally prevail in the overlapping areas of free. A successful save means the character isn’t trapped,
effect. Night Vision sees perfectly through the shadow but he still can only move at half speed because of the
alder’s effects. If the lantern tree branch is used in thick undergrowth created by the tanglefoot thistles.
combat, treat it as a one-handed improvised supernatural Anyone who falls prone in an area with tanglefoot
weapon that deals bludgeoning damage like a club. When thistles is automatically bound and helpless and must
used against incorporeal creatures it has the Ghost Touch make a Toughness save (Difficulty 15) each round they
special ability. Shadow alders are primarily found in the are on the ground. An unopened tanglefoot blossom
northern Heartlands and the Dreadlands. can be used as a thrown weapon. If it successfully hits
Weight: 1 lb. the target, then the target becomes entangled and must
Cost: 15 (1 branch) make a Reflex saving throw (Difficulty 15). A failed save
means the target is immobilized for one minute or until
he succeeds on a Difficulty 15 Strength or Escape Artist
Silent Creeper check to get free. If successful, the target may only move
This dark green creeping vine has the eerie affect of at half speed for 5 rounds.
silencing the surrounding area. This supernatural silence Weight: 2 lb. (unopened blossom)
effect emanates around the vine in a 30-foot radius. The Cost: 15
effects of silent creeper and hornblower vine cancel each
other, leaving whatever auditory conditions normally Warden Pines
prevail in the overlapping areas of effect. Silent creeper
has a stranglehold over many places in the dreamlands, These evergreen trees are renowned for their protective
especially the Dreadlands. properties and make invaluable refuges within the
Hedge. They can grow to be over 200 feet tall in some
areas and can be recognized by the crown of snow-white
Smoking Cedars needles that top each tree. Warden pines are warded
Smoking cedars give off a distinctive scent from the against nightmares, undead, and vice-aligned creatures.
smoldering cracks within their trunks. These trees can Any of these creatures that attempt to come within 30
grow up to 200 feet tall and their smoke can choke the feet of a warden pine must make a Will saving throw
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Flora, Fauna and Foes
(Difficulty 15) or be unable to cross the boundary so long
as the tree stands, neither can these creatures directly
affect or influence anything within the bounds of the
ward. A small branch taken from a warden pine tree
retains a 20-foot radius ward. If the warden pine branch
is used in combat, treat it as a one-handed improvised
supernatural weapon that deals bludgeoning damage
like a club. When used against nightmares, undead,
or vice-aligned creatures it deals an extra +2 damage.
Warden pines are found almost exclusively within the
Hedge, however some have been transplanted to other
domains. Any warden pines planted or branches brought
outside of the Hedge also recreate the Hedge’s domain
aura within their area of effect. The effects of Diabolus’s
weed and Mergia’s eye cancel the warden pine’s effects,
leaving whatever domain type normally prevails in the
overlapping areas of effect.
Weight: 1 lb.
Cost: 21 (branch)

Weave Root
Weave root is an ivory colored tuberous root crowned
with multi-colored leafs. The plant possesses a potent
dream weaving agent and anyone who consumes a weave
root may activate a single dream weave in the next hour
without expending a point of Dream Conviction (though
you must spend Dream Points to increase your effective
dreamer level). Weave root can be found throughout
Nevermore though it is most numerous in the Wyrd.
Weight: 1/2 lb.
Wispwood
Cost: 12 This curious family of trees mimics the appearance of
other types from conifers to broadleaves, but is made
Wise Hazels up of an almost insubstantial substance reminiscent
of heavy smoke. These trees completely obscure sight
Wise hazel trees are noted for their properties of through them. However, one can easily walk through
divination. Their forked branches can be turned into and hide within them without fear of suffocation.
dowsing rods with the proper preparation and grant Wispwood trees provide concealment (20% miss chance)
the user the Dowser Aspect (rank 5, save Difficulty 11, instead of cover. Wispwood are common throughout
Dowser +5). In addition, anyone who eats its nuts of the Heartlands, though they often appear elsewhere in
wisdom gains the Eidetic Memory feat. Last but not Nevermore. Wispwood trees can be tapped with the help
least, wise hazel trees are warded against nightmares. of supernatural tools in order to draw out a substance
Nightmares that come within 30 feet of a wise hazel known as wispwood syrup. Drinking wispwood syrup
must make a Will saving throw (Difficulty 15) or be turns the imbiber into a heavy smoke-like creature.
unable to cross the boundary so long as the tree stands, The subject and any items on him are essentially
nor can nightmares directly affect or influence anything incorporeal. The subject has a fly speed of 10 feet (perfect
within the bounds of the ward. A small branch taken maneuverability). The subject cannot pass through solid
from the wise hazel tree retains a 20-foot radius ward. If objects (including water and other liquids). However, he
the wise hazel tree branch is used in combat, treat it as a can pass through any narrow openings, even cracks. The
one-handed improvised supernatural weapon that deals subject cannot physically manipulate objects or activate
bludgeoning damage like a club. When used against items. Continuously active items remain active, though
nightmares it deals an extra +2 damage special ability. in some cases their effects may be moot. This effect lasts
Wise hazel trees populate most of the domains, though for 10 minutes.
they are rare in the Dreadlands. Weight: –
Weight: 1lb. (rod), 1 lb. (branch), – (nut) Cost: 24 (vial of wispwood syrup)
Cost: 34 (rod), 15 (branch), 13 (nut)

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Flora, Fauna and Foes
Airavata
Type: 12th Level Supernatural Beast
Size: Huge
Speed: 40 ft.
Abilities: Str +9, Dex +0, Con +5, Int +0, Wis +3, Cha +0
Skills: Notice 15 (+25), Sense Motive 4 (+11), Survival
15 (+22)
Feats: Attack Focus (gore), Dream BloodB, Double
StrikeB, Endurance, Iron Will, Night Vision B, Skill Focus
(Notice), Power (3)B, TrunksB
Traits: All-around attack, Power (rank 15, Wis +3, save
Difficulty 19, Water Shaping +18, Wind Shaping +18,
Weather Shaping), Scent, Trample
Combat: Attack +10 (–2 size, +12 base) (+11 with gore),
Damage +15 (gore) or +13 (slam), Defense Dodge/Parry
+10/+19 (–2 size, +12 base, +0 Dex, +9 Str), Initiative +0
Saving Throws: Toughness +13 (+4 size, +5 Con, +4
natural), Fortitude +12 (+7 base, +5 Con), Reflex +3 (+3
base), Will +8 (+3 base, +3 Wis, +2 Iron Will)
Dream Conviction: 2
Organization: Solitary or Herd (6–30)

All-Around Attack: As a full round action an airavata


can make a number of slam attacks equal to its current
number of trunks against opponents within its reach.
Up to two attacks can be made against an individual
opponent using the Double Strike.
Skills: Tripaka have a +4 racial bonus to Notice,
Sense Motive, and Survival checks.
Trample: Damage +19; Difficulty 25 Reflex save for
half damage. The save Difficulty is Strength-based.
Trunks: Severing an airavata’s trunks follows the
Cait Sith
rules for sundering a tentacle (see Tentacles in the
description of creature traits in Chapter One of the Type: 3rd Level Supernatural Beast (Dreamborn)
True20 Bestiary). An airavata’s head counts as a Small Size: Small
held object for the sundering attempt. Speed: 30 ft.
Abilities: Str –3, Dex +4, Con +0, Int +1, Wis +2, Cha +1
Airavatas are ivory colored creatures with a close Skills: Acrobatics 0 (+12)*, Climb 0 (+8)*, Jump 0 (+12)*,
resemblance to elephants. However, unlike their Mortal Notice 6 (+8), Sense Motive 6 (+8), Stealth 4 (+16)*
World kin, these creatures have four golden tusks Feats: Dream BloodB, Supernatural Talent (Light
sprouting from their head along with seven massive Shaping and Teleport), Night VisionB, Power (2)B,
trunks. They are imposing creatures and can be turned Supernatural Focus (Light Shaping)
into fierce fighting mounts with the proper training. They Traits: Darkvision 60 ft., Power (rank 6, Wis +1, save
Difficulty 13, Light Shaping +12, Teleport +9), Scent
are usually found in the Wyrd, but have been known to
Combat: Attack +8 (+3 base, +4 Dex, +1 size), Damage
wander into the other domains from time to time.
–2 (unarmed), Defense Dodge/Parry +8/+1 (+3 base,
Airavatas are peaceful creatures, but once provoked +4 Dex, +1 size), Initiative +4
they become determined and formidable foes attaking and Saving Throws: Toughness –1 (+0 base, +0 Con,
trampling any creatures that threaten them or their herd. –1 size), Fortitude +3 (+3 base, +0 Con), Reflex +7 (+3
An airavata has a body length, including trunk and base, +4 Dex), Will +3 (+1 base, + 2 Wis)
tusks, of between 20 and 25 feet, stands 10 to 15 feet tall, Dream Conviction: 2
and weighs 5,500 to 8,000 pounds. Organization: Solitary, colony (2–5), or cluster (6–15)

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Flora, Fauna and Foes
Skills: Cait Siths have a +4 bonus on Climb and Stealth Hedge Lion
checks, and a +8 racial bonus on Acrobatics and Jump
checks. They use their Dexterity modifier instead of Type: 8th Level Supernatural Beast (Dreamborn)
their Strength modifier for Climb and Jump checks. Size: Large
In areas of tall grass or heavy undergrowth, the Stealth Speed: 40 ft.
bonus rises to +8. Abilities: Str +7, Dex +2, Con +3, Int –4, Wis +2, Cha +0
Skills: Acrobatics 4 (+10), Notice 16 (11 ranks, +2 Wis,
Cait siths come in a variety of colors, though all of +3 for Skill Focus), Stealth 6 (0 ranks, +2 Dex, +4 racial
them have black stripes and broad grins. They are bonus) (+2*)
solitary creatures and can disappear with a flick of their Feats: AspectB, Attack Focus (claw), Double Strike,
tails making them quite difficult to catch. They live Dream BloodB, Favored Opponents (nightmares,
throughout the dreamlands, though are quite found of undead, and vice-aligned creatures)B, Improved
the Wyrd, especially Wonderland. GrabB, Night VisionB, RunB, Skill Focus (Notice), Smite
Cait siths use their invisibility to avoid combat, but OpponentB
if cornered they will make a stand. Traits: Aspect (rank 11, Wis +2, save Difficulty 16,
A cait sith has a length of about 2 feet and weighs Hedge Warden +13 [warden intuition, resistance, and
between 20 to 50 pounds. weapon]), Darkvision 60 ft., Damage Reduction 2/vice
and either cold iron or silver, Pounce, Rake, Scent, Sin
Cu Sith Eater, Vice Sense
Combat: Attack +9 (–1 size, +8 base, +2 Dex) (+10 with
Type: 4th Level Supernatural Beast (Dreamborn) claws), Damage +9 (claws) or +10 (bite) or (+5 rake),
Size: Large Defense Dodge/Parry +9/— (–1 size, +8 base, +2 Dex),
Speed: 50 ft. Initiative +2
Abilities: Str +6, Dex +1, Con +4, Int +1, Wis +2, Cha +1 Saving Throws: Toughness +7 (+2 size, +3 Con, +2
Skills: Jump 4 (+14), Notice 7 (+9), Survival 7 (+9)*, natural), Fortitude +9 (+6 base, +3 Con), Reflex +8 (+6
Stealth 7 (+15), Swim 0 (+6) base, +2 Dex), Will +4 (+2 base, +2 Wis)
Feats: Dream BloodB, Night VisionB, Improved Dream Dream Conviction: 2
Weaving Powers, Innate Dream Weaver Powers, Skill Organization: Solitary, Pair, or Pack (3–6)
Focus (Stealth), Track
Traits: Darkvision 60 ft., Innate Dream Weaving Powers Pounce: If a hedge lion charges, it can attack a single
(rank 7, Wis +2, save Difficulty 14, Shadow Shaping +9, target with both its claws and its bite in a single round.
Supernatural Speed +9, Teleport +9), Scent Sin Eater: If a hedge lion kills a creature that has
Combat: Attack +5 (+4 base, +1 Dex), Damage +9 (bite), been marked as a sinner by its Vice Sense trait, then it
Defense Dodge/Parry +5/– (+4 base, +1 Dex), Initiative +1 gains an enhancement bonus to Strength, Constitution,
Saving Throws: Toughness +6 (+2 natural, +4 Con), and Wisdom for each sinner it has successfully fed upon.
Fortitude +8 (+4 base, +4 con), Reflex +5 (+4 base, +1 A hedge lion also gains a recovery check every time it
Dex), Will +3 (+1 base, +2 Wis) feeds upon a new sinner. The bonuses gained from this
Dream Conviction: 2 trait depend upon the intensity of the sin committed by
Organization: Solitary, Pair, or Pack (3–12) the creature. These bonuses last for an hour and have a
Skills: Cu sith have a +2 bonus on Swim checks and a +4 maximum of +5.
bonus on Jump and Stealth checks. They also have a +4 Table 11.1: Sin Eater
bonus on Survival checks when tracking by scent.
Ability Recovery
Cu sith are enormous midnight black “fairy dogs” who Intensity of Sin
Bonus Bonus
roam throughout the dreamlands. They have gray
eyes that change color in accord with their moods.
Sometimes they trained as mounts by those who have Minor (bad habits,
+0 +0
won their trust and are ardently loyal to their masters laziness, etc.)
defending them to the death, if necessary.
They generally hunt in packs, chasing and
exhausting prey until they can drag it down. They also Major (adultery,
+1 +5
use their shadow shaping powers to provide them with murder, etc.)
the concealment they need to get close to their prey
and spring upon them from ambush. If cornered or
Absolute (nightmares,
outnumbered they will use their supernatural speed to
undead, vice-aligned +2 +10
flee to safety.
creatures)

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Flora, Fauna and Foes
Vice Sense: A hedge lion can also use its Warden Skills: Hleapan have a +4 racial bonus on Stealth checks,
Intuition aspect trait to detect acts of vice. With a a +8 racial bonus on Notice and Climb checks, and a +10
successful check, it senses acts of vice, their approximate racial bonus on Jump checks. Hleapan can always choose
number, their general type (cowardice, greed, and so to take 10 on Climb checks, even if rushed or threatened.
forth), their intensity (minor, major, or absolute), and Hleapan use their Dexterity modifier for Climb checks.
their approximate location. Anyone detected by this
trait is marked as a sinner for the purposes of the hedge Hleapan are masters of the hunt. They have dark gray
lion’s Sin Eater trait. carapaces with claws upon its front legs and a violet
Skills: Hedge lions have a +4 racial bonus on stripe along the sides of its abdomen. They stalk all the
Acrobatics and Stealth checks. *In areas of tall grass or domains of Nevermore, but are especially fond of the
heavy undergrowth, the Stealth bonus improves to +8. northern Heartlands and the Dreadlands.
Hleapan prefer to strike from hidden trapdoors
The hedge lion has a coat of silver and its claws have within their burrows and use their poisonous fangs to
a metallic sheen to them. They hunt down and destroy make their prey helpless before they know what has
the evils, which attempt to cross the Hedge. They happened. They use their powers to conceal themselves
relentlessly hunt down those whom they sense as and confuse their enemies. If they are injured by their
sinners. They will track their prey for cycles, but do opponent or outnumbered they immediately flee back
not normally follow it outside of the Hedge. They are into their tunnels and safety.
usually solitary hunters, but have been known to work Unlike most spiders, hleapan do not spin webs,
together in pairs and even packs. instead they secret a fluid that strengthens their tunnel
A hedge lion can hold its own in combat thanks to walls against collapse.
its sharp claws and wicked fangs. It attacks by running A hleapan is about 4 to 6 feet long and weighs
at prey, leaping, and clawing and biting as it rakes with between 100 and 200 pounds.
its rear claws. It prefers to leap upon opponents, just as
a lion does. A hedge lion’s natural weapons are treated
as virtue-aligned, cold iron, and silver for the purpose of Neverant
overcoming damage reduction. Dire lions grow to be up
Type: 3rd Level Vermin (Dreamborn)
to 15 feet long and weigh up to 3,500 pounds.
Size: Medium
Speed: 50 ft., burrow 20 ft., climb 20 ft.
Hleapan Abilities: Str +2, Dex +1, Con +2, Int -4, Wis +1, Cha +0
Skills: Climb 4 (+14), Survival 6 (+7*)
Type: 2nd Level Vermin (Dreamborn)
Feats: Ability Focus (Draining Sting)B, Dream BloodB,
Size: Medium
Improved Dream Resistance (2)B, Improved GrabB,
Speed: 40 ft., burrow 10 ft., climb 20 ft.
Improved PinB, TrackB
Abilities: Str +0, Dex +3, Con +1, Int –3, Wis +0, Cha –4
Skills: Climb 0 (+11), Jump 6 (+16)*, Notice 6 (+14)*, Traits: Draining Sting, Dream Resistance 15, Scent,
Stealth 6 (+13)* Sense Neverite 90 ft., Tremorsense 60 ft., Vermin Traits
Feats: AspectB, Dream BloodB, Improved Aspect, Sneak Combat: Attack +3 (+2 base, +1 Dex), Damage +4
AttackB (bite), Defense Dodge/Parry +3/— (+1 base, +1 Dex),
Traits: Aspects (rank 6, Wis +0, save Difficulty 11, Initiative +1
Spiritual Illumination [Darkened] +6), Darkvision 60 Saving Throws: Toughness +5 (+2 Con, +3 natural),
ft., Poison, Tremorsense 60 ft., Vermin Traits Fortitude +5 (+3 base, +2 Con), Reflex +2 (+1 base, +1
Combat: Attack +4 (+1 base, +3 Dex), Damage +2 plus Dex), Will +2 (+1 base, +1 Wis)
poison (bite), Defense Dodge/Parry +4/— (+1 base, +3 Dream Conviction: 2
Dex), Initiative +3 Organization: Solitary, Gang (2–5), or Hive (6-15)
Saving Throws: Toughness +1 (+1 Con), Fortitude +4 Draining Sting: If it successfully grabs an opponent, it
(+3 base, +1 Con), Reflex +3 (+0 base, +3 Dex), Will +0
can attempt to sting each round (+3 attack bonus). A
(+2 base – 2 mixed role)
hit with the sting attack deals +2 piercing damage and
Dream Conviction: 8
poison. Fortitude Difficulty 15, initial and secondary
Organization: Solitary, colony (2–5), or cluster (6-15)
damage 1 Dream Conviction point. The save Difficulty
Poison: Bite; Fortitude Difficulty 12 resists; initial is Constitution-based. Dream Conviction points lost in
and secondary damage 1 Str. The save Difficulty is this way count against the character’s Dream Conviction
Constitution-based. allotment for a scene and can cause a backlash. In
Sneak Attack: Hleapan receive Sneak Attack as a addition, the neverant gains a recovery check for every
bonus feat. point of Dream Conviction it drains.
Tremorsense: Hleapan can detect and pinpoint Sense Neverite: A neverant can detect neverite
any creature or object within 60 feet in contact with the within 90 feet.
ground, or within any range in contact with its tunnels.
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Skills: *Neverants have a +4 racial bonus on Survival Neverants are hardy creatures and quite territorial.
checks when tracking by scent and a +8 racial bonus on When attacking as a gang they seek to flank and surround
Climb checks. A giant ant can always choose to take 10 their prey. They use their jaws to grapple their opponents
on Climb checks, even if rushed or threatened. and their stingers to weaken them. A neverant is about 6
feet long and weighs around 200 pounds.
Neverants appear much like giant ants with large
obsidian-black abdomens streaked with a rainbow of
florescent hues. They make their home deep beneath Redcap
the dreamland’s surface in large tunnel complexes and Type: 1st level warrior (Unseelie Fey, Goblinoid)
are frequently found within neverite mines collecting Size: Medium
the material for their nests. They have an uncanny Speed: 30 ft.
knowledge of the environment around them and Abilities: Str +3, Dex +2, Con +2, Int +1, Wis –1, Cha –1
tolerate no intrusion into their tunnel systems, which Skills: Climb 4 (+7, +5 with armor), Escape Artist 4 (+6,
often brings them into conflict with neverite miners. +4 with armor), Intimidate 4 (+3), Jump 4 (+7, +5 with
armor), Notice 4 (+3), Stealth 4 (+8, +6 with armor)
New Trait: Dream Resistance Feats: AspectB, Improved AspectB, Improved Grab,
Improved Pin, Night VisionB, Toughness, Weapon
A creature with dream resistance has a natural Training
resistance to surreal effects. A creature with this Traits: Aspects (rank 4, Int +1, save Difficulty 12,
trait usually gains a dream resistance equal to 10 Ability [Strength] +5), Darkvision 60 ft.
+ half its levels. The creature can avoid effects Combat: Attack +3 (+1 base, +2 Dex), Damage +5
originating from aspects, dream weaving, or the (bite), +4 (claws), or +5 (javelin), Defense Dodge/Parry
supernatural abilities of progeny. To determine +3/+4 (+1 base, +2 Dex/+3 Str), Initiative +2
if a supernatural effect or ability works against Saving Throws: Toughness +5 (+2 Con, +1 Toughness,
the creature, the user must make a dreamer level +2 studded leather), Fortitude +4 (+2 base, +2 Con),
check (1d20 + dreamer level). If the result equals Reflex +2 (+0 base, +2 Dex), Will –1 (+0 base, –1 Wis)
or exceeds the creature’s dream resistance, the Conviction: 6
power works normally, although the creature is still Organization: Solitary or Gang (2-5)
allowed a saving throw.

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Flora, Fauna and Foes
Redcaps are astonishingly strong for their size and build. Wicked Willows
They are shrunken and shriveled creatures with crimson
caps and iron boots. They have jagged claws and sharp Type: 10th Level Plant (Dreamborn)
hooked teeth, which they thoroughly enjoy using on their Size: Gargantuan
Speed: 30 ft.
opponents. They often serve as bodyguards for Mab’s
Abilities: Str +10, Dex –2, Con +6, Int +2, Wis +4, Cha +1
minions and patrol the Nightwood with deadly efficiency.
Skills: Intimidate 13 (+14), Knowledge (life sciences) 8
Redcaps love a good straightforward fight. They (+10), Notice 13 (+17), Stealth 13 (+1)*, Survival 13 (+17)
are master grapplers and use their grappling abilities to Feats: All-out Attack, AspectB, Attack Focus (slam),
wear down their enemies. They also have powerful jaws Dream BloodB, Improved GrabB, Iron Will, Night
with hooked teeth that can attach to an enemy and make VisionB, Skill Training
it near impossible to remove. Traits: All-Around Attack, Animate Trees, Aspect
A redcap stands about 5 feet and weighs about 100 (rank 13, Wis +4, save Difficulty 19, Despair Aspect
pounds. +17), Branches, Damage Reduction 5/slashing, Double
Redcaps speak English, Gaelic, and Unseelie. Damage Against Objects, Extended Reach, Plant Traits,
Trample, Vulnerable to Fire
Combat: Attack +2 (–4 size, +7 base, –2 Dex, +1 Attack
Weaver Flies Focus), Damage +15 (slam), Defense Dodge/Parry +1/
Type: 1st Level Vermin (Dreamborn) — (–4 size, +7 base, –2 Dex), Initiative –2
Size: Diminutive Saving Throws: Toughness +18 (+6 size, +6 Con, +6
natural), Fortitude +13 (+7 base, +6 Con), Reflex +1 (+3
Speed: 5 ft., fly 40 ft. (good)
base, –2 Dex), Will +9 (+3 base, +4 Wis, +2 Iron Will)
Abilities: Str –5, Dex +2, Con +0, Int +0, Wis +2, Cha +0
Dream Conviction: 2
Skills: Notice 4 (+14), Stealth 4 (+6), Survival 4 (+6)* Organization: Solitary, colony (2–5), or grove (6–15)
Feats: Dream BloodB, Improved Dream Weaving
Powers, Innate Dream Weaver Powers, Improved All-Around Attack: As a full round action a wicked
Initiative willow can make up to four branch attacks against
Traits: Darkvision 60 ft., Innate Dream Weaving opponents within its reach. Each attack must be made
against a different opponent and use a different branch.
Powers (rank 4, Wis +2, save Difficulty 12, any three
Animate Trees: A wicked willow can animate trees
dream weaving powers +6), Vermin Traits
within 180 feet at will, controlling up to two trees at a
Combat: Attack –, Damage –, Defense +6 (+2 Dex, +4 time. It takes 1 full round for a normal tree to uproot
size), Initiative +6 itself. Thereafter it moves at a speed of 10 feet and fights
Saving Throws: Toughness –4, Fortitude +2, Reflex as a treant, not a wicked willow, in all respects. Animated
+2, Will +2 trees lose their ability to move if the wicked willow that
Dream Conviction: 2 animated them is incapacitated or moves out of range.
Organization: Solitary, Pair, or Nest (11-20) Animated trees have the same vulnerability to fire that a
wicked willow has.
Skills: Weaver wasps have a +8 racial bonus on Notice Branches: Severing a wicked willow’s branches
checks. *They also have a +8 racial bonus on Survival follows the rules for sundering a tentacle. A wicked
checks to orient themselves or find the Eye domain. willow’s branch counts as a Large held object for the
sundering attempt.
Weaver flies are slender bodied and sheer winged
Double Damage Against Objects: A wicked willow
insects that have an innate ability to dream weave. Their or animated tree that makes an attack against an object
abdomen is a constantly shifting multi-colored hue and or structure deals double damage (+30 slam damage).
their wings are thin and translucent. They are sometimes Extended Reach: Wicked willows have a reach of 30 ft.
raised in captivity upon farms with neverite blooms Trample: Damage +20; Difficulty 25 Reflex save for
as they are one of the few creatures that can pollinate half damage. The save Difficulty is Strength-based.
the flowers. They are also renowned for their annual Skills: *Wicked willows have a +16 racial bonus on
migration to the Eye in the cycles leading up to Cadence. Stealth checks made in forested areas.
Weaver flies are generally harmless, but if cornered Wicked willows prefer to ambush their prey, waiting
they will use their dream weaving abilities to protect until as many opponents are within its reach as possible
themselves and their nests. They usually use powers before striking. They often charge suddenly from cover
which incapacitate or distract their enemies, while they to trample the despoilers of forests. If sorely pressed,
make their escape. they animate trees as reinforcements.

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These sinister cousins of treants attack anyone to yellow in autumn and falling out in winter. Most wicked
who wanders within their reach. They are difficult to willows are about 40 to 60 feet tall with a canopy of
distinguish from mundane willows, but with careful branches nearly equal to their height. These tremendous
observation a wicked willow’s furrowed face can be seen trees are held up by a 2 to 3 foot diameter trunk, which
as well as its two twisted legs. A wicked willow’s leaves are is made up of two misshapen legs. Wicked willows speak
a sickly pale green from spring through summer, changing their own language, plus Common and Sylvan.

Diaboli
The following section includes statistics for the seven with the slain creature’s nature, becomes a viceling. At
major types of diaboli. Heroes who face these creatures any given time a diabolus may have enslaved spawn
should use extreme caution as they are corrupting spirits, totaling no more than twice its own level; any spawn
who can corrode the metal of even the most virtuous of exceeding this limit are created as free-willed creatures.
hearts. They are also fearsome foes in both martial and Damage Reduction: The amount of DR varies with
social encounters pitting their physical and mental the type of diaboli, but it is always vulnerable to virtue-
resources against any who would dare to confront them. aligned silver weapons.
Deceitful: Diaboli have a +4 racial bonus on Bluff
and Disguise checks. *When using its change shape
Diabolus’ Phylactery ability, a diabolus gets an additional +10 circumstance
An integral part of becoming a diaboli is binding one’s bonus on Disguise checks. If it can read an opponent’s
soul to a phylactery. As a rule, the only way to get rid of mind, it gets a further +4 circumstance bonus on Bluff
a diaboli for sure is to destroy its phylactery. Unless its and Disguise checks.
phylactery is destroyed, a diaboli reappears within ten Immunities: Diaboli are immune to Cold, Fire, and
cycles after its apparent destruction. Each diaboli must Electricity.
acquire its own phylactery, which is usually the final See in Darkness: Some diaboli can see perfectly in
step in a series of trials set before them to prove their darkness of any kind, even that created by supernatural
dedication to Lilith and their chosen vice. The diaboli’s powers.
phylacteries usually reside within the respective Supernatural Resistance: Diaboli have supernatural
strongholds of the children of Mahr where they are resistance. The amount varies with the type of diaboli.
hidden and protected from those who might be bold Vicious Insight: If a diabolus has line of sight to a subject
enough to assault the inner sanctums of the Sirena or with a nature that includes its vice, then it gains a +2
Diabolus. It has hardness 16, regardless of composition. bonus to attack rolls, skill checks, and saving throws
made against the subject. In addition, the subject suffers
a –2 penalty to his attack rolls, skill checks, and saving
Diaboli (General) throws against the diabolus.
Vicious Suggestion: A diabolus can use the
These infernal adversaries are a cunning and constant Suggestion power to encourage a subject with a nature
threat to the dreamlands and its inhabitants. Each of that includes its vice to act upon it. The diabolus is
them is the personification of one of the seven deadly considered to have a number of ranks in the Suggestion
sins and their abilities reflect this inherent link. power equal to their level + 3. They use their highest
Diaboli use their abilities to weaken, wound, mental ability as the key ability.
and wipe out their opponents, though if they sense a
connection to their enemy through their vice, they will
attempt to aggravate, exploit, and ultimately unleash the Acedia
evil inclinations within them for their own gain. Type: 14th Level Undead (Shapechanger, Vice)
Diaboli speak Common and Diabolic. Size: Huge
Speed: 20 ft.
Abilities: Str +8, Dex +0, Con –, Int +2, Wis +0, Cha +0
Diaboli Traits Skills: Bluff 17 (+21), Concentration 17 (+17), Disguise 4
A diabolus may possess one or more of the following (+8)*, Escape Artist 0 (+16)*, Knowledge (supernatural)
traits (unless otherwise noted in a creature’s entry). 17 (+19), Notice 17 (+17), Sense Motive 17 (+17), Stealth
Bonus Feats: Dream Blood (additional copies of the 17 (+9)*
feat for every four levels above 8th level), Power (x2), Feats: Ability Focus (Despair/Fear)B, Armor Training
Skill Training (Light and Heavy)B, Dream Blood (x2)B, Improved Grab,
Create Spawn: A humanoid, fey, or monstrous Weapon TrainingB, Attack Focus (slam)B, Greater Attack
humanoid killed by a diabolus, with a vice associated Focus (slam), Power (x3), Power (x2)B, Skill TrainingB

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Traits: Acid, Blind, Blindsight 120 ft., Change Shape, Acediae are quintessential creatures of sloth, the sin
Constrict, Create Spawn, Damage Reduction 4/silver and of apathy and sadness. They are ooze-like creatures of
virtue, Darkvision 60 ft., Despair/Fear, Engulf, Immune living muck and mire, breeding despair and indifference
to Acid, Cold, Fire, and Electricity, Powers (rank 17, Int, wherever they drag their bile-filled bodies. They have
save Difficulty 19, Drain Vitality +19, Illusion, +19, Mind no discernable anatomy or shape and can squeeze
Touch +19, Sense Minds +19, Shadow Shaping +19), themselves into openings many times smaller then their
Squeeze, Supernatural Resistance 25, Undead Traits, normal size. In addition, if they turn themselves inside
Vicious Insight, Vicious Suggestion out they can use a false skin to mimic the form of just
Combat: Attack +7 (–2 size, +7 base, +0 Dex, +1 Attack about any medium-sized humanoid. An acedia’s natural
Focus, +1 Greater Attack Focus), Damage +10 + 4 acid weapons, as well as any weapons it wields, are treated
(slam or grapple), Defense Dodge/Parry +5/+13* (if as silver and vice-aligned for the purpose of overcoming
wielding a weapon) (–2 size, +7 base, +0 Dex/+8 Str), damage reduction.
Initiative +0 They prefer to ambush their enemies and engulf
Saving Throws: Toughness +18 (+4 size, +7 Undead, them within their constricting skin.
+7 natural), Fortitude +4 (+4 base), Reflex +4 (+4 base,
+0 Dex), Will +9 (+9 base, +0 Wis) Avaritia
Dream Conviction: 4
Organization: Solitary Type: 12th Level Undead (Shapechanger, Vice)
Size: Medium
Acid: An acedia secretes a digestive acid that dissolves Speed: 20 ft.
only flesh. A successful slam attack deals acid damage, Abilities: Str +3, Dex +4, Con –, Int +6, Wis +3, Cha +2
and a creature that grapples with an acedia or strikes Skills: Bluff 15 (+21), Concentration 15 (+18), Disable
it with an unarmed attack also takes acid damage. An Device 15 (+21), Disguise 15 (+21)*, Escape Artist 15
opponent wearing metal armor is immune to an acedia’s (+19), Knowledge (supernatural) 15 (+21), Notice 15
acid, but those wearing leather or cloth armor are not. (+26), Search 15 (+26), Sleight of Hand 15 (+19), Stealth
Blind (but have the blindsight special quality): An 15 (+27), Survival 4 (+7)*
acedia is immune to gaze attacks, visual effects, illusions, Feats: Armor Training (Light and Heavy)B, Dream
and other attack forms that rely on sight. Blood (x2)B, EvasionB, Hide in Plain SightB, Improved
Blindsight: An acedia’s entire body can ascertain TripB, LuckyB, Master Plan, Night VisionB, Power (x2),
prey by scent and vibration within 120 feet. Power (x2)B, Skill TrainingB, Sneak Attack (x2), TrackB,
Change Shape: An acedia can assume the shape Weapon TrainingB
of any Medium humanoid by squeezing itself into a Traits: Acquisitive Powers, Change Shape, Create Spawn,
false outer skin. In humanoid form, the acedia loses its Damage Reduction 4/silver and virtue, Darkvision 60 ft.,
natural attacks, but it retains all its normal abilities and Hoard, Immune to Cold, Fire, and Electricity, Powers
gains the normal vision of the chosen humanoid. An (rank 15, Int, save Difficulty 22, Manipulate Object +21,
acedia can remain in its humanoid form until it chooses Mind Touch +21, Object Reading +21, Sense Minds
to assume a new one. A change in form cannot be +21), Scent, Supernatural Resistance 23, Undead Traits,
dispelled, but an acedia reverts to its natural form when Vicious Insight, Vicious Suggestion
destroyed. A use of the True Vision supernatural power Combat: Attack +10 (+6 base, +4 Dex) (+7 in dire wolf
reveals its natural form. form), Damage varies by weapon (+7 hybrid bite or +10
Despair/Fear: An acedia can use the despair and while in dire wolf form; it cannot use a weapon in dire
fear effects of the Heart Shaping power (rank 17, Cha, wolf form), Defense Dodge/Parry +10 (+8 in dire wolf
save Difficulty 19, Heart Shaping +17). form)/+9 (+6 base, +4 Dex/+3 Str), Initiative +4 (+2 in
Engulf: Large or smaller creatures; Reflex Difficulty dire wolf form)
25; engulfed creatures are subject to the acedia’s acid Saving Throws: Toughness +12 (+6 Undead, +6
trait. The save Difficulty is Strength-based. natural), Fortitude +6 (+4 base, +2 Lucky), Reflex +10
Squeeze: An acedia can squeeze through Medium (+4 base, +4 Dex, +2 Lucky)(+8 in dire wolf form), Will
or smaller openings, though while doing so it suffers a +13 (+8 base, +3 Wis, +2 Lucky)
–2 penalty to all attack rolls, skill checks, Reflex saves, Dream Conviction: 4
and Defense for every size category it is larger than the Organization: Solitary
opening.
Skills: *An acedia gains a +16 bonus to Stealth Acquisitive Powers: An avaritia can use the following
checks when it is in dark or gloomy conditions and to powers on items, but not creatures (rank 15, Int, save
Escape Artist checks while in its natural form. Difficulty 22, +21 on checks): Apport, Scrying, and
Second Sight.

