99 THE BROTHERHOODS OF THE MAGI Each Lord of Magic presides over one of three elite Brotherhoods of the Defense Academies, breeding loyalty by directly instructing their students. The members of the three Brotherhoods dedicate their lives to the city, embodying Dweomer’s culture of tolerance and neutrality. Magi begin training at a young age. Their early education consists of more meditative practices, mastery of body and mind. In later years, they specialize in the traditions taught at their respective schools. All receive training in battle magic, though High Magi and Lord Magi learn only the very basics. The Lords of Magic established the Magi as the most elite of citizens. Within the Magi’s ranks, a hierarchy also exists. Battle Magi, though larger in number, occupy the lowest rank, while an Automaton Controller maintains an elite status among Battle Magi. Lord Magi perform much of the city’s spellcasting, placing them higher than all Battle Magi. At the top rank are the High Magi who physically create Dweomer’s Automatons. The demands on the Lords of Magic's time are intense and they must fulfill many duties, so they instituted training tiers based on expertise. Only masters study directly with one of the Lords of Magic. Those masters then teach the seniors, and the seniors teach the juniors and novice students. Talented lesser Magi might gain a master as a mentor. The small numbers of High Magi and Lord Magi allow Brethan and Leizak D’zir to provide more personal mentorship. The larger Battle Magi student body rarely get personal access to Coran D’zir, but Coran more frequently visits his academies. The Brotherhood of Battle, led by Coran D’zir, sees the most combat. Battle Magi training primarily includes offensive spells. Though at the bottom of the hierarchy, their prowess in battle earns them respect and fear throughout the Magic Zone. They see themselves as the protectors of all Magi and take their responsibility seriously, risking anything to keep their fellows safe. Battle Magi Controllers are chosen from the ranks of the Brotherhood of Battle. The Controllers pilot most of the Automatons, except for the Colossus. At any time, a single Controller may operate up to ten Automatons. The Brotherhood of Magic, under the direction of Brethan D’zir, studies the essence of magic. They partake in more scholarly pursuits while concentrating on spellcasting and illusion. Their magic works to hide Dweomer, but they also advise the Battle Magi. When not defending the city, Lord Magi take administrative and leadership positions within the government, filling roles such as teachers, scholars, and healers. The most loyal learn the secrets of the Automatons and occasionally control select Automatons like the Battlelords. The Brotherhood of Creation contains the smallest number of Magi. Leizak D’zir trains the High Magi in the arts of creation. These Magi create the mighty Automatons used by the Battle Magi. They engineer these magical wonders and supervise the Techno-Wizards who build them. They also pilot the Colossus, the greatest of all Automatons. Unlike their brothers, High Magi keep to themselves and treasure their secrecy. Michael Logan (Order #41085069)
100 DWEOMER MILITARY ORGANIZATION Defense drives the organization of the Dweomer City military. The Lords of Magic have little desire to join a war, let alone start one. Military patrols do engage in direct combat from time-totime, but they mainly keep outsiders from discovering the city. Housed in the great perimeter towers, the military academies train and maintain Dweomer’s official army. These positions allow them to also act as perimeter defenders and deal with nearby threats. Magi comprise at least 60% of the force. Like the city, though, the rest of the force includes a diversity of races and professions. Still, magic powers the army, so even conventional soldiers wear magical armor and wield enchanted weapons. The Dweomer Defense Patrols (DDP) do most of the army’s heavy lifting. Patrols can range from small squads to full companies, and squads engage with the enemy the most. They normally do not wear military uniforms, disguising themselves as bands of adventurers to hide the fact they protect the city. A Lord Magus or young dragon leads the patrol, while Battle Magi, Automatons and Controllers, warriors, and occasionally demons round out the force. Patrols primarily chase away enemies. They lead invaders and Coalition Troops astray using any means necessary. The occasional CS troops who stumble upon Dweomer do not pose the greatest threat; magically-inclined and supernatural foes with private grudges cause the most problems. No matter the invader, the military finds small groups surrounding their enemy to be effective. These tactics generate confusion and panic. In the end, CS troops harried by seemingly independent adventurers cannot identify their enemies as belonging to the mythical Dweomer. The Lords of Magic and their military prefer to avoid direct conflict, especially after seeing how wars devolve into carnage and madness. Those who discover the city’s location or other secrets do not leave the area alive. Patrols eliminate any intruder to the last man, especially CS Skelebots. Unlike mercenaries, they do not loot the fallen, but instead destroy all evidence or move the materials to a new location to further confuse their foes. Factions in Dweomer A diverse city full of wonder and nearlyinfinite possibilities, Dweomer is also filled with dangerous beings. THE CULT OF LIGHT The Lords of Magic work against the establishment of organized religion within their city, prohibiting a state religion and actively discouraging worship of themselves. When the originators of the Cult of Light—a group of elves, dragons, and other D-Bees— petitioned to establish a church, the Lords only allowed the building of a hall of worship with the understanding the religion only be recognized as a mere cult, not a full-fledged (let alone protected) church. The cultists agreed, building the Temple of Light as a place to pray. The three-story temple provides space for meetings, private services, religious classes, and living quarters (for caretakers and priests). The Cult of Light dedicated the temple to the pantheon of Ra, but they welcome any faith that serves their concept of “The Light.” THE DRAGON ROOSTS AND GREATER DRAGON SAVINGS & LOAN Refugees of all kinds came to Dweomer after the fall of Tolkeen, including dragons. The Lords of Magic sought a way to accommodate these highly-powerful beings, leading to the establishment of Michael Logan (Order #41085069)
101 the “roosts,” strategically-placed districts spread throughout the city. Today, about 1,000 dragons call Dweomer City home and live in one of the 70 official roosts. An older, more powerful dragon oversees each location, allotted the position because they proved to be honorable and fair. The position as a Magistrate of the Roost carries more prestige than authority. However, much to the pleasure of the Lords of Magic, these positions and the roosts inspired the dragons to take a greater role in civic matters and protecting the city. A word of warning though: calling the dragons “Rooster Dragons” or “Roosters” can lead to a painful lesson in respect. Several dragons interested in investing their hoards joined together to create the Greater Dragon Savings & Loan. Over time, the Greater Dragon, as it is called, turned into a full-service bank and crucial financial institution for Dweomer. Before long, the dragons hired financial experts from other species to run the bank, soon outnumbering the dragons employed. Currently, dragons make up five seats on the seven-seat Board of Directors, and some actively participate in investment and other financial dealings. Two elder Dragons head the bank. Resher, the oldest dragon in Dweomer, acts as Chairman of the Board, using his wisdom to direct the bank. Bolivar, though nearly 2,000 years younger, presides as the bank President. His drive aided in the bank’s success and helped him rise into the city’s elite. The bank’s popularity stems from its reputation for keeping their clients’ money safe, a result of using dragons for security. Any aggression inside or towards the bank can cost the perpetrator dearly, either fines equal to 130% of the bank’s losses or being slain outright. Michael Logan (Order #41085069)
102 MERCENARIES AND ROGUES Tri-Magus Magicians: For those in need of magical assistance, the TriMagus Magicians offer mages for hire. They charge high prices for exceptional expertise, but occasionally lower their fees if the job benefits Dweomer or helps defend the city. The organization remains fiercely loyal to Dweomer, a trait the Lords of Magic appreciate. They earned the designation of reserve city militia, meaning they often complete “dirty” jobs directly for the city. Founded and run by three powerful Magi in imitation of the Lords of Magic, the TMM will hire any city-approved practitioner of magic. Employment comes with a good wage and benefits. Employees can take a leave of absence to serve in the Dweomer military without any loss of position. However, only Magi can rise to positions of authority. Mystic Movers and Shakers: For those in need of a mover, Mystic Movers and Shakers provide a good service at low prices. It is currently staffed by five mages—Lafrablom, Burijah, Hilead, Rhamon, and Kaloman—who summon assistants (demons and devils primarily) to do the work. However, everyone in Dweomer knows the moving company is merely a front; no one knows for sure for what, but they do suspect the Dweomer authorities are involved in some way. The movers are, in fact, part of Dweomer’s military counterespionage operation. They primarily supply false or planted data to the Federation of Magic and return with intelligence on the Federation. The military turned the founding members, a Shifter and another powerful summoner, after they provided information they collected as spies for the Federation of Magic. The military does not fully trust the group and for good reason. Many customers find their belongings rummaged through. The spies claim these investigations help them acquire more information for the Dweomer military. Often, however, valuables come up stolen. On some occasions, the information provides intelligence used either to rob customers or blackmail them. Two members, Burijah and Rhamon, primarily partake in these less-savory activities, while the other three remain faithful to Dweomer. The two work for a Federation spy. Burijah does it for the money, so he merely passes on useless information. Though greedy, he is not a traitor. On the other hand, Rhamon hates the Lords of Magic and their stance on the dark arts. He does provide intelligence he hopes will bring down the Lords of Magic. Have Mages, Will Travel: Like the Tri-Magus Magicians, HMWT provide magicians for hire. Unlike their competitor, they do so at bargain prices. They employ arcanists of all types, including those with bad reputations that the TMM refuses. The temporary work offers low pay, which keeps them from acquiring any Magi. With such disreputable help, they do not always deliver what they promise. Budget Mercenaries: For those on a budget, BM provides reliable mercenaries at low prices. Originally, the company’s six founders completed all jobs. Now, they act as middlemen, acquiring mercenaries for their clients. The current owners, Wylff, Terphan Jux, Kalmak, and Stormhowler (D-Bees themselves) tend to hire D-Bees and other non-humans. These employees can earn a reliable flat rate or opt for a share of the proceeds. In addition to providing their services, the mercenaries do some looting—what they call salvaging. Clients get honest work at a fair price. However, if a client needs some particularly dirty work doing, Budget Mercenaries requires a much higher price. Michael Logan (Order #41085069)
103 Wildcatter’s, Ltd.: This group provides man-hunters, scouts, and warriors. The owners, feline mutants from South America, started their business after they became stranded in Dweomer. The Lords of Magic do not particularly like the cats for several reasons. The cats may, upon returning home, tell their leaders about the city. Also, their feral natures do lead to frequent property damage. Most of all, most of their ranks are Major or Master Psionicists, causing concern for the Lords of Magic. Despite this opprobrium, Wildcatters, Ltd. continue to find work as they search for a way home. In fact, they set-up a refund program at the Greater Dragon. If they stumble upon a way home and take it while on a job, the bank will give their inconvenienced clients a double refund. PRIVATE ORGANIZATIONS Dweomer also hosts many private organizations. Most of these groups are Magic guilds, brotherhoods, and societies. The Lords of Magic enforce a peaceful coexistence among these groups. PROFESSIONAL GROUPS Those who see magic as their profession gather in guilds with others in the same profession. Through the guilds, members build their professional reputations and stay abreast of advancements. Anyone in a guild’s profession may join regardless of their race. Like their pre-Rifts counterparts, they operate with a defined hierarchy of apprentices, journeymen, and masters. Techno-Wizard Guilds: This group is actually a collection of over two dozen different guilds, each specializing in a specific TW product. Some of the guilds include a Wing-Board Guild, Air Vehicle Guild, TW ATV Guild, and a number based on weapons, electronics, engineering, and other items. The city’s regulation of the TW industry means these guilds do not need to function like typical professional guilds. They instead use guilds as gathering places to share and discuss concerns. The Warlock League: The League enjoys a position as one of Dweomer’s most influential guilds, despite having fewer members than other guilds. The guild earned the respect of the Lords of Magic through their civic engagement. Some members serve in the city militia, as well as provide the use of elementals to the government. FRATERNAL GROUPS Some magical brotherhoods and sisterhoods are organized by common interests or causes instead of profession. Some limit membership, but they tend to be more egalitarian than the guilds. While guilds represent a career, members of brotherhoods derive their inspiration from a calling and work to promote and improve their emphases. Brotherhood of the Walkers: The Brotherhood of the Walkers allows The forges of Dweomer are magnificent, far surpassing anything I worked with while employed by the Immaterial Hand. The Lords of Magic are wise to have invested into such innovative technical wizardry. —Ulysses Chance, Techno-Wizard Michael Logan (Order #41085069)
104 membership to any Ley Line Walker. Unlike the other groups, they have chapters throughout North America. After the fall of Tolkeen, they opened membership to any practitioner of magic to support those displaced by the war. This openness led to suspicion in Dweomer. Locally-born Ley Line Walkers do not join the group and instead join other local groups. Despite this, the Lords of Magic appreciate the Brotherhood of the Walkers’ work for the city—mapping ley lines, nexus points, and dimensional disturbances. The Mystical Sisterhood: The Sisterhood works for the advancement of women, especially as practitioners of magic. Any woman who practices magic can join, no matter her race. They operate facilities for women in difficult situations, offer vocational schools for girls, and oversee a network of midwives. After the fall of Tolkeen, they took a leading role helping refugees. SOCIETIES Societies, for the most part, resemble clubs more than the magic guilds and magical brotherhoods. Like the others, they emphasize either a profession or common interest. The types of societies as well as the membership are also more diverse than the other two. Societies allow people to come together and connect based on shared interests of all kinds. Artisans Society: This society's membership includes Dweomer residents dedicated to art and culture. They sponsor cultural events, entertainments, and young artists. The Lords of Magic find the society a bit trivial, but they see no harm in appreciation of the arts. The Wanderers Society: This group mirrors explorers’ clubs on pre-Rifts Earth. Few residents of Dweomer wish to leave the city, seeing it as a utopia, but a few seek something more. These brave souls take to the wilds outside the city, searching for knowledge and excitement. And like their predecessors, they search for the artifacts that makeup the Society’s archives. Though most of their findings have little impact, they occasionally return with artifacts and arcane knowledge of interest to scholars and the city. Places of Interest Dweomer offers an array of goods and services to visitors, including Legion patrols. THE DWEOMER INSTITUTE The Dweomer Institute fills the educational void left by the three Brotherhoods. The Lords of Magic prioritize the Magi above all others, but they also know the necessity of other forms of magic. The Institute, unlike the Defense Academies, functions more like the universities and colleges of pre-Rifts Earth. Students come to learn specific magical arts, journeymen come to improve their skills, and masters continue their scholarly pursuits. Chancellor Multhas the Sphinx runs the school. His proctors make sure no one studies or uses any forbidden magic. Students at the Dweomer Institute may attend and specialize in many possible styles of magic. The most common courses include the Ley Line Walker, Shifter, and Techno-Wizard traditions as well as elemental magic, herbalism, and nature magic. The Institute bans the study of necromancy. Recently, many petitioned for its inclusion after the success of necromancers during the war in Tolkeen, but the Lords of Magic will never allow that to happen. THE MAGIC MALL The Magic Mall offers one of the largest collection of magical items outside of Michael Logan (Order #41085069)
