TERROR on the dark frontier REGION GUIDE
This page inserted for easier double-sided printing.
1 Written & Designed By: John Stevens, with Sean Owen Roberson Additional Material: Aaron Burkett, Aaron Cameron, PK Levine, Ross Watson Cover Illustration: Aaron J. Riley Interior Illustrations: Alberto Bontempi, Davide Corsi, Alex Elykov, Bien Flores, Allen Geneta, Ani Ghosh, Falk Haensel, Anh Le, Alida Saxon, Vincenzo Sirianni, Unique Soparie, Carly Sorge, Dimitar Spasov, Don Tantiado Interior Graphic Design: Aaron Acevedo, Karl Keesler Layout: Sean Owen Roberson, Thomas Shook Art Direction: Aaron Acevedo, Sean Owen Roberson, Alida Saxon Line Manager: Sean Owen Roberson Production: Simon Lucas, Jessica Rogers, Darrell Hayhurst, Donald Schepis Marketing & Logistics: Jodi Black, Christopher Landauer, Christine Lapp Rifts® Created By: Kevin Siembieda of Palladium Books® Savage Worlds Created By: Shane Lacy Hensley Terror on the Dark Frontier region guide Savage Worlds is © 2023 and TM Pinnacle Entertainment Group. All Rights Reserved. © 2023 Palladium Books Inc. All rights reserved, worldwide. Rifts® and Megaverse® are Registered Trademarks of Palladium Books, Inc. All character names and likenesses are copyright and trademarks owned by Palladium Books, Inc. and used under license. Playtest, Advice, and Special Thanks: Michael Dann, PK Levine, Caleb Nelson, Johnny Roccia, Rob "Ndreare" Towell, Graham Bonnington, Ben Conrad, Chris Conrad, Tyler Morris, and Daniel Sencabaugh, Mike Morrison, Michael Husband, Mel Primus, Patrick Young, Christian Hodges, James Bridges, Jesse Merriett, the savagerifts. com community, and the illustrious playtesters of the official Pinnacle feedback forums. WWW.PEGINC.COM ADVENTUR E EDITION S A V A G E W O R L D S
2 CONTENTS Introduction. . . . . . . . . . . . . . . . . . . . . . . . . 5 The Dark Frontier. . . . . . . . . . . . . . . . . . . 5 Comanche Preserve. . . . . . . . . . . . . . . . . . . 9 Background. . . . . . . . . . . . . . . . . . . . . . . . 9 Getting There. . . . . . . . . . . . . . . . . . . . . 10 History. . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Geography. . . . . . . . . . . . . . . . . . . . . . . . 11 Races and People. . . . . . . . . . . . . . . . . . 12 Society & Government. . . . . . . . . . . . . 12 Factions. . . . . . . . . . . . . . . . . . . . . . . . . . 13 Technology. . . . . . . . . . . . . . . . . . . . . . . 13 Forces of the Comanche Preserve. . . . 14 Law Enforcement. . . . . . . . . . . . . . . . . . 14 Military Divisions. . . . . . . . . . . . . . . . . 14 Places in the Preserve. . . . . . . . . . . . . . 15 Foreign Relations of the Preserve. . . . . 21 Sworn Enemies. . . . . . . . . . . . . . . . . . . . . 21 Friends and Allies. . . . . . . . . . . . . . . . . . 21 The Tomorrow Legion in the Preserve 21 Encounters for The Preserve. . . . . . . . . 22 The Borderlands. . . . . . . . . . . . . . . . . . . . . 25 Background. . . . . . . . . . . . . . . . . . . . . . . 25 Getting There. . . . . . . . . . . . . . . . . . . . . 25 Geography. . . . . . . . . . . . . . . . . . . . . . . 25 The Anomaly. . . . . . . . . . . . . . . . . . . . . 26 Life in the Borderlands. . . . . . . . . . . . . . 27 Factions. . . . . . . . . . . . . . . . . . . . . . . . . . 28 Technology. . . . . . . . . . . . . . . . . . . . . . . 28 Places in the Borderlands. . . . . . . . . . . 29 Encounters for The Borderlands. . . . . 32 The Coalition Colonies. . . . . . . . . . . . . . . 35 Background. . . . . . . . . . . . . . . . . . . . . . . 35 Getting There. . . . . . . . . . . . . . . . . . . . . 36 History. . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Geographic Features. . . . . . . . . . . . . . . . 37 Life in the Coalition Colonies. . . . . . . . . 37 Races & People. . . . . . . . . . . . . . . . . . . . . 37 The Hunger. . . . . . . . . . . . . . . . . . . . . . . 38 Society & Government. . . . . . . . . . . . . 40 Factions. . . . . . . . . . . . . . . . . . . . . . . . . . 40 Technology. . . . . . . . . . . . . . . . . . . . . . . 40 Places in the Coalition Colonies. . . . . . . 41 Friends. . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Enemies. . . . . . . . . . . . . . . . . . . . . . . . . . 49 Encounters for the Coalition Colonies 50 The High Plains. . . . . . . . . . . . . . . . . . . . . 53 Background. . . . . . . . . . . . . . . . . . . . . . . 53 Getting There. . . . . . . . . . . . . . . . . . . . . 54 History. . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Geography. . . . . . . . . . . . . . . . . . . . . . . 56 Races & People. . . . . . . . . . . . . . . . . . . . . 57 Society & Government. . . . . . . . . . . . . . 57 Factions. . . . . . . . . . . . . . . . . . . . . . . . . . 58 The Fever. . . . . . . . . . . . . . . . . . . . . . . . . 59 Technology. . . . . . . . . . . . . . . . . . . . . . . . 61 Places in the High Plains. . . . . . . . . . . . . 61 Foreign Relations of the High Plains. . 73 Encounters for the High Plains. . . . . . 74 Encounters for the Labyrinth. . . . . . . . 76 Prospect. . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Background. . . . . . . . . . . . . . . . . . . . . . . 79 The Void. . . . . . . . . . . . . . . . . . . . . . . . . 79 Life in Prospect. . . . . . . . . . . . . . . . . . . . 79 Factions. . . . . . . . . . . . . . . . . . . . . . . . . . 80 Fort Prospect. . . . . . . . . . . . . . . . . . . . . . 82 Great Burial Grounds. . . . . . . . . . . . . . 82 Ragin’ Rock. . . . . . . . . . . . . . . . . . . . . . . 83 The Tomorrow Legion in Prospect. . . 83 Encounters for Prospect. . . . . . . . . . . . 84 A Great Secret. . . . . . . . . . . . . . . . . . . . . 86 Dead in their Tracks. . . . . . . . . . . . . . . 86 Grave Stakes. . . . . . . . . . . . . . . . . . . . . . 86 Fight to The Death. . . . . . . . . . . . . . . . . . 87 Warrior’s Bond. . . . . . . . . . . . . . . . . . . . . 87
3 Welcome to Terror on the Dark Frontier, the first Campaign pack for Rifts for Savage Worlds. The campaign is divided in the four books containing everything you need to know to lead your Legionnaires through a horrifying series of terrible trials. The Terror on the Dark Frontier Region Guide provides a detailed background to the region in which this epic tale is set. Here you'll find a comprehensive overview of the area in which the campaign takes place. The Terror on the Dark Frontier Campaign Book contains the plot points that make up the campaign along with a number of additional Savage Tales. You can run these standalone stories whenever you choose, to add diversions to break up the campaign. The Terror on the Dark Frontier Creature Manual collects in one convenient reference the most common denizens your Legionnaires will encounter, along with some important allies to aid them in their adventures. The Terror on the Dark Frontier Player's Book offers a simple introduction to your Legionnaires to explain the important people and places they are about to discover, setting the scene for them to explore the area and discover the secrets of the Dark Frontier. Breaking the information up in this way allows the GM to keep all the necessary details available and visible at the same time, without flipping through a single volume. GUIDE TO THE DARK FRONTIER
5 T his campain set zooms in on the western fringes of the Domain of Man to offer a sandbox for your group to play in. The first half includes a regional map, information on factions, settlements, and highlights of the area’s significant tensions with plenty of Savage Tales and Encounter Tables to help explore the region. The second half is a fully developed ninepart Plot Point Campaign uncovering a dark threat to everyone in the area. A Bestiary, player’s booklet, and maps are all included to help bring the adventure to life. VIOLENCE AND THE SUPERNATURAL Terror on the Dark Frontier explores themes of violence, horror, and the supernatural. Many adventures contain body horror, charnel pits, and even cannibalism. Read through the adventures and take a moment to discuss these themes with your players so there are no unwanted surprises for anyone about what will be portrayed during game play. The Dark Frontier While the Coalition claims the former states of Kansas, Oklahoma, and Nebraska, they are a vast wilderness dotted with independent towns, city-states, and Native American territories. The nearest Coalition States are to the east in Arkansas, Missouri, and Iowa. Pushing west opens up vast plains filled with roaming bands of Simvan, tribes of PsiStalkers, monsters, and marauding Brodkil. INTRODUCTION ADDITIONAL RESOURCES This campaign uses rules, heroes, and adversaries from across the spectrum of Rifts® source material, including the Rifts® for Savage Worlds titles Savage Foes of North America, Arcana & Mysticism, Blood & Banes, and Empires of Humanity. In addition, Terror on the Dark Frontier especially draws on lore from the following Palladium Books® titles: Rifts® World Book 13: Lonestar Rifts® World Book 14: New West Rifts® World Book 15: Spirit west Rifts® Aftermath Rifts® Machinations of Doom
6 Additionally, the Coalition has made it clear that it intends to conquer the former states of Kansas, Oklahoma, and southern Nebraska as part of its Twenty Year Plan of Expansion—designating them an official frontier region. Naturally, this has those who live there on edge—particularly the very territorial Comanche Preserve. Strange alien growths and supernatural creatures have been appearing and attacking the Coalition in the eastern region, further stoking tensions. LEY LINES & MAGIC Except for Montana and Wyoming, the western frontier region is almost entirely devoid of ley lines. In particular, Kansas only has two minor hot spots, one near the ruins of Topeka and one in the Comanche Preserve. This lack of ley line activity is why the Coalition considers the region an attractive target for expansion. However, the frontier is not without other mystical connections! The entire area has a particular affinity with the elemental planes of Earth and Air. Elemental Fusionists, shamans, and others connected to the elements can feel the thrum of the earth and rush of the wind across the High Plains. Unique elemental Places of Power (see Places of Power in Arcana & Mysticism) dot the region bringing a whole new meaning to communing with nature.