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Flora, Fauna and Foes

Change Shape: An avaritia natural form is a bipedal succeeds by 10 or more, the avaritia also recognizes the
hybrid form with prehensile hands and animalistic subjects who have disturbed its hoard, if known to it. In
features. However, it can assume the form of either a addition, an avaritia can summon any item in its hoard
dire wolf or a human. In human form, the avaritia loses as a move action, either into its hand or into an adjacent
its natural attacks, but it retains all its normal abilities. space. It can send these items back as a move action.
An avaritia can remain in its human form until it chooses Scent: An avaritia has the Scent ability in any form.
to alter its form again. Skills: Avaritiae have a +8 racial bonus on Notice,
In dire wolf form, it does not assume the abilities Search and Stealth checks. An avaritia gains a +4 racial
of the animal, but instead uses the animal’s physical bonus on Survival checks when tracking by scent.
abilities instead of its own (Str +7, Dex +2). Changing
As the personifications of greed, the avaritiae are
to or from animal, hybrid, or human form is a standard
renowned for their cunning when it comes to the pursuit
action. An alternate form cannot be dispelled, but an
of possessions. They have an uncanny awareness of their
avaritia reverts to its natural form when destroyed. A
surroundings and an innate knowledge and control over
use of the True Vision supernatural power reveals its
objects. In their natural form, they appear as a hybrid
natural form.
between a mortal and a wolf, with fang-like teeth, canine
Hoard: An avaritia always has a hoard of mundane
ears, and an elongated snout.
and supernatural items placed in it lair. These items are
They are able assassins and thrifty thieves using
all supernaturally linked to it via an Object Reading check
stealth and subtly to kill whom they will and take what
(Difficulty 35). An avaritia can sense when someone
they want. An avaritia’s natural weapons, as well as any
has disturbed its hoard and if it succeeds on an Object
weapons it wields, are treated as silver and vice-aligned
Reading check (Difficulty 20; this check is automatically
for the purpose of overcoming damage reduction.
successful) it knows exactly what happened to its hoard.
An avaritia stands between 6 to 7 feet tall and weighs
If it succeeds by 5 or more, it knows the general direction
200 to 300 pounds.
and distance of all the lost objects from its hoard. If it

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Flora, Fauna and Foes
Gula The Hunger: In addition to the normal Create
Spawn ability of the diaboli, the gula can also produce
Type: 10th Level Undead (Shapechanger, Vice) free-willed vicelings by inflicting “The Hunger” upon
Size: Medium a victim of its bite attack. Any humanoid, fey, or
Speed: 30 ft. monstrous humanoid bitten by a gula must succeed
Abilities: Str +6, Dex +6, Con –, Int +3, Wis +3, Cha +1 on a Difficulty 16 Will save or suffer 1 point of Wisdom
Skills: Bluff 13 (+18), Concentration 13 (+16), Disguise drain and be compelled to perform acts of cannibalism
0 (+5)*, Intimidate 13 (+14), Knowledge (supernatural) during the hour of Gloom. While attempting to feed they
13 (+16), Notice 13 (+16), Search 4 (+7), Stealth 13 (+19), gain the Gula’s Cannibalize ability, except without the
Survival 13 (+16) size, Strength, and Charisma increase. They gain a new
Feats: Armor Training (Light and Heavy)B, Attack saving throw each cycle to end the effects of the hunger,
Focus (claw), Double StrikeB, Dream BloodB, Improved but they receive a –1 penalty to their save for every
Grab, Improved Initiative, Improved Pin, Night VisionB, humanoid that they have fed upon. After failing three
Power (x2)B, Skill TrainingB, TrackB, Weapon TrainingB consecutive saves, the victim transforms into a free-
Traits: Cannibalize, Change Shape, Create Spawn, willed viceling with the gula’s Cannibalize and Hunger
Damage Reduction 3/silver and virtue, Darkvision 60 ft., special traits. The save Difficulty is Charisma-based.
the Hunger, Immune to Cold, Fire, and Electricity, Powers Stench: When a gula reaches huge size or larger, it
(rank 13, Wis, save Difficulty 18, Mind Touch +16, Sense secretes a terrible odor of rotten flesh that nearly every
Minds +16), Scent, Stench, Supernatural Resistance 21, form of life finds offensive. All living creatures (except
Undead Traits, Vicious Insight, Vicious Suggestion gula) within 30 feet of a gula must succeed on a Difficulty
Combat: Attack +11 (+5 base, +6 Dex)(+12 Claw), 16 Fortitude save or be sickened for 10 rounds. The save
Damage +8 plus the hunger (bite) or +7 (claws), Defense Difficulty is Charisma-based. Creatures that successfully
Dodge/Parry +11/+11* (if wielding a weapon) (+5 base, save cannot be affected by the same gula’s stench for
+6 Dex/+6 Str), Initiative +10 24 hours. A use of the Cure Poison supernatural power
Saving Throws: Toughness +10 (+5 Undead, +5 removes the effect from the sickened creature. Creatures
natural), Fortitude +3 (+3 base), Reflex +9 (+3 base, +6 with immunity to poison are unaffected, and creatures
Dex), Will +10 (+7 base, +3 Wis) resistant to poison receive their normal bonus on their
Dream Conviction: 2 saving throws.
Organization: Solitary
These emaciated creatures may not look like they are
Change Form: A gula can assume the form of any the embodiment of gluttony, but once they sink their
predatory animal or humanoid that is its current size or teeth into their victims their can be no doubt. They are
smaller as a standard action. covered with a sunken and shriveled skin, which hangs
Cannibalize: A gula can eat a portion of the flesh off of their bones, however once they have feasted on
from a living victim by making a successful grapple flesh their bodies bloat to enormous size and they begin
check. If it pins the foe, it begins to feed, dealing 1 point of to release a terrible stench.
Constitution drain each round the pin is maintained. The Once a gula has picked its next meal, it is relentless
gula increases in size by one category (see Gula Growth in its attacks. Though it prefers to pick off its foes one
table), gains a +2 enhancement bonus to Strength, and by one, it grows bolder and bolder as it increases in size
increases its Charisma by +1 for each individual humanoid until it fears nearly nothing. Once within a gula’s grasp, it
that it has successfully fed upon. These bonuses last for an is nearly impossible to escape and even if one does, they
hour. A gula also gains a recovery check with a +5 bonus must fear the Hunger taking hold of them and turning
every time it feeds upon a new humanoid. them into a viceling. A gula’s natural weapons, as well
Table 11.2: Gula
Tough- Carrying
Size Combat Grapple Stealth Height Weight Space Reach
ness Capacity

Large –1 +4 –4 +2 8-16 ft. 500-4K lbs. 10 ft. 10 ft. x2

Huge –2 +8 –8 +4 16-32 ft. 4K –32K lbs. 15 ft. 10 ft. x4

32K –250K
Gargantuan –4 +12 –12 +6 32-64 ft. 20 ft. 15 ft. x8
lbs.
250K- 2 mil
Colossal –8 +16 –16 +8 64-128 ft. 30 ft. 15 ft. x16
lbs.

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Flora, Fauna and Foes
as any weapons it wields, are treated as silver and vice- within a radius of 50 feet are subject to the effect. A
aligned for the purpose of overcoming damage reduction. potentially affected creature that succeeds on a Difficulty
A gula stands 6 feet tall and weighs about 200 23 Will save remains immune to that invidia’s frightful
pounds to begin with, but can quickly increase them at presence for the rest of the cycle. On a failure, creatures
an exponential rate. with 4 or fewer levels become panicked for 1 round per
point by which they failed their Will save, and those with
Invidia 5 or more levels become shaken for 1 round per point by
which they failed their Will save. The save Difficulty is
Type: 18th Level Undead (Shapechanger, Vice) Charisma-based.
Size: Medium Sound Imitation: Can mimic any voice or sound it
Speed: 30 ft. has heard, anytime it likes. Listeners must succeed on a
Abilities: Str +2, Dex +4, Con –, Int +4, Wis +2, Cha +4 Will save (Difficult 23) to detect the ruse (+2 bonus on
Skills: Bluff 21 (+29)*, Concentration 21 (+23), Diplomacy the save if the listener has 5 or more ranks in Notice).
21 (+25), Disguise 4 (+12)*, Gather Information 21 (+25), Warped Shape: An invidia can assume a twisted
Intimidate 21 (+25), Knowledge (supernatural) 21 (+25), and malformed shape mimicking the appearance of
Notice 21 (+23), Sense Motive 21 (+23) any Small or Medium humanoid it has touched in the
Feats: Armor Training (Light and Heavy)B, Dodge Focus, last cycle. While in warped shape, the invidia loses its
Dream Blood (x3)B, Eidetic Memory, Jack-of-All-TradesB, natural attack, but gains the Strength and Dexterity
LuckyB, Master Plan, Night VisionB, Power (x3), Power scores of the creature being mimicked. It also gains the
(x2)B, Skill TrainingB, Weapon TrainingB, Well-Informed extraordinary special attacks and special qualities of
Traits: Change Shape, Create Spawn, Damage the touched creature, but does not gain the creature’s
Reduction 5/silver and virtue, Darkvision 60 ft., supernatural abilities. An invidia who mimics a creature
Despair/Fear, Frightful Presence, Immunity to Cold, wielding a manufactured weapon transforms part of
Fire, Electricity, and Mind-Affecting Powers, Powers itself into a misshapen version of the weapon with all
(rank 21, Cha, save Difficulty 23, Mind Probe +25, the same based properties of the weapon, but none of
Mind Reading +25, Mind Shaping +25, Mind Touch the supernatural ones. An invidia can remain in its
+25, Sense Minds +25), Sound Imitation, Supernatural warped shape until it chooses to return to its normal
Resistance 29, Undead Traits, Vicious Insight, Vicious form. A change in form cannot be dispelled, but an
Suggestion, Warped Shape invidia reverts to its natural form when killed. A use of
Combat: Attack +13 (+9 base, +4 Dex), Damage +4 the True Vision supernatural power reveals its natural
(slam), Defense Dodge/Parry +14/+11* (if wielding a form. Creatures who face an invidia who has taken on
weapon) (+9 base, +4 Dex/+2 Str, +1 dodge), Initiative +4 a warped shape that mimics them suffer a –2 penalty
Saving Throws: Toughness +18 (+9 Undead, +9 to attack rolls, damage, skill checks, and saving throws
natural), Fortitude +10 (+6 base, +4 Lucky), Reflex +14 made against the invidia. These penalties stack with
(+6 base, +4 Dex, +4 Lucky), Will +17 (+11 base, +2 Wis, those granted by Vicious Insight.
+4 Lucky) Skills: When using its change shape ability, an invidia
Dream Conviction: 6 gets an additional +10 circumstance bonus on Disguise
Organization: Solitary checks. If it can read an opponent’s mind, it gets a further
+4 circumstance bonus on Bluff and Disguise checks.
Change Shape: An invidia can assume the shape of any
Small or Medium humanoid and all of their equipment, The invidiae are the epitome of envy. They are faceless
though supernatural properties are not transferred creatures covered by hoary and withered skin. Their
to the invidia’s newly created items. In humanoid bodies are misshapen from their twisted faces to their
form, the invidia loses its natural attack, but gains the crooked legs. They wander Nevermore in hopes of
Strength and Dexterity scores of the creature being depriving others of all the goods of their lives.
mimicked. An invidia can remain in its humanoid form Invidiae prefer subterfuge and backstabbing to open
until it chooses to assume a new one. A change in form confrontation, but if forces to face their foes openly, they
cannot be dispelled, but an invidia reverts to its natural do not shy away from a fight. Usually they attempt to
form when killed. A use of the True Vision supernatural touch the strongest and most agile opponent in order
power reveals its natural form. to warp themselves into that form. When in its natural
Despair/Fear: An invidia can use the despair and form, an invidia strikes with its powerful fists, but
fear effects of the Heart Shaping power (rank 21, Cha, when shapechanged, it attacks with whatever weapon is
save Difficulty 23, Heart Shaping +25) with the Widen appropriate. In such cases, it attempts to employ the same
Power feat. tactics and strategies as the person it is impersonating.
Frightful Presence: An invidia can unsettle foes with An invidia’s natural weapons, as well as any weapons
its mere presence. The ability takes effect automatically it wields, are treated as silver and vice-aligned for the
whenever an invidia takes on a warped form. Creatures purpose of overcoming damage reduction.

139
Flora, Fauna and Foes

An invidia in its natural form stands about 5-1/2 feet Combat: Attack +11 (–1 size, +8 base, +4 Dex), Damage
tall and weighs about 150 pounds, though it is rarely in +12 + 4 acid (claws or grapple) or +13 + 4 acid (bite),
its natural form for long. Defense Dodge/Parry +11/+17* (if wielding a weapon)
(–1 size, +8 base, +4 Dex/+10 Str), Initiative +4
Saving Throws: Toughness +18 (+2 Size, +8 Undead,
Ira +8 natural), Fortitude +8 (+5 base, +3 Lucky), Reflex
Type: 16th Level Undead (Shapechanger, Vice) +12 (+5 base, +4 Dex, +3 Lucky), Will +16 (+10 base, +3
Size: Large Wis, +3 Lucky)
Speed: 40 ft. Dream Conviction: 6
Abilities: Str +10, Dex +4, Con –, Int +2, Wis +3, Cha +3 Organization: Solitary
Skills: Bluff 19 (+26)*, Concentration 19 (+22), Disguise
Acid: Every ira secretes an acidic ooze from its claws and
0 (+7)*, Intimidate 19 (+26), Knowledge (supernatural)
mouth, which can eat through flesh, bone, metal, and
19 (+21), Knowledge (tactics) 4 (+6), Notice 19 (+26),
stone. A successful claw or bite attack deals additional
Sense Motive 19 (+22)
acid damage to the victim.
Feats: Armor Training (Light and Heavy)B, CleaveB,
Change Shape: A ira can assume any humanoid
Double StrikeB, Dream Blood (x3)B, Great CleaveB,
form, or revert to its own form, as a standard action.
Improved Critical (claw and bite)B, Improved GrabB,
In humanoid form, a ira loses its claw and bite attacks
LuckyB, Night VisionB, Power (x2)B, Rage (x6; +4 to
(although it often equips itself with weapons and armor
Str, Con, and Will; 20 round duration), Skill TrainingB,
instead). An ira remains in one form until it chooses to
Weapon TrainingB
assume a new one. A change in form cannot be dispelled,
Traits: Change Shape, Create Spawn, Damage
but the ira reverts to its natural form when killed. A
Reduction 5/silver and virtue, Darkvision 60 ft.,
successful use of the True Vision supernatural power
Enraging Wound, Frightful Presence, Immune to Acid,
reveals its natural form.
Cold, Fire, and Electricity, Persistent Wound, Powers
Enraging Wound: An opponent injured by an ira
(rank 19, Cha, save Difficulty 21, Mind Touch +22, Sense
comes under the effects of the Heart Shaping (rage)
Minds +22), Supernatural Resistance 27, Undead Traits,
power (rank 19, Cha, save Difficulty 21, Heart Shaping
Vicious Insight, Vicious Suggestion
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Flora, Fauna and Foes
+22). If the save is successful, then the opponent is not Suggestion +19), Supernatural Resistance 19, Undead
enraged. If it fails, the opponent gains the Rage feat and Traits, Vicious Insight, Vicious Suggestion
is compelled to fight, heedless of danger. Combat: Attack +6 (+4 base, +2 Dex), Damage +3 (slam),
Frightful Presence: An ira can unsettle foes with Defense Dodge/Parry +7/+5* (if wielding a weapon) (+4
its mere presence. The ability takes effect automatically base, +2 Dex/+1 Str, +1 dodge), Initiative +2
whenever an ira attacks or charges. Creatures within a Saving Throws: Toughness +8 (+4 Undead, +4 natural),
radius of 50 feet are subject to the effect. A potentially Fortitude +10 (+2 base, +8 Lucky), Reflex +12 (+2 base,
affected creature that succeeds on a Difficulty 23 Will +2 Dex, +8 Lucky), Will +16 (+6 base, +2 Wis, +8 Lucky)
save remains immune to that ira’s frightful presence for Dream Conviction: 2
the rest of the cycle. On a failure, creatures with 4 or fewer Organization: Solitary, coven (2–5)
levels become panicked for 1 round per point by which
they failed their Will save, and those with 5 or more levels Change Shape: A luxuria can assume the form of a
become shaken for 1 round per point by which they failed Medium humanoid at will as a standard action. In
their Will save. The save Difficulty is Charisma-based. humanoid form, a luxuria loses its slam attack. A
Persistent Wound: Claw or bite; +2 damage each luxuria remains in one form until it chooses to assume
round; Difficulty 22 Medicine and adept level check. a new one. A change in form cannot be dispelled, but
The Difficulty includes a +4 racial bonus. the luxuria reverts to its natural form when killed.
Skills: Irae have a +4 racial bonus on Intimidate and A successful use of the True Vision supernatural
Notice checks. power reveals its natural form. If it uses this power to
impersonate a specific person, the luxuria gets a +10
Irae are reapers of death and destruction and the perfect bonus on its Disguise check.
paragons of unbridled wrath. They have a feral cunning Disarming Gaze: Those who meet the gaze of a
and take pleasure in the physical pain of others. They luxuria must succeed on a Difficulty 22 Will save or be
were promised great glory in battle for their service unable to target it with attacks, powers or aspects. If a
to Diabolus’s will and they are never wanting in their luxuria attacks a subject under the effects of this trait,
bloodlust. These infernal foes are covered with sable skin then the subject gains a new Will saving throw with a
so black that its features are lost in the utter darkness. +4 bonus. If successful, the subject is immune to the
Only its cobalt eyes, burning with an unfathomable fury, Disarming Gaze trait for one round. The duration lasts
betray its contorted face and its frothing maw. as long as the luxuria can be seen. The save Difficulty is
Ira are killers, first and foremost, they seek battle Charisma-based.
and revel in death. They use brutal but effective tactics Kiss of Death: A luxuria drains life from a mortal it
when engaging their enemies and are relentless in lures into some act of passion, or by simply planting a kiss
their assaults. An ira’s natural weapons, as well as any on the victim. If the target is not willing to be kissed, the
weapons it wields, are treated as silver and vice-aligned luxuria must start a grapple. The luxuria’ kiss or embrace
for the purpose of overcoming damage reduction. drains 1 point of Constitution and 1 point of Wisdom
An ira is typically 11 feet tall and weighs 2500 pounds. from the victim. The kiss also has the effect of a use of
the Suggestion supernatural power, asking the victim to
accept another kiss from the luxuria. The victim must
Luxuria succeed on a Difficulty 22 Will save to negate the effect of
Type: 8th Level Undead (Shapechanger, Vice) the Suggestion. The save Difficulty is Charisma-based.
Size: Medium Tongues: A luxuria can speak fluently in any
Speed: 30 ft., fly 50 ft. (average) language.
Abilities: Str +1, Dex +2, Con –, Int +6, Wis +2, Cha +8 Skills: Luxuriae have a +8 racial bonus on Notice
Skills: Bluff 11 (+25), Concentration 11 (+13), checks and a +4 racial bonus on Diplomacy, Intimidate,
Diplomacy 11 (+23), Disguise 11 (+23)*, Escape Artist 11 and Sense Motive checks.
(+13), Intimidate 11 (+25), Knowledge (supernatural) 11
Luxuria are the perfect personification of lust. They are
(+17), Notice 11 (+21), Search 4 (+10), Sense Motive 11
beings of beguiling beauty and deadly desire luring the
(+17), Stealth 11 (+13)
living into temptation, torment, and death. They often
Feats: Armor Training (Light and Heavy)B, AttractiveB,
use naive mortals to accomplish their goals, reveling
Dodge FocusB, Dream BloodB, LuckyB, Night VisionB,
in the irony of employing the innocent in their sinister
Power (3), Power (x4)B, Skill TrainingB, Talented (Bluff
schemes. They have slender and sinuous bodies adorned
and Intimidate)B, Weapon TrainingB
by lustrous hair, silken skin, and enthralling eyes and
Traits: Change Shape, Create Spawn, Damage
can appear as either male or female as it suits them.
Reduction 3/silver and virtue, Darkvision 60 ft.,
Luxuria flee combat whenever possible, but if forced
Disarming Gaze, Immune to Cold, Fire, and Electricity,
to fight they prefer to turn their foes upon one another.
Kiss of Death, Powers (rank 11, Cha, save Difficulty 22,
If facing a lone foe they attempt to dominate them and if
Heart Reading +19, Mind Reading +19, Mind Touch +19,
successful they gently caress the foe until they collapse
Psychic Shield +19, Psychic Trap +19, Sense Minds +19,
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Flora, Fauna and Foes
helpless to the ground, drained of their life. A luxuria’s Frightful Presence: A superbia can unsettle foes with
natural weapons, as well as any weapons it wields, are its mere presence. The ability takes effect automatically
treated as silver and vice-aligned for the purpose of whenever a superbia attacks, charges, or moves past.
overcoming damage reduction. Creatures within a radius of 50 feet are subject to the
A luxuria is typically 6 feet tall and weighs 150 pounds. effect. A potentially affected creature that succeeds on a
Difficulty 23 Will save remains immune to that superbia’s
Superbia frightful presence for the rest of the cycle. On a failure,
creatures with 4 or fewer levels become panicked for 1
Type: 20th Level Undead (Shapechanger, Vice) round per point by which they failed their Will save, and
Size: Large those with 5 or more levels become shaken for 1 round
Speed: 40 ft., fly 60 ft. (average) per point by which they failed their Will save. The save
Abilities: Str +13, Dex +11, Con –, Int +9, Wis +7, Cha +13 Difficulty is Charisma-based.
Skills: Bluff 23 (+40)*, Concentration 23 (+30), Mimic Diabolic Traits: A superbia may mimic the
Diplomacy 23 (+40), Disguise 23 (+40)*, Gather traits of other diaboli. It chooses one of the other types
Information 4 (+21), Intimidate 23 (+40), Knowledge of diaboli and gains their traits. A superbia retains its
(supernatural) 23 (+32), Knowledge (tactics) 23 (+32), own traits where there is overlap. It uses the diabolic
Knowledge (any one) 23 (+32), Notice 23 (+38), Search traits gained from this ability as if they were used by the
23 (+32), Sense Motive 23 (+34), Stealth 23 (+34), associated diaboli with the same bonuses, Difficulties,
Survival 23 (+30) (All checks at +2 when Nightmarish and the like. For example, a superbia might choose to
Aura in operation) mimic the diabolic traits of an acedia. It would gain
Feats: Armor Training (Light and Heavy)B, Awesome the acedia’s Acid, Blind, Blindsight 120 ft., Constrict,
Blow, CleaveB, Double StrikeB, Dream Blood (x4)B, Great Despair/Fear, Engulf, Immune to Acid, Drain Vitality
CleaveB, Improved Critical (claw and bite)B, Improved and Illusion powers, and Squeeze, but not the other
GrabB, Leadership, LuckyB, Master Plan, Night VisionB, traits because they overlap with those of the superbia.
Power (x3), Power (x5)B, Quicken Power, Skill TrainingB, The Despair/Fear trait and other powers would treated
Weapon TrainingB as power rank 17, have a save Difficulty of 19, and a
Traits: Change Shape, Create Spawn, Damage Reduction Heart Shaping bonus of +17.
6/silver and virtue, Darkvision 60 ft., Frightful Presence, Nightmarish Aura: A superbia gives off a 60-
Immune to Cold, Fire, and Electricity, Nightmarish foot radius emanation of utter desecration, imbuing
Aura, Powers (rank 23, Cha, save Difficulty 33, Heart its surroundings with profane power. All diaboli and
Reading +36, Mind Reading +36, Mind Touch +36,
nightmares within 60 feet of the superbia (including
Psychic Shield +36, Psychic Trap +36, Sense Minds +36,
the superbia) gain a +2 bonus on attack rolls, skill
Shadow Shaping +36, Suggestion +36), Supernatural
checks, and saving throws (including Toughness saves).
Resistance 31, Terrible Visage, Undead Traits, Vicious
Superbiae may suppress their nightmarish aura, but only
Insight, Vicious Suggestion
do so when their true nature is unknown to those around
Combat: Attack +20 (–1 Size, +10 base, +11 Dex)
them. Activating the aura takes a standard action.
(Attack +22 when Nightmarish Aura in operation),
Terrible Visage: The superbia can take upon itself a
Damage +15 (claws or grapple) or +16 (bite), Defense
terrible visage that embodies the fears of an intelligent
Dodge/Parry +21/+23* (if wielding a weapon) (+10
subject. In order to create a terrible form the superbia
base, +11 Dex/+13 Str), Initiative +11
Saving Throws: Toughness +22 (+2 Size, +10 Undead, must make a successful Intimidate check (standard
+10 natural), Fortitude +19 (+6 base, +13 Lucky), Reflex action) against the subject. If successful the target sees
+30 (+6 base, +11 Dex, +13 Lucky), Will +32 (+12 base, the superbia as the incarnation of its worst nightmares.
+7 Wis, +13 Lucky) (All saves at +2 when Nightmarish Only the subject can see the superbia’s terrible visage.
Aura in operation) The subject makes a Will save (Difficulty 33) to ignore
Dream Conviction: 8 the effects of the terrible visage. If the save fails, the
Organization: Solitary (plus companion and followers) subject becomes paralyzed with fear for 10 rounds (one
minute) or until a Heart Shaping check (Difficulty 33),
Change Shape: A superbia can assume the form of a whichever comes first. A potentially affected creature that
Large or smaller humanoid at will as a standard action. succeeds on a Difficulty 23 Will save remains immune to
In humanoid form, a superbia loses its slam attack. A that superbia’s terrible visage for the rest of the cycle.
superbia remains in one form until it chooses to assume The superbia may only have one victim affected by the
a new one. A change in form cannot be dispelled, but terrible form ability at a time (i.e. one creature that has
the superbia reverts to its natural form when killed. failed its Will save). He can choose to change subjects,
A successful use of the True Vision supernatural but this immediately frees the previous victim.
power reveals its natural form. If it uses this power to Skills: Superbia have a +8 bonus on Notice
impersonate a specific person, the superbia gets a +10 checks and a +4 racial bonus on Diplomacy, Gather
bonus on its Disguise check. Information, Intimidate and Sense Motive checks.
142
Flora, Fauna and Foes
The superbia are archetypes of pride. They are vain and Immunities: Vicelings are immune to Cold,
overbearing beings, commanding the submission of Fire, and Electricity.
those beneath them. They are the leaders of the diaboli Vicious Insight: If a viceling has line of
and ruthless in their quest to bring wrack and ruin on sight to a subject with a nature that includes
their enemies, namely all of the living. They are excellent its vice, then it gains a +2 bonus to attack rolls,
strategists and tacticians and use their resources with skill checks, and saving throws made against
disquieting efficiency. Their jagged claws and teeth of the subject. In addition, the subject suffers a
shadows erupt from their pitch-black hands and maws, –2 penalty to his attack rolls, skill checks, and
their eyes burn with an infernal fire, and their skin is saving throws against the viceling.
scaled in blackest ebony. They usually keep their large Vicious Suggestion: A viceling can use the
leathery wings folded behind their backs until they are Suggestion power to encourage a subject with a
needed for flight or intimidation. nature that includes its vice to act upon it. The
A superbia stands about 13 feet tall and weighs viceling is considered to have a number of ranks in
5,000 pounds. the Suggestion power equal to their level + 3. They
Superbiae savor subtle strategy and diversionary use their highest mental ability as the key ability.
tactics, preferring to divide and confuse their enemies.
They use their Shadow-Shaping power to disorient Saving Throws: A viceling gains a bonus to Toughness
their foes and provide themselves with cover, while saves equal to half its level. The base creature’s natural
concentrating its terrible visage ability against the armor bonus to toughness improves by +1.
opponent it deems most dangerous. Superbiae are Supernatural Powers: Vicelings can use any
devastating commanders of both diaboli and nightmares supernatural powers they knew in life.
using its nightmarish aura to bolster their troops. A Advancement: A viceling advances by heroic role.
superbia’s natural weapons, as well as any weapons Level Lag: 2
it wields, are treated as silver and vice-aligned for the “Viceling” is an acquired template that can be added to
purpose of overcoming damage reduction. any humanoid, fey, or monstrous humanoid creature
(referred to as the base creature). A viceling uses all the
Viceling (Template) base creature’s statistics except as noted here.
Viceling are perverse shells of their former selves
Type: The creature’s type changes to undead. Do not and serve the diaboli who created them until either they
recalculate base combat bonus, saves or skills. or their master are destroyed, or they are freed. They are
Speed: Same as the base creature. dedicated to encouraging their vice in others. Enslaved
Abilities: Same as the base creature, but a viceling has
vicelings do as their master tells them to the best of
no Constitution.
their ability. Freed mindless or low Intelligence (–5 or
Skills: Vicelings have a +4 bonus on Bluff checks.
–4) vicelings become exemplars of the baser instincts of
Otherwise their skills are the same as the base creature.
their vice. Freed vicelings with an Intelligence of –3 or
Feats: Same as the base creature.
higher are more resourceful and subtle in their attempts
Combat: A viceling retains the attacks of the base
to cultivate their vice.
creature and gains a slam attack if it didn’t already have
one. If the base creature can use weapons, the viceling Table 11.3: Viceling Damage
retains this ability. A creature with natural weapons
retains them. A viceling fighting without weapons uses Size Damage
its slam attack or its natural weapons (if any).
Damage: Vicelings have slam attacks. If the base Fine –4
creature does not have this attack form, use the
appropriate damage value for the viceling’s size (see Diminutive –1
table). Creatures with natural weapons retain their old
Tiny +0
damage values or use the appropriate value from the
table, whichever is better. Small +1
Traits: A viceling retains the traits of the base creature
and gains those described here. Medium +2
Damage Reduction: A viceling has damage Large +3
reduction +2/silver and virtue or 4/silver and
virtue (if 12th level or above). A viceling’s natural Huge +4
weapons are treated as silver and vice weapons for
Gargantuan +6
the purpose of overcoming damage reduction.
Colossal +8