105 the Splynn Dimensional Market. The Dweomer Committee of Commerce petitioned the Lords of Magic for the mall, and today manages and oversees the merchants within. Shoppers can expect a fair deal at the mall, as the mall committee, made up of three merchants and four of the Lords of Magic’s appointees, carefully license and regulate the shops within. Fred’s Familiar Farm looks like a simple feed and pet store but specializes in raising and selling magical familiars. Manfred Lastrowski, a refugee from Chi-Town, sells an array of animals to suit every purpose, including livestock and pets, and the necessities needed for animal care. EDDie’s Engraving, Etchings, and Tattoo Parlor showcases art from the owners: Alfuri Veekstra (elf), Sveinmy Clawhammer (dwarf), and Di Kuei (dragon). Most of the art contains no enchantments, but they do also offer magical tattoos. Magic Fabrics Studio offers a range of clothing, from simple, quality wear to magical attire. Liane Rawlings, owner, and her seamstresses make and repair clothes, but they also produce other fabric items. The Potion Palace’s proprietor, alchemist Cullen O’Grady, offers magical potions, oils, and elixirs of all kinds. Common, simple potions sell for typical prices, but the more complex the required potion, the more astronomical the price tag. Shining Light Healing Center provides inexpensive medical treatment. Staff use magic to treat their patients, most often on an outpatient basis. They do have a few beds and have some of the only fully technological medical equipment in Dweomer. The House of Diamonds stands apart from other lodgings as Dweomer’s finest hotel, earning this reputation by employing conjurers to customize accommodations for visitors from across the Multiverse®. Started as a hostel for D-Bees, the hotel welcomes all non-human races. TECHNO-WIZARDRY COMPLEX The Lords of Magic may not permit technology, but they do embrace TechnoWizardry, giving Dweomer’s citizens access to amenities equal to anything in the Coalition States. Techno-Wizards ply their craft at the Techno-Wizard Complex, using the facilities to produce weapons and mass market items, making the city one of the top TW producers behind Stormspire, Lazlo, and possibly Arzno. The Techno-Wizard Complex houses six main plants with a seventh on the way. Plants 1 and 2, as well as the forthcoming Plant 3, produce the Automatons the Dweomer military uses to defend the city. Plant 2 currently makes the two largest, the Colossus and the Kilairgh; once finished, Plant 3 will take over the Kilairgh production. Plants 4 and 7 specialize in mass market goods, building TW Wingboards and other commercial vehicles (Flyers, Sky Boats, Zone Rangers, etc.). Plant 7 also builds the TW Battle Skimmers—heavily-armed Sky Boats— used by the Dweomer military. Most of the military’s weapons come from Plant 5, where they manufacture weapons, explosives and armor, and Plant 6 where they exclusively build Dweomer’s Starfire TW pulse weapons. PSI-ENCLAVE The population of Dweomer consider their city a utopia, but it does include one ghetto. When psychics enter the city, the military escorts them to a restricted area: The Psi-Enclave. The Lords of Magic Michael Logan (Order #41085069)
106 purposefully make the area bleak in hopes psionicists bypass the city or leave quickly. Located near the Techno-Wizard Complex, the enclave remains under the guard of Magi in Automatons, and visitors must acquire a special pass from military authorities to enter and conduct business. Anyone trying to get in—or out—without permission faces swift punishment. THE TOMORROW LEGION IN THE FEDERATION Stormspire’s trade in Techno-Wizard items and vehicles makes them valuable but problematic. The Tomorrow Legion has few options to acquire these goods, and a handful of small producers sell their wares to the heroes of the Legion. Much of the city reeks of evil—and K’zaa would rather not have these do-gooders as clients. Unfortunately for him, the Tomorrow Legion may prove invaluable allies in his rivalry with Dunscon. Officially, Dweomer has no alliance with the Tomorrow Legion. Their isolationist policy conflicts with the goals of Castle Refuge. Dweomer’s pride as a “city for all people” does not help. Any person, including demons, willing to obey the law may reside in the city. This tolerance puts the two groups at odds. As for the Tomorrow Legion, their use of technology does not sit well with The Lords of Magic. Unofficially, they cooperate to meet their shared goals. Both groups work tirelessly to aid refugees, and this work brings them into regular contact. The patrols from Dweomer and units from the Tomorrow Legion pool resources when they meet outside the walls of their homes. This diplomacy builds a foundation for a possible alliance. For now, members of the Tomorrow Legion do visit Dweomer, and vice versa. Dweomer does accept visitors, but said visitors must prove their loyalty to the city and pledge to keep the location secret. Members of the Tomorrow Legion who do not wield technology and respect the Lords of Magic can enter. On occasion, units receive invitations to the city from those patrols they fought alongside and the refugees they aided. Units from the Tomorrow Legion may also submit formal petitions to gain access. With few exceptions, these are granted, but the visitors must be escorted at all times, and only after Dweomer’s representatives blindfold them. Encounters in Dweomer use the encounter tables found in the Game Master’s Handbook. SAVAGE TALE: COLOSSUS HUNT Pandar Reedus served the Lords of Magic faithfully for decades, never questioning their wisdom. The Fall of Tolkeen shook his faith; he began to wonder whether a more proactive stance against the injustices of the world might be a better strategy. Egged on by the True Federation spy Rhamon, Reedus finally betrayed his masters and stole his Colossus Automaton—heading straight for Castle Refuge with the intention of defecting to the Tomorrow Legion. As much of a boon as this might be for the Legion’s defenses, do they dare risk the wrath of the Lords of Magic? The Defector During the aftermath of a mission that has taken the Legionnaires several days’ journey from Castle Refuge, they hear thunderous footsteps. A massive figure Michael Logan (Order #41085069)
107 appears out of the trees—a Colossus Automaton—and staggers toward them. It stumbles and goes down on one knee, a booming metallic voice shouting from inside “Help me! I surrender!” Before the heroes can react, a Kilairgh Automaton bursts onto the scene with the obvious intent of attacking the Colossus. The second Automaton is accompanied by a motley band of Battle Magi and foot soldiers. As with all Dweomer Defense Patrols in the field, these warriors wear no common insignias or uniforms so that the Coalition States may not identify them as belonging to a unified force. Unfortunately, this increases the chance the Legionnaires may assume the Dweomer squad are merely mercenaries or villains. Scarsgard, the leader of the Dweomer forces, makes no attempt to explain his actions to the heroes, growling only that they should stand down if they attempt to aid Reedus. His goal is to kill Reedus and destroy his Colossus as quickly as possible. Pandar Reedus: As a Dweomer High Magus (see page 170). He pilots a Colossus Automaton (see page 35). Reedus has been traveling without rest for several days and is at −2 on all Trait rolls due to Fatigue. Rian Scarsgard: An arrogant, cagey Dweomer Lord Magus (see page 170) piloting a Kilairgh Automaton (see page 38). Dweomer Battle Magi (2): See page 170. Dweomer Defense Patrolmen (2 per hero): As Magic Zone Mercenaries (see page 171). The Defector’s Tale If the heroes save Pandar Reedus, he eagerly explains his desire to defect, explaining that as a High Magus he not only knows how to control Automatons, but also how to build them. He pitches the Legionnaires the idea of building an entire company of Automatons and sending them out to protect the world. He is obviously exhausted and delirious. If Scarsgard survived the battle, he counters Reedus’s enthusiasm with a dash of cold reality: Dweomer is a member of the Federation of Magic and the Lords of Magic seek Michael Logan (Order #41085069)
108 to remain hidden and aloof from the conflicts of the world. The Colossus is a stolen state secret. Even if the Lords did wish for the Tomorrow Legion to possess it, Dunscon could easily interpret such as an action as aggression against the True Federation. A pair of TW Wingboards fly overhead, the pilots obviously scouts for additional Dweomer forces. The heroes must quickly choose whether to support Pandar or turn him over to Dweomer. If they choose to protect Pandar, then their best course of action is to shoot down the Wingboards. Dweomer Battle Magi on Wingboards (2): See The Tomorrow Legion Player’s Guide for Wingboards. The Wrath of Leizak D’zir A larger, better-armed Dweomer patrol follows in pursuit of Reedus. The heroes can fight, flee, or attempt to negotiate. Combat is resolved as usual. Fleeing from the patrol with Reedus is a Chase (see Savage Worlds) with rounds comprising several hours of pursuit through the forests and hills of Arkansas. In addition to their normal Chase actions, the heroes must roll a successful Vigor test every round or suffer a level of Fatigue. The Dweomer forces begin on Card 1, the heroes on Card 3. The Dweomer Defense Patrol breaks off pursuit if the heroes can reach Card 9 (the pursuit is abandoned when the combatants come within sight of Castle Refuge). Negotiating is inevitable. Even if the Legionnaires successfully defeat the patrol or flee to Castle Refuge, a Dweomer delegation approaches under a flag of truce. A Battle Magus carries an ornate crystal orb sheathed in a golden, two-handled casing. From this issues a life-size projection of Leizak D’zir, demanding the surrender of Pandar Reedus and the Colossus. Though he attempts to remain calm and speak with empathy and understanding, barelysuppressed rage shows through in Leizak’s furrowed brow and clenched fists. Persuading Leizak to let go of such a prized pupil and possession requires victory in a Social Conflict (see Savage Worlds). If the heroes succeed in the negotiations, the Lords of Magic agree (with varying levels of cooperation) to allow Pandar Reedus to remain at Castle Refuge unmolested and to not interfere with his attempts to build Automatons for the Tomorrow Legion. Depending on the margin of victory, they may even agree to secretly support this action and lend tacit aid. Regardless of the margin of victory, however, they require that Reedus make enough changes to the design of the Automatons to cast doubt on their Dweomer origins. As this affects the rituals used to create the Automatons, this will push back construction several months to several years. Though the heroes may be able to requisition the Colossus for occasional missions, there won’t be any additional Automatons joining it for a long while. Dweomer High Magi piloting Colossus Automatons (2): See page 170. Dweomer Battle Magi (2 per hero): See page 170. Dweomer Battle Magi on Wingboards (4): See page 170. Dweomer Defense Patrolmen (3 per hero): As Magic Zone Mercenaries (see page 171). Michael Logan (Order #41085069)
109 CHAPTER EIGHT T o most historians, adventurers, masters of the mystic arts, and common folk of RiftsEarth, Psyscape is a myth. Sometimes called the City of the Mind’s Eye, it is Camelot, Shangri-La, and Utopia rolled into one. Accessible by only a few, its denizens emerge from the mists to use their immense psychic power to fight the wicked and protect the helpless. Many have sought it out hoping to study at the feet of its masters, recruit its legendary martial prowess, or plunder its secrets and wealth. Legends date from the time shortly after the Coming of the Rifts, long before mankind began its ascent from the Dark Age. Almost all these legends originate from the oral traditions of the many Psi-Stalker clans of the Magic Zone and beyond but are also widely known among the world’s mystical practitioners and historians. The myths state powerful psychics founded Psyscape to band together and fight off some supernatural threat centuries ago, and once they eliminated the threat, the entire city and its occupants vanished. Those legends are true. In the initial generations after the Coming of the Rifts and subsequent Great Cataclysm, human civilization worldwide quickly eroded. World-slaying demonic entities drowned the Earth in fire and darkness and misery while mystical energies flooded the planet, triggering global natural catastrophes. Despite the efforts of heroes and the sacrifices of so many, Earth slipped into a Dark Age. Most historians reason this ended in North America only with the establishment of the Post-Apocalyptic calendar by the Coalition States, just over a century ago. During that Dark Age, however, other upstart civilizations rose and fell. Psyscape was the greatest and most persistent of those rising powers. FOUNDING, DEPARTURE, AND RETURN After the initial rush of magical energies evened out, the pervasive supernatural radiance drew a benevolent and PSYSCAPE AND SOULHARVEST Michael Logan (Order #41085069)
110 immensely powerful psychic entity to Earth. It anchored itself in Earth’s dimension on a ley line nexus in the middle of what was once Dayton, Ohio. The presence of this “psychic nexus entity” in turn drew powerful psychics to it and, over time, the psychics and the being they called Psynex established limited communion and understanding. Seeing a unique opportunity, the wise psychics decided to build a community in the glow of the Psynex’s protection. This community eventually grew to become the great city-state of Psyscape. For a century during the Dark Age, Psyscape defended many residents of Earth from supernatural evils of all sorts. Its heroes became legendary figures, with tales of their heroics filtering into the oral traditions of villages and towns across the Magic Zone, and into the legends of the roaming and marauding Psi-Stalker tribes across the continent. Psyscape’s heroism culminated in a prolonged war with the minions of a vile alien intelligence known as Nxla. That campaign took its toll, but the warriors of Psyscape finally secured victory and banished or destroyed the entity’s minions, preventing Nxla from taking root on Earth. With that greatest of threats extinguished, and with civilization sparking in the absence of threat, the wise and learned leaders of Psyscape withdrew their city from the material realm and sought refuge and peace in the Astral Plane. Psyscape remained in the Astral Plane for centuries. Its citizens continued to grow in their understanding of their psychic powers and recommitted themselves to preparing for war against supernatural evil. The ranks of the PsiWarriors increased and other powerful psychics refined their skills, generation after generation, preparing for the day they would return to Earth. Five years ago, the leaders of Psyscape informed their people it was time to return to Rifts Earth. Their most dangerous enemy had once again begun to gain influence, and without Psyscape to oppose it, Nxla had already put into motion its plan to enslave the planet to its monstrous rule. As the year 104 PA dawned, the valley ruins of Dayton filled with an impenetrable fog. Psyscape quietly returned to Earth, ready to renew the fight against its ancient foe. The time I spent studying and meditating in Psyscape is my most treasured experience. It was difficult to return to our dark world after knowing such light and warmth, but our cause demanded it. —Tomiko, Mystic Michael Logan (Order #41085069)
