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gm reference Doskvol notables districts (richest to poorest)

Lyssa, a crime boss. Cold and calculating. Killed her Whitecrown Coalridge
former boss, Roric. Brightstone The Docks
gm goals names: Adric, Aldo, Amison, Andrel, looks
The Dimmer Sisters. People say theyre witches who Six Towers Crows Foot
Play to find out what happens. Arcy, Arden, Arilyn, Arquo, Arvus, Ashlyn, Man, Woman, Ambiguous, Concealed.
Bring Doskvol to Life. Branon, Brace, Brance, Brena, Bricks, bathe in fresh blood. Never seen outside their home. Charterhall Dunslough
Affable Athletic Plump
Convey the world honestly. Candra, Canter, Carissa, Carro, Casslyn, Brooding Stout Squat Ulf Ironborn, a brutal Skovlander; craves power. Nightmarket Barrowcleft
Cavelle, Clave, Corille, Cross, Crowl, Bright Scarred Weathered Mylera Klev, leader of the Red Sash gang. Art collector. Silkshore Charhollow
gm principles Cyrene, Daphnia, Drav, Edlun, Emeline, Dark Rough Cold Baszo Baz, leader of the Lampblacks. Loves whisky. locations public houses
Be a fan of the PCs. Grell, Helles, Hix, Holtz, Kamelin, Kelyr, Fair Striking Sad Merrul Brime, secrets broker; owns the Hooded Fox. Undercross The Hooded Fox
Let everything flow from the fiction. Kobb, Kristov, Laudius, Lauria, Lenia, Worn Lovely Stern Lady Drake, a magistrate on the payroll of criminals. Echo Gardens The Hook & Line
Hold on lightly. Lean Handsome Open The Night Market The Leaky Bucket
Lizete, Lorette, Lucella, Lynthia, Mara, Wiry Slim Languid
The Tower, anonymous leader of The Unseen. The Star,
Address the characters. The Canals The Devils Tooth
Milos, Morlan, Myre, Narcus, Naria, chief lieutenant. Grull, a mid-level thug with ambitions.
Address the players. Huge Delicate Calm Chalk Street Bridge The Black Tree
Paint the world w/ a haunted brush. Noggs, Odrienne, Orlan, Phin, Polonia, Chiseled Bony Fierce Mordis, a merchant of the night market. A fence.
Candle Street Bridge The Cat & Candle
Surround them w/ industrial sprawl. Quess, Remira, Ring, Roethe, Sesereth, Hides his true appearance under a robe and hood.
Tricorn Hat Fitted Dress Gaddoc Rail Station The Broken Anchor
Consider the risk. Sethla, Skannon, Stavrul, Stev, Syra, Taffer, a merchant of the night market. A cultist. Heartbreak Square The Red Lamp
Long Coat Heavy Cloak
Talitha, Tesslyn, Thena, Timoth, Tocker, Hood & Veil Thick Greatcoat Jira, a merchant of the night market. A smuggler. The Anvilworks The Nail & Bottle
gm actions Una, Vaurin, Veleris, Veretta, Vestine, Vey, Short Cloak Soft Boots Elstera Avrathi, resident diplomat of Iruvia. The Black Circle The Six Arms
When things are getting started: Volette, Vond, Weaver, Wester, Zamira. Knit Cap Loose Silks Brynna Skyrkallan, resident diplomat of Skovlan. Bellweather The Old Rasp
What's your goal? Slim Jacket Sharp Trousers Crematorium The Moons
family names: Arran, Athanoch, Tyrsin Nol, resident diplomat of Severos.
What plan did you make? (and Hooded Coat Waxed Coat Ironhook Prison Daughter
Basran, Boden, Booker. Ankhayat, Andris, a spy and informant with flexible loyalties. The Blood Pits The Sexton
what's the detail?) Tall Boots Long Scarf
Bowmore, Breakiron, Brogan, Clelland, Krop, a constable of the watch. Refuses bribes. The Lost Ward Hazlewood
And when things are underway: Work Boots Leathers
Clermont, Coleburn, Comber, Daava, Mask & Robes Eel-skin Bodysuit Lewit, Jol, Cinda, Reyf, bluecoats of the watch. Razor Hill Quinn's
How do you do that? (which
Dalmore, Danfield, Dunvil, Edrad, Farros, Suit & Vest Hide & Furs Rolan Wot, a judge-inspector. Rooting out corruption.
action do you use?) flashback stress costs
Grine, Haig, Helker, Helles, Hellyers, Collared Shirt Scavenged Uniform Casslyn Mora, a judge with family ties to criminals.
What's your goal? (what's the
Jayan, Jeduin, Kardera, Karstas, Keel, Suspenders Threadbare Tatters 0 Stress for a normal action for
effect?) Belindra, a jailor of Ironhook Prison.
Kessarin, Kinclaith, Lomond, Maroden, Skirt & Blouse Fitted Leggings which you had easy opportunity.
Cut to the moment of crisis. Ereth Skane, an advocate with unseemly vices.
Michter, Morriston, Penderyn, Prichard, 1 Stress for a complex action or
Telegraph trouble before it strikes. Rowan, Salkara, Sevoy, Skelkallan, Slane, city descriptors Denkirk Sol, an advocate with surprising scruples. unlikely opportunity.
Tell them the consequences and ask. Strangford, Strathmill, Templeton, soot-choked, cobblestones, dim, ink- Polix, attache to the Lord Governor of Doskvol. A 2+ Stress for an elaborate action
Offer a devil's bargain. Tyrconnell, Vale, Vedat, Walund. dark, cooking-smells, oily puddles, secret spiritualist and rune-binder. which involved several special
Make a progress clock or tick one. silver moonlight, fog-shrouded, damp, Nyryx and Hoxan, rogue spirits possessing the bodies opportunities or contingencies.
Ask the players. aliases: Bell, Birch, Bird, Bliss, Bricks, chill, wind-swept, shadowy, brick walls, of streetwalkers, looking for a whisper to serve.
Actions ripple through the network. Bug, Chime, Coil, Cricket, Cross, Crow, echoes, chimneys, gas-lights, electro- Insight Prowess Resolve
Levyra, a spirit medium.
Think off-screen. Echo, Flint, Frog, Frost, Grip, Hook, Ink, lights, carriages, clocktowers, lanterns, Hunt Finesse Attune
Junker, Mist, Moon, Nail, Needle, Ogre, pipe-smoke, canals, gondolas, rain- Kember, a distiller of essences and potions, proprietor
What do you do?
Pool, Ring, Ruby, Silver, Skinner, Song, of the Devils Tooth. Study Prowl Command
slick, gargoyles, ruins, steeples, bridges,
Spur, Tackle, Thistle, Thorn, Tick Tock, walkways, scaffolds, alleys, cisterns, Raffello, a master painter obsessed w/ the unnatural. Survey Skirmish Consort
Trick, Vixen, Whip, Wicker. sewers, clanking machinery, ironwork. Lannic, an expert art forger. Tinker Wreck Sway
consequences fortune roll
You suffer harm (1-3). You have reduced effect. You end up in a worse position. It takes extra time. Critical: Exceptional outcome /
1d for each Trait rating. Great effect.

You lose your opportunity. Complication (Tick a clock, 1-3 segments. Or a new obstacle or threat appears.) 6: Good outcome / Standard effect.
+ +1d for a major advantage.
4/5: Mixed outcome / Limited effect.
effect 1. Limited: How is the effect diminished? effect factors
How does the effect manifest? What significant obstacle remains? - quality / tier +
- -1d for a major drawback. 1-3: Bad outcome / Poor effect.
If there's a clock for your obstacle, tick 2. Standard: How does the expected effect scale
manifest? What's left to do, if anything?
- +
segments equal to the effect level. potency
3. Great: How is the effect increased? What - +
extra benefit manifests?
RULES REFERENCE 1
ACTION ROLL TEAMWORK
Take 1 stress to give another player +1d. You might also suffer
1d for each Action rating controlled assist consequences from the roll. Only one person may assist a roll.
dot. You act on your terms. You exploit a dominant advantage.
Critical: You do it with increased effect.
+ +1d if you have Lead a group action. Roll for each character who participates in the
Assistance. 6: You do it. lead a group action. The best single roll counts as the action result, which
4/5: You hesitate. Withdraw and try a different approach, or else do group applies to every character that rolled.
+ +1d if you Push yourself it with a minor consequence: a minor complication occurs, you have
-or- you accept a Devil's reduced effect, you suffer lesser harm, you end up in a risky position.
Bargain. 1-3: You falter. Press on by seizing a risky opportunity, or withdraw Face danger for a teammate. Step in to suffer a consequence in
and try a different approach.
protect their place. You may roll to resist as normal, if you wish.

Set up another character with your action. If you achieve it, any
set up
risky team members who follow up get +1 effect or improved position.
You go head to head. You act under fire. You take a chance.
Critical: You do it with increased effect.
ACTIONS
6: You do it.
Attune to spirits and the ghost Skirmish with an opponent in close
4/5: You do it, but there's a consequence: you suffer harm, a
field; channel electroplasmic energy; combat; assault or hold a position; brawl
complication occurs, you have reduced effect, you end up in a
perceive and communicate with ghosts; and wrestle.
desperate position.
understand spectrology.
1-3: Things go badly. You suffer harm, a complication occurs, you Study a person, document, or item with
end up in a desperate position, you lose this opportunity. Command obedience with your force close scrutiny to gather information
of personality; intimidate or threaten; and apply knowledge; gain a deeper
lead an action with one of the crew's understanding; do research.
gangs.
Each time you roll a desperate Survey a location or situation to
action, mark a tick of xp for that desperate Consort with connections from your understand what's going on; sense trouble
You overreach your capabilities. You're in serious trouble.
attribute. heritage, background, friends, or rivals before it happens; gather information
Critical: You do it with increased effect. to gain access to resources, information, about opportunities or exploits.
6: You do it. people, or places. Sway someone with charm, logic,
4/5: You do it, but there's a consequence: you suffer severe harm, a Finesse an item from someone's deception, disguise, or bluff; change
serious complication occurs, you have reduced effect. pocket; employ subtle misdirection or attitudes or behavior with manipulation
1-3: It's the worst outcome. You suffer severe harm, a serious sleight-of-hand; handle a vehicle or a or seduction.
complication occurs, you lose this opportunity for action. mount. Tinker with mechanisms to create,
Hunt a target; gather information modify, disable, or repair; disable a
about its location and movements; trap, pick a lock, or crack a safe. Use the
The GM sets the consequences according to the situation. You may suffer one, some, or all of the listed
attack with precision shooting from a ubiquitous clockwork and electroplasmic
consequences. You may attempt to avoid or reduce a consequence with a resistance roll. distance. devices around the city to your advantage.
RESISTANCE ROLL Prowl about unseen and traverse Wreck a place, item, or obstacle
obstacles; climb, swim, run, jump, and with savage force or carefully applied
1d for each Attribute You reduce or avoid the consequence and take 6 stress minus your tumble. Ambush with close violencea sabotage; breach defenses with force;
dot. highest die result. When you roll a critical on resistance, clear 1 stress. backstab, throat cutting, black-jack, etc. create distractions and chaos.
RULES REFERENCE 2 After the score, resolve Payoff, Heat, Entanglements, then Downtimein that order

1. PAYOFF 2 coin: Minor job; several full purses. 2. HEAT 0 heat: Smooth & quiet; low exposure.
The crew earns 2 rep per score by default. If the target 4 coin: Small job; a strongbox. After a score or conflict with an opponent, the crew 2 heat: Contained; standard exposure.
of the score is higher Tier, take +1 rep per Tier higher. 6 coin: Standard score; decent loot. takes heat. Add +1 heat for a high-profile or 4 heat: Loud & chaotic; high exposure.
If the target of the score is lower Tier, you get -1 rep well-connected target. Add +1 heat if the situation
8 coin: Big score; serious loot. 6 heat: Wild; devastating exposure.
per Tier lower (minimum zero). (If you keep the job happened on hostile turf. Add +1 heat if you're at
completely quiet you earn zero rep instead). 10+ coin: Major score; impressive loot. war. Add +2 heat if killing was involved. Plus any additional heat from complications
Subtract coin equal to your Tier+1 if you pay or devil's bargains during the session.
You also earn a coin reward based on the nature of
the operation (see list at right). a tithe to a ward boss or larger organization.
4. DOWNTIME
3. ENTANGLEMENTS When you're at liberty between scores and find some respite from peril, you may pursue two
After the payoff, roll dice equal to your Wanted Level, and read the result according to your heat. downtime activities from the list below. You also recover all of your armor uses. During downtime,
you may perform additional activities from the list by spending 1 coin or 1 rep for each.
HEAT 0-3 HEAT 4/5 HEAT 6+ For any downtime roll, add +1d to the roll if you get help from a friend or contact. After the roll,
Gang Trouble or The Usual Gang Trouble or you may increase the result level by one for each coin spent, by hiring assistance, paying a bribe,
1-3 Suspects 1-3 Questioning 1-3 Flipped or Interrogation etc. (so, a 1-3 result becomes a 4/5, 4/5 becomes 6, 6 becomes Critical).
Demonic Notice or Show
4/5 Rivals or Unquiet Dead 4/5 Reprisals or Unquiet Dead 4/5 of Force
Acquire temporary use of an asset. Roll the crew's Tier. The result indicates the
6 Cooperation 6 Show of Force 6 Arrest acquire quality of the asset (1-3: Inferior (Tier -1), 4/5: Standard (Tier), 6: Fine (Tier
asset +1), Crit: Exceptional (Tier +2). You may spend coin to bump this result beyond
Arrest. An Inspector presents a case file of Questioning. The Bluecoats grab an NPC exceptional, to reach higher quality Tiers, but it costs 2 coin per level to do so.
evidence to a magistrate, to begin prosecution of member of your crew or one of the crews contacts,
your crew. The Bluecoats send a detail to arrest you. to question them about your crimes. Who do the long term Work on a Long Term Project, if you have the means. Roll a trait and mark 1
Pay them off with coin (Wanted Level +3), hand Bluecoats think is most vulnerable? Make a fortune project segment on the project clock per level (1-3: one, 4/5: two, 6: three, Crit: five).
someone over for arrest (this clears your heat), or roll to see how much they talk (1-3: +2 heat, 4/5:
try to evade capture. +1 heat), or pay the Bluecoats off with 2 coin.
Get treatment to tick your healing clock (like a long-term project). When
Cooperation. A +3 status faction asks you for a favor. Reprisals. An enemy faction makes a move recover you fill a clock, each harm is reduced by one level.
Agree to do it or forfeit 1 rep per Tier of the friendly against you (or a friend, contact, or vice purveyor).
faction or lose 1 status with them. If you don't have a Pay them (1 rep and 1 coin) per Tier of the
+3 faction status, you avoid entanglements right now. enemy as an apology, allow them to mess with you
or yours, or fight back and show them who's boss.
reduce Say how you reduce Heat on the crew and roll your action. Reduce heat accoding
Demonic Notice. A demon approaches the crew
Rivals. A neutral faction throws their weight around.
heat to the result level (1-3: one, 4/5: two, 6: three, Crit: five).
with a dark offer. Accept, hide until it loses interest
(forfeit 3 rep), or deal with it another way. They threaten you, a friend or contact, or one of your vice
Mark 1 xp for an attribute or your playbook (+1 xp if you have the appropriate
Flipped. One of your contacts, patrons, clients, or a
purveyors. Forfeit (1 rep or 1 coin) per Tier of the
rival, or stand up to them and lose 1 status with them.
train crew training upgrade). You can train a given xp track only once per downtime.
group of your customers switches allegiances due to
the heat on you. They're loyal to another faction now. Show of Force. A faction with whom you have a
negative status makes a play against your holdings. Visit a purveyor of your vice and roll dice equal to your lowest attribute. Clear
Gang Trouble. One of your gangs (or other
cohorts) causes trouble due to their flaw(s). Lose
Give them 1 claim or go to war (drop to -3 status).
If you have no claims, lose 1 hold instead.
indulge stress equal to your highest die result. If you clear more stress levels than you
face (forfeit rep equal to your tier+1), make
Unquiet Dead. A rogue spirit is drawn to you
vice had marked, you overindulge (see below). If you do not or cannot indulge your
an example of one of the gang members, or face vice during downtime, you take stress equal to your trauma.
(perhaps it's a past victim?). Acquire the services
reprisals from the wronged party. If you lack a gang of a Whisper or Rail Jack to attempt to destroy or Overindulge. Attract Trouble: Select or roll an additional entanglement.
or other cohort with a flaw, there's no entanglement. banish it, or deal with it yourself. You make a bad call because Brag bout your exploits. +2 heat.
Interrogation. The Bluecoats round up one of The Usual Suspects. The Bluecoats grab of your vicein acquiring it
Lost: Play a different character until this one returns from their bender.
the PCs to question them about the crews crimes. someone in the periphery of your crew. One player or while under its influence.
How did they manage to capture you? Pay them off What did yo do? Tapped. Your current purveyor cuts you off. Find a new source for
volunteers a friend or vice purveyor as the person
with 3 coin, or they beat you up (level 2 harm) and your vice.
most likely to be taken. Make a fortune roll to find
you tell them what they want to know (+3 heat). out if they resist questioning (1-3: +2 heat, 4/5:
You can resist each of those consequences separately. level 2 harm), or pay the Bluecoats off with 1 coin.
character creation
vices
1 Choose a playbook. Your playbook
represents your characters
reputation in the underworld, their
8 Record your name, alias, and
look. Choose a name, an alias
(if you use one), and jot down a few
Faith: You're dedicated to an unseen power, Pleasure: Gratification from lovers, food, drink,
forgotten god, ancestor, etc. drugs, art, theater, etc.
special abilities, and how they advance. words to describe your look. Examples Gambling: You crave games of chance, betting Stupor: You seek oblivion in the abuse of drugs,
are provided on the preceding page.
2 Choose a heritage. Detail your
choice with a note about your
family life. For example, Skovlan: Ore loadout
on sporting events, etc.
Luxury: Expensive and/or ostentatious displays
of opulence.
drink to excess, getting beaten to a pulp in the
fighting pits, etc.
Weird: You experiment with strange essences,
miners, now war refugees in Duskwall. You have access to all of the items consort with rogue spirits, observe bizarre rituals
Obligation: You're devoted to a family, a cause,
on your character sheet. For each or taboos, etc.
3 Choose a background. Detail a charity, etc.
operation, decide what your characters
your choice with your specific load will be. During the operation,
history. For example, Labor: Leviathan you may say that your character has names family names
hunter, mutineer. an item on hand by checking the box Adric, Aldo, Amosen, Andrel, Arden, Arlyn, Arquo, Ankhayat, Arran, Athanoch, Basran, Boden, Booker,
Arvus, Ashlyn, Branon, Brace, Brance, Brena, Bricks, Bowman, Breakiron, Brogan, Clelland, Clermont,
4 Assign four action dots. No
action may begin with a rating
higher than 2 during character
for the item you want to useup to a
number of items equal to your chosen
load. Your load also determines your
Candra, Carissa, Carro, Casslyn, Cavelle, Clave,
Corille, Cross, Crowl, Cyrene, Daphnia, Drav, Edlun,
Coleburn, Comber, Daava, Dalmore, Danfield,
Dunvil, Farros, Grine, Haig, Helker, Helles, Hellyers,
movement speed and conspicuousness: Emeline, Grine, Helles, Hix, Holtz, Kamelin, Kelyr, Jayan, Jeduin, Kardera, Karstas, Keel, Kessarin,
creation. (After creation, action ratings
Kobb, Kristov, Laudius, Lauria, Lenia, Lizete, Lorette, Kinclaith, Lomond, Maroden, Michter, Morriston,
may advance up to 3. When you unlock 1-3 load: Light. Youre faster, less Lucella, Lynthia, Mara, Milos, Morlan, Myre, Narcus, Penderyn, Prichard, Rowan, Sevoy, Skelkallan,
the Mastery advance for your crew, you conspicuous; you blend in with citizens. Naria, Noggs, Odrienne, Orlan, Phin, Polonia, Quess, Skora, Slane, Strangford, Strathmill, Templeton,
can advance actions up to rating 4.) Remira, Ring, Roethe, Sesereth, Sethla, Skannon, Tyrconnell, Vale, Walund, Welker.
4/5 load: Normal. You look like a