143
Chapter 12
Items of Nevermore
The Nevermore campaign setting is a make the item. This information is given
world where almost anything is possible, in the form “CL: x,” where “CL” is an
especially in regards to the supernatural. abbreviation for creator level and “x” is
The items included in this section an ordinal number representing the
are just a sampling of what can be creator level itself.
created using Liber Artefactorum’s The creator level determines the
supernatural item creation rules and item’s effective power bonus (creator
the unique story elements available in level + 3), saving throw Difficulty
the dreamlands. Included with each (10 + half the adept level, rounded
item is a short history and adventure up), as well as other level-dependent
hook to help Narrators and players features of the item’s powers. It also
to jump into the wondrous world of determines the power bonus that must
Nevermore. be contended with should the item come
under the effect a power, which seeks to
suppress or remove its special abilities.
Supernatural Item A continuous item is considered to take 10 on
opposed power checks.
Descriptions Prerequisites: Certain requirements must be
Each general type of supernatural item met in order for a character to create a supernatural
gets an overall description, followed by item. These include feats, powers and miscellaneous
descriptions of Nevermore specific items. requirements such as virtues, vices, race or the like.
Some individual items, notably those that The prerequisites for creation of an item are given
simply store powers and nothing else, do immediately following the item’s creator level.
not get full-blown descriptions. Reference Creation Cost: This represents the cost to create
the power’s description for details, modified an item via a Wealth check.
by the form of the item (charm, infusion and Market Cost: This represents the price someone
so on). Items with full descriptions have their should expect to pay to buy the item via a Wealth check.
powers detailed and each of the following This is 3 higher than the creation cost of the item.
topics is covered in notational form at the Weight: The notational entry for many supernatural
end of the description. items ends with a value for the item’s weight. When a
Aura: The Second Sight power can be weight figure is not given, the item has no weight worth
used to reveal the presence of a supernatural noting (for purposes of determining how much of a load
item (Difficulty 10 or Psychic Shield result a character can carry).
if held by a character currently using
this power) and the power associated Table 12.1: Supernatural Aura
with a supernatural item (Difficulty
15 or Psychic Shield result + 5). As Creation Cost Aura Strength
a full-round action, a character
with Second Sight can determine 28 or less Faint
the strength of the aura an item
emits (See Supernatural Aura
table). This information, when 29–33 Moderate
applicable, is given at the beginning of the item’s
notational entry. 34–43 Strong
Creator Level: The next item in a notational entry
gives the creator level of the item, indicating its relative Overwhelming
44+
strength and the minimum creator level needed to (artifact)

144
Items of Nevermore
Armor and Shields Granted and Acquired Powers
Supernatural armors and shields found in Nevermore If an item grants access to powers a dreamer or
are as varied as the heroes who adventure within the adept has already acquired and grants less of a
dreamlands. In this world the armor and shield of Achilles power bonus then he already has, then he gains
might be waiting to be unearthed from a long forgotten a bonus to power checks equal to 1 + 1 for every
battlefield, while Hercules’s lion skin armor might lay four points of power bonus granted by the item.
buried within an ancient crypt. There is no limitation on For example, if an item normally grants a
what kind of armors and shield an adventurer can find
+10 power bonus with the Heart Shaping power,
in Nevermore from antique Japanese samurai armor to
but a 9th level dreamer or adept already has a
futuristic mechanical battle suits.
+12 power bonus with it from his level, then he
gains a +3 bonus on Heart Shaping checks.
Armor of the Mount
group of proven adventurers willing to follow the item’s
This rainbow hued suit of armor is fashioned out of
directions to the smith and keep his secrets from falling
neverite and has an image of the Mount etched upon
into the wrong hands.
its breastplate. The wearer of this armor gains dream
resistance, a natural resistance to surreal effects Aura: Moderate
originating from aspects, dream weaving, or the Creator Level: 8 (breastplate; Dream Resistance
supernatural abilities of progeny. To determine if a 11); +1 for each point of Dream Resistance; +1 for each
supernatural effect or ability works against the wearer, aspect allowed; +1 plate-mail; +2 full plate
the opponent must make a dreamer level check (1d20 + Prerequisites: Ward; neverite breastplate (plate-
dreamer level). If the result equals or exceeds the armor’s mail or full plate)
dream resistance, the power works normally, although Creation Cost: 31 (breastplate; Dream Resistance
the wearer is still allowed a saving throw. The wearer is 11); +1 for each point of Dream Resistance; +1 for each
also immune to the disrupting attack trait of progeny. aspect allowed; +1 plate-mail; +2 full plate
However, the wearer of this armor cannot activate Market Cost: 34 (breastplate; Dream Resistance
aspects or dream weaves while within the armor. There 11); +1 for each point of Dream Resistance; +1 for each
are variants of this armor which allow up to three aspects aspect allowed; +1 plate-mail; +2 full plate
to be activated while within this armor, but it increases Weight: 30 lb. (breastplate); 40 lb. (plate-mail); 50
the creation cost by 1 for each aspect allowed. lb. (full plate)
History: The armors of the Mount were first
designed and created by the dreamlord Aeden Hedge Lion Armor
for his order of the Mount and has
served them well in their service This suit of armor is created from the
to the realm. However, the silver hide of a hedge lion and is treated
secrets to creating this armor as a suit of supernatural studded
were not kept for long and leather with Damage Reduction
now many visitors to the 2/vice and either cold iron or silver.
Tradesmen’s Court can find a In addition, the wearer of this armor
few suits of this armor for sale. gains the Warden Intuition trait
Hooks: A young and gifted from the Hedge Warden aspect.
artificer with a special knack History: These armors are
for forging items out of neverite worn by Ordo’s hedge wardens and are
has recently disappeared from his extremely useful in hunting down and
workshop. When the order of the destroying any nightmares or diaboli
Mount investigated one of the items trying to make their way past the Hedge
hanging on his wall told them his master and into the southern domains. These
was abducted after discovering a secret armors are also highly sought after by
technique for working with neverite. other groups and individuals dedicated
The item does not know what this to hunting down nightmares and diaboli,
discovery was, but he does know such as the dread hunters. Ordo only
where his master is. Well mostly. It allows a certain number of hedge lions
can tell the direction of his master to be taken each year and only during
relative to itself. After determining specific hunting seasons. Poachers are
that the artificer is no longer within the not tolerated and will be hunted down by
Mount the order has sought the help of a hedge wardens who discover them.

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Items of Nevermore
Hooks: The hedge lion hunting season is about armies of Sirena and Diabolus. Since the last battle of
to begin and a hunting expedition is seeking out those the Age of Strife, these shields have scattered throughout
interested in hunting down hedge lions and obtaining Nevermore. Some hang proudly upon walls, others are
their hides and claws. As previous expeditions have carried by adventurers, and some are still worn by the
proven, taking down a hedge lion can be very dangerous dour defenders of the realm of Nyxia.
as they are elusive creatures and sometimes travel in Hooks: Someone has been hunting down the
packs. In addition, since hedge lions prefer to prey on locations of winter shields and stealing them. Some
nightmares and diaboli the hunters often run into these suspect the nemeses, also known as “frozen ones,” are
creatures during their expeditions. Ordo only allows a gathering these shields in order to stockpile them for
certain number of hedge lions to be taken each year and what Nyxis fears will be another open war between
only from particular areas where they have begun to herself and the children of Mahr. Others believe the
encroach upon civilization. This is because hedge lions diaboli seek to get rid the dreamlands of these shields
feed upon evil, have the ability to detect even the faintest so that they cannot be used against them
vice, and have no sense of justice or mercy. The few in the coming conflict. There are even
times hedge lions have assaulted settlements some rumors about a mad professor
have been terrible demonstrations of who has recently disappeared from
their deadly efficiency and how even the the University of Illumination. It
“innocent” are not sinless. is claimed he was obsessed about
Aura: Moderate the sons of Nyxis and swore if
Creator Level: 6 (+5 power he could find the twin winter
bonus); +1 for each additional point of shields of Icelos and Phoebetor
power bonus that he could return them to life.
Prerequisites: Sense Minds, Whoever or whatever is behind
Scry, Visions; hedge lion skin these thefts have also murdered
Creation Cost: 29 (+5 power many of the former owners. This
has caused a number of incidents
bonus); +1 for each additional
through Nevermore, since the
point of power bonus
shields are owned by all manner
Market Cost: 32 (+5 power
of individuals from unwitting
bonus); +1 for each additional
adventurers to powerful
point of power bonus
dreamlords.
Weight: 20 lb.
Aura: Moderate
Creator Level: 6; +2 per +1
Winter’s Shield increase to Fortitude Difficulty;
+1 medium shield; +2 large
This silvery shield is covered
shield
with a thick layer of hoarfrost
Prerequisites: Body Control,
inlaid into the pattern of an
Cold Shaping, Elemental Aura
icy web. This shield grants its
(Cold), Psychic Shield, Supernatural
wielder a +2 bonus to Fortitude,
Speed
Reflex, and Will saves. Creatures
Creation Cost: 29 (small
struck by the shield or hitting
shield; Fortitude save Difficulty 14); +2
the wielder with natural or
per +1 increase to Fortitude Difficulty; +1
unarmed attacks must make a
medium shield; +2 large shield
Fortitude save. Even creatures
Market Cost: 32 (small shield); +2 per +1
normally immune to Fortitude
increase to Fortitude Difficulty; +1 medium shield;
save effects must make this save.
+2 (large shield)
A failed save means the target is
Weight: 5 lb. (small shield); 8 lb. (medium shield);
encased in ice, bound and helpless,
15 lb. (large shield)
needing a Difficulty 20 Strength check
to break free. The Difficulty to break
free decreases by 2 for every round the
temperature in the area is above freezing.
Artifacts
History: These shields were first created by the Artifacts are rare and amazing supernatural items,
servants of Nyxis, in order to protect Nyxia from the which are of even greater renowned and power then
onslaught of the onslaught of the children of Mahr. They those previously discussed. They have abilities well
were one of the key components to allowing Nyxia’s beyond those of mortal-made supernatural items and
defenders to hold out for as long as they did against the are truly the stuff of legends.
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Items of Nevermore
Andvarinaut
This simple golden ring has a knack for finding treasure.
This special ability works exactly like the Sense Minds
power, except the ring senses items with a sale value
of 15 or greater that reside within 3,000 feet. The
wearer senses the presence of precious items, their
approximate number, their general type (neverite,
jewelry, supernatural items, and so forth), and their
approximate location. The larger the number of precious
items, the more general the information tends to be.
Psychic Shield opposes this special ability (Difficulty
25). A successful Psychic Shield allows a creature and
any items on it to go unnoticed. The wearer can focus
his attempt to Sense Wealth on a particular place he
can see. Unfortunately, this ring is also cursed. The
wearer becomes selfishly possessive about the item History: This arm ring was created by the celestial
and may not take the ring off without spending three dwarves Brokk and Eiti as part of a wager with Loki, which
Dream Conviction points. In addition, anyone within included two other items Thor’s hammer, Mjollnir, and
3,000 feet that has a greedy nature must make a Will the glowing boar Gullinbursti. After winning the wager
save (Difficulty 20) or come under the compulsion to the dwarves gave these items to Odin, who possessed
take Andvarinaut for themselves. Creatures under this them until the Waters of Forgetfulness flooded the
compulsion will do anything to get a hold of the ring, dreamlands at the beginning of the Forgotten Age.
though they receive a new Will save every cycle. Hooks: A treasure hunter believes he has
History: This ring was originally crafted by a discovered the resting place of Draupnir. Through
fiendish dwarf named Andvari. However, Loki stole it meticulous research in libraries around the dreamlands
from him and the dwarf cursed the object to bring doom he has discovered what he believes to be a secret
upon anyone who kept it. Soon realizing the potency of code. The clues have led him to various places and the
the curse Loki gave the ring to Hreidmar who was killed latest one seems to indicate that he needs to go to the
by his son Fafnir. Fafnir was in turn killed by the mortal Dreadlands. He fears there will be a great deal of danger
hero Sigurd who gave the ring to his beloved Brynhildr. on this journey and is seeking to hire adventurers to help
Through treachery and deception both Sigurd and him break the code and recover Draupnir and any other
Brynhildr died. Since then the ring has had many owners treasures hidden along with it.
and each one has been slain or meet an untimely end. It Aura: Overwhelming
is believed that only by returning the ring to Andvari can Weight: 5 lb.
the curse be undone.
Hooks: There has been a rash of robberies, The Grail
disappearances, and murders in the local area. There
are witnesses who claim to have seen men fighting This simple vessel is crafted out of the wood of the Heart
over a ring. Some whisper that this ring must be the Tree. Fey who drink from the Grail at maturity gain the
infamous Andvarinaut. If so it is the first appearance Reborn Fey background and are considered Seelie fey.
of this legendary item in many years and does not bode Anyone who drinks from the grail is completely healed
well for those caught within its web of greed. from all ailments and considered to have rested for
Aura: Overwhelming an entire cycle. In addition, the Grail can return one
Weight: – mortal or fey back to life each year. The deceased must
be brought back to life within a year and a day of their
death, otherwise not even the Grail can return them.
Draupnir History: The Grail was created by Faehalig for the
This elaborately designed arm ring is fashioned from Seelie fey who drink the sap of the Heart Tree from it
gold and is a source of endless wealth. Every nine cycles when they reach their maturity. This rite of passage is a
this arm ring spawns eight masterwork arm rings of great cause for celebration in the southern Heartlands
the same appearance, though not possessed of any and takes place during the festival of Cadence. When it
supernatural qualities. Each of these arm rings has a is not being used it is kept in the underground realm of
sale value of 15, but more importantly to artificers they Mag Mell within the labyrinthine Palace of Adventures.
can be imbued with supernatural abilities more easily Hooks: The Grail has been stolen! Through scheming
than other objects (-3 creation cost modifier). and sorcery someone has made their way through the
palace of Adventures and taken the Grail from its resting

147
Items of Nevermore
place. It is unknown as to who stole this precious object of these items and use them for their own ends. It is
or for what purpose, but the Seelie court fears the worst. not uncommon for other objects to be used for these
It could have been taken by servants of children of Mahr, objects from brooches to rings though all of them have
Queen Mab, Nyxis, or some other dreamlord who desires a particular identifying mark once the illusion masking
to weaken the Seelie or return someone or something to them is suppressed.
life with the powers of the Grail. Hooks: Recently a well-respected councilor of one
Aura: Overwhelming of the dreamlords was arrested after attempting to pass
Weight: 1 lb. on sensitive information about the realm’s defenses.
After interrogating him it was discovered that he had a
ring within his possession with the identifying mark of
Cursed Lilith. It is unknown as to how complicit this councilor
Cursed items are a common motif throughout fiction was in his dealings with the nightspinners or whether he
and mythology and Nevermore is no different. These was manipulated by them through the ring. However, it
items seem to be boons at first, but as time passes the is obvious to the dreamlord and his servants that a cell
tragedy of these objects grows. These cursed items are of nightspinners are working within the realm and they
dangerous elements in many tales of yore and in some must be tracked down and stopped before it is too late.
cases are only become cursed after they are stolen or at Aura: Moderate
the violent death of the previous owner. Creator Level: 7; +1 for each additional point of
power bonus (+1 Will Difficulty per 2 additional points)
Prerequisites: Dominate, Illusion, Mind Reading
Amulet of the Night Witch and Mind Reading, Mind Probe, Mind Shaping, Psychic
This silver amulet is fashioned in the likeness of Lilith Shield, Scrying, and Suggestion.
and is crowned with precious gems. If the wearer of this Creation Cost: 30 (+5 power bonus); +1 for each
talisman is an dreamer who is Dedicated to Lilith (as additional point of power bonus (+1 Will Difficulty per 2
per the feat), he can use the Mind Reading and Psychic additional points)
Shield powers (as if this item was a focus). If this amulet Market Cost: 33; +1 for each additional point of
is worn (or seen) by a creature that is not Dedicated to power bonus (+1 Will Difficulty per 2 additional points)
Lilith, then it appears to be a simple piece of jewelry with Weight: –
no special powers.
If any creature not dedicated to Lilith wears the Arms of Diabolus
amulet, it must make a Will save (Difficulty 14) to take
it off. If it fails, it must wear the amulet for the rest of These misshapen and ink black arms are pulled over
the cycle and cannot try to take it off again until the next a creature’s normal arms and latch onto them like a
cycle. Dreamers who are dedicated to Lilith can detect second skin. In order for a creature to use these arms, it
amulets worn by these creatures (300-foot range) and must swear fealty to Diabolus and kill two living things
use the following powers on the wearers: Mind Reading, with them each cycle. As long as these two requirements
Mind Probe, Mind Shaping, Scrying, and Suggestion. are met the arms will allow themselves to be worn and
History: No one knows exactly who created them, grant their wearer a pair of supernatural claw attacks (+3
but these amulets are infamous throughout dreamlands Damage) along with the nightmare’s disrupting attack
for the amount of harm they have done to the dreamlands special ability and the Double Strike feat. In addition,
and its denizens. It is believed that it was through the the wearer can use the Dominate power (Will save
use of these amulets that Mab and her minions were able Difficulty 16) to control nightmares and vice-aligned
to bring about the Age of Strife between the mortals, creatures. Lastly, the character gains the vice-aligned
which nearly destroyed Nevermore. They have been subtype, while wearing the arm of Diabolus.
such effective tools in manipulating others that a few History: These arms were first created by the
disreputable artificers have created their own versions dreadbringers, one of the most feared secret societies
in Nevermore. These mortals are the sworn servants
of Diabolus and bring death and destruction wherever
they go. They use these items and others like them to
corrupt and train other mortals in the hopes of one day
transforming them into full-fledged diaboli. There are
some devotees of Diabolus who have taken to wear two
arms as a sign of special favor from the Horned Lord.
Hooks: The have been an increased number of
incidents involving the dreadbringers over the past few
years. It has become all too common to hear terrible

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Items of Nevermore
armor comes under the delusion that they are wearing
hedge lion armor. This delusion is made worse by the
item’s actual power, which detects the presence of
dreamspawn, dreamborn, and reborn fey within 300
feet as per the Sense Minds power. Unfortunately, the
wearer perceives these creatures as nightmares and
vice-aligned creatures. It also enrages (as per the Heart
Shaping power) the wearer, while he is in the presence
of these perceived threats. Only the use of the Mind
Shaping power (Difficulty 20) can convince the wearer
of the truth about these creatures and the armor.
History: These armors have only appeared in
Nevermore over the past few years, but they have had
a devastating effect turning some of the most effective
and powerful protectors of the dreamlands into deadly
harbingers of chaos. Ordo has offered a hefty reward for
those who can discover who is creating these armors and
stop them.
Hooks: There is a rogue hedge warden within the
local area who is stalking down and killing dreamspawn,
dreamborn, and reborn fey with deadly efficiency. His
stories of men and raids have been quick and brutal and it is said that he
women wearing the arms glows crimson red. Ordo has dispatched hedge wardens
of Diabolus and commanding to the area, but they have been unable to track him down.
nightmares and diaboli alike He seems to know exactly where they are and has already
in the systematic massacre killed one of their number in ambush. The hedge wardens
of innocents. In response, a want to take the rogue hedge warden alive and are
number of dreamlords have enlisting the aid of adventurers in the area to help them.
offered bounties for those Aura: Moderate
who are able to capture or kill Creator Level: 6 (+10 power bonus); +1 for each
these servants of Diabolus. It is additional point of power bonus
especially desired by some of them that the arms of Prerequisites: Illusion; Mind Shaping, Sense
Diabolus be taken for study in hopes of understanding Minds; hedge lion skin; blood of a nightmare or vice-
how to better combat them. aligned creature
Aura: Strong Creation Cost: 29 (+10 power bonus); +1 for each
Creator Level: 12 (power bonus +10); +1 for each additional point of power bonus
additional point of power bonus (+1 Will Difficulty per 2 Market Cost: 32 (+10 power bonus); +1 for each
additional points) additional point of power bonus
Prerequisites: Dominate, Harm, Supernatural Weight: 20 lb.
Weapon, and a nightmare
Creation Cost: 35 (power bonus +10); +1 for each
additional point of power bonus (+1 Will Difficulty per 2 Devices
additional points) Supernatural devices within Nevermore came in also
Market Cost: 38 (power bonus +10); +1 for each all shapes and sizes. The inspiration for these items can
additional point of power bonus (+1 Will Difficulty per 2 spring from anywhere within the worlds of fiction and
additional points) myth. Perhaps an Arabian magical carpet is needed to
Weight: 20 lb. escape the evil vizier or a crystal ball to gaze into the
future? No matter the need there is always a device to fill
Dread Lion Armor it in the dreamlands.
This suit of armor appears almost exactly like hedge
lion armor, except it has been bathed in the blood of a Seelie Healing Kit
nightmare or vice-aligned creature and glows crimson This satchel is decorated with glowing flowers and
when it is worn. It is treated as a suit of supernatural contains a healing kit filled with supernatural herbs
studded leather with Damage Reduction 2/virtue and and tools, which the Seelie fey use to diagnose and
either cold iron or silver. In addition, the wearer of this treat ailments. If the user of this healing kit has 4 ranks

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Items of Nevermore
Instrument of the Wordsmith
This musical instrument is an elaborately crafted
instrument ranging in color from honeyed-brown to
cherry red. If played by a performer who has the Favored
Audience and Skill Focus (Perform: one musical
instrument) feats and at least 4 ranks in Perform (one
musical instrument), then the performer gains the
ability to use the Heart Shaping, Illusion, and Mind
Shaping effects in regards to his favored audience.
History: These musical instruments have been
the hallmarks of the wordsmiths of Poesi since their
inception, but many performers have adopted their
use. These instruments are renowned for their ability
to affect the minds and hearts of others and though
musical instruments are perhaps the most common
in Medicine and a compassionate nature he gains a incarnations of these items they are not the only
+5 bonus to Medicine checks. In addition, all actions ones. There are wordsmiths who use pens as their
associated with the Medicine skill are quickened. Full instruments. However, these pens have the limitation of
round actions become standard actions, standard only working on those who read what the pens have set
actions become move actions, and all other Medicine down on paper.
check times are halved. Hooks: A mysterious writer, known only as the
History: The roots of the Heart Tree are renowned “Pied Penner,” has been using a pen of the wordsmith to
for the healing herbs that grow around them. However influence unsuspecting victims into providing him with
they can only be harvested and used by certain information, items, and other things. There has been no
individuals without losing their potency. It has been rhyme or reason behind his targets, but some fear the
rumored through the years that through the use of writer’s successes will cause him to grow even bolder.
one of these healing kits it has even been possible to If left to his own devices he might even set into motion
bring the dead back to life, though to do so would be a much more malicious plot. Some believe the “Pied
an improbable deed (Difficulty 30; requires 12 ranks in Penner” might be a wordsmith of Poesi who has been
Medicine; mimics the effects of the Imbue Life power). corrupted by his powers, others wonder if it is an agent
Hooks: Since the poisoning of the Heart Tree, of the discordant voices, or even a diaboli.
the herbs used to create Seelie healing kits have been Aura: Faint
withering away. However, recently one of the harvesters Creator Level: 6 (power bonus +5); +1 for each
came across a strange singing rose among the patch of additional point of power bonus; –6 pen (minimum 1)
dead herbs. It sung of hidden glades throughout the Prerequisites: 4 ranks in Perform (one musical
dreamlands where ancient springs reside and with them instrument); Favored Audience, Skill Focus (Perform:
flourishing fields of healing herbs. After each stanza it one musical instrument); Heart Shaping, Illusion, Mind
shed one of its petals, until nothing was left of it’s bloom. Shaping
When the harvester investigated further he found tiny Creation Cost: 29 (power bonus +5); +1 for each
maps upon its petals. Some believed these maps will additional point of power bonus; –6 pen
lead to the lost springs, which some believe are the key to Market Cost: 32 (power bonus +5); +1 for each
curing the Heart Tree, while others wonder if it is a wild additional point of power bonus; –6 pen
goose chase planted by one of Mab’s minions. No matter Weight: 5 lb.; – if a pen
the rose’s origins the maps will need to be investigated
and Oberon has begun to hire worthy adventurers to
search out the locations of these springs.
Aura: Faint
Creator Level: 5
Prerequisites: Cure; 4 ranks in Medicine;
masterwork healer’s kit
Creation Cost: 28
Market Cost: 31
Weight: 1 lb.

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Items of Nevermore
Magic Beans Mask of Discord
These brown beans have no distinguishing features. This misshapen mask is fashioned from driftwood with
However, if they are planted in the ground by a creature seaweeds for hair. If the wearer has a deceitful nature
(usually a child) with a curious nature they grow into and 8 ranks in the Bluff and Disguise skills, then he
a gigantic bean stalk, which reaches into an unusual gains the Mimicry special ability, allowing him to imitate
shaped cloud. Beanstalks are usually at least one 100 sounds and voices, giving it a +20 bonus on Bluff and
feet tall. The difficulty to climb a beanstalk is the same Perform checks to fool others into believing its mimicry
as a knotted rope (Climb check Difficulty 10). Once is real. This mask also grants its wearer the ability to use
one reaches the top they are teleported to a fantastical the Heart Reading and Heart Shaping (hatred and rage
locale. It is impossible to know what is at the top of any only), Psychic Shield and Self-Shaping powers at will.
particular bean stalk since they often lead to different History: These masks were created by the dreamlord
places, but there is almost always an adventure awaiting Sirena for use by her secret society of Discordant Voices.
those who make the climb. Though it is rare to find one of these for sell there are
a few artificers who know how to create them or at
History: Magic beans are a rare sight in the world
least objects quite similar to them. Nevertheless, it is a
of Nevermore. It is believed that only a few know the
dangerous business selling or working with these items
secrets to creating them and these “bean sellers” rarely
as Sirena’s servants have made a point of silencing those
sell their beans to anyone, except curious children and
who might give away their secrets.
occasionally young adventurers. No one knows why they Hooks: It is feared that there is an agent of the
do this, but they have been wandering the land ever Discordant Voices in the local area. There have been
since the end of the Age of Strife. a series of strange incidents of late including brawls,
Hooks: A large beanstalk stretches into the clouds duels, and other misunderstandings in which two or
and a worried mother kneels at its bottom. Her son, more people have suddenly been at odds with each
Jack, has gone up the beanstalk, but has not returned. other. The most recent clue that seems to indicate the
Is Jack still alive or boiled into an ogre’s stew? Has some involvement of a Discordant Voice was the revelation
unforeseen twist turned this tale on its head endangering that one of the area’s important figures was seen in two
not only Jack, but also those who climb after him? And entirely different places at the same time.
who sold Jack his magic beans and why? It seems that Aura: Strong
someone has gotten a hold of the secret of creating Creator Level: 10 (power bonus +7); +1 for each
magical beans and a growing number of curious little additional point of power bonus
children, like Jack, have climbed up these bean stalks Prerequisites: Deceitful nature; 8 ranks in Bluff
never to return. This has concerned the benevolent and Disguise, Self-Shaping, Heart Reading, Heart
order of bean sellers greatly and they have begun hiring Shaping, and a creature with the mimicry ability.
adventurers to track down the rogue bean seller and put Creation Cost: 33 (power bonus +7); +1 for each
an end to his nefarious deeds. additional point of power bonus
Aura: Faint Market Cost: 36 (power bonus +7); +1 for each
Creator Level: 12 (+15 power bonus) additional point of power bonus
Prerequisites: Plant Growth, Teleport; Curious Weight: 3 lb.
nature
Creation Cost: 24 (+15 power bonus) Pouch of Fairy Dust
Market Cost: 29 (+15 power bonus); an item with
a cost of 10 or less (for children only) This small leather pouch is filled with sparkling dust.
Weight: – A single pinch of this substance flung over a subject
can grant them a fly speed of 60 feet with perfect
maneuverability. However, the subject must make a
Enhancers Concentration check (Difficulty 10) to focus their minds
upon happy thoughts in order to fly. This Concentration
Supernatural enhancers are just as numerous and
varied as devices. Famous enhancers that can be found
in Nevermore include the ring of Gyges mentioned in
Plato’s Republic and the belt worn by Sir Gawain when
he encountered the Green Knight. Of course even more
unique and amazing enhancers can be uncovered within
the dreamlands through quests, happy accidents, and
the spoils of adventure.

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Items of Nevermore
check must be made every round, until the subject’s of shadows with an ornate seven etched on its back as
feet touch the ground or they lose concentration and their calling card. These Seven Shadows have prices on
fall to the ground. The subject may take 10 on his their heads in numerous realms, but there have been few
Concentration checks as long as he is not distracted or takers since the last couple groups of investigators have
under pressure. The pouch may be used once per cycle. turned up dead with rings on their fingers.
History: Fairy dust was first created by the Aura: Faint
Seelie fey during the Age of Rebirth and has grown Creator Level: 3 (power bonus +5); +1 for each
in popularity ever since. There is an annual festival additional point of power bonus
dedicated to fairy dust with events specifically designed Prerequisites: 4 ranks in Stealth; Skill Focus
to take full advantage of its effects. (Stealth); Cloud Minds, Shadow Shaping
Hooks: The annual Fairy Dust festival, celebrated Creation Cost: 26 (power bonus +5); +1 for each
in the Southern Heartlands and other Seelie fey additional point of power bonus
strongholds, is about to begin. The Seelie fey have begun Market Cost: 29 (power bonus +5); +1 for each
to seek out sources of fairy dust and many have invited additional point of power bonus
their friends and associates to the upcoming celebration. Weight: –
There will be a number of tournaments, balls, and feasts
to be had during the triad of festivities. The carnival
atmosphere means plenty of opportunities for adventure Foci
and misadventure alike.
Supernatural foci are wondrous items wielded by those
Aura: Faint
with mastery over supernatural powers. They are a
Creator Level: 9
common sight in the dreamlands with some of the
Power Bonus: +12
most notable ones being Merlin’s staff and the standing
Prerequisites: Wind Walking; Jovial nature
stones of Stonehenge. These items are often created to
Creation Cost: 27 (+12 power bonus)
champion specific causes within Nevermore and wielded
Market Cost: 30
by dreamers and adepts with great and terrible effects.
Weight: 1 lb.