111 LIFE IN PSYSCAPE Since its inception, Psyscape has been a hidden beacon in the dark depths of the Magic Zone. The overwhelming effort to do good in the world unifies its people. There are precious few places on Earth that sustain such a dedication to the arts and creations of the mind, of nobility and the pursuit of peace. Psyscape culture encourages thinking and imagination, bringing the inner strength of its inhabitants to the surface. Residents uplift each other and develop their full potential in whatever way suits them, whether it’s as mechanics, chefs, doctors, architects, warriors, or any of a hundred other pursuits. This is especially true of those with inherent psychic potential. Even among the vast variety of psychics of RiftsEarth, those of Psyscape stand out as exceptional. Those raised within its astral walls and studying its philosophies find their spiritual centers opened to existential realities. Many sages and scholars call Psyscape the City of the Mind’s Eye because of the spiritual so-called Third Eye its teaching can open to a dedicated student. Once opened, this insight allows the people of Psyscape incredible perspective on good and evil, right and wrong, and the universal principles of justice. Joy and inspiration flow from this font of positivity and understanding, manifesting as art, music, science, mysticism, and the pursuit of physical achievement. Unfairness and imbalance become anathema to such a person, so the thought of corruption, ruthlessness, or tyranny become sickening. Psyscape produces warriors worthy of the city’s legend because of this dedication to right. Michael Logan (Order #41085069)
112 The population of Psyscape numbers nearly 85,000. The vast majority possess some level of psychic power, with most of those being true masters of the mental arts such as Bursters, Mind Melters, and Psi-Warriors. Most residents are humans whose heritage is from Earth, but virtually any D-Bee or creature of magic can reasonably be found among the population, including many natives of the Astral Plane who would normally never be found on Earth. Rooted in Two Realms The city of Psyscape is unique in more than its world view, but also in its presence. Thanks to its unity with the Psynex, a veil of psychic fog shrouds the city. Most travelers cannot see the city itself from outside its borders, but only an impenetrable white mist. Only by bravely entering the shroud of fog (and overcoming the efforts of the City Guard to frighten away intruders), will visitors finally be able to see the city. Travelers with even minor psionic ability, however, can make out the outline of the city’s walls and towers through the mist. Because Psyscape exists as much in the Astral Plane as it does in the material realm, the shroud of fog protects those within from weather and external threats. Bombs dropped from above the area would strike vacant ground. Bullets or magical blasts launched from beyond the fog never strike the city. To attack the city, an enemy would have to pass through the veil and enter Psyscape itself. There they would be able to affect the city materially, but they would also be forced to wage war on Psyscape’s terms. THE PSYNEX The Psynex has always served as protector of the realm, and a source of much of its great power and mystery. The link between the city and the entity allows the City of the Mind’s Eye to exist simultaneously in the physical world of Rifts Earth and the Astral Plane and allows it to transport itself seamlessly between the material and ethereal realms. Formerly, Psynex often took a direct role in the protection of Psyscape, its inhabitants, and even innocents within its radius of influence. The Psynex entity would psionically repel invaders or wandering monsters, send psychic warnings to traveling heroes, or even give warriors of Psyscape direct aid in battle in dire situations. Today, many intersecting events across the region slowly poison the positive mental and emotional energies sustaining the Psynex. The increasing influence of malicious and belligerent powers throughout the Ohio River Valley in the wake of the Coalition-Tolkeen conflict sours the psychic waters of the region. The unspeakably evil Nxla’s continuous pressing into Earth’s reality is a psychic counter to everything Psynex stands for. The entity’s beloved Psyscape has seen its light dim ever so slightly as a result, opening its people to doubt and division for the first time in its centuries-old history. In its weakened state, Psynex devotes almost all its psychic might to the Herculean task of maintaining Psyscape’s concurrent presence on the twin shores of Earth and the Astral Plane, and keeping the city shrouded in its veil of psychic fog. If war comes directly into Psyscape’s territory, the Psynex is unlikely to be able to provide much assistance. Michael Logan (Order #41085069)
113 GOVERNMENT OF PSYSCAPE Psyscape is a city-state, idyllic in many ways but still subject to the intricacies of law and politics. Its borders of formal authority extend only as far as its walls, but as a sovereign nation it also projects its influence abroad into the surrounding territory, and even across the continent. Housed in the Halls of Government at the city’s center, Psyscape’s Parliament handles operational government and representation of the populace. The Parliament is little more than a city council with a seat for every 10,000 citizens. The body creates laws and regulations as required and looks after the city’s public institutions—such as its services, infrastructure, and the legendary City Zoo. In times of crisis or war, or when the need comes to execute justice, the highest authority in Psyscape falls to one or more Judges. Not formally elected or appointed, the position of Judge is an ad hoc leadership role seized by a powerful and wise warrior who leads by the consensus of the people. Most Judges have historically been Psi-Warriors who distinguished themselves in battle versus the supernatural evils that torment the Earth, but any appropriately distinguished and respected citizen of Psyscape can claim the title. Often only a single Judge rises from the people of the City of the Mind’s Eye, but multiple individuals of nobility and valor may step into the role. In these cases, where the people accept the leadership of several, the Judges share the responsibilities and duties. A Judge is expected to step down from power when the time of danger, judgment, or strife has passed. THE PSYCHIC ACADEMY Psyscape is a city of learning and discovery, but that spirit manifests primarily in apprenticeships and mentorship from one master of an art or science to a handful of students. The only true institution of learning inside the city walls is the Psychic Academy, which dates back almost to the city’s founding. Psyscape? Nah, man, that place is a myth. A bedtime story for babies and citizenship rejects. There ain't no place on our Rift-ridden world like that. Look, the Chi-Town burbs are our best bet. No demons, and great pizza shops. Sounds like a slice of heaven to me. —Jordan Baxter, City Rat Michael Logan (Order #41085069)
114 When the forefathers of Psyscape first answered the psychic calling that drew them to the site of the city, one of their first acts was to exchange knowledge and methods for the development of psychic potential, to better understand each other and the various schools of empowerment and disciplines they commanded. As the city of Psyscape put down its roots in the Magic Zone and started to grow, the first informal exchanges of knowledge grew into a formalized educational program. This would eventually become the Psychic Academy. The academy is equal parts liberal arts college, technical school, and seminary. The Faculty of Psychic Technology teaches psionic artificing while the curriculum of the Faculty of Psionics is dedicated to traditional studies such as history, science, the arts, and the study of universal mysteries. Beyond those core subjects, students learn about the theory and practice of various psychic arts and disciplines, from the foundations of psychic potential to the mastery of current understanding of psionic power, to theory on where mental power might grow and expand across future generations. Psychic students learn meditation and control over their abilities to levels rarely seen in the outside world. Specialized courses are available in virtually every known psionic field, from the mundane to the powerful, and from the commonplace to the exceedingly bizarre. Students flock to the Psychic Academy from across the Megaverse® and include every age and race. Enrollment is always high. New students study alongside very experienced alumni returning to refresh their disciplines or learn new ones. Because of Psyscape’s link to the Astral Plane, even beings from that level of existence make their way to the city to learn from the academy’s masters. PLACES OF INTEREST Those who penetrate the swirling and disorienting fog emerge into sudden brightness and warmth, like the most glorious summer day. The city, bathed in sunlight and the dim blue glow of powerful ley lines, comes into full view. The city’s walls and many battlements and towers appear to be built from pure white stone, and its many towering buildings beyond blend architecture from every style, culture, and era. Some structures look to be made from the very clouds while others are built with care by hand. Trees and grass miraculously grow in the sunshine, while the city’s There are evil things eager to prey on humanity, and then there is Nxla…an ancient entity of truly foul magics escaped from a dark corner of the Megaverse, and it wants to consume our very our souls. —Brandyn, Ley Line Walker Michael Logan (Order #41085069)
115 dual existence means there is never rain or storms, and at night the sky dims only to twilight. City Gates: A company of PsiWarriors making up the City Guard is stationed in barracks just inside the walls. One squad is deployed to question and search all who seek entry to the City of the Mind’s Eye. They meet any hostility in kind, but escort in newcomers who pass scrutiny. The guards detain those who raise suspicion until receiving orders from officers at the Consulate. Returning visitors in good standing with the city find gaining entry to be a much simpler affair, consisting only of a quick search and some simple questions. Halls of Government: Its veneer is of a classical Greek acropolis, a walled rectangular citadel within the city made entirely of solid flawless white marble. It covers over four city blocks and stands three stories tall, its ornate columns and archways standing to impossible heights. Offices of bureaucracy, services, and representative government that would rival the scope and complexity of any found on pre-Rifts Earth fill the interior of the Halls. Psi-Warrior Headquarters: In contrast to the neighboring center of government’s unblemished, stark white marble facade, the home of the city’s Psi-Warriors is a walled complex built of rough-hewn gray stone blocks. Groups of buildings for barracks, administration, and training sit amid expansive gardens, parade grounds, and exercise yards, all decorated with quiet fountains and works of sculpture to aid in meditation and contemplation. Some 2,000 Psi-Warriors and another 2,000 – 4,000 trainees, plus support staff, call the Headquarters home. The Consulate: An ultra-modern complex of glass and steel buildings that seem ripped from the pages of a science fiction novel houses diplomats and dignitaries from across various Astral Realms and the larger Megaverse®. Because Psyscape’s return to Earth is not yet public knowledge, no representatives of native governments dwell in the Consulate—but this will surely change as Psyscape establishes relations with Earth nations or other powerful groups, such as the Tomorrow Legion. Shops and restaurants that cater to dozens of different peoples and cultures cluster around the Consulate, making the area among the most cosmopolitan in Psyscape. City Gardens: Six square miles of lush green fields and forests for use by the city’s residents sit adjacent to the Halls of Government and the PsiWarrior Headquarters. A huge lake occupies the park’s center, ringed by recreational areas, a water park, and individually-curated gardens set aside for a dozen different human and alien cultures. The Bazaar: Just east of the City Gardens, bright yellow and red banners contrasting with the greenery of the park, lies the grand plaza that house the Bazaar. 1,000 booths scattered haphazardly throughout the plaza sell everything from textiles to food and drink to household items to objects of immense magical power. Merchants offer city tours, custom suits, physical and spiritual healing, and vehicular repair adjacent to each other without any order or consistency. Only sale or lease of weapons and intelligent Michael Logan (Order #41085069)
116 beings are forbidden. Offerings change almost daily as vendors move in and out, often on trade routes across dimensional realms. The City Zoo: One of the primary attractions for Psyscape’s visitors and residents alike, this vast nature preserve contains twenty thousand animals from Earth’s past and present, and from around the Megaverse®. Making up the entire southern district of the city, the enclosures replicate each animal’s natural environments, but allow guests to observe in safety. Psychics with affinity for animals are recruited from multiple dimensions and planes to serve as caretakers of this one-ofa-kind facility. Cloud City: Home to many beings from the Astral Plane who reside in the City of the Mind’s Eye, Cloud City makes up the northern district of Psyscape. Every building, street, and structure is crafted from wisps of ectoplasmic cloud, formed and cemented into reality by the powerful minds of astral beings. The fanciful skyline creates an exotic and beautiful vista that reinforces the city’s fantastic aura. SOULHARVEST Deep in the vast and dense Magic Zone forest, twisted and diabolical men lurk in the shadows, living in consort with the dead whom they control like puppets of rotting meat. Locals know it as a forbidden place, drenched in evil and dark magics, where not only lives are at risk, but the very spirits of any foolish enough to enter. Psychics get a dark feeling of foreboding within 100 miles and have nightmares of freezing cold. These woods are known as Soulharvest. The rumors and tales do not do its horrors justice. Human sacrifice, demonic summonings, and cannibalism are commonplace. Perhaps most vile of all, the region is the central hub of power for the dreaded minions of Nxla—the Harvesters—and their Soulless Xombie slaves of North America, who congregate within its shadows by the thousand. Nxla, Harvester of Souls Nxla is the ancient evil Psyscape fought on Earth so many generations ago—a vile, relentless alien intelligence bent on turning the Earth into another of its realms of necromantic horror. To prepare its way, Nxla recruits and empowers mighty necromancers who carry out the will of their inhuman master. In exchange for their service, these misguided minions are promised seats of power in the being’s shadow once it has achieved the takeover of the planet. For now, Nxla remains contained in its own home dimension, a hellish landscape of undeath. Before it can manifest on Earth, it requires a massive collection of unholy sacrifices supplied by its minions. Blood alone cannot provide the amount of pain and anguish the being needs to complete its vile plan—the transportation of Nxla also requires souls. MINIONS OF NXLA The Harvesters practice nearly-forgotten dark arts of necromancy. They increase their own power and influence in the monster’s favor by helping Nxla to steal souls from the living. The ritual transforms the victim into an undead creature—a Soulless Xombie—destined to suffer endlessly so long as its soul remains within Michael Logan (Order #41085069)