5 Choose a special ability. Theyre in scoundrel, ready for trouble. Stavrul, Stev, Syra, Talitha, Tesslyn, Thena, Timoth,
the gray column in the middle of Tocker, Una, Vaurin, Veleris, Veretta, Vestine, Vey, aliases
6 load: Heavy. Youre slower. You Bell, Birch, Bricks, Bug, Chime, Coil, Cricket, Cross,
the character sheet. If you cant decide, Volette, Vond, Weaver, Wester, Zamira.
look like an operative on a mission. Crow, Echo, Flint, Frog, Frost, Grip, Gunner, Hammer,
choose the first ability on the list. Its
7-9 load: Encumbered. Youre Hook, Junker, Mist, Moon, Nail, Needle, Ogre, Pool,
placed there as a good first option.
overburdened and cant do anything Ring, Ruby, Silver, Skinner, Song, Spur, Tackle, Thistle,
looks
6 Choose a close friend and a
rival. Mark the one who is a
close friend, long-time ally, family
except move very slowly.
Some special abilities (like the Cutters Man, Woman, Ambiguous, Concealed.
Thorn, Tick-Tock, Twelves, Vixen, Whip, Wicker.

Mule ability or a Demons incredible Affable, Athletic, Bony, Bright, Brooding, Calm, Chiseled, Cold, Dark, Delicate, Fair, Fierce, Grimy, Handsome,
relation, or lover (the upward-pointing
strength) increase the load limits. Huge, Hunched, Languid, Lovely, Open, Plump, Rough, Sad, Scarred, Slim, Soft, Squat, Stern, Stout, Striking,
triangle). Mark one who is a rival,
Some items count as two items for load Twitchy, Weathered, Wiry, Worn.
enemy, scorned lover, betrayed partner,
etc. (the downward-pointing triangle). (they have two connected boxes). Items Collared Shirt Heavy Jacket Knit Sweater Rags & Tatters Slim Jacket Tricorn Hat
in italics dont count toward your load. Eel-skin Bodysuit Hide & Furs Leathers Rough Tunic Soft Boots Vest or Waistcoat
7 Choose your vice. Pick your
preferred type of vice, detail it with a
short description and indicate the name
You dont need to select specific items
now. Review your personal items and the
Fitted Dress
Fitted Leggings
Hood & Veil
Hooded Cape
Long Coat
Long Scarf
Scavenged Uniform Suit & Tie
Sharp Trousers Suspenders
Waxed Coat
Wide Belt
and location of your vice purveyor. standard item descriptions on page 88. Half-Cape Hooded Coat Loose Silks Short Cloak Tall Boots Work Boots
Heavy Cloak Knit Cap Mask & Robes Skirt & Blouse Thick Greatcoat Work Trousers
cutter
stash
a dangerous & coin
intimidating
crew fighter
special abilities playbook
name alias
Battleborn: You may expend your special armor to reduce harm
insight
from an attack in combat or to push yourself during a fight.
look Bodyguard: When you protect a teammate, take +1d to your resistance
hunt
roll. When you gather info to anticipate possible threats in the current study
situation, you get +1 effect. survey
heritage: a korosthe dagger isles background:academiclaborlaw tinker
Ghost Fighter: You may imbue your hands, melee weapons, or tools
iruviaseverosskovlantycheros trademilitarynobleunderworld with spirit energy. You gain potency in combat vs. the supernatural. prowess
You may grapple with spirits to restrain and capture them. finesse
Leader: When you Command a cohort in combat, they continue
prowl
vice / purveyor: faithgamblingluxuryobligationpleasurestuporweird to fight when they would otherwise break (they're not taken out skirmish
stress trauma when they suffer level 3 harm). They gain +1 effect and 1 armor. wreck
coldhauntedobsessedparanoid
recklesssoftunstablevicious Mule: Your load limits are higher. Light: 5. Normal: 7. Heavy: 8. resolve

harm healing Not to be Trifled With: You can push yourself to do one of attune
need project clock
the following: perform a feat of physical force that verges on the command
3 help superhumanengage a small gang on equal footing in close combat. consort
armor uses Savage: When you unleash physical violence, it's especially sway
2 -1d armor frightening. When you Command a frightened target, take +1d. bonus die
less heavy Vigorous: You recover from harm faster. Permanently fill in one of push yourself (take
1 effect special your healing clock segments. Take +1d to healing treatment rolls. + 2 stress) -or- accept a
notes devil's bargain.
Veteran: Choose a special ability from another source.

dangerous friends items load 3 light
5 normal 6 heavy


Marlane, a pugilist Fine hand weapon A Blade or Two
Chael, a vicious thug Fine heavy weapon Throwing Knives


Scary weapon or tool A Pistol A 2nd Pistol

Mercy, a cold killer A Large Weapon
Manacles & chain

Grace, an extortionist Rage essence vial An Unusual Weapon

Sawtooth, a physicker Spiritbane charm Armor +Heavy


Burglary Gear
xp Climbing Gear
Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
You addressed a challenge with violence or coercion. Demolition Tools
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
You struggled with issues from your vice or traumas during the session. Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your How can I hurt them?
Assist a teammate load limit for the operation. Who's most afraid of me?
Lead a group action Assault: Point of attack Occult: Arcane power Who's most dangerous here?
What do they intend to do?
Protect a teammate Deception: Method Social: Connection How can I get them to [X]?
Are they telling the truth?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
hound
stash
a deadly coin
sharpshooter
crew and tracker
special abilities playbook
name alias Sharpshooter: You can push yourself to do one of the following:

make a ranged attack at extreme distance beyond whats normal for insight

look
the weaponunleash a barrage of rapid fire to suppress the enemy. hunt
Focused: You may expend your special armor to resist a consequence
study
of surprise or mental harm (fear, confusion, losing track of someone) survey
heritage: a korosthe dagger isles background:academiclaborlaw
or to push yourself for ranged combat or tracking. tinker
iruviaseverosskovlantycheros trademilitarynobleunderworld
Ghost Hunter: Your hunting pet is imbued with spirit energy.
prowess
It gains potency when tracking or fighting the supernatural, and
gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take finesse
this ability again to choose an additional arcane ability for your pet. prowl
vice / purveyor: faithgamblingluxuryobligationpleasurestuporweird Scout: When you gather info to locate a target, you get +1 effect.
skirmish
stress trauma When you hide in a prepared position or use camouflage, you get +1d wreck
coldhauntedobsessedparanoid to rolls to avoid detection.
recklesssoftunstablevicious resolve
Survivor: From hard won experience or occult ritual, you are

harm healing immune to the poisonous miasma of the deathlands and are able to attune
need project clock subsist on the strange flora and fauna there. You get +1 stress box. command
3 help consort
Tough as Nails: Penalties from harm are one level less severe

armor uses (though level 4 harm is still fatal). sway
2 -1d armor Vengeful: You gain an additional xp trigger: You got payback
bonus die
less heavy against someone who harmed you or someone you care about. If your push yourself (take
1 effect special crew helped you get payback, also mark crew xp. + 2 stress) -or- accept a
notes
Veteran: Choose a special ability from another source. devil's bargain.

deadly friends items load 3 light


5 normal 6 heavy


Steiner, an assassin Fine pair of pistols A Blade or Two
Celene, a sentinel Fine long rifle Throwing Knives


Electroplasmic ammunition A Pistol A 2nd Pistol

Melvir, a physicker A Large Weapon
A trained hunting pet

Veleris, a spy Spyglass An Unusual Weapon

Casta, a bounty hunter Spiritbane charm Armor +Heavy


Burglary Gear
xp Climbing Gear
Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
You addressed a challenge with tracking or violence. Demolition Tools
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
You struggled with issues from your vice or traumas during the session. Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power What are they really feeling?
Where are they vulnerable?
Protect a teammate Deception: Method Social: Connection Where did [X] go?
How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
leech
stash
a saboteur and coin
technician
crew
special abilities playbook
name alias Alchemist: When you invent or craft a creation with alchemical

features, take +1 result level to your roll. You begin with one special insight
formula already known. hunt
look
Analyst: During downtime, you get two ticks to distribute among
study
any long term project clocks that involve investigation or learning a survey
new formula or design plan.
heritage: a korosthe dagger isles background:academiclaborlaw tinker
Artificer: When you invent or craft a creation with spark-craft

iruviaseverosskovlantycheros trademilitarynobleunderworld features, take +1 result level to your roll. You begin with one special prowess
design already known. finesse
Fortitude: You may expend your special armor to resist a
prowl
vice / purveyor: faithgamblingluxuryobligationpleasurestuporweird consequence of fatigue, weakness, or chemical effects, or to push skirmish
yourself when working with technical skill or handling alchemicals.
stress trauma wreck
coldhauntedobsessedparanoid Ghost Ward: You know how to Wreck an area with arcane substances

recklesssoftunstablevicious and methods so it is either anathema or enticing to spirits (your choice). resolve

harm healing
Physicker: You can Tinker with bones, blood, and bodily humours to
attune
treat wounds or stabilize the dying. You may study a malady or corpse. command
need project clock Everyone in your crew gets +1d to their healing treatment rolls.
3 help consort
armor uses Saboteur: When you Wreck, the work is much quieter than it
sway
2 -1d should be and the damage is hidden from casual inspection.
armor bonus die
Venomous: Choose a drug or poison (from your bandolier stock) to

less heavy which you have become immune. You can push yourself to secrete it push yourself (take
1 effect special through your skin or saliva or exhale it as a vapor. + 2 stress) -or- accept a
notes
Veteran: Choose a special ability from another source.
devil's bargain.
Alchemicals
Bandolier clever friends items load 3 light
5 normal 6 heavy

Bandolier
Stazia, an apothecary Fine tinkering tools A Blade or Two
Veldren, a psychonaut Fine wrecking tools Throwing Knives
When you use a bandolier

slot, choose an alchemical: Blowgun & darts, syringes A Pistol A 2nd Pistol

Eckerd, a corpse thief A Large Weapon
Alcahest Bandolier (3 uses)

Jul, a blood dealer
Bandolier (3 uses) An Unusual Weapon
Binding Oil
Malista, a priestess Gadgets Armor +Heavy
Drift Oil

Burglary Gear
Drown Powder
xp Climbing Gear
Eyeblind Poison
Fire Oil Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
Grenade At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
Quicksilver
You addressed a challenge with technical skill or mayhem. Demolition Tools
Skullfire Poison
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
Smoke Bomb
You struggled with issues from your vice or traumas during the session. Lantern
Spark (drug)
Standstill Poison teamwork planning & load gather information
Trance Powder Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power Are they telling the truth?
What can I tinker with here?
Protect a teammate Deception: Method Social: Connection What might happen if I [X]?
How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
lurk
stash
a stealthy coin
infiltrator
crew and burglar
special abilities playbook
name alias Infiltrator: You are not affected by quality or Tier when you

bypass security measures. insight

look
Ambush: When you attack from hiding or spring a trap, you get +1d.
hunt
Daredevil: When you roll a desperate action, you get +1d to your
study
roll if you also take -1d to any resistance rolls against consequences survey
from your action. tinker
heritage: a korosthe dagger isles background:academiclaborlaw
The Devil's Footsteps: When you push yourself, choose one

iruviaseverosskovlantycheros trademilitarynobleunderworld of the following additional benefits: perform a feat of athletics that prowess
verges on the superhumanmaneuver to confuse your enemies so they finesse
mistakenly attack each other.
Expertise: Choose one of your action ratings. When you lead a prowl
vice / purveyor: faithgamblingluxuryobligationpleasurestuporweird skirmish
group action using that action, you can suffer only 1 stress at most
stress trauma regardless of the number of failed rolls. wreck
coldhauntedobsessedparanoid
recklesssoftunstablevicious Ghost Veil: You may shift partially into the ghost field, becoming
resolve
shadowy and insubstantial for a few moments. Take 2 stress when
harm healing you shift, plus 1 stress for each extra feature: It lasts for a few minutes attune
need project clock rather than momentsyou are invisible rather than shadowyyou command
3 help may float through the air like a ghost consort
armor uses Reflexes: When there's a question about who acts first, the answer
sway
2 -1d armor is you (two characters with Reflexes act simultaneously).
Shadow: You may expend your special armor to resist a consequence
bonus die
less heavy from detection or security measures, or to push yourself for a feat push yourself (take
1 effect special of athletics or stealth. + 2 stress) -or- accept a
notes
Veteran: Choose a special ability from another source.
devil's bargain.

shady friends items load 3 light


5 normal 6 heavy


Telda, a beggar Fine lockpicks
A Blade or Two
Darmot, a bluecoat Fine shadow cloak
Throwing Knives


Light climbing gear
A Pistol A 2nd Pistol

Frake, a locksmith A Large Weapon
Silence potion vial


Roslyn Kellis, a noble Dark-sight goggles An Unusual Weapon

Petra, a city clerk Spiritbane charm Armor +Heavy


Burglary Gear
xp Climbing Gear
Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
You addressed a challenge with stealth or evasion. Demolition Tools
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
You struggled with issues from your vice or traumas during the session. Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power What should I look out for?
What's the best way in?
Protect a teammate Deception: Method Social: Connection Where can I hide here?
How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
slide
stash
a subtle coin
manipulator
crew and spy
special abilities playbook
name alias Rook's Gambit: Take 2 stress to roll your best action rating while

performing a different action. Say how you adapt your skill to this use. insight

look Cloak & Dagger: When you use a disguise or other form of covert
hunt
misdirection, you get +1d to rolls to confuse or deflect suspicion. study
When you throw off your disguise, the resulting surprise gives you survey
heritage: a korosthe dagger isles background:academiclaborlaw
the initiative in the situation. tinker
iruviaseverosskovlantycheros trademilitarynobleunderworld Ghost Voice: You know the secret method to interact with a ghost or
prowess
demon as if it was a normal human, regardless of how wild or feral it
appears. You gain potency when communicating with the supernatural. finesse
Like Looking into a Mirror: You can always tell when someone prowl
vice / purveyor: faithgamblingluxuryobligationpleasurestuporweird skirmish
is lying to you.
stress trauma wreck
coldhauntedobsessedparanoid A Little Something on the Side: At the end of each downtime

recklesssoftunstablevicious phase, you earn +2 stash. resolve

harm healing Mesmerism: When you Sway someone, you may cause them to
attune
need project clock forget that it's happened until they next interact with you. command
3 help consort
Subterfuge: You may expend your special armor to resist a

armor uses consequence from suspicion or persuasion, or to push yourself for sway
2 -1d armor subterfuge. bonus die
less heavy Trust in Me: You get +1d vs. a target with whom you have an
push yourself (take
1 effect intimate relationship.
special + 2 stress) -or- accept a
notes
Veteran: Choose a special ability from another source.
devil's bargain.

sly friends items load 3 light


5 normal 6 heavy


Bryl, a drug dealer Fine clothes & jewelry
A Blade or Two
Bazso Baz, a gang leader Fine disguise kit
Throwing Knives


Fine loaded dice, trick cards
A Pistol A 2nd Pistol

Klyra, a tavern owner A Large Weapon
Trance powder


Nyryx, a prostitute A cane-sword An Unusual Weapon

Harker, a jail-bird Spiritbane charm Armor +Heavy


Burglary Gear
xp Climbing Gear
Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
You addressed a challenge with deception or influence. Demolition Tools
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
You struggled with issues from your vice or traumas during the session. Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power Are they telling the truth?
What are they really feeling?
Protect a teammate Deception: Method Social: Connection What do they really care about?
How can I blend in here?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
spider
stash
a devious coin
mastermind
crew
special abilities playbook
name alias Foresight: Two times per score you can assist a teammate without

paying stress. Tell us how you prepared for this. insight

look Calculating: Due to your careful planning, during downtime,


hunt
you may give yourself or another crew member +1 downtime action. study
Connected: During downtime, you get +1 result level when you
survey
heritage: a korosthe dagger isles background:academiclaborlaw acquire an asset or reduce heat. tinker
iruviaseverosskovlantycheros trademilitarynobleunderworld Functioning Vice: When you indulge your vice, you may adjust
prowess
the dice outcome by 1 or 2 (up or down). An ally who joins in your
vice may do the same. finesse
Ghost Contract: When you shake on a deal, you and your
prowl
vice / purveyor: faithgamblingluxuryobligationpleasurestuporweird skirmish
partnerhuman or otherwiseboth bear a mark of your oath. If
stress trauma either breaks the contract, they take level 3 harm, "Cursed". wreck
coldhauntedobsessedparanoid
recklesssoftunstablevicious Jail Bird: When incarcerated, your wanted level counts as 1 less,
resolve
your Tier as 1 more, and you gain +1 faction status with a faction you attune
harm healing help on the inside (in addition to your incarceration roll).
need project clock command
3 Mastermind: You may expend your special armor to protect a
consort
help
teammate, or to push yourself when you gather information or work sway
armor uses
on a long-term project.
2 -1d armor Weaving the Web: You gain +1d to Consort when you gather
bonus die
less heavy information on a target for a score. You get +1d to the engagement push yourself (take
1 effect special roll for that operation. + 2 stress) -or- accept a
notes
Veteran: Choose a special ability from another source.
devil's bargain.