Ring of Shadows Banner of Hope


This banner bears the image of the crucified Menhalig
This ring is carved out of the dark heartwood of a
and is carried upon an ornately carved branch of golden
shadow alder and has a black opal set into its face. If the
wood taken from Mergia’s Garden in the Golden City.
wearer of the ring has 4 ranks in the Stealth skill and
If the wielder of this banner has a hopeful nature and
the Skill Focus (Stealth) feat he can use the Cloud Minds
the Hallowed Preacher aspect, then he can use the
and Shadow Shaping power at will.
Heart Shaping (friendship or hope), and Purifying Light
History: These rings are closely associated with the
powers with the Widen Power feat.
order of spies and informants known as the unseen. These
In addition, as a move action this banner can be
agents of the dreamlord Lokanan use their rings to keep
turned into a quarterstaff, which suppresses its banner
an eye on other dreamlords and important figures since
abilities. While a quarterstaff it acts as a bane weapon
the end of the Age of Strife. Only artificers aligned with the
(+3 to attack and damage) against nightmares, undead,
Unseen know exactly how to create these rings. However,
and creatures with the vice subtype, and a merciful
almost anything is for sale within the Shadow Keep’s black
weapon against all other creatures. The wielder can use
market and it is not uncommon for a few rings to make
another move action to transform the quarterstaff back
there way into the hands of heroes and villains alike.
into a banner.
Hooks: There is a group of professional and highly
History: These banners were designed to be carried
skilled thieves who have performed a number of high
by the dreamlord Mergia’s hopebearers after she founded
profile heists over the past year stealing everything from
the Golden City and have become an easily recognizable
shipments of neverite to priceless artifacts. They call
symbol of the Church of the Hallowed. Artificers have
themselves the Seven Shadows and always leave a ring
studied these items for years and have created lesser
banners, which do not have the ability to transform into
quarterstaffs or its Hallowed Preacher requirement.
Alternatively, others have created quarterstaffs of hope,
which do not have the banner abilities or its Hallowed
Preacher requirement.
Hooks: Members of the hopebearers have been
vanishing without a trace for over a decade, though
most of these disappearances have occurred outside of

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Items of Nevermore
the Golden City while hopebearers were on missions
to other domains. Adding to the worry of the order is
the appearance, of bands of diaboli carrying crimson
banners with an eerie, if askance resemblance to the
banners of hope. These blood-red banners are said to
cause despair in those who approach these creatures
and can counteract the powers of the banners of
hope. Furthermore, there are increasing reports of
hopebearers and their guardians being ambushed began taking notes upon its contents. Soon afterward
and killed throughout the dreamlands as if they have the book, the librarian, and his notes disappeared. The
been targeted by the children of Mahr. There are a only clue left behind was the following phrase scrawled
number of adventuring groups who have been hired to in blood, “The seeds of discord shall yield a bloody
investigate both the banners and the attacks by various harvest.” Some believe Lilith’s nightspinners silenced
dreamlords. Obtaining one of these baleful banners for the librarian before his work could be completed, while
further study is of utmost importance to the survival of others wonder if he was dabbling in things best left
the hopebearers and a top priority of the Church of the alone, then there are a few who are most concerned with
Hallowed as well as Mergia. the message and what it means.
Aura: Strong Aura: Faint
Creator Level: 13 (+15 power bonus); +1 for each Creator Level: 2; +1 for each additional point of
additional point of power bonus; -3 quarterstaff of hope; power bonus
–5 lesser banner Prerequisites: Faithful, hopeful, or loving nature;
Prerequisites: Hopeful nature; Combat Sense, Body Control, Cure, Cure Blindness/Deafness, Cure
Cure, Heart Shaping, Purifying Light and Widen Power Disease, Cure Poison, Imbue Life, Visions; Dedicated
feat; Favored Opponent to Faehalig; 4 ranks in Concentration and Knowledge
Creation Cost: 36 (+15 power bonus); +1 for each (theology)
additional point of power bonus; -3 quarterstaff of hope; Creation Cost: 25; +1 for each additional point of
–5 lesser banner power bonus
Market Cost: 39 (+15 power bonus); +1 for each Market Cost: 28; +1 for each additional point of
additional point of power bonus; -3 quarterstaff of hope; power bonus
–5 lesser banner Weight: 5 lb.
Weight: 8 lb.
Wand of the Wyrd
Book of Faehalig
This wand has a neverite shard fixed to its head. If
This leather bound book has the image of the Heart the wielder of this wand has an unpredictable nature,
Tree imprinted upon it or engraved upon a gem set into the Dream Blood feat, and 4 ranks in Knowledge
its cover. If the reader has a faithful, hopeful, or loving (supernatural), then he gains the Wyrd Aspect.
nature, 4 ranks in the Concentration and Knowledge This wand also grants a +4 bonus on Fatigue saves,
(theology) skills and the Dedicated (Faehalig) feat, then Concentration and Backlash checks when dream
he can meditate upon the meaning of the book for one weaving. Unfortunately, these wands are also cursed.
minute to gain access to one of the following powers Roll d20 every cycle. On a result of 1 the wand activates
for the rest of the cycle: Body Control, Cure, Cure a dream weave at some random point during that cycle
Blindness/Deafness, Cure Disease, Cure Poison, Imbue (power bonus equal to that granted by the wand) with
Life, or Visions. some detrimental effect determined by the Narrator for
History: The Books of Faehalig are the holy books of the wielder, his companions, and/or his surroundings.
the fey. The first of these books was given to Oberon when History: These wands were created by the
he arrived in Nevermore and has grown over the centuries dreamlord Helena to allow her weavers of the Wyrd to
as he and other exarches of the Heart have added to it. better shape and control the dreamlands. This noble
After the sacrifice of Menhalig at the end of the Age of society of dreamers protected her realm and studied
Strife many of the exarches have written much more the arts of dream weaving. However, when Elysium
thoroughly upon the role of mortals in Faehalig’s plan. fell to Lilith’s legion many of the weavers were killed or
Hooks: While doing inventory a librarian corrupted by madness. This once respected organization
discovered an undocumented book among the shelves. is in utter tatters, since the loss of their homeland and
It had the appearance of a Book of Faehalig, however the madness, which struck much of its ranks. However,
the Heart Tree was replaced with an Obsidian Tree, the there are a few untainted wands left in the dreamlands,
symbol of Mab’s realm. After researching the book he which require an imaginative nature in its wielder and
realized that it was a rare copy of the Book of Lilith and have no curse.
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Items of Nevermore
of these domains in hopes of constructing a staff of the
dreamlands, which would allow a magus to gain access to
domain auras and be able to shape them to their will. No
one has ever attempted to control domain auras in such a
way before, but he believes the inherent stability of a staff
of the Eye might allow such manipulation without fear of
causing damage to the dreamlands.
Aura: Strong
Creator Level: 14; +3 staff of insight
Prerequisites: Honest nature; 4 ranks Sense
Hooks: It has been rumored that there is a group Motive, 10 ranks in Knowledge (supernatural), 13 ranks
of weavers of the Wyrd who have remained untainted by in Concentration; Body Control, Mind Touch; Aspect of
the fall of Hellena and are striving to free their friends the Eye; a neverite gem from the Eye
from whatever curse has befallen them. It is believed Creation Cost: 37; +3 staff of insight
that Mergia, Justina, and Ordo are working with these Market Cost: 40; +3 staff of insight
remnants to restore their mother’s lost order and have Weight: 4 lb.
often used adventurers to help them in this pursuit.
Aura: Faint
Creator Level: 5 (+5 power bonus); +1 for each
Intelligent Items
additional point of power bonus; +3 untainted Intelligent items are unique supernatural objects
Prerequisites: Unpredictable (or imaginative) with their own personalities and powers. They can be
nature; 4 ranks in Concentration; Body Control; Wyrd helpful or hindering, and at times downright dangerous.
Aspect; neverite shard from the Wyrd They have agendas of their own and they can even at
Creation Cost: 28 (+5 power bonus); +1 for each times possess their users. These items are much more
additional point of power bonus; +3 untainted common in Nevermore than in other settings and are
Market Cost: 31 (+5 power bonus); +1 for each even in some cases influential figures in its tales.
additional point of power bonus; +3 untainted
Weight: 1 lb.
Dream Founts
Staff of the Eye These areas of supernatural power manifest themselves
in many forms from pristine springs to standing stones.
This supernatural quarterstaff is crowned by a rainbow They allow their users to transform their surroundings to
hued neverite gem fashioned in the shape of an eye. If their whim via the use of dream weaving. There are three
the wielder of this staff has a honest nature, the Magus of types of dream founts. Lesser dream founts are treated
the Eye Aspect (must have the Aura of the Eye as a trait), as 5th level intelligent items. Greater dream founts are
and 4 ranks in Sense Motive, then the wielder gains a treated as 10th level intelligent items. Superior dream
+4 bonus to Fatigue saves and Concentration checks. founts are treated as 20th-level intelligent items. A dream
The staff also grants the wielder the Challenge (Read fount typically uses its Dream Conviction to dream weave
Situation) feat. In addition, it can concentrate on one or aid another in dream weaving. A dream fount can
power for the wielder and allows him to take 10 on power suffer backlashes, just like a normal character. There are
checks even when distracted or under pressure, except some dream founts, which can be used by anyone without
for powers that do not normally allow you to do so. the normal worries about conflicts of nature.
History: These staffs were created when the History: Dream founts emerged at the end of the
dreamlord Justina established the magi of the Eye as Forgotten Age. No one is certain of their exact origin,
her servants and advisors after the Age of Strife. The but what is evident is that these dream founts have an
unique image of the staff has become a symbol of the innate ability to change their surroundings and amplify
magi’s power and prestige in the dreamlands. If a staff of the dream weaves of others. Dream founts are rare and
the Eye is lost through battle or theft, the magi of the Eye for this reason the finding one can be a mixed blessing as
will go to almost any lengths to return it. Artificers have its power will draw the attention of those who would use
learned to create staffs loosely based on the concepts it for their own ends.
behind the staff of the Eye. These so called “staffs of Hooks: After the last dream shift a series of pillars
insight” grant all the powers of the staff of the Eye, but erupted from the ground and when it is revealed to be
do not require the Magus of the Eye Aspect. a dream heart all manner of trouble starts. Some in the
Hooks: A magus of the Eye seeks an escort to the local area want to use it to better their lives, others want
domains of the Hedge, the Heartlands, the Wyrd, and the it for themselves, and then there are the adventurers
Dreadlands. He wishes to collect neverite gems from each who have started to flock to the pillars in order to study,
use or seize them.
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Items of Nevermore
Aura: Moderate (lesser); Strong (greater);
Overwhelming (superior)
Weight: Varies

Weyland’s Elementals
These supernatural weapons are imbued with powerful
elemental spirits.
Erde: This hammer is sculpted out of a block of
enchanted granite and is a 6th-level intelligent +5
traumatic warhammer with the following stats:
Abilities: Int +0, Wis +6, Cha +1
Toughness: +9
Combat Bonus: +9 (+5 accuracy)
Saves: Fortitude +5, Reflex +5, Will +11
Skills: Craft (blacksmithing) 9, Notice 9 (+15)
Feats: Weapon Training
Traits: Darkvision 60 ft., Night Vision, Powers
(Wisdom, rank 9, save Difficulty 19; Earth
Resistance, Earth Shaping), Speaking
Ego: 26
Nature: Steadfast and Unbending
Dream Conviction: 10
Brand: This battleaxe is created out of layered and
sharpened dragon scales and is a 6th-level intelligent +5
fire burst battleaxe with the following stats:
Abilities: Int +1, Wis +0, Cha +6
Toughness: +11
Combat Bonus: +9 (+5 accuracy)
Saves: Fortitude +5, Reflex +5, Will +5
Skills: Craft (weaponsmithing) 9 (+10),
Intimidate 9 (+15), Notice 9
Feats: Weapon Training
Traits: Darkvision 60 ft., Night Vision, Powers
(Charisma, rank 9, save Difficulty 19; Fire
Resistance, Fire Shaping), Speaking
Ego: 26
Nature: Bold and Reckless
Dream Conviction: 10
Wasser: This crystalline sword of bluish ice is a 6th-
level intelligent +5 cold burst sword with the following
stats:
Abilities: Int +1, Wis +6, Cha +0
Toughness: +11
Combat Bonus: +9 (+5 accuracy)
Saves: Fortitude +5, Reflex +5, Will +11
Skills: Craft (brewing) 9 (+10), Sense Motive 9
(+15), Notice 9 (+15)
Feats: Weapon Training
Traits: Darkvision 60 ft., Night Vision, Powers
(Wisdom, rank 9, save Difficulty 19; Cold
Resistance, Cold Shaping), Speaking
Ego: 26
Nature: Prudent and Taciturn
Dream Conviction: 10
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Items of Nevermore
War. These weapons were lost during the Forgotten Age,
only to be found again amongst the mortals. Erde found
its way into the possession of Aeden, Brand into the
clutches of Diabolus, Wasser into the hands of Icelos, and
Wind into the hands of Sirena. These weapons were lost
in the aftermath of the Age of Strife, though it is believed
Aeden still holds Erde in safekeeping.
Hooks: In his youth, Weyland the Smith forged
four supernatural weapons, known as “Elementals.”
These weapons are renowned for the roles they have
played throughout Nevermore’s history. They were first
created for Queen Mab (Erde and Brand) and Oberon
(Wasser and Wind) during the age before the fall and
were wielded against each other during the Fey War.
These weapons were lost during the Forgotten Age,
only to be found again amongst the mortals. Erde
found its way back to Weyland, Brand into the clutches
of Diabolus, Wasser into the hands of Morpheus, and
Wind into the hands of Sirena. These weapons were lost
in the aftermath of the Age of Strife, though it is believed
Weyland, now known as the dreamlord Aeden, still
holds Erde in his safekeeping. There is a legend, which
says Weyland’s “Elementals” are destined to be reunited
during a coming time of darkness in the dreamlands. It
is believed that only those worthy enough to wield them
have a chance of finding them. There are also rumors
that Diabolus, Mab, Oberon, Nyxis, and Sirena are
actively looking for these weapons and willing to offer
great rewards for their return. Of course, anyone who
Wind: This spear is fashioned from the feather of a roc might discover their whereabouts will need to be wary of
and is a 6th-level intelligent +5 electricity burst spear these previous owners as some of them will do anything
with the following stats: to regain them.
Abilities: Int +6, Wis +0, Cha +1 Aura: Strong
Toughness: +6 Creator Level: 19
Combat Bonus: +9 (+5 accuracy) Prerequisites: Elemental Weapon; subjects with
Saves: Fortitude +5, Reflex +5, Will +5 the appropriate skills, feats, powers, and nature.
Skills: Bluff 9 (+10), Knowledge (art, history, Creation Cost: 42
physical sciences, and supernatural) 9 (+15), Market Cost: 45
Language 9 (Dwarven*, Elven*, English, Weight: 6 lb. (battleaxe); 4 lb. (sword); 6 lb.
French, German, Greek, Italian, Latin, Old (spear); 5 lb. (hammer)
Norse*, Portuguese, Romanian, Russian,
Seelie*, Trollish*, and Unseelie*; *starting Puck’s Pouch of Tricks
languages), Notice 9, Search 9 (+15)
Feats: Weapon Training This ordinary-looking leather pouch and belt is a 9th-
Traits: Darkvision 60 ft., Night Vision, Powers level intelligent improved animated pouch of holding
(Intelligence, rank 9, save Difficulty 19; with the following stats:
Wind Resistance, Wind Shaping), Speaking Abilities: Int +5, Wis +0, Cha +2
Ego: 26 Toughness: +1
Nature: Clever and Capricious Combat Bonus: +6
Dream Conviction: 10 Saves: Fortitude +5, Reflex +5, Will +11
History: These four supernatural weapons were designed Skills: Bluff 12 (+14), Disable Device 12 (+17),
and created by Weyland the Smith and are renowned Escape Artist 12, Notice 12, Search 12 (+17),
for the roles they have played throughout Nevermore’s Sleight of Hand 12, and Stealth 12
history. They were first created for Queen Mab (Erde and Feats: Special Purpose (Defend free-spirited and
Brand) and Oberon (Wasser and Wind) during the Age mischievous individuals; Dedicated Power:
of Rebirth and wielded against each other during the Fey Psychic Blast)

156
Items of Nevermore
Dread Hunter’s Bow
This ashen bow has the blindfolded visage of
the dreamlord Bhlendhl just above its neverite
grip. If the wielder of this bow is a warrior with
Favored Opponent (nightmares and vice-aligned
creatures), then this bow acts like a bane weapon
(+3 to attack and damage) with the seeking
special ability against nightmares and vice-
aligned creatures. Arrows fired from this bow
veer toward these creatures, negate any miss
chances that would otherwise apply, such as
from concealment. The wielder still has to aim
the arrow at the right square. Arrows mistakenly
Speed: Fly 30 ft. shot into an empty space, for example, do not veer and
Traits: Darkvision 60 ft., Night Vision, Powers hit invisible enemies, even if they are nearby. Against
(Intelligence, rank 12, save Difficulty 20; other creatures or in the hands of a wielder who does
Apport, Illusion, Manipulate Object), Speaking not meet the requirements, this weapon acts as a bow of
Ego: 26 accuracy (+1 to hit).
Nature: Free-spirited and (playfully) Mischievous History: These bows were created for use by the
Dream Conviction: 14 dread hunters. This order of warriors is tireless in their
History: These pouches were created by Puck for his task of tracking down and destroying nightmares and
own amusement. No one knows how many of them are diaboli throughout Nevermore. These bows have been
scattered about the dreamlands, but it can be very readily effective weapons in keeping these creatures at bay since
apparent when one is around. Though these pouches are the beginning of the Age of Serenity and now they can
known for their mischievous nature they are also known be found for sell throughout the dreamlands, especially
for their odd loyalty to their owners whom they help get since the drastic increase in disturbances caused by
into and out of trouble. nightmares and diaboli in the last few years. Some dread
Hooks: The adventurers are approached by a bows are also designed to destroy undead, though these
magical pouch that has just escaped from its previous require the wielder have undead as a favored opponent
owner and needs protection. In return the pouch offers in addition to nightmares and vice-aligned creatures.
to “pull its own weight” until they can get it safely to the Hooks: A neverite laden caravan seeks protection
southern Heartlands and its rightful owner. If the party during its journey. It has been sent by a dreamlord in
takes guardianship of the pouch, they get much more hopes of obtaining a stockpile of weapons to use against
than they bargained for as it seems the pouch has stolen nightmares and diaboli who are harrying their followers.
something of great value from its former master. Due to its sensitive nature very few have been told about
Aura: Strong this caravan’s nature or its destination, the Wending
Creator Level: 16 Refuge. Still there are a few trustworthy individuals who
Prerequisites: Plane Shift; subjects with the have been given the guardianship of this caravan and the
appropriate skills, feats, powers, and nature. task of hiring guards to see it to and from its destination.
Creation Cost: 39
Market Cost: 42
Weight: 5 lb.

Weapons
Supernatural weapons have played a pivotal role
throughout Nevermore’s history. They are perhaps
some of the most influential items within Nevermore’s
war torn history. Their masters wielded them in epic
battles and legendary quests to determine the future of
all the dreamlands. These renowned weapons include
Excalibur, Thor’s hammer Mjolnir, David’s sling, and
Cupid’s arrows and each of these awaits the firm grip of
a hero to return to its former days of glory.

157
Items of Nevermore
Aura: Moderate which threaten the dreamlands. Free rider weapons
Creator Level: 10 (short bow); +1 longbow: +2 are rarely found or sold outside of the Free Camp as
undead the only way to obtain one is to perform some service or
Prerequisites: Combat Sense, Enhance Senses; complete a quest for Gwynudd or one of his free riders.
Favored Opponent (nightmares and vice-aligned There are some artificers who have leaned to create free
creatures) rider weapons that do not require one to be mounted
Creation Cost: 33 (short bow); +1 longbow: +2 when charging (or have the Spirited charge feat), but
undead they are much more expensive to create.
Market Cost: 36 (short bow); +1 longbow: +2 Hooks: The adventurers come upon the site of a
undead recent battle between a group of free riders and diaboli.
Weight: 2 lb. (short bow); 4 lb. (longbow) There is only a single free rider left alive and he is heavily
injured along with his mount. He asks the adventurers
Free Rider’s Weapon to escort him back to the Free Camp so he can report his
findings to Gwynudd. If asked what he has discovered
These weapons are simple in design, but fearsome in he relates how his band of free riders stumbled upon
effect. If the wielder of the weapon is a warrior with the the mouth of a heavily guarded cavern. He believes the
Spirited Charge feat and 4 ranks in the Intimidate and diaboli are using the cavern to travel beneath the Hedge
Ride skills, the weapon grants the frightful presence Mountains and infiltrate the Eye and other domains to
special ability. The frightful presence is activated the south.
whenever the wielder makes a mounted charge. Aura: Moderate
Opponents, even those normally immune to mind- Creator Level: 6; +2 per +1 increase to Will
influencing effects, within 30 feet of the wielder must Difficulty; +5 unmounted charging
make a Will save (Difficulty 16) or become shaken for Prerequisites: Heart Shaping; A warrior with
two rounds for each point the save failed. An opponent Spirited Charge feat and 4 ranks in Intimidate and Ride;
that succeeds on the saving throw is immune to this a creature with frightful presence
weapon’s frightful presence for 24 hours. Creation Cost: 29; +2 per +1 increase to Will
History: These weapons were forged by Gwynudd Difficulty; +5 unmounted charging
during the Age of Strife when he was in the service of the Market Cost: 32; +2 per +1 increase to Will
children of Mahr. After the death of Menhalig, Gwynudd Difficulty; +5 unmounted charging
and his free riders became Glaseelie fey and have used Weight: 6 lb. (battleaxe); 4 lb. (sword); 6 lb.
their weapons to destroy the nightmares and diaboli, (spear); 5 lb. (warhammer)

158
Chapter 13
Big Trouble in Little
Oaktown

Big Trouble in Little Oaktown takes place within a


sleepy little hamlet with an otherworldly problem. Over Background
the last thirteen nights children have been kidnapped The history of Oaktown has always had its tall tales and
from their homes in the hamlet of Oaktown. After the strange happenings. Some whisper that a door to the
last kidnapping a group of the missing children’s older underworld exists nearby, while others recount stories
siblings receive a mysterious dream. What does this of monsters walking the streets at night. In truth, the
dream mean? Where will it lead them? What will they hamlet of Oaktown rests on top of an ancient dream door
find when they get there? These young heroes will soon which leads to the world of Nevermore. A fortnight ago
discover the answers to these questions and many more a group of Unseelie fey lead by a redcap named Robin
as they unravel riddles, overcome obstacles, and face off discovered this dream door at the bottom of a well in the
with their foes in the unpredictable dreamlands. dreamlands. It only opens to the mortal world between
This adventure introduces a group of heroes to the the hours of 3am to 9am on nights during the year’s
world of Nevermore and is intended for a party of four to first waning moon. Conversely, the dream door opens
six 1st level heroes. The adventure assumes players are into Nevermore from 9pm to 3am. With the new moon
using the pre-generated heroes presented in the Heroes’ approaching Robin wants to sacrifice the kidnapped
Appendix. However, the adventure can be adjusted for children at the stroke of 3am in a murderous ritual,
use with any 1st-level or higher adventuring group. which she hopes will open the dream door permanently
and create a permanent bridge into the mortal world.
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Big Trouble in Little Oaktown
The hamlet of Oaktown has been devastated by they are defeated, Robin kills all the children and the
the disappearances and the constable has been baffled dream door is permanently opened, which bodes ill for
by the unexplainable kidnappings. The parents are Oaktown and the surrounding area. However, if they are
locking their doors, nailing shut windows, and setting victorious, they save some or all of the missing children,
an early curfew for their remaining children. However, foil Robin’s plans, and return home as heroes with an
when a group of the kidnapped children’s older siblings unbelievable tale to tell.
received a cryptic dream sent by the playful Puck they
awake to find their windows open, their clothes laid out
for them and the unmistakable image of the Hangman’s Scaling this Adventure
Oak in their minds. Though this adventure is designed to be played by a
party of four to six 1st level heroes, it can be scaled
Synopsis to work with higher level groups. Table 13.1 includes
suggestions on scaling the encounters of this adventure
Once the young heroes discover the location of the for a higher level party. Narrators should use this as a
dream doorway from the riddle at the Hangman’s Oak, guideline and not a hard and fast conversion as parties
they will have to scrounge up supplies (optional), find a with more or less players might require more tweaking
way down the well, and face a slightly insane trap-happy of the adventure.
derro named Madden before passing through the dream
door. When they reach the world of Nevermore they will
have to overcome the hazards of a rhyming staircase Adventure Hooks
designed by Madden before they can reach the distorted This adventure assumes the players are playing one of
dreamland version of the hamlet of Oaktown, tavern the older siblings or friends of the kidnapped children
and chapel. In the local tavern they will discover a group who have received a mysterious dream about the missing
of dark elves with an eerie resemblance to the butcher, children and want desperately to find them before it is
the baker, and the candlestick maker of nursery rhyme too late. However, if this adventure is being run for a
lore. Each of these nursery rhyme creatures holds a key group of novice heroes either of the following hooks can
to the chapel that leads to the missing children who be used or one could be created by the Narrator to fit his
are being prepared for sacrifice. After the heroes have particular group’s background.
successfully dealt with these malicious creatures they The heroes receive a series of dreams which lead
will have to solve one last riddle before they can enter them to the village of Oaktown. Once there they discover
the glen and confront Robin and her spider minions. If a group of young adults who have had similar dreams
Table 13.1: Scaling Table

Party Level
Encounters 2nd 3rd 4th 5th

Madden Mon Hum 3 Mon Hum 3/Exp 1 Mon Hum 3/Exp 1 Mon Hum 3/Exp 2

Ribbey Mon Hum 2/War 1 Mon Hum 2/War 1 Mon Human 2/War 2 Mon Human 2/War 2

Stone Raven Construct 3 Construct 4 Construct 5 Construct 6

Chloris War 2 War 3 War 3 War 4

Mahon War 2 War 2 War 3 War 3

Baxter Exp 2 Exp 2 Exp 3 Exp 3

Egan Adept 2 Adept 2 Adept 3 Adept 3

True Gargoyle Mon Hum 4 Mon Hum 5 Mon Hum 5 Mon Hum 6

Robin Warrior 5 Warrior 5 Warrior 6 Warrior 6

Spiders Vermin 3 Vermin 4 Vermin 5 Vermin 6

160
Big Trouble in Little Oaktown
about their kidnapped siblings. The young adults give to the nearest town to find a few heroes up for the job. By
them what information they can and ask them to save the time the group of heroes is rounded up and brought
their brothers, sisters, and friends. back to Oaktown thirteen kidnappings have occurred
After the first couple kidnappings the local and a group of their elder siblings claim to have seen
magistrate decided to seek out the help of an adventuring clues to their whereabouts in their dreams.
group to solve the mystery. He has sent a representative

Act I: Little Oaktown


After receiving a mysterious dream the elder siblings themselves until they have assessed the situation. No
gather around Hangman’s Oak at the foot of Main Street. matter what happens they should be on the lookout for
They need to answer the riddle they find there in order to any town patrols during this time and try to avoid being
discover the location of the dream door. Once they have caught.
discovered the dream door’s location at the bottom of Town Patrols: The constable and a local
the village’s water well they will have the option to find magistrate have been switching off town patrol duties.
supplies to help them in their adventures or jump right Tonight the magistrate and one of his deputies have
into the adventure without the additional preparation. the early evening shift. The magistrate has a +8 bonus
The first scene is highly scripted and written with the and the deputy has a +5 bonus to Notice checks and
pregenerated heroes in mind; however, Narrators they follow a predictable path around Oaktown. The
should not allow this to interfere with the creativity of magistrate starts near the town square and the deputy at
their players and should feel free to dispense with some the southern foot of Main Street. They follow Oak Street
or all the first scene in order to allow the players to in a counter-clockwise fashion and a complete circuit
discover Nevermore on their own. Perhaps a Narrator of the hamlet takes about two minutes while moving
may decide that instead of the dream leading his heroes about 30 feet per round (and taking a move action each
to the Hangman’s Oak, it might lead directly to the well round to make a Notice check). Once a hero has line of
or perhaps the heroes might have to do some exploring sight on the Hangman’s Oak it triggers a supernatural
in order to discover the secret of the well. The first scene aura, which causes anyone not invited by Puck through
also includes some suggestions for playing the adventure the dream to fall asleep for 10 minutes upon sight of
with non-pregenerated heroes. Hangman’s Oak. The heroes will probably be able to
notice when each member of the town patrol arrives as
they will collapse to the ground in a clatter (Notice check
Scene 1: Through the Difficulty 0 + 1 for each 10 ft. of distance).
Close Calls: If a hero is about to get caught by the
Windowpane town patrol (or constable, or anyone else who would
This scene provides the heroes with a common purpose keep them from going on this adventure), then one of
and gathers them together. It introduces a strange the following happens: there is a loud crash leading their
caterpillar with an even stranger message. It also pursuer(s) away, the pursuer(s) suddenly fall asleep, or
provides the heroes with a clue to the whereabouts of another distraction of the Narrator’s choice. Whenever
the missing children and sets a surreal tone for the rest a close call occurs, a hero must make a Notice check
of the adventure. An optional sidebar is included in case (Difficulty 30) to see a large butterfly flying towards
the heroes need to find supplies before they begin their Hangman’s Oak. This Difficulty makes the butterfly
adventure. See Oaktown map for the village’s layout. difficult to see, but is useful for building tension. If a
Conditions: Oaktown is barely lit by dim starlight character does see the butterfly, then Puck, who has
creating shadowy illumination throughout the village. taken the form of a butterfly, will disappear in a puff
The doorways leading into the constable’s office, tavern, of smoke. If the hero investigates the area where Puck
and inn are illuminated by torchlight out to a radius of disappeared, then make a Search check (Difficulty 5). If
20 feet, while Hangman’s Oak is lit by an eerie light, successful, the hero finds a tiny pouch of fairy dust.
which acts like torchlight beneath its canopy. Fairy Dust: The pouch only holds a single pinch
The Heroes’ Windows: The heroes’ windows of this substance, but if it is flung over a subject it
are indicated on the map of Oaktown by the first three grants the subject a fly speed of 60 feet with perfect
letters of each hero’s name. maneuverability. However, the subject must make
Sneaking Around: While sneaking around the a Concentration check (Difficulty 10) to focus their
village, the heroes may run into each other. These are minds upon happy thoughts in order to fly. This
perfect opportunities to introduce their characters Concentration check must be made every round, until
and personalities. During this section of the adventure either the subject’s feet touch the ground or they lose
they might band together into small groups, or keep to concentration and fall to the ground. The subject may

161
Big Trouble in Little Oaktown
Each hero makes an Intelligence check to determine
Puck In Nevermore how much of the dream he remembers. Alternatively, a
Narrator may decide to allow the heroes to remember
Type: Unknown level Pixie Dreamer (Reborn Fey) the dream as if they had a result of 20 or more.
Size: Small Intelligence Check (Result 9 or less): Give the
Speed: 20 ft., fly 60 ft. (good)
hero Handout 1 from the Handout Appendix.
Abilities: Unknown
Intelligence Check (Result 10 to 14): Give the
Skills: Unknown, though he has been known to use
hero Handout 2 from the Handout Appendix.
social and thieving skills to good and ill effect.
Feats: Unknown, though he has a penchant for sneaky Intelligence Check (Result 15 to 19): Give the
and underhanded daring do. hero Handout 3 from the Handout Appendix.
Traits: Unknown, except for Change Shape, Darkvision Intelligence Check (Result 20 or more): Give
60 ft., Invisibility, and Supernatural Resistance. the hero Handout 4 from the Handout Appendix.
Combat: Unknown Importance of Hangman’s Oak: The heroes
Saving Throws: Unknown may make a Knowledge (history or supernatural) check
Virtue/Vice: Shrewd/Knavish (Difficulty 15) to recall that in some legends oak trees
Conviction: 24 act like doorways between the mortal world and the
dreamlands of the fey.
Background: Puck is a renowned Seelie fey with a Waking: When the heroes wake up from their
penchant for pranks and mind for merry-making. He dream read the following:
has been the cause of many a madcap adventure and
the instigator of a myriad of misunderstandings. It is When you look around your room you discover
not that he is malicious, but rather he sees himself as a your clothes and some other items have been
crusader for truth, justice, and the Glaseelie way of life. laid out at the foot of your bed. It also seems as
He believes the best way to uncover the truth is to test if a makeshift rope of bed sheets and clothes is
others virtues or vices, the only way to achieve justice is wrapped around the leg of your bed and other
to create an appropriate punishment for those who fail pieces of furniture in your room. This rope
his tests, and to live a life of noble leisure. leads out an opened window to the shadowy
Equipment: Unknown. ground below.
Adventure Hooks: Puck is an ancient fey with an
extended family tree, most of which are offshoots from The windows for all the heroes are 10 feet off the ground.
his branch. He prides himself on keeping up with his Locked Doors: The door to each hero’s room
numerous offspring, even those who have fallen in with is locked. This makes exploring the house impossible
Queen Mab. He has recently taken a special interest in for the heroes, except Skyla who may try to unlock
his Unseelie offspring in hopes of testing their virtues her door from the inside with a Disable Device check
and perhaps even redeeming a few of them. His first (Difficulty 25). If successful, she can make a Stealth
project was Robin Redcap, the result of an unfortunate check (Difficulty 25) to sneak around the constable’s
tryst some years back with a relatively good-looking office without him noticing. If she does this, she can find
goblin. She has failed every test to redeem her and most any object her father would keep on hand, such as
Puck has decided to put a stop to her plans. If she was handcuffs, lanterns, tonfas, and the like.
killed in this adventure Puck will move onto another On-Hand Items: If it makes sense that a hero
offspring and perhaps recruit the heroes to help him in
would have a particular item with a purchase Difficulty
his attempts to redeem or punish them.
of 14 or less in their room, then the Narrators may allow
take 10 on his Concentration checks as long as he is not him to have the item or make a Wealth check with a -10
distracted or under pressure. A hero with multiple close penalty to determine if they have the item on hand.
calls does not receive a second chance to spot Puck. Looking Out the Window: If a hero looks out
their window, they may notice that other windows are
open with ropes hanging out of them or they might see
Childhood’s Dreams Are Twined the shadows of other heroes moving through the twilight.
The following dream is shared by all the heroes, but If they have a clear line of sight to another hero’s window
not necessarily remembered in its entirety. Read the they make a Notice check (Difficulty 4 + 1 for every 10
following out loud: feet of distance). If other heroes walk into their line of
sight, then they make a Notice check (Difficulty equal to
When your parents sent you to bed tonight the hero’s Stealth check + 1 for every 10 feet of distance).
they locked the doors and shuttered the If no windows or other heroes are in view, then the hero
windows, but could not bar your dreams. You notices nothing unusual outside their window although
feel as if someone unlocked your imagination, the Narrator may mention spooky details if they wish,
whispered into your ear, and left you with a such as a barren branch swaying in the wind, the faint
series of images involving the missing children. flapping of wings, or a creak coming from their ceiling.
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Big Trouble in Little Oaktown
Climbing Out the Window: If using the makeshift Other Heroes: If heroes other than the pre-
rope, a hero must make a Climb check (Difficulty 5) to generated ones are being used for this adventure, then
climb out of the window to the ground below. they can either gather this information from the young
Sneaking Out: The heroes should understand that adults or have the dream themselves. If the latter, then
their parents would be wholeheartedly against them the setting should change to wherever the heroes are
leaving their rooms at night especially with everything staying, such as the Slumbering Oak inn.
that has happened, but they should also have the
conviction that their dream may be the key to finding Advice from a Caterpillar
their lost family and friends before its too late. There
is an after dark curfew and a town patrol making the Once a hero or heroes have line of sight to Hangman’s
rounds; if they get caught sneaking outside they will be Oak read the following:
in deep trouble, but if they don’t go they may never see
their family and friends again. No matter what. they will As Hangman’s Oak comes into view you see a
need to be sneaky if they don’t want to be discovered. strange multicolored light beneath its canopy.
Telling the Parents: If a hero attempts to tell their The glow barely reaches into the street beyond
parents what has happened, then read the following: and seems to be coming from within the oak
tree’s canopy.
Through your window you hear a sleepy voice,
“Youuur dad and mooom youuu cannooot All heroes make Notice checks (Difficulty 30) to notice
tell, ooor they’ll keep youuu clooose in youuur the blue caterpillar smoking in the oak tree’s canopy.
little cell and youuu’ll bid all youuur friends Under the Canopy: Once a hero comes under the
farewell as they make their way to where glowing canopy of Hangman’s Oak read the following:
dreams do dwell.” The word “Nevermore” is etched in vibrant
If the hero chooses not to tell their parents and heads for and shimmering letters upon the trunk of
the Hangman’s Oak, then nothing else happens. If the Hangman’s Oak. Just above this mysterious
hero tries to tell their parents, then read the following: word perches a blue caterpillar puffing on a
water pipe.
The sleepy voice returns, “Youuu whooo are
sooo slooow tooowards the Hangman’s Oooak Speaking Like the Caterpillar: The caterpillar has
ouuught tooo gooo… if youuu’d like tooo a leisurely and sleepy voice with drawn out vowels,
knooow where youuur kin were took by the especially o’s and u’s.
cruuuel miniooons of the crooow.” Missing a Hero: If a hero or more have refused
to leave their rooms and have resisted the caterpillar’s
If the hero leaves his room after this nothing else happens, suggestion to come to the Hangman’s Oak, then read the
but if the hero delays longer, then the Suggestion takes following:
hold and the hero must make a Will save (Difficulty
18) or immediately head to the Hangman’s Oak. If The caterpillar says, “[A herooo is/Heroooes
he succeeds, then the hero does not have to leave his are] hiding in [his/her/their ooown] roooom.
room, but cannot tell his parents because his room if Youuu shooould gooo and get [him/her/them]
surrounded by a silencing effect. The other heroes will sooo ouuur quuuest can resuuume.”
soon be informed by the caterpillar that one (or more) of Everyone Arrives: When all the heroes arrive beneath
their friends is still hiding in their room. Hangman’s Oak read the following:
Refusing to Come Out: If a hero refuses to go out
his window, then read the following: The word “Nevermore” suddenly appears
before your eyes as if etched in vibrant
Through your window you hear a sleepy voice, and shimmering letters upon the trunk of
“Youuu whooo are sooo slooow tooowards Hangman’s Oak. Just above this mysterious
the Hangman’s Oooak ouuught tooo gooo… if word the blue caterpillar take a puff on its
youuu’d like tooo knooow where youuur kin were water pipe and asks, “Whooo… Whooo do
took by the cruuuel miniooons of the crooow.” youuu pursuuue?”
If the hero leaves his room after this nothing else happens, There may be a number of questions the heroes wish to
but if the hero delays longer, then the Suggestion takes ask at this time, but the caterpillar only asks the same
hold and the hero must make a Will save (Difficulty question and will only be satisfied with an answer to its
18) or immediately head to the Hangman’s Oak. If he question. The answer could be that they are pursuing
succeeds, then the hero does not have to leave his room, their siblings, their friends, the kidnappers, the missing
although the other heroes will soon be informed by the children, or anything else along those lines.
caterpillar that one (or more) of their friends is still
hiding in their room.
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Big Trouble in Little Oaktown
After listening to you run into dead end after
dead end the caterpillar rolls its eyes and says
without a hint of its normally sleepy voice, “I
tried to make this at least a little bit strange
and mysterious… perhaps even a bit interesting
and brain teasing to boot, but it seems you lot
would rather I just point you down Main Street
to the water well and say jump right in. So
there! I said it… jump right down that well if
you want your friends back, but don’t expect
me to go pointing out all the answers for you!”
With this said the caterpillar takes a last
puff on his water pipe and when he exhales
he is enshrouded in smoke. Within a blink of
an eye a blue butterfly leaps off the branch,
flutters over to the water well and disappears
down it in a whirl of sparkling dust.