7
8
9 CHAPTER ONE COMANCHE PRESERVE K nown as the Comanche Preserve by outsiders, natives refer to it as Numunuu Sookobitu (Comanche land). The nation's core territory extends from southeastern Kansas into northern Oklahoma. However, some bands of tribe members range into Lone Star, the Texas Free Lands, Pecos Empire, Arkansas, Nebraska, southern Colorado, and occasionally the Coalition State of Missouri. BACKGROUND The Comanche Preserve is one of the largest concentrations of Native Americans on Rifts Earth. There are also tens of thousands of people in the small towns, settlements, and city-states in eastern Kansas and Oklahoma that rely on the nation for military support and trade. The rest move in migratory patterns to follow bison and dinosaur herds. The Comanche are the central power in the frontier region north of Texas. They have developed a vast trading network based on their mobility and primary industries. Horses and more modern means of transportation allow city-states to connect and exchange goods. The Comanche Preserve usually takes a small percentage of these transactions in return for protection and passage through their territory. Almost all business and trade involves exchanging goods, not currency; credits don’t go as far unless trading with complete outsiders like mercenaries and adventurers. While they are traditionally very territorial, the current Comanche Preserve is fanatically protective. Having lost their land to aggressive invaders in the past, they have no intention of letting it happen again. Every member of the tribe is committed to resisting any attempts at oppression or exploitation of their people. Many see the Coalition as history repeating itself—an outside empire pushing west to drive them from their ancestral home. Given the Coalition’s aggressive stance on expansion, conflict seems inevitable, and the Coalition has never faced a foe quite like the Comanche — committed and highly mobile enemies who blend magic with modern
10 equipment and military tactics. They take a fluid approach to warfighting by raiding, hitting, running, and disappearing into the land. This type of fighting, already proven successful by the Pecos Raiders, is guaranteed to bog down Coalition Forces in any protracted conflict. Such a war would also draw other Native Preserves into the fray. While the Coalition sees Kansas as part of its twenty-year expansion plan, the wars with Tolkeen and Free Quebec, plus conflict with the Pecos Raiders have kept them from moving westward, giving the Comanche Preserve breathing room to solidify their position as the dominant regional power. Getting There Approaching the Comanche Preserve from Castle Refuge means traveling westward through the foothills in the corridor between CS Missouri and CS Arkansas. The Coalition generally claims this area but it is sparsely populated and poorly patrolled. Coming from the Pecos Badlands or CS Lone Star requires crossing the Red River to enter the Comanche ranges. Visitors traveling from the Colorado Baronies and other places in the New West have a long trip eastward across the open plains before reaching Fort Comanche. There are no guarded borders or signposts that mark the beginning and end of the Comanche Preserve. Visitors will know they have arrived when a band of warriors appears to inform wayward travelers that they are on Comanche lands. People are usually allowed to pass through after paying their respects, in trade, to the bandleader. Simvan, Psi-Stalkers, and the Coalition are all seen as invaders and usually driven off the land. History The fall of the American Empire left much of North America without leadership. However, the Comanche Preserve was able to retain its TIMELINE In the 1500s, The Nunnehi preserved the Ancients, pre-Columbian Native Americans, and introduced them to the horse, which they revere and use the same ways as their descendants. As a result, the Ancients have little to no contact with Europeans. It would be another 100 years or so before the Plains Indians encountered horses, an event that would change their way of life forever. In the late 1600s and early 1700s, The Comanche formed a new group as they broke off from the Shoshone and moved south, possibly searching for more horses. In the 1700s –1800s, Comanche warriors mastered the horse and built a trading and military empire using tactics of spatial control, economic control, assimilation, and influence over neighbors. 1875—The last battle fought against the American Empire. 1900—Most Comanche live on reservations. 1967—The Comanche Constitution. 2098—The Great Cataclysm. Approximately 2198, one hundred years before the Post-Apocalyptic calendar, nearly two million Native American “Ancients” returned to Earth. The closest relatives to the modern Comanche were the Shoshone, who the Comanche welcomed with open arms. 109 P.A. (today)—Comanche Preserve
11 governmental structure and accommodate the influx of returning tribal members from the destroyed cities and towns of North America. The nation even took in other survivors, offering protection and allowing them to live on their lands as long as they abided by Comanche law. During the Dark Ages, the initial survivors collected the means of production and began to use horses as a mode of travel, hunting, and survival. Horsemanship soon transitioned to mastering hovercycles, power armor, and monster riding. The Comanche skill in all types of riding often makes even the Simvan jealous. The Comanche Preserve uses this extreme mobility to project force over a wide area, extending its influence far beyond its territorial borders. The Ancients returned about a century before the Post-Apocalyptic calendar — for more on the return of the Ancients, see Rifts® World Book 15: Spirit West. Unlike other ancient tribes, Comanche society primarily developed after the Ancients disappeared. However, they shared much culture and language with the returning Shoshone members and welcomed these ancestors into their fold. Bolstered by the influx of the Ancients and their potent magics, the Comanche adapted to the blending magic and technology better than most other nations. Geography The destruction of civilization has returned the Great Plains to a pre-industrial agricultural state. The northern part of the Preserve, including Fort Comanche, sits on the edge of the Flint (or Osage) Hills, where tallgrass has retaken the land spreading out across the plains to support the returning bison and herbivore dinosaur herds. The tallgrass plains are flat, undulating terrain. The southeastern portion of the Preserve is hills and forests. The western position of the Preserve stretches out into the Great Plains, where Comanche bands range for hundreds of miles. The Dark Wind (THE INFESTATION) Comanche shamans speak about visions of a “dark wind” sweeping across the plains consuming everything in its path. They believe the spirits are warning them about an impending threat. Many Comanche take this dark wind warning as a sign of imminent Coalition attack and have taken a war footing, stepping up raids and attacks on Coalition settlements and military targets. Others attribute it to the Simvan and have stepped up efforts to eradicate the monstrous D-Bees. Regardless of the interpretation, one thing is clear; the dark wind ignites the flames of conflict and violence wherever it blows. An unnatural bloodlust has befallen the Preserve, stoking rivalries, jealousies, and old grudges to a fever pitch. Even wild animals and roaming monsters are more aggressive, attacking people and leveling towns without cause. Shamans feel the call of the dark wind, some turning to it for power and becoming obsessed with death and violence. The dark current passes over everyone in the region, causing them to feel more on edge, ready to lash out at their neighbor for the slightest reason. If the frontier is a powder keg, the dark wind may just light the match. LIFE IN THE PRESERVE The Comanche people tend to be very confident and proud. They believe deeply in their ability to face challenges and adapt to any circumstances. They bring a warrior mentality to any task and fight to win— whether as a research scientist trying to find a cure or a rider facing down the Coalition. This sense of cultural superiority also means they are dismissive and distrustful
12 of outsiders, whom they usually refer to as Taibos, and who they can demean and belittle. Their aggressive attitude can make dealing with a Comanche war party or negotiating business a dicey affair. Lavish gifts and acts of bravery or martial prowess can win them over, but it isn’t easy. Races and People While the Comanche are a single people, there are dozens of bands of various sizes with different goals and agendas. Most bands are nomadic, and the chief dictates their dayto-day decisions. The three most influential bands are the Wahkoh, Napwat Tu, and Nodox. Society & Government Before the Great Cataclysm, the Comanche Preserve operated like many western democracies. All enrolled members of the tribe over 18 were part of the Tribal Council, and they elected an administrator and council to handle the day-to-day operation of the tribe and advance the welfare of the people. With the loss of mass communications, the difficulty of travel, and other dangers since the Coming of the Rifts, this ideal, while still held, has passed to more familial and regional leadership. An administrator based in Fort Comanche oversees the Preserve’s trade, commerce, and manufacturing activities while a Chief of Police acts as the final authority in criminal matters for the entire Preserve. THE TRIBAL COUNCIL Still, each nomadic band of Comanche has a chief, and these leaders gather to make crucial decisions when required. A good chief represents the welfare of the whole band and the Comanche Preserve, not just their interests, thus preserving the notion of a full Tribal Council with elected representatives. During times of war, the chiefs choose one of their own to be a war leader who directs the overall forces. Other groups can give input to the council. Allies from affiliated city-states, salespeople from giant corporations like Northern Gun, or respected entities like the Cyber-Knights or Lyn-Srial may make a case to the chiefs when they gather. However, those who wish to speak must earn the opportunity. The Comanche revere their elders and treat them with profound respect, even in disagreements. This respect extended to the Ancients, literal ancestors from the deep past, who the Comanche naturally greeted with the utmost welcome. GIFT ECONOMY Despite their assertive posture and selfconfidence, the Comanche look down on those who brag about themselves or their personal exploits. Instead, they let their actions speak so loudly that others must talk about them—this could mean publicly giving lavish gifts, destroying an enemy in war, or other grand gestures. Family and friends are expected and encouraged to build up and brag about their relatives on their behalf. Among the Comanche themselves, personal wealth is accumulated in order that most of it may be given away to others! Giving gifts out of one’s excess grants the giver prestige and creates powerful social credit. For example, someone trading with a horse breeder may receive extra horses and a fine saddle or rifle. This constant gift-giving builds complex relationships based on responsibility, reciprocity, and redistribution and enriches the entire community. Factions COMANCHE TRADITIONALISTS Internal conflict is not uncommon among the traditionalist Comanche bands. The position of each band leader means small groups may sometimes make decisions that conflict with one another. This conflict can
13 lead to rivalries, feuds, and even low-level hostilities. However, these conflicts often play out in a complex dance of posturing and politics. COMANCHE RENEGADES Some bands do not recognize the authority of the tribal leadership and muddy the waters on the frontier. These “renegades” have various motivations—some see D-Bees as another form of Taibo colonization and might temporarily align with the Coalition or 1st Apocalyptic Cavalry to attack non-humans. Others operate their entire band like a mercenary company, selling their martial skills and warriors to the highest bidder. Whatever their motivations, the relationship between the tribe and these renegades is complicated. They are still part of the family, if somewhat estranged, and the authority of the local chief is begrudgingly respected. FAMOUS COMANCHE PRESERVE BANDS Wahkoh, spiritual, traditionalist, protectors Napwat Tu, traditionalist, horse breeders, traders Nodox, all Fenodi and adopted mutants, traditionalist, pacifist Wasápe, renegades, human supremacists, raiders Sarii, renegades, mercenaries, fierce Technology The Comanche have a long-held panache for pragmatism and integrating new cultures and technologies into their way of life. The tribe’s history tells of how their people transformed themselves into lords of the plains by mastering horsemanship and eventually forming an empire and fierce military in the old American midwest. Later they adjusted again, creating a nation, developing a system of government, and building important new cultural institutions. In the years leading up to the Great Cataclysm, the Comanche Preserve had forged many business deals, reopened and expanded its places of learning, and had missions across the midwest. Thus, when the rifts came, and the world collapsed, the Comanche could adapt again. Thanks to this cultural flexibility, the Comanche have forged a solid power base on the frontier. Most people know that Fort Comanche boasts the largest number of domesticated horses in the New West, but horses are only a portion of the city’s stock and trade. While the Comanche cannot produce power armor and vehicles, they acquired stockpiles in early raids and expeditions during the Dark Ages. Over time, the Comanche and their allies have maintained their Golden Age technologies or traded them for contemporary goods from the Apache Preserve—grudgingly. The Comanche hunt the newly returned bison herds, dinosaurs, and other creatures to acquire food and hides. They also trade for agricultural goods from their neighbors in exchange for horses, pelts, technology, and protection. As skilled riders and warriors, some bands engage in mercenary activities or even raid the Coalition and other nonTRADITIONALISTS AND RENEGADES Most Comanche are considered traditionalists. Being traditionalist does not mean anti-technology; instead, outsiders use it to describe those who adhere to ancient spiritual practices and social structures and generally follow the Council’s lead at Fort Comanche. By contrast, Renegades buck the traditional social order and act outside the wishes of the tribal council.
14 allied communities. Notwithstanding their use of technology, the Comanche have a deep respect for the land; they vehemently oppose exploitative or damaging technologies that negatively impact the environment. The return of magic to the world reinvigorated shamanistic practices and traditional spirituality. Thus, magic— sometimes called medicine—permeates the Comanche Preserve. Shamans and other spiritualists play an essential role in every person’s daily life, offering healing, guidance, blessings, and advice. These practices gained even more acceptance when the Ancients returned and brought much old and forgotten lore. Much like they have done with other technologies, the Comanche have blended these new practices into the fighting techniques combining the might of Spirit Warriors and Shamanistic medicine with power armor and laser rifles. Despite all their technology and magic, the Comanche still revere the horse. These animals are the staple of their way of life, and they breed the best riding horses in the New West. Practicality, as much as nostalgia, makes horses valuable. A horse can run forever with just food and water in the rugged frontier, where fossil fuels and nuclear charging plants are nearly non-existent. FORCES OF THE COMANCHE PRESERVE Law Enforcement The Comanche Preserve offers protection to any who abide by their ways and traditions. The Tribal Council appoints sherrifs for smaller settlements, who all answer to the Chief of Police in Fort Comanche. This openness has led to small towns of non-Comanche forming in their territory. Some older towns within the Preserve trace their descendants back to original survivors of the Great Cataclysm, who the Comanche protected during the Dark Ages. While some Renegades see these towns as a threat to the Comanche way of life, most bands and elders appreciate their presence. Military Divisions Military operations happen at the band level, directed by the local chiefs and warriors. A warrior’s weapons, horses, and other instruments of war are a sign of personal prestige, giving the Comanche Preserve a large population of well-equipped, ready fighters with experience combating supernatural creatures, bandits, and other threats.