117 Nxla’s control. Fortunately, a person with even the slightest psychic ability is immune to the harvesting ritual and his or her soul is secure. Creatures of magic and true supernatural beings are also immune. Nxla requires at least 6,601 Harvesters and 5000 Soulless Xombies to establish its foothold. As of 109 PA, approximately 3,000 Harvesters and 4,000 Xombies lurk on Earth, with 90% or more found in and around Soulharvest. Growth has stalled, and these numbers are steady. Frustrated as it is, Nxla and its minions are willing for now to continue the stalemate with the heroes of Psyscape, in full knowledge the city-state’s resources have limits and a war of attrition favors the alien intelligence. Should Psyscape suffer some major setback and find itself unable to match Nxla blow-for-blow, the Harvesters can easily ramp up their activities and achieve their ends within three years. If Nxla manifests on Earth, it appears in Soulharvest and begins to spread its blight across the planet. Its dark energy empowers its Harvesters or other dedicated minions with ageless immortality (though still subject to physical destruction), and it steals souls by the thousands without having to rely on rituals to strip individual spirits from bodies. Once rooted, only destroying its psychic tether to Earth banishes the creature. This requires reducing the number of Nxla’s Harvesters to only 2,603 and destroying or liberating all but 2,500 of its Soulless Xombies, plus Incapacitating Nxla itself. If Wounded or Incapacitated without first reducing its minions, Nxla regenerates over time and renews its assault on Earth with vengeance on its mind. On the positive side, if a materially present Nxla is defeated and returned to its own dimension, all its Harvesters SOULHAREVEST ENCOUNTERS D20 RESULT 1–5 Same results as in the Game Master’s Handbook. 6–8 Ghouls: A pack of 3d8 ghouls roam the dark woods and wilderness of the area, drawn to the powers of death. On a roll 5–6 on a d6, a Murder Wraith runs with them as a kind of pack leader (the monster is automatically Aggressive). 9 –10 Mystic Knights: The promise of money and mayhem brings a team of 1d6+1 Mystic Knights to Soulharvest, ready to cut down any would-be heroes out to stop the Harvesters. Roll on the Opposition Leader table at +2. 11–13 Darkhounds: A pack of Darkhounds (1 × Wild Card and 3d6 Extras) roam the area, drawn to the darkness and evil of the place They are automatically Aggressive toward any beings they encounter. 14 –16 Soulless Xombies: A small horde (4d6) of the wretched, murderous creatures roam the area. 17 Same result as in the Game Master’s Handbook. 18 –19 Harvesters: 1d4 Harvesters ply their craft in the area, served by 1d6 Soulless Xombies for each Harvester present. Treat them as already Aggressive. 20 Witchling: A Witchling is instigating evil in this dark place for her own ends. Roll again Michael Logan (Order #41085069)
118 and Xombies are banished with it, and the creature cannot return for at least 100 years. For the time being, then, Nxla is content to wait, knowing its victory over its old adversary is simply a matter of time. THE TOMORROW LEGION AND PSYSCAPE While the fractured politics of Psyscape mean that formal relations may be out of immediate reach, parties of heroic Legionnaires who find their way to the city find welcome within its walls. The Magic Zone is unpredictable and dangerous, and members of the Legion need a safe port of call to rest and resupply. Many residents of Psyscape sympathize with the Tomorrow Legion and support its mission, willingly assisting with critical intelligence, discounts, or other aid. How individual Legionnaires form personal, political, and commercial ties to Psyscape goes a long way toward establishing a broader and more formal partnership. No event brings the two beacons of light and justice together more quickly than the Tomorrow Legion joining the war against the Harvesters and their world-decimating master, Nxla. As the Legion comes into direct conflict with Soulharvest, they quickly find aid from warriors of Psyscape (see Souls of Darkness, the Plot Point Campaign beginning on page 133). ENCOUNTERS IN SOULHARVEST Use the new Soulharvest Encounters table on page 117 for Soulharvest in conjunction with the Game Master’s Handbook. Michael Logan (Order #41085069)
119 CHAPTER NINE T hough the Magic Zone is first on anyone’s mind when thinking of magically-strong locations in North America, many other regions contain extensive ley lines and nexuses that enhance their eldritch power. The Deep South, parts of what was once Canada, and the ruins of New York City are all realms where magic is strong and eldritch threats abound (see Rifts® North America: Blood & Banes). Directly adjacent to the eastern and northern portions of the Magic Zone lie territories that rival the Federation of Magic for both the heights of its arcane majesty and the depths of its evil. THE DARK WOODS Covering most of the former state of Alabama from the western border to the Appalachian Mountains in the east and the bayous in the south, the Dark Woods haunt the nightmares of Federation of Magic citizens as terrifyingly as the Magic Zone haunts the Coalition. Centuries of superstitious dread make exile to the Dark Woods so fearsome the Lords of Magic threaten it only as a last resort; outlaws looking to avoid Lord Dunscon’s wrath prefer risking crossing the Coalition States’ borders to entering the forest. Those few criminals and madmen who do enter the Dark Woods become untouchable, as no one from the Magic Zone would dare pursue them nor receive them again in friendship. Flora & Fauna Little of the sinister reputation of the Dark Woods of Alabama comes from the forest itself; the Dark Woods are not even physically dark. Longleaf pines dominate, growing up to 150 feet tall, their scaly, four-foot diameter trunks bare of branches until the upper third. The trees’ tight needle clusters form a patchwork canopy, allowing plenty of sunlight to reach the forest floor. Grasses, orchids, and sedges grow amid the mulch of astringent-smelling pine needles, save for the occasional alien BEYOND THE MAGIC ZONE Michael Logan (Order #41085069)
120 carnivorous plant, the woods themselves seem positively cheerful. Among the trees, however, hide the dangers the Dark Woods threatens. Three nexus points connect a dozen ley lines scattered throughout the forest; while not as volatile as the Magic Zone, this still makes the Dark Woods home to frequent Rift activity. Supernatural monsters roam the woods alongside migrant species from Dinosaur Swamp to the southeast; a deinonychus pack stalking a herd of mule deer may find themselves in turn prey to a Rhino-Buffalo. The Forest Wardens, hostile humanoid plant D-Bees, patrol the Dark Woods’ western reaches, attacking intruders to their territory. Exiles of the Dark Woods Many of the so-called exiles suffer from undeserved hostility, being no more inherently dangerous than the woods themselves. A handful of farm villages and twice as many independent homesteads lie in scattered clearings throughout the forest, families who have tilled the land so long even the Forest Wardens accept them. Hunters and trappers who enter the territory from the east—or who have learned to avoid the Forest Wardens’ territory—ply their trades undisturbed. Only one hundred or so of the Dark Woods’ inhabitants truly embody the territory’s sinister reputation. The tradition of exiling the strangest and most dangerous sorcerers to the Dark Woods dates back centuries. Practitioners of revolting, self-mutilating or humansacrificing paths found themselves driven deep into the forest to die, so the stain of their corrupted blood was not on their judges' hands. Outside the law, some of these exiles thrived, claiming places of power for themselves in the wilderness. Nostrous Dunscon and other early leaders of the Federation forswore further punishment, wishing to waste no resources traversing the dangerous woods. Eventually antisocial ascetics seeking solitude joined the shunned criminals in self-imposed exile, creating a strained, strange society of mavericks and misfits. Demon worshiping cultists and witches (unaware, perhaps, of the True Federation’s growing tolerance for their kind) openly practice bloody and profane rites. Would-be world conquerors hone their magical skills, waiting for the day they are powerful enough to challenge Lord Dunscon or the Lords of Magic to a duel. Wizardly anarchists plot the destruction of the Federation of Magic, dreaming of a world filled with unbridled chaos. Demons, dragons, and other malevolent beings lurk in out-of-the-way places. With such viciousness rampant, it is easily apparent why most citizens of the Magic Zone regard those from the Dark Woods with such suspicion. Thankfully, few of these foul spellcasters possess much interest in wreaking havoc close to home. They would all rather go about their business, biding their time until they can take their ambitions to the wider world. In one shabby little community, these potential menaces instead pull together. Hamlet of Clavicle This small village lies inside Forest Warden territory, but the plant-men do not harass the inhabitants, instead engaging in a wary trade relationship with the villagers. The villagers teach the Wardens how to use the weapons and armor they recover from the intruders they slaughter as well as providing the Forest Wardens with night soil and other fertilizers for the plant-men’s birthing groves, while the Wardens provide Clavicle with corpses. Michael Logan (Order #41085069)
121 Zombies tend the townsfolk’s hogs until their flesh sloughs off and the animals consume it, then the animated skeletons till Clavicle’s fields. The thighbones of dead monsters form the support beams of houses and chips of their bones tile the roofs. Villagers play knucklebones at the local tavern, betting human teeth. The Hamlet of Clavicle is filled with necromancers. A 36-member necromantic brotherhood rules the village, while four smaller brotherhoods of less than a dozen members each, a coven, a Grim Reaper cult, and more death-obsessed magicians also call Clavicle home. The 140 or so nonwizards in the village are so jaded by the presence of memento mori and the risen dead they think of this as normal life. No one thinks twice about the 20- foot tall pyramid of skulls and stones where the blood sacrifices are made, or the shrine to the Horseman of Death. Everyone in town simply smirks and looks the other way when a desperate juicer comes calling at Clavicle’s hospice, then calls by name the Murder Wraiths who guard the town as they go about their daily business. Even the hatchling dragon studying the black arts is just another happy member of this quirky, small town community. THE TOMORROW LEGION IN THE DARK WOODS The laid-back, detached atmosphere belied by the lingering menace of the Dark Woods provides Game Masters with an opportunity for diplomacy- and investigation-oriented scenarios. Few of the Dark Woods’ inhabitants have any Michael Logan (Order #41085069)
122 interest in the outside world, instead being quite content to scheme their little schemes or defend their territories. With so little conflict generated from within the Dark Woods, the motivation for the Tomorrow Legion’s presence in the area must instead come from without. ENCOUNTERS IN THE DARK WOODS Use the standard system in the Game Master’s Handbook for most of the travel between Castle Refuge and the Dark Woods. Once in the area, use the new Dark Woods Encounters table in conjunction with the Game Master’s Handbook: LAZLO Where Toronto once stood gleaming against the northern skies now lies the would-be utopia called Lazlo. Most believe Techno-Wizardry was first invented here, so blended are the elements of magic and technology. Named for a famous 20thCentury scholar, Lazlo values learning above all else, and any are welcome if they respect the lives and beliefs of others who also live there. Life in Lazlo With multiple universities, schools, libraries, and museums, some believe Lazlo is the greatest repository of knowledge of the pre-cataclysmic Earth (though others argue for similarlyadvanced cities across the globe). Though magic is woven into the very fabric of life in Lazlo, great respect is paid to the studies of science, industry, and technology. With power harnessed directly from a stable Rift—a feat few have ever managed anywhere on the planet— Lazlo’s Techno-Wizardry driven infrastructure is a model for a future entirely defined by the presence of Rifts and ley lines. The engineers and architects of Castle Refuge have studied these elements extensively for their own efforts to the south. Comfort and even leisure seemed assured in this city, with Lazlo’s mechanisms also ensuring defense and security to a great degree. At the heart of the city sits the Tower of Higher Learning, a 30-story structure DARK WOODS ENCOUNTERS D20 RESULT 1–5 Same results as in the Game Master’s Handbook. 6–8 The Living Dead: 3d6 Skeletons, 3d6 Zombies, and 1d8 Ghouls are wandering the area, all in the company of 1d4 Necromancers. Roll 1d6—on a 1–4, there’s a Witchling egging them on, while on a 5 or 6, there’s 1d4 Corrupt with these monsters. Roll on the Opposition Leader table and the Other Authority Figure table. 9 –12 Forest Wardens: 2d6 Forest Wardens plus 1 Warden per hero stalk the Legionnaires, eagerly waiting for any infraction (such as plucking flowers or cutting firewood) as an excuse to attack. 13 –14 Wandering Monsters: As per the Game Master’s Handbook. Monsters are common here. 15 –17 Grim Reaper Cult: As per the Game Master’s Handbook. Cultists are common here. 18 –20 Creatures from the Rifts: As per the Game Master’s Handbook, but not all are “just out of a Rift.” In many cases, this represents the strange and unknown that have taken up residence in this weird, dangerous place. Michael Logan (Order #41085069)
123 The Cult of Dragonwright has existed in many forms on many worlds over many millennia throughout the Megaverse®. The form currently found on Rifts Earth proclaims Earth was chosen for the Coming of the Rifts due to its special cosmological significance, the opening of the Rifts bringing humankind closer to the godhead. That “god” is a dragon named Styphathal who lives on Atlantis and wants humanity to give him their money. Surprisingly, this version of the Cult of Dragonwright did quite well for itself up until the Fall of Tolkeen. Perhaps Dragonwright’s success is not strange. Dragons wield indisputable power and intimidate those deemed weaker. They share a deep connection to the cosmological forces that so drastically reshaped the world. Legends dating from eons before the Great Cataclysm show dragons visited Earth before, lending credence to the cultists’ insistence dragons and humans share a special bond. Furthermore, the confident and successful Styphathal preaches a message many love to hear: greed is good and the weak are fodder for the strong. During the last century, the Cult of Dragonwright’s influence spread widely throughout the Federation of Magic and the Magic Zone. Few settlements and fewer organizations did not have at least a few secret members of the cult. Dragons converted to the cult forced defenseless villages to pray to them for protection, while dragons who rejected Styphathal’s message still benefitted from the prestige afforded their peers. Humanoid cultists curried favor with blood and money and in return received the advantages of the dragons’ cunning and magic. Even the noble Dragon Kings who ruled Tolkeen’s sister-city of Freehold unconsciously enjoyed greater authority because of Dragonwright’s influence. The siege and fall of Tolkeen prompted the Dragon Kings to flee, leaving thousands to die. The Cult of Dragonwright still reels from that public relations disaster. How powerful can dragons truly be if they fear the guns of man? How strong can their connection to magic be if they seek asylum with Alistair Dunscon and the Lords of Magic? Former devotees turn from the cult in droves while bullying dragons suddenly find themselves on the ingredient list for making Dragon Juicers. While some deeply-invested cultists still cling to their plots, it seems the Society of Sages may not need to act directly and rather simply sit back and let the Cult of Dragonwright destroy itself. That is, until Styphathal— friend and business partner of Splynncryth, the Splugorth master of Atlantis—chooses to act. THE CULT OF DRAGONWRIGHT Michael Logan (Order #41085069)