The Answer: The answer is: a (water or wishing) well.


If the heroes answer the riddle correctly (with or without
the hint) read the following:
The caterpillar smiles and says, “If youuu
wooould pursuuue your goooal, then throoough
the cluuue youuu ought tooo gooo and bid
adieuuu tooo all youuu knooow as throoough
youuur dreams youuu start tooo stroooll.”
With this said the caterpillar takes a last
puff on his water pipe and when he exhales
he is enshrouded in smoke. Within a blink of
an eye a blue butterfly leaps off the branch,
flutters over to the water well and disappears
The Riddle: When the caterpillar’s question is down it in a whirl of sparkling dust.
answered to its satisfaction read the following:
Other Heroes: Since other heroes are probably not
The caterpillar replies, “Youuu whooo wooould young adults and affected by the hamlet’s curfew, they
pursuuue your goooal ouuught tooo uuundooo will be able to go to the Hangman’s Oak without any
cooonuuundruuum’s scroooll.” problems. However, if they try to bring the town patrol
Suddenly, more words appear in a glowing or the constable with them these Narrator characters
script upon the oak tree’s trunk. will fall asleep upon sight of the Hangman’s Oak, while
Give the heroes Handout 5 from the Handout Appendix. the heroes remain awake.
The Clue: If the heroes are having a difficult time
with the riddle or ask for a clue read the following:
Finding Supplies
The caterpillar tilts its head and sighs, “A Once the heroes have discovered where they need to go,
cluuue… a cluuue… I oooffer to youuu.” they will have to determine how they are going to get
Then just below the riddle you see the down the well and whether or not they need any supplies
following appear. for their journey.
Give the heroes Handout 6 from the Handout Appendix. Remembering Supplies: Any hero who makes a
In-Character Knowledge: If the heroes are Wisdom check (Difficulty 10) will think of at least one of
having difficulty with the riddle they may make a the following three places where supplies can be found:
Knowledge (popular culture) check (Difficulty 15) to the constable’s cellar, the general store, and the smithy.
determine the answer. If they wish, they may aid each For every five points of success they know either one other
other on this check, essentially bouncing ideas off each location or what supplies can be found there. Skyla gains
other hoping something clicks. a +5 bonus to remember the constable’s cellar (general
Giving Up: If the heroes are still unable to solve the supplies and simple and martial weapons), Brenna
riddle within a few minutes read the following: gains the bonus to remember the general store (general

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Big Trouble in Little Oaktown
supplies and ranged weapons or ammo), and Farley and The General Store
Sorcha gain the bonus to remember the smithy (metallic
general supplies and simple or martial weapons). Breanna has the keys to her father’s General Store in
Other Heroes: If heroes are with the children they her pocket (though she’s not certain how it got there) or
may have enough supplies to head directly to the well. Skyla can unlock the door with a Disable Device check
At this point the heroes and the children part ways. The (Difficulty 25). However, their guard dog named Weylin
Narrator should make sure the children have told the is left down in the store at nights. In order to get past
heroes all they know about their dreams as the clues the dog without it barking and waking up Breanna’s
therein will prove important once the heroes make their parents, Brenna or someone else will need to make a
way down the well. Handle Animal check (Difficulty 5 for Brenna; 10 for
anyone else; +2 for each additional person involved;
cumulative +2 for each round after the first). This check
Constable’s Cellar must be made every round until either the dog barks or
Skyla can get rope and other supplies from her father’s the heroes leave.
storeroom, however she will need to open the good Success: If successful, the dog does not bark and
lock (Difficulty 30; +5 if she does not want to leave the heroes may take whatever general supplies and
any evidence of tampering) and make a Stealth check ranged weapons or ammo the group might need.
(Difficulty 10) to open the creaky cellar door without Failure: If failed, the dog barks the heroes will
causing enough noise to alert her father. have three rounds before her father comes into the
Success: If successful, the creaky cellar door does room with a loaded crossbow. This is enough time for
not alert the constable and the heroes will have enough each hero there to grab two items (any general supplies)
time to get whatever general supplies and simple and before they must make their escape. Regardless if they
martial weapons the group might need. grab items or not, her father looks through the store
Failure: If failed the constable is alerted and the for anything missing. After this he heads back to the
heroes will have two rounds to grab supplies before the second story to check Brenna’s room. If she is part of
constable gets there. This is barely enough time to race the adventure, then he will discover that his daughter
down the steps, grab an item (like a rope) off a shelf, race is missing and begin searching for her frantically in the
back up the stairs, and try to slink off into the darkness house for about one minute. After that her father will run
(Stealth check Difficulty 20). If the cellar is left open, the down Main Street and grab the constable. They arrive a
constable will take stock of what is missing throughout minute later. If Brenna is not involved in the adventure,
the cellar and then search the surrounding grounds for then her father will report the break in to the constable
clues and tracks. The constable must make a Survival who will start searching the town for the thieves after
check (Difficulty 15 for firm ground + 3 for poor visibility investigating the scene of the crime. The constable must
+ any other appropriate modifiers) to discover and follow make a Survival check (Difficulty 20 for hard ground + 3
the tracks. If he cannot find any tracks, he begins a circuit for poor visibility + any other appropriate modifiers) to
around town and will find any unconscious town patrolmen discover and follow the tracks.
and perhaps even start noticing the open windows. If the Causing a Distraction: Brenna could climb back into
heroes come back while he is gone, they will find another her room and cause a distraction as another hero opens
good lock (Difficulty 30) on the cellar door, and this time the door with the key, sneaks into the general store, and
they won’t have to make a Stealth check to hide their entry grabs whatever he can. Of course they will still need to
since he’ll be patrolling the town. keep the dog quiet.
Hiding the Evidence: If the heroes relock the
cellar door the constable will investigate the noise and The Smithy
make a Notice check (Difficulty equal to hero’s Disable
Device check) on the lock. If he succeeds he looks Farley and Sorcha do not have a key to their father’s
around the grounds for signs of tracks and if he cannot smithy, but they do know their house very well. The
find any he begins to patrol the town. If he fails, he goes backdoor is protected by an average lock, which
back to his office and chalks the incident up to nerves requires a Disable Device check (Difficulty 25) to open.
about what has been happening in town. If the heroes Unfortunately, the door is just down the hallway from
try again, they will have to unlock the cellar door again their father’s room and he is a notoriously light sleeper.
with a Disable Device check and make another a Stealth He has also taken too leaving his door open at night
check to keep from drawing the constable’s attention. ever since their brother Clyde disappeared. Anyone who
Causing a Distraction: The group may decide to wishes to sneak past the blacksmith must make a Stealth
cause a distraction in another part of Oaktown in order check (Difficulty 10) each round or wake him up.
to draw the constable away. This will to allow a hero to Success: If successful, the blacksmith does not
open the cellar door without a chance of discovery by her wake up and the heroes may take whatever metallic
father. Though she will only have a few minutes before general supplies and simple or martial weapons the
her father returns from his investigation. group might need.
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Oaktown
Big Trouble in Little Oaktown
Failure: If failed, the blacksmith is woken up. It +4 if an individual is being lowered into the well with the
only takes him a round to appear in the hallway. He will bucket. If the Break check succeeds, the rope breaks and
search the house and notice Farley and Sorcha’s rooms everyone currently using the rope falls into the water
are empty. At this point he storms through the rest of below. Note that individuals can be lowered into the
the house and smithy bellowing out their names and well by standing on the bucket and do not need to make
searching for them (Stealth check Difficulty 15 if anyone Climb checks if this is the case.
is still inside the house or smithy). At first his calls are Falling Down: Heroes who fall from the top of the
angry, then concerned as his wife’s voice joins his. He well (30 ft.) must make a Toughness save (Difficulty 17).
then heads towards the constable’s office to report what Anyone who falls from a lesser distance does not have to
has happened and the constable arrives one minute later. make a Toughness save.
Causing a Distraction: Farley, Sorcha or both Jumping Down: Heroes who choose to dive into
could sneak back into their rooms with a Sneak check the well take no damage on a successful Difficulty 15
(Difficulty 4) and cause a distraction as someone else Acrobatics or Swim check. A failed check results in
opens the backdoor (Difficulty 25), sneaks into the normal falling damage (Toughness save Difficulty 17).
smithy, and grabs whatever they can. Climbing Down: Heroes who choose to climb
down the well must make two successful Climb checks
(Difficulty 20 without a rope; Difficulty 10 with a rope;
Scene 2: Down The Water or Difficulty 5 with a knotted rope) or one successful
Climb check if they increase the difficulty by 5.
Well
In this scene, the heroes make their way down the water The Pool of Dreams
well where they discover the dream door which leads
to Nevermore. However, before they can step across When one or more of the heroes arrive at the bottom of
its threshold they will have to face a delusional derro the well, refer to the The Pool of Dreams map and
named Madden. Read the following when the heroes read the following:
arrive at the well: The water shimmers with a mixture of colors
Oaktown’s water well is rimmed by weather- cast from a rainbow–hued doorway which is
worn stones. Two wooden poles flank the well set on a rocky ledge jutting out of the cavern’s
and a shaft of wood runs between them. The northern wall. The ledge is about a 30 foot
well’s rickety rope twists around the shaft swim from the bottom of the well and has a pile
suspending the bucket over the deep. of crystalline rock stacked in front of the door
reflecting its ever–changing sheen.
When the heroes reach the rim of the well and look It is difficult to tell of what material the
down read the following: door is made because its appearance shifts
As you peer down the well you see its glistening almost constantly. At first it appears to be
sides and the water below glimmers with an made of a pair of elegant glass columns toped
unexplainable mixture of colors. by an elaborate lintel in the shape of a sleeping
woman. However, in the blink of an eye the
Conditions: The well shaft and its bottom are lit by door shifts into a polished marble archway
dim starlight from above. A shimmering doorway on the with a sleeping man on its top. A moment later,
cavern wall to the north provides shadowy illumination the gate transforms into an intricately carved
for the entire area. gate of lacquered wood with a brown dormouse
Once the heroes have chosen their means of getting stretched across the lintel. Its wooden whiskers
down the water well (diving or climbing down, using one twitch in its sleep and it says,
of the ropes, or a combination thereof), they will need to “Twinkle, twinkle, door aglow!
make the appropriate skill checks to avoid falling. How I wonder where you go!
The well’s rope is worn from years of use and the Down below the world so deep.
sides of the well shaft look sheer, though there are some Like a gateway in my sleep.
places where the well-rounded shaft has started to Twinkle, twinkle, door aglow!
crumble, which might grant a few foot and hand holds. How I wonder where you go!
The Well Rope: This rope is worn with years of When the triple toll is rung,
use and not as sturdy as it once was. It can still be used When the fire licks the young.
to climb or lower individuals down, however each round Then the door will stay aglow,
it is used in such a way a Break check (Difficulty 20) is Winkle, winkle, all you know.
made. Increase the effective Strength of the Break check Twinkle, twinkle, door aglow!
by +2 for each individual using the rope to climb and by How I wonder where you go!

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Big Trouble in Little Oaktown
Then the fairies in the dark, noticing that he has been seen. If successful Madden,
Thanks to death will disembark. does not notice he has been spotted. If it fails, he knows
They will not spare a single man he has been spotted and will ready an action to trigger
If you do not douse their plan. his trap as soon as someone climbs onto a part of the
Twinkle… twinkle… twinkle... twinkle…” ledge threatened by his stone blade traps.
The door keeps repeating this last word over In the Water: The water at the bottom of the well
and over again and then falls silent. is 20 feet deep and it is 20 feet from the center of the well
to the underground shore. Each successful Swim check
Noticing Things: Heroes reaching the bottom of the (Difficulty 10) allows a hero to move one-quarter his
well may make a Notice check (Difficulty 23 + 1 per 10 ft. speed as a move action or one half of his speed as a full-
from Madden/traps). If the traps are spotted, then read round action. You can increase your speed by one-quarter
the following: by increasing the Swim check Difficulty by 5. Heroes who
Though they are almost invisible within the fail their check by 5 or more slip beneath the surface
shadows and stalactites of the ceiling, you see and can be rescued and pulled along by another hero by
what seem to be stone blades hanging from increasing the Swim check Difficulty by 5. Alternatively,
ropes. They look like deadly scythes and could a hero beneath the water can left himself drift to the
bottom and attempt to walk underwater towards the
easily kill someone.
shore at one-quarter his speed as a move action or one-
If Madden is spotted, then add the following: half his speed as a full-round action. Of course once a
hero makes it to the ledge he needs to climb up its side
As you scan the rocky outcropping to the north, with a Climb or Swim check (Difficulty 10).
you see a shadowy figure with milky–white eyes
peeking over a pile of rocks placed just to the left
of the doorway. It is difficult to focus on the The Mad Prater
creature as it seems to meld into the darkness. As soon as a hero places a hand on the dream door’s
The heroes may make a Bluff check (Difficulty 7 – 1 per ledge read the following:
10 ft. of distance from Madden) to keep Madden from As you touch the ledge a strange voice calls
out from the shadows, “No room! No room!
Pool of Dreams Map Don’t towards me come strutting! No room! No
room! Or your hair I’ll be cutting!”
Creatures: The owner of this voice is named Madden
and he is a pale–skinned, milky–eyed, and generally
delusional derro with a penchant for riddles and
1⁄2 1⁄2 3⁄4 F 3⁄4 1⁄2 1⁄2 ramblings. He was left behind by Robin to guard the
dream door from intruders and has spent his time
1⁄2 3⁄4 1⁄2 3⁄4 F 3⁄4 1⁄2 3⁄4 1⁄2 making an elaborate series of stone blade traps, which
3⁄4 F 1⁄2 3⁄4 F 3⁄4 1⁄2 F 3⁄4 he can trigger at a moment’s notice. Though he is
thoroughly mad, he is not entirely evil and may prove
useful to the heroes if they are willing to talk with him.
The heroes may speak to Madden for as long as they
like as long as they do not try to climb onto the dream
door’s ledge (See Questioning Madden for possible
questions and answers).

Madden the Mad


Type: 3rd level Monstrous Humanoid (Reborn Fey)
Size: Small
Speed: 30 ft.
Well Abilities: Str +0, Dex +2, Con +1, Int +0, Wis –3, Cha +3
Skills: Bluff 6 (+9), Craft (trap–making) 4 (+7), Jump 0
(+10), Stealth 6 (+14, +13 with armor)
F Full Blade Cover
Feats: AspectB, Blind–Fight, Heavy Armor TrainingB,
3⁄4 3/4 Blade Cover Improved Initiative, Light Armor TrainingB, Night
1⁄2 1/2 Blade Cover VisionB, PowerB, Skill Focus (Craft [trap–making])B,
Sneak AttackB, Weapon TrainingB

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Big Trouble in Little Oaktown
Traits: Aspect (rank 6, Cha, save Difficulty 15, Despair Vulnerable to Sunlight: Madden takes 1 point of
Aspect +9), Madness, Poison Use, Power (rank 6, Cha, Constitution damage for every hour he is exposed to
save Difficulty 15, Shadow Shaping +9), Supernatural sunlight, and dies if his Constitution reaches –5.
Resistance 15, Vulnerable to Sunlight Skills: Madden has a +4 racial bonus on Stealth
Combat: Attack +6 (+1 size, +3 base, +2 Dex), Damage checks.
+1 (short sword, crit 19–20/+3) or +1 plus poison (light
Tactics: Madden like all derro is a stealthy and cowardly
crossbow, crit 19–20/+3), Grapple –1 (+3 base, –4 size),
creature. He delights in setting elaborate traps and
Defense Dodge/Parry +6/+4 (+1 size, +3 base, +2 Dex),
favors poisons which disable without killing. He conceals
Initiative +6
himself with his Shadow Shaping power at all times.
Saving Throws: Toughness +3 (–1 size, +1 Con, +2
Fighting: If a hero climbs unto the ledge before
studded leather, +1 natural), Fortitude +2 (+1 base, +1 Con),
answering his riddle, he springs the trap and uses his
Reflex +5 (+3 base, +2 Dex), Will +6 (+3 base, +3 Cha)
poison bolts sneak attacks to wound and weaken the
Virtue/Vice: Inventive/Deranged
heroes. If he is engaged by more than one hero, he will
Conviction: 4 (8 in Nevermore)
use his Despair Aspect to help him flee.
Aspect (Despair): Madden can use the Heart Reading, Not Fighting: If the heroes are able to figure out
Heart Shaping (Fatiguing, Concentration) and his riddle and walk backwards or sideways towards the
Suggestion (Fatiguing) powers (with Widen Power) dream door, then Madden will let them pass without
to detect and engender despair in others. He can also attacking them.
make an Emotive Aspect check (Difficulty 20) targeting Fleeing: If Madden is hurt three times, wounded
a subject who is currently experiencing despair. If once, attacked by two or more heroes in melee, or
successful and the target is willing, then he increases the exhausts his poisoned crossbow bolts, he will attempt to
effects that the emotion has on the target. If the target is flee through the dream door. If the way is barred, he will
unwilling, then the check is opposed by the Will save of a make a desperate attempt to rush his opponent through
target who is currently experiencing despair. If he makes the dream door. Make opposed Strength checks. If
a successful check and beats his opponent’s Will save, Madden succeeds by one point, he pushes his opponent
then he increases the effects that the emotion has on through the dream door, but does not make it himself.
the target. A successful Emotive Aspect check doubles However if he succeeds by two or more points, he rushes
the bonuses and penalties associated the despair, hope his way through the door. If anyone is rushed through
and rage effects, causes a two level shift in attitude the dream door by Madden, go to Stepping Through
the Dream Door.
with the friendship and hatred effects (indifferent to
Escape: If Madden escaped into Nevermore, the
friendly, friendly to unfriendly) and causes the panicked
heroes will met him on the other side of the dream door,
condition with the fear effect.
though he shall be an even more effective foe once he is
Madness: Madden uses his Charisma modifier on
there. If Madden escapes and no one immediately follows
Will saves instead of their Wisdom modifier, and has
him through the dream door, then he creates a simple
immunity to the Mind Shaping supernatural power.
snare trap at the foot of the dream door (in Nevermore).
Poison Use: Madden carries 5 doses of Medium spider
He can create snare traps as a full–round action by
venom (Fortitude save Difficulty 12; initial and secondary
expending a point of Dream Conviction. Those who
1 Strength damage) applied to his crossbow bolts.
trigger a snare trap must make a Reflex save (Difficulty
Power (Shadow Shaping: Fatiguing, 15) or be hoisted upside down to the ceiling (20 ft. in
Maintenance): Madden can commands the stuff of pure the air). Those caught in a snare can escape from it by
Shadow. Madden can fill an area with shadows, making making a Strength check (Difficulty 20) to break it,
it darker and more difficult to see. The Difficulty is 5 an Escape Artist check (Difficulty 22) to slip out of it,
per 10–foot radius, creating concealment for all in the or destroy the rope with a weapon. To determine how
area. He is unaffected by the concealment created by much damage the rope takes from an attack, roll d20
this shroud. By increasing the Difficulty by 10, he can against a Difficulty of 10 + the attack’s damage bonus;
create absolute blackness in the area and confer total a wounded rope suffers a –1 penalty to its Toughness.
concealment. He can also make a Shadow Shaping A disabled rope no longer functions, and a dead rope is
check in place of a Stealth check to hide, even if he has completely destroyed. Madden surrenders if he suffers
no cover or concealment, since this power provides him five hurts or is disabled. The heroes may interrogate
with shadows in which to hide. Last but not least, he can him, though his answers may not be the most helpful
create images or shapes of shadow. The base Difficulty is (See Questioning Madden). If he is caught, then he
10 for a 10–foot cube, plus 5 for each additional 10–foot will attempt to use the Staircase of Live Rhymes as a
cube the image occupies. Those seeing the image must means of escape pretending to help the heroes navigate
succeed on a Will save to determine that the Shadow– it (almost buckling the shoe and then running through
shapes are not real. Shadow Shaping is a standard the open door). If he is unable to escape, he will stamp
action. He can take 10 on Shadow Shaping checks. his feet and erupt in a flash of sulfur and brimstone.

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of the ledge to another (west to east initially) or along
the eastern and western walls (north to south initially).
Anyone within or entering a half-bladed to full-bladed
area (as marked on the map) must make a Reflex save
(Difficulty 15) or suffer an attack from the stone blades
(Attack +5; Damage: +5; Crit: 20/+4). Each round
after the first, the traps switch direction and suffer a –1
penalty to Difficulty, attack rolls and damage.
After the 3rd round, only the three-quarter and
full blade areas threaten harm. After the fifth round,
the traps no longer threaten anyone. If a stone blade
successfully strikes an opponent, then that particular
stone blade trap no longer threatens anyone else as its
momentum has been completely stopped. Heroes who
crawl into half-bladed areas are unaffected by the traps
and after the 3rd round those who crawl into a three-
quarter bladed areas are unaffected.
A hero can disable one of the traps as a full-round
action with a successful Disable Device check (Difficulty
20). These traps can also be disabled through the
creative use of items, skills or powers as well, such as
using a crowbar or pole to kill the momentum of one of
the blades, or jumping onto a swinging blade, or using
the Fire Shaping power to ignite the traps.
Stepping Through the Dream Door: When the
heroes pass thorough through the dream door read the
following:
Surrender: If Madden’s is disabled or his attempt to As you pass through the doorway, you are
rush through the dream door fails (even if he was able to pulled into a tunnel of light. An endless cascade
push someone through the dream door) he surrenders of colors passes you by and it seems as if
and read the following: you are racing along the edge of a rainbow.
The pale white creature raises his hands in the Without warning your foot touches solid
air and says, “It would please me to discuss the ground again and a strange energy courses
terms of your surrender.” through your every vein from the tips of your
toes to the very edge of your hair. Your senses
Death: If Madden dies read the following: are heightened, your muscles are sizzling, and
you feel as if you could do almost anything if
As the pale white creature takes its last gasp
you put your mind to it. In the blink of an eye,
of breath it says, “Alas… life is stays too briefly
you are back in the cave you just left, except
and departs too bereftly!”
there is no water at the bottom of this well and
Treasure: Madden has supernatural studded leather its walls glow with faint fluorescent crystals. A
armor (automatically resizes), a short sword with a spiral staircase stands at the southern end of
raven–head hilt, a light crossbow, boots of improved the cavern. Behind you the doorway is dark
speed (+10 ft.) and Jump (+10), 5 poisonous crossbow without a hint to its magical nature.
bolts (minus the number of bolts he used), and a piece
The Sifting: When the heroes enter Nevermore they go
of paper with the “One, Two, Buckle my Shoe” nursery
through the process of sifting. Their equipment is sifted
rhyme written out.
through with items kept, modified, replaced or simply
Hazards: Madden has created a pile of crystalline
taken from their inventory. Note that these items are
rocks in front of the dream door. Anyone who steps onto
not lost to the awakened, they are just set aside while
them must make a Reflex save (Difficulty 15) or fall prone.
they are inside Nevermore. The sifting is meant to equip
Traps: Madden has created a clever, if somewhat
characters with what they need for their adventures in
overly elaborate, series of stone blade traps to protect his
the dreamlands and should grant items appropriate to
position from being charged. These seven stone blades
the current quest or that fit the character’s personality.
can be sprung as a standard (readied) action by Madden
During this process the players gain one supernatural
and cover most of the ledge with swinging blades of
item chosen from the following list:
rock. Each one swings like a pendulum from one side

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Clothes of Toughness (+1 bonus to Toughness) Who stole our friends/family?: “Not I! Not I!
Clothes of Dodging (+2 bonus to Dodge) I am just a lowly poet, but if I was to make a nursery
Elemental Weapon (+2 acid, cold, electricity, or rhyme about the creature who stole your kin this might
fire damage) just fit the bill… Raa, Raa, Robin have you any men? Yes
Gauntlets of Accuracy (+3 bonus to attack) sir, yes sir three and ten. All for the raven, all for the
Gloves of Disable Device and Sleight of Hand queen, and all for the little plan that suits our scheme.
(+5 bonus) Haa, haa, humans have you any chance? Yes sir, yes
Item of Ability (+1 to one ability score) sir, if you’ll dance. Once with the riddles, once with the
Leather Armor of Training and Dodge (Anyone knaves, and once with the little bird who likes eight-leg
can use this armor; +1 bonus to Dodge and thieves [thâvs].”
+1 bonus to Toughness; –1 armor check What do they want with the children?: “Men
penalty) build bridges with wood and stone. Fey build bridges
Talisman of Aspect Mastery and Gifted Aspect with blood and bone. Men build bridges in the daylight.
Life (x2) (Can take 10 with aspects checks Fey build bridges in the dark night. Men build bridges to
and gains a +2 bonus to Life Aspect checks) cross a stream. Fey build bridges to cross a dream.”
Talisman of Power Mastery and Sustaining (Can Where are our friends/family?: “They were
take 10 with power checks and gains a +4 taken through the dream door… though in their case
bonus to Will saves vs. fatigue) it might be better to say a nightmare doo… or at least I
Vest of Defense and Resistance (+1 bonus to should think being taken against your will to a strange
Defense and all saves) place where you are bound to perilous pyres and forced
Vest of Dodging, Escape Artist, and Acrobatics to await a most macabre end in a queenly conflagration
(+1 bonus to Dodge; +5 bonus to Escape would be best expressed as a nightmare, don’t you
Artist and Acrobatic skills) think? Though I suppose being drawn and quartered
Weapon of Fey Bane (+1 bonus to attack; +3 by a quartet of sable she–horses might be even more
bonus to attack and damage vs. fey) nightmarish then that, but that is neither here nor there,
Weapon of Parrying (+4 bonus to parry) and for that we should be thankful.”
Weapon of Returning (returns to thrower at the
How can we free/save them?: “Better to save
beginning of their next action)
yourselves if you ask my opinion, but then again no one
Weapon of Sneak Attack, Acrobatic Bluff, and
ever does and when I do give it they usually do just the
Fast Challenge Feint (+1 bonus to sneak
opposite, which means if I want to get something done
attack; you can use Acrobatics to feint; and
right I have to tell them the opposite of what I want
feint as a move action)
them to do. However, if you insist on my opinion, then
I would go right through that dream doorway, climb my
Questioning Madden staircase of live riddles, search the three knaves in the
tub for their magical keys, solve the riddle of the chapel
The heroes may ask Madden any questions they like, but
door lock, and save your friends from Robin Redcap
his answers are a mixture of ramblings and truth. The
and her eency weensy spiders before the toll of three
following are just some of the questions that might come
when it’ll be too late to save much more than ashes and
up during the conversation. If the heroes ask questions
charred bones.”
not included in this list, the important point is to make
sure Madden’ answers are seemingly nonsensical Would you come with us?/Can you give us any
but with a hidden truth here and there. There is also more help?: “And ruin all your fun? I think not! Half
an optional question, which might allow the heroes the excitement of any story is the suspense of not knowing
to bypass Madden without a fight. If the Narrator exactly what’ll happen next. I may have given you a few
prefers that Madden be in a fighting mood (in order to tidbits here and there to chew over, but I’m not about to
introduce the combat system), then change his response spoil your main course or rob you of your just desserts.
appropriately. Alternatively, the Narrator might have Speaking of desserters… Have any of you seen a frog down
Madden’s frog Ribbey jump through the dream door here? He’s been shirking his duties all day, left me here by
after the character’s pass through it, transform into a myself, and I should like to teach him a lesson.”
froglodyte (like a troglodyte, but with frog features and a If any of the heroes makes a Notice check (Difficulty
large whip-like tongue), and attack them. 26 + 1 per 10 ft. from Madden), then they spot the frog
Who/what are you?: “Madden the Mad! The sitting on Madden’s shoulder. If they point out the frog,
Mad! They call me mad, but it takes one to know one and then read the following:
so they must be mad too! And if they are mad, then how After you point out that the frog is on his
can I trust that they are being veracious? And so I must
shoulder Madden quickly snatches it and says,
conclude that I’m not mad! I am simply a consummate
“Ribbey, where have you been? I have been
thinker who is misunderstood because others stand over
worried sick about you!”
me wrongly.”
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Madden the Mad in Nevermore


Background: Madden’s past is an enigma, even to himself. His memories of his past come in only flashes and depart
just as quickly. He has an incredibly inventive mind, but his madness keeps him from attaining his true potential.
Robin Redcap uses him as a trap-maker and guard, though she never trusts him completely and always has a minion,
such as Ribbey, watching over his shoulder. He has not real ambitions, except perhaps to create traps and riddles.
Equipment: Madden has supernatural studded leather armor (automatically resizes), a short sword with a raven–
head hilt, a light crossbow, boots of improved speed (+10 ft.) and Jump (+10), 5 poisonous crossbow bolts, and a piece
of paper with the “One, Two, Buckle my Shoe” nursery rhyme written out.
Adventure Hooks: If the heroes befriended or captured Madden, he might hint that his madness might be
curable. This could be a simple process of bringing him back to the southern Heartlands and the Seelie Court or the
premise for a series of adventures. The heroes might have to obtain a variety of items from various places in order to
heal him. They may even have to bring him to a special location where they can enter a projection of his deranged mind
and destroy his inner demons. Of course the question the heroes must ask themselves is whether freeing Madden’s
mind will be for good or ill.

Madden holds the frog to his ear for a figuring out his riddle and reaching the door, then give
moment and exclaims, “Sitting guard on my them Handout 7 from the Handout Appendix.
shoulder the whole time you say! Well, who
told you to do such a thing! You’re supposed Is there any way we can come closer/pass
to be guarding the dream door… not my right through the dream door? (Optional): “Alas, I
ear! Don’t give me those crocodile tears… or have sworn on my life that I will not allow anyone to
those puppy dog lips! You’re just not good at advance upon the dream door without confronting
either of them… you’re a guard frog and you them. However, I’m not unreasonable and if you
should start acting like one!” can discover a way to pass through the dream door
Madden turns to you as he holds a hand without making any progress, then I shall let you pass
over the frog’s ears, “It’s so hard to find good unmolested. However, if you make any headway I shall
help these days! Anyway… you might find this have to give you a hair cut, which will most likely result
useful on the other side. It’s my favorite nursery in a closer shave than you’d like.”
rhyme…” Madden loves a good riddle and so he has created one
He takes a piece of paper out of his pocket that allows him to get out of guard duty. If they fail to solve
and lays it near the dream door. the riddle and attempt to advance on the dream door, he
will trigger his trap and fight them according to The Mad
The heroes may notice that at this point both of Prater tactics section. However, if the heroes figure out
Madden’s hands are occupied and he will be unable to the riddle and walk backwards (or sideways) towards
trigger the trap or use his crossbow if they were to rush the dream door, then he will allow them to pass without
him. However, this will most certainly change Madden’s attacking them. As the heroes reach the dream door, the
attitude towards the heroes and result in a fight. If they hairs on body prickle with energy and Madden says from
take the piece of paper, either after defeating him or his shadow, “Watch your step! The first one’s a doosey!”