15 PLACES IN THE PRESERVE Horror Factor: −2 The Comanche Preserve is on the fringes of what passes for civilization on Rifts Earth. Settlements and amenities are few and far between, making travel arduous. Fort Comanche Horror Factor: 0 Fort Comanche sits on the ruins of Wichita, Kansas, at the confluence of the Arkansas and Little Arkansas Rivers. Called Maddischea by the native peoples, the settlement serves as a central trading post and gathering point for the various bands and outsiders. When elders need to gather to make significant decisions, when tribes need to trade goods with outsiders, or when warbands marshall for battle, they all meet in Fort Comanche. Thus, it is the heart of commercial and military power in the Comanche Preserve. The settlement has tens of thousands of permanent residents, including a sizable minority of non-native blood Comanche who settled in the area and adopted the local way of life for safety and security. The inhabitants are a diverse population of human ethnicities and D-Bees who dress and speak like the rest of Comanche society. At big gatherings and meetings, the city’s population can swell to three or four times its standard size. In the traditional sense, Fort Comanche is not a city—and it most certainly isn’t a fort—as one warrior quipped, “forts are what people build to keep us out.” HISTORY OF FORT COMANCHE Like much of the Kansas and Oklahoma region, Wichita was spared the worst of the initial onslaught from the Great Cataclysm. Survivors flocked there in droves as authorities set up aid centers. Unfortunately, the massive weather events triggered by the cataclysm swept across the plains catching ill-equipped survivors off guard. By the time the monsters from the rifts came, the beleaguered groups were in danger of being completely wiped out. KEEPER OF THE PLAINS As demon hordes closed in on the ruins of Wichita, the people prepared for a desperate last stand. Suddenly, the ground shook, the waters churned, and a massive Spirit Warrior emerged from the earth and cut into the demon ranks — the Keeper of the Plains awoke to protect the people. Comanche scouts from further south saw the Keeper and joined the fray, riding amidst the demons on horseback and hovercycle. The combined effort pushed back the demonic forces, and the Keeper returned to the earth. The Comanche established sacred ground around the area and worked to help the survivors get back on their feet. Shamans keep an ever-burning fire on the site to watch the plains. After the battle, the site was dubbed Fort Comanche. It became a rallying point for Comanche ceremonies and meeting place for official gatherings. The community quickly grew into a hub for other settlements in the region. HUB AND SPOKE Over the centuries, Fort Comanche became a central point of trade. Towns and villages from the frontier bring goods to exchange, and nomadic Comanche bands make the fort a regular stop along their paths. This thoroughfare makes the site a central hub in the region where people come to trade, and the Comanche bands gather to make crucial decisions even centuries later. AROUND TOWN The town grows outward haphazardly from the Keeper’s Flame, which sits at the confluence of the Arkansas and Little
16 Arkansas rivers. Nomadic groups and visiting caravans fan out on flat grounds surrounding the city. Early survivor shelters have morphed into permanent buildings made from modern materials, while newer establishments use wood imported from other parts of the region. FEATURES OF FORT COMANCHE TRADER'S MARKET As the largest trading hub on the frontier, Fort Comanche has many goods and services available to merchants and travelers. While barter is the primary form of trade, outsiders can get away with using credits—for a bit of premium on the price. Add a +2 to any Networking checks to find weapons and equipment in Fort Comanche, but add 20% to the price of goods if paying in credits. SHOELESS RANCH HORSE AUCTIONS The Napwat Tu band (meaning Wearing No Shoes) runs this large horse and cattle auction house. While many bands breed horses, few are willing to sell to Taibos. Instead, they trade with the Napwat Tu, who then sell to outsiders. Auctions happen a couple of times a month and usually draw buyers from all across the New West. Exhibits, trick riding shows, and other equestrian events almost NOMADS & DRIFTERS People who frequent Fort Comanche but haven't take up residence. Amy Hardisty owns Adventure Inc., one of the premier ruins exploration companies on the frontier. She has delved into the Labyrinth, the Ruins of Topeka, and dozens of other smaller ruins. Word is her company is preparing an expedition to the cursed ruins of Oklahoma City. Ardyn Uller is a wilderness trapper who ranges the frontier hunting big game to sell for food and materials. He is an outsider, originally from the Pecos Badlands, but has built up a good reputation with the Comanche and is engaged to a relative of Mupitsukupu Quahadi, the Tribal Administrator of Fort Comanche. Ardyn is a good source of information and likes to help outsiders navigate the particulars of doing business in Fort Comanche (see The Call in the Night in the Campaign Book). Mukwooru is the spiritual leader of the Wahkoh Band. His wife, Tamu, is the College Elder at Parker College and his band ranges into town frequently so he can visit with her. Mukwooru is very concerned about outsider influence on the city and opposes the proposed Northern Gun facility. This ire for outsiders burns even hotter thanks to the Dark Wind fanning the flames (see Our Ways in the Campaign Book). Lady Talaton is a wandering CyberKnight. After Tolkeen fell to the Coalition, Lady Talaton drifted out west to try and make amends for siding with Tolkeen during the early stages of the war — an act forbidden by the founder of the CyberKnights, Lord Coake. Lady Talaton rides the plains helping communities, adventurers, and others survive the dangers of Rifts Earth. She has earned a reputation amongst the Comanche as a capable warrior and fair judge.
17 always accompany auctions. As a result, other vendors use the auctions to sell their wares, making the horse auctions a onestop shop for many adventurers and traders. A Comanche, who goes by the moniker Shoeless Joe, is the principal auctioneer and face of the business. Joe is a boisterous and gregarious salesman who loves to try and get every extra credit out of outsiders. As a principal supplier of gear and goods, he is also a wealth of information about the comings and goings of people in the Comanche Preserve. THE WILD STALLION SALOON A large saloon and temporary lodging facility that caters exclusively to outsiders. The facility also serves as a cultural education center; the bar and hallways feature images and interactive displays about famous Comanche warriors, ceremonies, horse breeds, and buffalo. The Comanche Preserve owns and operates the Stallion and shares the profits and proceeds with each band. Plying some drinks and credits to visitors of the Wild Stallion is an excellent way to get news and gossip (page 18) from the region. NORTHERN GUN CONSTRUCTION SITE A giant hole in the ground surrounded by a fence sits just outside town. Big signs proudly proclaim it as the future site of the Northern Gun Western Regional Showroom. However, graffiti covers the display, and the construction equipment sits idle. A lone temporary office pod sits on the edge of the site adorned with a Northern Gun logo and a small sign that reads “Northern Gun Regional Office.” Inside the office Silas Green does his best to drum up business for Northern Gun, usually taking half payment upfront and then having goods shipped from Ishpeming to Fort Comanche. He is always on the lookout for reliable mercenaries and adventurers to guard caravans and troublshoot delivering shipments to remote locations. Many independent towns and cities in eastern Kansas use Silas as their weapons and equipment broker. Silas Green: Silas is a fast-talking dealmaker from Ishpeming, and the epitome of a Northern Gun corporate man. He likes to take risks and thinks he can negotiate his way out of any situation. When he heard his old mercenary contact, Old Owl, was in charge of Fort Comanche, Silas immediately made an overture to build a Northern Gun trading post there. Northern Gun sees the Comanche Preserve as a perfect distribution center for the entire New West, and Silas is willing to do just about anything to get the deal done. For stats, use the Vagabond from Savage Foes of North America. COMANCHE CHRONICLE The Chronicle is a combination of newspaper, blog, and historical archive for the fort. Visitors are welcome to come in and look through back issues, which have surprisingly good digital records. The Chronicle dates back to the days of the Great Cataclysm, and the database of news stories, while largely mundane, is vast and offers some insights into what the world was like during the Dark Ages. Doing Research at the Comanche Chronicle adds +2 to Research rolls related to the post-cataclysmic Dark Ages. However, Taibos cannot generally walk in and use the database. Usually, some exchange is required, whether material goods or equally valuable information. PARKER COLLEGE The Comanche bands handle primary education through oral traditions, apprenticeships, and technology. The chief of each band sponsors those with an aptitude and calling to learn more to attend Parker College. The College has a variety
18 of technical programs that specialize in basic mechanical and technical trades. Additionally, the history program has a collection of Pre-Cataclysm texts, recorded oral stories from survivors, and Comanche and Native American literature. Outsiders are generally not admitted to the College, and access to the historical records is only available to members of the tribe. Tamu, College Elder: Tamu is a brilliant and compassionate storyteller and leader. She has respect across the Preserve for her knowledge of the past. Tamu has an excellent relationship with the tribal elders, who generally eschew contact with all outsiders. Her husband, Mukwooru, is the chief of the Wahkoh Band. For Tamu's stats, use the Rogue Scholar from Savage Foes of North America. TRIBAL POLICE OFFICE Crime is generally low among the Comanche due to tight familial connections and social As a frontier hub, many travelers pass through Fort Comanche and bring news and rumors with them. These rumors have intensified since the coming of the Dark Wind. Networking to learn about the happenings in the region can produce many rumors: BORDERLANDS Renegade Comanche are behind the recent attacks against the Coalition and its settlements (False) Strange alien plants are taking over the landscape in eastern Kansas (True) Worm Wraith attacks are on the rise (True) HIGH PLAINS A giant monster has claimed part of the Kansas Labyrinth and kills anyone who goes there (True) There’s an old military base down there, and someone just needs to find it and be rich beyond their wildest dreams (False) Some refugees have taken up residence inside the Labyrinth (True) COALITION COLONIES Evil beings are attacking CS settlements in eastern Kansas (True) CS El Dorado is expanding efforts to stem the flow of refugees through the Missouri/Arkansas corridor (True) CS Lone Star plans to annex the High Plains to take the Golden Age secrets for themselves (False) FORT PROSPECT The First Apocalyptic Cavalry has upped their efforts against the Simvan (True) The Coalition is paying General Sprite to kill all D-Bees so human settlers can take over their towns (False) War veterans from CS Minnesota are joining the Cavalry, bolstering their numbers and capabilities (False) FORT COMANCHE A snake monster lurks in a lake north of Fort Comanche (True) Is closing their borders to refugees (True) Is behind the recent supernatural attacks against the CS (False) GOSSIP & RUMORS
19 pressures. However, when tempers flare or outsiders cause trouble, the Tribal Police step in to keep the peace. Lately, they have been busier than ever. Wesi Tsaatupi, Tribal Police Chief: Wesi is responsible for the well-being of everyone in Fort Comanche, and takes her job seriously. The Dark Wind’s effects genuinely frustrate her. A proud professional, she doesn't take kindly to others getting in her business but respects those with integrity and honor. For Stats, use the Soldier for Wesi and Militia for her deputies; see Savage Foes of North America. ARMY SURPLUS OUTFITTERS This trade depot buys and sells used military equipment. While they often have a selection of gently used gear from all manufacturers, the store tends to carry a good supply of Coalition surplus equipment (generally the "old style" gear found in Savage Foes of North America). Rumor is the owner has connections with bandit raiders in the Pecos Empire and buys stolen goods from them. Crystal Bluffs Horror Factor: −1 These four blue-hued crystalline bluffs, called the Medicine Bluffs by the Comanche, form a sheer cliff along a creek at the east end of the Wichita Mountains. Long considered a sacred site by the Comanche and other Native tribes, the crystalline veins in the bluffs absorbed the ley line energy of the Great Cataclysm, sheltering the area from the worst of the initial onslaught of the rifts. The massive rush of magical energy blew away most of the rock covering the veins leaving behind four glowing blue crystal cliffs. A mile-long ley line runs through the bluffs, and the magical energy in the cliffs is almost palpable—thrumming like a nexus point—however, the power is calm and controlled as if a magic stone pyramid tames the ley line. There have never been reports of Random Rifts or Ley Line Storms at the Medicine Bluffs, either, even in the worst days following the Great Cataclysm. Natives and shamanistic D-Bee races from all over the region consider the cliffs a thin spot between this world and the spirit world where prayers can be more effective and flock to the cliffs to seek spiritual renewal and direction. Vistors report many miracles, including healings, blessings, and visions of the past or future. However, there is also a dark side to this spiritual reality. The deep chasm between the second and third bluff is called the “Medicine Man’s Walk” where countless people have jumped into the abyss to end their lives. This dark spot radiates LAWS & CUSTOMS The Great Cataclysm and the Dark Ages meant establishing the rule of law in the absence of centralized institutions. As a result, the Comanche legal system is very ad hoc. Threats to the whole band or community (murder, endangerment, etc.) are dealt with by banishment. In Fort Comanche, the Tribal Police investigate threats and confront the accused in front of the chief after collecting evidence. When one person wrongs another, the two people enter a social confrontation and bargain for restitution. This bargaining process can be supported by a group or done through advocates depending on the relative status of the two parties. For visitors to Fort Comanche, this may mean having to negotiate their way out of trouble!