shrewd friends items load 3 light


5 normal 6 heavy


Salia, an information broker Fine cover identity
A Blade or Two
Fine bottle of whiskey
Throwing Knives

Augus, a master architect
Blueprints
A Pistol A 2nd Pistol

Jennah, a servant A Large Weapon
Vial of slumber essence


Riven, a chemist Concealed palm pistol An Unusual Weapon

Spiritbane charm Armor +Heavy

Jeren, a bluecoat archivist
Burglary Gear
xp Climbing Gear
Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
You addressed a challenge with calculation or conspiracy. Demolition Tools
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
You struggled with issues from your vice or traumas during the session. Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your What do they want most?
Assist a teammate load limit for the operation. What should I look out for?
Lead a group action Assault: Point of attack Occult: Arcane power Where's the leverage here?
How can I discover [X]?
Protect a teammate Deception: Method Social: Connection What do they intend to do?
How can I get them to [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
whisper
stash
an arcane coin
adept and
crew channeler
special abilities playbook
name alias Compel: You can Attune to the ghost field to force a nearby ghost to

appear and obey a command you give it. You are not supernaturally insight
terrified by a ghost you summon or compel (though your allies may be). hunt
look
Ghost Mind: Youre always aware of supernatural entities in your study
presence. Take +1d when you gather info about the supernatural. survey
heritage: a korosthe dagger isles background:academiclaborlaw Iron Will: You're immune to the terror that some supernatural tinker
entities inflict on sight. Take +1d to resistance rolls with Resolve.
iruviaseverosskovlantycheros trademilitarynobleunderworld prowess
Occultist: You know the secret ways to Consort with ancient

powers, forgotten gods or demons. Once you've consorted with one, finesse
you get +1d to command cultists who worship it. prowl
vice / purveyor: faithgamblingluxuryobligationpleasurestuporweird
Ritual: You can Study an occult ritual (or create a new one) to skirmish
stress trauma summon a supernatural effect or being. You know the arcane methods wreck
coldhauntedobsessedparanoid to perform ritual sorcery. You begin with one ritual already learned.
recklesssoftunstablevicious resolve
Strange Methods: When you invent or craft a creation with attune
harm healing arcane features, take +1 result level to your roll. You begin with one
need project clock arcane design already known. command
3 help consort
armor uses Tempest: You can push yourself to do one of the following: unleash

sway
2 -1d
a stroke of lightning as a weaponsummon a storm in your immediate
armor vicinity (torrential rain, roaring winds, heavy fog, chilling frost/snow, etc.). bonus die
less heavy Warded: You may expend your special armor to resist a supernatural push yourself (take
1 effect special consequence, or to push yourself when you deal with arcane forces. + 2 stress) -or- accept a
notes Veteran: Choose a special ability from another source.
devil's bargain.

strange friends items load 3 light


5 normal 6 heavy


Nyryx, a possessor ghost
Fine lightning hook A Blade or Two
Scurlock, a vampire Fine spirit mask Throwing Knives


Electroplasm vials A Pistol A 2nd Pistol

Setarra, a demon
A Large Weapon
Spirit bottles (2)

Quellyn, a witch
Ghost key An Unusual Weapon

Flint, a spirit trafficker Demonbane charm Armor +Heavy


Burglary Gear
xp Climbing Gear
Every time you roll a desperate action, mark xp in that action's attribute. Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or Documents
an attribute) or 2 xp if that item occurred multiple times. Subterfuge Supplies
You addressed a challenge with knowledge or arcane power. Demolition Tools
You expressed your beliefs, drives, heritage, or background. Tinkering Tools
You struggled with issues from your vice or traumas during the session. Lantern
teamwork planning & load gather information
Choose a plan, provide the detail. Choose your What is arcane or weird here?
Assist a teammate load limit for the operation. What echoes in the ghost field?
Lead a group action Assault: Point of attack Occult: Arcane power What is hidden or lost here?
What do they intend to do?
Protect a teammate Deception: Method Social: Connection What drives them to do this?
How can I reveal [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
stash
coin

crew
playbook
special abilities playbook
name alias
insight

look hunt
study
survey
heritage: a korosthe dagger isles background:academiclaborlaw tinker
iruviaseverosskovlantycheros trademilitarynobleunderworld prowess
finesse
prowl
vice / purveyor: faithgamblingluxuryobligationpleasurestuporweird skirmish
stress trauma wreck
coldhauntedobsessedparanoid
recklesssoftunstablevicious resolve

harm healing attune


need project clock command
3 help consort
armor uses sway
2 -1d armor bonus die
less heavy push yourself (take
1 effect special + 2 stress) -or- accept a
notes devil's bargain.

friends items load


3 light
5 normal
6 heavy


_____________________ ______________________

_________________

_____________________ ______________________

_________________
______________________


_____________________
_________________
______________________


_____________________
_________________
______________________


_____________________ ______________________

_________________

xp

_________________
Every time you roll a desperate action, mark xp in that action's attribute.
_________________
At the end of each session, for each item below, mark 1 xp (in your playbook or
_________________
an attribute) or 2xp if that item occurred multiple times.

_________________
You addressed a challenge with _________________________________________
You expressed your beliefs, drives, heritage, or background.
_________________
You struggled with issues from your vice or traumas during the session.

teamwork planning & load gather information
Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power What are they really feeling?
What should I lookout for?
Protect a teammate Deception: Method Social: Connection Where's the weakness here?
How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
crew creation
1 Choose a crew type. The crew type
determines the groups purpose, their
special abilities, and how they advance.
5 Assign crew upgrades. Your crew has
two upgrades pre-selected. Choose
two more. If your crew has a cohort,
CREW UPGRADES
Boat house: You have a boat, a dock on a Quarters: Your lair includes living
waterway, and a small shack to store boating quarters for the crew. Without this upgrade,
You begin at Tier 0, with strong hold and follow the procedure to create it. Record supplies. A second upgrade improves the each PC sleeps elsewhere, and is vulnerable
0 rep. You start with 2 coin. the faction status changes due to your boat with armor and more cargo capacity. when they do so.
upgrades:
Carriage House: You have a carriage, Secure Lair: Your lair has locks, alarms,
2 Choose an initial reputation and
lair. Choose how other underworld
factions see you: AmbitiousBrutal
One faction helped you get an upgrade.
Take +1 status with them. Or spend 1
coin for +2 status instead.
two goats to pull it, and a stable. A second
upgrade improves the carriage with armor
and traps to thwart intruders. A second
upgrade improves the defenses to include
and larger, swifter goats. Horses are very rare arcane measures that work against spirits.
DaringHonorableProfessional One faction was harmed when you got in Doskvolmost carriages in the city use the You might roll your crews Tier if these
SavvySubtleStrange. Look at the map an upgrade. Take -2 status with them. large Akorosian goat as their draft animal. measures are ever put to the test, to see how
and pick a district in which to place your Or spend 1 coin for -1 status instead. Cohort: A cohort is a gang or a single well they thwart an intruder.
lair. Describe the lair.
expert NPC who works for your crew. For Training: If you have a Training upgrade,

3 Establish your hunting grounds.


Look at the map and pick a district
6 Choose a favorite contact. Mark the
one who is a close friend, long-time
ally, or partner in crime. Record the faction
all the details on cohorts, see the following
pages.
you earn 2 xp (instead of 1) when you train
a given xp track during downtime (Insight,
in which to place your hunting grounds. Hidden Lair: Your lair has a secret Prowess, Resolve, or Playbook xp). This
status changes related to your contact:
Decide how to deal with the faction that location and is disguised to hide it from view. upgrade essentially helps you advance more
One faction is friendly with your quickly. See Advancement, page 48.
claims that area. If your lair is discovered, use two downtime
contact. Take +1 status with them.
Pay them 1 coin. activities and pay coin equal to your Tier to If you have Insight Training, when you
One faction is unfriendly with your relocate it and hide it once again.
Pay them 2 coin. Get +1 status. train Insight during downtime, you
contact. Take -1 status with them.
Pay nothing. Get -1 status. Mastery: Your crew has access to master mark 2 xp on the Insight track (instead
At your option, increase the intensity of level training. You may advance your PCs of just 1). If you have Playbook Training,

4 Choose a special ability. Theyre in the factions relationship with your contact action ratings to 4 (until you unlock this you mark 2 xp on your playbook xp track
the gray column in the middle of the and take +2 and -2 status, instead. upgrade, PC action ratings are capped at 3). when you train.
crew sheet. If you cant decide, choose the This costs four upgrade boxes to unlock. Vault: Your lair has a secure vault,
first ability on the list. Its placed there as Quality: Each upgrade improves the increasing your storage capacity for coin to
a good first option. quality rating of all the PCs items of that 8. A second upgrade increases your capacity
type, beyond the quality established by the to 16. A separate part of your vault can be
crews Tier and fine items. You can improve used as a holding cell.
the quality of Documents, Gear (covers Workshop: Your lair has a workshop
Burglary Gear and Climbing Gear), Arcane appointed with tools for tinkering and
Implements, Subterfuge Supplies, Tools alchemy, as well as a small library of books,
(covers Demolitions Tools and Tinkering documents, and maps. You may accomplish
Tools), and Weapons. long-term projects with these assets without
So, if you are Tier 0, with fine lockpicks (+1) leaving your lair.
and the Quality upgrade for gear (+1), you
could contend equally with a Tier II quality
lock.
assassins
cohort gang expert

crew sheet murderers


for hire
WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
Deadly: Each PC may add +1 action rating to Hunt, Prowl, or
lair Skirmish (up to a max rating of 3).
rep turf hold weak strong tier

Crow's Veil: Due to hard-won experience or occult ritual, your

activities are hidden from the notice of the death-seeker crows. cohort gang expert
You don't take extra heat when killing is involved on a score. WEAK IMPAIRED BROKEN ARMOR

Emberdeath: Due to hard-won experience or occult ritual, you


training hagfish farm know the arcane method to destroy a living victim's spirit at the
vice den fixer informants
rooms Body disposal, moment you kill them. Take 3 stress to channel electroplasmic
(Tier roll) - Heat = +2 coin for lower- +1d gather info
+1 scale for your
coin in downtime class targets for scores
+1d to reduce heat energy from the ghost field to disintegrate the spirit and dead
Skulks cohorts after killing body in a shower of sparking embers.
No Traces: When you keep an operation quiet or make it look like
an accident, you get half the rep value of the target (round up) instead
victim cover of zero. When you end downtime with zero heat, take +1 rep. cohort gang expert
trophies turf LAIR turf operation
Patron: When you advance your Tier, it costs half the coin it
WEAK IMPAIRED BROKEN ARMOR
+1 rep per score -2 heat per score normally would. Who is your patron? Why do they help you?
Predators: When you use stealth or subterfuge to commit
murder, take +1d to the engagement roll.
protection cover identities
infirmary envoy city records Vipers: When you acquire or craft poisons, you get +1 result
racket +1d engagement
+1d to healing +2 coin for high- +1d engagement level to your roll. When you employ a poison, you are specially
(Tier roll) - Heat = for deception and
rolls class targets for stealth plans prepared to be immune to its effects.
coin in downtime social plans
Veteran: Choose a special ability from another crew.
cohort gang expert
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR

|

|



At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets +1 Stash (+2 per Tier) 2xp if that item occurred multiple times).
Execute a successful accident, disappearance, murder, or ransom operation.
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Trev, a gang boss
Assassin rigging (2 free load of
lair quality
weapons or gear) Carriage Documents

Lydra, a deal broker

Ironhook Contacts (+1 Tier in
Boat Gear

Irimina, a vicious noble
prison) Hidden
Implements

Karlos, a bounty hunter
Elite Skulks
Quarters
Secure Supplies

Exeter, a spirit warden
Elite Thugs

Vault Tools

Sevoy, a merchant lord
Hardened (+1 trauma box)
Workshop Weapons

hunting grounds: accidentdisappearancemurderransom training cohorts
Insight upgrade costs
Prowess New Cohort: 2
Resolve Add Type: 2
Personal
Mastery
bravos
cohort gang expert

crew sheet mercenaries,


thugs &
killers
WEAK

Thugs
IMPAIRED BROKEN ARMOR

special abilities
name reputation
Dangerous: Each PC may add +1 action rating to Hunt,

lair Skirmish, or Wreck (up to a max rating of 3).
rep turf hold weak strong tier

Blood Brothers: When you fight alongside your cohorts
cohort gang expert
in combat, they get +1d for teamwork rolls (setup and group WEAK IMPAIRED BROKEN ARMOR
actions). All of your cohorts get the Thugs type for free (if they're
terrorized protection already Thugs, add another type).
barracks informants
citizens racket Door Kickers: When you execute an assault plan, take +1d to
+1 scale for your turf +1d gather info
+2 coin for battle (Tier roll) - Heat = the engagement roll.
Thug cohorts for scores
or extortion coin in downtime
Fiends: Fear is as good as respect. You may count each

wanted level as if it was turf.
fighting pits Forged in the Fire: Each PC has been toughened by cruel
cohort gang expert
(Tier roll) - Heat = turf LAIR turf turf experience. You get +1d to resistance rolls. WEAK IMPAIRED BROKEN ARMOR
coin in downtime
Patron: When you advance your Tier, it costs half the coin it

normally would. Who is your patron? Why do they help you?
warehouses bluecoat War Dogs: When youre at war (-3 faction status), your crew

infirmary bluecoat street fence
Stockpiles give you confederates does not suffer -1 hold and PCs still get two downtime activities,
+1d to healing intimidation +2 coin for lower-
+1d to acquire +1d engagement instead of just one.
rolls -2 heat per score class targets
assets for assault plans
Veteran: Choose a special ability from another crew.
cohort gang expert
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR

|

|



At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets +1 Stash (+2 per Tier) 2xp if that item occurred multiple times).
Execute a successful battle, extortion, sabotage, or smash & grab operation.
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Meg, a pit-fighter
Bravos rigging (2 free load of
lair quality
weapons or armor) Carriage Documents

Conway, a bluecoat

Ironhook Contacts (+1 Tier in
Boat Gear

Keller, a blacksmith
prison) Hidden
Implements

Tomas, a physicker
Elite Rovers
Quarters
Secure Supplies

Walker, a ward boss
Elite Thugs

Vault Tools

Lutes, a tavern owner
Hardened (+1 trauma box)
Workshop Weapons

hunting grounds: battleextortionsabotagesmash & grab training cohorts
Insight upgrade costs
Prowess New Cohort: 2
Resolve Add Type: 2
Personal
Mastery
cult
cohort gang expert

crew sheet acolytes


of a deity
WEAK

Adepts
IMPAIRED BROKEN ARMOR

special abilities
name reputation
Chosen: Each PC may add +1 action rating to Attune, Study, or
lair Sway (up to a max rating of 3).
choose 2 features Anointed: You get +1d to resistance rolls against supernatural cohort gang expert
alluringcruelferociousmonstrous threats. You get +1d to healing rolls when you have supernatural harm.
WEAK IMPAIRED BROKEN ARMOR
deity radiantsinisterserenetranscendent Bound in Darkness: You may use teamwork with any cult

member, regardless of the distance separating you. By taking
rep turf hold weak strong tier

1 stress, your whispered message is heard by every cultist.
Conviction: Each PC gains an additional Vice: Worship. When you
indulge this vice and bring a pleasing sacrifice, you don't overindulge
ancient obelisk ancient tower if you clear excess stress. In addition, your deity will assist any one
cloister vice den offertory action roll you makefrom now until you indulge this vice again.
-1 stress cost for +1d to Consort
+1 scale for your (Tier roll) - Heat = +2 coin for occult
Adept cohorts coin in downtime operations
all arcane powers w/ arcane entities Glory Incarnate: Your deity sometimes manifests in the
cohort gang expert
and rituals on site physical world. This can be a great boon, but the priorities and WEAK IMPAIRED BROKEN ARMOR
values of a god are not those of mortals. You have been warned.
Sealed in Blood: Each human sacrifice yields -3 stress cost for
any ritual you perform.
turf turf LAIR turf turf
Zealotry: Your cohorts have abandoned their reason to devote
themselves to the cult. They will undertake any service, no matter how
dangerous or strange. They gain +1d to rolls against enemies of the faith.