Act II: Big Trouble


Once the heroes have stepped through the dream door, three dark elves known as the Butcher, the Baker, and
they will find themselves in the world of Nevermore, the Candlestick Maker. Once they have defeated these
a land of dreams and nightmares where anything knaves or at least acquired their magical keys they will
is possible. At this moment the heroes’ Conviction be challenged by one last riddle before they confront
becomes Dream Conviction. The heroes also gain their the cause of all the mischief.
bonus feats and the players choose their magical items.
The Narrator may also use this transition to grant
players other items they believe they may need. Scene 1: The Staircase of
The first obstacle in their way is a strange staircase
of riddles based off of the “One, Two, Buckle my Live Riddles
Shoe” nursery rhyme. After they have overcome the This scene is centered on a staircase of elaborate riddles
staircase, they will find themselves in a twisted version meant to confuse and confound anyone who tries to
of Oaktown where they will have to face off against climb to its top. Madden invented it as an homage to

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Big Trouble in Little Oaktown
his favorite nursery rhyme. Every other step presents same froglodyte’s stench for 24 hours. A use of the Cure
a new trial for the heroes to overcome either through Poison supernatural power removes the effect from the
their skills, their intelligence, or brute force. Though sickened creature. Creatures with immunity to poison
there are correct answers to each of these riddles, there receive their nromal bonus on their saving throws.
may be some creative solutions used by the heroes to Skills: The legs of a froglodyte are built for leaping
either completely avoid or inventively overcome them providing a +4 racial bonus on Jump checks.
in unique ways.
Conditions: The cave is lit by dim crystals along The Staircase of Live Rhymes: This staircase stands
the cavern wall providing shadowy illumination for the at the southern end of the cavern and rises thirty feet
entire area. into the air. The trap is not triggered by Madden and so
Dream Door: The heroes are trapped in he will attempt to use this to his advantage whether he is
Nevermore until 3am. However, when the third hour is on the loose or needs to escape. The stairs are only wide
struck, the dream door will begin to shimmer and shift enough to walk up in single file, though two people can
as it did on the other side, but this time it will lead back squeeze onto each stair if necessary.
to the mortal realm and the sleepy village of Oaktown. Read the following when the heroes come within 30
Creatures: This area contains a couple of feet of the rhyming staircase.
constructs who guard steps on the staircase of live Torches flicker to life as you near the spiral
riddles. However, if Madden was able to escape from the staircase, revealing a pile of dead bodies near
heroes he will harass them every step of the way until its base. A strange series of objects are placed
he is either captured or killed. Alternatively, if Madden upon every other step. The first step has one
allowed the heroes to pass peacefully, then the Narrator hash mark carved into it, the second has two,
might have Ribbey jump through the dream door after the third has three, and so on. The second step
them, transform into a froglodyte (with an appropriately also has a cracked- skulled skeleton sprawled
disturbing description), and attack them. across it wearing an unbuckled iron shoe.

Ribbey the Froglodyte Torches: The torches are spaced such that the entire
staircase is clearly illuminated.
Type: 2nd Level Humanoid (Reptilian, Progeny, Dead Bodies: If anyone searches the dead bodies,
Nightmare) they will discover the remains of a warrior, an adept, and
Size: Medium an expert. Their bodies have been picked clean of any
Speed: 30 ft. useful items, but their injuries can tell you what might
Abilities: Str +0, Dex +1, Con +0, Int +0, Wis +1, Cha -2 have killed them. Anyone with the Medicine skill can
Skills: Jump 5 (+9), Notice 5(+6) make a check (Difficulty 20) to determine the cause of
Feats: Attack Focus (tongue), Heavy Armor TrainingB, their death. The expert seems to have died of a terrible
Light Armor TrainingB, Waeon TrainingB, headlong fall. The warrior perished as the result of a
Traits: Amphibious, Darkvision 90 ft., Disrupting spear-like thrust through his chest. The adept’s clothes
Attack, Minon, Stench are singed and his face and hands flash burned.
Combat: Attack +3 (+1 base, +1 Dex) (+1 with tongue), Knowing the Rhyme: Any hero with Knowledge
Damage +0 (tongue) or +0 (bite), Grapple +1 (+1 (popular culture) may make a check (Difficulty 10).
base), Defense Dodge/Parry +2/+0 (+1 base, +1 Dex), If they wish, they may aid each other on this check,
Initiative +1 essentially bouncing ideas off each other hoping
Saving Throws: Toughness +3 (+3 natural), Fortitude something clicks. If the Knowledge (popular culture)
+3 (+3 base), Refelx +1 (+0 base, +1 Dex), Will +1 (+0 check is successful the strange spiral staircase reminds
base, +1 Wis) them of a nursery rhyme they have heard before and
hand them Handout 7 from the Handout Appendix.
Disrupting Attack: Creatures wounded by a progeyn’s Bypassing the Staircase: Trying to walk or run
natural attack lose a Dream Conviction point. Dream up the staircase will automatically trigger the traps.
Conviction points lost in this way count against the However, there are other ways for heroes to bypass the
hero’s Dream Conviction allotment for a scene and can staircase either in part or completely.
cause a backlash. Climbing: Heroes can bypass individual sections
Stench: When a froglodyte is angry or frightened, of the trap by climbing along the walls of the staircase
it secretes an oily musk-like chemical that nearly every (Difficulty 35; 25 with improbable deed).
form of animal life finds offensive. All living creatures Disabling: Heroes can disable individual sections of
(except froglodytes) within 30 feet of a froglodyte must the trap (Difficulty 35; 25 with improbable deed).
succeed on a Difficulty 11 Fortitude save or be sickened Jumping: Heroes can bypass a portion of the staircase
for 10 rounds. The save Difficulty is Constitution-based. by making a high jump up the shaft (Difficulty 10). For
Creatures that sucessfully save cannot be affected by the every three points they succeed by they skip one step.

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Knowledge: Though not technically bypassing a the door has a very tiny door in its bottom corner. If the
trap heroes can figure out hints on an individual trap by check fails, then the door remains unseen and anyone
making a Knowledge (popular culture) check (Difficulty attempting to step through the doorway must make a Will
15). In this case the Narrator should provide them with save (Difficulty 13) or be teleported to the center of the
an appropriate hint to help move the adventure along. spiral staircase and fall 30 feet (Toughness save Difficulty
Modifying the Staircase: Narrators might decide 21). Once the door on step 4 is closed read the following:
to dispense with some of the riddles in order to quicken
the adventure or to fit their particular group of players. Once the tiny door is closed the doorway
If this is the case, then just omit some of the riddles and disappears and reappears and in the middle
modify the descriptions to fit. It is highly recommended of the spiral staircase about 30 feet in the air
that you keep the “buckle my shoe” and “my plate’s and parallel to the ground. A pile of wet leaves
empty” steps. covers the sixth step.

Step 2: Buckle My Shoe Step 6: Pick Up Sticks


In order to buckle the shoe, a hero must make a Strength In order to pick up the sticks, the heroes must make
check (Difficulty 12). If the iron shoe is not buckled, then four successful Search checks (Difficulty 24). If a Search
the hero (or anyone attempting to pass the shoe) suffers a check fails by 5 or more or anyone attempts to step over
slam attack (Attack +5; Damage +2, Crit 20/+3). Once the the pile of leaves before all four sticks are picked up, then
shoe on step 2 is successfully buckled read the following: the hero suffers a quarterstaff attack from one of the
sticks (Attack +5; Damage +2, Crit 20/+3). If the heroes
As the shoe is buckled a chain appears around attempt to set the leaf pile alight it will not burn. Once the
it. The iron shoe struggles against its chains sticks on step 6 are picked up, then read the following:
and snap its sole at those who are nearby.
An open doorway appears on the fourth step As you pick up the last of the sticks, four
without a door. circular stones rise out of the eighth stair.
Each of the stones rotates at a different speed
and has a groove matching the four sticks you
Step 4: Shut the Door found on the sixth step. From left to right the
In order to shut the door, a hero (and anyone observing stones move twice as fast as the one next to it.
him) must make a Notice check (Difficulty 16) to see that

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Big Trouble in Little Oaktown
Step 8: Lay Them Straight Disrupting Attack: Creatures wounded by a progeny’s
natural attack lose a Dream Conviction point. Dream
In order to lay the sticks straight, a hero must put each Conviction points lost in this way count against the
stick into its rotating base at the exact right time to hero’s Dream Conviction allotment for a scene and can
have them all lay straight. He makes a Dexterity check cause a backlash.
(Difficulty 6 + 2 for each stick to the right). If the sticks Freeze: A stone raven can hold itself so still it
are not laid straight or placed in at the wrong time, then appears to be a statue. An observer must succeed on
the hero placing sticks (or anyone attempting to cross a Difficulty 20 Notice check to realize that the true
the stair) suffers a spear attack from one of the sticks gargoyle is really alive.
(Attack +8; Damage +3, Crit 19–20/+4). As each stick is Frightful Presence: The stone raven can unsettle
laid straight the rotating stones stop. Once all the sticks foes with its mere presence. The ability takes effect
are laid straight read the following: automatically whenever the raven attacks, charges or
After laying the sticks straight, the sticks sink moves past. Creatures within a radius of 30 feet are
into the floor and three statues appear on the subject to the effect. A potentially affected creature that
tenth step along with a squat little pedestal succeeds on a Will save (Difficulty 11) remains immune
behind them that reads, “Place this year’s blue to that stone raven’s frightful presence for 24 hours.
ribbon winner here.” The first bird is a rather On a failure, creatures with 1 or fewer levels become
rotund raven, the second is a haggard-looking panicked for 1 round per point by which they failed
hen, and the third is a wiry wren. their Will save, and those with 2 or more levels become
shaken for 1 round per point by which they failed their
Will save. The save Difficulty is Charisma-based.
Step 10: The Big Fat Hen Skills: The stone raven has a +2 racial bonus on
The riddle dictates that a big fat hen is the key to step Stealth and Notice checks. *The Stealth bonus increases
10, but none of the statues are big fat hens. In order to by +8 when a stone raven is concealed against a
place the big fat hen on the pedestal, the hero must find background of stone.
the stone raven’s hidden compartment. The hero must
Tactics: The stone raven remains still until it is
make a Search check (Difficulty 25) to find the hidden
triggered, then it will suddenly attack, or dive onto
compartment, which holds the big fat hen statuette. If
the hero succeeds in finding the hdden compartment, he its prey. Its frightful presence is useful in keeping its
must make a Disable Device check DC 30 to open the opponents disorganized for a few rounds and it will use
lock. If he fails his Disable Device check by 5 or more, this time to attack those who are immune to its frightful
puts one of the other birds on the pedestal, or tries to presence. A stone raven’s natural weapons are treated
cross the step without placing anything on the pedestal, as supernatural weapons for the purpose of overcoming
then the stone raven comes to life and attacks the heroes. damage reduction.
If the stone raven is killed, it crashes to the ground and
a big fat hen climbs out of its broken body and flaps up Step 12: Men Must Delve
to the pedestal.
Once the big fat hen on step 10 is laid upon the pedestal
read the following:
Stone Raven
Once the big fat hen is laid upon the pedestal
Type: 2nd Level Construct (Progeny, Nightmare)
a shovel appears upon the twelfth step, which
Size: Tiny
seems to be made of wet sand.
Speed: 10 ft., fly 40 ft. (average)
Abilities: Str –3, Dex +2, Con –, Int –4, Wis +2, Cha –2 In order to lift the shovel, the hero must make a Strength
Skills: Notice 4 (+8), Stealth 0 (+12) check (Difficulty 20). If the shovel is not pulled up, then
Feats: Ability Focus (Frightful Presence), Double it tries to throw the hero into the sand. The hero must
StrikeB, Night VisionB, ToughB make a grapple check (Difficulty 16) or be thrown into
Traits: Construct Traits, Damage Reduction 2/ the mud. Anyone in the sand must make a Difficulty 15
supernatural, Darkvision 60 ft., Disrupting Attack, Reflex save or sink down in the quicksand (and begin
Freeze, Frightful Presence, Minion suffocating). It requires a Strength or Escape Artist
Combat: Attack +5 (+1 base, +2 size, +2 Dex), Damage check (Difficulty 20) to break or squirm free from the
–2 (claws), Grapple –10 (+1 base, –8 size, –3 Str), quicksand. Once the shovel sinks into the sand it strikes
Defense Dodge/Parry +5/— (+1 base, +2 size, +2 Dex), something hard and a stone rises out of the quicksand,
Initiative +2 pushing out all those who were beneath its surface.
Saving Throws: Toughness +0 (–2 size, +2 Toughness),
Fortitude +0, Reflex +2 (+2 Dex), Will +2 (+2 Wis)

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If the shovel on step 12 is successfully pulled up and cross the moat by boat and the ferryman could
used to dig, then read the following: carry only himself and one of the maids across
at a time. Unfortunately, one day the maids had
A wall with eight niches rises from the a terrible row and the tallest maid named Lorna
fourteenth step. The four niches to the left swore to kill the middling maid named Wauna if
depict knights with open hands creating a shelf. they were ever left alone together, while Wauna
On each of theses shelves is an object from left swore to kill the shortest maid Fabiola if they
to right: a silver dagger, a red handkerchief, were ever left alone together. Discovering this
an ivory comb, and an emerald bracelet. The terrible situation the cook tasked the ferryman
other four niches are of maids holding different with making sure that each maid made it to the
objects in their hands from left to right: a white kitchen safely each day. How did the ferryman
glove, a ruby ring, a silver mirror and a green get them all safely across?
girdle. The eight figures in the wall begin to
sing in chorus: On the ground in front of the sign there are three dolls of
Our tokens of love we desire to trade, differing size. The tallest has large canine eyes, a terrible
But only three pairings can truly be made grin, and is holding a butcher’s axe behind her back. The
A couple of us love the tokens we hold middle one is a long necked and lumpy young lady with
And we’ll be alone till our bodies grow cold. a rolling pin on her shoulder. The shortest one is as thin
as a beanstalk and drags a bag behind her. Each of these
dolls rests on an iron pole that fits into a grove in the
Step 14: Maids A’Courting ground. The three grooves run into one central channel
In order for the maids to court, a hero must put the where a boat and ferryman wait to cross the fresco of a
proper items into each niche as follows: moat. On the other side of the moat is the kitchen with
three slots for the maids.
1st Knight: Keeps his silver dagger (daggers In order to get all the maids to the kitchen safely, a
are not love tokens for women). hero must move them in the proper order as follows:
2nd Knight: Gives his red handkerchief to the
2nd Maid. 1st Move: Bring Wauna over
3rd Knight: Gives his ivory comb to the 1st 2nd Move: Return
Maid. 3rd Move: Bring Lorna or Fabiola over
4th Knight: Gives his emerald bracelet to the 4th Move: Bring Wauna back
4th Maid. 5th Move: Bring Lorna or Fabiola over
1st Maid: Gives her white glove to the 3rd 6th Move: Return
Knight. 7th Move: Bring Wauna over
2nd Maid: Gives her ruby ring to the 2nd If the maids are moved in such a way as to result in
Knight. another maid’s death, then the reading and effect
3rd Maid: Keeps her silver mirror (mirrors are depending on which maid is killed.
not love tokens for men). If Wauna dies, then read the following:
4th Maid: Gives her green girdle to the 4th
Knight. Lorna launches herself at Wauna like a wild
animal. Her axe slices open Wauna’s stomach
Any hero can make a Knowledge (popular culture) check and a cloud of snow–white goose feathers erupt
(Difficulty 15) to know that the silver dagger and mirror into the air. Suddenly, the temperature plummets
are in their proper place in regards to being love tokens. as the feathers explode into ice crystals.
If the objects are not placed in their proper niches, then
the wall flashes white–hot and anyone within 10 feet Anyone within the 20 foot–radius cloud of feathers
of the wall suffers a +3 fire damage attack (the objects suffers a +3 cold damage attack and the step is covered
remain unharmed). When the love tokens are in their with a thick film of ice. Anyone trying to cross the ice
proper places, the knights and maids all smile and the must make a Reflex save (Difficulty 15) or fall prone.
wall moves out of the way revealing the next set of steps. If Fabiola dies, then read the following:
Wauna smashes Fabiola’s head with the rolling
Step 16: Maids In The Kitchen pin and as she crashes to the ground the seeds
On the sixteenth step there is a sign that reads: from the little maid’s bag spread across the
earth. Without warning the seeds sprout and
Once upon a time there was a kitchen bean stalks lash out in all directions.
surrounded by a moat. Each day three maids
would come to work there. But they could only
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Big Trouble in Little Oaktown
Anyone within the 20 foot–radius spread of the seeds As you place the last figurine’s head on the
must make a grapple check (Difficulty 15) or suffer +3 chopping block the queen swings down with
bludgeoning damage. Anyone caught in the radius must all her might cleaving the first figure’s head
make a Reflex save (Difficulty 15) or become entangled. from her body in one stroke. She follows suit
If someone tries to cross the step without getting with the next two girls in quick succession. The
the maids across the moat, both Wauna and Fabiola die, heads roll around on the ground and they say,
triggering both effects. “We were once maids in waiting, but we are
If the heroes attempt to break, restrain, or otherwise now maids in wanting.” With a puff of smoke
disable the maids, then they will explode in a rage and the execution scene disappears revealing the
have their normal effects (+3 cold and +3 bludgeoning nineteenth and twentieth steps.
damage effects). If all the maid statuettes are safely
moved across the moat into the kitchen, they disappear Chloris the Queen
from their grooves. Type: 2nd level Warrior (Progeny, Nightmare, Human)
Size: Medium
Step 18: Maids In Waiting Speed: 30 ft.
Abilities: Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha +1
On the eighteenth step, a series of chopping blocks Skills: Diplomacy 4 (+5), Intimidate 5 (+5), Knowledge
appear and a queen holding an axe stands over them. (supernatural) 5 (+5), Knowledge (theology and
There is a slot in front of each chopping block and four philosophy) 5 (+5), Notice 5 (+6)
figurines on the step. Each figure is bent over, veiled and Feats: Attack Focus (great axe)B, Attack Specialization
dressed in the same attire of one condemned to death. A (great axe), Light Armor Training, Heavy Armor
sign stands in front of the scene and says Training, Tough, Weapon Training
In the court of the Queen Chloris there are three Traits: Disrupting Attack, Human Background Traits,
miscreant maids in waiting who only lie and Minion, Progeny Skills
one princess who always tells the truth. All Combat: Attack +3 (+2 base, +1 Dex) (+4 with sword),
four only answer yes or no questions about Damage +7 (great axe, crit 20/+4), Grapple +4 (+2 base,
who might be the princess and who might be +2 Str), Defense Dodge/Parry +3/+4 (+2 base, +1 Dex,
a maid. The queen wants to execute the maids +2 Str), Initiative +0
and spare her daughter, but a magical curse Saving Throws: Toughness +5 (+1 Con, +3 chainmail,
keeps her from knowing who her daughter +1 Tough), Fortitude +4 (+3 base, +1 Con), Reflex +1
is. It is your task to determine who the maids (+0 base +1 Dex), Will +0
in waiting are and place their head on the Disrupting Attack: Creatures wounded by a progeny’s
chopping block. natural attack lose a Dream Conviction point. Dream
The starting position of the maids and princess from left Conviction points lost in this way count against the
to right are: Maid, Maid, Princess, and Maid. The heroes hero’s Dream Conviction allotment for a scene and can
can arrange the order of the figurines based on the cause a backlash.
results of their questioning before releasing the queen Progeny Skills: Progeny may use the improbable
and her axe. The queen will behead the first 3 figures, deed and unbelievable challenge Dream Conviction
sparing the fourth. abilities at will for skills they have ranks in.
If the princess is placed in any position except in the Tactics: Chloris the Queen relentlessly attacks the
last, read the following: nearest foe with her deadly axe until either she is
As you place the last figurine’s head on the destroyed or her target is killed.
chopping block the queen swings down with
all her might cleaving the first figure’s head Step 20: My Plate’s Empty
from her body in one stroke. She follows suit
with the next two girls in quick succession. The Upon the last step is a plate with pieces of cake equal to
heads roll around on the ground and they say, the number of heroes. There is the strong scent of mint,
“We were once two maids in waiting and one chocolate, and liquorish hanging in the air. Behind the
princess, but we are now maids in wanting and twentieth step is a ten foot jump to a small landing
princess less.” where iron rungs lead up to a trap door.
In order to finish this last test each of the heroes
After the heads have finished speaking, the queen will must take a piece of the cake. Once the piece of cake is in
immediately attack the nearest hero. their hands, each hero must make a Will save (Difficulty
If the heroes position the figurines correctly, read 15) to keep from eating the cake. If a hero succeeds he
the following: resists eating the cake. If he fails, then he eats it and must

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Big Trouble in Little Oaktown
make a Fortitude save (Difficulty 15) or be dazed for one Town Square: If the heroes hear the song, they should
round. Anyone who succeeds at this secondary save gains make a Notice check (Difficulty 5) to figure out where
a bonus point of Dream Conviction for one hour. the song is coming from when they are near the outside
If the plate is not emptied or someone tries to take of the tavern. If they succeed, then they can tell that the
more than one piece of cake, then that person is sprayed song is emanating from the tavern and see shadows
with a strange cloud of dust and must make a Fortitude dancing through the dimly lit windows. With a Notice
save (Difficulty 15) or suffer one point of Strength check of 10 or more, the hero’s also notice that the
damage. Once the plate is emptied, read the following: tavern sign is different from the one in Oaktown. This
one has a splashing tub on it, whereas the one in the
When the plate is emptied it twists upon the
mortal world depicts a stein.
floor and a stone bridge closes the gap between
the twentieth stair and the landing with the
ladder leading up to the trap door. Additional Adventure in
The Trap Door: The trapdoor is not trapped at all, Nevermore Oaktown
but it is barred with a good lock and requires a Disable Although this adventure does not require the heroes
Device check (Difficulty 30) to open. The trap door can to search the entire village in order to find the children
also be forced open with a Strength check (Difficulty 25) and complete the adventure, they may want to wander
or by breaking it according to the sunder rules. around in hopes of finding something, which might help
them in their quest. Conversely, these locations can lead
Scene 2: The Hunting of to more adventuring after the main resolution of the
primary plot.
the Knaves Generally speaking the nameless houses in town
are overrun with vines and weeds and their walls are
When the heroes open the trap door, they find ruined with crumbling stone. The occasional pair of eyes
themselves in the middle of a twisted version of the can be seen peeking out of these ruins, but disappear
village of Oaktown. In order to save the kidnapped as soon as they are seen. Although there is nothing
children they will need to obtain the three keys to the necessary for the completion of the adventure in these
chapel’s lock or break through the door somehow. See areas, the following are some suggested encounters,
Oaktown (Nevermore) map for the layout of the which Narrators should feel free to use, alter, replace,
dreamland’s version of the village. or omit in accord with their own needs. In addition, the
Once the heroes climb through the trap door and Narrator should feel free to create unique encounters
into the town square read the following: for the town’s other named buildings, such as the black
Off in the distance the town square is lit by eerie smith shop to the town hall.
green starlight, which casts sickly shadows Bakery: The heroes find a large pie placed in
throughout the village. To the north lies a twisted front of the oven being guarded by a group of dough
version of Oaktown’s chapel. Its quaint and golems (1st-level minion constructs with goblin stats
simple wooden facade has been replaced with and damage reduction +2/slashing). Cawing can be
a grotesque menagerie of gargoyles. The faint heard from within the pie and a few feathers stick out
flicker of light can be seen escaping through the of its crust. If the heroes defeat the dough golems and
chapel’s stained glass windows. A faint song can open the pie four, then twenty black birds fly out. As a
be heard drifting down main street and seems to reward, one of the ravens lands in front of the heroes
be coming from the town square. and give them a magic feather, which would allow one of
them to turn into a blackbird for one minute. The hero’s
Conditions: The Nevermore version of Oaktown is size changes to diminutive and he gains a fly speed of
barely lit by dim starlight creating shadowy illumination 40 feet with good maneuverability. His Strength score
throughout the village and its buildings. The entire changes to –5, Dexterity to +2, and Constitution to +0.
village is also warded against the apport, phasing, He also gains a claw attack that has a –5 damage rating.
scrying, summon (any), and teleport powers. The raven also tells the heroes about a hidden treasure
The Song: Each hero makes a Notice check (Difficulty
somewhere in the dreamlands and gives them a neverite
15 (or 5 once they are in the town square) + 1 per 10 feet
gem, which always points towards the hoard it came
from the tavern) to hear the distinct words of the song:
from when placed in the palm.
Grub–a–nub–nub, Butcher’s Shop: A 3rd level zombie minion
Three drow in a pub; (bugbear) guards the butcher’s shop against unwanted
And who do you think they be? intruders. A frightening mixture of flayed humanoid
The butcher, the baker, and animal corpses hangs from the butcher’s hooks,
The candlestick–maker; though the humanoid bodies are too big to be the
Turn ‘em out, knaves all three!
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Nevermore Oaktown
Big Trouble in Little Oaktown
missing children. A glass jar with a variety of organs could be a dangerous individual who gives the heroes
lies in a locked cupboard (Disable Device check 30). the information they want (or lies to them) in order to
If the Second Sight power is used on them, the organs be freed and will turn on them at the most inconvenient
detect as supernatural in nature, though what their moment. Lastly, the prisoner might be a nightwatcher,
exact purpose is can only be guessed at by the ghost (has who was spying on the Unseelie fey’s activities before he
frightful moan and a limited form of malevolence, which was caught. In this case he might need an escort back to
only works on reborn fey) that haunts this place. The the Seelie Court in order to make his report.
ghost can only watch the heroes, but will emit a frightful General Store: This building is the home of an
moan if they attempt to do anything other than examine absent-minded tanuki (a mischievous raccoon dog from
the organ jar. Japanese folklore) that has dug out the foundations of
In the back, a magic deer fawn (2nd-level, instead the building, which now leans heavily to one side. If the
of 10th) is locked in a cage awaiting the slaughter. If the heroes approach the town hall, the tanuki will call out to
heroes are able to defeat the wolf, then they can free it them and ask them if they wish to trade something. If the
and it will grant the heroes a single use of its powers heroes make a successful Diplomacy check (Difficulty
(rank 5, instead of 13). In addition, the magic deer 15), then they are able to convince the tanuki to be
fawn invites the heroes to help save it fight off a group friendly and he will give them a magical leaf, which will
of Unseelie fey who are scouring its woodland home transform the user into a tanuki for one minute. While
looking for something or someone. If the heroes accept in this shape the user will have the physical abilities
its invitation it will ask them to take a piece of its antler. of a badger, but also gain the Dream Blood and Lucky
If inserted into the knothole of a tree the antler will open feats, and the Glamoured (Concealing) aspect (granting
a doorway to the magic deer’s woodland home. access to the Illusion and Self-Shaping powers). If the
Candlestick Maker: A medium fire elemental Diplomacy check fails, then the tanuki will offer to trade
minion guards the candlestick maker’s home. If they the magical leaf for one of the supernatural items the
defeat the creature, they find a single candlestick upon heroes have acquired.
the candlestick maker’s workbench. There is a note The tanuki has the physical abilities and statistics
attached to it which reads, “You be nimble, You be quick, of a badger, but has an Intelligence of +0, a Wisdom of
You jump over the candlestick. If you’re nimble, if you’re +2, and a Charisma of +2. It also has the Dream Blood
quick, then your luck shall begin to click. If you’re clumsy, and Lucky feats, the Glamoured (Concealing) aspect and
If you’re slow, then your feet shall begin to glow.” This 4 ranks in Acrobatics. It uses its aspect to shape-shift
candlestick is a supernatural device, which allows its into a human form while interacting with the heroes. If
user to regain a point of Dream Conviction up to three attacked, it uses its illusory and shape-shifting powers to
times per cycle. In order to regain the Dream Conviction, confuse the heroes and escape.
the hero must take a standard action to light the candle The tanuki also ask the heroes to rescue its long
and a move action to set it down on the ground. Then, lost mate. She was captured by a mysterious figure
the hero must make a Jump check (Difficulty 10 + 5 for some time ago and he has not seen her since. He would
each subsequent use during a cycle). If successful, then go looking for her himself, but with all the Unseelie in
the hero regains a point of Dream Conviction. If failed, the area he fears they would ransack his store and take
then the hero catches on fire (See Hazards and the all his priced possessions. He offers to given them her
Environment in Chapter 6 of the True20: Adventure favorite sake bottle and tells them that if they blow over
Roleplaying book). The heroes might also find a secret its mouth they will hear her voice speaking to them.
doorway in the candlestick maker’s fireplace (Search Perhaps with the bottle the heroes will find his mate,
check Difficulty 25), which leads to a sulfurous cavern or maybe the tanuki is sending them on a wild goose
inhabited by an imp whom the candlestick maker chase, either way it should lead the heroes into a series
has made a pact with. What plans the imp has for the of madcap adventures.
candlestick maker and the dreamland’s version of Hangman’s Oak: This mighty tree might be
Oaktown remains to be seen, perhaps there are even turned upside-down with its roots sticking up into
more powerful and sinister creatures lurking in the the air with clumps of clay and mud formed around in
deeper areas of this cave. order to create a makeshift house. The tree’s canopy is
Constable’s Office: The heroes find a human nowhere to be seen, though a few leafy branches poke
or fey prisoner here under the watch of a dire wolf out of the ground where the roots might normally be.
minion. Perhaps the prisoner is being tortured on a A gnome lives in the Hangman’s Oak and has placed an
wrack or shackled to the wall. No matter the prisoner’s illusion over it to make it look like a normal tree. If any
predicament, he or she might be able to give the of the heroes investigates the tree or studies it, then they
characters a better understanding of what to expect from can make a Will save (Difficulty 15) to discover its true
Robin Redcap and her minions. On the other hand, if nature. If the heroes discover the illusion, the gnome
the Narrator is feeling especially evil, then the character asks them not to reveal his secret to anyone else and if