20 the energy of death and darkness and is disturbing to anyone standing too close (standing at the edge of the chasm requires a Spirit roll to resist the siren call to leap off). Fort Comanche may be the trade and technology capital of the Preserve, but Crystal Bluffs is the spiritual heart of the nation. The area is considered one of the Comanche’s most sacred sites. The Bluff Walkers, a band of Spirit Warriors led by an enigmatic Paradox Shaman known as "the Old Lady” fiercely protect the area. Small D-Bee settlements that have agreed to live the Comanche way have taken root in the area. Spirit Warriors ride from village to village like Cyber-Knights to assist and protect locals as well as travelers. If Coalition settlers ever encroach on the bluffs, the Comanche will risk all-out war to defend them. The recent Dark Wind blowing over the plains has seen a massive spike in people taking the Medicine Man’s Walk. While the Comanche don’t interfere with people who make the walk, there is a growing concern about the number of deaths. Ruins of Oklahoma City Horror Factor: −4 While the Medicine Bluffs spared the few surviving Comanche during the Great Cataclysm, Oklahoma City was not so lucky, and was leveled by primordial elemental forces. Tornadoes and earthquakes of unprecedented proportions rocked the state capitol, which was already reeling from the effects of the Coming of the Rifts®. Survivors sought protection at the Comanche Preserve or fled the region to other locations. Today the ruin is a hotbed of elemental activity characterized by frequent earthquakes and freak thunderstorms. The inhospitable climate means much of the ruins of the old city are buried deep beneath the earth. Occasional prospectors or expeditions delve into the area. Still, they claim the ruins are ‘cursed.’ Relic retrieval dig sites collapse suddenly, tunnels close up and swallow expeditions whole, lightning strikes target high tech equipment, and flash floods carry wayward travelers to watery graves. Although most ‘civilized’ folk give the ruins a wide berth, Elemental Fusionists find the primeval fury of the place alluring. The ruins are considered a Place of Power for elemental magic, and many Fusionists brave the dangers to access the raw arcane might thrumming through the ether. However, they are not the only ones who enjoy the close connection to the elemental planes— the ruins are inhabited by many industrious Faerie Folk (see Arcana and Mysticism), especially Pucks. A growing swarm of Black Faeries, many summoned to battle the Coalition during the Tolkeen war, have taken residence in the ruin to hunt the faerie folk for sport. This swarm of evil creatures is the source of the “curse” in the ruins as they harass, capture, maim, and kill anyone who enters. SPIES AMONG US Army Surplus Outfitters is a Coalition Intelligence gathering operation. Any CS weapons and armor sold are genuine Coalition Army surplus with trackers to keep tabs on mercenaries and adventurers on the Frontier. Removing the tracker requires taking the gun apart and making a Repair roll at −4. Failure renders the item unusable.
21 Amnesty Horror Factor: −2 The town of Amnesty is a recent development and not without controversy. Situated along the Medicine Lodge River in Kansas, Amnesty is on the westernmost edge of the Comanche Preserve. It takes its name from a policy of accepting anyone who gives their loyalty to the Comanche and accepts their way of life—including hundreds of mutant escapees from CS Lone Star. The Coalition does not like this practice of “harboring fugitives,” and Mutant Containment Retrieval (MCR) teams often infiltrate the town and kidnap mutant targets—angering the Comanche. The town has become a flashpoint for potential conflict between the Coalition and the Comanche. FOREIGN RELATIONS OF THE PRESERVE Sworn Enemies THE COALITION Being a powerful independent nation on the Coalition’s doorstep means the Comanche Preserve lives in constant wariness of CS expansion. The flood of settlers following the Tolkeen War has ratcheted up tensions significantly. Comanche bands are very protective of their territory and will raid Coalition settlements, demand tribute, or drive settlers back toward Texas. The Emperor and CS High Command are not ready to risk all-out war. For now, military conflicts with the CS Army and Comanche remain limited to the occasional skirmish or raid. THE SIMVAN TRIBES The Comanche fiercely despise the Simvan. Although most humanoids conflict with the Simvan, who feed on humans and D-Bees alike, the Comanche hatred is more profound. As the undisputed Lords of the Plains, the Comanche see the Simvan, monsterriders that eat people, as an abomination or mockery of the Comanche way. Simvan warriors who raid Comanche territory and towns under Preserve protection suffer harsh, bloody reprisals. Friends and Allies PSI-STALKER CLANS When a Comanche band encounters a group of Psi-Stalkers, the rivalry can become quite heated as the two compete in hunting, riding, and fighting. Occasionally the two groups will put their differences aside to combat a potent supernatural threat. Unlike the Simvan, the Comanche see Psi-Stalker tribes as worthy rivals and competitors— not a cancer that needs cutting out. THE TOMORROW LEGION IN THE PRESERVE The Comanche Preserve is a significant potential ally for the Tomorrow Legion. The Council of Hope sees a natural affinity between the two groups. Community Outreach teams are often sent into the region to build rapport with independent kingdoms and traditionalist Comanche bands. As the influx of refugees heading to Castle Refuge grows, more concerted efforts to cement formal ties to help ensure safe passage through Comanche territory are an increasing priority.
22 CLUBS | OBSTACLE D6 RESULT 1 Alien Flora & Fauna: A swathe of sentient grass weaves itself around isolated travelers strangling them, while bizarre gnats eats away at armor. Escaping is a Difficult Dramatic Task, remove a point of Armor for each missed Token. 2 Raging Storm: An out of season blizzard, a string of tornadoes, or a flash flood—a Deadly Quick Encounter as the group struggles against nature’s raw fury. 3 Toxic Ground: Long buried corroded drums of toxic chemicals crumble beneath the group’s weight. Roll a Vigor check at –2 or suffer Fatigue. 2d4 Worm Wraiths appear and try drowning the characters in the sludge. 4 Haunted Ruin: The ruins of a churchyard, gravestones rise like broken teeth, and an ectoplasmic scab hangs in the air draining 2d6 ISP/PPE from all present. 5 Dust Storm: A windstorm full of radioactive grit rages for miles—reaching shelter is a Dramatic Task. Those without EBA must check Vigor (–2) or gain a level of Fatigue; this Fatigue will only recover through Healing. 6 Stampede: A ceaseless tide of frightened herd animals washes over the heroes for several minutes. Roll 1d6 to determine what scared them: 1–3 a hunting pack of Ostrosauruses, 4 – 5 Rhino Buffalo, 6 a band of Comanche warriors. DIAMONDS | TREASURE D6 RESULT 1 Pre-Rifts Ruin: Overrun by vegetation, this small town has been untouched by scavengers and could yield Golden Age artifacts. Conduct a Relic Salvage Operation (see Empires of Humanity). 2 Medicine Wheel: Concentric circles of stones laid on the ground create a channel for magic power. Anyone with Arcane Background (Miracles) can conduct rituals (See Tomorrow Legion Players Guide) as if on a ley line. 3 Trade Goods: Salvage from an old convoy yields trade goods. Flip a card using Relic Salvage Operations from Empires of Humanity. 4 Salvage: A well-armed group lies rotting on the plains with most of their gear intact. Roll 1d6, 1–3 was a CS Patrol, 4 – 6 was bandits. Investigating their cause of death reveals they turned on each other after something crawled into their ears and took over their minds. Recover 2 suits of body armor, 1d4 energy rifles, 2d6 grenades, an IRMSS, and a language translator. 5 Elemental Place of Power: A majestic place of raw, natural power channels an elemental plane. Roll 1d6, 1–3 Air, 4 – 5: Earth, 6: Fire. 7 Minor Elementals of an appropriate type mill around the area. 6 Abandoned Mine: Long before the Cataclysm, man burrowed hungrily into the Earth, searching for precious metals. The lodes and veins sought have long dried up, leaving ready dens for monsters behind. Roll 1d4: 1. A small rift crackles in the depths, 2. Fadetown, 3. Monster lair, 4. A vagabond waystation. Encounters for The Preserve The following tables are for generating encounters, see Travel in Savage Worlds. * See The Game Master's Handbook. § See Savage Foes of North America. † Roll on the Opposition Leader table in The Game Master's Handbook. ‡ Roll on the Other Authority Figure table in The Game Master's Handbook.
23 HEARTS | STRANGERS D6 RESULT 1 Big Game Hunters: 5 Dinosaur Hunters (see Blood and Banes) range the plains on horseback hunting dinosaurs and Rhino Buffalo. Roll 1d6: 1–3 they're friendly and ask the heroes to help them catch the “big one”, 4 miscreants, 5 kill for pleasure, 6 poach from the Comanche. Their leader† rides an Ostrosaurus§. 2 Nomadic Comanche Band: 10 Comanche Warriors wander the plains. Roll 1d6 for their activity: 1–2 following a buffalo herd, 3 – 4 horse breeders, 5 – 6 on patrol. There is also a Spirit Warrior† who is supicious of non-Comanche. 3 Refugees: A dozen refugee Tolkeenites displaced by war look for a new home. Roll 1d6 1–2: a band of 6 Comanche Warriors† interrogate them, 3 – 4: they are on the verge of starvation, 5 – 6: they are mostly children. 4 Escaped Mutants: A pack of 6 starving Dog Boys have gone AWOL and are on the run from the CS military — they're still leary of magic users and items. 5 Wandering Cyber Knight: Lady Talaton, a lone Cyber Knight‡, rides the plains, hunting monsters and helping anyone in need, see page 16. 6 Traveling Operator: A skilled and in high demand Operator visits towns and villages through the Preserve to offer their services—at reasonable rates. SPADES | ENEMIES D20 RESULT 1 If Things Weren’t Bad Enough: Roll once on that table*, and again on this table. In addition, 2d4 Worm Wraiths enter the fray in the second round. 2–3 The Plot Thickens: Roll once on that table*, and again on this table. 4–5 Risks and Rewards: Roll once on that table*, and again on this table. 6–7 Dinosaurs: A pack of aggressive predators swarms the group. Use 8 Ostrosaurus from Savage Foes or other Dinosaurs from Blood and Banes. 8–9 Village in Trouble: Monstrous raiders threaten a small village in the Preserve. Roll 1d6; 1–3: 6 Simvan, on Fury Beetles 4 – 6: 3 Black Winged Monster Men. Either group is trying to capture villagers for food or slave labor. 10 –11 Wandering Monsters: Monsters on the plains hunt in packs of 5. Roll 1d6 to determine the type: 1–3 Grigleapers, 2– 5 Gwylack, or 6 Oborus-Slitherer. 12–13 Horse Thieves: A gang of thieves are evading the Comanche and don’t want any witnesses. The group has 6 Bandits led by an escaped Prospector Borg† . 14 –15 Renegade Raiders: 6 Comanche Tech Warriors extort travelers for supplies. If they outnumber the group, they demand tribute for using their ancestral lands before attacking. Use the Pecos Raider from Savage Foes of North America. The leader† pilots an NG-X9 Samson and a Shaman‡ provides magical support. 16 –17 Tectonic Entities: 4 Tectonic Entities ambush the group’s psionic or magic-user at the worst possible time with bodies whipped up from sticks and stones. 18 –19 Demon Buffalo: A massive herd of enraged buffalo charge the group and trample them underhoof. 3 per Wild Card. Use the Bull from Savage Worlds and apply the Demon Animal template from Blood and Banes. 20 Creatures from the Rifts: The heroes face rift-spawned opposition. Use the It Came From a Rift tables to generate the encounter. If appropriate, roll once on the Opposition Leader table and once on the Other Authority Figure table.
24
25 CHAPTER TWO THE BORDERLANDS T he borderlands are a dangerous region plagued by monsters and crushed between the Coalition States and the implacable Comanche Preserve. BACKGROUND Factions in the area have disputed ownership of the eastern region of the Frontier for some time. The Coalition claims the entire area, particularly along the border with CS Missouri, though many small cities and towns look to the Comanche for help. The Borderlands are also the primary domain of the Simvan, who prey on the sentient settlements for food. Strange alien growths have begun to appear on the landscape— coinciding with increased attacks by supernatural creatures and rising regional tensions. These attacks primarily target the Coalition, baiting them into war. Lately, travelers have reported strange happenings in the area, such as equipment shorting out, bizarre weather, and shifting geography. Getting There The Borderlands represents the fringe of the Domain of Man. Most travel coming in from the east passes through the Coalition States of Missouri or Chi-Town (Iowa). The Comanche controls the southwest with warriors and nomadic bands from Fort Comanche venturing into the Borderlands and frequenting the many towns and villages. Being caught between the Coalition and the Comanche is not ideal but made the area relatively safe for travel and trade— until recently. Geography Eastern Kansas is forested with more rolling hills and thickly wooded river valleys than the Western Plains. The region has good soil and gets more rain than the rest of Kansas, making it excellent for agriculture and forestry. Hundreds of streams, lakes, and rivers cut through the area creating high bluffs and deep valleys. Many settlements follow the Kansas River using the safety of low draft barges to move people and goods further west. However, the relatively flat geography makes overland travel easier than other wilderness regions of RiftsEarth.