124 faced with white marble trimmed in gold, its ledges and peaks decorated with beautiful statuary carved in the shape of winged angels and wondrous spirits. A comparatively small obsidian pyramid crowns the building, harnessing and directing the magic energy of three ley lines that intersect at its location. The Tower of Higher Learning serves as the center of Lazlo’s University of Magic and as the city’s seat of government: a Congress of the Electorate (led by the Cyber-Knight Thomm) and a Council of Learning (led by the great and ancient dragon, Plato, known to some who formed the Tomorrow Legion). THE TOLKEEN CRISIS The fall of Tolkeen, unfortunately, boosted the already burgeoning population of Lazlo well past what the city’s leaders had ever planned for. The presence of refugees (including those hell-bent on revenge against the Coalition, and against the Federation of Magic for letting Tolkeen down) creates a serious security issue as well as a strain on resources. Though housing is still available, and these folks can be fed and helped in many ways, there are not enough jobs and opportunities for a more long-term rebuilding of lives. The original citizens of Lazlo also face their own crisis. Not only were the cities staunch allies championing similar causes, but most residents of Lazlo had friends or family in Tolkeen. The destruction of Tolkeen sent many Lazlo citizens into an existential shock, plunging them into depression as they questioned whether all they believe in, whether all they have ever worked for is doomed to destruction at the hands of a vicious bigot. The Free State of Lazlo Like Arzno, Lazlo defends a territory of allied hamlets and settlements. Small farming and ranching communities surround the city for nearly 50 miles I don't care what Brandyn says, magic isn't an art. It is very demonstrably a science…written in the code of the stars. —Ulysses Chance, Techno-Wizard Michael Logan (Order #41085069)
125 in all directions. The refugee crisis troubles these towns as well, but—loyal to the ideals of Lazlo as they are—the inhabitants still try to welcome those fleeing Tolkeen’s destruction. New Lazlo The city of New Lazlo began as an archaeological dig by scholars from Lazlo excavating the University of Michigan. Now, though over 270 miles away, most folks consider the tiny city-state of New Lazlo an extension of everything the citizens of Lazlo built. It even supports its own surrounding territory of farms, trading posts, and homesteads. New Lazlo shares the ideals and utopian goals of Lazlo in every way. However, as a much younger city overseen by firebrands, explorers, and idealists, New Lazlo faces much more danger from the Coalition. Being only 300 miles from Chi-Town makes this threat all too real, especially when the CS forces are done mopping up the ruins of Tolkeen. Lord Dunscon despises New Lazlo and looks forward to the day its citizens receive a harsh jolt of reality. THE TOMORROW LEGION AND LAZLO Despite its crisis of conscience, Lazlo still represents the strongest ally the Legion possesses. The city-state continues to support both Castle Refuge and its growing force of defenders and explorers with resources, information, and advice, doing everything in its power to strengthen the Legion. The more cynical among the Legion believe this is Lazlo’s effort to create another potential target for the Coalition; while this may be an entirely unforeseen side-effect, the truth is as benign as it seems. Erin Tarn, Plato, Thomm, and others who influence Lazlo' affairs understand their survival and the dreams they have for the world going forward utterly depend on places like Castle Refuge growing and thriving. ENCOUNTERS IN LAZLO Use the Encounter chart in the Game Master’s Handbook as-is for travel to Lazlo from Castle Refuge, but with the distance modifiers indicated earlier in this book. THE RUINS OF TOLKEEN Once a shining beacon of a magic-driven society, much like Lazlo, Tolkeen and the surrounding countryside is now a smoldering ruin. Most of what was once Minnesota is now designated a Coalition Military Occupied Territory, with refugees still streaming out of the area in all directions. The Kingdom once represented the largest unified magical society in North America with over a dozen cities and major towns, and all the surrounding villages, farms, and communities between. Nothing remains now except pockets of resistance fighters and those bent on exacting revenge to their final breath. Coalition forces also face treasure hunters, Splugorth operatives, provocateurs from Lord Dunscon’s Federation, and other opportunists exploiting the chaos. Many are looking for artifacts and other useful items left in the rubble, while others seek only to test the occupation force or see it remains focused in the region. The fallen Kingdom of Tolkeen is a constant war zone even in the aftermath of war. For anyone daring to enter this ravaged region, there is little more than danger and death to be found. Michael Logan (Order #41085069)
126 Even Freehold, a city of dragons founded in Tolkeen’s shadow, fell to the Coalition when the dragons fled. Now burglars and CS troops alike stalk its oversized halls; the burglars hunting for the dragon hoards left behind, the CS troops hunting the burglars. THE TOMORROW LEGION IN THE RUINS OF TOLKEEN The very founding of the Tomorrow Legion is tied to the fall of Tolkeen and the transport of many refugees (most via ley line travel facilitated by Ley Line Walkers) to Castle Refuge. As the Coalition tightens its control of Minnesota, the Legion plans new operations going into the area to seek out survivors and attempt rescue. As the CS begins to stake out the nexus points where Walkers might bring forces through, overland travel becomes increasingly necessary to get teams into the region. Though search-and-rescue is the main mission, Legionnaires are fully prepared to engage Coalition and other factions who try to stop them. Secondarily, many of the arcane-minded leaders of the Legion are concerned about the many powerful magical weapons and items left behind, wishing to keep them out of more nefarious hands. See Empires of Humanity for more about Relic Salvage Operations. ENCOUNTERS IN TOLKEEN Use the standard system in the Game Master’s Handbook for most of the travel between Castle Refuge and Tolkeen. Once in the area, use the Tolkeen Encounters table in conjunction with the Game Master’s Handbook. TOLKEEN ENCOUNTERS D20 RESULT 1–5 Same results as in the Game Master’s Handbook. 6–8 Looters & Treasure Hunters: A large group of opportunistic folks, well-armed and determined, are combing the rubble for anything of value. Roll 3d8 for how many looters (use the Pecos Raider stats). Another 1d4 Wild Cards of different types are leading this effort; roll a d10 to determine what each one is: 1-Burster, 2-City Rat, 3-Crazy, 4-Cyborg, 5-Headhunter, 6-Juicer, 7-Ley Line Walker, 8-Mind Melter, 9-Robot Pilot, 10-Techno-Wizard. Roll once on the Opposition Leader table and once on the Other Authority Figure table (for the second-in-command). 9 –10 Same result as in the Game Master’s Handbook, though the mission is less scouting and more security patrol. 11–14 Coalition Occupation Force: Use the same result as the Coalition Recon-in-Force, but these troops are prepared to defend their newlywon territory against all comers. 15 –16 Same result as in the Game Master’s Handbook. 17–19 Splugorth Raiders: Use the Splugorth Slaver result, but there may be 1–3 such Slavers. 20 Federation Raiding Party: A force of 2d6 Magic Zone Mercenaries, Orc Bandits, or Psi-Goblins is led by either a Shifter or a Combat Mage. Roll a d6 to determine what else is part of the patrol: on a 1–2, it’s 1d8 Brodkil; on a 3–4, it’s 1d6 Gargoyles, and on a 5–6 it’s 1d4 Mystic Knights (one of which is a Wild Card). Roll on the Opposition Leader table. They are here to grab artifacts and test themselves against the Coalition. Michael Logan (Order #41085069)
127 THE SPLUGORTH COLONIES The tidal wave created by the rising of Atlantis swept the island of Newfoundland and peninsula of Nova Scotia clean of human habitation. In the centuries since, Faerie Folk settled these uninhabited wildernesses, filling both provinces with their enchantments. Few sapient beings ventured any dealings with the crafty, tricky Faeries, leaving them to their own devices. Recently, however, the Splugorth began establishing colonies in the area. They made Newfoundland their main base of operations, christening the island “Little Atlantis” and laying the foundations for multiple outposts. Less defensible than the island, the colonization of the Nova Scotia peninsula proceeds more carefully. The Splugorth hope to establish a base in New Brunswick as well, linking the colonies with ley lines for fast transit between locations and opening the East Coast to the expansion of a dozen or so Atlantean colonies. The Splugorth utilize Little Atlantis as a launch point for slave raids further inland. Splugorth Slavers guarded by Altara Warrior Women and stranger allies hunt up and down the East Coast and use the St. Lawrence River, the Great Lakes, and their tributaries to venture as far as the Mississippi. Most raids are launched into Canada, but the smaller colonies further south offer opportunities in the former United States. The shocking Splugorth expansion into coastal Canada poses potential danger for Free Quebec and they warily watch for further developments. They possess little intelligence about the aliens and Atlantis but have heard the rumors Lord Splynncryth could have conquered the entire planet if he just chose to exert himself. Free Quebec hopes some other player in Rifts Earth politics stymies Splugorth expansion, not realizing Lord Splynncryth deliberately stays his hand as a gesture of goodwill to the other alien powers seeking footholds on Earth. For now, the Splugorth invasion only directly victimizes the Faerie Folk of Newfoundland and Nova Scotia. Among the many horrors they perpetrate, the Splugorth manufacture Bio-Wizard weapons using enslaved Faeries, magically binding tiny beings like pixies and sprites to housings and empowering destructive beams with the Faerie Folks’ innate magic. The process leaves the Faeries comatose but in constant pain. First Citadel Southern Newfoundland currently boasts the presence of the First Citadel, a maritime trading center with two ports capable of docking 30 vessels apiece. Around 40,000 free beings call the First Citadel home, with another 20,000 slaves imprisoned there awaiting transport to Atlantis or deployment to the construction of the Second Citadel currently under construction on the other side of Newfoundland. The First Citadel already resembles Atlantis in miniature. A new interdimensional market has been established in the port colony, offering the wares of dozens of worlds, while a Bio-Wizardry research and development complex sells augmentations and conducts experiments on captured slaves. Newly-built manufactories churn out weapons and other exports processed from local materials, while food processing plants render sustenance for the growing population. Splugorth Slavers, Altara Warrior Women, and alien Splugorth allies inhabit their own heavily-defended quarters in the citadel. Michael Logan (Order #41085069)
128 The Splugorth long ago learned how to harness ley lines. Stone pyramids similar to the mounds of the Ohio Valley and the step pyramids of Central and South America provide artificial foci for nexus points, creating exploitable links. Construction on pyramids at the First Citadel, the site of the Second Citadel, and other colonies proceeds apace. Once brought into alignment, the pyramids will enable the Splugorth to control local weather patterns, teleport instantaneously between the colonies, and even open Rifts allowing trade with other worlds and access to the interior of North America. Splugorth Outposts Ghost Island, just off the northeastern coast of Nova Scotia, hosts the nextlargest Splugorth colony, a port for 20 vessels with a population of 12,000. Expansion there concentrates on the building of the stone pyramid. Tiny trading posts also exist on the coasts of Maine, Massachusetts, and Virginia but these have only perfunctory garrisons ready to flee the persistent threat of Shemarrian attacks. THE TOMORROW LEGION AND THE SPLUGORTH While Lazlo warily watches Splugorth expansion in Newfoundland and Nova Scotia, the city’s rulers are uncertain about the aliens' goals and hesitate to mount a pre-emptive attack against the colonies, electing instead to wait and see what happens. Tomorrow Legion scouts cooperating with Lazlo forces might discover the depredations inflicted on the Faerie Folk, forcing Castle Refuge and Lazlo to seriously consider an intervention in the area—a military action that would put them in direct conflict with one of the most powerful factions in the Megaverse®! ENCOUNTERS IN THE SPLUGORTH COLONIES For journeys into Newfoundland and Nova Scotia, use the standard Encounter table from the Game Master’s Handbook with the modifications for distance as described on page 55 . Once in the Northern Lands, use the Splugorth SPLUGORTH ENCOUNTERS D20 RESULT 1–5 Same results as in the Game Master’s Handbook. 6–8 Calgary Monster Kingdom Patrol: A group of demons sent out from the area of the Calgary Rift. 2d8 Lesser Demons led by a Greater Demon. Roll a d6; on an even result, a Thornhead demon accompanies as a second-incommand, while a Neuron Beast serves the roll on an odd result. Roll on the Opposition Leader table and the Other Authority Figure table. 9 –10 As per the Game Master’s Handbook. They are most likely seeking out Xiticix incursion points. 11–12 Xiticix: As per the Game Master’s Handbook, but there are 1d4 Hunters and 2d8 Xiticix Warriors. 13 –14 Wandering Monsters: As per the Game Master’s Handbook, but slightly more likely. 15 As per the Game Master’s Handbook. 16 –18 Splugorth Raiders: Use the Splugorth Slaver result, but there may be 1d4 such Slavers. 19 –20 Creatures from the Rifts: As per the Game Master’s Handbook, but slightly more likely. Michael Logan (Order #41085069)
129 Encounters table in conjunction with the Game Master’s Handbook. SAVAGE TALE: CASTLES IN THE SKY While on a long-range patrol in the Magic Zone or while visiting Magestar or Psyscape, the heroes receive orders from Castle Refuge to infiltrate the Coalition-held territory around the ruins of Tolkeen and aid some refugees in escaping. Rather than attempting to escort the refugees as far south as Castle Refuge, the Legionnaires must instead help them cross the border into South Dakota to reach safety in the Sky-Castles of the Lyn-Srial. Down Below Poppy Hill Traversing the no man’s land of occupied Minnesota means running a gauntlet of Dead Boy and Dog Boy patrols, SAMAS fly-bys, vigilant UAR-1 Enforcers and Spider-Skull Walkers, and omnipresent Skelebots. Evading the occupation forces can be expanded into an adventure in itself but may also be simplified as a dangerous Quick Encounter (with failure resulting in Wounds and Fatigue from near-misses with Coalition patrols, see Quick Encounters in Savage Worlds) if the GM and the players prefer to move on with the main plot of this tale. When the heroes reach their rendezvous point at the tiny hamlet of Poppy Hill, they find it occupied by a Coalition States interdiction unit (see below). Squads of five Grunts and a UAR-1 patrol in sixhour shifts. A vehicle accompanies the villagers when they go to tend their fields. The Legionnaires have orders to find Goro Kondo, a TW-trained Operator who maintains Poppy Hill’s tractors and vehicles. His distinctive, mixed-use garage/house sits on the southern edge of the hamlet, but Captain Gilcrease Robertsen, the CS officer in charge, suspects Goro of espionage and visits the garage frequently for drinks or “friendly” games of go. Once the Legionnaires slip past Capt. Robertsen, Goro cautiously welcomes them and leads them into a hidden elevator in his garage. When the doors open, the heroes find themselves in a cavernous train station. An Ironhorse locomotive, it’s “face” painted to look like a grinning ogre, sits waiting, the attached passenger cars turned into living space for over 40 D-Bee refugees. Open flatcars stand ready to carry the heroes’ vehicles, or to serve as gunnery platforms for Glitter Boys and other armors. “A lot of these CS types don’t realize how much magic can replace their vaunted technology,” Goro offers by way of explanation. “They think that just because Poppy Hill looks like a storybook village, it must be medieval in amenities as well as design. Every house in town has an elevator down to the station; we used to use it to commute to work. Now we have to hide our friends and neighbors against genocide.” Tomorrow Legion Specialist 1st Class Alek-Sreeaa greets the heroes. The SkyKnight commando has been organizing local relief efforts, flying between neighboring villages under cover of darkness. She explains that the refugees need the Legionnaires to pin down the CS Interdictors long enough to enable a getaway and then escort the underarmed convoy to South Dakota. “The Cyber-Knights came to my people some months ago and asked us to use our Cloud Magic to help the survivors of Tolkeen. We have crafted castles in Michael Logan (Order #41085069)