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Big Trouble in Little Oaktown
they agree he rewards them with a piece of weave root. or the fascination is broken, roll initiative for the heroes
It is an ivory colored tuberous root crowned with multi- and the drow who are aware and read the following:
colored leafs and possesses a potent dream weaving
agent. Anyone who consumes a weave root may activate The white rabbit stands up from playing the
a single dream weave in the next hour without expending piano, takes a swig from a flask, puts it down
a point of Dream Conviction (though you must spend on the piano, sneezes his way into an awkward
Dream Points to increase your effective dreamer level). bow, and disappears in a puff of white fur. The
The gnome also ask them to run an errand for him. He dark-skinned creatures shake their heads as if
tells them he needs a dowsing rod in order to continue they are coming out of a trance.
his research, but the best dowsing rods are made in Weapons Drawn: If the heroes entered the tavern
the Wyrd by a gnome named Virgula Divina. He has a with drawn weapons, then read the following:
promissory note he would like to have delivered to her.
Unfortunately, she is a high-ranking member of the The white rabbit looks between you and the
Dowser’s Guild and resides in their hidden headquarters group of dark–skinned figures and sings:
somewhere in the Wyrd. It will take a determined group Grub–a–nub–nub,
of adventurers to hunter he down. Three drow in a pub;
And who has the chapel keys?
The butcher, the baker,
The Rabbit Headlines the Playbill The candlestick–maker;
There are three drow within the tavern listening to a And now I need to sneeze!
white rabbit playing the piano, fascinated by his song. The white rabbit stands up from playing the
Each of the drow holds a key to the chapel and the heroes piano, takes a swig from a flask, puts it down
will have to acquire all three keys if they want to open the on the piano, sneezes his way into an awkward
lock. See The Rabbit Headlines the Playbill map for bow, and disappears in a puff of white fur.
the layout of the tavern’s interior.Read the following text
Weapons Sheathed: If the heroes entered the tavern
if a hero (or heroes) enter the tavern.
with their weapons sheathed or sent a scout to look
As the tavern door swings open the song pours through the doors, then read the following:
out into the night. There is an outlandishly
They pay no attention to you and are entirely
large white rabbit playing a piano against the
entranced by the song, but the white rabbit
back wall. Three dark–skinned creatures dance
notices your entrance, wiggles his nose
near the piano banging their feet to the beat of
furiously, and sings the next verse of his song:
the song. However, when you enter their feet
suddenly stop stomping and the shake their
heads as if they are coming out of a trance. Rabbit Headlines the
The figure closest to the tavern entrance wears Playbill Map
a bloody studded leather apron and holds a
giant cleaver in his hand. The creature next to
him is dressed in a baker’s attire with a rolling
pin resting on his shoulder. The last figure is
dressed in a robe with a honeycomb pattern
and has a rapier at his side. Each of these
creatures has a small pouch tied to their belt.
Conditions: The tavern is barely lit by a single torch
that hangs above the piano on the far wall clearly
illuminating a 20-foot radius around the piano and
providing shadowy illumination out to a 40-foot radius.
Captive Audience: The drow are currently
fascinated by the white rabbit’s song, but any potential
threat grants them a new Sense Motive check or
Will save (Difficulty 20). Any obvious threat, such as
someone drawing a weapon, automatically breaks the
fascination. No matter the type of threat the drow must
make a Notice check with a –4 penalty to notice any
potential threat that is being actively concealed from
them, such as sneaking towards them or concealing a
weapon from their sight. Once the white rabbit sneezes
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Big Trouble in Little Oaktown
Grub–a–nub–nub, Skills: Craft (butchering) 4 (+6), Intimidate 4 (+15)*,
Three drow in a pub; Notice 4 (+6), Search 4 (+8), Sense Motive 4 (+4),
And who has the chapel keys? Stealth 4 (+5, +2 with armor), Survival 4 (+4)
The butcher, the baker, Feats: AspectB, CleaveB, Iron Will, Light Armor
The candlestick–maker; Training, PowerB, Night VisionB, Talented (Notice and
Get’em before I sneeze! Search)B, Tough, Weapon TrainingB
Traits: Aspect (rank 4, Int, save Difficulty 13, Strength
The white rabbit must make a Will save (Difficulty 20) Aspect +6) ; Darkvision 120 ft., Light Blindness, Poison,
each round in order to avoid sneezing. The white rabbit Powers (rank 4, Int, save Difficulty 13, Shadow Shaping
has a +10 bonus to its check, but suffers a cumulative –1 +6), Supernatural Resistance 12
penalty for each round after the first. Combat: Attack +2 (+1 base, +1 Dex) or +3 cleaver,
Stealing the Keys: If the heroes decide the best Damage +8 (clever, crit 20/+3), Grapple +4 (+1 base, +3
way to acquire the keys is to steal them from the drow, Str), Defense Dodge/Parry +2/+4 (+1 base, +1 Dex/+3
then each drow makes a Notice check (–4 penalty if still Str), Initiative +1
fascinated) to detect the attempt. To obtain the object, Saving Throws: Toughness +4 (+2 studded leather, +1
the hero must get a result of 20 or higher, regardless of Con, +1 Tough), Fortitude +3 (+2 base, +1 Con), Reflex
the drow’s check result. The drow detects the attempt if +1 (+1 Dex), Will +2* (+2 Iron Will)
his check result beats the hero’s check result, whether Virtue/Vice: Confident/Wrathful
the hero takes the object or not. Dream Conviction: 6
Creatures: Robin left Mahon, Baxter, and Egan
in the village to keep an eye on the well and protect Aspect (Strength; Fatiguing): Mahon adds the indicated
the chapel’s keys. However, when they heard the piano bonus to his Strength score or the Strength of all allies
playing in the tavern, they entered the tavern and (including himself) within a radius of up to 12 feet.
became fascinated with the white rabbit’s playing. Each Alternatively, all enemies within a 12 foot–radius must
of them holds one of the keys to the chapel in a pouch at make a Fortitude saving throw (Difficulty 13) or subtract
their side. the indicated amount from their Strength. Activating
these abilities requires a move action. The benefit lasts
Mahon the Butcher (1st Level Warrior) for 10 rounds (1 minute). If he takes 20 when making
Type: 1st Level Warrior (Reborn Fey, Dark Elf) this check, he spends 2 minutes and suffers a +20
Size: Medium increase in the fatigue Difficulty.
Speed: 30 ft. Light Blindness: Abrupt exposure to bright
Abilities: Str +3, Dex +1, Con +1, Int +2, Wis +0, Cha +1 light (such as sunlight) blinds drow for 1 round. On
subsequent rounds, they are dazzled as long as they
remain in the affected area.
Mahon the Butcher in Poison: Weapon; Fortitude save Difficulty 12;
initial sickened for one minute; secondary nauseated
Nevermore for one minute.
Saves: Drow gain a +2 racial bonus on Will saves
Background: Mahon is the youngest of the three dark
elf brothers and the most bloodthirsty. He has taken to against supernatural powers.
his trade with a disturbing ease. He does not care about
wealth or power, only the thrill of snuffing the light out Table 13.2: Mahon’s Aspect
of the living. He has found the stealthy nature of their
current mission a terrible test of his will and has taken his Personal Aura Aura
frustrations out on the inhabitants of the nearby forests. Result
Bonus Bonus Penalty
Equipment: Mahon has a giant supernatural
cleaver (same stats as a greataxe) that grants him a +10 Up to 14 +1 +0 –0
bonus to Intimidate checks; studded leather apron, and
a pouch with a bloody heart in it. 15–19 +2 +1 –1
Adventure Hooks: Mahon has recently been
possessed by a ghost while Robin Redcap and his 20–24 +3 +1 –1
brothers have been busy elsewhere. The ghost has been
the real cause of Mahon’s restlessness and has been using 25–29 +4 +2 –2
him to trap a variety of supernatural creatures and collect
organs from them, which it keeps in a jar. What the ghost 30–34 +5 +2 –2
has planned for this insidious jar of supernatural organs
is unknown, but it certainly bodes ill. 35+ +6 +3 –3

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Big Trouble in Little Oaktown
Baxter the Baker (1st Level Expert) Saves: Drow gain a +2 racial bonus on Will saves
against supernatural powers.
Type: 1st Level Expert (Reborn Fey, Dark Elf)
Size: Medium Baxter (Self-Shaped into a Bat)
Speed: 30 ft.
Abilities: Str +1, Dex +2, Con +1, Int +3, Wis +1, Cha +0 Type: 1st Level Expert (Reborn Fey, Dark Elf)
Skills: Acrobatics 4 (+6), Concentration 4 (+5), Craft Size: Diminutive
(baking) 4 (+7), Disguise 4 (+4), Escape Artist 4 (+6), Speed: 5 ft., fly 40 ft. (good)
Notice 4 (+7), Search 4 (+9), Sense Motive 4 (+5), Abilities: Str –5, Dex +2, Con +0, Int +3, Wis +1, Cha +0
Sleight of hand 4 (+6), Stealth 4 (+6, +3 with armor and Skills: Acrobatics 4 (+6), Concentration 4 (+5), Craft
shield), Survival 4 (+5) (baking) 4 (+7), Disguise 4 (+4), Escape Artist 4 (+6),
Feats: AspectB, Canny Dodge, Defensive Roll, Improved Notice 4 (+11), Search 4 (+9), Sense Motive 4 (+5),
AspectB, Iron Will, Night VisionB, PowerB, Sneak Attack, Sleight of hand 4 (+6), Stealth 4 (+18), Survival 4 (+5)
Talented (Notice and Search)B, Weapon TrainingB Feats: AspectB, Canny Dodge, Defensive Roll, Improved
Traits: Aspects (rank 4, Int, save Difficulty 14, AspectB, Iron Will, Night VisionB, PowerB, Sneak Attack,
Concealing +7), Darkvision 120 ft., Dazzle, Poison, Talented (Notice and Search)B, Weapon TrainingB
Powers (rank 4, Int, save Difficulty 15, Shadow Shaping Traits: Aspects (rank 4, Int, save Difficulty 14,
+7), Supernatural Resistance 12 Concealing +7), Blindsight (20 ft.), Darkvision 120 ft.,
Combat: Attack +1 (+1 Dex), Damage +3 (rolling pin, Dazzle, Poison, Powers (rank 4, Int, save Difficulty 15,
crit 20/+3) or +3 (rolling pin, 20/+3), Grapple +1 (+1 Shadow Shaping +7), Supernatural Resistance 12
Str), Defense Dodge/Parry +5/+1 (+2 Dex, +3 Canny/+1 Combat: Attack –, Damage –, Grapple –17 (–12
Str), Initiative +2 size, –5 Str), Defense +9 (+2 Dex, +4 size, +3 Canny),
Saving Throws: Toughness +2 (+1 Con, +1 Defensive Initiative +2
Roll), Fortitude +1 (+1 Con), Reflex +2 (+2 Dex), Will Saving Throws: Toughness +1 (+1 Defensive Roll),
+5* (+2 base, +1 Wis, +2 Iron Will) Fortitude +0, Reflex +2 (+2 Dex), Will +5* (+2 base, +1
Virtue/Vice: Industrious/Greedy Wis, +2 Iron Will)
Dream Conviction: 6
Skills: A bat has a +4 bonus on Notice checks. These
Aspect (Concealing): Baxter can use the Illusion power bonuses are lost if its blindsight is negated.
and Self–Shaping power. He can also gain a bonus to
his Bluff, Disguise, and Stealth checks. The result of
the check indicates the amount of the bonus. Activating
Baxter the Baker in
Glamoured Skills requires a move action. The bonus Nevermore
lasts for 10 minutes. If he takes 20 when making this
check, he spends 2 minutes and suffers a +20 increase Background: Baxter and his brothers Egan and Mahon
to the fatigue Difficulty. are rather young Unseelie fey and have just recently
Light Blindness: Abrupt exposure to bright eaten the seeds of discord. Baxter is the most devious
light (such as sunlight) blinds drow for 1 round. On of the three and prefers to use his talents to steal from
subsequent rounds, they are dazzled as long as they others and cause mischief. He has attached himself to
remain in the affected area. Robin Redcap in hopes she might lead him to the riches
Poison: Weapon; Fortitude save Difficulty 12; initial he deserves, though if an opportunity presents itself for
sickened for one minute; secondary nauseated for one him to profit from her loss he wouldn’t hesitate.
minute. No matter whether the initial save is made anyone Equipment: Baxter has a supernatural rolling pin
struck by Baxter’s rolling pin is dazzled for one round (–1 that dazzles anyone it strikes (for one round), baker’s
on attack rolls, Notice checks, and Search checks). apron and hat, and a pouch with ball of dough in it.
Adventure Hooks: Baxter had a small stash
Table 13.3: Baxter’s Aspect of stolen mundane and supernatural items hidden
in a hideout in the nearby woods. Unfortunately, a
Difficulty Bonus
gelatinous cube moved into his den and he has been
unable to retrieve his items. The heroes could find
10 +2
out about this from one of the current residents of the
15 +4 dreamland version of Oaktown (see Side Quests) or
from Baxter himself if he is captured. The stash holds
20 +6 two metallic or stone supernatural items determined by
the Narrator (see the Sifting section for ideas).
25 +8 Baxter also believes the black birds of Oaktown
know where a hidden hoard of neverite lies. He has
30 +10 found a number of neverite gems in their nests and is
determined to discover where they have obtained their
35 +12 adornments and claim the rest for himself.

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Egan the Candlestick Maker (1st Level Saving Throws: Toughness +0, Fortitude +0, Reflex
Dreamer) +1 (+1 Dex), Will +5* (+2 base, +1 Wis, +2 Iron Will)
Virtue/Vice: Resourceful/Haughty
Type: 1st Level Dreamer (Reborn Fey, Dark Elf) Dream Conviction: 8
Size: Medium
Speed: 30 ft. Aspect (Mental Fire): As a standard action (fatiguing),
Abilities: Str +1, Dex +1, Con +0, Int +4, Wis +1, Cha +1 Egan can create a fire blast (normal ranged attack with a
Skills: Concentration 4 (+5), Craft (candles) 4 (+5), range increment of 10 feet and a maximum range of 100
Intimidate 4 (+5), Knowledge (supernatural) 4 (+8), feet and a damage bonus equal to +1). He also gains a +1
Notice 4 (+7), Search 4 (+10), Sense Motive 4 (+5), bonus on all saving throws against harm from fire, and
Stealth 4 (+5), Survival 4 (+5) only suffers non–lethal damage from fire so long as he
Feats: Aspect (x2)B, Dream Blood, Improved Aspect is conscious and capable of exerting the minimum will
(Mental and Physical Fire)B, Iron Will, Night VisionB, required to resist the element’s effects. Lastly, he can use
PowerB, Talented (Notice and Search)B, Weapon TrainingB the Fire Shaping power.
Traits: Aspects (rank 4, Int, save Difficulty 15, Physical Aspect (Physical Fire): As a standard action, Egan
Fire +9*, Spiritual Fire +9*), Darkvision 120 ft., Poison, can surround his body with a damaging aura of fire.
Powers (rank 4, Int, save Difficulty 15, Shadow Shaping Anyone touching him suffers +2 fire damage. He can
+8), Supernatural Resistance 12 also imbue his unarmed attacks with +1 fire damage as a
Combat: Attack +1 (+1 Dex), Damage +3 (rapier, crit standard action. Finally, he can increase his base ground
18–20/+3) or +1 (dagger, 19–20/+3), Grapple +1 (+1 speed by 10 feet. All these abilities are fatiguing and
Str), Defense Dodge/Parry +2/+2 (+1 base, +1 Dex/+1 require maintenance, with a fatigue save Difficulty of 14.
Str), Initiative +1 Light Blindness: Abrupt exposure to bright
light (such as sunlight) blinds drow for 1 round. On
subsequent rounds, they are dazzled as long as they
remain in the affected area.
Egan the Candlestick Poison: Weapon; Fortitude save Difficulty 12;
Maker in Nevermore initial sickened for one minute; secondary nauseated
for one minute.
Background: Egan is the oldest of the three dark elf
Saves: Drow gain a +2 racial bonus on Will saves
brothers and the most ambitious of the bunch. He sees
against supernatural powers.
the work he is doing for Robin Redcap as a stepping
stone to greater things. He also has made contact
with the diaboli, servants of the infamous dreamlord Egan (Self-Shaped into a Bat)
Diabolus, and plans on allowing them to use the open
Type: 1st Level Dreamer (Reborn Fey, Dark Elf)
dream door after the ritual is complete as long as they
Size: Diminutive
get rid of Robin Redcap. This will allow him to take
credit for opening the dream door to the mortal world Speed: 5 ft., fly 40 ft. (good)
and with the support of both Queen Mab and Diabolus Abilities: Str –5, Dex +2, Con +0, Int +4, Wis +1, Cha +1
behind him he is certain he shall grow in wealth, power, Skills: Concentration 4 (+5), Craft (candles) 4 (+5),
and prestige until it comes time to create his own Intimidate 4 (+5), Knowledge (supernatural) 4 (+8),
realm. Notice 4 (+7), Search 4 (+10), Sense Motive 4 (+5),
Equipment: Egan has a beeswax design robe that Stealth 4 (+5), Survival 4 (+5)
grants him the Gifted Aspect feat in regard to his Mental Feats: Aspect (x2)B, Dream Blood, Improved Aspect
and Physical Fire Aspects, a rapier, and a pouch with a (Mental and Physical Fire)B, Iron Will, Night VisionB,
candle in it. PowerB, Talented (Notice and Search)B, Weapon
Adventure Hooks: Egan has contacted the diaboli TrainingB
and other interested parties about the dream door. Traits: Aspects (rank 4, Int, save Difficulty 15, Concealing
Even if Red Robin’s plans are foiled these dangerous +9, Physical Fire +9*, Spiritual Fire +9*), Darkvision
agents of evil might discover some other way to cross 120 ft., Poison, Powers (rank 4, Int, save Difficulty 15,
over to the mortal world and may even set up a base of Shadow Shaping +8), Supernatural Resistance 12
operations above the dream door waiting for the next Combat: Attack –, Damage –, Grapple –17 (–12 size,
time it opens. –5 Str), Defense +6 (+2 Dex, +4 size), Initiative +2
If Egan escapes, he will become a sworn enemy of the
Saving Throws: Toughness +1 (+1 Defensive Roll),
heroes and seek their downfall if he discovers they
Fortitude +0, Reflex +2 (+2 Dex), Will +5* (+2 base, +1
have returned to the dreamlands. Though his plans for
Wis, +2 Iron Will)
Oaktown may have been thwarted, for the moment, he
will not let such a setback keep him from his rightful Skills: A bat has a +4 bonus on Notice checks. These
place as one of the dreamlords. bonuses are lost if its blindsight is negated.

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Tactics: Mahon prefers to engage in direct combat with Treasure: Mahon has a giant supernatural cleaver
his giant cleaver. He uses his Strength aspect to enhance (same stats as a greataxe) that grants him a +10 bonus to
his abilities and weaken his enemies. He will focus his Intimidate checks; studded leather apron, and a pouch
attention on other warriors leaving the “weaker” fare to with a bloody heart in it. Baxter has a supernatural
his other companions. He fights to the bitter end and rolling pin that dazzles anyone it strikes (for one round),
gives no quarter to his enemies. baker’s apron and hat, and a pouch with ball of dough in
Baxter will use his shadow shaping power to conceal it. Egan has a beeswax design robe that grants him the
himself as best as he can, while he moves in for the kill Gifted Aspect feat in regard to his Mental and Physical
with his sneak attack. If he suffers three hurts, is the Fire Aspects, a rapier, and a pouch with a candle in it.
only drow left standing, or feels cornered, then he will Anyone within the tavern may also make a Notice check
use the Self-Shaping power to turn into a bat and flee. (Difficulty 18 + 1 per 10 feet of distance from the piano)
When doing so he leaves behind all his possessions to spot a shiny object resting on the piano’s top. If
in a pile on the floor and flees towards an open window. anyone investigates the object, they will find a tiny flask
If he escapes through the window he will head for the bearing the image of a white rabbit. A note attached to
chapel’s chimney. If he makes it into the chimney, then the flash says, “In case of emergency drink me and make
Robin Redcap will receive warning of the hero’s arrival a reasonably plausible wish. Sincerely, W. Rabbit Esq.”
and be prepared for them. The flask contains a single dose of wishwort tea. This
Egan will activate both aspects at the beginning of tea contains a potent wishing agent and anyone who
combat and use them to strike at his enemies. He will imbibes it may activate a single use of the plausible
seek to stay behind his companions if at all possible assistance Dream Conviction ability without expending
and shroud the area in shadows so that he can use his a point of Dream Conviction.
powers without fear of being targeted himself. If he Escaping with the Keys: If all of the heroes escape
suffers three hurts, is the only drow left standing, or from the tavern with the keys, then read the following:
feels cornered, then he will use the Flair Core Ability
to gain access to the Illusion and Self-Shaping powers As the last of you leave the tavern, the white
through the Glamoured (Concealing) aspect. He will use rabbit pops out of a hole in the ground behind
the Self-Shaping power to turn into a bat and flee just as you, holds his watch out in front of him,
Baxter does. When doing so he leaves behind all his and presses a button on its top. Suddenly, a
possessions in a pile on the floor and flees towards an deafening bell tolls and the tavern shakes as if
open window. Unlike Baxter, if Egan escapes he flees an earthquake has struck it. In the blink of an
from the village. eye the building collapses in on itself leaving
only a small mushroom cloud of dust and
debris behind.

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The white rabbit turns to you and says, “I After it has delivered its message, the envelope rips itself
really do like bringing down the house after open and a piece of paper falls to the ground.
a performance… Speaking of which I believe If a hero picks up the piece of paper, then give him
we’re late for a very important date at the Handout 8. The answer to the riddle is the item eaten
chapel. See you there!” by the butcher is the key to the rib cage, the item eaten
Without another word the rabbit dives by the baker is the key to the stone stove, and the item
back into his hole, which closes behind him as if eaten by the candlestick maker is the key to the lantern.
it had never been there at all. Being Watched: If Baxter successfully escaped
and made his way into the chapel, then have the heroes
The Baker’s Tale make a Notice check (Difficulty 18). If successful, read
the following:
The chapel’s door is protected by a supernatural lock and
a gargoyle. Read the following as the heroes approach A movement from the chapel’s stained glass
the chapel door: catches your eye and you see the shadow of a
bat hanging on the other side of the glass. It
The chapel’s stained glass windows depict quickly dashes away disappearing deeper into
twisted tree branches with spider webs woven the chapel.
through them. A stone gargoyle perches above
the chapel’s double doors and a large locking The Answer: The names of the butcher, the baker and
mechanism fashions both entryways shut. The the candlestick maker are anagrams of what they can
lock is a strange and eerie sight. A hollowed out eat. Therefore Alex E. Scwanbed can eat the beeswax
ribcage hangs on the door alongside a stone candle, Tharn U. Hame can eat the human heart, and
stove, and darkened lantern. Kurt M. Gouthilbed can eat the buttermilk dough..
An ivory envelope is nailed on to the door Clue: The heroes may make a Knowledge (popular
and as you approach it twists into a smile and culture) check (Difficulty 15) to know recognize that the
says, “In your hands you hold the keys, but names of the butcher, the baker, and the candlestick
cannot place them as you please. Each one has maker are anagrams for the rations that are left.
its time and place; just catch the clues to win Opening the Lock: In order to open the lock, the
this race. If you fail, then redcap’s friend will heroes must place the candle in the ribcage, the heart in
try to put you to an end. the stove, and the dough into the lantern.
When the candle is placed in the ribcage read the
The ivory envelop proceeds with the following story: following:
Once upon a time there was a butcher, a baker, The candle slips into the bloody hollow of the
and a candlestick maker stranded at sea in a ribcage. A drop of blood falls upon it and it
rather large tub. The butcher’s name was Alex flashes into a sickly green flame that melts
E. Scwanbed, the baker’s was Tharn U. Hame, away the candle until only a pool of wax in the
and the candlestick maker’s was Kurt M. shape of a spider remains.
Gouthilbed. They were only a day’s row from
land, but all of them needed to eat something When the heart is placed in the stove read the following:
before they reached shore or they would die.
Unfortunately, their rations are running low The stove comes to life as the human heart is
and there are only three servings left to eat: a placed within. In the blink of an eye the heart
human heart, a batch of buttermilk dough, and puffs up and begins to beat, but then its outer
a beeswax candle. Cursed by Mother Goose for skin begins to blacken and burn until all that is
running away, they were limited to what they left is ashes in the shape of a raven.
could safely eat according to the rhyme. When the dough is placed on the lantern read the
Bloody Alex E. Scwanbed, following:
Your meat your tongue won’t taste. As soon as the dough is placed inside the lantern
Pompous Tharn U. Hame. it begins to burn. The dough’s crust breaks open
Your dough your lips won’t greet. like an egg and an infernal creature crawls out
Heated Kurt M. Gouthilbed, of it. It stomps its foot and bursts into flames
Your wax shan’t reach your waist. leaving behind a sulfurous smell.
Remember what’s in your name
And that’s what you can eat!” Creatures: The chapel’s door is protected by a gargoyle
and if one of the items is inserted into the incorrect spot,
They all ate one item and returned safely home, the stone gargoyle above the doorway lets out an ear
but what did each of them eat to survive? piercing scream as it leaps from its perch and attacks.

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Gargoyle, True Skills: True gargoyles have a +2 racial bonus on
Stealth and Notice checks. *The Stealth bonus increases
Type: 4th Level Monstrous Humanoid (Earth, Progeny, by +8 when a true gargoyle is concealed against a
Nightmare) background of stone.
Size: Medium
Speed: 40 ft., fly 60 ft. (average) Tactics: True gargoyles either remain still, then
Abilities: Str +2, Dex +2, Con +4, Int –2, Wis +0, Cha –2 suddenly attack, or dive onto their prey. A true gargoyle’s
Skills: Notice 3 (+5), Stealth 4 (+8) natural weapons are treated as supernatural weapons
Feats: Double Strike, Tough for the purpose of overcoming damage reduction.
Treasure: If the gargoyle is destroyed, the gargoyle
Traits: Damage Reduction 4/supernatural, Darkvision
collapses to the ground and a small slip of paper peaks
60 ft., Disrupting Attack, Freeze, Minion, Progeny Skills
out of its mouth. If a hero reads the paper, then give him
Combat: Attack +6 (+4 base, +2 Dex), Damage +3
Handout 9.
(claws) or +4 (bite or gore), Damage +4, Grapple +6 (+4 Other Ways In: Though the chapel itself is warded
base, +2 Str), Defense Dodge/Parry +6/— (+4 base, +2 against uses of the Earth-Shaping power there are other
Dex), Initiative +2 ways into the chapel, which avoid the locked doorway.
Saving Throws: Toughness +7 (+4 Con, +2 natural, +1 The heroes may make a Notice check (Difficulty 10) to
Tough), Fortitude +5 (+1 base, +4 Con), Reflex +6 (+4 spot the dormant chimney and figure out that it could be
base, +2 Dex), Will +4 (+4 base) used as an entrance. However, it only allows creatures of
Small-size or smaller to pass through without having to
Disrupting Attack: Creatures wounded by a progeny’s
squeeze into it. Medium-sized creatures must make an
natural attack lose a Dream Conviction point. Dream
Escape Artist check (Difficulty 30) to squeeze through
Conviction points lost in this way count against the
its tight space. However, the heroes could reduce
hero’s Dream Conviction allotment for a scene and can their size through dream weaving, make an appeal for
cause a backlash. plausible assistance from the white rabbit, such as the
Freeze: A true gargoyle can hold itself so still it white rabbit appearing with a supernatural cake of size
appears to be a statue. An observer must succeed on reduction (1 Dream Conviction point), or through the use
a Difficulty 20 Notice check to realize that the true of supernatural items they may have acquired along the
gargoyle is really alive. way, such as the wishwort tea. Alternatively, the heroes
Progeny Skills: Progeny may use the improbable might find other more creative ways into the chapel such
deed and unbelievable challenge Dream Conviction as digging a tunnel or even using brute force to break
abilities at will for skills they have ranks in. through the door or the window (Strength check Difficulty
20 for the stained glass windows 25 for the door).

Act III: The Cause of All the Mischief


If all the items are inserted into their correct spots or the In this climax and conclusion, the heroes will have the
lock is disabled (via a Disable Device check) and the heroes opportunity to save the missing children, but first they
decide to enter through the front door, read the following: must face a fearsome foe named Robin Redcap and her
spidery minions. If all has gone well, the heroes will
After all your efforts the door swings silently have the element of surprise when they confront Robin
open. Through the chapel’s doorway you see a Redcap. However, if Baxter the Baker escaped, then the
shadowy glen, which you are certain could not heroes will have a fully prepared antagonist on their
normally fit within the confines of the chapel’s hands. Whether the resulting encounter results in defeat
narrow walls. Through the obscuring shade of or victory, there will be ramifications for the heroes which
the trees you see a monolithic stone circle with lead naturally into new opportunities for adventure.
a high altar in its middle. From the altar rises
an unlit fireplace, which reaches to the top of
the chapel’s vaulted ceiling. Scene 1: The Robin’s
Each hero makes a Notice check (Difficulty 10). If
successful, read the following:
Quadrille
In this scene, the heroes must defeat Robin Redcap
Through the obscuring shade of the trees you before she can complete her preparations for the dream
also see the missing children. They are bound door ritual. Robin Redcap is a deadly opponent with a
to wooden pyres with thick spider webs. Each savage strength and a cruel cunning and the heroes will
pyre has a large pile of wood and kindling at have their work cut out for them as they attempt to save
its base it as if someone is preparing a massive the children from her sinister plans. See The Robin’s
bonfire in and around the stone circle. Quadrille map for the layout of the chapel’s interior.

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Conditions: The chapel is warded against uses of children’s pyres to force the heroes to split their forces
the Earth-Shaping power. The southern portion of the in order to save the children. Once a pyre is ignited it
chapel is filled with shadow alders, which are constantly takes three rounds for the fire to reach the child. After
surrounded by a supernatural shadow that emanates in the fire reaches a child he must make a Toughness save
a 30-foot radius around it providing partial concealment Difficulty 17 each round thereafter. A child can only
(20% miss chance; a roll of 17 or higher on a d20). It escape if a hero untangles him with an Escape Artist
also cools its immediate surroundings and decreases the check (Difficulty 12), bursts the web holding him with
temperature within 5 feet of it by 10 degrees. A small a Strength check (Difficulty 16), or cuts the web off him
branch taken from the shadow alder tree emanates (Toughness +1). The web’s hold on the child weakens
shadow in a 20-foot radius and lowers the temperature each round after the fire reaches the child and the
of the air around the wielder by 5 degrees until the Difficulties and Toughness bonus suffer a –1 cumulative
next turning. Night Vision sees perfectly through the penalty each round. If the child is awake they can either
shadow alder’s effects. If a shadow alder branch is aid the Escape Artist or Strength check or a hero or
used in combat, treat it as a one-handed improvised make their own attempt to escape. Treat the children as
supernatural weapon that deals bludgeoning damage ordinary heroes (0’s for all abilities), but without skills.
like a club. When used against incorporeal creatures it
has the Ghost Touch special ability. The oak trees have Who Stole the Children?
no special abilities, but are excellent cover for Robin
Redcap and her spider minions. The encounter with Robin Redcap can vary greatly
The high altar area is lit by four braziers placed at
depending upon what the heroes have done to this
its corners. They clearly illuminate a 20–foot radius and
point. They may have allowed Robin to be forewarned
provide shadowy illumination out to a 40–foot radius. or taken her unawares. They may have used up many of
If a torch is used in combat, treat it as a one–handed their resources getting to this point and may need some
improvised weapon that deals +1 bludgeoning damage, help from the Narrator in order to survive. No matter
plus the possibility of setting the target on fire. the starting point, the heroes will have their work cut out
The Children: The children are under an for them as they face their most powerful foe yet.
enchantment that keeps them from moving. This Forewarned: If Baxter was able to escape into
enchantment can be broken, but only if they are kissed the chapel, then Robin Redcap will be prepared for the
by someone who cares about them. The actual number heroes. She will have her Strength Aspect activated (+2
and names of the children and who can deliver the personal bonus [10 rounds], +1 ally bonus [9 rounds]; –1
enchantment-breaking kiss will depend on the heroes opponent penalty [8 rounds]). She will also hide herself,
(see Heroes Appendix). If the Narrator wants to add Baxter (who is naked and has no items), and her spider
another complication to matters Robin may use her minions in the oak tree closest to the door (Notice check
flaming javelin or dream weaving in order to ignite theDifficulty 21).
If the heroes notice Robin and her
Robin’s Quadrille Map minions, they will see a red capped figure sitting
within the oak tree closest to the doorway along
with monstrous spiders (number equal to the
number of heroes) and a shadowy badger lurks
at the foot of the tree. Anyone who succeeded
their Notice check rolls initiative.
If the heroes do not notice them, read
the following once they move within 20 feet of
the oak tree (or begin to skirt around the edges
of the glen):
A cluster of webs erupts from the oak tree
in front of the door seeking to entangle
you. A shrunken and shriveled creature
with a crimson cap and iron boots calls
down from the tree, “Welcome to my
parlor said the spider to the fly.”
Unawares: If the heroes solved the lock, then
they are able to take Robin and her minions
unaware. This provides the heroes with the
opportunity to examine the situation and use

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stealth to their advantage. Once the door is open read Robin Redcap is one of Queen Mab’s trusted
the following: servants and devoted to the destruction of humans.
There is nothing she enjoys more, then dipping her cap
In the middle of the stone circle a creature
into the blood of a human and dancing a jig around their
wearing a red cap and iron boots piles sticks
corpse. She hopes making the dream door permanent
and kindling around the base of the central
pyre. You also see [# of heroes] monstrous will allow her and other Unseelie fey to take revenge on
spiders dragging wood and other materials mankind for invading the dreamlands.
toward the pyres. Robin is astonishingly strong for her size and
build. She is a shrunken and shriveled creature with a
As soon as anyone enters the chapel, Robin and her supernatural crimson cap and iron boots. She has jagged
minions may make Notice checks to spot them. claws and sharp hooked teeth, which she thoroughly
In Through Another Way: If the heroes enter enjoys using on her opponents. Robin stands about 5
the chapel through another way, such as the chimney or feet and weighs about 100 pounds. Her spider minions
a tunnel, then the Narrator should create an appropriate are nightmares who she has summoned to help her
introduction to the chapel that reflects this change. For finish the sacrificial rite in time.
example, entry through the chimney means the heroes will
be much closer to Robin Redcap and her minions to start
with, and when they exit, the fireplace they will almost Robin Redcap
certainly be seen by Robin and her minions. However, if Type: 4th level Redcap Warrior (Reborn Fey, Goblinoid)
they come in through a tunnel, they might be able to take Size: Small
Robin and her minions unawares. If the heroes broke in Speed: 40 ft.
through the window or door, then Robin and her minions Abilities: Str +6, Dex +1, Con +3, Int +1, Wis –1, Cha –3
will be aware that something is afoot and perhaps have Skills: Climb 7 (+10 with armor), Intimidate 7 (+8),
enough time to prepare for the heroes’ arrival.
Jump 7 (+10 with armor), Notice 7 (+6), Stealth 7 (+11
Creatures: If the heroes bypassed the drow in the
with armor), Survival 4 (+3)
tavern (and entered the chapel in some other way), then
Feats: AspectB, Attack Focus (claws)B, Attack
the Narrator may decide to have them appear in the final
Specialization (claws), Double Strike, Improved
scene just in time to try to save their master or they may
remain oblivious to Robin’s fate. AspectB, Improved Grab, Improved Pin, Night VisionB,
Toughness (x2), Weapon TrainingB
Traits: Aspects (rank 7, Int +1, save Difficulty 13, Ability
Robin Redcap in [Strength] +8), Darkvision 60 ft.
Nevermore Combat: Attack +6 (+4 base, +1 Dex, +1 size) (+7 with
claws) Damage +6 (bite), +6 (claws), or +6 (javelin),
Background: Robin Redcap is an agent of the Grapple +10 (+4 base, +6 Str), Defense Dodge/Parry
nightspinners and a devoted servant of Queen Mab and +2/+7 (+1 base; +1 Dex/+6 Str), Initiative +1
her Unseelie Court. There is nothing she wants more
Saving Throws: Toughness +7 (+3 Con, +2 Tough, -1
than to see mortals suffer for what they have done to
the dreamlands. She hopes by opening the dream door Size, +3 armor), Fortitude +7 (+4 base, +3 Con), Reflex
permanently the Unseelie fey will be able to corrupt the +2 (+1 base, +1 Dex), Will +0 (+1 base, –1 Wis)
countryside and claim a bridgehead into the mortal Virtue/Vice: Daring/Cruel
realms. She also plans on using the influence she gains Conviction: 8
by securing this foothold to gain a captaincy in the
Unseelie army. Aspect (Strength; Fatiguing): Robin adds the indicated
Equipment: Robin redcap carries a bloody cap bonus to her Strength score or the Strength of all allies
of Strength (+2), iron boots of improved speed (+10 (including himself) within a radius of up to 20 feet.
ft.), studded leather of toughness (+1), and 1 javelin of Alternatively, all enemies within a 20 foot–radius must
flaming (+2 fire damage). make a Fortitude saving throw (Difficulty 14) or subtract
Adventure Hooks: If Robin Redcap escapes, she the indicated amount from their Strength. Activating
will become the sworn enemy of the heroes and seek these abilities requires a move action. The benefit
their destruction whenever an opportunity presents lasts for 10 rounds (1 minute). If he takes 20 when
itself. Unfortunately, she is a very distant cousin making this check, he spends 2 minutes and suffers a
of Puck, the renowned trickster behind this entire
+20 increase in the fatigue Difficulty. See Table 13.4:
adventure. It seems Puck has taken a mischievous
interest in ruining her career and as such he will provide Robin’s Aspect.
her ample opportunities for her failure by encouraging Skills: Redcaps have a +4 racial bonus to Intimidate
the heroes to take missions, which will cross her path or checks due to their ghastly appearance and fiendish
foil her plans. strength.

