Savage Worlds - Frozen Skies
Savage Worlds - Frozen Skies
1
Credits
Interior Art: Mike Doscher, John Gendall, Marius Janusonis, Janina Joves, Denny
Roth, Matt Roper, Yilong Wu
Cartography: Pokke
Thanks to Pinnacle Entertainment Group for allowing use of and adapting the air
aircraft creation rules from The Pulp Gear Toolkit and some of the vehicle stats from
Deadlands Noir. Also to Paul Wade-Williams of Tripe Ace Games for allowing use of
the Cold Blooded Hindrance from Hellfrost.
This game references the Savage Worlds game system, available from Pinnacle
Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
Pinnacle makes no representation or warranty as to the quality, viability, or suitability
for purpose of this product.
2
2
Contents
3
3
4
4
Fly the Frozen Skies
Welcome to Frozen Skies, a dieselpunk make the world a much smaller place
fantasy game set in the mysterious, frozen with the development of long-range
lands of Alyeska. It is a frontier home to communications, though these have only
those living on both sides of the law, the recently been introduced to Alyeska and
pioneering ice pilots without whom the it is likely to be years before the full effects
land would be virtually uninhabitable, are felt.
the various factions who strive to However, events of the Great
bring civilisation to this remote and Darmonican War a decade ago are still
inhospitable place, and the savage beasts felt today and contribute to Alyeska’s
known as Wulvers whom have dominion effective isolation. The vast waters of
over vast swathes of the Continent. the Mhór Farraige, the ocean that lies
Many are drawn to Alyeska in search of between Alyeska and the great powers to
something, be it a new sense of freedom the east, have been near-constantly storm
on the fringe of civilisation or fortunes to wracked since the end of the War. Many
be made. This wanderlust has manifested believe this is due to a large explosion,
itself in the form of treasure hunters simply dubbed The Blast, that devastated
plundering ancient artefacts from ice- a large chunk of the former Holy Sodkan
bound ruins, aviators who’ve come to fly Empire. The crossing is difficult for ships
as bush pilots on the frontier taking any and virtually impossible for aircraft, and
jobs they can (legal or otherwise), and with no sign of the storms letting up any
convicts or criminals fleeing north to time soon rationing has started being
escape the long arm of the law. enforced in Alyeska to preserve supplies
Whatever their reasons or motives for and resources.
coming to this land, all face a daily fight
for survival against the elements, and
occasionally each other, as well as darker The Commonwealth
forces such as the Wulvers. For every To many Alyeskans the Commonwealth,
man who leaves Alyeska with a fortune the nation that governs most of Alyeska,
in his pocket, there are dozens more whois a distant authority. They know there
simply disappear into the frozen wastes.is a parliament that governs it, and a
monarch that rules it, but little beyond
that. Since it is so far removed from them
AF F
rozen rontier many barely even acknowledge it, after
Alyeska is a remote continent in the all they’re the ones trying to eke out an
northern reaches of the world known as existence in this harsh land. There are also
Darmonica, so far removed that it might many who resent the Commonwealth
as well be another planet altogether. for ‘abandoning’ them by withdrawing
Well…almost. The march of technology soldiers that were holding back the
and progress have certainly helped to Wulvers.
5
5
Of course Alyeskans are aware of other and former pilots around. The sky pirates
powers that wish to stake a claim in their have become an increasingly widespread
home: the militant Artian Confederation, problem over the past decade, based
the technological theocracy called the primarily in the free town and pirate
Iron Collective, and the Union of Sodkan haven of Broken Spires in the Bastion
Republics. Thankfully there is a great Peaks.
deal of mistrust between these far-off
powers, stemming mainly from the Great
Darmonican War and its scars, which are Windryders and Genchi
still fresh in the minds of many. Resident in Alyeska long before Man
reached its shores, the Windryders are
a nomadic people that use giant birds
Aviators dubbed ‘Dragonhawks’ as mounts. They
Due to Alyeska’s terrain and the general are generally considered as little more
lack of major infrastructure, the principal than primitive tribal people, though they
means of getting around is the airplane are known to be adept at using firearms
and, to a much lesser degree, the airship. to the distress of an unlucky outlaw.
There are dozens of airstrips scattered However, Windryders tend to avoid
throughout Alyeska and for many contact with humans as much as possible.
settlements it is their only link to the What is known is that they’ve had a
outside world. With such a focus on air less than peaceful relationship with the
travel there is a huge demand for pilots, various settlers who’ve come to Alyeska,
something that has attracted hundreds to and they do their best to deter people
become bush pilots or ‘ice pilots’ as they from poking around in some of the old
generally like to be called. Many of these ruins that dot the land. Many believe
ice pilots are eccentrics who are well the Windryders are hiding a vast horde
suited to the flying conditions in Alyeska; of treasure, although others say it’s some
there is a general saying that you don’t dark and horrible secret. Either way, the
have to be crazy to fly the frozen skies, Windryders aren’t saying much on the
but it does help... matter.
Another type of pilot has been drawn Generally treated as second-class
like a moth to a flame, too, namely those citizens due to their non-human features,
romanticized in the press as ‘sky corsairs’ the Genchi are related to the Windryders
but labelled by the law and their victims as distant cousins. Like their free-flying
as simply ‘pirates’. Sky piracy first arose counterparts, the Genchi sport four-
with the coming of the aircraft almost a digit hands and feet, green pointed ears,
century ago, but boomed in the aftermath and a slightly prehensile hairless tail in
of the Great Darmonican War when the same green skin tone. Where the
there were a lot of war surplus planes Genchi differ is that they lean towards
6
6
being more technologically inclined, and The greatest reminder of the Ancient
many display a mechanical aptitude that Terrans is an area known as the
is almost supernatural. As a result, they Chillwynd Marches, a vast plain, circular
tend to drift towards more industrial and perfectly flat, ringed by standing
areas or places where mechanics are in stones marking its boundary. At the dead
high demand. centre of the Marches lies the Monolith, a
towering hive-like city that is still largely
unexplored. Many are drawn here in
The Ancient Terrans search of relics and artefacts to sell to the
Civilisation in Alyeska began with highest bidder, but very few stay long.
the Windryders; but there was a people Another reminder left behind by the
known as the Ancient Terrans who Ancient Terrans is the existence artifacts
once resided in Alyeska, thousands of that people scavenge from the various
years ago, before being destroyed in ice bound ruins. These often fetch high
mysterious circumstances. Today only prices and have been responsible for
the ruins of their former settlements many of so-called ‘relic rushes’ over the
remain. Some have been adapted as years. They have been the cause of dozens
shelters by the Windryders, and others of skirmishes, be it between rival treasure
in turn became foundations for the new seekers or between the settlers and the
human settlements. A lot of the ruins lie Windryders.
abandoned, though, with something foul
about them that makes people wary of
getting too close to them.
7
7
8
8
Characters
Alyeska is home to a wide range of has taught you the wisdom of keeping a
characters, all of whom can easily be used gun handy and knowing how to use it.
for any Savage Worlds game. Below are Escort: Typically female and known
some of the sort of characters that you in polite company as a ‘lady of the
can expect to find in Alyeska, but this is evening’, or ‘soiled dove’, and by other
by no means a comprehensive list. You’re names in cruder company. You often find
more than welcome to come up with your work in the various taverns throughout
own character concept. Alyeska or in the brothels of the larger
Aviator: Many who come to Alyeska do settlements. Typically escorts are female,
so to fly, and there is a demand for skilled but some men have taken to this trade in
pilots. It isn’t an easy life however, and recent years.
hazards such as sky pirates and even the Explorer: Alyeska is a vast land with
weather are daily occurrences. many mysterious and hidden secrets, all
Bootlegger: Be it via your own small waiting to be uncovered by the most brave
aircraft, or the motor vehicle you’re lucky and daring. You’ve heard the barroom
enough to own, you transport your home- tales of expeditions into the wilderness
brew liquor to sell in exchange for a few disappearing without a trace and other
coins in your pocket. You try to keep one such stories; whether they’re true or not,
step ahead of the law - but they’re the you keep a gun handy just in case.
least of your worries. Fur Trapper: You make a living
Bounty Hunter: Alyeska is a vast frontier trapping animals to sell their furs at
with plenty of places in the wilderness for the various trading posts. You’ve taught
a wanted man to hide beyond the reach of yourself some bushcraft skills and are a
the law, and it’s usually up to you to bring skilled hunter, but you know full well the
in these scoundrels. dangers of the wilderness.
Commoner: You are one of the Lawman: Alyeska is a frontier and
common inhabitants of Alyeska, those somebody needs to keep law and order
who just wish to eke out an existence in out here: that somebody is you. Typically
this unforgiving land. you would be part of the Royal Alyeskan
Doctor: People get hurt and they get Air Police, but a few towns have their
sick, and anyone with some medical skills own sheriffs and the larger ones have
is a godsend in the various Alyeskan their own police forces.
settlements. Typically as a doctor you’re Mechanic: A good mechanic is worth
widely respected as a neutral and not to their weight in gold and any pilot worth
be harmed (well, except perhaps for the his salt will make sure he has one. Much
more unsavoury types…). like pilots they are in great demand,
Drifter: There are odd jobs all over the perhaps even more so.
place and you’ve always felt the need to Mercenary: Guns for hire can easily
keep on the move. Your time in Alyeska find work, typically working in security
9
9
protecting valuable cargo or defending Windryder
a mining camp. Others sign on with the Windryders are nomadic hunter-
various expeditions that head out into gatherers who can be found all over
the wilderness - some of which are legal, the continent of Alyeska, having called
some less so... these frigid lands home seemingly since
Outlaw: Alyeska has its fair share of the world began. They are an ancient
people with a price on their heads, some people whose traditions and customs
bank robbers, some cold-hearted killers. have survived through the centuries, they
You’re constantly on the move, never also recall the rise and fall of the Ancient
staying in one place for more than too Terrans in some of their oldest tales. They
long lest the law should finally catch up are most notable for using giant birds
with you. called Dragonhawks as mounts.
Prospector: There is a great deal of They generally have green pointed ears,
mineral wealth in Alyeska: most of it gets a slightly prehensile hairless tail in the
claimed by the various mining companies. same skin tone, and four digits only on
You’re one of the stubborn independents, both hands and feet as opposed to the
ferociously guarding your claim in the human norm of five digits
hope that one day you’ll strike it rich. • Agile: They start with d6 Agility
Sky Pirate: You are the scourge of the • Skyborn: They start with d6 in
skies, hijacking planes with the intention Riding
to hold their passengers or cargo to • Icy Home: The Wimdryder receives
ramson. Perhaps you’re a noble soul that a +4 bonus to resist cold. This also
doesn’t harm anyone unless needed to, counts as Armor against attacks
though you could just as easily have a based on cold/ice.
darker heart.... • Outsider: Being of a little
Treasure Hunter: Scattered throughout understood race and culture their
Alyeska are the ruins of the Ancient Charisma suffers a –2 modifier
Terrans, many of which are meant to among all but their own people.
contain relics and artefacts waiting to be • Pacifist (Minor): Windryders only
discovered. The tales that these ruins are fight when given no other choice,
cursed just mean they hold something and never kill prisoners or other
valuable… right? defenseless victims.
Genchi
Making Characters Genchi are offshoots of the Windryders,
Once you’ve decided upon your their ancestors being taken by the Ancient
concept, it’s time to create a character. Terrans as slaves. They lost much of
Creating Frozen Skies characters follows their old Windryder ways and gradually
the standard character creation process formed their own distinct culture. During
for Savage Worlds. their time as slave workers for the Ancient
Terrans, the Genchi had a mechanical
Race aptitude bred into them and working
In Frozen Skies Humans are the main with mechanical devices comes naturally
race encountered, though Windryders to them. Though they tend to be treated
and Genchi are included as optional as second-class citizens and so are often
player races. The Windryders and Genchi found in their own ghettoes or doing
share a common ancestry, but they have menial factory work, a minority have
differences in their respective cultures found work in the military as mechanics.
and daily life. Below are the templates for A skilled handful have even managed to
Windryders and Genchi, should they be better themselves.
used in your game.
10
10
• Agile: They start with d6 Agility Gear
• Grease Monkey: They start with a Each character in Frozen Skies starts
d6 in Repair with the clothes on their back and £75
• Outsider: Being of a little in their pockets. It is a good idea to
understood race and culture their spend some of that cash on weapons,
Charisma suffers a –2 modifier ammunition, and equipment. A complete
among all but their own people. list of items can be found on pages 16-25.
11
11
money and no up-front payment as a you fail three such rolls in a row your
Major Hindrance. character loses control as the infection
Cannot be taken with Good Reputation. takes over and you transform into a
Wulver. The process takes 1d6+1 rounds
Cold Blooded (Minor) after which your character will attack
If there is one thing your character has friend and foe alike.
never quite gotten used to in the North
it is the thrice-cursed cold, often forcing
them to don furs and hang close to a N
ew dges E
fire in order to stay warm. They end up Edges with the Arcane Background
having a -2 to their Vigor rolls to resist type aren’t generally available in Frozen
the effects of cold weather. Skies. All others are acceptable. Weird
Science is acceptable long as the GM feels
Jinxed (Major) it fits their game.
You’re walking bad luck; somehow,
you’ve got a reputation for bringing Background Edges
calamity upon those around you. It may Background Edges can be picked up
be that you tend to be the sole survivor during play.
of various expeditions or that planes you
travel in have a nasty habit of crashing. As Heart of the North
a result, folk tend to mistrust you to the Requirements: Alyeskan native by
point where you can expect to be charged birth.
higher prices or to find people are a little This Edge grants the Alyeskan a +4 to
wary to help you. resist cold and a free d6 skill in Survival.
In addition to the above you also This replaces the free Edge normally
suffer a -2 modifier to your Charisma available to humans for Alyeskan-born
rolls. A Character cannot have Jinxed characters.
in combination with the Luck or
Charismatic Edges. Heavyweight
Requirements: Novice, Vigor d8+
Lightweight (Minor) You have a stronger constitution than
You either can’t handle your liquor, others - you’re less likely to get sick,
or you’ve been a sucker for every illness and you can hold your own in drinking
going; either way you’re a tad more contests. You gain +2 on Vigor rolls
delicate compared to others. As a result for Diseases and Poison. If the Liquid
you suffer a -2 to your Vigor rolls for Courage Edge is also taken then you
Diseases and Poison. gain a Vigor roll to ward off the effects of
Cannot be taken with the Liquid drinking a stiff drink.
Courage or Heavyweight Edges. Cannot be taken with the Lightweight
Hindrance.
Wulftouched (Major)
Whilst you were still in the womb you Tenacious Survivalist
were infected when a Wulver bit your Requirements: Novice, Survival d6+
mother, though it didn’t seem to have Even when times were at their toughest,
any effect growing up though you gained you have always managed to get by when
a reputation for being bit of a wild child. others fell by the wayside. As a result of
As an adult you find it difficult to control your trials and travails you have gained
your anger, something that has caused no +2 to your Survival skill.
end of trouble.
At the GM’s call during a situation
involving extreme stress make a Spirit
roll and make a note of the result. Should
12
12
Combat Edges
Ace Gunner
Requirements: Novice, Shooting d6+
You have a knack for using weapons like
machine guns and other heavy weapons;
you’re almost as good with them as a
sharpshooter is with a rifle. When using a
machine gun or vehicle-mounted weapon
you gain +2 to your Shooting skill.
Pugilist
Requirements: Seasoned, Brawler
Some are a hotshot with a gun, others
are highly skilled swordsmen. You, well,
you’re handy with your fists. You gain
+2 on your Fighting rolls for unarmed
attacks.
Professional Edges
Mechanic
Requirements: Novice, Smarts d6+,
Repair d6+
You add +2 to your Repair roll when
working on mechanical items such as an
aircraft engine.
Social Edges
Good Reputation
Requirements: Seasoned
The opposite of Bad Reputation, you’ve
got a rep for being reliable and honest
when it comes to getting jobs done. You
gain a +2 bonus when doing a Streetwise
roll looking for jobs and 25% extra reward
money for completing said jobs.
Cannot be taken with Bad Reputation.
Excellent Reputation
Requirements: Veteran, Good
Reputation
As above but increased to a +4 bonus
and 50% extra reward money.