Veteran: Choose a special ability from another crew.
spirit well ancient gate sanctuary sacred nexus ancient altar cohort gang expert
+1d to Attune Safe passage in +1d to Command +1d to healing +1d engagement crew xp WEAK IMPAIRED BROKEN ARMOR
on site. the Deathlands and Sway on site rolls for occult plans At the end of each session, for each item below, mark 1 xp (or instead mark
2xp if that item occurred multiple times).
heat wanted level coin vaults Advance the agenda of your deity or embody its precepts in action.

|

|



Contend with challenges above your current station.
Upon crew advance, each PC gets +1 Stash (+2 per Tier) Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Gagan, an academic
Cult rigging (2 free load of
lair quality
Adikin, an occultist documents or implements) Carriage Documents


Boat Gear

Hutchins, an antiquarian
Ritual sanctum in lair

Hidden
Implements

Moriya, a spirit trafficker
Elite Adepts
Quarters
Secure Supplies

Mateas Kline, a noble
Elite Thugs

Vault Tools

Bennett, an astronomer
Ordained (+1 trauma box)
Workshop Weapons

sacred sites: acquisitionauguryconsecrationsacrifice training cohorts
Insight upgrade costs
Prowess New Cohort: 2
Resolve Add Type: 2
Personal
Mastery
hawkers
cohort gang expert

crew sheet vice


dealers
WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
Silver Tongues: Each PC may add +1 action rating to

lair Command, Consort, or Sway (up to a max rating of 3).
rep turf hold weak strong tier

Accord: Sometimes friends are as good as territory. You may
cohort gang expert
count up to three +3 faction statuses you hold as if they are turf. WEAK IMPAIRED BROKEN ARMOR

The Good Stuff: Your merchandise is exquisite. The product



personal local graft quality is equal to your Tier+2. When you deal with a crew or
lookouts informants
clothier +2 coin for faction, the GM will tell you who among them is hooked on your
turf +1d to Survey or +1d gather info
+1d engagement show of force or product (one, a few, many, or all).
Hunt on your turf for scores
roll for social plans socialize
Ghost Market: Through arcane ritual or hard-won experience,

you have discovered how to prepare your product for sale to ghosts
luxury venue and/or demons. They do not pay in coin. What do they pay with? cohort gang expert
turf turf LAIR turf +1d to Consort High Society: It's all about who you know. Take -1 heat during
WEAK IMPAIRED BROKEN ARMOR
and Sway on site downtime and +1d to gather info about the city's elite.
Hooked: Your gang members use your product. Add the savage,

cover identities unreliable, or wild flaw to your gangs to give them +1 quality.
foreign market vice den surplus caches cover
(Tier roll) - Heat = (Tier roll) - Heat = +2 coin for product operation +1d engagement Patron: When you advance your Tier, it costs half the coin it

for deception and normally would. Who is your patron? Why do they help you?
coin in downtime coin in downtime sale or supply -2 heat per score
transport plans
Veteran: Choose a special ability from another crew.
cohort gang expert
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR

|

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At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets +1 Stash (+2 per Tier) 2xp if that item occurred multiple times).
Acquire product supply, execute clandestine/covert sales, or secure new territory.
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Rolan Wott, a magistrate
Hawker's rigging (1 carried item
lair quality
is concealed and has no load) Carriage Documents

Laroze, a bluecoat

Ironhook Contacts (+1 Tier in
Boat Gear

Lydra, a deal broker
prison) Hidden
Implements

Hoxley, a smuggler
Elite Rooks
Quarters
Secure Supplies

Anya, a dillettante
Elite Thugs

Vault Tools

Marlo, a gang boss
Composed (+1 stress box)
Workshop Weapons

sales territory: salesupplyshow of forcesocialize training cohorts
Insight upgrade costs
Prowess New Cohort: 2
Resolve Add Type: 2
Personal
Mastery
shadows
cohort gang expert

crew sheet thieves,


spies, and
saboteurs
WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
Everyone Steals: Each PC may add +1 action rating to Prowl,

lair Finesse, or Tinker (up to a max rating of 3).
rep turf hold weak strong tier

Ghost Echoes: From weird experience or occult ritual, all crew
cohort gang expert
members gain the ability to see and interact with the ghostly WEAK IMPAIRED BROKEN ARMOR
structures, streets, and objects within the echo of Doskvol that
interrogation exists in the ghost field.
loyal fence gambling den tavern
chamber
turf +2 coin for burglary (Tier roll) - Heat = +1d to Consort Pack Rats: Your lair is a jumble of stolen items. When you roll

+1d to Command
or robbery coin in downtime and Sway on site to acquire an asset, take +1d.
and Sway on site
Patron: When you advance your Tier, it costs half the coin it

normally would. Who is your patron? Why do they help you?
drug den informants lookouts cohort gang expert
(Tier roll) - Heat = +1d gather info LAIR turf +1d to Survey or Second Story: When you execute a clandestine infiltration, you
WEAK IMPAIRED BROKEN ARMOR
coin in downtime for scores Hunt on your turf get +1d to the engagement roll.
Slippery: When you roll entanglements, roll twice and keep the

one you want. When you reduce heat on the crew, take +1d.
hagfish farm secret
infirmary covert drops
Body disposal, pathways Synchronized: When you perform a group action, you may

+1d to healing +2 coin for espionage turf
+1d to reduce heat +1d engagement count multiple 6s from different rolls as a critical success.
rolls or sabotage
after killing for stealth plans
Veteran: Choose a special ability from another crew.

cohort gang expert
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR

|

|



At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets +1 Stash (+2 per Tier) 2xp if that item occurred multiple times).
Execute a successful espionage, sabotage, or theft operation.
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
Dowler, an explorer
Thief Rigging (2 free load of
lair quality
Laroze, a bluecoat tools or gear) Carriage Documents


Boat Gear

Amancio, a deal broker
Underground maps & passkeys

Hidden
Implements

Fitz, a collector
Elite Rooks
Quarters
Secure Supplies

Adelaide Phroaig, a noble
Elite Skulks

Vault Tools

Rigney, a tavern owner
Steady (+1 stress box)
Workshop Weapons

hunting grounds: burglaryespionagerobberysabotage training cohorts
Insight upgrade costs
Prowess New Cohort: 2
Resolve Add Type: 2
Personal
Mastery

smugglers
cohort gang expert

crew sheet suppliers


of illicit
goods
WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
Like Part of the Family: Create one of your vehicles as a
lair cohort (use the vehicle edges and flaws, below). Its quality is equal
to your Tier +1.
rep turf hold weak strong tier

cohort gang expert
All Hands: During downtime, one of your cohorts may perform
WEAK IMPAIRED BROKEN ARMOR
a downtime activity for the crew to acquire an asset, reduce heat,
or work on a long-term project.
side business luxury fence vice den tavern
Ghost Passage: From harsh experience or occult ritual, all crew

turf (Tier roll) - Heat = +2 coin for high- (Tier roll) - Heat = +1d to Consort members become immune to possession by spirits, but may choose
coin in downtime class targets coin in downtime and Sway on site to "carry" a second ghost as a passenger within their body.
Just Passing Through: During downtime, take -1 heat. When
your heat is 4 or less, you get +1d to deceive people when you pass
ancient gate yourselves off as ordinary citizens. cohort gang expert
Safe passage in turf LAIR turf turf WEAK IMPAIRED BROKEN ARMOR
Leverage: Your crew supplies contraband for other factions. Your
the Deathlands
success is good for them. Whenever you gain rep, gain +1 rep.
Reavers: When you go into conflict aboard a vehicle, you gain

warehouse +1 effect for vehicle damage and speed. Your vehicle gains armor.
secret routes informants fleet cover
+1d engagement +1d gather info Your cohorts have operation Stockpiles give you Renegades: Each PC may add +1 action rating to Finesse, Prowl,

+1d to acquire or Skirmish (up to a max rating of 3).
for transport plans for scores their own vehicles -2 heat per score
assets

Veteran: Choose a special ability from another crew.
cohort gang expert
heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR

|

|



At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets +1 Stash (+2 per Tier) 2xp if that item occurred multiple times).
Execute a successful smuggling or acquire new clients or contraband sources.
Vehicle Edges Contend with challenges above your current station.
Nimble: The vehicle handles Bolster your crew's reputation or develop a new one.
easily. Consider this an assist Express the goals, drives, inner conflict, or essential nature of the crew.
for tricky maneuvers.
contacts crew upgrades
Simple: The vehicle is easy
to repair. Remove all of its Elynn, a dock worker
Smuggler's rigging (2 items
lair quality
harm during downtime. carried are perfectly concealed) Vehicle Documents

Rolan, a drug dealer

Sturdy: The vehicle keeps Vehicle
Camouflage (vehicles are
Gear

operating even when broken. Sera, an arms dealer
perfectly concealed at rest) Hidden
Vehicle Flaws Implements

Nyelle, a spirit trafficker
Elite Rovers
Quarters
Costly: The vehicle costs 1 Secure Supplies

coin per downtime to keep Decker, an anarchist
Barge (+mobility for lair)

in operation. Vault Tools

Esme, a tavern owner
Steady (+1 stress box)
Workshop Weapons

Distinct: The vehicle has
memorable features. Take training cohorts
cargo types: arcane/weirdarmscontrabandpassengers
+1 heat when you use it on
a score. Insight upgrade costs
Finicky: The vehicle has Prowess New Cohort: 2
quirks that only one person Resolve Add Type: 2
understands. When operated
without them, the vehicle
Personal
has -1 quality. Mastery
cohort gang expert

crew sheet WEAK IMPAIRED BROKEN ARMOR

special abilities
name reputation
lair
rep turf hold weak strong tier

cohort gang expert
WEAK IMPAIRED BROKEN ARMOR

cohort gang expert


LAIR WEAK IMPAIRED BROKEN ARMOR

cohort gang expert


heat wanted level coin vaults crew xp WEAK IMPAIRED BROKEN ARMOR

|

|



At the end of each session, for each item below, mark 1 xp (or instead mark
Upon crew advance, each PC gets +1 Stash (+2 per Tier) 2xp if that item occurred multiple times).
Execute a successful __________________________________ operation.
Contend with challenges above your current station.
Bolster your crew's reputation or develop a new one.
Express the goals, drives, inner conflict, or essential nature of the crew.
contacts crew upgrades
_________________________
____________________________
lair quality
_________________________ Carriage Documents

____________________________
Boat Gear

_________________________
Hidden
____________________________
Implements

_________________________
Quarters
Secure Supplies

_________________________ ____________________________

Tools

Vault
_________________________
_______________________
Workshop Weapons

hunting grounds: training cohorts
Insight upgrade costs
Prowess New Cohort: 2
Resolve Add Type: 2
Personal
Mastery
CREW:

LAIR

Every time a member of your crew goes to prison, you have a chance to gain a prison
PRISON CLAIMS claim. See Incarceration, page 148.

allied claim parole influence


allied claim One of your allies on the inside arranges Political pressures of various sorts can be
parole influence smuggling cell block control for their faction to grant you a boon. Take applied to the magistrates and warden
Take a non-turf claim
Your prison terms are +2 load while You dont take trauma a claim for your crew from a different crew who oversee sentences for crimes. With
from a different crew
one level shorter incarcerated from incarceration
type type. You cant take turf with this claim. this claim, youre always able to arrange for
a shorter prison stayas if your wanted
cell block control level was 1 lower. So, if your wanted level
Your crew has a cell block under their
was 3 when you went in, youd spend only
total controlguards and all. You never
several months behind bars (equivalent to
guard payoff guard payoff allied claim take trauma from incarceration.
level 2) instead of a full year.
PRISON Take a non-turf claim
Take +1d to Take +1d to from a different crew guard payoff smuggling
incarceration rolls incarceration rolls You claim several Ironhook prison
type You arrange smuggling channels inside. You
guards on your payroll. Take +1d to
have +2 load while incarcerated, (starting
your Tier roll when a member of your
from zero as a prisoner). If you take this
crew is incarcerated.
claim twice, youll have 4 load while youre
allied claim allied claim hardcase serving time in Ironhook. Also, you may
hardcase smuggling Your reputation as a tough inmate choose to have 1 coin in place of a load item
Take a non-turf claim Take a non-turf claim
-2 coin cost to advance +2 load while bolsters your crews image in Duskwall. for purposes of bribes or acquiring assets
from a different crew from a different crew
Tier incarcerated while in prison. You may reset your prison
type type When your crew advances Tier, it costs
2 fewer coins than it normally would. load whenever your crew has downtime.
factions of doskvol
UNDERWORLD tier hold status INSTITUTIONS tier hold status LABOR & TRADE tier hold status CITIZENRY tier hold status

The Unseen iv s Imperial Military vi s The Foundation iv s Whitecrown v s


The Hive iv s City Council v s Dockers iii s Brightstone iv s
The Circle of Flame iii s Ministry of Preservation v s Gondoliers iii s Charterhall iv s
The Silver Nails iii s Leviathan Hunters v s Sailors iii w Six Towers iii w
Lord Scurlock iii s Ironhook Prison iv s Laborers iii w Silkshore ii s
The Crows ii w Sparkwrights iv s Cabbies ii w Nightmarket ii s
The Lampblacks ii w Spirit Wardens iv s Cyphers ii s Crow's Foot ii s
The Red Sashes ii w Bluecoats iii s Ink Rakes ii w The Docks ii s
The Dimmer Sisters ii s Inspectors iii s Rail Jacks ii w Barrowcleft ii s
The Grinders ii w Iruvian Consulate iii s Servants ii w Coalridge ii w
The Billhooks ii w Skovlan Consulate iii w Charhollow i s
The Wraiths ii w The Brigade ii s Dunslough i w
The Gray Cloaks ii s Severosi Consulate i s
Ulf Ironborn i s Dagger Isles Consulate i s
THE FRINGE tier hold War
The Fog Hounds i w When you're at war with any number of
The Church of Ecstasy iv s factions (status -3), the following penalties
The Lost i w
The Horde iii s apply:
Lose 1 hold (temporarily, while the war
The Path of Echoes iii s persists). This may knock you down a Tier.
The Forgotten Gods iii w PCs get only one free downtime action
instead of two.
The Reconciled iii s
Take +1 heat from each score.
Skovlander Refugees iii w
Your claims which generate coin (vice dens,
The Weeping Lady ii s fighting pits, fences, etc.) produce only half
their normal income (round down).
Deathlands Scavengers ii w
scores Roll a handful of dice and use the results as you please to help guide your choices from the lists.

client / target work twist or complication connected to a person...


civilian skullduggery 1 An element is a cover for heretic spirit cult practices.
1 PC Friend
1 Academic or Scholar 1 Stalking or Surveillance 2 PC Rival
An occultist has foreseen this job and warned the parties
2 Laborer or Tradesman 2 Sabotage or Arson 2 3 PC Vice purveyor
involved
3 Courier or Sailor 3 Lift or Plant Rogue spirits possess some/most/all of the people 4 Crew Contact
3
4 Merchant or Shopkeeper involved
4 Poison or Arrange Accident 5 City Doskvol notable
5 Artist or Writer 5 Burglary or Heist 4 Rogue spirits haunt the location 6 Weird Ghost, Demon, Forgotten God
6 Doctor or Alchemist 6 Impersonate or Misdirect When a score is generated outside the crew's hunting grounds (or from
5 The job furthers a demons secret agenda their products, artifacts, or other resource) it's usually connected to at
criminal violence least two factions: one that the score hurts in some way, and another
1 Drug Dealer or Supplier 1 Assassinate faction which is helped by the score in some way.
6 The job furthers a vampires secret agenda
2 Mercenary or Thug 2 Disappear or Ransom ... and factions
3 Fence or Gambler 1 An element is a front for a criminal enterprise
3 Terrorize or Extort 11 The Unseen 41 The Silver Nails
4 Spy or Informant 4 Destroy or Deface 2 A dangerous gang uses the location 12 Lord Scurlock 42 The Hive
5 Smuggler or Thief 5 Raid or Defend 13 The Circle of Flame 43 The Crows
6 Crime Boss 3 The job is a trap laid by your enemies
6 Rob or Strong-arm 14 The Lampblacks 44 The Red Sashes
political underworld 4 The job is a test for another job 15 The Dimmer Sisters 45 The Grinders
1 Noble or Official 1 Escort or Security 16 The Billhooks 46 The Wraiths
2 Banker or Captain 2 Smuggle or Courier 5 The job furthers a merchant lords secret agenda 21 The Gray Cloaks 51 Ulf Ironborn
3 Revolutionary or Refugee 3 Blackmail or Discredit 22 The Fog Hounds 52 The Lost
6 The job furthers a crime bosss secret agenda
4 Clergy or Cultist 4 Con or Espionage 23 Council or Foundation 53 Ironhook Prison
5 Constable or Inspector 5 Locate or Hide 1 Job requires travel by electro-rail 24 Spirit Wardens 54 Bluecoats / Inspectors
6 Magistrate or Ward Boss 6 Negotiate or Threaten Must visit the death-lands to do the job (perhaps to the 25 Imperial Military 55 Ink Rakes
2
strange Lost District, outside the lightning barrier) 26 Sparkwrights 56 Cyphers
unnatural
1 Ghost of (roll again) 1 Curse or Sanctify 3 Job requires sea travel 31 A Consulate 61 Ministry (Transport, Provisions)

2 Occult Collector 2 Banish or Summon The location moves around (site changes, it's on a 32 Leviathan Hunters 62 Sailors or Dockers
4
3 Vampire or Other Undead vehicle, etc.) 33 Gondoliers or Cabbies 63 Rail Jacks or Brigade
3 Extract Essence
4 Demon (disguised) 4 Place or Remove Runes 5 The job furthers a revolutionarys secret agenda 34 Ecstasy of the Flesh 64 The Weeping Lady

5 Possessed or Hollow 5 Perform / Stop Ritual 35 Forgotten Gods 65 Path of Echoes or Reconciled
6 The job furthers a city officials secret agenda
6 Whisper or Cultist 6 Hollow or Revivify 36 Skovlander Refugees 66 Deathlands Scavengers
CAMPAIGN TRACKER SHEET NUMBER ____

score type score type score type

target target target

location location location

payoff: coin / rep heat payoff: coin / rep heat payoff: coin / rep heat
entanglements, faction status changes entanglements, faction status changes entanglements, faction status changes

notes, events, and clocks advanced notes, events, and clocks advanced notes, events, and clocks advanced
ghost
playbook
A spirit without a body
crew spirit playbook insight

ghost traits
hunt
study
name alias
Ghost Form: You are now a concentration of electroplasmic vapor
survey
which resembles your living body and clothes. You may weakly interact tinker
with the physical world and vice versa. You're vulnerable to arcane
look powers and electroplasmic effects. You move about by floating and prowess
may fly swiftly without tiring. You may slowly flow through small finesse
openings as a vapor. You chill the area around you and are terrifying prowl
heritage: a korosthe dagger isles background:academiclaborlaw for the living to behold. You are affected by spiritbane charms (take 2 skirmish
iruviaseverosskovlantycheros trademilitarynobleunderworld drain to overcome the repulsion). Whenever you would take stress, take wreck
drain instead. When you would take trauma, take gloom instead.
You have an intense need: life essence. To satisfy this need, possess a living victim and consume their Dissipate: You can disperse the electroplasmic vapor of your ghostly

resolve
spirit energy (this may be a downtime action). When you do so, clear half your drain (round down). form in order to pass through solid objects for a moment. Take attune
1 drain when you dissipate, plus 1 drain for each feature: It lasts command
drain gloom c h a o t i c d e s t ru c t i v e f u r i o u s longer (a minutean houra day)you also become invisible consort
o b s e s s i v e t e r r i t o r i a l s ava g e anything that passes through your form becomes dangerously electrified sway
or frozen.
harm healing bonus die
Manifest: Take 1 drain to flow through the electroplasmic pathways

need project clock of the ghost field in order to instantly travel to any place you knew
3 help push yourself (take
armor uses intimately in life, or to answer the summoning call of a compel. + 2 drain) -or- accept a
2 -1d devil's bargain.
armor Poltergeist: Take 1 drain to strongly interact with the physical

world for a few moments (as if you had a normal body). Extend the
less heavy reach and magnitude of your interaction to include telekinetic force items (With you in ghost form)
1 effect special and electroplasmic discharges by taking more drain (2-6).
notes _______________________
Possess: You may attune to the ghost field in order to take control

of a living body. When your control is challenged, you must re-attune _______________________
(risking electroplasmic harm) or leave the body. Your control is
challenged when: you consume spirit energy from the hostwhen _______________________
arcane powers act against youwhen the host's will is driven to
desperation. You may easily and indefinitely possess a hull or hollow _______________________
which has been ritually prepared for you (change your playbook to enemies & rivals
Hull or Vampire, respectively).