26 The Anomaly (THE INFESTATION) Electromagnetic disturbances have begun to plague the area causing problems with technology and communications, creating even more isolation and fear. Ranchers and farmers battle strange alien growths in their fields, making it hard to feed their animals or work the land. What’s worse, there is an uptick in monster attacks and weird events. Worm Wraiths slither through the area, massacring entire towns, people rise from the dead to attack loved ones, and even some mundane animals seem possessed. Most folks blame these events on "the Anomaly” — a dimensional disturbance that has a detrimental impact on the area. That’s what the Coalition scientists say anyway, though some are beginning to realize that what the CS terms "the Anomaly" and the Comanche shamans refer to as the "Dark Wind" are one and the same thing. DIMENSION SHIFTING EFFECTS Alien growths have begun forming in the region, alarming locals and the CS alike. These strange pulsating masses create dimensional instability, similar to ley line storms; any Trait roll involving the use of electricity-based equipment (including Techno-Wizardry) suffers a −2 penalty. Additionally, roll for Dimensional Instability Effects during regional encounters. DIMENSIONAL INSTABILITY EFFECTS D12 EFFECT 1–4 Shifting Lands: The geography is in flux, shifting and changing. Landmarks disappear or shift position making navigation particularly difficult. Survival (Tracking and Navigation) rolls are made at a penalty of –4; this includes Navigation rolls for Journeys. 5 Alien Interdimensional Effluvia: Along with actual rain, strange slugs, larvae, unattached tentacles, oozing slime, or any number of other foul, slimy, disturbing things rain out of the sky, covering the area (and anyone in it). Living things continue to wriggle and writhe, the stench embeds itself into clothing and belongings for weeks, and the entire experience is horrifying, creepy, and miserable. You might even require Vigor checks from the characters for them to avoid losing their lunch (from the Game Master’s Handbook). 6–7 Dimensional Whiplash: Using teleport, intangibility, or any powers with dimensional trappings causes Dynamic Backlash (see Savage Worlds) any time the Trait die or Wild Die is a 1. 8–9 Timey-Wimey: Time passes more slowly or quickly. Roll a d6, on a 1–3 time passes two times faster; on 4 – 6, it slows down by half. This temporal anomaly affects travel times, recovery rates, etc. 10 Encroaching Vines: Vine-like alien growths cover the ground and seem to writhe and wriggle at the most inconvenient times. Treat the terrain as Difficult Ground (see Savage Worlds). 11 Pitch Black: All forms of illumination disappear, leaving the group in pitch blackness (see Illumination in Savage Worlds). This is a magical obscurement— rendering most sensors useless. 12 Diminished Magical Energy: The flux has created a pocket of space cut off from the raw magic power of Rifts Earth. The effect reduces Personal PPE and ISP reserves by half. Once clear of the area, Power Points recover at the standard rate.
27 LIFE IN THE BORDERLANDS While the threat of war between the Coalition and the Comanche is the central geopolitical tension in the area, the most significant day-to-day problem is the Simvan. These vicious monster riders, who feed on humanoid flesh, ride in from the western plains to raid and feed on towns throughout the Borderlands. To them, a stable region of growing settlements is like a self-replenishing food source. The 1st Apocalyptic Cavalry, Coalition military, and Comanche warbands constantly patrol the area for Simvan and violently root them out. Killing Simvan is one point of agreement between the three factions! Lately, however, strange forces have begun to attack Coalition towns leading many CS supporters to think the Comanche are using dark magic to expand their influence in the region. The Comanche and anyone familiar with their society openly deny their involvement with such malevolent forces — it isn't in their nature! Many shamans warn that something even bigger is at play. The Dark Winds are no figment of the imagination, with psychics of all kinds, shamans, seers, Ley Line Walkers, USING THE ANOMALY IN YOUR CAMPAIGN In addition to D-Shifting effects, these other details may help set the tone for heroes working in the region. PSYCHIC STATIC Psychics in the Borderlands can “hear” a constant and pervasive chittering inside their skulls. The noise is distracting, and long-term exposure makes psionics irritable and irrational. Psionic characters must make a Spirit roll for each day in the Borderlands or suffer a level of Fatigue — this cannot cause Incapacitation. NIGHTMARES While psychics sense the droning power of the anomaly at all times, regular humanoids can hear it in their sleep when their subconscious is more attuned to the supernatural. The GM may prompt heroes to make a Spirit check each night in the Borderlands. If they fail, they suffer from terrible nightmares of slithering things. The nightmares prevent real rest and mean the hero did not get the minimum hours of sleep needed (see Sleep in Savage Worlds). FADE OUTS People, and even whole towns, fade in and out of flux. Those who experience “the fade” report a hellish landscape made entirely of slithering things and an overwhelming sound like a massive swarm of slimy locusts, and make a Fear (Nausea) check at −2. If they become Incapacitated by Fear while in the Fade, they must make a role on the Crazy Psychic Degradation Table. Spending an Advance can remove the Hindrance. BUSTED GEAR The Anomaly produces strong electromagnetic fields that wreak havoc with high-tech gear. Add +2 to any rolls on the Technical Difficulties Table and when rolling for Vehicle Fatigue.
28 Shifters, and others attesting to a palpable, very real energy; and it's coming from somewhere. Factions Regardless of their affiliations, most communities don’t want to sacrifice their independence, but the promise of safety and security from the Coalition, Comanche, or Cavalry is alluring. RARE HEROES Traveling heroes like Cyber-Knights and Justice Rangers do what they can to help protect the locals, but they can’t be everywhere. Most towns and cities range from small farms and ranches supporting a few families to independent city-states with a few thousand people where folks work hard and welcome anyone willing to make an honest trade. Far removed from what passes for civilization, these settlements eke out a living while under constant threat from supernatural predators, Simvan, and even well-armed bandits. THE 1ST APOCALYPTIC CAVALRY Most human settlements welcome General Kenneth Sprite and the 1st Apocalyptic Cavalry as their folk heroes and protectors. His influence goes back many years, with stories of the cavalry defeating marauding Simvan and supernatural creatures being popular with the downtrodden and well known to anyone who has lived in the Borderlands for long. COMANCHE PATROLS The Comanche Preserve is considered an anchor for the area, with many independent towns— especially those with D-Bee residents—looking to the Comanche for additional protection and trade. COALITION PATROLS Closer to the border with Missouri and Iowa, many towns look to the Coalition for support, but since this region is not the focus of CS settlement efforts, many feel more allegiance to Kenneth Sprite and his cavalry patrols. Technology There are no modern means of advanced production in the Borderlands region. Any high-tech goods must be brought in from the east or salvaged. It’s not unusual to find a farm or community running on a precataclysm generator or irrigation system maintained through the generations or bought from outside the region. Power and running water are luxuries in most places, although the people make inventive use of wind, hydro, solar, and geothermal sources. Wandering Operators keep equipment in working order, roaming from place to place trading fix-it services for food and fuel. Techno-Wizardry, imported from the Colorado Baronies, is making headway in the western reaches of the Borderlands, but many shun it to avoid drawing the ire of the Coalition or the attention of supernatural forces. INDEPENDENT TOWNS & CITIES The eastern third of Kansas is a great area to use the random Settlement Generator in the Game Master’s Handbook. Roll up these communities as usual but give some consideration to where their loyalties lie (Comanche, Coalition, 1st Cav, or other) and the effects of the Anomaly to help set the mood in the town.
29 PLACES IN THE BORDERLANDS Horror Factor: −4 The Borderlands are lawless, with the cannibalistic Simvan and other threats running amok throughout the region. The Anomaly has only made this anarchic situation more perilous and chaotic. Station Thirteen Alpha Rifts Control Study Group Research Station Horror Factor: −2 The Coalition Rifts Control Study Group set up a small research station near the ruins of Topeka, Kansas early in 105 P.A. The mandate was to study the area in preparation for eventual settlement. Thirteen Alpha languished and was largely forgotten as the War on Tolkeen raged, doomed to be a backwater punishment post for nonconformists. The station has experienced a massive influx in personnel now that the war has ended and settlement is a priority. The newcomers are eager hot shots wanting to prove themselves as the Coalition expands, creating a culture clash with the oddballs and rejects who have operated the station for the past five years. Those with long experience are trying to sound the alarm about the anomaly. At the same time, the newcomers push for rapid military action to solve the problem and make way for new settlers. Captain Bill Riley (see the Terror on the Dark Frontier Campaign Book) personifies this conflict. Riley is a long-time research scientist concerned about the implications
30 of the anomaly and is trying to gather more data. Riley’s team has set up several smaller stations in areas with high concentrations of alien growth. The Captain is becoming increasingly obsessed with the anomaly, often muttering and going nights without sleep as he studies the data patterns. His subordinates are concerned he is going mad. Ruins of Topeka Horror Factor: −4 While rugged and dangerous the Frontier has one very appealing feature for the Coalition and many humanoids seeking respite from the dangers of Rifts Earth—there is almost no ley line activity. The entire region is devoid of ley lines except for a small nexus in the ruins of Topeka, Kansas. Most locals give the area a wide berth as the only source of ley line power on the Frontier. Since Topeka draws monsters and mages like moths to a flame, Station Thirteen Alpha sends periodic seek and destroy patrols into the ruins to clear out the worst offenders, but they can’t keep up with the activity. In the ruins, things have become decidedly worse since the Tolkeen War. The rumor mill on the plains says a flock of gargoyles has made a roost there. They range out to attack the Coalition, independent communities, and anyone else they don’t like—a list that is multiplying. Lately, the attacks have become increasingly frequent and violent. The rise of the anomaly has made it all but impossible for the Coalition to track the flock, giving them nearly complete freedom to attack Coalition settlements in the Borderlands. The Comanche are aware of the Gargoyle threat but cannot send a war party to the ruins without provoking the Coalition. As a result, the ruins are a source of death and misery for the entire Frontier. Junction Horror Factor: −1 Junction is a small town built on a pre-Rift ruin where the Kansas River meets Milford Lake. The area became a gathering point for survivors of the Cataclysm as they rallied at the ruins of the nearby military base of Fort Riley. Old shipping containers, patched-up office buildings, and sheet metal roofs give the place a haphazard post-apocalyptic feel. A very weak ley line passes by about 5 miles to the east. Junction is an important trading post on the Frontier. Caravans from the Colorado Baronies unload their goods in Junction, where they are floated downriver to the Borderlands or Comanche Preserve. The big Techno-Wizard convoys then load up food, goods, and supplies before departing back westward. Emporia Horror Factor: 0 Almost everyone heading to the Comanche Preserve from the east passes through Emporia as the community maintains “roads” that lead to Missouri, Arkansas, and the Comanche Preserve. The city is an important regional hub and one of the few places to find high-tech gear from the east, E-clip charging, and other hard-tofind services. Both the Coalition and the Comanche have a permanent presence here, each vying to win the populace to their side. For their part, the leaders of Emporia try to walk a dangerous tightrope to obtain concessions from the two powers without tipping the scales one way or the other. The recent increase in tensions has made this highwire act even more complicated—and there is no safety net if they fail.
31 The Blood Wood Horror Factor: −4 A dark stand of trees sits near the old Missouri/Kansas border. The Blood Wood takes its name from the leaves and sap of all the trees being blood red—including the evergreens! Rumor has it that the trees soaked up all the blood spilled there during fighting in the old days of the American Empire. Regardless of the reason, all the locals give the Blood Wood a wide berth claiming it is alive and violent. More than one would-be lumberjack, Coalition patrol, or settler has been discovered dead at the edge of the forest — their mangled bodies dragged out of the trees by some unknown force. Miraculously, children seem to be able to wander the woods unharmed and tell quietly terrifying tales about speaking with the trees. The Comanche respect the wishes of the spirits and avoid the forest. Others claim there is a great treasure in the middle and continue to venture in despite the risks. A tribe of Forest Wardens (see Arcana and Mysticism) is responsible for the deaths in the Blood Wood. These particularly violent creatures worship a dark, gnarled tree at the forest’s center. The tree was infused with magic during the Cataclysm and grafted with the violence and death in the area. The tree is living and malevolent but not sentient. Anyone who enters the Blood Wood feels the tree’s haunting effects as its roots run deep, bloodying all the trees in the area. Burnett's Mound Horror Factor: −1 The highest point in the area, Burnett's Mound holds a commanding view of the Borderlands. Locals spread stories about how it turns away tornados and watches over the dead buried in its shadow. The cairn acts as both a Shamanic and Elemental Place of Power. The Warrens Horror Factor: −4 Miles and miles of twisting tunnels once housed a beating heart of local commerce in the Golden Age. These days, it acts as a shortcut for people evading patrols, a Black Market waystation, and home to an extensive Worm Wraith colony. With the formation much too large to properly secure, Coalition patrols have taken to jury rigging simple traps at any entrances they encounter to at least partially deal with the grave threat the Warrens pose to the region. THE TOMORROW LEGION IN THE BORDERLANDS The Borderlands has several like-minded communities that share values with the Tomorrow Legion. Community Outreach Teams are often sent to establish relationships, find places for refugees to settle down, and assist with local disputes and issues. Special Exploratory Teams also patrol the region, trying to route out supernatural threats and make the area just a little freer and safer, building up the reputation of the Legion along the way. Communities that ally with the Coalition are less warm to Tomorrow Legionnaires, who tend to include D-Bees, psychics, and magic users among their ranks. However, even the most strident human supremacist community is willing to give the Legion a chance when a monster eats their cattle… or family member.