Weird Edges
Scentless (Weird)
Requirements: Novice
For reasons unknown Wulvers have
a hard time trying to track you. When
trying to detect you, Wulvers must roll
Notice at -4 in order to do so.
13
13
Ancient Terran Mastery Glim-Tech Mastery
Requirements: Seasoned, Arcane Requirements: Veteran, Overcharge,
Background (Weird Science), Smarts Smarts d10+, Knowledge (Glim-Tech)
d8+, Knowledge (Ancient Terran) d8+, d10+, Weird Science d10+
Weird Science d8+ Improve knowledge of Glim-Tech
Your growing knowledge of Ancient devices has allowed you to further
Terran technology allows you to make maximize your usage of power cores.
more efficient use of Ancient Terran Each raise you get on the roll to activate
Artifacts. You can now ignore the -2 your Glim-Tech devices reduces the
penalty to use such devices. Power Point cost by 1. You must have the
points available to use the device before
Ancient Terran Expert rolling.
Requirements: Veteran, Ancient
Terran Mastery, Smarts d10+, Knowledge
(Ancient Terran) d10+, Weird Science
d10+
You have become so adept at using
Ancient Terran Artifacts that you are able
to maximize their effectiveness. You now
gain a +2 bonus to using such devices and
they will only malfunction on a 1 on the
trait die, ignoring the Unstable rule.
Overcharge
Requirements: Seasoned, Arcane
Background (Weird Science), Smarts
d8+, Knowledge (Glim-Tech) d8+, Weird
Science d8+
Growing knowledge of Glim-Tech has
enabled you to tinker with the efficiency
of Glim-Tech power points to enhance
your Glim-Tech devices. Power Points
can now be spent on additional effects
and you gain a +2 bonus to using Glim-
Tech devices.
14
14
15
15
Gear
16
16
Lantern £0.50 Wine, glass £0.10
Lantern, oil (1 gallon) £0.04 Wine, bottle £1.20
Lighter £0.20
Lockpicks £10 Transportation
Matches (box of 100) £0.10 Airplane ticket (average) £0.02/mile
Mess kit £0.40 Airship ticket (average/oceanic) £90
Parachute £20 Ocean liner passage £16-£50
Pick £0.40 Petrol (per gallon) £0.03
Pipe £0.40 Taxi fare £0.08/mile
Radio, vacuum tube £6 Train fare £0.01/mile
Rope (per 50’) £1
Shotgun shells, box of 25 £0.30 Hand Weapons
Shovel £0.30 Billy Club/Baton £0.40
Skis £3.20 Brass Knuckles £0.60
Snowshoes £1 Knife £0.20
Spectacles £1 Switchblade £1
Stove, camp £1 Trench knife £1
Tire, truck £0.80
Tobacco, pouch £0.10 Ranged Weapons
Tools, repair kit £2
Wristwatch £1-£5
Firearm Accessories
Cartridge Belt £0.40 (holds 25 rounds)
Gun Cleaning Kit £1
Holster £1
Rifle Scope, 4x £5 (+1 to Shooting)
Rifle Scope, 10x £15 (+2 to Shooting) Rifle
Silencer, Pistol £5 The humble bolt-action rifle is
Suppressor, Rifle/SMG £15 widespread across Alyeska, found in
Web Gear £0.60 the hands of hunters, prospectors, and
soldiers alike. The most common type
Services found is the Commonwealth’s Lloyds-
Bath £0.20 Edwards No.5 Rifle, typically as war
Burial £1 surplus.
Photo £2 Price: £8+
Room (per day) Range: 24/48/96; Damage: 2d8; RoF: 1;
Boarding house (w/meals) £0.60 Weight: 9; Shots: 10; Min Str: d6; Notes:
Low-class hotel £0.40 AP1, Snapfire
High-class hotel £2
Movie ticket £0.05
Shave and haircut £0.05
Telegram (per word) £0.01
17
17
It is rare to see this weapon outside of the
Wulflands, though a few examples have
found their way onto the black market
and fetch a small fortune.
Price: £50
Range: 30/60/120; Damage: 2d8+1;
RoF: 1; Weight: 10; Shots: 20; Min Str:
d6; Notes: AP2, Semi-Auto Machine Gun
This is another military weapon that
does see its way onto the civilian market
from time-to-time, though most examples
in civilian hands are Great Darmonican
War vintage Lloyds Machine Guns.
Price: £60
Range: 40/80/160; Damage: 2d8; RoF:
3; Weight: 28; Shots: 47; Min Str: d8;
Notes: AP2, Auto, Snapfire
Machine Pistol
A relatively new weapon to Alyeska,
largely used by the Royal Alyeskan Air
Police due to its higher rate of fire and Submachine Gun
larger magazine. Based off an Artian A design developed from the Machine
design captured during the War. Pistol, though largely restricted to
Price: £13 military use at present.
Range: 12/24/48; Damage: 2d6-1; RoF: Price: £40
3; Weight: 8; Shots: 30; Min Str: -; Notes: Range: 12/24/48; Damage: 2d6+1;
AP1, Auto RoF: 3; Weight: 11; Shots: 50; Min Str: -;
Notes: AP1, Auto
18
18
Peppermint Bomb
The Peppermint Bomb has been around
for quite a while, created for use against
Wulvers and originally required a fuse
to be lit before throwing. Thankfully the
design has been improved to use a fuse
from a hand grenade, but it still functions
the same as its always done.
It works just like a hand grenade in
that can be thrown, though it can be
used as part of a trap. When it explodes
it produces a Small Burst Template that
remains in play for 2d6 rounds. Any
Wulver caught within the Template
or enters it immediately ends their
Explosives movement and makes a Spirit roll at -4,
a failed roll means they’re Shaken. Whilst
Dynamite they remain in the template all Spirit rolls
Dynamite is sold by the stick or by are at -4 and they must make a Spirit roll
the case; a typical case contains 24 to avoid being Shaken, though if it makes
sticks. The weapon table lists the effects them become Shaken they do not suffer
for combining sticks of dynamite. A any wounds if they are already Shaken. If
demolitionist may use up to eight sticks the bomb lands directly on a Wulver then
as a single, throwable weapon. For any the templates moves with the Wulver
number not listed, add +1 damage to until it expires.
the base value per additional stick. For Cost: £5
example, three sticks of dynamite inflict
3d6+1 damage and will otherwise work Wulf Bait
like throwing two sticks, while seven Wulf Bait was designed to lure Wulvers
sticks will do 4d6+3 damage and will to a certain spot, but it also works on
otherwise work like four sticks. wolves and other canines. When used
Exploding dynamite automatically sets place a Large Burst Template which lasts
off any other dynamite in the blast radius. for 2d6 rounds. When within 6 inches of
Increase the effect based on the total the template Wulvers (and canines) must
number of sticks in the area, with any make a Spirit roll at -4 at the beginning
additional sticks beyond eight counting of their turn, failure means that they
as separate damage rolls. must move into the area covered by the
Eight (or more) sticks of dynamite template. On successive turns until the
exploding at once are considered a Heavy template expires, Wulvers must make a
Weapon. Spirit roll at -4 to try and avoid the effects
When resolving the effects of the of the template.
explosion, center the first explosion on Regardless of whether they’re affected
the original target, and any secondary by the template or not Wulvers suffer
explosions on the location(s) of the -2 to scent based Tracking rolls whilst
additional dynamite. This may result in within 6” of the template.
cascading explosions as more dynamite is Like the Peppermint Bomb it can be
covered by the expanding area. thrown or placed.
Cost: £0.60 per stick; £13 per case of 24 Cost: £2
sticks
19
19
speed and packs a mean punch with its
Vehicles 20mm autocannons, but it lacks armor
and so is bit of a glass-jaw fighter.
Aircraft Acc/TS: 25/170; Toughness: 10 (2);
Crew: 1; Climb: 2; Handling: +1; Notes:
Cargo Plane Light Fighter
A dime a dozen, cargo planes are the Weapons: 2x 20mm autocannons
backbone of air travel in Alyeska. Many (50/100/200, 3d8, ROF 3, Bursts 10, AP4)
isolated settlements rely on them for their
very existence. Presented below are the Kestrel
stats for a typical cargo plane. More of a brawler compared to the
Price: £1,000 Hornet, the Kestrel is the Commonwealth’s
Acc/Top Speed: 10/92; Engines: 2; main frontline fighter.
Climb: 1; Toughness: 13 (1); Agility: -1; Acc/TS: 20/140; Toughness: 12 (3);
Range: 2,125 miles; Crew: 3 (Pilot, co- Crew: 1; Climb: 1; Handling: +0; Notes:
pilot, flight engineer), up to 24 passengers; Medium Fighter
Cargo: 3 tons. Weapons: 4x .50-cal MG (50/100/200,
Notes: 2d10, ROF 4, Bursts 14, AP3)
Gyro-carrier Drake
A gyro-carrier is a larger version of a The Drake is designed and operated as
gyrocopter built to carry passengers or a ground attack fighter, typically used in
cargo. Whilst not able to carry as much pinpoint strikes. It is a heavy twin-engine
as a true cargo plane, it does have the aircraft crewed by a pilot and gunner.
advantage of being able to land almost Acc/TS: 20/120; Toughness: 13 (3);
anywhere. Crew: 2; Climb: 0; Handling: -1; Notes:
Price: £700 Heavy Fighter, Improved Targeting (+1
Acc/Top Speed: 15/40; Climb: 0; on Shooting rolls), Turret (rear mounted
Toughness: 11 (2); Agility: 0; Range: .30-cal MG)
334 miles; Crew: 2 pilots, 8 passengers; Weapons: 2x 20mm autocannons
Cargo: 1 ton. (50/100/200, 3d8, ROF 3, Bursts 10, AP4)
2x rockets (50/100/200, 3d8, ROF 1,
Hornet AP8, SBT)
The Hornet is the Commonwealth Air 1x .30-cal MG rear mounted (30/60/120,
Force’s (CAF) interceptor, meaning that 2d8, ROF 3, Bursts 20, AP2)
its job is simply to engage the enemy as
quickly as possible. As such, it is built for
20
20
Acc/TS: 10/100; Toughness: 14 (2);
Crew: 7; Climb: -1; Handling: -2; Notes:
Heavy Bomber, Turrets x3, Extra Fuel
Tanks
Weapons: 2x .50-cal MG nose turret
(50/100/200, 2d10, ROF 4, Bursts
14, AP3)2x .50-cal MG rear turret
(50/100/200, 2d10, ROF 4, Bursts 14,
AP3)
2x .50-cal MG dorsal turret (50/100/200,
2d10, ROF 4, Bursts 14, AP3)
20x Medium bombs (4d8, AP20, MBT)
or 10x Large bombs (5d8, AP40, LBT)
Airships
B-Class Frigate
The B-Class frigates first saw service
halfway through the Great Darmonican
War as a replacement to the earlier A-Class
that was in service at the beginning of the
War. The B-Class were particularly good
as raiders, typically operating in packs of
three to provide mutual support to one
another. If they managed to capture a
prize one would take it under tow whilst
the other two would act as escorts.
Firefly They have now steadily been replaced
Fireflies form the mainstay of the CAF’s by the newer C- and D-Class frigates, as
light bomber force in Alyeska, and they such many B-Class frigates have been
also get used on a lot of recon and patrol assigned either to remote outposts or
sorties. relegated to patrol duty.
Acc/TS: 20/120; Toughness: 12 (2); Acc/TS: 3/10, Handling: +0,
Crew: 4; Climb: 0; Handling: -1; Notes: Toughness: 13 (2), Crew: 10
Light Bomber, Turrets x2, Extra Fuel Notes: Airship, Heavy Armour
Tanks Weapons: Deck Gun (Range 70/90/315;
Weapons: 2x .50-cal MG nose turret Damage 4d8; ROF 1 action to reload;
(50/100/200, 2d10, ROF 4, Bursts 14, Medium Burst Template; AP 25, Heavy
AP3) Weapon), .50 cal machine gun (Range
2x .50-cal MG rear turret (50/100/200, 50/100/200; Damage 2d10; ROF 3; AP
2d10, ROF 4, Bursts 14, AP3) 4, Auto, May not move, Heavy Weapon,
8x Medium bombs (4d8, AP20, MBT) Anti-Aircraft only).
Cost: £6,000
Valiant
Other than skyships, the Valiant Bayleaf-class Freighter
four-engine heavy bomber is the most Known as “flying bricks”, the Bayleaf-
powerful aircraft the CAF processes, class Freighters were designed and built
though they are deployed to Alyeska in with the sole purpose of transporting
limited numbers with there currently cargo in bulk. They are the great giants
being only two squadrons comprised of of the sky, typically only found in the
twelve Valiants each. service of either the Skywrights Guild or
a trade consortium. Only a handful exist
21
21
in Alyeska due to the facilities required Regal-class Light Cruiser
to operate them, so they are more The Regal-class was commissioned
commonly used to ship freight across roughly halfway through the Great
the Mhór Farraige (‘Great Ocean’) rather Darmonican War, designed as the
than the Alyeskan interior. Commonwealth’s answer to enemy
They are also slow-moving targets and commerce raiders and incorporating
more than one sky pirate has tried his technological advances made earlier in the
luck trying to capture a Bayleaf, so these conflict. One of the features the class was
Skyships usually are armed with eight notable for was the use of oil-fired engines
heavy machines and carry a few aero- rather than coal-fired ones, making them
marines in their crews. one of the first Commonwealth Skyships
Acc/TS: 2/5, Handling: -3, Toughness: to do so. The lead ship of the class, CAS
20 (4), Crew: 70, Cargo: 20 Regal, was the first to begin construction
Notes: Airship, Heavy Armour but suffered damage during an enemy
Weapons: Eight .50 cal machine guns raid that delayed her launching and
(Range 50/100/200; Damage 2d10; ROF allowed her sister ship CAS Viceroy to be
3; AP 4, Auto, May not move, Heavy launched first.
Weapon, Anti-Aircraft only) with four
on either side. For much of their wartime career, the
Cost: £25,000 Regal-class Skyships were employed on
extended patrols over the waters of the
Rover-class Scout Airship Commonwealth’s Home Isles. Though
The Rover-class scout airship is an old they were also used as convoy escorts
design that saw service during the Great and occasionally raids on enemy targets,
Darmonican War, only to be sold off after CAS Sovereign was lost in a raid upon a
the armistice as the Commonwealth’s Sodkan Lift Gas refinery. Probably the
military started winding down after the most noteworthy action of the Regal-
conflict. Despite its age, it is a solid military class was the Second Battle of Lindun
design that features individually wired gas when the Skyships Archduke, Marquis,
cells of Lift Gas for built-in redundancy Regal, Regent, Viceroy and Viscount
and damage control. It also sports hooks directly engaged enemy bomber streams
to mount a pair of fighter-reconnaissance by firing flak from their main guns.
aircraft to extend its patrol radius and for
self-defence. Propulsion is provided by Post-War they have continued their
four engines mounted in nacelles on the patrol duties, this time against sky pirates
sides of the airship. Additionally, there who lack the means to take on a Skyship.
are top mounted turrets that feature a pair
of 50-cal machine guns each to provide Acc/Top Speed: 3/12, Handling: -3,
extra defence capabilities. Toughness: 50 (20), Crew: 570
Many small-time outfits have acquired Notes: Airship, Heavy Armor; scout
old Rovers to serve as their first airship, planes(1), catapult launched.
they’re easy to maintain and spare parts Weapons: 8 x 6” guns (Range in miles
are still plentiful. 6/12/18; Damage 6d10; LBT, AP 30,
Acc/TS: 5/30, Handling: -1, Toughness: Heavy Weapon) in 4 turrets, 4 x 40mm
15 (2), Crew: 10, Cargo: 10 quads (Range 75/150/300; Damage 4d8
Notes: Airship, Heavy Armour (AP), 3d8 (HE); RoF 4; AP 5 (AP), 2 (HE),
Weapons: Four .50 cal machine guns MBT, Heavy Weapon, Quad-linked*) in
(Range 50/100/200; Damage 2d10; ROF 4 open mounts, 1 x twin-40mm mount,
3; AP 4, Auto, May not move, Heavy 2 x 20mm (Range 50/100/200; Damage
Weapon, Anti-Aircraft only) in two 2d12; RoF 4; AP 4, Heavy Weapon) in
turrets. 2 open mounts, 12 .50 cal MG (Range
Cost: £2,500 50/100/200; Damage 2d10; ROF 3; AP
22
22
4, Auto, May not move, Heavy Weapon, across the great sand seas of the southern
Anti-Aircraft only). wastes or the ice fields of Alyeska. As a
*Quad-linked 40mm cannon provide a rugged and relatively simple vehicle it
+2 to hit and +2 to damage bonus. is well liked; certainly the lumber and
Cost: Military mining companies of Alyeska have a
few of them on hand, and any serious
Scout Plane prospector has at least one. Whilst not
Acc/TS: 10/55; Toughness: 11 (2); particularly fast, the Mule’s wide width
Crew: 2 (pilot, gunner); Climb: 0; and tracks mean it can handle a wide
Handling: +0 (-2 when loaded); variety of terrain types while carrying
Notes: Flotation Gear, Zeppelin Hook different loads.