Veteran: Choose a special ability from another source.
________________________
________________________
xp
Every time you roll a desperate action, mark xp in that action's attribute.
________________________
At the end of each session, for each item below, mark 1 xp (in your playbook or ________________________
an attribute) or 2xp if that item occured multiple times.
________________________
You exacted vengeance upon those whom you deem deserving.
You expressed your your outrage or anger, or settled scores from your heritage ________________________
or background. ________________________
You struggled with issues from your need or glooms during the session.

teamwork planning & load gather information


Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power What are they really feeling?
What should I lookout for?
Protect a teammate Deception: Method Social: Connection Where's the weakness here?
How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
hull
A hull has no coin or stash of their
A spirit animating a clockwork frame own, but might be granted access to
spirit playbook the resources of their master.
crew
playbook
hull traits
name alias Automaton: You are a spirit animating a clockwork body. You have
insight
human-like strength and senses, by default. Your hull has natural armor hunt
(this doesn't count for your load). Your former human feelings, interests, study
look and connections are only dim memories. You now exist to fulfill your
survey
functions. Choose three (at left). You may be rebuilt if damaged or
destroyed. If your soul vessel is shattered, you are freed from servitude
tinker
heritage: a korosthe dagger isles background:academiclaborlaw and become a Ghost. Whenever you would take stress, take drain instead. prowess
iruviaseverosskovlantycheros trademilitarynobleunderworld Overcharge: Take 1 drain to perform a feat of extreme strength
finesse
my functions are: to guardto destroyto discoverto acquireto labor at or speed (run faster than a horse, rend metal with bare hands, etc.). prowl
...that which my master commands. This factors into effect. skirmish
Your clockwork body runs on electroplasm. Recharge your capacitors by connecting to an Compartments: Your items are built-in to your frame and may
wreck
industrial-grade generator (downtime action). When you do this, clear 5 drain. recess beneath panels out of sight. Your frame can now carry +2 load.
resolve
Electroplasmic Projectors: You may release some of your

drain wear plasmic energy as an electrical shock around you or as a directed attune
c l a n k i n g l e a k i n g f i x at e d command
s m o k i n g s pa r k i n g u n s ta b l e beam. You may also use this ability to create a lightning barrier to
repel or trap a spirit. Take 1 drain for each level of magnitude. consort
harm healing Interface: You may attune to the local electroplasmic power field
sway
need project clock to control it or something connected to it (including another hull).
3 help bonus die
armor uses Secondary Hull: Choose an additional frame and its starting feature.
push yourself (take
2 -1d armor You may transfer your consciousness between your frames at will. + 2 drain) -or- accept a

Frame Upgrade: Choose an additional frame feature.
devil's bargain.
less heavy
1 effect special FRAME & ITEMS Choose your frame & look (or create one). Choose a starting feature. load 3 small
5 medium 7 heavy

Small (cat size, -1 scale): A metal orb, a mechanical doll, a clockwork A Blade or Two
ghost special abilities (transferred from original playbook) frame features spider. LevitationReflexes Throwing Knives
||Levitation Medium (human size): A metal mannequin, a clockwork animal.
A Pistol A 2nd Pistol
||Reflexes Life-Like AppearanceSpider Climb
Heavy (wagon size, +1 scale): A hulking metal giant, a self-driving A Large Weapon
||Life-like Appearance
vehicle. Interior ChamberPlating (special armor) An Unusual Weapon
||Spider Climb
Feature options for any frame: Phonograph (Record & Playback) Armor +Heavy
||Interior Chamber SensorsSmoke ProjectorsSpring-Leap Pistons Burglary Tools
||Plating xp
Climbing Gear

Every time you roll a desperate action, mark xp in that action's attribute.
||Phonograph Arcane Implements
At the end of each session, for each item below, mark 1 xp (in your playbook or
||Sensors Documents
an attribute) or 2xp if that item occured multiple times.
||Smoke Projectors Subterfuge Supplies
You fulfilled your functions despite difficulty or danger.
||Spring-Leap Pistons Tinkering Tools
You suppressed or ignored your former human beliefs, drives, heritage, or background.
You may swap out your You struggled with issues from your wear during the session.
features with a downtime
activity. teamwork planning & load gather information
Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power What are they really feeling?
What should I lookout for?
Protect a teammate Deception: Method Social: Connection Where's the weakness here?
How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
vampire
stash
A spirit animating coin
an undead body
crew spirit playbook
vampire traits playbook
name alias
Undead: You are a spirit which animates an undead body. Your trauma

is maxed out. Choose four trauma conditions which reflect your vampiric insight

look
nature. Arcane attacks are potent against you. If you suffer fatal harm hunt
or trauma, your undead spirit is overwhelmed. You take level 3 harm: study
"Incapacitated" until you feed enough to recover. If you suffer arcane survey
harm while in this state, you are destroyed utterly. Your XP tracks are tinker
heritage: a korosthe dagger isles background:academiclaborlaw longer (you now advance more slowly). You have more stress boxes.
iruviaseverosskovlantycheros trademilitarynobleunderworld prowess
Terrible Power: Take 1 stress to perform a feat of superhuman

Your vice is life essence, consumed from a living human. Use 1 downtime activity to hunt prey strength or speed (run faster than a carriage, break stone with bare finesse
and indulge your vice. Also, when you feed, erase all level 1 harm and mark 4 ticks on your hands, leap onto the roof of a building, etc.). This factors into effect. prowl
healing clock. This is the only way you can heal. How do you feed? What telltale sign do you Arcane Sight: Take 1 stress to sense beyond human limits. "Hear"
skirmish
leave on your victims? a subject's true thoughts or feelings, see in pitch darkness, sense the wreck

stress trauma presence of invisible things, intuit the location of a hidden object, etc. resolve
coldhauntedobsessedparanoid
A Void in the Echo: You are invisible to spirits and may not be

ruthlesssecretiveunstablevicious
harmed by them. Take 2 stress to cause living things to avert their
attune
harm healing command
gaze and fail to observe you for a few moments. consort
need project clock
3 help Dark Talent: Choose Insight, Prowess, or Resolve. Your max rating
sway
armor uses for actions under that attribute becomes 5. When you take this ability,
2 -1d armor add +1 dot to the resistance rating of the attribute you've chosen. bonus die
heavy Sinister Guile: During downtime, choose one: Get a free additional
push yourself (take
less + 2 stress) -or- accept a
1 effect downtime activity, or take +1d to all downtime activity rolls.
special Veteran: Choose a special ability from another source.
devil's bargain.


ghost special abilities (from original playbook) strictures dark servants (You start with two) items load 3 light 5 normal 6 heavy

When you gain a new vampire trait Rutherford, a butler.


Fine clothes and accoutrements
A Blade or Two
(except veteran), add a stricture. Throwing Knives
Lylandra, a consort.
Fine personal weapon

||Slumber: In downtime, you must A Pistol A 2nd Pistol
spend one activity resting in a dark, Kira, a bodyguard.
Fine shadow cloak

silent place (or else suffer 3 stress). A Large Weapon
Otto, a coachman.
Demonbane charm
An Unusual Weapon
||Forbidden: You cannot enter
a private residence without Edrik, an envoy.
Spiritbane charm
Armor +Heavy
permission from the owner. Burglary Tools
xp
||Repelled: Spiritbane charms Climbing Gear
can hold you at bay. (Take 2 stress Every time you roll a desperate action, mark xp in that action's attribute.
to resist the repulsion.) At the end of each session, for each item below, mark 1 xp (in your playbook or
Arcane Implements
||Bestial: When you suffer an attribute) or 2xp if that item occured multiple times. Documents
physical harm or overindulge your You displayed your dominance or slayed without mercy. Subterfuge Supplies
vice, your body twists into a You expressed your beliefs, drives, heritage, or background. Tinkering Tools
horrific bestial form until you
next feed without overindulging. You struggled with issues from your vice, traumas, or strictures during the session.
||Bound: Your spirit must remain teamwork planning & load gather information
in this body, or be destroyed. Choose a plan, provide the detail. Choose your What do they intend to do?
Assist a teammate load limit for the operation. How can I get them to [X]?
Lead a group action Assault: Point of attack Occult: Arcane power What are they really feeling?
What should I lookout for?
Protect a teammate Deception: Method Social: Connection Where's the weakness here?
How can I find [X]?
Set up a teammate Stealth: Entry point Transport: Route
What's really going on here?
devils demon
names
Korvaeth
FORGOTTEN GODS
11 The One Within Many
CULT PRACTICES Mix and match gods and practices as you see fit
Sacrifice: Fed to specially consecrated beasts / Savaged (eaten?) by frenzied cult mob.
GHOST TRAITS Row: Roll 1d per year of ghostly existence, take highest Sevraxis 12 The Silver Fire Sacrifice: Pitted against an annointed champion in death arena.
1 2 3 4 5 6 Argaz
Zalvroxos 13 The Rapturous Chord Sacrifice: Ritually bled upon the sacred altar.
1 Jealous Desperate Violent Hysterical Skittish Fleeting Kethtera 14 The Fallen Star Sacrifice: Progressively overdosed with mind-expanding drugs.
Arkeveron
2 Curious Deceptive Clever Probing Knowledgeable Charming
Ixis 15 The Lord of the Depths Sacrifice: Ritually killed and claimed as annointed spirit-champion.
3 Prophetic Insightful True Revelatory Guiding Instructive Kyronax 16 The Silent Song Sacrifice: Slain by arcane means (electrocuted, spirit shattered, death-cursed).
Voldranai
4 Reactive Territorial Dominant Insistent Bold Demanding Esketra 21 The Lady of Thorns Congregation: An orgy of pleasure (sex, food, dance, music) and/or pain.
Ardranax 22 Our Blood Spilled in Glory Congregation: Sacred hymns or prayers for days without ceasing.
5 Angry Volatile Aggressive Wild Savage Vengeful
Kylastra
6 Mad Chaotic Bizarre Destructive Insane Vile Oryxus 23 The Drowned Saviour Congregation: Occupying a sacred nexus point during an astrological confluence.
Ahazu 24 The Empty Vessel Congregation: A pilgrimage to a sacred place or being in the death lands / at sea.
GHOSTLY SECONDARY EFFECTS Tyraxis
Azarax 25 The Closed Eye Congregation: A group vision / dream-quest via essences, drugs, or meditation.
1 2 3 4 5 6
Vaskari 26 The Hand of Sorrow Congregation: A reenactment / dumb-show of a sacred event.
Faint visions of Electrical
1-3 Frost, Chill Cold wind Weird shadows Faint echoes
the local past Discharge demon 31 That Which Hungers Acquisition: A collection of eyes / hearts / blood from mystics or demons.
Intense visual Intense Disturbing Thunderous features
4, 5 Mist, Fog Rushing wind 32 The Thousand Faces Acquisition: The shards of a shattered sacred object (jewel, sword, skull, stone).
echoes magnetism shadows sounds Black shark eyes
Clutching Voices in your Scales (onyx, 33 The Web of Pain Acquisition: The original holy writings of the prophet / master / saint.
6 Freezing fog Storm winds Pitch darkness Lightning
shadows head iridescent,
34 The Pillars of Night Acquisition: The severed body parts (heads, hands, tongues) of heretics or apostates.
crystalline,
DEMON TYPES metallic, etc.) 35 The Burned King Acquisition: Properties aligned with sacred geometry or attuned by mystical events.
Razor-sharp claws
1 2 3 4 5 6 36 The Father of the Abyss Acquisition: The ghosts of prophets / mystics / founders / enemies of the order.
Bony protrusions
Multiple eyes 41 The Forsaken Legion Destruction: Ritual burning of sacred objects (rune-papers, effigies, flesh, hair).
affinity Sea, Water Darkness Earth, Metal Fire, Smoke Sky, Stars Storm, Wind
Lashing tail 42 The Unbroken Sun Destruction: Ritual eradication of a spirit or demon.
aspect Humanoid w/ Bestial or Elemental Features Animal Monstrous Amorphous Leathery wings
43 The Revelation Destruction: The breaking of the seals which keep the god from this world.
Spines
DEMON DESIRES Some demons have more than one desire Dripping ichor 44 The Radiant Word Destruction: Shattering of ritual objects / altars / temples sacred to an enemy order.
1 2 3 4 5 6 Glowing eyes or 45 The Shrouded Queen Destruction: Eradication of weapons / objects / sites / rituals which can harm the god.
markings
1, 2 Mayhem Murder Justice Corruption Power Control
Hair or fur 46 The Reconciler Destruction: Eradication of social / legal / cultural elements which threaten the order.
3, 4 Knowledge Pleasure Suffering War Revenge Chaos (drifting as if 51 The Cloud of Woe Consecration: Purification by bathing in sacred fluid (blood, wine, milk, oil, etc.).
5, 6 Freedom Savagery Manipulation Deception Fear Achievement underwater,
burning with a 52 The Broken Circle Consecration: Purification of the gates which give passage to the god into this world.
cool fire, etc.)
SUMMONED HORRORS 53 The Conqueror Consecration: Baptism / blessing of an acoylyte or object by immersion in spirit well.
Feathers
1 2 3 4 5 6 Multiple arms 54 She Who Slays in Darkness Consecration: Purify / bless cult followers with tattoos / scarification / mutilation.
Writhing Crystalline Creeping Animated Tentacles 55 The Dream Beyond Death Consecration: Creation of blessed idols / artwork / ritual spaces / artifacts.
1 Reeking Tar Mass Radiant Being Shards Growth Stone Hard shell,
Cloud of Swarm of metallic plates 56 The Blood Dimmed Tide Consecration: Wards / runes / spirits bound to shun enemies of the order.
2 Burning Ash Shadow Being Insects Toxic Cloud Fiery Being Liquid Being
Lights dim or 61 The Guardian of the Gates Desecration: Debasement or defilement of one sworn to an enemy order.
Shambling Impossible Monstrous Shimmering flare
3 Flayed Being Rags Freezing Fire Geometry Animal Spheres 62 The Maw of the Void Desecration: Corruption of place / object / ritual / tradition to appropriate its power.
Plants wither or
Twisting Throbbing grow wildly 63 The Keeper of the Flame Desecration: Defilement of place / object / ritual to humiliate another order.
4 Machinery Psychic Mist Viscera Metallic Being Coil of Thorns Hypnotic Lights
Mechanisms
Tremulous Lashing Hooks Skeleton of Flowing Clutching grind to a stop
64 The Throne of Judgment Desecration: Manipulation of authorities / institutions to appropriate their power.
5 Oozing Slug Vibrations Black Glass Quicksilver Darkness
Liquid freezes, 65 The Lost Crown Desecration: Corruption of acoylytes to prepare them for transformation.
Floating Swirling Insectoid boils, turns to
6 Octopoid Cloying Vapors Mucosa Serpent Being Being Consuming Orb 66 The Golden Stag Desecration: Mindless, pointless chaos; sewing the seeds of anarchy.
blood or ashes
LANDMARKS DISTRICTS
doskvol 1
1 The Void Sea. During the cataclysm, the
oceans turned to black ink. Tiny points of
Whitecrown. The sprawling estates of the Lord
Governor, Hunter Commander, Master Warden,
light, arrayed like constellations of stars, can be and Doskvol Academy.
N seen far below the surface. Only the bravest or most Brightstone. The grand mansions and luxury
desperate of captains dare to sail beyond sight of shops of the wealthy elite.
land, into a sea as black and dark as the sky above.
The vengeful ghosts which plague the land tend to Charterhall. The citys civic offices and the
n shun the open ocean, but there are more terrible hub for shops, artisans, and commerce.
w 2
ro things prowling the deeps. Six Towers. A formerly rich district, now worn
c
e down and dilapidated.
t nnel 2 The Lost District. A once wealthy area,
cha
i

ravaged by plague then abandoned to the Silkshore. The red lamp district and artist
h

ok
w

ho Death Lands when the second lightning barrier community.


h was built. Contains many lost treasures for the
rt foolhardy to seek out. Nightmarket. The trade center for exotic
o e goods imported by rail. Many vendors also trade
n
on
tst 3 Ironhook Prison. A towering metal in illicit goods.
th e brigh fortress, where the worst (or most unlucky)
Crows Foot. A cramped neighborhood of
d o cks criminals are incarcerated. Many are forced into

six towers
multi-level streets, ruled by gangs.
labor in the Southern fields and pit-mines of
Dunslough. The condemned are sent to scavenge The Docks. Rough taverns, tattoo parlors,
in the Death Lands. fighting pits, and warehouses.
ch

crow s 4 Gaddoc Rail Station. Electro-rail trains Barrowcleft. Residences and markets for the
sil

ar

f o ot from across the Imperium arrive here daily farmers who work the fields and eeleries.
te

with goods and passengers. Coalridge. The remnants of Doskvols original


ks

a hilltop mining settlement, now home to laborers


h

ll 5 Eeleries & Farms. About half of Doskvols and industrial factories.


h

food needs are met by imports; the other half


ch
o

is gathered locally from eel farms, mushroom Charhollow. A maze of tenements and
a
barrowcleft

caverns, and crops nurtured by wondrous radiant squalid row houses.


r

o
e

l energy lamps.
lo nightma rk et Dunslough. A labor camp served by convicts
w
co

6 Old North Port. Before the deluge of the and a ghetto for the destitute poor.
second century, the Dosk River delta was
al

only a shallow bog surrounding a coal mining


ri

3 settlement. Ships used the Old North Port to


d

4 dock and re-supply before crossing the open sea


g
e

to Skovlan. The obsolete port was abandoned


to the Death Lands when the second lightning
barrier was built.
du n sl ou gh
5 7 The Death Lands. Beyond the lightning
do barrier, the world is a barren wasteland of
sk petrified trees, ash, and choking clouds of black
ri
ve miasma. Legions of restless ghosts ceaselessly
6 r
search for the faintest spark of life essence upon
which to prey.