32 HEARTS | STRANGERS D6 RESULT 1 Travelling Operator: Dieyna, an Operator §‡ of local renown, visits towns and villages through the Borderlands in her custom Big Boss ATV dragging a trailer of spare parts behind her. 2 Family Farm: A small single-family homestead in the Frontier. The family of 5 Civilians§ is wary of travelers but willing to offer basic hospitality and trade. The matriarch† has a BigBore shotgun at the ready. 3 Psi-Stalker Band: 6 Psi-Stalkers§ out hunting a supernatural predator. They welcome the group to join them as they stalk their prey. Roll for a Wandering Monster below. The leader† is former Coalition but her mate‡ is a Wild Stalker. 4 Ranchers: 12 Cowboys‡ drive a herd of strange alien-looking insects to a nearby town for auction. The leader† exclaims: “They’re good eatin’, I swear it!” 5 Justice Delivered: The group encounters Diego Kowalski, a Cyborg§‡, after a raging gun battle. 12 corpses lie scattered and 3 surviving Bandits§ lay facedown in the dirt, including their leader Chrysoula, a Wilderness Scout†§. 6 Baronies Convoy: A Mountaineer and 2 Big Boss ATVs from the Colorado Baronies going to Kingsdale. Jennings, a Techno-Wizard§‡, leads the convoy and sells TW items (Rarity –2 or higher). DIAMONDS | TREASURE D6 RESULT 1 Pre-Rifts Ruin: This overlooked NEMA depot likely houses some bounty. Conduct a Relic Salvage Operation (see Empires of Humanity). 2 A Cache of Schematics: Not inherently valuable but worth something to the right people. Roll 1d4: 1 a template for a Golden Age fabricator, 2 TechnoWizardry designs, 3 – 4 frontier engineering at its finest. 3 Trade Goods: Salvage from an old convoy yields trade goods. Flip a card using Relic Salvage Operations from Empires of Humanity. 4 Horseflesh: A herd (4d4) of fine, wild horses graze nearby. Someone skilled and brave could wrangle them. 5 Salvage: A well-armed group lies rotting on the plains with most of their gear intact. Roll 1d6, 1–3 was a Comanche Patrol, 4 – 6 was Bandits§. Investigating their cause of death reveals they turned on each other after something crawled into their ears and took over their minds. Recover 2 suits of body armor, 1d4 energy rifles, 2d6 grenades, an IRMSS, and a language translator. 6 Dragon’s Hoard: Sergioleone, a Flame Wind Dragon Hatchling§†, makes his home in this fortified, concrete building and hoards all the Golden Age cinema he can find. The heroes see the lights at night as he projects films onto the wall of his den. Encounters for The Borderlands The following tables are for generating encounters, see Travel in Savage Worlds. * See The Game Master's Handbook. § See Savage Foes of North America. † Roll on the Opposition Leader table in The Game Master's Handbook. ‡ Roll on the Other Authority Figure table in The Game Master's Handbook.
33 CLUBS | OBSTACLE Roll on the Dimensional Instability Effects table on page 26. SPADES | ENEMIES D20 RESULT 1 If Things Weren’t Bad Enough: Roll once on that table*, and again on this table. 2–3 The Plot Thickens: Roll once on that table*, and again on this table. 4–5 Risks and Rewards: Roll once on that table*, and again on this table. 6–7 Tolkeen Retribution Squad: 1 Brodkil§ per Wild Card led by a Shifter† and Brodkil Leader‡. Half of the Brodkil start invisible. The butchered remains of a Coalition Scouting Party and bloody footprints betray their presence. For the Shifter see Savage Foes of North America. 8–9 Village in Trouble: A small town in the Borderlands is under threat from a flock of Black Winged Monster Men (1+1 for every 2 Wild Cards)§†! 10 –11 Wandering Monsters: The Servants of Muuc’gek haunt this area. Roll 1d6. 1–2 Worm Wraiths, 3 – 4 Slithering Swarms, 5 – 6 Grapplers (2 per Wild Card). 12–13 Infested Animals: A sizable herd of infested horses (4 per hero) feast on a disemboweled dinosaur. They pause from their feast to chase down the characters and kick them to death. Use the War Horse stats from Savage Worlds and apply the Infested Template (see the Creature Manual). 14 –15 Rifts Control Study Group Research Team: Same results as the Coalition Scouting Party in The Game Master’s Handbook but add 1 Rifts Control Study Group Scientist† leader and associate‡ from Empires of Humanity. They aren’t interested in conflict, just observation. 16 –17 Devil Unicorn: Drawn to misery in the area, 3 Devil Unicorns stalk the area’s waterways and drag hapless prey to their lair. See Arcana & Mysticism. 18 –19 Fury Beetles: 4 Fury Beetles dribble a battered Mountaineer across the grasslands. All the wheels are gone, most of the weapons have snapped off, and the valuables lie hidden in the tallgrass. The inhabitants may be alive though. 20 Creatures from the Rifts: The heroes face rift-spawned opposition. Use the It Came From a Rift tables to generate the encounter. If appropriate, roll once on the Opposition Leader table and once on the Other Authority Figure table.
34
35 CHAPTER THREE THE COALITION COLONIES T he Coalition has a loose twenty-year plan for expansion, with the vast region extending south of the Platte River in Nebraska to Lone Star earmarked for settlement, the chaotic eastern part of the New West termed the CS Frontier. The territories of Oklahoma and Kansas fall fully within the area targeted for expansion, but until the fall of Tolkeen, settlement operations were largely halted. Once Tolkeen was dealt with, the CS initiated pioneering projects. Much like the Coalition’s strategy enacted in Lone Star since the Emperor’s “Night of Forgiveness” speech, expendable provisional citizens colonize this new frontier. Grim survival rates do not deter these downtrodden people who fight proudly alongside Dead Boy patrols to push back the Post-Apocalyptic wasteland. While the entire Frontier region is claimed by the Coalition States, at least on maps, the core of their settlement operations are focused on the eastern and southern portions of Oklahoma—an area dubbed the Coalition Colonies. Here, rugged CS settlers cause friction with other peoples of the Frontier, like the Comanche, while the untamed lands themselves teem with danger. Monsters, smugglers, raiders, and many other threats rove largely unchecked through the area. The CS lightly patrols the colonies, but has yet to deploy enough forces to secure the entire region; their sponsored settlers are finding it difficult to survive, let alone expand the regime’s borders further. BACKGROUND Most of the territory has been untamed by man since the Great Cataclysm. When the Ancients returned two hundred years ago, there was also a return of flora and fauna— vast buffalo herds, wolves, and flocks of eagles, to name a few. The Comanche spread out across the area in nomadic bands. Only then did the first settlements begin to appear and take root, with more to follow over the slow crawl of decades. Even now, as of 109 P.A., the region has quite far to go before it could ever be considered “settled.” During the Dark Ages, the region remained mostly empty of civilization, home to a few
36 scattered towns, nomadic tribes of Comanche, and small bands of raiders, smugglers, and monsters who preyed upon anyone they could find. The establishment of Newtown to the east and Lone Star to the west began changing things—soon, the settlements of the Frontier began to grow, attracting more outcasts, adventurers, and traders. The Coalition’s influence in the region began to grow, but far more slowly—CS Lone Star and CS El Dorado had their problems, and the Frontier— well, the Frontier largely took care of itself. Since the War on Tolkeen, the Coalition has stepped up its plans and settlers have spread out a considerable distance in the region’s east and west. However, the Frontier is not an easy place to live, and numerous dangers keep humanity mostly confined to a few fortified towns and hidden campsites. It seems that for now at least, the “frontier” remains precisely that—a march of land that is not truly controlled by anyone. Getting There Reaching the Colonies is deceptively simple. One can approach overland from the south, coming up through the dangerous, chaotic northern portion of the Texas Freelands. One could come down from the barren north through the utterly wild badlands, then transit the territory patrolled by the 1st Apocalyptic Cavalry, before finally braving the monster-haunted Borderlands, but this is a lonely, risky route devoid of opportunities for rest or resupply. Most people looking to travel to the Coalition Colonies prefer to arrive from either the east or the west. To the west are the Colorado Baronies and CS Lone Star. Travel to and from the east may be via CS El Dorado, CS Missiouri, or the unclaimed corridor home to Kingsdale, Whykin, Merctown, and Castle Refuge. Though never truly free of risk, these approaches are far safer and offer more opportunities to rest or resupply along the way. History In the aftermath of the Great Cataclysm, most of North America fell into apocalyptic ruin and was reclaimed by wilderness. While many areas suffered more than others, the devastation spread far and wide. The areas once known as Oklahoma and Kansas escaped much of the geological upheavals that ravaged the coastal areas and the Rocky Mountains. However, these areas were hardly left untouched. Vast storms swept through these states, bombarding the region with tornadoes and vast rainstorms of calamitous power. During the Dark Ages, people began to rebuild. This rebuilding was a slow and scattered process, for there were no leaders and few resources available to those who struggled to survive. Monsters and strange beings from beyond the rifts wandered the land, carving out territories and hunting grounds amongst the ruins. Some two hundred years ago, the return of the Ancients brought significant reinforcements for the Comanche of the area, who soon became a common sight throughout the Frontier. As time marched on, the Comanche found that they were not alone here. The Colonies are a core part of the larger territory earmarked for expansion by the Coalition States as part of their “twentyyear plan.” However, pioneering efforts in the region have proceeded in fits and starts, thanks to events like the War on Tolkeen. Typically, the Coalition designates an area for settlement and dispatches a number of “provisional citizens”—humans who establish stable communities in the region in exchange for Coalition citizenship. Often, the settlers include seasoned veterans amongst their number or receive protection from the Coalition military, usually in the form of foot patrols carried out by small units stationed at forward outposts dotted sparsely through a region earmarked for settlers.