Weapons: 1 x 30-cal MG (Range Price: £500
30/60/120; Damage 2d8; RoF 3, Bursts Acc/Top Speed: 5/8; Toughness:
28, AP 2) in nose, 1 x 30-cal MG in rear 19/17/17 (5/3/3); Crew: 1+15; Cargo: 10
cockpit. 6 x Small Bombs or 4 x Medium tons
Bombs. Notes: Heavy Armor, Tracked.
23
23
for practicality than looks. This even Carrier, then the humble truck is more
extends to the motor vehicles present than enough.
in these northern climes – for those Price: £50
who can’t afford a Mule Tracked Cargo Acc/Top Speed: 6/26; Toughness: 8
(3); Crew: 1
24
24
Explosives Table
Type Range Damage Cost Burst Weight Notes
Dynamite (1 stick) 4/8/16 2d6 £0.60 SBT .5 See notes
Dynamite (2 stick) 4/8/16 3d6 £1.20 SBT 1 See notes
Dynamite (4 stick) 3/6/12 4d6 £2.40 MBT 2 See notes
Dynamite (8 stick) 2/4/8 5d6 £4.80 LBT 4 AP 4, Heavy Weapon,
see notes
Hand Grenade 5/10/20 3d6 £4 MBT 1 Typically restricted to
military
Peppermint Bomb 3/6/12 Special £5 SBT 1 See notes
Wulf Bait 3/6/12 Special £2 LBT 1 See notes
Vehicles Table
Aircraft
Vehicle Acc/TS Toughness Crew Climb Handling Cost
Cargo Plane 10/92 13(1) 3+24 1 -1 £1,000
Gyro-carrier 15/40 11(2) 2+8 0 0 £700
Hornet 25/170 10(2) 1 2 1 Military
Weapons: 2x 20mm Autocannon
Kestrel 20/140 12(3) 1 1 0 Military
Weapons: 4x .50 cal MG
Drake 20/120 13(3) 2 0 -1 Military
Weapons: 2x 20mm Autocannon, 2x rockets, 1x .30 cal MG rear
Firefly 20/120 12(2) 4 0 -1 Military
Weapons: 2x .50 cal MG nose, 2x .50 cal MG rear, 8x medium bombs
Valiant 10/100 14(2) 7 -1 -2 Military
Weapons: 2x .50 cal MG nose, 2x .50 cal MG rear, 2x .50 cal MG top turret, 20x medium bombs
Road Vehicles
Vehicle Acc/TS Toughness Crew Cost Notes
Motorcycle 12/30 7(1) 1(+1) £60
Mule Tracked Cargo Hauler 5/8 19/17/17 (5/3/3) 1+15 £500 Heavy Armor,
Tracked
Truck 6/26 8(3) 1+1 £50
25
25
26
26
Weird Science
27
27
Darksight Goggles (AT & GT)
Weird Science Gear One of the few items of Ancient Terran
The following devices will either have technology that has been reversed
AT to denote that they’re Ancient Terran engineered, the Darksight Goggles have
or GT to show that they’re Glim-Tech. come into their own with special military
units. There are two versions currently
Auto-Skeleton Key (GT) out there and both can only be used by
The Auto-Skeleton Key was created a single wearer. Regardless of which
during the Great Darmonica War to version is used, both require a Weird
expand the toolkit of the operatives of the Science roll or a -2 Notice roll to activate.
various nations involved in the conflict, a Once activated, the devices allow the user
few made their way onto the black market to see in the dark as if they had cast the
and the post-war boom in Weird Science darksight power.
has allowed for increased production. It
is a handheld mechanical that is inserted Ancient Terran version
into a lock and then activated, the device’s The Ancient Terran version is a metal
mechanisms then use a series of picks and mask that covers the upper face when
manipulates the lock into opening. worn. It also has a pair of green lenses
The device takes a full round action which the wearer can see through and
to pick a keyed lock, but adds +2 to all allows them sight in the dark. The goggles
Lockpicking rolls. It provides no bonus also provide a +2 bonus to vision based
against combination locks, time locks, or rolls once activated.
other mechanisms that do not use a key. Has the Unstable rule.
Malfunction: On a critical failure on Malfunction: On a critical failure on
a Lockpicking roll, the device ends up any vision related skill while using them,
jamming the lock. The lock then cannot the goggles suddenly explode causing
be opened even with the proper key. 2d6 damage to the wearer. If they end
Unjamming the lock requires a Repair up being wounded then the wearer gets
roll at -4 and 1d4 hours. the Blind Hindrance, though a successful
Vigor roll means it goes away when all
Charged Accelerator Gun (AT) wounds are healed.
A popular, but extremely rare, Ancient
Terran artifact is the Charged Accelerator Glim-Tech version
Gun. It uses an electrical charge for By contrast, the Glim-Tech version
increased range and imbues shots with is much bulkier looking. Present day
an electric charge that can ‘shock’ a living scientists have been able replicate the
target when it hits them, forcing them to functions of the Ancient Terran versions,
make a -2 Vigor roll or become Shaken but they haven’t been able to recreate the
(this is done before damage is rolled). On same precise engineering. A helmet has
a raise the Vigor roll penalty is increased been used to support a power core and
to -4. the workings of the goggles, thus giving 1
Unless the shooter has the Ancient point of Armor to a character’s head and
Terran Mastery Edge, all Shooting rolls the benefits of the darksight power.
with this weapon are at -2. Malfunction: A critical failure on any
Has the Unstable rule. vision related skill whilst using the device
Malfunction: If a Shooting roll results causes the goggles to suddenly intensify
in a one on the skill roll, the gun explodes, the available light and blinds the user for
doing 3d10 damage to everything in a 1d6 hours.
Medium Burst Template.
Range: 30/60/120; Damage: 2d8+d6;
RoF: 1; Weight: 10; Shots: 10; Min
Str: d6; Notes: AP2, Snapfire
28
28
Darksight Scope (GT) way onto the black market and then into
Developed in parallel with the Glim- the hands of a, thankfully, small number
Tech version of the Darksight Goggles, of sky pirates.
the Darksight Scope is a specialist It consists of a pack worn on the user’s
attachment for rifles. Looking like an back, atop of this is a long pole that have
oversized flashlight, the scope is attached the rotors mounted high above the user’s
to a rifle via special fittings. Requires head. There are armrests on either side of
either a Weird Science roll or a Shooting the pack with controls mounted on the
roll at -2 to be activated, functionally it end of them. A simple Piloting check is
allows the sharpshooter to use the same required for takeoff and landing, plus it
benefits as a Darksight Goggle. The scope can move sideways or backwards at full
comes in two versions; 4x magnification Pace.
for +1 to Shooting rolls and 10x for +2 on Acc/Top Speed: 10/20; Climb: -1;
Shooting rolls when firing the rifle (not Toughness: 6 (1); Crew: 1; Cost: £400;
activating the scope). Notes: -2 Piloting in rough conditions.
Malfunction: If the Shooting roll Malfunction: On a snake eyes result for
results in snake eyes, the scope suddenly a Piloting roll, the Gyro-pack crashes. The
and greatly intensifies the available light user must make a -4 Agility roll to free
and blinds the sharpshooter for 1d6 themselves from the Gyro-pack before
hours. they can deploy a parachute (if they have
one), otherwise roll for Falling Damage.
Glimmer Gun (AT)
Another popular, but exceedingly rare,
piece of Ancient Terran technology is the Obscuration Harness (AT)
Glimmer Gun. It works by placing a pellet A piece of Ancient Terran technology
of Glimmer Rock into a special chamber, that is highly sought after by the powers of
the energy stored within the pellet is then Darmonica is the Obscuration Harness,
used to fire bolts of energy. Each pellet a rig of straps and components that is
has the equivalent of 20 Power Points and worn over the torso. It works the same
can be replaced with a fresh pellet. It can way as the obscure power by creating
be set to fire a single bolt, up to 3 bolts an area equal to a Large Burst Template
or a single boosted bolt just like the bolt filled with darkness and centered on the
power. wearer. Modern day scientists have not
Has the Unstable rule. been able to replicate its effects, though
Malfunction: If a Shooting roll results some are said to have gotten close.
in a 1 on the skill roll, the gun explodes, Has the Unstable rule.
doing 3d10 damage to everything in a Malfunction: On a critical failure the
Medium Burst Template. harness illuminates an area equal to a
Range: 12/24/48; Damage: 2d6*; Large Burst Template with a light that is
RoF: 1; Weight: 8; Shots: 20; Min the intensity of the sun. Everyone within
Str: -; Notes: AP2, the Template must make a -4 Vigor roll
*See description. or be blinded for 1d6 hours. Additionally,
they also suffer 2d6 of fire damage.
Gyro-Pack (GT)
The Gyro-pack is based on Gyro Revitalizer (AT & GT)
technology and was developed originally Another device found in two different
to allow airship crews to conduct work on variants, but both perform the same
the exterior of their vessel whilst it was in function. Both devices use the body’s own
motion. During the war it was adapted by electrical impulses to achieve an increased
the aero-marines of the various nations rate of healing and regeneration. To use,
to make boarding actions easier. Since place the device on a wounded person
the end of the war a few have found their and they then make a Vigor roll. A success
29
29
and then each raise heals a wound. The for the craft’s continued operation, so it
Glim-Tech version provides a +2 bonus does not take damage well.
to this roll, the Ancient Terran version The craft was designed by a mad
gives +4. scientist for high atmosphere research,
Ancient Terran version has the but ironically cannot get into space (as it
Unstable rule. flies by pushing against the atmosphere).
Malfunction: On a critical failure the It’s equipped with a 50 cal machine gun
Glim-Tech version inflicts 2d6 points of and rockets (to ward off air pirates), a
electrical damage to the person trying flotation system (in the event of a water
to use the device. The Ancient Terran landing), and the stability of the airframe
version inflicts a single wound instead acts as an improved gunsight. When faced
and then a -4 penalty to all healing based with hostiles, it can rapidly flee up or
rolls for the person for 1d6 days. down, by pumping air in or out of smaller
vacuum cells in the “floor” of the craft (not
The Invader (GT) unlike the ballast tanks of a submarine).
This saucer shaped craft seems like an It smells of ozone in the unlikely event of
otherworldly invention, but it instead is someone getting too close to it. However,
based on esoteric scientific principles. its cost and fragility make it nearly useless
It moves with no sounds, save for the outside of research (or perhaps recon or
buzzing of rotating, electric turboprop surveillance) applications.
engines that allow it to take off and land Price: £1400
vertically, and quickly turn and bank. Acc/Top Speed: 15/40; Climb: 0;
The craft is made of a chromed alloy Toughness: 11 (2); Agility: 0; Range:
that contains a small cockpit, minimal 334 miles; Crew: 2 pilots, 8 passengers;
life support, and a small engine. The Cargo: 1 ton.
craft itself is built around a ‘vacuum Weapons: 4x rockets (50/100/200, 3d8,
balloon’ made of ceramic composites ROF 1, AP8, SBT)
reverse-engineered from Ancient Terran 1x .50-cal MG under turret (50/100/200,
materials. However, the balloon is 2d10, ROF 4, Bursts 14, AP3)
insufficient for the entire airframe. The
levitation is provided by ionic thrust,
similar to a hobbyist’s ionocraft or lifter
designs. High voltage power is necessary
30
30
31
31
Setting Rules
32
32
skyjackers then need to make a series In gameplay, Spikes can be represented
of Strength rolls at -2 to inch their way using the Blast power with the Electricity
towards the aircraft; three successes are Trapping. They may be used when the
usually enough, and if the skyjackers GM feels the timing is right, perhaps
have a winch then they get a +2 bonus during a major fight or just to keep
to the roll. After successfully inching the players on their toes as a couple of
their way along a rope in the freezing examples. It functions exactly the same
cold jet stream of the target aircraft a few as the Blast power but with no range
thousand feet up in the air, the skyjackers modifiers. For the purpose of casting, the
may now finally attempt to board their GM is assumed to have a d6 for the roll.
prize via a hatch in the aircraft’s fuselage. It deviates as normal if the roll is failed,
The aircraft’s crew can attempt to shoot at but Power Points cannot be used to boost
the skyjackers with a -2 on their Shooting the effects.
rolls, for which they cannot use an Aim
action, or they can simply cut the rope
that the skyjacker is using.
33
33
from the Savage Worlds Deluxe rulebook bacon is preferable to going out in a blaze
or the Dogfight rules from Weird Wars of glory. It may be considered cowardice,
depending on what works best for your or a ‘tactical withdrawal’, but whatever
group. you call it you need to succeed at three
These rules follow the basic combat consecutive opposed Piloting rolls to pull
rules in the Savage Worlds Deluxe it off.
rulebook, though with the addition of a Force – When you’re out of ammo, or
Parry-like score called ‘Evasion’ which otherwise need to preserve it, there are
acts as the TN for a pilot’s aircraft. other ways of taking out aircraft. To do
Evasion is half the character’s Piloting this, the pilot must be within Short Range
skill, plus two, plus the Aircraft’s of their opponent and make an opposed
Handling (Manoeuvrability if using Piloting roll with the other pilot; the loser
Weird Wars aircraft) as determined by goes Out of Control.
the type of aircraft. Other than this, use Immelmann – An Immelmann is a
the normal rules for Vehicular Combat 180 degree turn achieved by the aircraft
for aircraft found in the Savage Worlds climbing up and then looping over. In
Deluxe rulebook. order to pull this off in the game, make
For the purposes of air combat in a Piloting roll with a -2 penalty. Success
Frozen Skies, vehicular combat rules such means you’ve pulled the manoeuvre off,
as Unstable Platform and Fast Target are while failure means the aircraft goes Out
ignored. All other rules regarding aircraft of Control.
in the Savage Worlds Deluxe rulebook Jink – Sometimes the odds are against
are used as normal. you, and every trick in the book is needed
If using miniatures, it is recommended to get you and your bird home in more
that weapon ranges and aircraft speeds or less one piece. One of the best ways
are divided by 10. to do this is called ‘Jinking’, a series of
manoeuvres typically used to make your
Manoeuvres aircraft harder to hit. To pull off a Jink,
There are a number of manoeuvres the pilot makes a Piloting roll and gains
used in aerial combat, typically used to a +2 on their aircraft’s Evasion for one
gain an advantage over one’s opponent. round if they succeed. A raise increases
Flee – There will be times when you’ll the bonus to +4, whilst a failure causes
find yourself outnumbered with a plane the plane to go Out of Control.
full of holes, times when saving your own
34
34
Perch – Most air combat takes place on Your opponent, unless they’re also Tree-
roughly the same level, as the pilots jockey Hopping, must make a Notice roll with a
so their opponent do not get a height -2 penalty in order to spot you.
advantage. By using this manoeuvre and
getting a raise on an opposed Piloting Fuel Usage
roll, a pilot can get that height advantage Every 100 miles, and immediately
on their opponent. This gives the pilot after any combat, aircraft need to check
a +2 bonus to attack rolls. Unlike Tail for fuel usage. This is a d6 roll modified
(below), the pilot must get a raise on their by the plane’s fuel level and the distance
Piloting roll each round to maintain the flown. The roll is at -1 for every 100 miles
advantage. flown. Each failure on the roll reduces the
Shake - The pilot can try jinking fuel level by one.
their aircraft to shake loose whatever
is clinging onto it. A success will throw Fuel Usage Chart
off one of the clingers, as will each raise,
perhaps even reducing the pilot’s penalty Topped off the Tank +2
if enough of them are thrown off. The About Half, Give or Take +1
modifier depends on how many creatures Might Need to Head Home +0
are clinging onto the aircraft (to a max of Flying on Fumes -1
-4). If the roll is failed, the pilot goes Out Dead Stick Better hit the silk
of Control as usual. or find a place to
Shake a Tail – A pilot that is being land.
tailed can attempt to lose their pursuer.