130 the sky—structures of solidified cloud— to house the refugees until permanent homes can be found for them. They lie just across the border in what your people called South Dakota. It’s but a few days’ journey, yet it is far too dangerous for them to attempt alone,” she shrills. Goro explains the Ironhorse enters and exits the station through concealed tunnels only 500 yards outside the village. Trapped in the village during the early days of the siege, the villagers lack the firepower to guard the train as it departs, making it an easy target for Coalition forces. Alek-Sreeaa defers to the heroes in planning the break-out, assuming their battlefield experience eclipses hers. POPPY HILL INHABITANTS E Specialist 1st Class Alek-Sreeaa: A Lyn-Srial Sky-Knight (see page 171). E Goro Kondo: An Operator with the Arcane Background (Magic) and Minor Item Creation Edges (see Savage Foes of North America). Refugees (103): As Civilians (see Savage Foes of North America); a mix of D’Norr, Dwarves, Elves, Humans, and other races. Ironhorse “Sakura”: See page 43. CS Interdictors E Captain Gilcrease Robertsen: A Coalition Military Specialist (see Savage Foes of North America). Coalition Grunts (10 plus 2 per hero): See Savage Foes of North America. PA-06A Coalition SAMAS (1 per hero): Each is piloted by a Coalition SAMAS Pilot (see Savage Foes of North America). UAR-1 Enforcer (1 for every three heroes, rounding down): Piloted by the full 2-man crew of UAR-Enforcer Pilots (see Savage Foes of North America). Spiriting Away Once the heroes defeat or break free of the CS Interdictors, the Ironhorse makes a beeline for South Dakota. If they tricked Capt. Robertsen’s unit, then the Interdictors give pursuit within 15 minutes. If they bested the unit in combat, then a SAMAS patrol picks up their trail and calls in reinforcements. In either case, a Chase begins. The heroes begin on Chase Card 5, the Coalition air forces on Card 3, and the CS ground vehicles on 1. The battlescarred terrain and open wilds impose a −2 penalty on maneuvering rolls for ground-based vehicles. The SAMAS patrol acts as aerial reconnaissance for the ground vehicles, attempting to keep the convoy in sight and not engaging in combat unless it appears the heroes might Flee or they are fired upon. Coalition Mark V APC (2): One Mark V carries a team of Dead Boys (10 plus 3 per hero; max 30), while the other serves as a carrier for the SAMAS patrol. Both are piloted by full 2-man crews (use Spider-Skull Walker Crew in Savage Foes of North America). PA-06A Coalition SAMAS (2 per hero): Each is piloted by a Coalition SAMAS Pilot (see Savage Foes of North America). Spider-Skull Walker (1 for every four heroes, rounding down): Piloted by a full 8-man Spider-Skull Walker Crew (see Savage Foes of North America). The Wind Rises Outrunning or destroying their pursuers, the Legionnaires can reach their South Dakota destination in only four hours. If time permits, the GM might allow players to tell some Interludes for Bennies—or Michael Logan (Order #41085069)
131 even allow the players to tell stories about the refugees they are guarding. An hour out, however, the heroes spot a large, bird-like silhouette in the sky as Itzpapalotl, a Plumed Serpent, descends. Itzpapalotl threatens no attack but does respond to violence in kind. Assuming the heroes allow her to board safely, she assumes the form of a beautiful woman with obsidian-black eyes and addresses them. “You have entered the territory of Itzpapalotl, the Obsidian Butterfly. What tribute do you offer to cross my lands in safety?” she sneers. Alek-Sreeaa shrugs, as surprised by the situation as you. Believing she has the upper hand (and because it entertains her), the Plumed Serpent happily agrees to negotiate a toll. If the heroes offer no tribute, Itzpapalotl calmly requests to eat two of the refugees. Before violence breaks out, she suddenly shivers, taking a deep breath and wincing at some foul odor. I am open to all experience, observing potential futures through our people's ancient path of metaphysical communion, which you call Cloud Magic. This is why I am continually at peace…I have already accepted all possible outcomes. —Kai-Seiil, Lyn-Srial Mystic PLUMED SERPENT Michael Logan (Order #41085069)
132 “Something comes on the wind,” she growls, reverting to her true form. “Something bringing carnage.” Long-range instruments and farsight reveal a Death’s Head transport bearing down on them. The flying fortress is still out of combat range, giving the heroes time to flee again or negotiate with Itzpapalotl to help attack the new intruder in her territory. If the heroes do convince her to join them, she makes use of her Fear and confusion abilities to help crash the transport. She also allows the heroes to ride her into combat, if they so desire. Alternatively, of course, the heroes might trick Itzpapalotl into acting as a decoy or even going alone against the Death’s Head. Once the heroes destroy or evade the Death’s Head, they must conclude their negotiations with Itzpapalotl. If they fought alongside her, she is more likely to look favorably on the heroes' requests. If they tricked or betrayed her, however, she attacks without hesitation and without mercy. Aftermath Once the Legionnaires resolve matters with the Plumed Serpent, they can make the remainder of the journey in peace, coming at last to the Cloud-Castles. Astonishing, magnificent structures rise from clouds hovering over the Dakota plains—visions of peace and serenity rarely seen on RiftsEarth. Joyous Tolkeen refugees descend from the castles in bubble-like elevator pods to welcome their fellow citizens. Families and friends are reunited, and the Legionnaires receive tear-filled thanks. E Itzpapalotl: Plumed Serpent (see page 184). Coalition Death’s Head Transport: Piloted by a full 2-man pilot crew, with an additional gunner for each weapons system, and carrying a full complement of support vehicles and soldiers (use Spider-Skull Walker Crew in Savage Foes of North America). Michael Logan (Order #41085069)
133 CHAPTER TEN T he following Plot Point Campaign allows Game Masters to introduce Psyscape into Rifts Earth and gives the heroes a chance to expand the Tomorrow Legion’s mission. When Psyscape returned to Rifts Earth, its warriors quickly confirmed the minions of Nxla—its Harvesters and their Soulless Xombies—had also returned. What's more, the newcomers learned quickly they had returned to a tumultuous time. As war between the Coalition States and Tolkeen festered and finally erupted, Psyscape engaged in its own private campaign against Nxla’s agents in Soulharvest, and wherever else their influence spread. The Magic Zone is as unstable a place today as it has been since the Coming of the Rifts. With Tolkeen now destroyed, the Coalition has turned its sights on the Federation of Magic and other powers within the Ohio River Valley. Lord Dunscon schemes from his throne in the City of Brass. Soulharvest grows and Nxla’s Harvesters evangelize across the region, promising power to practitioners of darkness who fear for their own survival. The heroes of the Tomorrow Legion and the warriors of Psyscape seem to be natural allies, but a partnership may be harder to establish than their similar outlooks might suggest. The political situation in Psyscape is decidedly unsettled, and until the powers within the City of the Mind’s Eye are all pulling in the same direction, they keep outsiders at arm’s length. If more than a century away from Earth taught the citizens of Psyscape anything, it is many kingdoms and power centers rise and fall on Earth. SOULS OF DARKNESS And there was a reaping of souls so great creation itself was awash with spirits, and even the devourer became choked. —occult text of unkown origin Michael Logan (Order #41085069)
134 To align with a new power such as the Legion might not be the best long-term investment. The Tomorrow Legion needs to prove them wrong. Suggested Sequence of Events Souls of Darkness may be run on its own or integrated with the Plot Point Campaigns found in Blood & Banes and Empires of Humanity. If the GM wishes to incorporate the other campaigns, run them after “The Shadow of Nxla” or “Catspaws” in place of the randomly generated adventures. THE ORB OF MIST The heroes are dispatched by their superiors in the Tomorrow Legion to meet secretly with an envoy from Magestar by the name of Vic Lee. Lee informs the Legionnaires that Lord Dunscon is scouring in search of a magical item— an item Magestar fears should not fall into his hands. Direct action against Dunscon’s units is out of the question, but perhaps Legionnaires could find the item first and retrieve it. Of course, Magestar will deny all knowledge of the operation if it fails, but if the magical item is delivered into Magestar’s possession, the Tomorrow Legion will not find the Mystic Triad ungrateful. The magical item in question, the Orb of Mist, is rumored to allow its user to see distant lands in real time. The smooth, warm crystal ball exudes a drifting white mist that boils out of it constantly. Those with magical or psionic abilities experience unexpected, fleeting visions of far-off lands when handling the orb. Magestar hopes to use it primarily for defense, and a more secure Magestar means more freedom and peace in the Magic Zone. The Mystic Triad plans to share data gleaned using the artifact with its allies, especially the Tomorrow Legion. Alistair Dunscon wants the orb to spy on his rivals and enemies, using it to plan his revenge on the Coalition States. Of course, there’s no telling who else may come under his scrutiny if the item should fall into his hands. Vic Lee provides the Legionnaires with details of the artifacts whereabouts: a remote location in the Middle Ohio Valley, and urges them to make haste. Before heading out into the wilds of the Magic Zone, the Legionnaires should prepare for a confrontation with the forces of Lord Dunscon. A Tense Meeting A day or so from their destination, the team is moving through a forest. Have them make Notice rolls to detect sounds of an argument nearby. With a success, they are able to sneak closer and surprise or eavesdrop on the scene. Otherwise they stroll right into a clearing currently occupied by an unusual group. A Psi-Warrior called Tessaric is escorting a manacled Harvester and SESSIONS ADVENTURE 1 The Orb of Mist 1–2 Adventure Generator 1 The Shadow of Nxla 2–4 Adventure Generator 1 Sweet Tea and Skeletons 2–4 Adventure Generator 1 Catspaws 2–4 Adventure Generator 1 The Siege of Soulharvest Michael Logan (Order #41085069)
135 around a dozen Soulless Xombies back to Psyscape. The female Harvester is visibly uncooperative, and the Psi-Warrior is near the end of his patience. As the heroes approach, his temper gets the better of him. “For the last time, control them, or I will kill you where you stand!” He pulls hard on the manacle chain, wrenching the slight woman to her knees. As he does so, the shuffling creatures snarl and begin to close on her prostrate form. Their faces do not show the mindless rage of the typical undead, however. There is something almost human, something tragic about their expressions. Allow the heroes to intervene in any way they choose. Tessaric tries to prevent any violence and attempts to explain, while the Harvester, Izira Steros, makes every effort to exploit the confusion, screaming, begging and inventing lies, in an effort to get her captor killed and her manacles removed (allowing her to use her powers). If the heroes fight the PsiWarrior or if the opportunity for escape presents itself, Izira sets the Xombies on the heroes and tries to flee. If the heroes try to harm the Xombies, Tessaric tries to stop them, saying they can be saved. If heroes are quick to resort to violence, Tessaric attempts to defuse the situation, using non-lethal powers while he tries to be heard. If the heroes are able to restrain themselves and avoid killing Tessaric, they can gain a valuable ally and learn of a new and dangerous threat. Tessaric explains that he is leading the Soulless Xombies to Psyscape, where they can undergo a ritual to restore their souls and cast the shard of Nxla—an ancient dark evil inhabiting them—back to his home dimension. Izira Steros (if she survived the confrontation) is to be imprisoned forever in another dimension. Tessaric is impressed by the Tomorrow Legion’s abilities and asks that they escort him to Psyscape where they can discuss a possible alliance. Tessaric can be convinced to accompany the Legionnaires until they have completed their search for the orb, and agrees to lend his support in any way he can. Tessaric, Psi-Warrior of Psyscape: See page 172. Izira Steros, Harvester: See page 164 Soulless Xombies (2 per hero): See page 166. These pitiful creatures are the ensorcelled bodies of innocents trapped in service to the minions of Nxla, their souls in endless torment. Heroes fighting a Soulless Xombie can make a Notice roll to realize they seem almost reluctant to attack. Most have a haunted, agonized look in their eyes as their tortured souls are forced to witness the depravities suffered (and inflicted) by their corporeal forms. Game Masters who want to play up the horror a little more can have a stronger-willed Xombie briefly struggle against their enslavement long enough to issue a guttural plea for help or beg for release from eternal torture. Such an experience should require the observer to make a Fear roll at −2 as they get some small insight into the horror of these creatures’ plight. SOULLESS XOMBIES Michael Logan (Order #41085069)
136 Finding the Orb Journeying on to the heroes’ original destination, they find the place a smoldering ruin. The inhabitants have been butchered, many tortured before they died. A successful Survival (tracking) roll indicates the massacre was recent and detects the tracks of the perpetrators leading away to the southwest, toward Lord Dunscon’s domain. Searching the ruins finds no sign of the orb, and if the heroes delay too long, Tessaric suggests the Legionnaires hurry to catch their quarry. Dunscon’s mercenaries have completed their mission and are making their return journey at a leisurely pace. The heroes are able to catch them within a day or two. A successful Stealth roll (opposed by the mercenaries' Notice) allows the Legionnaires to approach. Tessaric needs to remain at a distance to manage the Soulless Xombies, unless the heroes think of a way to use them to the team’s advantage. The mercenaries are led by a young dragon called Glime, eager to make a good impression on Lord Dunscon. If the heroes are clearly winning the combat, he curses and teleports away, leaving his men and the orb to the Legionnaires. He is forced to return to Lord Dunscon empty-handed, but he becomes a bitter enemy of the Tomorrow Legion in general and the heroes in particular. He begins dogging their tracks looking for a way to get his revenge. E Glime, Flame Wind Dragon Hatchling: Has Dragon Teleportation, see Savage Foes of North America. E Alarax, Combat Mage: See Savage Foes of North America. Magic Zone Mercenaries (1 per hero): Alternatively, in choosing the mercenaries, match them to each Michael Logan (Order #41085069)
137 hero. See Savage Foes of North America for additional mercenary types. One Vision With the mercenaries defeated, the heroes are finally in possession of the Orb of Mists. Heroes with ISP or PPE feel a friendly beckoning from the orb. A psionicist or spellcaster who touches the orb sees the following in their mind’s eye: You look down upon clouds as if borne through the air. They part and reveal an idyllic, busy city beneath you. You seem to rush past friendly faces of humans and D-Bees acknowledging your presence and welcoming you to their home. You pass through the pillars of a glorious, monumental building of white marble and stop before a powerful-looking mature human woman, a younger human male, and a D’Norr man—all clad in robes of shimmering samite. “Greetings, psychic,” says the D’Norr. “I am Rrr, a Judge of Psyscape, the City of the Mind’s Eye. After many long centuries, we have returned to Earth to guide the world through a time of darkness. By finding this orb, you have proven yourself worthy to join us. Follow the urging of the orb, and we shall make you a true Psi-Warrior!” If none of the heroes is able to see the vision, Tessaric witnesses it and passes the information to the Legionnaires. When the message ends, the heroes are left to decide how to proceed. Tessaric explains that he must take his charges directly to Psyscape, but understands if the heroes have their own missions to fulfill, and gives them directions to find the city in the future. They can return to Castle Refuge and present this information to their commanding officers, take the Orb to Magestar as a gift to Vic Lee, or proceed directly to Psyscape with Tessaric. THE SHADOW OF NXLA Whichever choice the Legionnaires made at the end of The Orb of Mist Plot Point, the Tomorrow Legion is eager to exploit the heroes' contact with Tessaric, and forge a closer link with Psyscape. If the heroes did not immediately head there, run this scenario when the Legionnaires are ready to make the journey. If they accompanied the Psi-Warrior directly to the City of the Mind's Eye, this adventure can follow directly from the last. The GM should draw some travel encounters to cover the group's journey (see Travel in Savage Worlds). After several days, the Legionnaires find themselves before the swirling mists protecting the city. If they bear the Orb of Mist, a beacon of white light emanates from it when they near the city, guiding them through the fog. Otherwise, Tessaric is alerted to their approach and emerges from the mist as they arrive to greet them and guide the heroes to the city. They have arrived at a troubling time. Psyscape’s normally single-minded leadership remains undecided as to how the city-state should continue its campaign against Nxla. Factional politicking rears its head in the City of the Mind’s Eye and divides the population. Some wish to continue the effort of evangelism and reasoning to hold off Nxla’s advance, despite the recent stalemate. Others believe Psyscape should look to its own defense first, and recruit allies to help in the war. A third faction presses for immediate aggressive action against Nxla’s forces before they have a chance to spread any further. Without a strong consensus on the matter, Psyscape is on uncharacteristically unstable footing. Michael Logan (Order #41085069)