37 Geographic Features While tallgrass dominates much of the Frontier, the Coalition Colonies' hills and dense forests provide intense contrast. The Ozark foothills push up from the prairie with a series of ridges and holts to the northeast and broad, deep basins to the southeast. As they near the Comanche Preserve, the inclines drop into steep-sided valleys, making a favored passage for smugglers and the Black Market. LIFE IN THE COALITION COLONIES Life in the Colonies is not easy. Not every town has electricity, running water, or other conveniences. Some make do with a well and a generator that runs sometimes. Others live much like the pioneers of pre-Rifts® times, living in log cabins and hauling water from a nearby river. Races & People Three groups call the Coalition Colonies home: the Comanche, the CS Settlers, and the Great Little Ones; though the Great Little Ones are beneath most people's notice. You can identify someone's affiliation by their garb and manner of speach. People on the frontier dress in many different fashions. The Comanche have particular clothing styles, often combining modern materials and traditional styles made with ancient methods. New West styles are popular, but the CS Settlers often dress much like those in the eastern Coalition States, including the Burbs. THE NEWCOMERS Illiteracy is an ongoing problem in the Colonies. A few towns, like Malecito, have made efforts to address this by building schools or libraries, but they are few and far between. Most CS Settlers are scavengers or survivors who never learned to read, and most other residents in the region never had the opportunity to learn. Uncertainty and anxiety are high in the region. More than a few farmsteads and towns have simply vanished over the years, and it is difficult enough trying to settle the monster-plagued wilderness. The math is depressingly simple: few attempts to build a settlement flourish, and many fail. Without a strong central force in the region—be that the Coalition, the Comanche, or someone else entirely—that is unlikely to change anytime soon. COMANCHE VS. CS SETTLERS One of the major conflicts in the region involves the reaction of the Comanche Preserve to the waves of Coalition settlers arriving from the east and south. The Comanche leadership watches this encroachment warily. Coalition settlers have begun to notice far more patrols from the Preserve, often including power armor conducting close flybys, or even robot vehicles. The Comanche do not intend to intimidate or threaten the settlers. Instead, they intend to let these new arrivals know that they are being watched. The Comanche are well aware of the Coalition’s desire to claim more territory in the Frontier, and the tribe has no illusions about the conflict sure to follow if they allowed the CS to move in. Settlers who cause no trouble for the Comanche are largely left alone, while those who are more hostile are asked to leave and, in some cases, forcibly subdued or removed out of the region. Some Renegades take an even more aggressive approach and raid or destroy Coalition settlements, but their actions are not sanctioned by the tribe's leadership. While relations between the Comanche and the flood of new arrivals are decidedly
38 cool, the tribe has built some positive relationships. Indeed, the Comanche have a long tradition of adopting other disadvantaged people into their tribe and culture. Some chiefs are considering offering adoption to these settlers—with the requirement of renouncing CS citizenship— to find a peaceful solution to the Coalition’s encroachment. So far, both groups are highly wary of one another, and the Comanche attitude is one of strained patience. Phrases like, “if we give these invaders an inch, they’ll take a mile,” are repeated increasingly loudly amongst the tribe. In addition to their other activities, the Comanche occasionally mark Coalition supply routes for raids of opportunity. Many pioneering efforts by Coalition “provisional citizens” run into trouble when the resources they’ve been waiting for are snatched away by the Comanche. Such attacks require the Coalition to send out more heavily-armed, and protected, supply runs into the Frontier—putting a strain on even the mighty Coalition military. THE GREAT LITTLE ONES There are numerous small enclaves of the Great Little Ones throughout the CS Frontier. No one knows exactly why these tiny, faerie-like spirits have chosen to make this region their home. However, the ancient Cherokee believe that the Great Little Ones are sympathetic to their views and consider these spirits allies who have arrived to help combat the mysterious dark forces moving on the Frontier. True to their secretive nature, the Great Little Ones remain hidden as often as possible. Their presence is usually only seen in fleeting glimpses, half-heard whispers, or seemingly coincidental events (such as a lucky rockslide occurring at just the right moment). Recently, there have been more sightings of these spirits than before. Many stories say that the Great Little Ones are engaged in a bitter conflict against a group of Black Faeries who recently moved into the region. As for the Great Little Ones themselves, the members of the Nurturers sub-faction seem the most passionate about the threats facing the Coalition Colonies. These tiny spirits feel they have failed their nature as they watch the Hunger ravage family after family. The Hunters and Stone-Throwers are more pragmatic, but even they seem more dour and grim than usual. The Hunger (THE INFESTATION) The darkness growing in the dark frontier has taken a grotesque turn in this region. If you ask anyone about “something strange going on,” they’d surely talk about "the Hunger." A pestilence has spread across much of the Coalition Colonies, killing crops and sickening livestock in town after town, camp after camp, resulting in a famine. Not only is there less to eat in general, most people are experiencing a faint but persistent urge to devour anything edible they can get their hands on. This unnatural craving, dubbed "the Hunger” by the Comanche or "the Creeping Empty” by settlers, has spread to nearly all corners of the region. Residents of the CS Frontier are fighting the urge any way they can, primarily by attempting to lay in extra supplies for the winter, culling their herds, or trying to cleanse the pestilence from their crops. So far, these efforts have proved only marginally effective, and every night, another town begins to dream fitfully about stuffing food into their drooling mouths. Even the local wildlife seems affected; wolves feed upon their packmates, while the monsters (most already dangerously carnivorous) have grown noticeably more aggressive and bold.
39 Perhaps the most dangerous part of the Hunger is the desperation that drives people to acts they would not normally consider. Theft, extortion, violence, and even cannibalism are not entirely unthinkable when one feels the pangs of starvation. In such times, those who can keep true to their moral center in the face of temptation shine all the brighter, acting as inspiration for others to keep fighting against their darker urges. HOW TO USE THE HUNGER IN YOUR CAMPAIGN The Infestation has a particular “flavor” in the CS Frontier known as the Hunger. This aspect accentuates the famine’s effects afflicting the region and encourages unnatural appetites. Here are some ideas on using the Hunger in your campaign. Favorite Foods: Once the heroes get to the CS Frontier, discuss how the region makes them think about their past. Ask each player to describe their character’s favorite food (the more details, the better!). Then, mention that their characters are all thinking about how good that food was, and how much they’re looking forward to eating it again. Food on the Brain: Work in food- or hunger-related similes and phrases to describe things the heroes see and encounter on their trails. This doesn’t have to be overt but consider including at least one food-adjacent word or two in every encounter. Some heroes may obsessively inventory existing food stores or may find themselves constantly evaluating how long they could last on double rations. Hunger Pangs: After a few days in the Frontier, mention that the heroes are feeling strangely empty. They feel as if they’re quite hungry almost all of the time, which leads them to think about food whenever they’re not focusing on an individual task. This could lead to gnawing discomfort in their bellies whenever they’re on watch at night or when things are otherwise quiet. Additionally, the heroes must eat a full meal for Natural Healing (see Healing in Savage Worlds) to be successful. Strange Cravings: After a week or more in the Frontier, the heroes are now feeling some very unusual hungers. Mention that things that are generally not food start to look tasty: bugs, alien plants, and especially other sentient creatures. Mention that the heroes are starting to wonder and fantasize about what these things might taste like. Call for a Spirit check; any hero who fails starts to wonder what the other player characters might taste like. Additionally, the heroes must eat a full meal for Natural Healing (see Healing in Savage Worlds) to be successful. Odd Awakenings: The heroes may dream about food next time they rest or sleep. Some characters may discover something weird in their mouth—grass, dirt, bugs, etc.—from the environment in which they slept when they awake.
40 Society & Government Like the rest of the New West, the fastest gun does all the talking in the Coalition Colonies. A handful of Cyber-Knights and Justice Rangers regularly patrol through the region, and are often the best hope that settlers have for justice. A few of the larger settlements have a local sheriff or champion to rely on, but most people on the CS Frontier have learned that law and order are only what you can get for yourself. FRONTIER JUSTICE Settlements can occasionally appeal to a passing 1st Apocalyptic Cavalry, Coalition, or Comanche patrol for help with outlaws, or they may be lucky enough to get the attention of the Great Little Ones in tracking down troublemakers. More often, however, it’s not about how much you can get away with on the Frontier—it’s how long you plan to stay ahead of vigilantes and angry mobs. Factions COMANCHE BANDS Comanche bands make up a significant portion of frontier residents. Many bands have shamans, warriors, and others who have a close relationship with communities of Great Little Ones—the faerie-like spirits native to the region. These Comanche bands keep to themselves, remaining aloof from anyone but their closest neighbors. However, fear of the growing famine has caused unease amongst many Comanche. They are becoming more and more aware that the Infestation is making the territory far more threatening with each passing day. COALITION SETTLERS Coalition settlers (whether formally allied or just CS friendly) form the main faction in the region. These men and women typically don’t seek out trouble, preferring to spend their time founding small communities and building them up into flourishing towns. Some of the settlers are former members of the Coalition military or are paid informants for the Coalition’s intelligence apparatus. However, that doesn’t mean that the settlers are heavily armed or protected. Instead, it is quite the opposite—many Coalition settlers are desperate for any defenses or guardians they can find. More than a few settlements have resorted to hiring mercenaries or buying weapons from the Black Market to feel more secure against the numerous dangers of the Frontier. THE MARAUDERS "Ludlow's Marauders," a band of former 1st Apocalyptic Cavalry regularly sweeps through the CS Frontier roughly once per year. Led by “Lieutenant” Miles Ludlow, the band got used to extorting tribute from multiple small villages with a mix of D-Bee and human population, confident that the Cavalry’s reputation and firepower would protect them from retaliation. One village refused their threats, and the cavalrymen razed the entire settlement to serve as an example. Kenneth Sprite has disavowed Ludlow’s band, which is now considered a renegade outfit. Technology Technology levels in the Coalition Colonies are decidedly mixed. Settlers from the Coalition bring whatever technology they can afford, with the CS rarely providing anything more than the basics—light weapons, essential farming equipment, and maybe a simple land survey. Traders from the Colorado Baronies and merchants from the Texas Freelands to the South bring even more eclectic mixes of technology, including some rare TechnoWizard devices. Robots and heavy vehicles tend to be the most uncommon forms of technology out in the Frontier, though some places—such as Malecito—possess enough of these to make a name for themselves.
41 PLACES IN THE COALITION COLONIES Horror Factor: −2 Despite the rough terrain, small settlements and lonely homesteads pepper the Coalition Colonies with greater frequency than the Frontier's other regions. This, combined with extesive survey attempts, makes it a bit easier and safer to navigate. Carnevale Horror Factor: −1 Barclay’s Travelling Carnival was a show that toured throughout eastern North America for almost ten years. Created as a front for the Black Market, the carnival helped organize crime efforts in Chi-Town, Lazlo, and other communities for several seasons before disaster struck. The ringmaster, Jefferson Barclay, was killed when he double-crossed a Black Market syndicate, and the rest of the carnival fled west to get outside the syndicate’s reach. The carnival ended up on the CS Frontier when several of their vehicles broke down due to lack of maintenance. Allison Barclay, the former owner’s widow, took charge of the carnival and directed them to set up a permanent home. Before long, the carnival had managed to get through a bitter winter and constructed homes with the help of their small army of gaudily painted Northern Gun labor robots. The carnival’s claim to fame had been its expert cadre of clowns, a few animal acts, and a gladiator show. The clowns were Allison’s favorite part of the carnival, and she continued to train the local children in the ways of the clown show. This practice meant that “Carnevale,” as the settlement came to be named, was one of the more well-known locations in the Frontier, popular with traders and wanderers alike—though some detractors have nicknamed it "Clown Town." The Hunger has hit hard in Carnevale. Many of the shows have shut down, and others are giving listless performances at best. Famine has many of the residents thinking about leaving town and heading elsewhere. Allison is holding on to the town as best she can, but the situation is only worsening over time. A troubling recent development is the discovery of numerous corpses belonging to drifters and visitors to the town, all drained of blood. Many in the town suspect one of their number to be a vampire, but their sheriffs—all former gladiators—have failed to find the culprit. Some clues left at the scenes of these murders point toward one of the clown troupe as the prime suspect. The Northern Gun robots are the town’s major resource. While some of them have been repurposed for defense or cannibalized for spare parts, a sizable number of the labor bots remain functional. Allison is bitterly considering trying to sell a few to stave off disaster for her community. Some call him a General, some call him a hero. We call him the Crying Death because no sadness he sows is deeper than his own. —Wasape on General Kenneth Sprite
42 Malecito Horror Factor: −2 One of the largest and most prosperous towns in the Coalition Colonies, Malecito, was founded in 38 P.A., over seventy years ago, by nomadic traders who were tired of moving from place to place. The traders used their stock of goods to settle down and build a small community in a river valley with excellent access to clean water and sheltered from wind and weather thanks to the valley’s high, rocky ridges. The geography also kept the newly-founded town from easily being spotted from the ground, helping to hide them from raiders and monsters alike. Over two decades, the town slowly grew, attracting more settlers as their farmlands began to expand. Before long, Malecito, as the town became known, had watchtowers for defense, a community militia, and a mayor as their population swelled. The townsfolk found that their farming efforts were rewarded—crops grew well and healthy, suffering only minor setbacks from the occasional bouts of foul weather and the occasional tornado. Then, a local farmer—John Darden— discovered a cave with a silver vein running through it. Darden opened a silver mine on his property, carving out a fortune from the lucky find. The silver mine lasted for nearly a decade before the precious metal gave out, adding a great deal of wealth and prosperity to the town. The Darden family quickly became the most prominent of Malecito’s residents, having invested their wealth in the town itself and building up businesses such as a slaughterhouse and a general store. The silver mine, now abandoned, was used afterward primarily as a tornado shelter by the townsfolk. Malecito has attracted its share of immigrants and visitors. The town’s quaint charm draws some, while others enjoy the area’s quiet, almost pastoral lifestyle. More than a few Dog Boys leaving Lone Star have passed through the area, and there are several Psi-Stalkers, mountain men, and mercenaries who stop by Malecito to rest and resupply. Since 105 P.A., however, Malecito has seen its fortunes change, and not for the better. Famine has hit the town hard, blighting the crops and sickening much of the livestock. Hunger stalks the streets of Malecito, and many of its residents see themselves growing thinner as the months drag on with no sign of relief in sight. Many vagrants and travelers have gone missing, and some believe the townsfolk may be to blame. FEATURES OF MALECITO THE CLOCK TOWER A relic of brighter days, this building was funded and mainly constructed by the efforts of Jeffrey Windham, a settler who helped found Malecito. Unlike the Dardens, Windham had few ambitions towards money or power, so he set his sights on building something useful for the town. The clock tower is a simple affair, consisting of a twenty-six-foot boxy structure and a twelve-foot-wide clock face composed of treated wood and steel. The clock tower is kept functional by a waterwheel sunk into the nearby river. The waterwheel winds a series of springs that keep the clock’s gears turning. One of the mayor’s duties is to provide upkeep and maintenance for the clock tower’s function. THE SLAUGHTERHOUSE One of many local businesses owned by the Darden clan, the Malecito Slaughterhouse has seen better days. Thanks to the current famine, the building rarely operates, and the pervasive, potent stink of death keeps most folk away from the site. A small group of workers is now keeping the building functional part-time, but morale is at an
43 all-time low. Things might change with a fresh supply of animals, but the outlook is bleak so far. THE “CAN” A large grain silo looms over the farmlands on the edge of town. Affectionately referred to as “the Can” by Malecito residents, this silo is a highly recognizable landmark. Since famine struck the region years ago, the Can and the farm surrounding it have largely been abandoned and ignored. The truth is that the Worm Wraiths have been placing pieces of themselves—the horrid worms that give these creatures their name—into the Can. This feeding was a slow but relentless process, but now the Can seethes with a massive swarm of worms barely contained within its structure. Once it reached a particular mass, the worms coalesced into a single being known as Worm Behemoth—a sub-intelligence of Muuc’gek. With the Behemoth’s expanded psychic and magical powers, it has reached out to influence Javier Darden, making him the worms’ ally and further spreading terror through the town. THE TOWN SQUARE Most local events of note—weddings, funerals, celebrations, speeches, and the annual election of a mayor—happen at Malecito’s town square. The square is a large open area bordered by the clock tower to the north, the J.D. General Store to the south, a small park to the east, and the town cemetery to the west. People in Malecito tend to congregate in the town square in the early evening to converse and socialize after the day’s work is done.