This is a simple opposed Piloting roll, Airship Combat
where the tailing plane gets a +2 bonus. If This section details how combat
successful, the plane make its movement, involving airships work using the Savage
leaving the tail behind. With a raise, the Worlds rules, though with extra rules
pilot can choose to reverse positions, and where needed.
tail their erstwhile pursuer. If the tailed
plane has a lower stall speed than its Contact
pursuer, the pilot gains the difference as Spotting another airship depends on
a bonus to their Piloting roll. factors such as distance and weather
Tail – The pilot must move into a space conditions, meaning it is possible for
adjacent to another plane and then make two airships pass by one another without
an opposed Piloting roll with the other being spotted if the conditions are right.
pilot. If the initiating pilot can get a raise, To spy another airship a Notice roll is
they are considered to be tailing the other needed, though this can be a cooperative
plane. The tailing plane moves with the Notice roll. Use the modifiers below:
other plane and gains a +2 bonus to
attack rolls. It is impossible for a slower Airship Notice Modifiers
plane to tail a faster plane for more than
one round. Event Modifier
Tree-Hopping – This is dangerous to Every four miles between airships -1
pull off, but it can save your life if you Small target (blimp) -2
find yourself with the odds against you Poor visibility (rain, clouds, -2
in a dogfight. Tree-hopping involves smoke)
flying at high speeds at very low altitude, Night -3
typically just above the ground (hence Sharp-eyed lookouts +2
the name). A Piloting roll is needed for Large target (Skyship, airship +2
every round that you are Tree-Hopping convoy)
to avoid various obstacles such as trees, Radar* +1
rocks, buildings and the ground itself. *If equipped.
35
35
If one airship then wants to catch If successful, the boarders make an
another, then roll opposing Piloting immediate group Throwing roll for the
rolls. The airship’s crew can help with a crew. Success means the target is grappled
cooperative Piloting roll, plus +1 on the and drawn close enough to board. An
Airship’s Piloting roll for every raise from opponent’s crew can attempt to sever the
the Airship Notice roll. Each attempt grapples with an opposed Fighting roll by
takes about an hour. If the pursuing at least an equal amount of crew.
airship wins with a raise, then the two The Game Master should modify such
airships are engaged in combat. If the an opposed roll depending on such
target airship wins with a raise, then it circumstances as larger crews on one
has managed to escape. All other results side, strong winds, and so on.
mean the chase continues.
Attacks
Maneuvers The standard TN of 4, plus range
If the battle is taking place on the modifiers, is needed to hit airships. An
table-top, airships can use the following airship can attack any target within
maneuvers: range. For airship weapons of 4” calibre
Broadside: Broadsides are the most or larger, use the lowest of Knowledge
powerful attacks an airship can make but (Gunnery) or Shooting for the attack.
unless the attacking airship has “crossed Smaller weapons can be used with just
the T” it allows the enemy airship to the Shooting skill.
return fire with its own broadside. This Only 4” guns or larger can be used for
maneuver is usually reserved for daring airship vs airship combat. Smaller sized
captains or those with superior firepower. weapons are only used for anti-aircraft
A broadside may be fired whenever an defence. Use the Fast Target rule for
airship succeeds in an opposed Piloting airships firing at aircraft.
roll. Unlike the “crossing the T” maneuver For turrets or weapon mounts that
a broadside may be attempted at any boost more than one gun, roll once for the
range. All guns on one side of the airship turret but add +1 for each additional gun
may be brought to bear on the target at to the attack and damage. For example, a
once. Likewise, the enemy airship can do turret with thee guns adds +2 to its attack
the same back. and damage rolls.
Crossing the T: The most favourable The Unstable Platform rule is not used
position in airship combat is for airship combat.
perpendicular to your opponent at close
range. This allows an airship to fire a Damage
complete broadside (all its guns on that Airships also suffer damage like
side) and rake the target from stem to normal, though if they go Out of Control
stern. This is called “crossing the T”. they do not suffer a Flip result (they
An airship may cross the T whenever suffer a Slip instead). On a Roll Over
it succeeds in a Force maneuver and is result the airship still performs a Slip but
within its weapon’s Short Range. The lists rather than roll over. Roll collision
attacker may fire all guns on one side of damage for everyone inside, those out
the airship at once. The defender may not on deck must make Agility rolls to avoid
return fire back unless he has weapons falling overboard unless they happen to
mounted on the bow or stern. be wearing a parachute.
Wrecked airships simply sink, typically
Boarding at a rate of 6d6 minutes. It’ll also drift 1d6”
If one airship wants to board another, it and the GM can roll 1d12 for direction.
must maneuver adjacent on the table-top Characters can jump off a sinking Airship
or in Chases, must have a King or higher, long as they have a parachute.
or succeed at a Force attempt.
36
36
Fire Repairs
Any time an airship suffers a Critical Damage suffered by airships may
Hit, there is a chance that it might catch only be permanently repaired whilst at
fire. Roll a d6 after resolving the critical, airfields that have facilities to handle
the airship is on fire if a 1 is rolled. Roll them. This typically takes 1d4 days per
on the Airship Fire Table below on each wound or critical hit to be fixed. The cost
of its actions to see what happens to the is 10 times the airship’s base Toughness
fire. (ignoring Armor) per wound or critical.
Makeshift repairs can be made if the
Airship Fire Table airship is unable to reach an airfield
equipped with the proper facilities. This
d6 Effect requires a Repair roll and each attempt
1 The crew extinguishes the fire. takes 1d6 days. These repairs are only
2-4 The fire continues to burn. temporary, and the airship must be
5 The fire causes a wound to the airship overhauled at a properly equipped
(but no critical hit is rolled). airfield. Any time the airship takes
6 The fire spreads, causing another fire that another wound, each makeshift repair
must be tracked. has a 50% chance of coming undone.
Critical Hits
The critical hit table below is used for airships and supersedes the one in the Savage
Worlds rulebook.
37
37
the end of the third and final lap; anyone
Death’s Chase who crashes during any of the laps is
Death’s Chase uses the Chase rules in considered to be out of the race and is
the Savage Worlds Deluxe rulebook. It has removed from the Race Order.
a total of three laps, with each lap being
a Standard Chase. The first lap is the
‘sounding lap’ and simply involves getting Aircraft Creation
round the course, whereas laps two and Aircraft creation in Frozen Skies uses
three are ‘weapons free’, meaning that an updated and adapted version of the
combat is allowed. Aircraft Construction rules found in the
The following additional rules are used; Pulp Gear Toolkit, which are used here
these rules are to be used instead of the with the kind permission of Pinnacle
normal Chase rules where conflicts Entertainment Group.
between the two arise. Each aircraft has three key components
– chassis, modifications, and weapons.
Setup Tables for each of these can be found on
Begin the race by assigning a different pages 41-42.
token for each individual racer, then
determining the Race Order in the same Chassis
way that initiative is determined, with the For ease, planes are listed in four
highest scoring racer at the front (or first categories—light, medium, and heavy
place) of the Race Order. fighters, and bombers. For the purposes of
keeping things simple, trivial things like
Gameplay thrust to weight ratios and aerodynamics
Follow the Chase rules as normal are ignored.
with regard to rolling the manoeuvring The chassis determines a plane’s base
Trait (Piloting in this case) and each Acceleration and Top Speed, as well as its
racer getting a card. An “advantage” Handling. These can be increased with
is typically over the racer in front and modifications. Handling is a measure of
must be declared as either “position” how maneuverable the plane is, and gives
or, if after the first lap, “combat”. a modifier to all Piloting rolls.
Every vehicle has a base Toughness
• Position – This means that the dependent on its chassis size. This also
racer has overtaken the racer in determines how much Armor a plane can
front, and so their token is moved carry.
along one place in the Race Order. A chassis can hold a variable number
• Combat – This means that the racer of spaces worth of gear or weapons,
gains +2 on their attack rolls. depending on its type. Spaces are an
imaginary unit used solely for placing
Attacks are only allowed during the modifications and weapons. Don’t start
second and third laps. In addition, a fretting about cubic feet, whether the
racer is only allowed to attack the person frame can support the weight, or anything
in front of them in the Race Order. The like that.
manoeuvring Trait roll is simply to The number of engines isn’t hugely
determine initiative order for each round. important outside of combat, as every
There is no change in the Race Order plane has enough to get it airborne and
in between laps, having separate Chases keep it in the sky. You can add extra
for each lap is simply to allow the GM a engines, however. This is covered in
chance for any non-racing players to do Modifications section below.
‘behind the scenes’ stuff and thus keep
them involved. The winner is whoever
is in the first place of the Race Order at
38
38
Modifications Every Cargo Space can hold one ‘unit’ of
Modifications are extra fittings cargo.
designed to give a plane an edge in Custom Paint Job – Pilots are
certain situations. Unless otherwise individuals, and they want their crate
stated, a vehicle can only have one of to stand out from the crowd. A custom
each type. When a modification is based nose job might be a set of shark’s teeth
on the size of the plane, such as Camo along the engine cowling or a painting
Paint requiring one space per size of the of a girlfriend. A full body job is exactly
vehicle, Light equates to 1, Medium 2, what it says—every inch of the plane is
Heavy 3, and Bomber 4. covered. A pilot whose plane has a custom
paint job can make an Intimidation Test
Airbrakes – Airbrakes allow the plane of Will as a Manoeuvre. If the plane has a
to decelerate by up to three times its full body job, the pilot adds +2 to the roll.
Acceleration. A Hard Brake Maneuver Of course, painting the outside of a plane
slows the plane by four times its doesn’t actually use any space; the space
Acceleration. requirement is merely a game mechanic
Armor – Every plane has a base Armor to balance out the bonus.
value and a maximum Armor value. Each Extra Ammo – Extra ammo can mean
space increases the Armor rating by +1. the difference between life and death
Armor may be heavy, but it can make the in an extended dogfight. The space
difference between life and death. requirement varies with the size of the
Camo Paint – The aircraft is painted gun array. A single gun uses 0.5 spaces, a
to match the colour of the sky when seen pair one space, two pairs two spaces, and
from below and the ground when seen so on. Each extra ammo bin doubles the
from above. While the underside painting amount of ammo available to the gun/
can remain pretty much the same across array.
the globe, the top part must be purchased Extra Engines – Fighters can fit extra
in either a forest, snow, grass, or desert engines. These increase Top Speed by +20
scheme. Rolls to detect the plane visually and Acceleration by +5. As well as these
suffer a –4 penalty. bonuses, extra engines mean that the
Cargo Space – Hauling cargo is plane can afford to take multiple engine
something a lot of pilots end up doing hits before it falls from the sky.
to earn some coin and thus keep flying. Extra Fuel Tanks – A pair of extra fuel
tanks grant a +2 bonus to fuel usage rolls.
39
39
The amount of space used depends on the Wing Adjustments – The wings of
size of the aircraft. the plane are altered to provide greater
Flotation Gear – Sometimes airplanes lift. Each space per size category of the
get downed over the sea. Flotation gear aircraft dedicated to this mod provides
allows the plane to land on water as if it +1 Climb.
were land and, more importantly, stops Zeppelin Hook – The aircraft has
the aircraft sinking. attachments that allow it to fly beneath an
Improved Gunsight – Fitting a new airship and hook onto a clamp. Bombers
gun sight can help increase accuracy, and cannot have this modification.
thus granting a +1 bonus to Shooting
rolls. Weapons
Increased Handling – By tweaking the Aircraft can carry three different types
aileron and rudder controls, the plane of weaponry – machine guns, rockets and
can be made more manoeuvrable. Each bombs.
space gives +1 to Handling.
Increased Torque – Increasing the Machine guns
engine’s torque delivers more power to Machine guns are purchased as
the propellers. Each space ups the Top individual items with the statistics, such
Speed by +10. as costs and space requirements, being
Rear Mounted Guns – This fighter- for a single gun.
only mod makes for a nasty surprise to Most aircraft carry multiple linked
anyone tailing the craft. The plane has weapons rather than single mounted
one or more pairs of guns mounted to fire guns. All or some of the guns can be fired
backward. These guns may be of the same depending on the pilot’s choice whenever
type as forward-facing guns without the trigger is pulled. When fired, linked
forming a link. So, for example, you can weapons use the same Shooting dice with
have a pair of 0.3 guns facing forward and the weapons’ Rate of Fire determining
a separate pair facing backward. Each how many Shooting dice are rolled. For
pair counts as a separate weapon. every two weapons fired there is a +1 to
Turbo – A turbo is similar to a torque attack and damage rolls.
increase, in that it affects the engine. Weapons of different calibres may be
Each space devoted to this mod (per size linked to fire together, though if the ROF
category) increases Acceleration by +5 of the weapons is different then use the
but has no effect on Top Speed. lowest ROF to determine the number
40
40
of Shooting dice to roll. When a hit is Bombs
scored, the first hit is allocated to the Bombs come in three sizes in relation to
lowest calibre gun, the next hit to the next their template – small, medium and large.
highest calibre of gun and so on. Each space devoted to these weapons
Each weapon array may only fire once gives a fixed number of bombs depending
per turn regardless of the number of crew on the size of the Burst Template the
the aircraft has. On bombers, individual bomb creates. Fighters mount bombs on
or paired guns of the same type may be their wings whilst bombers carry them
installed, but larger arrays can’t be fitted. internally.
Given that aircraft are constantly Bombs are designed to be dropped
moving, hitting one is not an easy task on ground targets and affect an area
and often the only way to guarantee a as opposed to an individual target.
hit is to hold down the trigger. Because Bombs are always released in pairs to
of this, ammo capacity is measured in help balance the aircraft. For each pair
bursts. The number of bullets in a burst of bombs dropped, the pilot places two
isn’t important – just reduce the bursts Burst Templates of the appropriate size
of all weapons fired by one each time the on the battlefield. The templates must be
trigger is pulled. placed, touching side by side, along the
flight path of the aircraft rather than in
Rockets a forward facing line. Additional pairs of
Rockets can be used either in aerial bombs dropped in the same round must
combat or to pound ground targets. Each be placed with the templates touching
space devoted to rockets grants the pilot one another as above and touching the
a pair of rockets which are treated as a previous pair, thus forming a chain of
single weapon. Unlike guns, however, explosions.
firing a pair of rockets does not grant Bombs have Range brackets of half
any bonuses to attack or damage rolls. current Speed/Speed/2x Speed of the
Similarly, rockets can’t lay down a hail aircraft dropping them. The pilot makes
of lead and thus each pair of rockets is a a single Piloting roll as their attack roll.
one-shot weapon. Once you’ve fired all of On a failure the bombs are off-target and
your rockets you need to land and reload deviate by 2d10” in a d12 direction, read
them. as a clock face. All templates move the
same distance and direction.
Bombs cannot be used in combat
against other aircraft.
Aircraft Chassis
Size Acc/TS Climb Hand* Tough Armor* Spaces** Engines Cost Notes
Light 20/160 2 +1 (+3) 10 2 (4) 6 (4) 1 (2) £600 Fighter
Medium 20/140 1 +0 (+2) 11 2 (6) 8 (6) 1 (2) £1,000 Fighter
Heavy 20/120 0 -1 (+1) 12 2 (8) 11 (8) 2 (4) £1,600 Fighter /
Bomber
Bomber 10/100 -1 -2 (+0) 14 2 (8) 18 (12) 4 (6) £3,000 Bomber
*Numbers in parentheses are maximum ratings.
**Numbers in parentheses are the maximum amount of spaces that may be devoted to
guns or rockets. A plane may use its entire space allotment on bombs.