7
Wealth High Medium Low
doskvol
also known as Duskwall, North Hook
DE AT H L A N D S

Imperial Province Of Akoros


Circa 847 AC

the lost
Gaddoc Rail
district Station
six towers nightmarket

R
VE
RI
SK
DU
br
ig
charterhall
ht
coalridge
st
N
OR

one
TH

du
HO O

ns
Governor's

lo
K

Stonghold

w
Ironhook

ugh
Prison

lo
CH

l
crow's

o
the d o ck s
AN

h
f o ot r
a
NE

ch
L
w

R A DIA N T
h

E N E R G Y FA R M S
it

e & EELERIES
c
r
o
w
n silkshore OL D
N ORT H
P ORT

barrowcleft
N
overheard in duskwall rumors on the street
1
Someone is trying to organize a union
OR
Weekly, or whenever you need one
The ministry of transport is taking control of
"Lyssa did it with her own hands, they say. Eye "He threatened you? What, with a blade?" for Canal Dockers. the gondoliers.
to eye, cold as can be." "Oh, no, warden sir, nothin' plain like that, or I The Path of Echoes will buy inhabited A leviathan hunter ship returned to port, no
2 OR
"If she stuck her own boss she's a dirty scuttler," wouldn't have summoned yeh. He, well... it was spirit bottles, no questions asked. crew living, carrying a demon.
(spits)"... but not one I'll cross any time soon." awful strange. He spoke in my Rickard's voice, sir." Theres a Bluecoat constable that takes A corrupt magistrate is seeking secret passage
"He threatened you with a stage trick?" 3 OR
bribes to frame targets for crimes. out of the city ahead of charges.
"I heard that new Inspector used to be a captain "Not a trick sir! Rickard's own voice! Such awful The streetwalkers and pleasure houses The Church of the Ecstacy of the Flesh is
things he said, too." 4 OR
in the Imperial Cavalry..." are infiltrated by rogue spirits. seeking a new Apex.
"I guess snoopin' crooks in the Dusk beats riding (sigh) "Hardly a crime, madame."
The new drug, Lure, is made from leviathan The Spirit Wardens are stockpiling
down devils in the deathlands, eh?" "But Rickard's dead these seven years, sir! Never 5 OR
blood and turns people into demons. electroplasm, expecting a shortage soon.
made it over from Skovlan. How could this
Lampblack scuttler have his voice?" All the well-to-dos are buying Turner's The vault at Charterhall Bank was ransacked,
"Red milk, I call it. Y'take scarlet toad venom, 6 OR
new lockssaid to be impossible to crack. but they're covering it up.
distill it purea method whispered to me
by a demon, hahaha!cut it with a vesch of "That wretch, Rowley. That... thing is twisted. I
fractionated spirit essence, the best memories of was walking late the other night and can swear city events in the newspapers Weekly, or whenever you need one
former life dam't hard to getbut if y'got some, I saw him surrounded by a damn horde of dregs 1 2 3 4 5 6
even a dram..." like him. And they were pleading allegiance like
"Yes, yes... as I said, Lord Scurlock has..." he was the dammed king of the alleys. It was the 1 Plague Festival Raids Revolution Accident Disaster
"Highest high silver can buylord, lad, or lady." mockery of a court, with a throne and everything.
He... it's gathering an army, I tell you." 2 Refugees Strike Prohibition Construction Siege Charity

"Ya see, there are two types in this world. Me, 3 Demolition Election Scandal Martial Law Conscription Exodus
an' doffing idiots. That's why I bet on Marlane." "Do you know why they dispose of bodies in the
canals after midnight? The spirits of the drowned 4 Shortage Excess Discovery Paranoia Assassination Witch Hunt
live there. Well, 'live', right? They claim everything
"You punched a guy out of his pants!"
that touches the water after the clock strikes 5 Parade Celebrity Holiday Riots Gang War Hysteria
"They were kinda loose, I guess. Boots came off,
twelve. Well, everything except those gondoliers."
too. Then his pregnant wife came at me. What Political Supernatural
"Yeah, and I suppose you have just the charm to 6 Crime Spree Prison Break Diplomacy Cult Gatherings
are you supposed to do about that?" Upheaval Weather
sell me to keep me safe and sound..."
"What fortune! It just so happens I do..."
"There goes another crow. How dreadful!"
"Whassat? Seven inna last half hour? Naw, mate, remarkable occurrences Weekly, or whenever you need one
"Tally's missing from the orphanage. I asked the
this is Crow's Foot. Like, where they perch, get it? Strange plasmic fog fills the streets Spirit wardens set up a watch post and
headmistress if he was taken already, but she 1 OR
Night's just getting started." deathseeker crows shun the district. deathseeker crow roost in the old temple ruins.
shunned me out! I'm desperate, I can't leave my
little brother like this!" Bluecoats suspend street patrols, citing Bluecoats set up checkpoints for contraband
2 OR
"... seen her in the mirror." 'budget cuts'. It's free rein for crime! or whatever they feel like confiscating.
"Like, behind him?" Citizens rally against extortion, bringing Local talent (band, chef, tumblers) becomes
(sung as an out-of-tune sea shanty) 3 OR
"No, just her reflection, in the mirror." in hired bravos from other districts. popular, swelling crowds at market and shops.
"... pawned my farm for a 'viathan hunter
"Inky hell."
lost me ship to the ink Canals become choked w/ debris, Canals throughout district are drained for
4 OR
paddled back home on a dead god's shell " overflowing with foul effluvia. maintenance (or some strange purpose).
"Looks like a regular tattoo to me." (louder, as if expecting others to join in) The ramshackle shanties of The Drop are A raging fire sweeps across Crow's Foot,
"Naaaaw, see how the crab's claw wriggles? Ink's "I'd sell me soul for a drink!" 5 OR
marked for demolition. threatening to destroy the district.
laced with demon blood."
"Sure, and I'm the weepin' lady." A group of scoundrels, recently escaped An ancient crypt beneath the district, covered
"Oh, you'll see. Once it sets in..." 6 from Ironhook, go to ground nearby, OR in strange markings, is exposed and attracts
attracting bounty hunters. wailing hollows.
streets props Nets, Ropes
Crates, Boxes
Cables, Chains
Drain Pipes
buildings items Chalkboard,
Desks, Papers
Maps, Charts,
Diagrams
MOOD IMPRESSIONS Typical of Doskvol EXTERIOR Some buildings have multiple exterior elements
Water Pump Books, Scrolls,
sights sounds smells Oil Drums 1 2 3 4 5 6 Bookcases
1 Dark or Cold
Stone & Cut Stone Wooden Plaster Board Metal Lamp, Inkwell,
1 Rain Slick, Oil Slick Machinery, Workers Cook Fires, Furnaces Brick Pile material Gray Brick Timbers Blocks Boards & Timbers Sheeting
Bright or Writing Desk
2 Lively Iron Bars
Dancing Shadows, Fluttering Cloth, Damp Wood, Decay, Wooden Boards details Tile Work Iron Work Glass Work Stone Work Wood Work Landscaping Clock, Cabinet,
2 Flickering Lights Howling Wind Refuse Shelves
Quiet or Cut Stones
3 Loose Rocks Table, Chairs,
Refined USE: COMMON Many buildings have multiple uses
3 Mist, Fog, Frost Laughter, Song, Music Animals, Hides, Blood Cement Buckets
Notebooks
Abandoned 1 2 3 4 5 6 Bed, Bureau,
4 or Decrepit Fleeting Shapes, Echoes Whispers, Echoes, Chemicals, Distillates, Sewer Grate
4 in the Ghost Field Strange Voices Fumes Vanity
Rotting Refuse 1 Bunk House Inn Tavern Gambling Hall Drug Den Brothel
Cramped or Bunks, Stools,
5 Noisy Mud Puddles
5 Soot, Ash Clouds, Grime Thunder, Driving Rain Rain Water, Ocean Trunks
Discarded Junk 2 Market Workshop Bakery Butchery Forge Tailory
Basin, Pitcher,
Cozy or Crackling Electricity, Bells, Clock Chimes, Ozone, Electroplasmic Carrion & Crows
6 6 3 Work House Goat Stables Brewery Watch Post Court, Jail Dock Mirror
Warm Wires, Mechanisms Harbor Horns Discharges Sodden Trash
Sofa, Divan,
Carriages 4 Ruin Row Houses Tenements Apt. Building Small House Bath House Music Box
USE Many streets have multiple uses Push Carts Square, Couches,
Moored Boats 5 Shrine Tattooist Physicker Fighting Pits Fountain Grotto
Table, Lamps
1 2 3 4 5 6 Cargo Barge Mushroom
6 Warehouse Stockyard Factory Refinery Eelery Drapery, Pillows,
Gondolas Garden Cushions
1-3 Residential Crafts Labor Shops Trade Hospitality
Wagons
Counter, Sink,
4, 5 Law, Govt. Public Space Power Manufacture Transportation Leisure USE: RARE Many buildings have multiple uses
Crane & Pulleys Cabinets
Cargo Bales 1 2 3 4 5 6 Cookfire, Pots,
6 Vice Entertainment Storage Cultivation Academic Artists
Metal Ingots Pans, Utensils
Industrial Forge
1 Market House Restaurant Bar, Lounge Academy Salon Cafe
Dining Table,
TYPE Coal / Fuel 2 Floristry Tobacconist Book Shop Jeweler Clothier Gallery Chairs, Cutlery
Waste Bins Game Board,
1 2 3 4 5 6 3 Apothecary Horse Stables Distillery Vintner Master Artisan Boat House Cards, Dice
Street Lamps
1-3 Narrow Lane Tight Alley Twisting Street Rough Road Bridge Waterway Electric Wires Larder, Spices,
4 Theater Opera House Apt. Building Townhouse Manor House Villa Meat Hooks
Junction Boxes
4, 5 Closed Court Open Plaza Paved Avenue Tunnel Wide Boulevard Roundabout Spotlight Tower 5 Clinic Temple Cistern Watch Post Park Monument Wine, Beer,
Whiskey
Clock Tower
6 Elevated Flooded Suspended Subterranean Floating Private, Gated Radiant
Messenger Post 6 Archive Spiritualist Bank Alchemist Power Plant
Energy Garden
Pedestal, Statue,
Paintings
Withered Trees
DETAILS DETAILS Bird Cage,
Monument
Quill, Diary
1 2 3 4 5 6 Fountain 1 2 3 4 5 6 Bell, Book,
Mossy Ruin
Metal Ironwork Belching Metal Grates, Clockwork Rigging, Dripping Creaking Buzzing Ticking Candle
1 Collapsed Bldg. 1 Roaring Fires Smoky Lamps Electric
Supports Gates, Fences Chimneys Hatches, Doors Mechanisms Cables Water Floorboards Lights Clockworks Fireplace, Rug,
Flimsy Hovel
Armchair
2 Stairs, Ramps.
Terraces
Wooden
Scaffolds Skyways Rooftop
Spaces
Rails,
Train Cars
Hidden
Passages
Barricade 2 Plants, Flowers WallArtwork
Hangings, Shuttered
Windows
Heavy Curtains,
Thick Carpet
Dust &
Detritus
Wear &
Damage
Curtains,
Gate Vases, Flowers
Checkpoint Instruments,
Banners, Festival Crowd, Street Makeshift Crisscrossing
3 Pennants Decorations Parade, Riot Performers Stalls, Shelters Routes Piled Rubble 3 Threadbare
Tattered
& Utilitarian
Furnishings
Lush &
Elegant Finery Comfortable Rough-Spun
Simplicity
Spartan
Austerity Music Sheets
Canal Lock
Exam Chair,
Gang Stocks, Public Street Crier, News Stand, Lightning Barrier
4 Markings Patrol Posts Lookouts Punishment Visionary Public Notices 4 Circular Stairs, Secret Doors
Ladders Catwalks Skylights Balcony Cellar Medical Tools
Food Stall Burner, Vials,
Vendor Stall Beakers
5 Stray Animals Landscaping Muck & Mire Construction, Foul Runoff,
Demolition Fumes, Smoke
Orphans,
Beggars Barrels, Casks
5 Drafty, Cold Stout, Quiet Cozy, Warm Vaulted,
Spacious Low, Cramped Rickety,
Ramshackle Workbench,
Makeshift Shrine Tools, Rags
Leering Spirit Chimes, Eerie Quarantine, Shrine Strange Weird Spirit Wards, Piled Jumble Antique
6 Ancient Ruin Gargoyles Wards Emptiness Lockdown Offerings
News Stand 6 Devices Artifacts Old Runes of Curios Appointments Shrine, Altar Weapons,
Stockade Ammunition
people heritage 1-3: Akorosi
4-6: Foreigner
Foreigners
TRAITS
11 Charming
INTERESTS QUIRKS
Fine whiskey, wine, beer. Superstitious. Believes in signs, magic numbers.
names
Adric, Aldo, Amison,
Andrel, Arcy, Arden,
LOOKS 1,2: Skovlander 12 Cold Fine food, restaurants Devoted to their family. Arilyn, Arquo, Arvus,
1, 2: man 3, 4: woman 5: ambiguous, concealed 6: roll again Ashlyn, Branon, Brace,
3: Iruvian 13 Cavalier Fine clothes, jewelry, furs. Married into important / powerful family. Brance, Brena, Bricks,
1 2 3 4 5 6 4: Dagger Candra, Canter, Carissa,
Islander 14 Brash Fine arts, opera, theater Holds their position to spy for another faction.
Carro, Casslyn, Cavelle,
1 Large Lovely Weathered Chiseled Handsome Athletic 5: Severosi 15 Suspicious Painting, drawing, sculpture Reclusive. Prefers to interact via messengers. Clave, Corille, Cross,
6: Tycherosi Crowl, Cyrene, Daphnia,
2 Slim Dark Fair Stout Delicate Scarred 16 Obsessive History, legends Massive debts (to banks / criminals / family) Drav, Edlun, Emeline,
Remember, each Grell, Helles, Hix, Holtz,
3 Bony Worn Rough Plump Wiry Striking Tycherosi has a 21 Shrewd Architecture, furnishings Blind to flaws in friends, allies, family, etc.
Kamelin, Kelyr, Kobb,
demonic trait: Kristov, Laudius, Lauria,
4 Short Tall Sexy Wild Elegant Stooped cat's eyes, claws, 22 Quiet Poetry, novels, writing Once hollowed, then restored. Immune to spirits.
Lenia, Lizete, Lorette,
feathers instead 23 Moody Pit-fighting, duels Has chronic illness which requires frequent care. Lucella, Lynthia, Mara,
5 Cute Plain Old Young Stylish Strange of hair, etc. Milos, Morlan, Myre,
Disfigured, Glasses, Prosthetic, Long Hair, 24 Fierce Forgotten Gods Secretly (openly?) controlled by possessing spirit. Narcus, Naria, Noggs,
6 Maimed Monocle Crippled Beard, Wig Shorn, Bald Tattooed style
25 Careless Ecstacy of the Flesh Serves a demon's agenda (knowingly or not). Odrienne, Orlan, Phin,
Tricorn Hat Polonia, Quess, Remira,
GOALS 26 Secretive Path of Echoes Proud of heritage, traditions, native language. Ring, Roethe, Sesereth,
Long Coat
1 2 3 4 5 6 Hood & Veil Sethla, Skannon, Stavrul,
31 Ruthless Weeping Lady, charity Concerned with appearances, gossip, peers. Stev, Syra, Talitha, Tesslyn,
1, 2 Wealth Power Authority Prestige, Fame Control Knowledge Short Cloak
32 Calculating Antiques, artifacts, curios Drug/alcohol abuser. Often impaired by their vice. Thena, Timoth, Tocker,
Knit Cap Una, Vaurin, Veleris,
3, 4 Pleasure Revenge Freedom Achievement Happiness Infamy, Fear
Slim Jacket 33 Defiant Horses, riding Holds their position due to blackmail. Veretta, Vestine, Vey,
5, 6 Respect Love Change Chaos, Destruction Justice Cooperation Hooded Coat Volette, Vond, Weaver,
Tall Boots 34 Gracious Gadgets, new technology Relies on council to make decisions. Wester, Zamira, Zara.