138 Judgment The peace and beauty of Psyscape seems almost perverse when compared to the daily terrors faced by so much of Rifts Earth. Neither Castle Refuge nor even Dweomer can boast such magnificent architecture, such untroubled citizens, such plenty. Most everyone goes about their daily business with smiles on their faces, content in the knowledge they are well protected and can leave the tribulations of the outside world behind. Legionnaires may be rightfully overwhelmed by the magnificent monumental architecture of Psyscape or the bustling crowds. Once inside the city, Tessaric leaves them to go about his duties, leaving them in the care of Captain Shinsanea of Narnelis (Elf PsiWarrior; see page 172), their aloof and humorless guide. The captain steers the heroes past the Psychic Academy to let them view the thousands of Psi-Warriors in training, gathered to practice katas on the parade ground. Eventually, the Legionnaires arrive in the Halls of Government, where they are led to the Parliament chamber for presentation to the assembled legislators and the Judges. After the heroes introduce themselves, the Judges begin by explaining the history of Psyscape and the, existential danger of Nxla (see page 112 and page 116). The Judges then question the heroes about the Tomorrow Legion. Finally, they explain the three opposing strategies Psyscape finds itself torn between: Judge Atalana Iasus advocates for securing Psyscape’s borders and mounting a sturdy defense while the city recruits more allies. Judge Yanchang created the initially successful program of nonconfrontational evangelism toward Soulharvest, though now he finds growing opposition to the policy. Judge Rrr Iidu advocates for open war with Nxla. This is surprising, given the innate D’Norr aversion to conflict, but he sees the equation as simple mathematics—Psyscape can’t afford a protracted war of attrition with Nxla’s minions, so instead the greatest chance of ultimate victory lies with an immediate and overwhelming strike. Judge Atalana addresses her fellow judges. “From what we have heard, I believe Psyscape and the Tomorrow Legion may be great allies in the battle against Nxla. I call for a vote to instate Castle Refuge as a formal allied power,” she declaims, beaming at you. “Their courage and prowess cannot be denied, but I need further proof,” counters Judge Yanchang. “Would-be champions come and go. Even the Cyber-Knights fractured. What proof do we have that Castle Refuge can stand the test of time?” “Deeds, not words,” retorts Judge Rrr. He turns to you. “Their psychic power leaves the minions of Nxla vulnerable to the forces of our Psi-Warriors. Demonstrate your worth to me and I shall vote in the Tomorrow Legion’s favor.” Players volunteering to use a Persuasion roll to improve the recalcitrant judges’ attitude or conduct a Social Conflict to persuade them may do so. Captain Shinsanea eagerly accepts challenges to single combat. If no one volunteers such a solution, however, Judge Rrr suggests the heroes face some Soulless Xombies recently captured on the outskirts of Psyscape territory. “Soulless Xombies demonstrate the depths of Nxla’s foulness. A horrid ritual summons aspects of Nxla to this world, allowing him to pluck the souls from sacrificial victims and transform them into monsters. The tormented Michael Logan (Order #41085069)
139 souls feed Nxla’s power but may still be rescued from his dimension. Destroying the bodies of the Soulless Xombies severs the souls’ connection to Earth and dooms them to eternal agony. “When one fights Soulless Xombies, one must reckon one’s own survival against that of an innocent soul. Sometimes it is difficult calculation. Show me that you are able to do what is right” Captain Shinsanea escorts heroes who accept Rrr’s challenge to the nearby Psychic Academy, where they face a small group of Soulless Xombies. This provides the heroes a chance to practice more creative forms of combat—Ganging Up, Grappling, Nonlethal Damage, powers like entangle and stun, Pushing—that disable rather than destroy. Shinsanea and a few other psychics stand by to administer the ritual to restore the Xombies’ souls once the battle is won. Legionnaires who heedlessly resort to lethal force earn a disapproving comment from Judge Atalana as onlookers step in to prevent bloodshed, while Judge Yanchang exits in disgust. Even if the heroes make this mistake, Judges Rrr and Atalana still (reluctantly) approve allying with the Tomorrow Legion. If the heroes demonstrate better tactics, the motion to formally ratify the alliance receives unanimous support. The judges invite the heroes to enjoy the amenities of Psyscape while they organize a formal legation to Castle Refuge, offering the Legionnaires a little downtime they can fill with an Interlude (see Savage Worlds) or exploring the utopian City of the Mind’s Eye. E Captain Shinsanea of Narnelis: Elf Psi-Warrior; see page 172. She is Unfriendly. E Judge Atalana Iasus: Human PsiWarrior (see page 172) with the Psychic of Psyscape Edge (see page 28). A living legend and a hero of the original conflict with Nxla’s minions, Judge Atalana placed herself into long-term psychic stasis With a pan-dimensional population of nearly 80,000 souls and little to no need to fortify itself against direct attack, Psyscape offers a chance for roleplaying in a cosmopolitan urban environment rare on RiftsEarth. Downtime in the City of the Mind’s Eye also allows the players to emotionally invest in the fate of a sometimes-arrogant allied city-state. The Bazaar (page 115) offers the chance for heroes to spend some credits at unusual establishments like: Broachworld: Run by the True Atlantean wizard and jeweler, Clari, this shop sells magical amulets and talismans made of precious metals and gemstones fashioned into stylish pins, frequently given as formal gifts. Doomsayer: This reptilian psychic makes a living by telling patrons the time and manner of their deaths in often hilariously gruesome detail. He is entertaining but has a terrible track record. Nykk’s Knacks: The stout, whitebearded dwarf proprietor sells impossibly intricate handmade toys made from exotic and alien wood and is an excellent information source regarding extradimensional worlds, monsters, technology. SEEING THE SIGHTS IN PSYSCAPE Michael Logan (Order #41085069)
140 after the war, reawakening when the city reconnected with the material world. She is Cooperative. E Judge Yanchang: Human Mystic, see Savage Foes of North America. Though young, he is especially renowned for his judicial acumen and sterling reputation for fairness and patience, serving as a Judge whenever legal disputes or criminal offenses require the highest level of officiating. He is Uncooperative. E Judge Rrr Iidu: D’Norr Citizen, see Savage Foes of North America. The D’Norr isn’t a psychic, mage, or great warrior, but the latest in a long family line of bankers in the city. Though without great supernatural power or martial skill, his great family name stands synonymous with trust and good faith in the community. This trust led his fellow citizens to call on him to claim the mantle of Judge during this trying time. He is Neutral. Soulless Xombies (1 per 2 heroes): See page 166. Trail of Death A couple of days later, the judges inform the heroes that Captain Shinsanea and several other Psi-Warriors have been ordered to accompany the Legionnaires back to Arkansas in order to establish a legation at Castle Refuge and coordinate the fight against Nxla. The exact number of PsiWarriors is left to the Game Master, but one per hero gives every player an ally to run during combat, but fewer PsiWarriors keeps the action centered on the characters themselves. Consult the A l l ied Personalities table (see Savage D20 RESULT 1–3 North American Human (any ethnicity) 4–5 Foreign Human (Asia, Europe, South America, etc.) 6 Extraplanar Human 7–8 Near-Human (mechanically identical but with unusual skin or hair color, pointed ears, etc.) 9 Elf 10 Dwarf 11 Dog Boy 12 Fennodi 13 Psi-Stalker 14 Quick-Flex 15 Simvan 16 Trimadore 17 Cactus Man 18 Vronwor 19 Centaur (see Blood & Banes) 20 Sasquatch (see Blood & Banes) PSI-WARRIOR Michael Logan (Order #41085069)
141 Worlds) for roleplaying prompts and the table on page 140 for possible races for the escorts: East of the Ohio-Mississippi River confluence, the heroes come across the wreckage of a trade caravan. Several ATVs sit abandoned in the forest. Their windows are shattered, their doors torn off their hinges. While not military vehicles, the ATVs boast enough firepower to keep many foes at bay. Fuel, E-clips, and other precious commodities remain left behind. Healing, Notice, Repair, and Survival rolls all indicate that the ATVs were abandoned no more than 12 hours ago. A successful Survival roll can track the trail left by scores of footprints trudging heavily away from the ATVs. Captain Shinsanea examines the heavy dents on the doors and body panels. She follows some footprints, matching her gait to their shambling, stumbling path. “Harvesters and Xombies,” she growls. “With victims for sacrifice.” Tracking the footprints soon leads to a steep-sided ravine. Half-a-dozen Soulless Xombies stand watch, spread out on either side of the trail and even standing kneedeep in the stream running through the ravine. They are too few to possibly account for all the footprints. Hiding in a shallow cave on the near side of the ravine sits Alec Marquand, a young Harvester. Alec slipped and fell down the ravine, suffering Exhaustion from Bumps and Bruises. While he waits for that to pass, he acts as an impromptu rearguard. Overconfident and inexperienced, Alec doesn’t take his assignment very seriously. Most likely, the heroes can easily overcome Alec and his Xombies. The question is how they choose to do so. Forewarned by the leaders of Psyscape that Soulless Xombies can be restored to life, the Legionnaires must choose whether to attack with deadly force or find some way to restrain the absurdly strong, fearless walking dead. If captured, Alec swiftly capitulates to interrogation. The rest of his cabal of Harvesters are marching nearly 40 victims captured at various places throughout the Magic Zone to a favorite desecrated church to harvest their souls. Only if carefully questioned, however, does Alec reveal that Vasser, Nxla’s Chosen, commands the Harvesters. The harvesting ritual is simple, but incredibly taxing and requires many Harvesters working in cooperation to complete. The ritual opens a temporary portal to Nxla’s dimension, allowing the intelligence a short time to send fragments of its essence into our world. These snake-like manifestations of evil energy then rob sapient offerings of their very life essences. The alien intelligence pulls the souls back into its horrific dimension where it tortures them and savors their agony for eternity. For the ritual to work, the victim must have not the slightest psychic ability or they are immune to the harvesting ritual and their souls are secure. Creatures of magic and true supernatural beings are also immune. The bodies of the victims, emptied of their spirit and will, become Soulless Xombies—puppets enslaved to the will of Nxla and his servants. A ritual to strip souls and create Xombies can only be attempted every 15 days and creates no more than 40 Xombies at a time. Alec’s companions seek to more than double the Xombies under their command with this ritual. If Alec dies in the fight, the heroes can roll to pick up the trail again on the other side of the ravine. E Alec Marquand: Alec is at −2 on all actions due to Exhaustion and has Michael Logan (Order #41085069)
142 the Big Mouth Hindrance (use the stats for a Harvester on page 164). Soulless Xombies (1 per hero): See page 166. Night Terrors The Game Master may run the rest of the pursuit as a Chase. The Harvesters and their Soulless Xombies begin on Chase Card 3 while the heroes begin on 1. Limited visibility among the trees means ranged attacks are impossible at Long or Extreme Distance and are made at −2 (in addition to Range penalties) to account for the abundant Cover. The Chase continues for four rounds, after which the Legionnaires arrive at the church. The building is a ruined megachurch built of Mega Damage Capacity materials, the last remaining structure from a city swallowed by the forest. When the Harvesters arrive they hurry inside with their captives, leaving half the Soulless Xombies to delay the heroes. By the time the heroes get inside the church, the Harvesting ritual has begun! As they enter the room, the eerie tendrils of Nxla’s power already emanate from the breach between dimensions to drain their victims. For each card difference between the two sides at the end of the race, three of the captives are in the grip of the Harvesting ritual. The Legionnaires must break the concentration of the Harvesters to save the captives. The emanations of Nxla’s avatar project a terrifying aura, forcing the Legionnaires to make a Fear check at −4. Once forced to engage in combat, the Harvesters send their Xombies to swarm the heroes. Five Harvesters continue to concentrate on the ritual while the others support the Xombies with spells and firearms. Five Soulless Xombies hold back to guard the ensorcelled captives while the rest attack. If the heroes break through, all remaining Xombies join the fight. If the fight turns against them, the Harvesters attempt to flee rather than fight to the death but leave the Xombies behind to hold the Legionnaires off. Vasser, Chosen of Nxla, lends the Harvesters the full support of his Leadership Edges, though he sees to his own defense first and foremost. The Chosen of Nxla attempts to observe the Legionnaires, committing their faces to memory, and targets Psi-Warriors for extermination first. If forced to flee, he ominously tells the heroes he shall remember them, and then boards a batwinged, necromantically-assembled Sky Boat armed with whatever vehicular weapons will do the most damage to the heroes. If Vasser is killed in the fight, Nxla later resurrects him. Word should come to the heroes of this fell turn of events in the form of ominous rumors of his return. When freed from the Harvesters, the captives beg the heroes’ assistance in returning to their homes—an adventure in itself, as they come from all over the Magic Zone! E Vasser: See page 165. Harvesters (1 per hero): See page 164. Soulless Xombies (10 plus 4 per hero): See page 166. Captives (40): Unarmed Civilians (see Savage Foes of North America). SWEET TEA AND SKELETONS After several adventures in the Magic Zone, the Legionnaires are summoned back to Castle Refuge to join with a Psyscape legation venturing into the Dark Woods. Michael Logan (Order #41085069)