41
41
Aircraft Weapons
Type Range Damage Space ROF Bursts Cost Notes
Machineguns & Autocannons
30-cal MG 30/60/120 2d8 1 3 20 £40 AP 2
40-cal MG 40/80/160 2d8 1 3 16 £80 AP 2
50-cal MG 50/100/200 2d10 1.5 4 14 £150 AP 3
60-cal MG 60/120/240 2d10 1.5 4 12 £200 AP 3
20mm autocannon 50/100/200 3d8 2 3 10 £160 AP 4
30mm autocannon 75/150/300 3d8 2 3 8 £240 AP 4
Rockets
Rocket (HE) 50/100/200 3d8 1 1 - £20 AP 8; SBT
Bombs
Small bombs - 3d8 1 per 8 - - £40 AP 10; SBT
Medium bombs - 4d8 1 per 4 - - £40 AP 20; MBT
Large bombs - 5d8 1 per 2 - - £40 AP 40; LBT
Aircraft Modifications
Type Cost Spaces Notes
Airbrakes £100* 1* Decelerate by three times Acc
Armor £80* 1* Per +1 Armor, to aircraft’s max rating
Camo Paint £40 1* Rolls to detect the plane visually are at -4
Cargo Space £5 1 See notes
Custom Paint Job, Nose £60 1 Allows use of an Intimidation Test of Will
Custom Paint Job, Body £60* 1* As above, but grants +2 bonus
Extra Ammo £20/gun Variable See notes
Extra Engine, Light £400 2 Light fighters only
Extra Engine, Medium £600 3 Medium fighters only
Extra Engine, Pair, Heavy £1,000 5 Heavy fighters and bombers only
Extra Fuel Tanks £50 1* +2 to fuel usage rolls
Flotation Gear £60* 1* Allows plane to float on water
Improved Gunsight £30 1 May only be taken once
Increased Handling £400** 1** Per +1 Handling, to aircraft’s max rating
Increased Torque £200* 1* Per +10 Top Speed
Rear Mounted Gun £10 - Fighters only
Turbo £150* 1* Per +5 Acceleration
Turret £50 - Not Light Fighters
Wing Adjustments £400* 1* Per +1 Climb
Zeppelin Hook £60 1 Fighters only
42
42
Alyeskan Gazette
43
43
44
44
45
45
the Great Northern Trading Company or the destruction of their stone totems.
with better prepared settlers, while others It is little wonder that Alyeska suddenly
were simply abandoned and taken over exploded into a wave of violence, which
by outlaws. began with a Windryder attack on the
Civilization came to Alyeska for the trading post of Connor’s Station. The
second time. Pioneers and explorers outpost was completely wiped out as the
forged paths into the interior. Greater natives went on the warpath. A series of
contact was made with the Windryder bloody skirmishes, known collectively
tribes, resulting in a slow warming as the Alyeskan Land Wars, would last
of relations between the natives and for the best part of a decade before the
new settlers and allowing trade to be Commonwealth finally stepped in.
conducted between them. The Great Northern Trading Company
The Windryders, however, inadvertently was disbanded by the Commonwealth and
let word out of ancient ruins containing its assets seized. Troops were deployed to
strange technologies from centuries defend the various outposts as attempts
before. This sparked the beginning of a were made to open up diplomatic talks
‘Gold Rush’ for ancient artifacts, which with the Windryders. After months of
resulted in the darkest period of Alyeska’s negotiations, an agreement was finally
recent history and its eventual annexation reached; Alyeska would be annexed by
by the Commonwealth. the Commonwealth, and the Windryders’
most sacred lands would be restored to
The Alyeskan ‘Relic Rush’ them, protected by Commonwealth law.
Alyeska has seen plenty of ‘Gold Rushes’ With the return of peace, Alyeska began
over the years, but nothing like the so- a new chapter in its history.
called ‘Relic Rush’, the legacy of which has
endured to this day. Commonwealth Alyeska
It began innocently when the At first, the coming of the
Windryders traded some strange artifacts Commonwealth meant very few real
for supplies and tools. These artifacts were changes for Alyeska. Life, and the task
said to have come from some ancient of surviving the northern climes, went
ruins. Curious, the Great Northern on just as they had done for years before.
Trading Company sent field agents out The Great Northern Trading Company’s
to investigate. Some of them returned a stranglehold on trade was broken; smaller
couple of weeks later with sledges loaded traders, free to do business on their own
with artifacts. Others were never seen terms, began to thrive. Settlements grew,
again. These disappearances, along with mainly sited around new mines that were
dire warnings from the Windryders, beginning to open up. Industry began to
failed to deter others from relic hunting, pick up as the Commonwealth imposed
which was strongly encouraged by the order, fuelling the continent’s economic
Great Northern who paid top price growth. The initial military rule that
for any artifacts found. Soon Alyeska Alyeska endured was succeeded by the
was enjoying an unprecedented boom; appointment of a Governor-General
hundreds flocked to this remote corner to oversee this latest addition to the
of the world to seek their fortunes, and Commonwealth.
the coffers of the trading company were With the Commonwealth, technology
soon overflowing. came marching in behind. Alyeska
But it wasn’t to last. saw a time of rapid development as the
The writings of later historians have steam engine and the railways arrived.
largely ignored the events which led to Alyeska’s isolation ended when the first
rising tensions with the Windryders: the steamboat reached Morrdun, creating
tribes’ sacred lands being auctioned off much faster connections to the rest of the
by Great Northern in pursuit of profit, Commonwealth than the sailing ships
46
46
used previously. In the years that followed, Lay of The Land
the railways helped open up the Alyeskan Alyeska is the northernmost continent
interior, in part replacing the old wagon of the world of Darmonica. Due to its
trails and linking the mines to the port location, it is often referred to as either
at Morrdun. Whilst the railways proved the ‘rooftop of the world’ or ‘Darmonica’s
costly to construct and were limited in Cap’. It is a land known for adventure,
scale, they remained unchallenged as the danger, mystery, vast untamed wilderness
continent settled down into a contented and prolonged winters.
existence.
Over a century or so ago the first
confirmed encounters with the Wulvers Regions
were reported. Prior to this there had There are four distinct regions that
been many who’d claimed to have seen the make up the continent, though there are
beasts, and remote homesteads had been still plenty of areas that remain largely
mysteriously attacked and destroyed – unexplored.
though this was often presumed to be the
work of bandits. This time a township, Alyeskan Outlands
a settlement of just shy of a hundred This is the northern and central part
souls called Waddock’s Crossing, was of the continent, dominated by towering
attacked by a pack of the beasts. Most mountains and largely unknown thanks
of the townsfolk were slaughtered in the to the Bastion Peaks that form its
attack, but a lucky few managed to find boundary. So far expeditions have only
refuge in cellars and attics. It was the first skirted the edge of this region. On its
in a series of attacks that would later be eastern edge sits the eerily flat Chillwynd
dubbed the ‘Wulver Wars’. Marches that seem to have been carved
As the attacks grew in both number and out of the mountains.
savagery, the Commonwealth was forced The Outlands is a barren region,
to begin deploying troops to protect the almost completely consisting of towering
settlers. At first the soldiers were based mountains and rocky crags. Few venture
in the New Gwentia region to defend the past the Bastion Peaks, and even fewer
Alyeskan capital, something that angered have any real reason to do so since it is
many who lived outside of the safe haven very difficult to traverse the mountains
that was created. either on foot or by air.
47
47
Aside from vast, untouched deposits mountains have simply been cut away to
of Glimmer Rock, the Outlands is said form the almost perfect disc.
to house an outlaw haven called Broken All along the boundary of the Marches
Spires. The settlement is rumored to be are giant standing stones, all an equal
located at the heart of the Outlands and distance apart and positioned similarly
requires visitors to cautiously pick their to the marks on a clock used to denote
way through the canyons that surround seconds. At the dead center of the vast
it; the canyons are said to be littered circular plain is a towering spire called
with the remains of those who weren’t as the Monolith, effectively a ruined city
careful as they should’ve been. carved out of a tall, thin mountain that
A curious thing to note about the region has been only partially explored. Strange
is the existence of wooden walkways that glyphs have been found all over the walls
run along the canyons and across the of the interior, but nobody has been
peaks, effectively creating a network of able to translate them. One person who
rickety paths. Whilst they suffer from claimed to have reached the top of the
years of neglect and nobody is really sure Monolith said that the spire contained a
who originally built them, they do provide throne room filled with ancient treasure,
a relative safe way of getting about. but then vanished after making this
claim...
Eastern Alyeska The Marches are also known for the
Located on the continent’s eastern eerie wind that blows almost ceaselessly
coast is the Territory of Eastern Alyeska, across the frost-coated stone plains and
though most local folk just call it the gave rise to the Chillwynd name. Many
Eastern Territory. The Territory’s capital say that whispers can be heard upon the
and main settlement, Gravenburgh, is winds, usually that of lost loved ones or
wedged in between the eastern arm of temptations. A great many have been
the Dragonspine Mountains and the driven mad by these cursed winds,
Jagged Coast, sitting at the head of a large whilst others have simply vanished in
bay formed by the Dragonspine that arcs the Marches and left behind only their
from the south-west through to a chain abandoned campsite.
of islands and rocks in the east called the
Needles. Prospector’s Reach
Most other settlements in the Eastern Nestled in the north-western corner
Territory are clustered round Wicked of the Alyeskan Outlands, between the
Antler Lake, which is located many northern coast and the eastern boundary
miles north-east of Gravenburgh and is of the Chillwynd Marches, is the town of
free of ice for much of the year. Aside Prospector’s Reach.
from mining or logging camps the main It has a bit of a poor reputation, as it
settlement of note is Prospector’s Reach, is cold and grey virtually all year round
which sits on the northern coast near and occasionally the whispering winds of
the eastern boundary of the Chillwynd the Marches blow in the town’s direction.
Marches. The townsfolk themselves are somewhat
isolationist, surviving either as ice
The Chillwynd Marches fishermen out on the frozen sea to the
The Chillwynd Marches form a large, north or as wilderness hunters and fur
completely flat circular plain that is trappers ranging to the south and east of
located in the north-west corner of town. None of the townsfolk dare venture
Eastern Alyeska and cuts into the into the Marches, and those living on
Alyeskan Highlands. It is believed that the western or ‘Marchside’ of town keep
it was carved long ago for some obscure their west facing windows permanently
reason, and certainly great chunks of shuttered. The town lies only a scant few
miles from the Marches, and people do
48
48
occasionally vanish during the night in Gravenburgh
town as they do out on the frozen plain; Compared to Morrdun in New Gwentia,
locals refer this as ‘being taken by the Eastern Alyeska’s main settlement has
winds’. a lot more of a frontier feel to it. You’d
Every month a new expedition to struggle to find any building that’s higher
explore the Marches assembles in town, than a couple of stories, save perhaps
and a new set of businesses has sprung for the Territory’s seat of governance,
up to cater to these adventurers. Hotels, Commonwealth House, with its clock
taverns, stores and workshops offer their tower.
services to those intending to set out west. The eastern leg of the Trans-Alyeskan
In addition, there is a sizeable mercenary Railway cuts through the northern district
population in town of guns-for-hire who of Gravenburgh, continuing on eastwards
offer themselves to the Needles
as guards both for with a branch line
expeditions and for that splits off and
the trade caravans runs north across
that cross the the Dragonspine
wilderness from the Mountains to reach
town of Purpleflint. Tay River on the
Prospector’s Reach southern shore of
does, like most Wicked Antler Lake.
settlements, have
its own airstrip, Fort Cathmore
but the winds from Trading Post
the Marches and Fort Cathmore
blizzards that blow is one of several
in from off the trading posts still
frozen sea make life operated by the New
difficult for aviators Gwentia Trading
and so it’s not a Company, though
favorite destination the Company may
for pilots. Travelers give up ownership
typically arrive in the near future.
overland via the It is located at a
weekly trade crossroads, where a
caravans. There gravel road crosses
are proposals to the partially-paved
build a railway line McGuire Highway
out to the Reach that runs from
but nothing has Gravenburgh at its
materialized. southern end north to Tay River on the
Prospector’s Reach is not a place that shores of Wicked Antler Lake.
anyone wants to go to, and most visitors The trading post pre-dates the Highway,
are usually planning on heading into having originally been founded by the
the Marches in search of Ancient Terran Great Northern Trading Company to
artifacts that are rumored to lie within the trade with the native tribes that inhabited
towering spire known as the Monolith. A the area. Over time, the trading post
lot of them return empty-handed, some became a small settlement known as
bring something that may prove to be of Fort Cathmore, acquiring a tavern, a
worth, and the rest never return at all. blacksmith, and a couple of homesteads.
With the coming of motor vehicles and
the Highway, the blacksmith became a
49
49
repair garage and the trading post gained isles of the Commonwealth. Thus far
a couple of fuel pumps for motorcars. The only surveys and test drillings have been
trading post itself now serves more as a made, but if the project goes ahead then it
general store and part-time post office, could transform Eastern Alyeska.
and is also connected to the telegraph
line that runs to Tay River. Forlorn Thule
Today the trading post is managed Off the eastern coast of Alyeska is an
by a certain Gilbert Bradshaw. He has archipelago of rocky islands, stretching
an indifferent relationship with Miss out as a long chain into the great ocean,
Holland, the owner of the tavern, and a known as The Needles. Amongst these
less than friendly one with the Mason outcrops of rocks lies Alyeska’s Theda Air
Brothers who run the garage. Miss Station, better known as ‘Forlorn Thule’
Holland is content to run her tavern by those stationed there.
without inference and has always paid
her rent on time. The Mason Brothers, Brief History
Rowland and Antony, run their own The Needles have always been of great
motorbus along the Highway that strategic value to the Commonwealth;
completes with the NGT operated mail they are the closest part of Alyeska to
bus – Bradshaw is certain they siphon the Home Isles, and often the first sight
fuel from the trading post’s fuel pumps, of land for ships crossing the Mhór
but he lacks proof. Antony and Rowland Farraige (Great Ocean). Historically the
have made their ambitions to take over Commonwealth Navy always maintained
the trading post clear, and Bradshaw is an outpost and, later, a wireless station in
worried just how far they’ll go to achieve the islands, though these days the Navy’s
that goal. presence is limited to a single guard
As of late, Bradshaw has bigger ship. Theda Air Station was established
concerns in the form of outlaws who have just prior to the Great Darmonican War
been attacking the NGT mail bus. Again, to provide protection of the Alyeskan
he suspects the Mason Brothers but shipping lanes in response to the decline
lacks anything concrete, and the Royal of the Navy’s presence. During the war,
Alyeskan Air Police haven’t been able to the air station was active in safeguarding
get any leads despite routing a regular the Alyeskan coast from Tylander raiders,
patrol through the area. Bradshaw is but it was and remains an unpopular
willing to pay handsomely if anyone can posting.
bring the outlaws to justice, and he’ll also The name ‘Forlorn Thule’ and the base’s
pay a bonus if it can be proven that the poor reputation in the Aerial Corps are
Masons have a few dirty dealings. due to the harsh climate. Rough weather is
common for the vast majority of the year
The Needles and is not helped by the current storm-
Forming the easternmost part of the wracked nature of the Mhór Farraige.
entire Continent of Alyeska is the chain of
towering rocks and small islands known Present State
as the Needles. Today Theda Air Station is home to
The Needles are largely inhospitable. No.86 Squadron of the Commonwealth
The few settlements here are exposed to Air Force, a composite force of fighters
the fury of the northern seas, and only the and long range patrol aircraft. A Flight is
hardy seem to live here. In recent years the fighter component of the squadron,
the Commonwealth has started taking a and usually has at least two aircraft
keen interest in the Needles: plans have mounted on steam catapults ready to be
been proposed to use the Needles and a rapidly launched at a moment’s notice.
series of bridges to create a joint road- The patrol aircraft of B Flight typically
rail link between Alyeska and the home head out over the ocean on wide ranging
50
50
patrols, mainly to deter smugglers and The Lost Sodkan Mine
provide a Commonwealth presence in the Prior to the last major conflict, the
otherwise remote and sparsely populated Great Darmonican War, there was a major
islands. Both Flights do have to contend nation known as the Holy Sodkan Empire
with sky pirates that are known to operatethat had a mining colony somewhere on
in the area and prey upon shipping (both the northern coast of Eastern Alyeska. It
air and sea). widely known that the mine used penal
The Air Station is located on the barrenlabor and was heavily guarded, but with
and windswept Theda Island, the largest the Empire’s shocking defeat in the War
of the isles amongst The Needles. All and resulting collapse the colony was
of its buildings are prefabricated huts effectively abandoned with its “residents”
of varying sizes, made from a half- disappearing into Alyeskan society.
cylindrical skin of corrugated steel. All The mining colony’s location has been
the huts are frequently seen as cold and forgotten, though a few have claimed to
draughty; combined with the weather it is have found it over the years.
a pretty miserable place, hence its status Recently the Iron Collective, arguably
as an unpopular posting. It is nonethelessthe Empire’s successor (except the lands
considered vitally important to protect of the weak Union of Sodkan Republics),
the aforesaid shipping lanes and trans- has developed a rather keen interest
oceanic flights of aircraft to and from in locating the lost mine and finding
Alyeska. out what was actually mined there. The
Commonwealth and the rest of the
Campaign Ideas Darmonican powers, such as the Artian
You can incorporate Forlorn Thule into Confederacy and the Tyland Free State,
your games of Frozen Skies as either as a have also taken an interest as it is believed
destination for a delivery job/supply run that the mine might be linked to the
or as a stopover for flights to and from moment that ended the War and is one of
the rest of Darmonica. Play up the basic the War’s greatest mysteries.
facilities of the place and the frequent
harsh weather, it is cold and wet for at Roth Island
least three quarters of the year. Roth Island was named after the
Another route is to run a military famous Commonwealth explorer
campaign where the players are members Admiral Francis Roth, who led one of
of No.86 Squadron, battling the weather the first expeditions to map the Alyeskan
and primitive conditions as much as sky coastline. A meteorological station was
pirates. established on Roth Island prior to the
Great Darmonican War, the buildings of
which remain to this day.