44 THE DARDEN MINE Horror Factor: −4 The old silver mine lies roughly half a mile outside of Malecito. The source of the Darden family’s wealth, this mine eventually played out and was shut down over twenty years ago. Now abandoned, the mine is a somewhat spooky location and the source of many ghost stories told by the youth in Malecito. Recently, a group of Worm Wraiths have moved into the abandoned mine and plan to feed on the town. THE HARVEST FESTIVAL There are two yearly events in Malecito that get the local people excited. The first is the election for mayor, and the second is the harvest festival, held at the beginning of Autumn. The harvest festival is a holiday free from work (which essentially shuts down all businesses in town) marked by a traditional feast, games, and gift-giving. THE DARDEN FAMILY Since the founding of Malecito, the Dardens have been among its leaders and most prominent citizens. Even seventy years since the town’s creation, the Darden family’s voices carry significant weight. From the silver mines to the general store, various members of the Darden clan have invested their time, their wealth, and their passion into the town’s development. However, things have changed in the last few years. The current head of the Darden family is Javier, a middle-aged man with few “people skills” who has angered or insulted most of Malecito’s citizens once he attained adulthood. Javier’s behavior has grown even more eccentric since the famine, and then the Hunger, began. Once a month, Javier and his family gather at his manor for a special dinner. The people of Malecito have yet to discover that Javier and the Dardens have become cannibals, feeding on the meat of fellow humans at their monthly meetings. THE J.D. GENERAL STORE AND HOSTEL Built by—and named for—Jacqueline Darden, the general store includes three small rooms available for rent on the second floor. Jacqueline always intended to eventually build a modest hotel hoping that Malecito would eventually grow to a size where the town would attract enough business to make such a venture worthwhile. The general store does a good business, primarily selling farming supplies, tools, and basic groceries, with a minimal supply of weapons, armor, and ammunition kept secure in the basement (−1 Gear Availability). PEOPLE OF MALECITO MAYOR CALEB RAMIREZ In the town of Malecito, they elect a new mayor on the first day of planting season every year. In 109 P.A., the people selected Caleb Ramirez, a local barber who had never previously served as mayor. The previous mayor was Javier Darden, but he failed to get enough votes in the election and was defeated. For his part, Caleb is a charismatic man in his late 40’s, balding, overweight, with a ready smile and calloused hands. Caleb is well-liked in town, and most people in Malecito expect good leadership from him as mayor. OLD MAN BYERS In his late sixties, “Old Man” Byers is definitely amongst the most elderly residents of Malecito, but in truth, his epithet comes from his appearance. Byers has a thick mane of snow-white hair and an equally robust beard of the same color. His frame is shriveled and bent but hints that he was far more athletic in his youth. Byers was once an acolyte of the Gray Seers in Magestar, far to the east in the Magic Zone. While there, he had a vision of great evil and followed the hints he had foreseen to the CS Frontier. Byers has lived in the town for over twenty-
45 THE DARK VISITORS Mysterious folk have been glimpsed on the edge of town, men wearing full-length dusters, face-concealing bandanas, and nondescript hats. No one knows who these strangers are, but the rumors claim that they may be mercenaries or outlaws looking for honest work. Others whisper that these “dark visitors” are demons in disguise. The truth is quite terrifying—the visitors are, in fact, Worm Wraiths and servants of Muuc’gek. These monsters attempt to disguise themselves as humans (a ruse that works well enough at a distance) and are moving in and out of the abandoned silver mine, their base of operations. The Worm Wraiths have a spy in town in the form of Javier Darden (see page 45), and they intend to attack the town’s residents when the time is right. If they are not stopped, these despicable beings will devour every resident of Malecito and turn it into yet another ghost town on the Frontier. five years and has kept largely to himself, reinforcing his image as a “hermit” amongst the locals. Lately, Byers has seen more and more hints that his vision may come true—for the old man is the only person in Malecito to know that a vast evil being named Muuc’gek is behind the growing darkness that threatens the region. JAVIER DARDEN A pale, slightly plump man in his early 30’s, Javier Darden has short, wavy black hair and a neatly trimmed goatee. He often dresses well, carrying an antique silver-handled cane as an affectation. Javier has a somewhat cruel mouth and close-set eyes, and he carries himself with an aristocratic bearing. For most of his life, Javier hated the idea of taking over his family’s role as leaders in the small town of Malecito. Javier’s ambition was to leave Malecito as mere dust on his boots and make his fortune in the wider world. He dreamed of traveling to one of the much larger and more famous cities, such as Ishpeming, Quebec, or Chi-Town. Things never seemed to come together to make that dream come true. Instead, Javier found himself drawn into the family businesses. After sickness ravaged many of the older Dardens, Javier was required to step up, a task he performed grudgingly, preferring to spend his time drinking or playing petty games with his cronies. Javier’s bitterness and ambition made him a prime target for their influence when the Worm Wraiths came calling. Night after night, he dreamed of worms calling his name, offering him everything he’d ever wanted. In time, Javier’s resistance crumbled, and he became a willing slave to the alien presence that had taken root in Malecito. Every month, someone in Malecito goes missing and ends up on the dinner table at the Darden family meal. Javier began recruiting his family members into a cliquish, reclusive group that met at his manor home with the passing of each moon. Slowly, he fed their elitist mindset with compliments, then introduced the idea of eating “other kinds” of food, cajoling and encouraging them into cannibalism. JANET WINDHAM A young woman in her early twenties, Janet is the town librarian in Malecito. She is very curious about life outside of the town. She has read every scrap of information she can
46 find—including every single publication by Erin Tarn—about the current situation on Rifts Earth. Janet has befriended many travelers and traders who regularly visit Malecito, and has spent a good deal of her wealth buying new books, data discs, and other media for the town’s small-but-growing library and school. The young woman has taught various subjects to the town’s children for the last five years since the former schoolteacher retired. She’s quite proud that most adults in Malecito can read thanks to the efforts of her predecessor, and is excited to carry on the tradition. All of the most precious books and discs are kept in Janet's own home, locked in an old steel safe. Lately, Miss Windham has become convinced that she needs to leave Malecito. Something’s very wrong in her town, and Janet is growing desperately certain that time is running out. WRYTHE The Worm Wraith doesn’t call itself by any name, but it has been given one by the few who have encountered it and lived to tell the tale. Like all Worm Wraiths, it has no real defined form, being merely a humanoid figure composed of countless squirming worms. What sets this one apart is that it has acquired a suit of Crusader body armor, marked with a crudely-drawn “W” on the left pauldron. Wrythe is also unusually heavily armed—it carries two TX-26 particle beam pistols. Wrythe is responsible for killing several wanderers, gunfighters, and mercenaries—including a pair of Comanche Preserve patrollers. WRYTHE
47 The Roost Horror Factor: −2 Before the Coming of the Rifts, this was once the thriving city of Ardmore, Oklahoma. However, since the Great Cataclysm, it has fallen into ruin. What was once Ardmore has become a place haunted by malevolent spirits and a place where the crumbling spires of what were once skyscrapers now act as lairs for dark-winged monsters. Travelers, merchants, and even the Black Market know to steer clear of these ruins, for they have claimed the lives of many foolhardy explorers. The dead city is now known only as “the Roost,” for dangerous Black-Winged Monster-Men make their homes amongst the tallest buildings, many of them constructed from super-strong materials meant to resist gale-force winds and earthquakes. The few who have scouted the Roost report that the Monster-Men look quite gaunt as if they are suffering from starvation. These black-winged beasts are said to circle endlessly above the city’s ruins in competing bands, or flocks, battling amongst themselves for supremacy. Strange lights glimmer in the skeletal buildings of the ruins, and some whisper that Alister Dunscon has sent an envoy to try and sway the monsters to his service. Wayne’s Hollow Horror Factor: 0 Thirty years ago, a group of settlers made their way to a small forest on the plains next to a burbling creek. The location was picturesque, and the settlers believed this was their best bet for making a home. However, a tribe of Simvan had already laid claim to the area. A battle broke out between the two groups, and although the settlers were successful, most of them ended up dead at the end of the conflict. The few surviving Simvan headed elsewhere while the settlers were reduced to one family: the Waynes. Under the leadership of Martin Wayne, the family adopted the other survivors and constructed three large log cabin-style homes. They’ve lived here largely in peace ever since, trading firewood and crafts to traveling merchants. Annabeth Wayne makes stunningly complex designs in her quilts, and these products are in high demand further west in cities like Silvereno. Martin has ensured that Wayne’s Hollow is a friendly stop for the Coalition in the region. He sympathizes with the Coalition’s ideology and is happy to provide shelter and meals for any CS scouting parties that pass through the area. In return, the Coalition has provided Wayne with some supplies, technology, and radio gear that the family patriarch keeps hidden in the central cabin. These big empty spaces give me the creeps, but man my NG Turbo can scream across the plains! —Halima Cortez, City Rat
48 Wellstone Horror Factor: 0 Wellstone has both Comanche and settlers from the Coalition. The town's unusual population mix came about after a particularly harsh winter put a premature end to a homesteading attempt by a group of CS settlers. With nowhere else to go, the folk from the Coalition wandered the plains until they were taken in and given shelter by the Comanche of Wellstone. Ever since, the new arrivals have largely left behind the ways of their Coalition origin and have worked hard to repay their rescuers. Few towns have weathered the Hunger quite as successfully as Wellstone. This tiny community centers around the eponymous well, a feature the locals have begun calling the “wishing well” due to its special properties. Wellstone had always had good fortune, but famine and sickness swept through the town two years ago. In response, some of the local Comanche residents offered wood carvings to the well, asking if the spirits could help. This gesture inspired a small group of Great Little Ones, led by a Nurturer named Rains Softly, to help the town’s people. Soon after that, anyone who left a wooden carving at the well found the carving replaced by small gifts of food, medicine, or other vital supplies. The Great Little Ones have remained in the area to guard against a nest of Black Faeries established only a few miles away in the rotted remains of an enormous tree stump. The people of Wellstone remain blissfully unaware of their saviors and protectors. NULL WILD PSI-STALKER