PREFERRED METHODS
Work Boots 35 Insightful Weapons collector Involved with war crimes from the Unity War. Arran, Athanoch,
Mask & Robes Basran, Boden, Booker.
1 2 3 4 5 6 36 Dishonest Music, instruments, dance Leads a double life using cover identity. Ankhayat, Bowman,
Suit & Vest
Collared Shirt 41 Patient Hunting, shooting Black sheep / outcast from family or organization. Breakiron, Brogan,
1, 2 Violence Threats Negotiation Study Manipulation Strategy
Clelland, Clermont,
Suspenders
3, 4 Theft Arcane Commerce Hard Work Law, Politics Sabotage 42 Vicious Cooking, gardening In prison or under noble's house arrest. Coleburn, Comber,
Rough Tunic D aava, D a lmore,
5, 6 Subterfuge Alchemy Blackmail Teamwork Espionage Chaos Skirt & Blouse 43 Sophisticated Gambling, cards, dice Well-traveled. Connections outside Doskvol. Danfield, Dunvil,
Wide Belt 44 Paranoid Natural philosophy Revolutionary. Plots against the Imperium. Edrad, Farros, Grine,
Fitted Dress Haig, Helker, Helles,
PROFESSIONS: COMMON 45 Enthusiastic Drugs, essences, tobacco Inherited their position. May not deserve or want it. Hellyers, Jayan, Jeduin,
Heavy Cloak
1 2 3 4 5 6 Thick Greatcoat
Kardera, Karstas, Keel,
46 Elitist Lovers, romance, trysts Minor celebrity. Popularized in print / song / theater. Kessarin, Kinclaith,
1 Baker Barber Blacksmith Brewer Butcher Carpenter Soft Boots Lomond, Maroden,
Loose Silks 51 Savage Parties, social events Scandalous reputation (deserved or not).
2 Cartwright Chandler Clerk Cobbler Cooper Cultivator Michter, Morriston,
Sharp Trousers 52 Cooperative Exploration, adventure Surrounded by sycophants, supplicants, toadies. Penderyn, Prichard,
3 Driver Dyer Embroiderer Fishmonger Gondolier Guard
Waxed Coat Rowan, Salkara, Sevoy,
4 Leatherworker Mason Merchant Roofer Ropemaker Rug Maker Long Scarf
53 Arrogant Pets (birds, dogs, cats) Spotless reputation. Highly regarded. Skelkallan, Slane,
Strangford, Strathmill,
5 Servant Shipwright Criminal Tailor Tanner Tinker Leathers 54 Confident Craft (leatherwork, etc.) Bigoted against culture / belief / social class.
Templeton, Tyrconnell,
Eelskin Bodysuit
6 Vendor Weaver Woodworker Goat Herd Messenger Sailor 55 Vain Ships, boating Visionary. Holds radical views for future. Vale, Vedat, Walund
Hide & Furs
56 Daring Politics, journalism Cursed, haunted, harassed by spirits or demon. Bell, Birch, Bird, Bliss,
PROFESSIONS: RARE Uniform
Bricks, Bug, Chime,
1 2 3 4 5 6 Tatters 61 Volatile Arcane books, rituals Intense, unreasonable phobia or loathing. Coil, Cricket, Cross,
Fitted Leggings Crow, Echo, Flint, Frog,
1 Advocate Architect Artist Author Bailiff Apiarist Apron 62 Candid Spectrology, Electroplasm Extensive education on every scholarly subject. Frost, Grip, Hook, Ink,
2 Banker Bounty Hunter Clock Maker Courtesan Furrier Glass Blower Heavy Gloves 63 Subtle Alchemy, medicine Keeps detailed journals, notes, records, ledgers. Junker, Mist, Moon,
Nail, Needle, Ogre,
3 Diplomat Jailer Jeweler Leech Locksmith Magistrate Face Mask
Tool Belt 64 Melancholy Essences, alchemy Is blindly faithful to an ideal, group, or tradition. Pool, Ring, Ruby, Silver,
4 Musician Physicker Plumber Printer Scholar Scribe Skinner, Song, Spur,
Crutches 65 Enigmatic Demon lore, legends Deeply traditional. Opposed to new ideas, methods. Tackle, Thistle, Thorn,
5 Sparkwright Tax Collector Treasurer Whisper Composer Steward
Cane Tick Tock, Trick, Vixen,
6 Captain Spirit Warden Journalist Explorer Rail Jack Soldier Wheelchair
66 Calm Pre-cataclysm legends A fraud. Some important aspect is fabricated.
Whip, Wicker.
ch
ar
h
o
si l k sh ore

l
3 o

l
w

2
1

dun sl oug h

barrowcleft 1 Barrow Bridge. One of several residential bridges in the


city. The bridge is lined with homes, shops, and merchant stalls.
Families of river-fishers work from ramshackle wooden huts along
3 Barrowcleft Market. This open-air marketplace provides a
place for the farms to sell fresh produce and goods made from their
crops. Other related vendors have also sprung up here, including brewers
Barrowcleft is the home to the laborers and Overseers of the
the banks on either side. They hunt the large and dangerous wild and distillers, weavers, dyers, and goat breeders. The tough and close-
Ministry of Provisions who attend the radiant energy farms
river eels that gather to feed on refuse near the channel to the sea. knit people of Barrowcleft have managed to keep criminal influence out
of Doskvol. It is a dusty, rural district, with simple wooden
of their market and its famous as a rare place for fair trade in the city.
buildings of only one or two stories and wide dirt roads to 2 Lightning Tower. The lightning towers of Doskvol are marvels
accommodate large cargo wagons. The farmers of Barrowcleft of electroplasmic engineering, requiring constant attention from 4 Radiant Energy Farm. The wondrous power of radiant
are organized into tight-knit family-based clans that are proud the powerful Sparkwrights guild. The largest towers are over 400-feet energy allows crops to grow in the darkness of Duskwall. Life
of their vital role in the citys welfare and hold themselves apart tall and include their own internal generators to provide power to the in the city depends upon these farms, so their delicate radiant lamps
from the city folk across the river. Outsiders are welcome here lightning barrier which keeps the ravenous spirits of the deathlands and irrigation systems are watched constantly by specially appointed
for honest trade, but are met with a cold suspicion otherwise. out of the city. deputies of the Watch and Overseers of the Ministry of Provisions.
barrowcleft notables
Chief Prichard. The head Overseer of the Ministry of Provisions in
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Scene: Farmers walking to and from field work. Tradespeople crafting simple goods. Duskwall. Manages the workers and food allotments for the city districts.
Merchants selling their wares. Heavy-laden cargo wagons transporting food into the (Calculating, Confident, Calm) Criminal Influence


city. Vigilant deputies surveying the fields from their watchtowers.
Hester Vale. Matriarch of the oldest farm family. The living embodiment Occult Influence


Streets: Smooth dirt roads, drainage ditches, central stone road for heavy carts. of tough but fair. (Proud, Fierce, Suspicious)
Black Hill Road, Mill Street, Porter Street. Barrowcleft market is one of the best
Mara Keel. A former smuggler whos gone into hiding among the farm marketplaces in the city, but criminal
Buildings: Low, wide wooden structures. Barns. Animal pens. Stone mills. Hilltop laborers of Barrowcleft. (Quiet, Secretive, Patient) types draw lots of unwanted attention.
manors for the Overseers. Crowded apartments, towers, and market stalls along
You can take +1d to acquire an asset
Barrow Bridge.
here, but also accrue +2 heat.
4

2 3

the
docks

six towers

brightstone 1 Unity Park. A grand park, fountain, and roundabout featuring


an enormous monument commemorating Imperial victory in
the Unity War (or the War for Skovlan Independence, depending
3 The Sanctorium. The chief cathedral dedicated to the Church
of the Ecstasy of the Flesh. Its a towering edifice of buttresses and
spires, originally commissioned by the Emperor during his last visit
Brightstone is home to many of the wealthiest and most
on who you talk to). to Doskvol nearly 500 years ago. Devotees gather weekly to purify
influential citizens of Doskvol. Its streets are broad and paved,
themselves in baptismal rites and through the ritual destruction of
under bright electric lights; its canals are sparkling and clean, 2 Silver Market. A curated open-air emporium overlooking the rogue spirits in electroplasm. The catacombs beneath contain the
with perfumed water; its houses are all of fine, pale marble blocks, North Hook channel. Named for its original use as the pimary
cremated ash of many famous and affluent citizens.
rich timbers, and intricate ironworks. There are cultivated parks marketplace for silver traders, its now host to luxury goods vendors
fed by radiant-energy; lavish restaurants and cafes; jewelers, of all sorts, including rare Iruvian silks, spices from the Dagger Isles, 4 Bowmore Bridge. This massive structure of bright white stone
tailors, and other luxury shops. Street-side vendors are forbidden horse-traders, carriage upholsterers, and rare alchemical distillations and shimmering metal-work is said to be the largest bridge in the
here, resulting in a serene, spacious atmosphere, punctuated by (including some illegal spirit essencesto which the City Watch Imperium. Luxury apartments and shops perch all along its length
the occasional carriage or marching Bluecoat patrol. turns a blind eye). from Brightstone to Whitecrown.
brightstone notables
Lord Strangford. Operates one of the largest leviathan hunter fleets,
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Scene: Elite Bluecoat patrols, arrayed in fine armor and gleaming gun-pikes. Wealthy serves on the City Council and is a high-ranking member of the secret order
citizens strolling through manicured parks, attended by servants. Horse-drawn within the Church of Ecstasy. (Secretive, Calculating, Arrogant) Criminal Influence


coaches and the occasional electroplasmic carriage rumbling along the avenues.
Commander Bowmore. Chief Officer of the Watch in Brightstone. Occult Influence


Streets: Broad, clean, well-lit. Silvermark Avenue, Goldcrest Avenue, Ruby Street, Bowmores family financed Bowmore Bridge centuries ago and now holds
Sapphire Street. many positions of power. (Proud, Principled, Connected) Most engagement rolls suffer -1d due
to heavy Bluecoat patrols. Operations
Buildings: Pale stone mansions with lightning barriers, grand manor houses, lavish Rolan Wott. An influential magistrate who handles property, against the nobility in Brightstone are
townhouses, opulent theaters and restaurants, luxury shops. endowments, and financial cases. Famous for his extravagant parties. considered on hostile turf for the
(Stylish, Elitist, Shrewd) purpose of generating heat.
crow's fo ot

charterhall

silkshore
2

coalrid ge

charhollow 1 The Sheets. Washers, tailors, and seamstresses congregate in


this neighborhood, filling the alleyways between the buildings
with the billowing fabrics of their trade. A secret association of
3 Charhollow Market. A public market fills the open square
here, offering fair prices and decent goods to the local community.
This crowded district is home to the bulk of the workforce of theanarchists among the working class meets here to plot their schemes 4 Kellen's. One of the oldest pubs in the city, with a dizzying
cityservants, dockers, sailors, stockyard and eelery workers, selection of Skovlander ales and whiskeys. Rich and poor alike
for revolution.
cabbies, and so on. It's cheap, noisy, cramped, and sweltering rub elbows here to enjoy the traditional food and music with their
from cookfires and hissing steam-pipes, but there's a familial 2 Strangford House. The grand, fenced estate of the powerful drinks, though recently, the pub has become the target of masked
camaraderie among its residents that you won't find anywhere Strangford family perches on the hill of a private island overlooking anti-Skovlander bigots, who've vandalized the property and assaulted
else. The people of Charhollow are a true community, brought Charhollow. Many who live in the district toil in Strangford's factories some patrons, shouting No Skovs! and Skovs go home!
together by circumstance, but bound by ties of mutual support and workhouses, and few miss the chance to throw the evil eye in
and care in stark contrast to the cutthroat ruthlessness that their direction when they catch glimpse of their house on the hill.
constitutes business as usual in the rest of the city.
charhollow notables
Hutton. A Skovlander refugee and former soldier, now the leader of an
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Scene: Laborers returning from work shout greetings to friends and families. Groups anarchist revolutionary movement, bent on forcing the government to
of people cook and eat together at communal cook-fires. Children run wild, playing acknowledge Skovlander rights in the Empire. (Brave, Compassionate, Wise) Criminal Influence


at hunt-and-peek and catch-the-ghost.
Briggs. The owner of a merchant stall at Charhollow market, cover for a Occult Influence


Streets: Steep inclines cut with crude stone stairs, twisting alleyways, dirt and network of gossips, spies, and code-smiths among the working class people
cobblestones. Bridge Road, Canal Street, Hill Street. of the district, selling their services to those who need them. (Secretive, Operations against the citizenry
Sneaky, Cautious) in Charhollow are considered on
Buildings: Stacked one- or two-room homes, cheap tenements, ramshackle
hostile turf for the purpose of
apartment, well-worn taverns and public houses. Corben. An ex-military Skovlander on the lam for crimes against the generating heat.
empire. (Tough, Reckless)
six towers
1

crow's
fo ot

3 4

charterhall 1 Charter Wall. Along the ruins of the old walls are a sprawl
of artist colonies. Bohemian lovers of music and sculpture, these
students are typically patronized by a single individual or family
3 Jayan Park. The great alchemist for whom this park is named
contrived to formulate soil and seeds that could produce real,
growing trees, without sunlight or radiant energy. They are horrifically
Charterhall is the site of the first major construction in the who expect their charges to master their craft and make art for toxic to all living things and must not be touched, but they still grow
city, in the days before the cataclysm. The old wall upon which their edification. These romantic souls are often consumed by the beautifully here, over 100 years later.
was built the first lightning barrier in the Empire still stands in wellspring of vices offered in Doskvol.
partial ruin around the district. The area is now home to the 4 Charterhall University. A dozen buildings have been
civic offices of the government including the courts, licensing 2 Clerk Street. The main avenue of the district is lined with converted into classrooms and dormitories for the students of
and taxation offices, banks, and records archives. City officials imposing governmental structures of all sorts, all tucked behind this modest-seeming but nevertheless prestigious institution. The
and students at Charterhall University live here, along with the high iron fences, patrolled by a mix of Bluecoats on the sidewalks and school's massive Sparkwright Tower, where experts of spark-craft are
captains of Imperial industry who prefer to reside within sight mounted Imperial cavalry on the grounds, largely ceremonial guards trained, looms huge over the district, often belching fire and smoke
of their fortunes. appointed to the holdings claimed by the Crown. from the more vigorous lessons.
charterhall notables
Lady Drake. A magistrate who is reasonable when it comes to street
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Scene: Clerks and government workers rush to and fro, official papers bulging from crime, so long as the offender's purse is sufficient. (Flexible, Shrewd)
their valises. Wealthy bankers trundle past in heavy carriages with private bodyguards Criminal Influence


arrayed in clanking armor. Students gather at street-corner cafes to discuss Iruvian Lord Penderyn. Chief Scholar of the Archive of Echoes, authorized by
politics, the tribal lineages of the Dagger Isles, and other esoteric matters. the Emperor to keep a collection of ancient ghosts trapped in spirit bottles, Occult Influence


to be consulted in cases where knowledge from the distant past would benefit
Streets: Broad, clean, well-lit. Clerk Street, Jayan Way, Dalmore Avenue, Imperial The records in Charterhall can be of
the operation of the Imperial government. Lord Penderyn also consults the
Avenue. particular interest to criminal sorts. Take a
spirits on his own volition, forming the rebellious Path of Echoes society Devil's Bargain for +1d to gather info here
Buildings: Imposing stone buildings with officious columns and classical sculptural for other elites and nobles who seek communion with the spectral realm. in exchange for 1 heat (the Bluecoats are
motifs. (Reckless, Strange) always watching for scoundrels like you).
charhollow

nightmarket

dunslough

coalridge 1 Coalridge Mine. The site of the first permanent settlement


at the river delta, the mine was originally built by the ancient
Skov kingdom, who called it Doskovolliterally, "The Skov's Coal."
3 The Ironworks. The Ironworks is a sprawling collection of
massive industrial workhouses. Cruel foremen drive indentured
laborers around the clock to keep up with the massive production
Coalridge is home to most of the machinists, industrial laborers
The mine still operates over 1000 years later, though demand for coal demands to replace and refit Leviathan Hunting ships as well as the
and factories of the city. Its cramped, soot-choked, and loud
has dropped sharply as the Imperium adopts electroplasmic power need for goods transported out to the Imperium at large.
spewing dense clouds of black smoke, showers of sparks and
more and more widely.
burning cinders. The old elevated train lines that once hauled 4 Brickston. The mostly densely packed residential area in
coal now carry heavy equipment and raw materials to and 2 The Old Rail Yard. Before Gaddoc Station was built, this Duskwall. Brickston is a cramped jumble of multi-story brick row
from Gaddoc Station, though many of the ancient tracks and industrial rail yard was a center for commerce in the city. The Old houses, stacked one atop the other. Many of the toughest scoundrels of
cars have been abandoned to squatters who've converted them Yard now serves only a couple heavy cargo trains daily, with many of the underworld hail from here, learning the harsh lessons of survival
into makeshift homes. its old rail cars rusted in place where they were abandoned. and gang life within its dark maze.
coalridge notables
Master Slane. A notorious factory foreman known for excessive and cruel
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Security & Safety










Scene: Soot-covered workers hacking up black bile as they trudge home from the punishments for the smallest infractions. Many attempts have been made
factories. Heavy rail cargo being unloaded by crane. Street-tough waifs running wild. on his life, but all have failed. Some say he's a devil. (Cold, Cruel, Sadistic) Criminal Influence


A factory boss lashing a worker for an infraction. Squatters cooking a meal in the
coal engine of an abandoned train car. Belle Brogan. A Skovlander factory worker who's been gaining Occult Influence


popularity as a potential union organizer. It's only a matter of time before
Streets: Multi-level, crowded with crates and discarded junk. Elevated rail lines. Dunvil a factory boss tries make an example of her. (Charming, Confident, Bold) Because the factories of Coalridge
Way, Black Rock Road, Wright Street, Crane Street, Forge Street. operate around the clock, there's no
Hopper. A drug addict, whisper, and all-around weirdo who perches ideal time for clandestine crime here,
Buildings: Tall and narrow brick row houses with belching chimneys, metal-clad on rooftops in the district. Hopper claims to see "ghost rails" and "spirit but foremen are happy to be bribed to
factories and warehouses, train cars converted into dwellings. trains" originating deep beneath Coalridge, stretching beyond the horizon. 'take a break' or look the other way.
the d o cks

c h a r t e r h a l l
4

1
s i l k
s h

3
o r

2
e

charhollow

crow's foot 1 Crow's Nest. An ancient tower from before the cataclysm that
has been a ritual sanctum, an astronomer's laboratory, and a
Bluecoat watch postbefore its current role as the headquarters of
3 Strathmill House. The lost children and unwanted orphans
of Crow's Foot inevitably pass through the halls of Strathmill
House. Some are cared for and trained for jobs at the docks or the
Crow's Foot is a crossroads, merging many qualities of its
the district's chief gang, The Crows. workhouses of Coalridge. Others are quietly instructed in the arts of
neighboring districts: the illict vices of Silkshore, the labor and
the lookouts and runners used by the gangs of the districtall for a
trade of the Docks, the poverty of Charhollow, and the classic 2 Tangletown. Hundreds of years ago, one of the massive
small fee to Strathmill House, of course.
architecture of Charterhall. The district is a patchwork, both held Leviathan Hunter ships was partially sunk in the river. Since
together and threatened to be torn apart by the menagerie of then, it's collected an attendant flotilla of tiny watercraft, all lashed 4 Red Sash Sword Academy. This large mansion has been
competing street gangs and Bluecoat squads which claim every together into a floating neighborhood. Tangletown is considered converted into a training school for the Falling Star style of Iruvian
avenue and corner as territory in an endless turf war. neutral ground among the street gangs of Crow's Foot, and no violence sword play. The Red Sashes, an Iruvian gang who run several luxury
is allowed there. drug dens in the district, claim it as their HQ and cover operation
for their illicit operations.
crow's foot notables
Sergeant Lochlan. The senior Bluecoat squad leader in the district,
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Scene: Dockers filing to and from work. Minks plying their trade on the corners. A reporting to Captain Dunvil. Lochlan is flexible and reasonable, taking
squad of Bluecoats shaking down a shopkeep for a bribe. Rival gangs calling challenges bribes and payoffs when she can; enforcing the law and making examples Criminal Influence


to each other across the rooftops. A fine coach carrying a noble seeking illicit wares. when necessary. (Shrewd, Tough, Commanding) Occult Influence