51
51
Throughout the War, the Roth Island the mysterious disappearance of its
Station dutifully radioed its daily weather men, for only the journal of the station
reports – at least until one day when it commander and some other pieces of
simply stopped transmitting altogether. sensitive material were removed by the
At first it was thought that the station’s Commonwealth. The various buildings
radio transmitter had been knocked out of have survived largely intact, admittedly
action by severe weather, but after a week with decay and damage from the
of silence a small military expedition was elements in places but they are still able
sent to investigate and found the station to provide shelter if need be. The Station
abandoned with no sign of the men consists of the ‘main’ building, a series of
assigned there or what had happened to interconnected wooden huts and a couple
them. The only clue was the commander’s of other buildings such as a hangar and a
journal. It mentioned a stranger that separate building for storing fuel.
staggered over the ice sea from the north, These days the only visitors tend to
delirious with tales of some sort of ruined be Aerial Corps patrols (though only
city far to the north. Further questioning a flyover) or those seeking an isolated
by the station commander found that meeting place; the hangar has certainly
the man claimed to be the sole survivor shown signs of occasional use since
of some expedition, but he wouldn’t give the Station was abandoned. Of greater
any more details beyond that. concern to the Commonwealth are the
The last entry in the journal mentioned occasional radio transmissions that the
one of the station’s staff going missing, Station broadcasts, particularly since the
but all the entries after that had been Station’s radio equipment was removed
torn out. Thanks to the combination of and the generator disconnected. Even
the then still raging war and the invasion more disconcerting is the fact that the
by the resurgent Wulvers, no further transmissions claim to be from the men
investigation into Roth Island took place who vanished....
and any record of it simply got filed away
in the archives. The Commonwealth New Gwentia
decided to leave Roth Island completely New Gwentia is the main area
abandoned, due to both a mixture of of settlement and the heart of the
fears at what had happened and a lack of Commonwealth territories on the
resources. After the War a small weather Continent of Alyeska; it is where one
station was established at Prospector’s can expect to find reasonably reliable
Reach. telephones, electricity, and radios, in
addition to a few luxury goods.
Roth Island Today The southern part of New Gwentia feels
Today the Roth Island Station remains like a well-developed country, but the rest
in the same state it was found in after of the region gradually gains more of a
52
52
frontier feel depending on the direction name). The main settled part of this
you’re heading in. There is a fairly region initially stretched from New
extensive road and rail network linking Gwentia westwards along the southern
the towns and a few of the larger villages, coastline, but gradually outposts and
and there are also fully furnished airfields homesteads crept ever northwards. After
with paved runways as opposed to a dirt a few years the region was recognized as
airstrip and a few huts. the Territory of Western Alyeska and had
its own Lieutenant-Governor appointed,
Morrdun subordinate to Alyeska’s Governor-
Morrdun is the largest settlement in General. For a time it looked like Western
Alyeska, its capital and only actual city. Alyeska would become a prosperous
It is densely populated and feels like a region thanks to its vast tracts of fertile
heavily industrial city with high-rise farmland.
housing blocks and giant factories. It Then came the Wulvers.
boasts at least two airfields and an urban It is believed that the Wulvers existed
railway network, too. Though despite long before Man first arrived on
seemingly being made up of slums and Alyeska’s frozen shores, and certainly the
tall brick buildings, Morrdun does have Windryders tell tales of the ‘Beast in the
a grander side in the form of the Crown West’. They weren’t sighted during the
District, home to numerous mansions first few years of the Colonial Era, and
and of course to Alyeska’s Governor- they may never have been rediscovered
General. had it not been for the curiosity of Man.
The city has a growing district simply History does not record the names
known as the Military Ward, which is of those who stumbled across and
effectively a giant army camp and mini- inadvertently freed the Wulvers, which
city in its own right. The Military Ward may be for the best. It is generally known
features warehouses, barracks, messes, that a team of explorers, eager to map
and a giant central parade ground. It the extremes of the Alyeskan continent,
sees hundreds of soldiers move through took an expedition into the wilderness
it every month as part of the ongoing of Western Alyeska close to where it
conflict in the Wulflands. met the Bastion Peaks of the Highlands.
They came across a gorge that had been
The Wulfwall deliberately blocked; curious, they
Marking the western boundary of cleared the boulders with explosives and
New Gwentia and separating it from pushed forwards, finding a valley on the
the Wulflands is a fortified line known other side of the gorge. According to
as the Wulfwall. It is a wide wall, twenty the expedition’s survivors it wasn’t long
feet high, with towers at regular intervals before they ran into the Wulvers, which
along its length. There is a single gate tore them limb from limb and chased
about halfway along the wall, heavily those left from the valley. It didn’t take
defended with machine-gun posts. On long for the Wulvers to discover that their
the New Gwentia side there are barracks prison had been breached – and they soon
and artillery positions, supported by a spilled out to ravage the unsuspecting
narrow-gauge railway line that runs the homesteads.
length of the wall and moves supplies and It was a slaughter that went down in
munitions. history as ‘The Night of the Wulf ’.
Western Alyeska soon became
The Wulflands too dangerous a place to live. The
The Wulflands is the region formerly Commonwealth was forced to evacuate
called West Alyeska, which makes up the those who remained and then construct
western part of the Continent of Alyeska the Wulfwall to protect New Gwentia. The
(hence its originally unimaginative Wulflands (as the region became known)
53
53
weren’t entirely abandoned, however, as patrol lie low in a camouflaged position,
the Commonwealth established military observing the Wulvers in a given area
outposts to at least keep the Wulvers in and radioing their report to the HQ at
check and formed two new units, the Calharrow. Alongside this intelligence
Wulfbane Commandos and the Alyeskan gathering role the Outriders also conduct
Outriders. hit-and-run attacks on Wulver packs,
usually in conjunction with Aerial Corps
Wulfbane Commandos aircraft or the Wulfbane Commandos.
Created as the direct response to the
Wulvers once the scale of threat they posed Organization
was realized, the Wulfbane Commandos HQ Calharrow exercises both
are the Commonwealth’s most blunt tool administrative and operational command
against the beasts. The Wulfbanes’ job is over the Outriders, reporting in turn
quite simply to hit the Wulvers and hit directly to the Commonwealth military’s
them hard, and they typically have heavy Alyeskan Command. Along with the
firepower backing them up. eponymous Headquarters Section,
Companies of Wulfbanes typically man Calharrow is also home to signals,
outposts across the Wulflands, though survey, and workshop sections as well
an entire battalion mans Fort Bainsbury as a small military hospital. There is also
on the far western coast. There are other the Outriders’ Air Section at Calharrow
units stationed in New Gwentia and which uses light planes to transport key
Eastern Alyeska, and all units rotate personnel, evacuate the wounded, and
through all the regions of the continent. perform other liaison tasks. The Heavy
They maintain a rapid response force Section, used to provide logistical support
that’s ready to move at a moment’s notice by transporting supplies to bases and
in response to a major Wulver threat; setting up hidden replenishment points
aircraft known as Gyro-carriers that at pre-arranged locations, is also based at
can land and take off without needing Calharrow.
a runway are used to move these units Below HQ in the chain of command
around. To date their only major action are a number of Squadrons, each one of
has been the Defense of the Wulfwall, which is lettered and made up of four
a battle which occurred when the wall patrols, which are in turn numbered.
suffered a major Wulver assault. For three Each patrol has five trucks, typically
days the beasts threw themselves at the arranged in the following order; Patrol
wall, but the Wulfbanes held firm. Commander, Patrol Sergeant, radio &
navigation, medical orderly, mechanic.
Alyeskan Outriders Each truck is normally armed with a
In complete contrast to the Wulfbanes pair of machine guns, plus the personal
are the Outriders, who rely on stealth weapons of the various members of the
rather than brute force to complete their patrol
job. The Outriders’ role is simply to watch
and report on the movements of the Calharrow
Wulvers, and occasionally to conduct hit There are dozens of towns that still
and run attacks on small packs with their stubbornly remain out in the Wulflands.
machine gun armed trucks. From time Their continued survival is due to a
to time, though, they have helped the critical defensive position, such as being
Wulfbanes deal with larger packs. on high ground or an island in a river.
The Outriders were formed to undertake Calharrow is one of the former.
long-range reconnaissance patrols and Located on top of a mesa, it
gather intelligence on the movements of originally began as an outpost when
the Wulvers. They typically do this by the Commonwealth first ventured into
setting up so-called ‘Watches’ where a the Wulflands. Scouts from the Royal
54
54
Reconnaissance Service were the first to But the Commonwealth returned to the
lay eyes on the mesa and a small fort was town atop the mesa; it proved to be the
built on top of it, to function as an easily ideal base for the Alyeskan Outriders
defensible waystation and heliograph to operate their patrols from. Army
post (though the heliograph was replaced sappers soon arrived to install support
in turn by a signal lamp and then a radio). infrastructure for the Outriders’ vehicles
As the threat of the Wulvers emerged, and to improve the airstrip to ensure
sappers from the Commonwealth Army that the outpost could be kept resupplied
built drawbridges into the path that ran by air. The civilians who’d stubbornly
up the mesa and constructed a lift to raise stayed when everyone else was evacuated
vehicles or equipment too bulky for the were finally given some hope, too. They
track up to the fort. managed to negotiate a supply contract
Over time the outpost grew as with the Commonwealth and started
tradesmen settled to service the troops at earning coin again servicing the soldiers
the fort. Gradually it grew into a trading of the new force. Other enterprising souls
post, and then eventually a town. It soon arrived, bringing the town’s history
became the nexus of a fledging network full circle.
of trade routes in the area and a key stop Presently Calharrow is very much a
for settlers and expeditions heading west, military outpost with an attached civilian
but it was primarily a military outpost service industry. There is now an artillery
right up until the Great Darmonican War. battery with guns sited round the edge of
By the time the War started, Wulvers the mesa to provide a full 360 degree field
hadn’t been seen anywhere remotely near of fire, in addition to a sole anti-aircraft
Calharrow, and the scouting aircraft that gun which exists simply to deter raids
flew from the airstrip regularly reported from any sky pirates possessing more
no sightings on their wide ranging brawn than brains. There are a handful
patrols. This influenced the decision to of civilian shops as well as a tavern and
siphon off troops from the Wulflands brothel, all to cater to the needs of the
for the Commonwealth’s war effort and soldiers posted here. The military has
ultimately led to the territory being taken over much of the town, but even
dangerously ill-defended, as was later with the revived civilian population there
proven. are parts that sit empty, mostly homes that
The town was seen as a safe haven and stand as ghostly relics of more fortunate
many fled there to seek refuge as the times.
surrounding lands fell to the Wulver
onslaught. The town and its supplies Port Capital
were soon stretched to the breaking Port Capital is a colony founded by a
point as it became heavily overcrowded. nation known simply as the Coalition.
In response the Commonwealth airlifted Located further west along the coast of
out everyone who wanted to leave, as well the Wulflands than Fort Bainsbury, the
as a large portion of the garrison, to New colony serves as the Coalition’s main base
Gwentia. They left behind a skeleton force from which they mount expeditions into
to man the fort and a handful of civilians the interior. To date the Coalition hasn’t
who were too stubborn to leave. Within a openly admitted the colony’s existence,
few weeks Calharrow effectively became and they’ve gone out of their way to avoid
a ghost town, its population a fraction of Commonwealth forces. Recently they
what it once was and most of its buildings have started hiring freelance pilots to
now standing empty which reinforced the support their operations.
sense of isolation for those who were left.
For a while Calharrow persisted in a
state of limbo, its future thought to be
naught but dust and decaying wood.
55
55
56
56
The Darmonican Powers
There are many groups and factions Wulfbane Commandos and the Alyeskan
that have influence in Alyeska, ranging Outriders are the best known parts of the
from small trading concerns through Commonwealth’s military, but there are
to the great powers of Darmonica. Each also thousands of ordinary soldiers and
have their own goals and plans for the the Aerial Corps that provides air travel
continent, and each also have their own in the frozen north.
methods for carrying out said goals that
may bring them into conflict with some The Governor-General
of the other factions. All are linked by The Governor-General, presently
a complex web of constantly shifting Sir Douglas Fredrick-Davenport, is
alliances and rivalries, but sooner or later the viceroy and thus Her Majesty’s
something will have to give. representative in Alyeska, being
empowered to act on behalf of the
Monarch. The Governor-General actually
The Commonwealth wields very little power – he generally has
The Commonwealth is the Darmonican a ceremonial role, but does perform some
nation that the Continent of Alyeska constitutional duties such as appointing
finds itself claimed by and forms part of. a new Alyeskan Premier. He is also
To most Alyeskans, though, it is a distant allowed to use the title of Commander-
entity that has very little effect on their in-Chief of the Alyeskan Militia (Alyeska’s
day-to-day lives. own military force) in the name of the
The Commonwealth is headed by sovereign.
a monarch, namely Queen Lothwyn Fredrick-Davenport technically has
Boudica Cathmore II, and its capital is three deputies, in the form of the
called Lindun. The main seat of power of Lieutenant-Governors of each of the
the Commonwealth is the archipelago of provinces that make up the continent,
the Home Islands that sits some miles off who act as viceroys at the provincial
the Tylander coastline. level. In reality, there is only one in
office, Sir Broone Langworth, who is the
The Commonwealth in Alyeska Lieutenant-Governor of Eastern Alyeska.
The Commonwealth’s presence in Of the other two provinces, Fredrick-
Alyeska is split into three different groups. Davenport chose to temporarily fill the
role for New Gwentia himself after the
The Commonwealth Military previous post holder vanished. Western
Due to the Wulvers posing a huge threat Alyeska is under military control and so
in the western reaches of the continent, the position is instead that of a military
the Commonwealth has a very large governor and is currently filled by
military presence in Alyeska, located General William Bartlett.
mainly in and around the Wulflands. The
57
57
The Royal Alyeskan Air Police the Commonwealth with accurate maps,
The constables of the Royal Alyeskan but over time it was increasingly used by
Air Police, a more recently formed the Commonwealth military to gather
organization than the RRS or military, information and subsequently evolved
have built a reputation for themselves into the Commonwealth’s intelligence
in the time they have existed. The Air agency. Its original map-making role
Police has a presence in most settlements remains, and the Scout-General is keen
across the continent, with Broken on maintaining this as a facade to confuse
Spires and the Wulflands outposts enemy agents, but it has also become an
being the obvious exceptions. In minor effective espionage agency that proved its
settlements, this is typically in the form worth during the Great Darmonican War.
of a small garrison of a ten man ‘section’ Typically the RRS likes to recruit
commanded by a corporal. Larger towns informants from among the local
tend to boast a platoon of three such population in a certain area. This saves
sections, while densely populated areas, the hassle of trying to integrate a group of
such as Gravenburgh or Morrdun, have agents when just one handler is needed,
battalion sized forces patrolling their and a local is more likely to overhear
streets. The force maintains a sizeable Air something that a normal agent won’t.