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Table 13.4: Robin’s Aspect Web–spinners often create sheets of sticky webbing
from 5 to 60 feet square, depending on the size of the
Personal Aura Aura spider. They usually position these sheets to snare flying
Result
Bonus Bonus Penalty creatures but can also try to trap prey on the ground.
Approaching creatures must succeed on a Difficulty 20
Up to
+1 +0 –0 Notice check to notice a web; otherwise they stumble
14
into it and become trapped as though by a successful
15–19 +2 +1 –1 web attack. Attempts to escape or burst the webbing
gain a +5 bonus if the trapped creature has something to
20–24 +3 +1 –1
walk on or grab while pulling free. Each 5–foot section
25–29 +4 +2 –2 has the Toughness save +1, and sheet webs have damage
reduction 2/—.
30–34 +5 +2 –2 A spider can move across its own web at its climb
speed and can pinpoint the location of any creature
35+ +6 +3 –3 touching its web.
Tremorsense: A spider can detect and pinpoint any
Spider, Medium (# of heroes) creature or object within 60 ft. in contact with the ground,
or within any range in contact with the spider’s webs.
Type: 2nd Level Vermin (Progeny, Nightmare)
Skills: Spiders have a +4 racial bonus on Stealth
Size: Medium
and Notice checks and a +8 racial bonus on Climb
Speed: 30 ft., climb 20 ft.
checks. A spider can always choose to take 10 on Climb
Abilities: Str +0, Dex +3, Con +1, Int —, Wis +0, Cha –4
checks, even if rushed or threatened. Spiders use either
Skills: Climb 0 (+11), Jump 0 (+0)*, Notice 0 (+4)*,
their Strength or Dexterity modifier for Climb checks,
Stealth 0 (+7; +15 while in webs)*
whichever is higher. Web–spinning spiders have a +8
Feats: —
racial bonus on Stealth checks when using their webs.
Traits: Darkvision 60 ft., Disrupting Attack, Minion,
Poison, Progeny Skills, Tremorsense 60 ft., Vermin
Traits, Web Baxter (as a Badger)
Combat: Attack +4 (+1 base, +3 Dex), Damage +2 plus Type: 1st Level Expert (Reborn Fey, Dark Elf)
poison (bite), Grapple +1 (+1 base), Defense Dodge/ Size: Small
Parry +4/— (+1 base, +3 Dex), Initiative +3 Speed: 30 ft., burrow 10 ft.
Saving Throws: Toughness +1 (+1 Con), Fortitude +4 Abilities: Str –1, Dex +3, Con +2, Int +3, Wis +1, Cha +0
(+3 base, +1 Con), Reflex +3 (+3 Dex), Will +0 Skills: Acrobatics 4 (+11), Concentration 4 (+5), Craft
Disrupting Attack: Creatures wounded by a progeny’s (baking) 4 (+7), Disguise 4 (+4), Escape Artist 4 (+7),
natural attack lose a Dream Conviction point. Dream Notice 4 (+7), Search 4 (+9), Sense Motive 4 (+5),
Conviction points lost in this way count against the Sleight of hand 4 (+7), Stealth 4 (+11), Survival 4 (+5)
hero’s Dream Conviction allotment for a scene and can Feats: AspectB, Defensive Roll, Improved AspectB, Iron
cause a backlash. Will, Night VisionB, PowerB, Quick Draw, RageB, Sneak
Poison: Bite; Fortitude save Difficulty 12; initial and Attack, Talented (Notice and Search)B, TrackB, Weapon
secondary 1 Strength damage. TrainingB Night VisionB, Skill Training
Progeny Skills: Progeny may use the improbable deed Traits: Aspects (rank 4, Int, save Difficulty 14,
and unbelievable challenge Dream Conviction abilities Concealing +7), Blindsight (20 ft.), Darkvision 120 ft.,
at will for skills they have ranks in. Dazzle, Poison, Powers (rank 4, Int, save Difficulty 15,
Web: Web–spinners can throw a web eight times Shadow Shaping +7), Scent, Supernatural Resistance 12
per day. This is similar to an attack with a net but has Combat: Attack +4 (+1 size, +3 Dex), Damage –1 (claws
a maximum range of 50 feet, with a range increment or bite), Grapple –5 (–1 Str, –4 size), Defense Dodge/
of 10 feet, and is effective against targets up to one Parry +4/— (+1 size, +3 Dex), Initiative +3
size category larger than the spider. An entangled Saving Throws: Toughness +1 (–1 size, +2 Con),
creature can escape with a successful Escape Artist Fortitude +2 (+2 Con), Reflex +3 (+3 Dex), Will +5* (+2
check (Difficulty 12) or burst it with a Strength check base, +1 Wis, +2 Iron Will)
(Difficulty 16). The web has a +1 Toughness bonus and Skills: A badger has a +4 racial bonus on Acrobatics
damage reduction 2/–. checks.

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Tactics: Robin, like all redcaps, loves a good Treasure: Robin redcap carries a bloody cap of
straightforward fight. She is a master grappler and uses Strength (+2), iron boots of improved speed (+10 ft.),
her grappling abilities to wear down her enemies. She studded leather of toughness (+1), and 1 javelin of
also has powerful jaws with hooked teeth that can attach flaming (+2 fire damage).
to an enemy and make it near impossible to remove. She Help Wanted: The white rabbit can appear in this
prefers to focus her attention on a single hero until he is scene at any time the Narrator wishes. If the battle is
disabled and uses her spider minions to harass, distract, going particularly badly for the heroes the white rabbit
and entangle the other heroes. If she needs to split the might pop out of the ground and give helpful pieces of
heroes’ attention, then she will use dream weaving to advice from “Take off Robin’s redcap!” to “If you want
ignite fires under the children in hopes of distracting them to wake the children give them a kiss!” Alternatively
long enough for her to take advantage of the situation. he might pop out of the ground to stabilize a hero,
Robin will use her Dream Conviction to keep herself unbinding one of the children, or help in some other
alive (via Determination, re-rolls, etc.) with the confidence mundane fashion.
she can outlast the heroes. She does will not surrender, but The players may also call the white rabbit if they
she will flee the chapel if she is hurt or wounded 7 or more use the wishwort tea or the plausible assistance Dream
times. If she is near the chimney, then she might dash up Conviction ability. In this case, the white rabbit takes a
it, but if not then she use a point of Dream Conviction (if more active roll such as saving someone’s life, helping to
she has any) to create a secret door to escape through. hide the Robin Redcap’s hat, or using a non-damaging
If she has no Dream Conviction she might try to escape power or aspect (rank 10, Cha, save Difficulty 18, Power
through the doorway. If Baxter is near she might force him or Aspect +14).
to turn into a creature she can ride away. It is important however that the white rabbit is only
If Baxter made it into the chapel, he transforms a minor (if helpful) character in this final scene. He
himself into a badger and hides near Robin. He is tasked should be used to weaken or confuse Robin Redcap and
with watching her back and keeping the heroes from her minions, not overwhelm them.
ganging up on her. He flees from the glen in his bat form
if Robin is killed or he suffers five or more hurts.

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It Was a Curious Dream return to Nevermore, to rub the rabbit foot if they are
ever in dire need of help, and to dump the bag of beans
There is a plethora of possible conclusions to this into the water well once they are on the other side. He
adventure from utter defeat to total victory and just then opens his pocket watch and exclaims, “Oh dear!
about everything in between. Though this section Oh dear! I shall be too late!” With a wiggle of his nose a
provides guidelines for a few of these possibilities, it hole appears in front of him, he dives through it, and it
is in no way exhaustive of what might happen. Each disappears. Once on the other side, if the heroes dump
conclusion provides the Narrator and players with a the bag of beans into the well a series of beanstalk steps
brief description of the consequences of their actions erupt from the water allowing everyone to walk up. Once
and what might lie ahead for the heroes. they are all safely out of the well the beanstalks shrivel
Defeat: If the heroes made the wrong choices or up and retreat into the well. The children are reunited
were overcome in battle and were unable to save the with their parents, though those who have been lost
children from the ritual, then they have been defeated. tinge the celebration with melancholy. The heroes have
This defeat might not mean the heroes’ deaths, but it defeated Robin Redcap and her scheme, but now they
does mean Robin will be able to kill the children, make know about the dream door and Nevermore. What other
the dream door permanent, and perhaps even replace ties does Oaktown have to the dreamlands? Who built
the children with changelings. Those heroes who are left the dream door? Why? Are there other times when the
alive might be abandoned deep in the Dreadlands, put to door opens? Does it always open to the same place? Will
work in the slave mines of Queen Mab’s realm, or rescued they ever need to use the rabbit’s foot? These are just
by the white rabbit. If the heroes survive, then the some of the questions the heroes will be faced with and
heroes will have ample reason to seek out Robin Redcap perhaps one day the white rabbit will return and along
and put an end to her evil schemes. They might also with him the chance for adventure or even a chance to
feel responsible for what has happened to Oaktown and bring back their fallen friends.
might try to find a way to make amends or at least limit Victory: The heroes were able to defeat Robin
the damage done. There are a number of dreamlords and Redcap, save the children, and keep themselves alive
individuals who would not only be interested in keeping while they were at it. Just as in the pyrrhic victory the
Queen Mab from having access to a dream door, but also white rabbit helps the heroes and children get back
either have access to it themselves or close it off again. to Oaktown and gives them they dream door key, the
The heroes might even discover a means to bring back rabbit’s foot, and the bag of beans. The celebration of
the lives of the lost children, though such a task should their return is ecstatic with the entire village joining in
be an arduous and dangerous quest. Whatever happens the festivities. They are faced with many of the same
the heroes are now stuck in Nevermore until they can questions and concerns that face the heroes if they had a
find a way out. pyrrhic victory. The heroes’ unqualified success does not
Pyrrhic Victory: The heroes were able to capture go unnoticed in Nevermore and some of the dreamlords
of kill Robin Redcap and put her minions to flight, will be keeping their eyes on the heroes. If they continue
but at a cost too dear to count. Perhaps one or more to prove themselves, they may even be summoned to
companions or children were killed in the rescue their realm to help them with a particular quest. Oberon
attempt. If Robin is captured, the white rabbit shoves takes a special interest in the heroes, especially after
her into a hole and she disappears. The white rabbit Puck (the white rabbit) recounts their adventure to the
offers to help the remaining heroes and children back Seelie Court. Unfortunately, all this attention has a price
to Oaktown and uses his powers to erase the rhyming as Queen Mab knows who defeated her agent and will no
staircase. When they are about to pass through the doubt weave them into a web of revenge sooner or later.
dream door he gives the heroes a key to the dream door, What all this recognition will bring to the heroes in the
a lucky rabbit foot, and a bag of beans. He tells them future is unclear, but one thing is for certain: their lives
the key will open the dream door if they ever want to will never be the same again.

Heroes Appendix
The following appendix includes eight pre-generated save them. Each hero has two bonus feats indicated by
heroes with backgrounds for use with this adventure. a superscript B, which are only available to them while
Each of these heroes is familiar with one or more of within Nevermore.
the missing children and has ample reason to try and

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Virtue/Vice: High Spirited/Headstrong
Brenna (1st Level Warrior) Conviction: 3 (6 in Nevermore)
Type: 1st Level Humanoid (Human)
Size: Medium Description: Breanna is the elder daughter of the
Speed: 30 ft. owner of Oaktown’s general store. Her little brothers
Abilities: Str +0, Dex +3, Con +0, Int +1, Wis +2, Cha +0 Keefer and Colin are among the missing children as well
Skills: Craft (Fletching) 4 (+5), Knowledge (life as a cousin named Fiona. Breanna’s holly green eyes are
sciences) 4 (+5), Medicine 4 (+6), Notice 4 (+8), Stealth as lively as her tangled elflocks, while her bow-like lips
4 (+7), Survival 4 (+8) are the perfect compliment for her arrowhead nose. She
Feats: Point Blank Shot, Precise ShotB, Quick Draw, is a tall young lady with a waspish waist and long lithe
Ranged Pin, Talented (Notice and Survival)B, Track, legs, but is otherwise homely in appearance. Breanna’s
Weapon Training tongue can be her sharpest feature and often gets her
Traits: Determination into trouble with her elders and peers. Still when she
Combat: Attack +4 (+1 base, +3 Dex), Damage +3 believes in something she stands her ground with the
(bow, crit +4) or +1 (knife, crit 19–20/+3), Grapple +1 best of them. Brenna prides herself on her tracking
(+1 Base), Defense Dodge/Parry +4/+1 (+1 base, +3 skills and uses them to hunt local game for her father’s
Dex), Initiative +3 general store.
Saving Throws: Toughness +0, Fortitude +2 (+2 Equipment: Brenna has a bow, 20 arrows, knife
base), Reflex +3 (+3 Dex), Will +2 (+2 Wis) and the general store key in her room.

Farley (1st Level Warrior) Virtue/Vice: Determined/Quick Tempered


Type: 1st Level Humanoid (Human) Conviction: 3 (6 in Nevermore)
Size: Medium Description: Farley is the son of the local blacksmith
Speed: 30 ft. and the elder brother to two siblings Sorcha and Clyde.
Abilities: Str +4, Dex –1, Con +4, Int –1, Wis +0, Cha +0 Unfortunately, Clyde is among the missing children. He
Skills: Climb 4 (+8), Craft (blacksmithing) 4 (+3), is as big as a bull with a barrel chest and two battering
Intimidate 4 (+4), Swim 4 (+8) ram arms shaped by years of wielding a hammer in his
Feats: Attack Focus (unarmed), Attack Specialization father’s forge. Farley has large bronze eyes that match
(unarmed), Improved GrabB, Improved PinB, Improved his short cropped reddish-brown hair. Farley’s nose
Strike, Rage, Weapon Training is slightly crooked from being broken by Sorcha when
Traits: Determination they were younger. He is a forthright young man with a
Combat: Attack +0 (+1 base, –1 Dex) (+1 with tendency to be as blunt as the hammers he wields and
unarmed), Damage +1 (unarmed, crit +3), Grapple +5 as fiery as the forge he tends. Farley enjoys a good scrap
(+1 base, +4 Str), Defense Dodge/Parry +0/+5 (+1 base, and is renowned in the village for his quick temper and
–1 Dex, +4 Str), Initiative –1 his left hook.
Saving Throws: Toughness +5 (+4 Con, +1 apron), Equipment: Farley has a heavy leather apron (+1
Fortitude +6 (+2 base, +4 Con), Reflex –1 (–1 Dex), bonus to Toughness) and blacksmith’s basic toolkit in
Will +0 his room.

Saving Throws: Toughness +0, Fortitude +4 (+4


Jason (1st Level Dreamer) Lucky), Reflex +5 (+1 Dex, +4 Lucky), Will +7 (+2 base,
Type: 1st Level Humanoid (Human) +1 Wis, +4 Lucky)
Size: Medium Virtue/Vice: Amiable/Gullible
Speed: 30 ft. Conviction: 4 (8 in Nevermore)
Abilities: Str +0, Dex +1, Con +0, Int +1, Wis +0, Cha +4
Skills: Bluff 4 (+8), Diplomacy 4 (+8), Gather Description: Jason is the fraternal twin of Nadie and
Information 4 (+8), Handle Animal 4 (+8), Knowledge the son of Oaktown’s mayor. His nephew Roger is one
(civics) 4 (+5), Perform (oratory) 4 (+8) of the missing children. Jason is an amiable young
Feats: Aspect, Dream Blood, Empower AspectB, Fascinate man with vivid blond hair and evergreen eyes. He is a
(oratory), Gifted Aspect, Improved AspectB, Lucky handsome young man, known for exercising his charm,
Traits: Aspects (rank 4, Cha, save Difficulty 15, Life rather than his muscles. He has the ability to entrance
+9), The Flair others with his animated storytelling, which usually
Combat: Attack +1 (+0 base, +1 Dex), Damage +1 revolves around his narrow escapes from the dangerous
(knife, crit 19–20/+3), Grapple +0 (+0 Base), Defense situations he stumbles upon.
Dodge/Parry +1/+0 (+0 base, +1 Dex), Initiative +1 Equipment: Jason has a knife in his room.
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crit +3), Grapple –2 (–2 Str), Defense Dodge/Parry +8/
Keene (1st Level Adept) –2 (+4 Dex, +4 Canny Dodge)/–2 Str), Initiative +4
Type: 1st Level Humanoid (Human) Saving Throws: Toughness –1 (–1 Con), Fortitude –1
Size: Medium (–1 Con), Reflex +4 (+4 Dex), Will +4 (+2 base, +2 Wis)
Speed: 30 ft. Virtue/Vice: Thoughtful/Timid
Abilities: Str –2, Dex +4, Con –1, Int +4, Wis +2, Cha –1 Conviction: 3 (6 in Nevermore)
Skills: Concentration 4 (+6), Craft (barber) 4 (+8),
Escape Artist 4 (+8), Knowledge (any) 0 (+8), Knowledge Description: Keene is the son of Oaktown’s barber.
(history) 4 (+12), Knowledge (supernatural) 4 (+12), His little sister Maggie is one of the missing children.
Medicine 4 (+6), Notice 4 (+6), Sense Motive 4 (+6), He has silky flaxen hair and celestial blue eyes. His
Stealth 4 (+8) whippet thin frame is not powerful by any stretch of the
Feats: Canny Dodge, Eidetic Memory, Master Plan, imagination (even his), but it is agile. Keene prefers to
Powers (x2), Supernatural Talent (Cure and Light think his way out of problems or better yet avoid them
Shaping)B, Uncanny DodgeB in the first place. Keene has a photographic memory and
Traits: Powers (rank 4, Int, save Difficulty 15, Cure +10, loves to research folklore, legends, and history in his
Light Shaping +10), The Talent father’s library.
Combat: Attack +4 (+4 Dex), Damage +0 (quarterstaff, Equipment: Keene has a quarterstaff, a book on
folklore, and tailor’s kit in his room.

Dodge/Parry +0/+0 (+0 base), Initiative +0


Nadie (1st Level Dreamer) Saving Throws: Toughness +1 (+1 Con), Fortitude +0,
Type: 1st Level Humanoid (Human) Reflex +0, Will +6 (+2 base, +4 Wis)
Size: Medium Virtue/Vice: Hopeful/Sentimental
Speed: 30 ft. Conviction: 4 (8 in Nevermore)
Abilities: Str +0, Dex +0, Con +1, Int +0, Wis +4, Cha +1
Skills: Concentration 4 (+11), Diplomacy 4 (+5), Notice Description: Nadie is the fraternal twin of Jason and
4 (+8), Sense Motive 4 (+8), Swim 4 (+4) the daughter of Oaktown’s mayor. Her nephew Roger is
Feats: Aspect, Dream Blood, Endurance, Gifted AspectB, one of the missing children. Nadie has golden blonde
Improved AspectB, Second Chance (Concentration), hair, bright blue eyes, and rosy cheeks. She is a cheerful
Skill Focus (Concentration), Tireless young lady who is constantly concerned for the well-
Traits: Aspects (rank 4, Wis, save Difficulty 14, Emotive being of others. She has an innate ability to bring out the
(hope) +9), The Flair best in others and is a constant source of encouragement
Combat: Attack +0 (+0 base, +0 Dex), Damage +1 for her friends.
(knife, crit 19–20/+3), Grapple +0 (+0 Base), Defense Equipment: Nadie has a knife in her room.

Saving Throws: Toughness +1 (+1 Defensive Roll),


Skyla (1st Level Expert) Fortitude +0, Reflex +4 (+2 base, +2 Dex), Will +1 (+1
Type: 1st Level Humanoid (Human) Wis)
Size: Medium Virtue/Vice: Industrious/Capricious
Speed: 30 ft. Conviction: 3 (6 in Nevermore)
Abilities: Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha –1
Skills: Acrobatics 4 (+6), Bluff 4 (+3), Climb 4 (+4), Description: Skyla is the only child of the constable.
Disable Device 4 (+13, +15 with thieves’ kit), Escape Though she has no siblings among the missing she does
Artist 4 (+6), Gather Information 4 (+3), Jump 4 (+4), have a couple cousins named Glenda and Rosina among
Knowledge (streetwise) 4 (+4), Notice 4 (+5), Search 4 them. Skyla has dark owlish eyes, the nose of a hawk, and
(+10), Sleight of Hand 4 (+8), Stealth 4 (+6), Swim 4 (+4) raven-black hair. She has a fair face and slender frame,
Feats: Improvised Tools, Jack-of-All-Trades, Defensive but the only makeup she wears is mud, dirt, and grime.
Roll, Night VisionB, Skill Focus (Disable Device), Sneak True tomboy at heart, she rarely wears a dress (or shoes
AttackB, Talented (Disable Device and Search) for that matter) when she does not have to do so. Skyla
Traits: Expertise loves to take things apart and figure how they work, not
Combat: Attack +2 (+2 Dex), Damage +1 (knife, crit that she can always put them back together again.
19–20/+3), Grapple +0, Defense Dodge/Parry +2/+0 Equipment: Skyla has masterwork thieves’ kit and
(+2 Dex), Initiative +2 a knife in her room.

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Sorcha (1st Level Adept) Ginger
Type: 1st-level animal; Size: Tiny; Speed: 30 ft.
Type: 1st Level Humanoid (Human)
Abilities: Str –4, Dex +2, Con 0, Int –4, Wis +1, Cha –2
Size: Medium
Skills: Acrobatics 0 (+10), Climb 0 (+6), Jump 0 (+6),
Speed: 30 ft.
Notice 4 (+5), Stealth 0 (+10)
Abilities: Str –2, Dex +2, Con +0, Int +1, Wis +1, Cha +4
Feats: Night VisionB
Skills: Bluff 4 (+8), Concentration 4 (+5), Gather
Traits: Link, Scent, Share Powers, Tricks
Information 4 (+8), Handle Animal 4 (+8), Knowledge
Combat: Attack +4 (+2 Dex, +2 size), Damage –4
(popular culture) 4 (+6), Perform (singing) 4 (+8)
(unarmed), Defense +4 (+2 Dex, +2 size), Initiative +2
Feats: Fascinate, Familiar, Lucky, Powers (x2),
Saving Throws: Tough –2, Fort +2, Ref +4, Will +1
Supernatural Focus (Fire Shaping)B, TauntB
Link: You have a psychic link with your familiar.
Traits: Powers (rank 4, Cha, save Difficulty 15,
The two of you are always in mental contact (like a use
Elemental Blast [fire] +8, Fire Shaping +11), The Talent
of the Mind Touch power). If some outside force, such
Combat: Attack +2 (+2 Dex), Damage –1 (knife, crit
as the Ward power, interferes, you can make a power
19–20/+3), Grapple –2 (–2 Str), Defense Dodge/Parry
check to overcome it. If your psychic link is broken, it is
+2/–2 (+2 Dex, –2 Str), Initiative +2
automatically reestablished as soon as possible. Because
Saving Throws: Toughness +0, Fortitude +4 (+4
of your link, you can handle your familiar as a free
Lucky), Reflex +6 (+2 Dex, +4 Lucky), Will +7 (+2 base,
action and push it as a move action, even if you aren’t
+1 Wis, +4 Lucky)
trained in the Handle Animal skill. You get a +4 bonus
Virtue/Vice: Bold/Impulsive
on interaction checks involving your familiar.
Conviction: 3 (6 in Nevermore)
Share Powers: You can choose to have any power
Description: Sorcha is the daughter of the local you use on yourself also affect your familiar. This
blacksmith. She is the middle child between her older includes powers like Body Control and Psychic Shield,
brother Farley and her younger brother Clyde, who is which normally only affect the user. The familiar must
one of the missing children. She has a fiery mane of red be within 5 feet of you when the power is used to receive
hair to go with her feline face and cinnamon eyes. She its effects. If the power has a duration other than
is a tiny thing compared to her bullish brother Farley, instantaneous, it stops affecting the familiar when the
but does not let him or anyone else, push her around in familiar moves farther than 5 feet away from you and
the least. Her toothpick arms might not be enough to does not affect it again, even if it returns while the power
beat sense into people, but her tongue does the job well is still in effect.
enough. Sorcha has an affinity for animals and is rarely Tricks: The cat knows four tricks: attack, fetch,
seen without her cat Ginger. guard, and stay.
Equipment: Sorcha has a knife and her familiar,
Ginger, in her room.

Virtue/Vice: Daring/Melancholy
Tristan (1st Level Expert) Conviction: 3 (6 in Nevermore)
Type: 1st Level Humanoid (Human)
Size: Medium Description: Tristan is the third child of the tavern
Speed: 40 ft. keeper. His older sisters cook and serve in the tavern,
Abilities: Str +1, Dex +4, Con +0, Int +0, Wis +2, Cha –1 while he and his three younger siblings clean up
Skills: Acrobatics 4 (+8), Climb 4 (+5), Escape Artist 4 after everyone else. Two of his younger siblings have
(+8), Jump 4 (+5), Notice 4 (+6), Sense Motive 4 (+6), disappeared thus far: Kera, his twin sister, and Trevor
Sleight of Hand 4 (+8), Stealth 4 (+8), Swim 4 (+5) his little brother. Tristan’s dusky hair frames his puckish
Feats: Attack Focus (knife), Defensive Roll, Evasion, face and stormy gray eyes. His body is slinky thin and his
Improved EvasionB, Improved Speed, Move-By ActionB, legs are built for running. There is hardly a day that goes
Uncanny Dodge by that Tristan does not push himself to try something
Traits: Expertise different, anything different, and preferably a bit risky
Combat: Attack +4 (+4 Dex) (+5 with knives), Damage as well. Not that he would ever purposefully endanger
+2 (knife, crit 19–20/+3), Grapple +1 (+1 Str), Defense others with his exploits, but he loves the rush that comes
Dodge/Parry +4/+1 (+4 Dex, +1 Str), Initiative +4 with pushing himself beyond his limits, even if it does
Saving Throws: Toughness +1 (+1 Defensive Roll), result in a few broken bones here and there.
Fortitude +0, Reflex +6 (+2 base, +4 Dex), Will +2 (+2 Equipment: Tristan has a bandolier of 6 knives.
Wis)
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Handouts Appendix
The following appendix is filled with handouts that will help the players remember particular details or visualize
certain situations.

Handout 1
You can hardly remember a thing about your dream, but there is one image etched into your memory: an oak tree,
but, not just any oak tree. No, it is the Hangman’s Oak, which stands on the outskirts of town.

Handout 2
You remember a few things about your dream, though their importance is hard to fathom. There were talking
animals, though you don’t remember a word they said because it all seemed nonsensical to you. There was a
shimmering doorway in a cave. You remember seeing your village, but it wasn’t quite your village. Things were
different, darker and slightly skewed. The last thing you remember seeing is the Hangman’s Oak, which stands at
the outskirts of town. There was a strange glow upon the tree trunk and a word echoes in your ears… Nevermore…
Nevermore… Nevermore.
You gain a +1 bonus to your Knowledge, Notice, and Search checks for the rest of the adventure.

Handout 3
The dream was strange to say the least, but something about it seemed very important and so you tried to remember
as much as possible and even though you may have forgotten things here and there, you still remember the important
parts. Or at least you think they were the important parts. There was a caterpillar, mouse, and rabbit guiding you
though they spoke in riddles and rhymes. There was a shimmering door in a cave guarded by a pile of rocks with
pair of milky white eyes. There was a spiral staircase with strange objects placed upon its steps and at the top was a
hamlet that looked a lot like Oaktown, but was not quite right. For some reason the tavern sign had a tub on it rather
than an oak tree. The chapel’s door had a lock with three oddly shaped keyholes in it. Then you saw the Hangman’s
Oak and the word Nevermore etched into it, though what this image meant is lost on you it felt as if going to the oak
and learning what the word meant would lead you to the lost children.
You gain a +2 bonus to your Knowledge, Notice, and Search checks for the rest of the adventure.

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Handout 4
As soon as the dream started you started making mental notes about everything your saw. There were three animal
guides: a bluish caterpillar, a brown dormouse, and a white rabbit. They all seemed spoke in riddles and rhymes, but
you got the sense that whatever they were trying to tell you was important. You also remember a cave with a pool
of water and a shimmering door. There was a pile of rocks with milky white eyes upon a large ledge overlooking the
water. You saw rocks swinging through the air in front of the doorway. On the other side of its threshold there was
another cave just like the one you just passed through, but with no water in it and a spiral staircase leading out of it.
The steps of the stair case had strange objects on them: a shoe, a door, sticks, a hen, a shovel, a statue of a maid, a
stone carved kitchen, a bench with a queen sitting on it, and a plate full of food.
Then you saw the village, but it was not Oaktown, instead it was a distorted version of it. The town was overrun
with vines and trees and hungry eyes seemed to peer out from every shadowy corner. The buildings were lopsided,
run down, or in ruins, except for the tavern and the chapel, which had lights on within them. The tavern sign was
a tub instead of an oak tree and three shadows could be seen dancing through the curtained windows. The chapel’s
stained glass windows depicted tree branches with spider webs woven through them. A gargoyle stood watch over
the chapel’s door which had a strange lock made up of three distinct and disturbing sections. The first keyhole was
a hollowed out ribcage, the second was a stone stove, and the third was a lantern. It seemed very important to open
these locks, but before you could see what was inside the dream ended with a vision of Hangman’s Oak. This ancient
oak tree lies at the outskirts of town and has long been a place best avoided at night because it is believed that the
restless souls of those hung from its branches still dangle there, but as your eyes open it is all you can think about
and are convinced that you need to go there if you want answers to the whereabouts of the missing children.
You gain a +4 bonus to your Knowledge, Notice, and Search checks for the rest of the adventure.

Handout 5 Handout 6
My lips open to the sky, but never speak. I am a circle, but there is more depth to me than that.
My throat is filled with water, but I do not drown. I am drawn by hand, but not on paper.
My belly is a resting place for the dreams of men. I am in the earth, but no earth resides within me.
What am I? What am I?

Handout 7 Handout 8
One, two, buckle my shoe. Three, four, shut the door. Bloody Alex E. Scwanbed,
Five, six, pick up sticks. Seven, eight, lay them straight. Your meat your tongue won’t taste.
Nine, ten, a big fat hen. Eleven, twelve, men must delve. Pompous Tharn U. Hame.
Thirteen, fourteen, maids a’courting. Fifteen, sixteen, Your dough your lips won’t greet.
maids in the kitchen. Seventeen, eighteen, maids in Heated Kurt M. Gouthilbed,
waiting. Nineteen, twenty, my plate’s empty. Your wax shan’t reach your waist.
Remember what’s in your name
And that’s what you can eat!”

Handout 9
There is a beeswax candle in Alex E. Scwanbed, a human heart in Tharn U. Hame, and buttermilk dough in Kurt M.
Gouthilbed.

197
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comply with any of the terms of this License with respect Handbook, Copyright 2004, Green Ronin Publishing;
to some or all of the Open Game Content due to statute, Author Steve Kenson.Unearthed Arcana, Copyright
judicial order, or governmental regulation then You may 2003, Wizards of the Coast, Inc.; Andy Collins, Jesse
not Use any Open Game Material so affected. Decker, David Noonan, Rich Redman.True20 Adventure
13 Termination: This License will terminate Roleplaying, Copyright 2005, Green Ronin Publishing;
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