143 Psyscape initially returned to the world to combat Nxla by peaceful means. Avoiding direct confrontation in the region, the Psi-Warriors and other agents from the City of the Mind’s Eye turned to defensive resistance to avoid driving more supplicants into Nxla’s camp through violence. Psyscape advocates and warriors petitioned Harvesters to turn away from Nxla, sometimes even into the service of other dark gods, just to sap Nxla’s resources. This approach had some success. Dunscon’s recruiting of dark practitioners of magic also played well into Psyscape’s hand, and the number of Harvesters in Soulharvest dipped for a time, stalling Nxla’s invasion plan. Today, those efforts have faltered. Whatever dark wizards Psyscape could convince to depart have done so, leaving only the truly devoted behind. Further, Nxla redoubled its own recruiting and retention efforts to counter Psyscape’s campaign, and now the two opposing sides find themselves locked in a stalemate. Psyscape hopes intercession by Castle Refuge may help convince those parties ignoring Psyscape’s pleas. The Legionnaires receive orders to proceed to the hamlet of Clavicle, a necromantic stronghold deep in the Dark Woods (see page 53). While home to some of the most depraved Death Cultists in North America, Clavicle has so far not backed Soulharvest and the worshippers of Nxla. Unfortunately, the Tomorrow Legion’s allies in Psyscape report Vasser dispatched new recruiters to persuade the Clavicle necromancers more aggressively. The heroes must head to the Dark Woods to foil the Harvesters’ plans. If the Special Unit contains no other Psi-Warriors or other characters with insight into the Psyscape/Soulharvest war, Tessaric joins the Psyscape legation to the squad as a special envoy. Into the Woods If the heroes haven’t visited the Dark Woods before, Top Chief Elle of Owls briefs them on all needed, relevant information—warning them specifically about the Forest Wardens. She emphasizes that—despite their hostility—the Forest Wardens are afraid and misguided, not evil, and should not be attacked if possible. A small band on foot can better bypass the plant people’s security than a large mechanized force. The Special Unit may choose to avoid the Forest Wardens entirely by traveling north or south of the western Dark Woods before entering to search for Clavicle. Doing so means crossing through the Kingdom of Dunscon to the north, bypassing the Coalition States’ Brown Water Navy base in Baton Rouge (see Empires of Humanity), or skirting Dinosaur Swamp (see Blood & Banes). Game Masters should feel free to create appropriately challenging encounters if the heroes choose such an alternate route. By foot, the journey from Castle Refuge to Clavicle takes 18 days. Use the Encounter Table from the Game Master’s Handbook for the first 15 days of the journey and see the Dark Woods Encounters table (on page 122) for the last three. On the last day of their journey, the Legionnaires stumble across a hunting party of Forest Wardens (from a tribe they haven’t encountered, if the heroes already battled Forest Wardens). The Wardens, enrapt in their own argument, do not notice the heroes until too late, and the Legionnaires may ambush them if so desired. A few strange details may prompt the heroes to stay their hand. The Forest Wardens carry with them the trussed carcasses of several white-tailed deer; a Common Knowledge roll (or flashback to the briefing) reminds the heroes that Michael Logan (Order #41085069)
144 Forest Wardens do not consume meat (coming from a planet without animal life forms, they simply can’t process it). The Forest Wardens carry TW weaponry with decidedly necromantic flourishes (barrels made from femurs, stocks made from hip bones, and so on) and wear bone and leather ornaments. This tribe, in fact, carries on a mutuallybeneficial trade agreement with Clavicle, supplying the necromancers with game and other supplies in exchange for refilling the plant people’s E-clips and repairing their weapons. When the heroes take them by surprise, the leader of the hunting party (who translates her impossible to pronounce, whisper-of-windthrough-the-trees name to Marigold) had been refuting the arguments of the proud hunter Dappled Sunlight that the tribe should abandon their relat ion sh ip w it h Clavicle and instead steal what they need from the mammals. Peaceful negotiation via a Social Conflict (see Savage Worlds) may help the heroes avoid an unnecessary fight and get an introduction to Clavicle. E Marigold: As a Forest Warden (see page 179) with the Command Edge. Marigold is War Weary as per the Opposition Leader table in the Game Master’s Handbook. E Dappled Sunlight: As a Forest Warden (see page 179) with the Brawny Edge. Dappled Sunlight is Ambitious as per the Other Authority Figure table in the Game Master’s Handbook. Forest Wardens (3 per hero). Sweet Home Alabama Regardless of how their negotiations with the Forest Wardens go, the Legionnaires proceed to Clavicle. They come across a path that takes them past outlying farms and houses, allowing the Game Master to set the mood for the strangely homey yet eerie tone of Clavicle. Among the odd sights the heroes might see are: A scarecrow in a field whose fleshless skull turns suddenly to glare at them. A pig farm where a rotting zombie strides out into the pen to feed them dried corn from a basket. The pigs overrun the zombie and devour it as well. A little girl sitting on the fence laughs. A n old ma n practices scrimshaw on an oversized canine tooth. The skull of the tooth’s owner—a former cyclopean giant—sits next to his rocking chair. Naked skeletons, bleached by the sun, pick cotton in the fields. A robed Necromancer sits idly by, sipping sweet tea from a mason jar. Upon reaching Clavicle, a welcoming party of Necromancers and their undead strides forth to meet the heroes. They are Unfriendly if the Legionnaires arrive alone but Neutral VASSER, CHOSEN OF NXLA Michael Logan (Order #41085069)
145 if the Forest Wardens accompany the heroes. Unless the players attack first, however, they’re happy to hear the heroes out. The informal leader of the community, Emery Cost, steps forward with a smile that does not reach his eyes. “Pleased to meet you, strangers” proclaims a slightly rotund, aging Necromancer, stepping forward to offer a handshake. “The name’s Emery Cost—but everyone hereabouts calls me Em. What can we do you for?” The Necromancers hold their ground, awaiting your response. A night stalker dragon hatchling swoops in and lands on a nearby roof; bone piercings adorn his long muzzle and vile symbols are cut into the grey scales of his serpentine body like tattoos. You can see several Murder Wraiths approaching at a wary pace. No one offers violence, but they seem prepared to inflict it. If accompanied by the Forest Wardens, Marigold introduces the heroes to Em. If not, a successful Persuasion roll is needed to convince the Necromancers of the heroes’ good intentions. Once the situation is defused, Emery sighs. “More danged salesmen. You’re just like those carpetbaggers from up north with their newfangled Soulless Xombies and all their talk about giant flesh-pillar gods and all that. I can’t say I’m for it, but some folks here have expressed an interest.” He glares back at the crowd and a significant number shrug sheepishly. “They seem cool,” says the dragon in a cracking teenager’s voice. “In any case,” Em says “I suppose we ought to put you up as well. We’re going to have a townhall meeting tomorrow night to decide if we’re joining up with these people or not. You’re welcome to join the debate and plead your case.” Em offers the heroes rooms in his own home, a Greek Revival manor with Palladian adjoining agrarian buildings that he shares with several other prominent Necromancers. Zombie, skeleton, and mummy servants bustle about tending to chores. The heroes may choose their own undead valets or ladies’ maids. Emery Cost scoffs only a little if the offer is refused. Inquiring heroes learn the debate is scheduled for tomorrow because Shawna Isolde, head of the local witch’s coven, is out of town and due back the next day. She’s prominent enough that concluding the debate without her input would cause a lot of trouble around town. The representative from Soulharvest, a Harvester named Bob Corbie, arrived less peacefully than the heroes, bringing a warband of Forest Wardens chasing after him. The temple to Death of the Four Horsemen offered him shelter, though Em suspects it was less out of charity and more out of a desire to keep an eye on a potential rival. Unfortunately, as much trouble as Corbie and his compatriots have caused, an awful lot of townsfolk remain curious about the word of Nxla. E Emery Cost: Necromancer (see Savage Foes of North America). E “Linus” (Lynuscharrarazed): A hatchling night stalker dragon with blue eyes and long limbs; as Flame Wind Dragon Hatchling (see Savage Foes of North America). E Dr’leeza: Death Weaver Spider Demon (see Blood & Banes). Murder Wraiths (1 per hero): See Savage Foes of North America. Necromancers (15): See Savage Foes of North America. Skeletons (23): See Savage Foes of North America. Zombies (35): See Savage Foes of North America. Michael Logan (Order #41085069)
146 Doing Good by Bad People Shawna Isolde drives into town the next day in a Zone Ranger ATV necromantically retrofitted with tires made from grasping hand bones. The heroes may pursue their own agendas in the bizarre hamlet, but Emery Cost suggests ingratiating themselves with the residents if they have no other plans. The locals frown on any attempts to simply battle the Nxla acolytes, unless the heroes can somehow persuade Corbie to take the fight out of town. Bob Corbie’s acolytes spend the day knocking on doors and handing out flyers, but the heroes might instead do any of the following: Use Athletics (heaving cotton bales, ploughing fields), Common Knowledge (general farm work), or Driving (drive a tractor) to help out a local farmstead. Use Fighting, Shooting, or Arcane Skills to challenge the locals to a friendly contest or match. Use Gambling (roll the bones), Performance (sing in front of the general store), or Persuasion to socialize and drum up support. Persuasion may be also used to woo prominent locals. Use Intimidation and Taunt to harass the worshippers of Nxla. Use Stealth and Thievery to spy on Corbie and his acolytes, overhearing their contempt for the rubes of Clavicle or stealing incriminating evidence of Nxla’s vendetta against the Horseman of Death. When darkness falls, the town gathers for the big debate. Each of the above actions the heroes successfully complete during the day provides a +1 modifier in the debate that night. To Rob Corbie’s advantage, his argument aligns more strongly with the natural inclinations of the hamlet’s residents than the heroes’ does. The central premise of his speech is, “Nxla will grant you all immortality and let you turn this conquered world into a Necromancer’s paradise”. Corbie gains a +2 bonus on all three of his Persuasion rolls as he reiterates this message in each round, and contrasts it with what any other party can offer. The Game Master should grant the Legionnaires bonuses for good roleplaying as well as their efforts to win hearts and minds. With six or more successes at the end of three rounds, the residents of Clavicle vote decisively in the Tomorrow Legion’s success, running Corbie and his followers out of town on a rail unless the Legionnaires ask to take him into custody. Corbie, of course, resists, possibly leading to combat—but the entire town is against him. With any fewer successes, much grumbling ensues after the vote, Corbie exhorts the dissatisfied townsfolk to attack, and combat begins. With 4 – 5 successes, two Necromancers and three zombies per player join the heroes to save their town while Corbie gains no additional allies. With 1–3 success, only one Necromancer and two zombies per player join the heroes. Otherwise, the heroes gain no allies. If Corbie succeeded, he gains allies according to the same breakdown as the heroes. Against the combined might of Corbie and the hamlet, retreat becomes a viable option. Shawna’s ATV and several other necromantic TW vehicles sit in front of the town hall, theirs keys in the ignition. A loss in Clavicle emphasizes the danger of Nxla’s threat but does not spell defeat for the Tomorrow Legion. E Rob Corbie: A Harvester with Persuasion d10 and the Charismatic Edge (see page 164). Michael Logan (Order #41085069)
147 Corbie’s Recruiters (1 per hero): Harvesters with Persuasion d8 (see page 164). Soulless Xombies (3 per hero): See page 166. CATSPAWS After a suitable interval, in which the GM can have the Legionnaires conduct some randomly generated missions, the Tomorrow Legion receives some overtures from a secretive contact with a proposition. Trusted allies within Stormspire have arranged for the Legionnaires to meet with a notable Techno-Wizard offering to provide the Tomorrow Legion with a long-range teleportation device supposedly capable of moving massive structures. K’zaa, Master of Stormspire, loathes his alliance with Alistair Dunscon but dares not act openly against his supposed ally. In return, Alistair Dunscon perceives K’zaa’s disloyalty, but cannot—yet—seize control of Stormspire. When K’zaa offers the Tomorrow Legion access to TechnoWizard arts he has denied Dunscon, the heroes get caught in the web of intrigue spun by Dunscon’s spymaster, the Raksasha named Bloodmist. When First We Practice to Deceive The heroes are instructed to leave their Tomorrow Legion insignia and other identifying items left behind, traveling to Stormspire incognito. When they arrive in the city, read or paraphrase the following: The obsidian spire that gives the city its name seems to radiate power and wonderment, growing weaker the further it extends. When you arrived in Stormspire, you found the outer ring of the city to be practically a shantytown of struggling laborers, but here in the shadow of the spire, comforts rarely seen outside of a Coalition States arcology stand available. Your contact agreed to meet you in the Scarlet Circle, one of the two casinos found in the city. Security required you to check power armor and heavier weapons at the door, leaving you only equipped with close combat weapons and personal sidearms, but this restriction seems applied to all guests of the casino. A circular gambling hall filled with slot machines and gaming tables rings a racetrack on which mismatched beasts and their riders compete. Your contact, Renn Distro, said he would be watching the races and that you would recognize him by his monocle and mohawk. Remember, the sign is “I’ve lost 4,000 credits today” and the countersign is “Wait for the Panthera-Tereon races.” As a group of Simvan rush past along the track, their vicious mounts simultaneously trying to race and attack each other, the heroes spot Renn Distro in the thick crowd surrounding the viewports. He holds a long-haired ginger cat in his arms. When the heroes give the sign, he doesn’t immediately respond. Instead, there’s a moment’s delay as the cat attempts mind reading on the speaker to get the countersign and then uses telepathy to relay it to “Renn.” During that moment, the Legionnaires notice another man who looks just like Renn Distro—but who doesn’t have a cat—standing in the crowd about 100’ further down the hall. The moment the jig is up, the first “Renn” reveals himself as an Elite Corrupt and attacks the heroes while the cat and the real Renn run away in Michael Logan (Order #41085069)
148 opposite directions. The real Renn sends a telepathic message, "Meet me at Maisel’s Tavern," to the hero who gave the sign. If the heroes attack the cat, it turns into mist and vanishes into the ductwork. E Cat: A Raksasha, see page 185. E False “Renn Distro:” Corrupt (see Savage Foes of North America). Bloodmist’s compatriot is one of the Elite Corrupt capable of assuming human form. E Renn Distro: K’zaa, Lord of Stormspire (see page 167). Steal from Me It takes an hour to find Maisel’s Tavern. Each success and raise on a Persuasion roll reduces this by 15 minutes (to a minimum of a quarter of an hour). During this time, Bloodmist attempts to shadow them by shapeshifting into various forms as he follows them. Any heroes not making or supporting the Persuasion roll may instead roll Notice to spot their tail and then Stealth to ditch him. Maisel’s Tavern turns out to be a ragged stall in the shantytown part of Stormspire. When the heroes approach, no one resembling Renn Distro appears to be there. Instead, a near-human D-Bee woman with a beehive hairdo waits until they approach the counter and says in Renn Distro’s voice “Wait for the Panthera-Tereon races.” She continues: “I can’t stay to explain further,” the disguised Renn Distro states, looking over your shoulders for any sign of pursuit, “Take this, it explains everything.” Renn hands you a small leather pouch filled with a heavy round object, then quickly attempts to blend into the crowd. Heroes attempting to hinder Renn’s escape find that the disguised LizardMage has no intention of speaking Michael Logan (Order #41085069)