Wing, manned by full-time pilots flying a This strategy runs the risk of double
number of fighters and transport planes. agents infiltrating the RRS’ informant
They also have a number of scout planes, networks, but usually the informants
which are used to patrol the more remote are low key enough to avoid drawing
areas of Alyeska. unwanted attention.
The Air Police are very highly regarded,
even by those on the wrong side of the law.
Few people have managed to outrun the Beyond Alyeska
Air Police for long, and those who have Across the Great Ocean that separates
usually either end up eventually turning the Continent of Alyeska from the rest
themselves in or having their frozen of Darmonica lie the Commonwealth’s
corpse discovered during the spring thaw. Home Islands as well as other great
To date, Ryland Flinch remains the only powers such as the Artian Confederation,
man to avoid arrest successfully, having the Iron Collective, and many smaller
been on the run now for over two years. nations.
Originally wanted by the Air Police for
questioning over illegal hunting, Flinch Artian Confederation
opened fire upon the constables that One of Darmonica’s great powers is
came to question him. He then embarkeda nation that was born in the forge of
upon a one man war against the law war just over a century ago and, perhaps
which has become a legend in its own unsurprisingly, has a very military-
right, his fame spreading throughout focused culture. Named after Artia, the
the Commonwealth. Flinch’s story has Darmonican deity of warfare, the Artian
certainly been blown out of proportionConfederation ranks high in military
and romanticized by over-zealous might and could quite easily give the
reporters and writers, but spending two
Commonwealth a run for its money. For
years on the run and surviving alone now, its attention is divided between its
in the Alyeskan wilderness is still aneastern border with the Iron Collective
impressive feat by itself. and maintaining control over Tylander
territory that it has occupied since the
Royal Reconnaissance Service end of the Great Darmonican War. It
The Royal Reconnaissance Service does, however, have ambitions further
(or RRS for short) was originally a afield.
topographical agency formed to supply Those ambitions include Alyeska.
58
58
History Fearing that plans were in motion that
The lands that form the Confederation would lead to a Darmonican superstate,
are no strangers to war, having been some of the Artian states came together
the battlefields between the Tylanders and formed the League of Artia, a
and the Sodkans for centuries. Prior defensive union that was soon put to
to the Tyland-Artian War in 1741 AF the test; in 1714, the Royal Tyland Army
the Confederation was little more than attacked and smashed its way through
a loose collection of city-states and the western Artia.
scattered farms, which were by then used The Tylanders made huge advances but
to the armies marching to clash with one were ultimately stalled upon the banks
another. Conquest of the future Artian of the River Bhein by a hastily assembled
states was rarely an aim for either side Artian mercenary army. The fighting
as they acted as a nice buffer between entered a lull during the winter of 1741-2
Tylander and Sodkan territory…at least AF. Unfortunately for the Artians, a fair
until 1741. number of the mercenaries either quit or
By the early 18th century AF the accepted Tylander coin, and by the spring
Kingdom of Tyland made it clear that of 1742 the invaders had established
it had territorial ambitions with its footholds on the east bank of the Bhein
conquest of the United Provinces, which and held a number of key bridges. By
included a Commonwealth defeat when summer a series of battles saw several of
it tried coming to the Provinces’ aid. The the Artian state armies routed and the
Artian states were growing increasingly situation was looking increasingly dire.
wary, especially when an arranged Enter Viktor Wilstein.
marriage occurred that linked together Wilstein was the Chancellor of the
the Tylander and Sodkan royal families. State of Uthermark and a veteran of the
59
59
various Sodkan wars where he had honed besiegers had been routed and the siege
his skills as a tactician. He sent word out lifted.
to the other states to rally their soldiers It took another year, but the Tylanders
at his capital of Utherheim, where the were finally driven out of both the Artian
other states found to their surprise that States and the United Provinces by
Wilstein’s city was prepared for siege and Wilstein’s forces and the Commonwealth
had extensive earthworks in a ring round respectively. Wilstein himself became
it. Many thought that Wilstein was mad the Archchancellor of the newly formed
and was inviting his own destruction, Artian Confederation in 1746 AF and
and refused to commit their soldiers to helped foster good relations with the
defend the city. A few, however, either Commonwealth that paid off during the
guessed that Wilstein had a secret plan or Great Darmonican War half a century
saw an opportunity later. Tyland’s defeat,
to make one last though, ultimately
valiant stand, and so led to that very same
Wilstein’s own army war.
was supplemented by
a handful of others Present Day
who stood ready In the decade since
when the Tylanders the end of the Great
arrived to lay siege. Darmonican War,
Days, then weeks, relations between
went by and Wilstein the Artians and the
made no move, Commonwealth
leading many to have soured, mostly
question whether due to the continued
they had made Artian occupation of
the right choice in Tylander territory.
supporting him. Already towards the
Weeks eventually end of the war there
turned into months, was a growing rivalry
as the city endured a between the two
battering from near powers, and there is
constant artillery fire little wonder that a
and supplies started cold war of sorts has
to run low. Many sprung up between
begged Wilstein them. Like everyone
to throw open the else, though, the
city’s gates to the Artians are still
conquerors, but the licking their wounds
Uthermark chancellor refused. Then word from the war.
arrived – the Commonwealth had landed The present Archchancellor of the
troops to liberate the United Provinces, Confederation has three main priorities:
catching the Tylanders by complete
surprise. Upon hearing the news, Wilstein • *Defend the eastern border against
gave orders for a beacon in the city to be a possible attack from the Iron
lit, the signal for an army that Wilstein Collective.
had kept hidden in the nearby Utherwald • *Deal with insurgents in Occupied
Forest to attack. Wilstein’s secret army Tyland.
smashed into the flanks of the enemy • *Gain a military edge over the other
and the city’s defenders stormed out the great powers.
gates to support them. By day’s end, the
60
60
This last priority has seen the after the United Provinces had been
Archancellor dispatch agents to Alyeska conquered.
in search of Ancient Terran artifacts, Then the Tyland-Artian War broke out.
some of whom end up in conflict with At first the war went in Tyland’s favor,
the agents of other nations. Some say he and the various Artian states fell one
has become obsessed with rumors of an after another in the first couple years of
Ancient Terran weapon, even to the point the conflict, until the Siege of Utherheim
of ordering his agents to ignore ‘petty that was the Kingdom’s undoing. As the
gizmos’. siege raged on the Tylanders allowed
Is he aware of something that nobody themselves to slip into tunnel vision and
else is? become obsessed with crushing Viktor
Wilstein, effectively leaving them blind
Tyland Free State to events taking place elsewhere. Sensing
No other nation in Darmonica has an opportunity, the Commonwealth had
played such a major role in its history struck a deal with Wilstein to get some
and ended up falling so low. For nearly payback for its defeat at Tylander hands
a decade it has endured occupation and some years earlier. In a bold move, the
humiliation whilst harboring a strong Commonwealth landed a large army
sense of regret of all that has been lost. It in the United Provinces, taking full
is also a dangerous place, where gunfights advantage of the fact that the Tylander
in the streets and bombings are by no garrison had been weakened due to the
means unheard of. war against the Artians. Faced with a
sudden second front opening up and a
History renewed Artian offensive, the Tylander
Once the Free State was known as the war effort crumbled.
Kingdom of Tyland, a nation with a history Worse was yet to come when the
that stretched back centuries. Many Tylander king was killed during an
Tylanders even claim that the Kingdom Artian artillery bombardment on
was the first Darmonican power to arise Tyland’s capital, Arran, a loss that the
after the fall of the Ancient Terrans, Tylanders never fully recovered from and
although this claim has yet to be proven sparked both the Kingdom’s decline and
true or false either way. Whilst it may have the Great Darmonican War. The Tyland-
been the oldest power in Darmonica, it Artian War ended a few weeks after the
wasn’t immune to upheaval; a number of king’s death, and Tylander ambitions
civil wars occurred throughout its history for a pan-Darmonican superstate were
as various houses vied for the Tylander permanently put on hold as the Kingdom
throne. sought to recover and crown a new
Much like the Holy Sodkan Empire, monarch. For the next half-century the
the Tylanders were devout followers of Tylanders licked their wounds and looked
the deity known as ‘The Great Maker’, to settle accounts, ultimately leading to
but there were theological differences the Great Darmonican War in 1796 AF.
between the two that often led to The Tylanders had hoped to relive their
conflict. The two nations warred on and early successes of the Tyland-Artian War
off over the centuries until the early by taking a rapid, blitzkrieg-style advance
18th century AF, when their differences into the Confederation. They had also got
in religious doctrine were put to one their Sodkan allies to attack from the east,
side. Bonds between them were further hoping to defeat the Artians by forcing
strengthened in 1738 when an arranged them to fight a war on two fronts. At
marriage linked the Sodkan and Tylander first things went to plan and Confederate
royal families. Plans for a Darmonican soldiers were forced to conduct a fighting
superstate devoted to the Great Maker retreat, though the Royal Tylander Army
were beginning to bear fruit, especially started to get bogged down in the face of a
61
61
number of delaying actions. Similarly, the situation across the Free State. There is
Sodkans enjoyed some early successes, a provisional government, but it is seen
advancing on a much broader front and as little more than an ineffectual puppet
at a more sedate pace. Things began and has to rely heavily on the Artian
to change when the Commonwealth occupation forces. If the resistance groups
attacked the Holy Sodkan Empire and could put aside their differences and co-
captured the major port city of Norvik, ordinate their efforts they would have a
whilst also conducting raids along the shot at reclaiming their country...
northern coastline of Tyland.
The ultimate undoing of the joint The Iron Collective
Tylander-Sodkan war plans, however, Born out of the cauldron that was
was the rise of the Order of the Great the Great Darmonican War, the Iron
Machine, a radical religious sect that Collective is one of Darmonica’s newest
stirred up widespread civil unrest in the powers and the most mistrusted by its
Holy Sodkan Empire and eventually left neighbors. It is said to be chasing past
it unable to support its Tylander allies. glories of the once-mighty Holy Sodkan
This left the Artians free to redeploy Empire from whose ashes it rose, though
troops from the Sodkan Front, while nobody is really certain of its motives.
the Commonwealth landed troops on
Tyland’s coast and captured a number of The Holy Sodkan Empire
ports. After the Sodkan Empress’ death A few centuries ago the Sodkan city-
in an event known as ‘The Blast’, the states started openly warring amongst
Sodkans withdrew from the conflict and one another, though skirmishes between
the joint Artian-Commonwealth forces sellswords hired by the different city-
crushed the remnants of the Tylander states had been going on for generations
war machine. previously. This time it was different,
however, as the guards of the city-states
Present Day themselves took to the field and cities
In aftermath of the war, the Tylanders were directly attacked. For the most
found their Kingdom occupied by both part the guards were little better than
the Artians and the Commonwealth; the militia, more comfortable with patrolling
latter held the northern ports, while the the city streets than the battlefield, but
former occupied the rest of the Kingdom. one man had put the effort into making
A treaty forced upon the Tylanders sure that the forces at his disposal was a
saw the creation of a rump state called professional army; that man was Antov
the Tyland Free State, with a chunk of Serlov. With his city-state on the western
former Tylander territory given to the Sodkan frontier Serlov needed a standing
Artians. The same treaty allowed for army to fend off against raids from the
Artian troops to occupy the Free State various Artian states, so when he came
and for the Commonwealth to hold the up against other Sodkan forces he was
northern ports (known as ‘Treaty Ports’) able to beat them in a series of crushing
for a period of ten years, though amidst defeats and declare himself ruler of all of
growing tensions it is doubtful that the Sodkan lands.
either country will honor the treaty and Serlov was crowned Emperor and
withdraw their troops. set about building himself an empire,
A number of Tylander resistance adopting the Cult of the Great Maker
groups have sprung up over the past as the new nation’s religion. His heirs
decade, all of them united in fighting the inherited the throne over the years until
occupiers but divided by their ultimate Polina Serlov became Empress shortly
goals. The resistance groups are just as before the onset of the Great Darmonican
likely to fight one another as they are the War.
Artians, leading to a low-level civil war
62
62
Changing of The Guard Darmonican War which allowed the joint
The war went badly for the Empire when Commonwealth-Artian armies to crush
it found itself being attacked directly by Tyland and win the war. Cut off from
the Commonwealth, leaving the Sodkans the rest of the old Empire by the Blast
unable to help their Tylander allies and the devastated area now dubbed
against the Artian Confederation. Worse the ‘Gloomlands’, the southern Sodkan
still, unrest was starting to undermine provinces formed the Union of Sodkan
the Empire’s war effort, spurred on by the Republics out of mutual defensive need
radical religious sect known as the Order and shared paranoia. The bulk of the old
of the Great Machine. The Order made Empire became the Iron Collective, ruled
it difficult for the Empire to conduct any over by the Order who set about forming
major military action as they were forced a technological theocracy that the rest of
to redeploy troops Darmonica views
to deal with the with a wary eye.
unrest spreading The Order
like wildfire across imposed a new
the country. system where every
Out of man, woman and
desperation, child is viewed as
Empress Polina simply a cog in a
Serlov gave approval great machine with
for militarized each having their
versions of the own role to play.
Sodkan ‘Tin Men’ The Collective’s
(automatons education system
originally produced mainly focuses on
to replace workers determining a role
drafted for military that a person is best
service) to be suited for and giving
produced, with a them the training
view to deploying needed for that
them against the role, the idea being
Order. The Empress that the role will be
visited the Sodkans’ a job for life. The
main research base old social norms of
to view the first family have been
prototypes, but stamped out and
a major accident replaced with a
occurred, causing system of groupings
an explosion – later that people are
referred to as the Blast – that destroyed placed into, with couples being matched
the base and devastated much of the up and paired together by the state. Each
surrounding province. It is widely couple are given a quota for the number
presumed that the Empress perished of children that they are expected to
along with the rest of the base’s personnel produce, with the precise number
on that fateful day. depending on a variety of factors such as
the pair themselves and local population
Rise of The Iron Collective levels. The resulting children stay with
With the Empress gone, the Order of their parents until they turn five years
the Great Machine quickly set about old, at which point the state takes them
seizing power. They also withdrew into an ‘academy’ where they are tested to
Sodkan forces from the still-raging Great determine their future roles.
63
63
The Order has almost completely Republics banded together for mutual
rebuilt Sodka, redesigning many towns protection as it was expected that the
and cities to have improved road layouts. Collective would try to subdue them.