Streets: Multi-level, cramped, dark, foggy. Ash Way, Cinder Street, Rye Street, Lewit, Jol, Myra, Reyf. Bluecoat constables; run an extortion racket.
Candle Street, Hulliver Lane. Years of murder have made this the
Mardin Gull. Owner and operator of the Leaky Bucket public house. most haunted district. Angry ghosts
Buildings: Flophouses, inns, old manors chopped into apartments, traditional Mardin was the leader of the Crows many years ago (before Roric and crave bloodshed here. You may take
stone houses. Smiths, taverns , brothels, butchers. Lyssa) and now enjoys a comfortable retirement out of the scoundrel life. a devils bargain for +1d for violent
(Charming, Experienced, Respected) action, but the ghost will lash out, too.
whitecrown

3
2
brightstone

crow's fo ot charterhall
silkshore

the docks 1 The North Hook Company. This grand, old-fashioned estate
house is headquarters for the oldest surviving shipping and naval
exploration enterprise in the Imperium. The North Hook Company
3 Saltford's. A squat stone building which houses one of the
more notorious private banks in Duskwall. Being so close to
the docks, Saltford's has faced many gangs of whiskey'd sailors that
The docks of Doskvol are ancient, going back to the days before
has a massive fleet of trade ships and is considered by many to be decided to turn to robbery as a new line of work, and defeated them
the cataclysm, when the area was just a small settlement where
merely a private front for the Ministry of Transport, which has official allsometimes even hanging the corpses from their lamp-posts as
they could trade with the Skov kingdom without crossing the
claim only over the commerce of the electro-rails. No one knows for discouragement to the next pack of drunken fools.
harsh North Sea. Today, some commerce has shifted to the new
sure, since enemies and rivals of the company (not to mention overly
electro-rail lines of the Imperium, but the docks are still bustling
curious journalists) tend to disappear. 4 The Menagerie. A fenced off muddy field, dotted with rusting
with cargo haulers, fishing boats, and the prestigious Leviathan animal pens, water tanks, and gaudy signage. Sailors traditionally
Hunter ships which provide the raw material that keeps the 2 Ink Lane. This twisting back-street is home to many of the city's drop off any curious creatures they pick up in their travels, which
city running. tattooists as well as several newspaperswho all share the cost Captain Rye, the strange proprietor, incorporates into his makeshift
of their inks in bulk. A fine place for gossip and rumors of all kinds. zoological displays.
the docks notables
Chief Helker. One of the most influential senior Dockers. Helker has
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Scene: Small and medium steamships docked close, dwarfed by the titanic Leviathan a lot of sway at the docks, and if you cross him, you might find your cargo
Hunter ships further out. Throngs of sailors and dockers, doing their work, singing tossed into the drinkand possibly you along with it. (Cautious, Greedy) Criminal Influence


work-songs. Heavy cargo rumbling away on wagons. Shouts and breaking glass from
a brawl spilling out of a tavern. Tris. A legendary tattooist who only inks those that have looked upon Occult Influence


a leviathan and lived to tell the tale. Getting a tattoo from Tris is a rite
Streets: Raised streets perched over the docks themselves, rigged with cranes of passage for everyone who hunts the demons of the void sea. (Artistic,
and winches. North Hook Way, Carter Street, Plume Street, Saltford Street, Ink Lane. Popular, Insightful)
Buildings: Massive cargo warehouses. Squat taverns, brothels, and tatoo parlors.
Crowded overnight bunkhouses for sailors.
coalrid ge

3
4

dunslough 1 Ironhook Prison. A towering metal fortress, where the worst


(or most unlucky) criminals are incarcerated. The poorest are
forced to work at Dunvil Labor Camp. The most well-connected
3 Dunslough Ghetto The most destitute of the city end up in
Dunslough, working the Mire for a pittance just to buy their daily
bread. The city counts the space as "runoff " for the prison grounds,
Dunslough is a ghetto for the destitute poor of the city, as well
prisoners manage a comfortable stay, and may even continue to run and does nothing to maintain it.
as the site of Ironhook Prison and its labor camp. Originally,
their criminal enterprises from behind bars.
the ghetto was a neighborhood for families of prisoners, but 4 The Mire. A massive mud-quarry pit, The Mire is the site of the
over the years, extreme poverty and neglect have worn it down 2 Dunvil Labor Camp. Poor prisoners who can't afford to bribe impact of some ancient celestial body, which left behind a variety
into a sodden ruin. A vicious cycle plays out here: crime driven the staff at Ironhook spend most of their days toiling at Dunvil of precious ores and jewels embedded in the earth.
by desperation, then arrest, incarceration, and release back to Labor Camp, loading precious ores onto barges for the rail station
Dunsloughgiving Ironhook an endless supply of laborers to and breaking the larger rocks hauled from the Mire.
exploit.
dunslough notables
Master Krocket. An unsavory, greasy-haired, scarecrow of a man who
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Scene: Mud-covered laborers returning from the Mire. Destitute families scrounging runs the snarling pack of vicious dogs used by Ironhook to track down
for scraps along the roadway to the Barrowcleft farms. Bored Ironhook guards, rifles escapees and sniff out contraband and tunnels. His dog-handlers can be Criminal Influence


slung on their backs, watching a taskmaster lash a labor camp prisoner. found around the labor camp and all about Dunslough, using their status Occult Influence


Streets: Cramped, multi-levelsome of stone but many of dirt, sodden into thick with the prison for favors and bribes.
black mud. No street names to be found.
Buildings: Decrepit wooden row houses, many abandoned from fire damage
or fallen-in from age. Stone silos, clanking steam machinery, and metal sheds for
dredging equipment.
six towers
charterhall
2

coalrid ge
4

nightmarket 1 The Veil. A luxurious social club known for its confidentiality
and permissive policies regarding guests of arcane or unusual
origins. Rolan Volaris, the proprietor and host, is a Tycherosi with an
3 Vreen's Hound Races. The racing of specially bred hounds
is currently in vogue among Doskvol's upper crust. A con man
from the Dagger Isles calling himself "Master Vreen" swindled a small
Nightmarket is a district dominated by commerce. Situated near
extremely unusual manifestation of his demonic blood: rather than fortune from gullible investors to create 'the premier hound racing
Gaddoc Rail Station, Nightmarket receives the bulk of saleable
legs, he has the body of a serpent from the waist down... or so people track in the Imperium'. The investors have yet to see any returns, but
goods from the cargo trains that travel across the Imperium,
say. Volaris is rarely seen in person. Vreen assures them that a great windfall is due any day now.
bringing the exotic and rare to Duskwall. The citizens that call
Nightmarket home constitute a new class of "elites"wealthy 2 Dundridge & Sons. Considered by many to be the foremost 4 The Devil's Tooth. A tavern known for its "secret" menu
people who are not of noble descent but nevertheless claim land, tailor in Duskwall. The Dundridge family has provided the finest of alchemical concoctions. Adventurous psychonauts may
status, and power without titles. The district has been taken over clothes and sartorial accoutrements to discerning citizens for over experiement with all manner of mind-altering (or spirit-altering)
by new construction, introducing lavish private townhouses with 300 years. Despite their legendary reputation, Dundridge's prices substances in the relative safety of Mistress Kember's comfortable
all of the modern advances for the elites that can afford them. are very reasonable. establishment.
nightmarket notables
Jira. A dealer of fine weapons from the Dagger Isles. Greatly respected
Wealth

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Scene: Electric lights in a riot of colors advertise the market stalls of the vendors. Several by many street toughs in The Duska "jira blade" is a status symbol that
devout acolytes bow in silent prayer at the statues of the Night Queen, the district's many aspire to. (Bold, Tough) Criminal Influence


adopted forgotten god. The city's elite, hidden behind masks, slip into the underground
to partake of strange pleasures in the private clubs. Leclure. A purveyor of personal luxuries (soaps, hair oils, perfume, fine Occult Influence


silks) who dabbles in fortune telling. Some say that her drowned lover is
Streets: Multi-level wooden platforms and boardwalks. Landscaped parks of Nightmarket is the best place to trade
petrified trees from the deathlands. High-class subterranean avenues. Song Street, a ghost that whispers secrets in her ear. (Shrewd, Tough, Commanding)
illicit and arcane goods in the city, but
String Street, Paper Street, Bell Street. Mordis. A strange merchant which hides its true appearance beneath the darker corners are full of strange
Buildings: Open air wooden market stalls. Underground stone shops and clubs. many layers of robes and hoods. Also fences occult and arcane stolen goods, horrors. You can take +1d to acquire
Newly constructed private townhouses for the Nightmarket elites. no questions asked. (Secretive, Insightful, Arcane) an asset here, at the cost of 2 stress.
2

crow's
fo ot
1

charhollow

silkshore 1 The Spark Grounds. Beneath the crackling flares of a lightning


tower, this open field draws crowds to watch the death-defying
stunts of acrobats and circus performers, including the notorious
3 Fogcrest. A high, peaked hilltop crowded with rowhouses
jammed within the maze of narrow stairways that constitute its
streets. A bohemian community of artists, free-thinkers, psychedelic
Criss-crossed by dozens of narrow canals, Silkshore is a districtspark flyers who soar in manned kites adorned with bits of metal explorers, and philosophers.
best navigated by gondola, as most visitors to this red lamp to attract arcs of electricity from the barrier in a pyrotechnic display.
district do. The brothels, vice dens, food stalls, and exotic 4 Ankhayat Park. This extravagantly landscaped space is the
shops all perch at the waterside, ready to satisfy the appetites of 2 The Ease. The north part of the district is more easily navigated largest open area in the city, hosting many public festivals and
their clientele, no questions asked. Silkshore is a place of public by gondola than by coach, and the dozens of entryways into the events throughout the year. The Iruvian noble for whom the park is
indulgence and private indelicacy, catering to every pleasure canals are flanked by shops and brothels advertising their wares with named keeps a falcon aviary and stable of fine horses at the park and
imaginableas well as some that strain the bounds of fantasy. colored electric lights and flying banners. sometimes organizes gamehawking for the nobility.
silkshore notables
Levyra. A medium who invites clients to bring ghosts in bottles to posses
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Scene: Hundreds of gondolas gliding to and fro in the spiderweb of canals, carrying eager her so they can share a few final words before the ghost is freed (Levyra
patrons to the bounty of pleasure-houses and vice dens. Artists and philosophers arguing
hands it off to the waiting Spirit Wardens nearby). Criminal Influence


epistemology over Iruvian tea at the cafes on Fogcrest hill.
Streets: The few remaining surface streets are interrupted at every turn by a a bridge over a Helene. The elegant and mysterious proprietor of the Silver Stag Casino. Occult Influence


tiny canal. Colored lights and patterned silks hang roof to roof, signaling various indugences People say she would have been a queen of Severos had she lived in the
old days before the Empire. Should you overindulge your vice
in a complex code for the initiated. Greenwater, Highwater, Chimewater, Ringwater, Sweetwater.
while in Silkshore, you'll get a taste
Buildings: Tall, narrow rowhouses of wood and stone. Low canal-side shacks and stalls. Cramped Madame Tesslyn. Operates the Red Lamp brothel, the oldest and most for it. Take +1d to your roll the next
old stone houses and converted offices on Fogcrest hill. respected institution of its sort in the city. time you indulge your vice here.
brightstone 1

charterhall

six towers 1 Rowan House. One of the last of the original six towers,
this antique building resembles an ancient castle from history
books, complete with moat, draw-bridge, and arrow-slit windows.
3 Scurlock Manor. The Scurlock family came to Duskwall
centuries ago and was once a great force in the city, before some
curse or calamity befell their line. This tumble-down manor house
This formerly prestigious district has faded over the centuries The powerful Rowan family rules their holdings from within the and tangle of vines is all that remains of their fortune. It's said that a
into a pale shadow of what it once was. The eponymous six fortress, rarely venturing beyond the security of its thick stone walls. young nephew or cousin still resides there, but Lord Scurlock himself
towers were originally the grand residences of Doskvol's first has moved on to finer abodes.
noble families. All but two (Bowmore House and Rowan House) 2 Mistshore Park. This dark and overgrown space overlooks
have been sold off and converted into cheap apartments or fallen the eastern branch of the river Dosk and the deathlands beyond. 4 Arms of the Weeping Lady. This grand building, formerly
into ruin and abandoned. The district has an empty, haunted In old folk ballads, young lovers who could not be together would an opera house, is now a soup-kitchen and bunkhouse for the
feel, with many sprawling old buildings dark without power, commit suicide in this park. Whatever the truth of it, the park is destitute, run by the charity of the Weeping Lady. Locals use this
broad stone streets cracked and buckled, and the fires of squatters certainly haunted now. landmark as the demarcation between the districts of Charterhall
crackling from overgrown lots. and Six Towers.
six towers notables
Mother Narya. Runs the Arms of the Weeping Lady charity house.
Wealth

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Scene: Bits of trash, blown by a cold wind, skitter across empty streets, illuminated (Kind, Patient)
only by a few still-working street lamps and the campfires of squatters. The shutters Criminal Influence


and doors of abandoned buildings moan, creak, and bang in a haunted chorus. Chef Roselle. One of the best cooks in the city, still operating the
Residents hustle by, heads down, clutching spiritbane charms close to their breasts. legendary Golden Plum restaurantworth the trip into the haunted Occult Influence


streets of Six Towers. (Creative, Insightful, Friendly) The many empty buildings and
Streets: Broad stone avenues, cracked and broken, dark without power; overgrown
and neglected. Comber Way, Bowmore Way, Rowan Way, Coleburn Avenue. Flint. A spirit trafficker who trades out of a condemned manor house. abandoned properties make this
(Weird, Calculating, Suspicious) district a perfect location for a hidden
Buildings: Palatial estates, tumbled into disrepair. Grand manors, remodeled into
scoundrel's lair.
cramped and cheap apartments.
1

4 brightstone
the d o cks

whitecrown 1 Lord Governor's Stronghold. The Emperor originally


commissioned this stronghold as a garrison for the Imperial
Military stationed at North Hook prior to the invasion of Skovlan.
3 Master Warden's Estate. This gigantic, fortified manor
is home to the Commander of the Spirit Wardens and is their
primary training facility. It's said that some spirits are not destroyed
Whitecrown sits atop a grand peak on the island across North It now houses the Lord Governor, their family, and governmental at Bellweatherbut are brought here instead for some unknown
Hook channel from the city proper. From this lofty height, the aides as well. purpose.
Lord Governor's stronghold oversees all, flanked by the grand
estates of the most powerful nobility and the extravagantly 2 Doskvol Academy. Hailed as one of the finer institutions of 4 North Hook Lighthouse. This ancient structure has been
appointed campus of Doskvol Academy. Whitecrown is a rich learning in the Empire, the school is most well-known as the converted into an electro-plasmic apparatus capable of providing
and rarefied world unto itselfmost citizens live out their entire instructional facility for the leviathan hunter captains and their senior a navigation beacon for hundreds of miles into the darkness of the
lives in the city without ever once crossing the bridge to the officers. Training cruises for new recruits are conducted year round void sea around Duskwall.
glittering spires of wealth and power there. to replace the poor souls lost in the hunts.
whitecrown notables
Maestro Helleren. Senior composer and conductor of the
Wealth

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Scene: Imperial soldiers parade outside the stronghold, astride their armored steeds, Spiregarden Theater, premiere performance venue for the elite of the
gleaming lances held high. Trainee crews run drills on a leviathan hunter ship docked
city. (Sincere, Dramatic)
Criminal Influence


for refitting. The lavish carriages and electroplasmic coaches of the fabulously wealthy
glide by, carrying their privileged passengers to luxurious destinations. Lady Freyla. Regarded by some as the finest sommelier in the Occult Influence


Empire. She serves only the most deserving at the Emperor's Cask. Most engagement rolls suffer -2d due
Streets: Broad, polished stone, brightly lit to near daylight by a riot of warm electric
lights. Whitecrown Boulevard, Swancrest Avenue. (Erudite, Cultured, Charming) to heavy Bluecoat patrols. Operations
against the nobility in Whitecrown
Buildings: Grand, elegant facades; landscaped terraces, balconies, and elevated
are considered on hostile turf for
walkways connecting bright marble buildings with inlaid platinum and gold details.
the purpose of generating heat.
the shattered isles blackvale Tycheros

AKOROS
A land of dark, petrified forests and rocky hills. The rich coastal cities get their wealth from
lockport
leviathan hunting and from mining colonies deep inland. The Akorosi are sometimes
called Imperials since the Imperium began there. They are generally fair-skinned and
Skovlan Doskvol

dark haired.

SEVEROS
A land of windswept plains, covered in dark scrub and thorny growths. Outside the arvaedh
Imperial cities on the coast, some native Serverosi still live in free tribes, scavenging whitehollow
the death-lands on their ghost-hunting horses. They are generally dark-skinned and wintercliff
dark haired.
tyrmoor
IRUVIA Akoros
A land of black deserts obsidian mountains, and raging volcanoes. Some say that positions
of power are openly held by demons in Iruvia. The people are generally dark-skinned
cloudspire
and dark haired.

THE DAGGER ISLES ilysia


imperial
city
A tropical archipelago covered in dense jungle growth; now turned dark and twisted sevrin
from the strange magic of the cataclysm. Some say that the people there live without
lightning barriers. How do they manage that? Native islanders are generally copper- Severos
skinned and dark haired.
cullfield south
point
SKOVLAN thorn
A ragged land of cold mountains and rough tundra. Skovlan was the last holdout against
Imperial control. They are generally pale-skinned and fair haired or red haired. sunfall
irondale
TYCHEROS bright
harbor
A far off land, disconnected from the Empire. People say the Tycherosi (rudely called
Strangers) have demon blood in their lineage.

a note about the world The


Iruvia kethrys
The shattered isles have wildly different climates due to magical forces left over from uduasha
the cataclysm. The water of the Void Sea seems to be composed of opaque black ink, Dagger mistport
but it's possible to see constellations of shimmering stars far below the surface. The sun Isles
is a dim ember, providing only meager twilight at dawn and dusk; leaving the world in
darkness otherwise.
This was once a storybook fantasy world of magic and wonders, which was destroyed
and an industrial civilization was built on top of the ruins.
Don't expect scientific realism here.
alduara

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