Roads and railways have been rerouted, A decade later the Collective has made
making them more efficient to better no move towards them, a state of affairs
serve the Collective’s industries and to that has led to infighting amongst the
ensure the Collective’s standing military, Republics as each and every one of
the Iron Guard, can be transported with them see it as a chance to improve their
ease. The Collective has very little contact
position. A Collective attack is still
with its neighbors, with trade being expected, though doubts are growing as
limited to small traders that operate to whether it’ll ever happen.
along the fringes of the Collective. This After a decade of living in fear of a
is risky, though, since external trade is threat that increasingly looks like it will
largely illegal in the Collective. never come, the underlying paranoia that
first united the Republics is now starting
The Scrutinizers to fracture them. Border skirmishes
Much like the Iron Collective as a are common as each of the Republics
whole, the Scrutinizers are an inward accuses the rest of plotting against it.
looking organization and mainly This infighting is gradually weakening
concerned with safeguarding the smooth the Republics, leaving them vulnerable to
running of the Collective. Their job is to annexation by one of the great powers of
prevent sabotage and counter espionage, Darmonica.
preventing foreign agents from stealing
the Collective’s secrets. They also act Allied Security Bureau
as a secret police, watching over the Formed out of a desire to improve co-
Collective’s citizens and ensuring that operation between the various Sodkan
they don’t act in any way that could be Republics, the Allied Security Bureau
considered traitorous to the Collective. was meant to serve as a united agency to
help defend the Republics against foreign
Although they are mostly internally espionage. Unfortunately the ASB is just
focused, the Scrutinizers do have a as fractured as the Union itself, plagued
handful of agents out in the wider world, by constant backstabbing between
tasked with tracking down Ancient Terran its agents. Often an agent will run an
artifacts and lost Sodkan technology. operation to simply counter and frustrate
the efforts of another agent, although
Union of Sodkan Republics there are some rare cases of co-operation
A loose alliance of small nations that such as a successful spy ring keeping tabs
broke off from the Holy Sodkan Empire on the Iron Collective.
when it became the Iron Collective, the
64
64
The Coalition Now known as the Coalition, the
If there is one country that did Council sent feelers out to the various
exceedingly well out of the War it has to combatants in the War and worked
be the Coalition, flush with money earned out trade agreements. The combatants
from war profiteering. Yet this new state, would gain greater access to the
which has only been in existence for a Coalition’s resources for their war efforts,
couple of decades, is finding that the but shipments would be guarded by
outbreak of peace is hurting its bottom Coalition soldiers and sanctions would
line. be imposed against anyone who tried
attacking Coalition convoys. Some early
History convoys were ambushed, leading to the
Before the War the Coalition didn’t Coalition carrying through on its threats
exist, at least not in the form it does of sanctions with great success; after that
today. It was once the United Provinces it was left alone, viewed as a necessary
under the rule of King Francis IV, an evil by the various powers involved in
anxious man who constantly worried the war. The Coalition was able to amass
about external threats to his country a vast fortune, building up its industry
without realizing that the true threat to produce war materials. With the end
came from within. Whilst the King made of the War there was little need for the
every effort to stay on friendly terms Coalition’s products, and as profits fell
with his country’s neighbors, a group the Coalition sought to shift its industry
of merchants and industrialists were towards producing peacetime goods to
plotting to remove him since they viewed slowed and stabilize the fall in profit. The
him as a barrier to making their country, Coalition has not forgotten how the coin
or rather them, prosperous. When the flowed during the war, however, and it is
Great Darmonican War broke out, King eager to see the return of conflict.
Francis declared his country to be neutral
and placed restrictions on exports. Trade Present Day
in basic foodstuffs and some luxury goods The Coalition is a heavily industrialized
was generally allowed, but exporting nation, largely intact following the end
resources that would help a country’s war of the war. No longer able to make vast
effort was banned. Even though the King amounts of money on war profiteering,
took these steps to ensure the safety of the Coalition has been forced to refocus
his country, the plotters saw it as the last its industry in order to keep the coin
straw. flowing. It has established a colony called
Having effective control over the United Port Capital on the coast of the Wulflands,
Provinces’ legislative body, the Council, from where it has mounted expeditions
either by having their own members or into the interior in search of Ancient
buying the votes of others, the plotters Terran ruins. Elsewhere, agents from the
made their move. A Motion of No External Audit Department work towards
Confidence was passed against the King, igniting other conflicts, simply so that
effectively removing him from power in a their masters can profiteer again. Asset
one-sided vote. King Francis was made a Retention Bureau operatives hunt down
broken man, and spent the last few years and recover stolen Coalition property and
of his life in a deep depression in exile secrets by any means necessary, and are
bemoaning the loss of his beloved country. also tasked with gaining non-Coalition
The Council, now free to run the country assets of interest by similar means.
as it sought fit, set about deregulating
industry and transforming the country.
65
65
66
66
Life in Alyeska
67
67
Death’s Chase - An air race that has point halfway through the month where
grown into an annual event in the pirate it becomes too windy for flying before
haven of Broken Spires, Death’s Chase the weather settles down again. Aviators
draws huge crowds as the Spires take on typically spend this period grounded and
a carnival-like atmosphere. The race itself drunk whilst the more devout offer up
involves three laps through the twisting prayers to Taran, the Goddess of the Sky.
canyons and caves that surround Broken Winterfest - A festival occurring
Spires; it requires a great deal of piloting during midwinter, a time for gatherings
skill for the pilots to avoid crashing into of family and friends to celebrate the end
a rock face. A few racers drop out during of the year and herald the new one. Feasts
the first or so-called ‘Sounding Lap’, are quite popular, and so is gift giving.
but it’s the second and third laps where
things get interesting. The other two laps Calendar
are ‘weapons free’; the racers are allowed The Darmonican Calendar came into
to shoot one another down, but only if being following the Fall of the Ancient
they’re BEHIND their opponent (they’re Terrans, with the Fall being used as
not allowed to swing round for an attack, the start of the current epoch. Before
though some racers learn the route to Fall and After Fall are therefore used to
know where they can get the drop on denote dates from either the Ancient
somebody). Terran era or the current era, typically
In short, this is a race where it pays to as an abbreviation placed after the year
NOT be in first place. typically as BF and AF respectively. The
Founding Day - Different in every current year is 1836 AF.
settlement of Alyeska, each city and The Darmonican year is split up into
town has its own unique way of 13 months, each of which are comprised
celebrating its Founding Day. These of 29 days. There are then weeks that are
festivals often include carnivals, parades made up of eight days each, giving just
and competitions such as bare-knuckle over three and a half weeks in each month
boxing and air racing. and 377 days in a year. There are then 47
Shrouded Days - During the winter weeks in a year with one spare day.
months in the more northerly regions
of Alyeska there is a period where the Months
sun never rises, which can range from • Glacien
a few days to a month, effectively being • Brenwan
• Caerwen
a polar night. The beginning is marked • Anwen
by the Exodus when a large number of • Dagdun
people head south to spend the period • Maldun
with relatives, though others stay behind. • Solis
A celebration called Dawnfest happens • Lughon
• Felwan
when the first sunrise happens, typically • Octwan
involving partying and drinking to • Tarblawan
celebrate ‘surviving through the night’. • Vidmund
Summerfaire - A week-long festival • Yuldun
representing the middle of summer
that frequently involves carnivals and Days
communal events. In northern regions, it • Lunsday
coincides with the ‘White Nights’ or polar • Kingsday
• Queensday
day that is centered around the summer • Tarsday
solstice. • Bresday
Tarfest - As the year rolls round into • Gwernday
winter during the month of Tarblawan, • Gudday
Alyeska is beset by high winds rising to a • Silsday
68
68
Recreation & Leisure though it hasn’t gained widespread
Cinemas and air racing are popular popularity as of yet. So far only dirt tracks
pastimes amongst Alyeskans, as well as exist and motorcycle racing is more
the various festivals. Alyeskans have other popular since it’s easier to get into.
ways of keeping themselves entertained, Bandy - Bandy is a sport very similar
too, though. to ice hockey but is played in halves of
Brothels – Brothels (though there 45 minutes each, with 11 players on each
are lots of other names used for team and a bigger pitch (typically the size
them) exist all over Alyeska, though of a football/soccer pitch). It is played on
under Commonwealth law they aren’t ice with the players using bowed sticks
technically legal. Some owners, such and a small ball.
as Madame Orla (see page 95), pay off Ice Skating - Ice skating is a popular
the right people so that the brothel can local sport, typically in towns with access
continue unheeded by the authorities. to nearby frozen rivers or lakes. Men (or
In other places the locals tend to quietly sometimes women or children) compete
ignore the law if the establishment for prizes of money, clothing or food.
doesn’t cause any trouble. Broken Spires, Prior to the Great Darmonican War there
unsurprisingly, completely disregards were ‘grand’ or championship matches in
Commonwealth laws and even goes as which skaters from across Alyeska would
far as to actually mock them, which has compete for cash prizes in front of crowds
manifested itself in the form of a brothel of thousands.
called the Palace.
Public Houses - Pubs (as they’re more
commonly known) are the predominant
form of hostelry in the Commonwealth
and they vary quite a lot. Generally the
drinking age is 18. The Commonwealth
maintains a drinking hours policy
which means that pubs have to close
before midnight local time; there is no
legal twenty-four hour drinking in the
Commonwealth except in a few private
clubs and military messes. The messes’
extended opening hours make them
unusual recreational establishments
and emphasize the perks of militia
membership. Broken Spires is the
exception to the rule, as the town doesn’t
recognize the Commonwealth’s authority
and so opening hours are determined by
the pub owners themselves.
Gambling - Gambling is legal in the
Commonwealth but restricted, heavily
regulated, and taxed. Most gambling can
only happen in licensed betting shops
and a fairly rigorous watch is kept on
these, so although they are profitable they
are generally “clean”.
Sports
Auto Racing - Automobile racing is
a newly introduced sport to Alyeska,
69
69
Mining is big business in Alyeska,
Trade & Industry the continent having been blessed with
Trade existed in the early days of an abundance of ores and precious
Colonial Alyeska, though in the form metals. It is no small wonder that the
of bartering. The early settlers were Commonwealth has done much to
more interested in trading an item for encourage the growth of Alyeska’s mining
something more useful. Even when industry. Coal, gold, and iron are the
the Great Northern Trading Company primary concerns of the big mine owners,
established trading posts, it still took a with all three in constant demand both
while before currency came into general across Alyeska and further afield in the
usage across Alyeska. It is thanks to the rest of the Commonwealth.
Great Northern Trading Company’s In recent years diamonds and oil (more
policies that trade in Alyeska evolved into commonly called ‘Black Gold’) have
a coin based system, though admittedly started to fuel further mining efforts in
the Company forced those who traded Alyeska, although the local terrain and
with it into accepting its own coins as climate make things difficult at best. All
payments. The lack of competition, and year round, aircraft are required to bring
the Great Northern Trading Company’s in men and supplies, and more often than
effective monopoly on most goods, meant not, they are the mines’ only lifeline to
this was the only way to do business. the outside world.
When the Commonwealth took over, Transporting the ores is another matter
the only real change was the currency. entirely; precious few all-weather roads
The Commonwealth pounds and crowns exist, and the sole railway in the Alyeskan
were, however, effectively the same as the Interior terminates at Tay River on the
Great Northern Trading Company’s old southern shore of Wicked Antler Lake.
system of a hundred copper coins to one For this reason, the rivers are used to
silver and ten silver coins to one gold: ship anything that needs to be moved
in bulk. Vast ‘trains’ of barges can be
• Farthing:- 1 copper seen plying up and down the Purpleflint
• Greatfarthing:- 5 copper and MacArthur Rivers most of the year.
• Shilling:- 10 copper During winter, icebreakers are brought in
• Half-crown:- 25 copper and aircraft are used to supplement, and
• Crown:- 50 copper ensure, a steady stream of coal.
• Sovereign:- 1 silver Given its vast tracts of forest, timber is
• Half-throne:- 5 silver another big business on the continent,
• Throne:- 1 gold having been the original source of fuel
before coal was discovered.
Prices are usually marked in the ‘Gold/ Many still use firewood, although in
Silver/Copper’ format – so for example more remote areas people generally
2g/4s/75c would be two thrones, four have to cut their own. In the southern
sovereigns and seventy-five farthings. settlements, timber merchants sell
The Commonwealth Parliament is firewood at a reasonable price. These days
said to be considering simplifying the timber gets shipped down by water to Tay
Commonwealth’s currency. Gold coins River and then by rail to the saw mills of
may end up being phased out in favor Gravenburgh. From there the freshly cut
of paper banknotes, or thrones may be planks of wood are shipped onwards to
eliminated altogether. Given the number the rest of the Commonwealth. Enough
of gold mines active on the continent, a wood is kept for use as building materials,
fair few Alyeskan business interests are with the finished timber getting shipped
lobbying to keep the old throne coin in back the way it came.
circulation, lest there be a fall in demand The third significant business in
for gold and loss of business. Alyeska, and some would argue the most
70
70
important, is transportation of goods Technology
and supplies throughout the continent. Airships
Back in the days of the Great Northern Alongside aircraft there are also airships
Trading Company, this was a mixture in the world of Darmonica, which
of waterways and wagon trails; however, generally fall into two broad categories;
few routes were open all year round. Gasbags and Skyships.
Early pioneers cottoned on to the idea Both work on the same principle of lift
of using sledges along the frozen rivers, by using a gas, a gas that produces extra
enabling most settlements to be kept lift when an electrical current is passed
supplied throughout the winter months through it. The greater the current, the
and forming the basis of the present day greater the lift. Though overtime the
ice roads. gas’ lifting effect lessens and increasingly
When the railway arrived, it was hoped requires a greater current to produce any
this would revolutionize transport in lift at all. So, after a time the gas needs
Alyeska. Only... it didn’t. The difficult replacing to ensure the airship remains
terrain worked against it, guzzling time efficient.
and resources just to build the first line
out from Morrdun. Tay River only got A Poor Man’s Skyship
its line a decade ago thanks to trouble In comparison to skyships, gasbags
forging a path through the Dragonspine are considered to be less glamorous and
Mountains. When aircraft finally arrived ‘cheap’. They certainly cost hell of a lot less
they were seen as a godsend. Able to to construct and run than a skyship, which
fly anywhere, it was the first time every means that they can often be seen in the
settlement had a link to the outside world. hands of small outfits and independent
Even aircraft, however, are at the mercy traders. They are also quite numerous in
of the Alyeskan climate. Foul weather has military service, outnumbering skyships
seen the death of scores of pilots, and in but now widely seen as a sought after
many cases aircraft have been grounded posting. But gasbags carry very little in
for days. Over time, newer and better the way of armor and are less rugged
aircraft have appeared, making things than skyships, meaning that they lack
a little easier, although flying the frozen somewhat in combat endurance.
skies still isn’t without its risks. Just like their skyship cousins, gasbags
also make use of Lift Gas and an electric
71
71
current to control the craft’s altitude, but exactly common here, there are few trade
this is where the similarities end. The consortiums active in Alyeska mainly due
most obvious difference is the use of to the storms that near-constantly wrack
motor engines mounted in engine cars the Mhór Farraige (or Great Ocean) and
for propulsion. These engine cars also the Continent’s more local problems.
contain starter motors that drive electric The Skywrights Guild are presently the
when the airship is at rest or at low speeds, only ones to successfully and regularly
at normal flight speeds the generators operate a Skyship between Alyeska and
are driven by constant-speed variable- the rest of Darmonica, thus providing
pitch windmills. The generators provide the only reliable lifeline to the Continent.
electricity for both general purpose use However, many accusing the Guild of
onboard the airship as well as for the greed and hiding a secret route through
craft’s Lift Gas. the storms the Guild’s Skyships do still
The use of Lift Gas and how it works suffer damage during the crossing, so at
means that gasbags can carry a decent the moment the Guild crossing is only
amount of tonnage. It is also widespread twice a week and their Skyships can
practice for fighter aircraft to be carried regularly be seen docked for repairs.
onboard to help defend the gasbag if it The Guild also owns and operates much
comes under attack, military gasbags also of the facilities for handling Skyships in
carry dedicated scout aircraft when on Alyeska, save for the one owned by the
long range patrol duties. A hook beneath Commonwealth’s military for its Skyship
the vessel is typically used to launch and Squadron and one or two independents.
recover aircraft in addition to an internal The Guild, in effect, has a monopoly.
hanger in the airship’s underside. This is due to the Guild keeping much of
the knowledge of the technology behind
Skyships Skyships a secret and the stranglehold
Theses levitations of the sky are derived they have on Lift Gas. Not only is Lift Gas
from Ancient Terran technology that has needed to make the Skyships work, its
managed to survive the eons, though effectiveness as a lifting agent gradually
they have only returned in the last deceases each time it is charged and de-
century as the capacity to rebuild was charged. It comes to a point where it
once again to hand. It is generally known ceases to work altogether after steadily
that a reprocessed gas called Liftorium, requiring more and electricity to produce
or more commonly ‘Lift Gas’, is used to viable lift, ideally Lift Gas needs to be
give the skyships their lift. Skyships are replaced before this point. The Guild
also prohibitively expensive and saw are has ensured that it is virtually the sole
generally only found in the hands of trade supplier of Lift Gas, chiefly by buying out
consortiums rather than small outfits due the various mines and refineries needed
to the costs involved in running them. The for its production. There is a black market
various military forces operate aircraft in Lift Gas, usually what’s been siphoned
carrier versions with more conventional from someplace and often of dubious
gasbags as escorts, though these rarely quality.
venture far outside of a nation’s borders. At present there are only a handful of
The biggest user of skyships remains the Skyships active in Alyeska, most of these
Skywrights Guild, they alone have the are cargo ones operated by the Guild
resources to maintain a fleet and have on behalf of the Aerial Corps. There
the capacity to build more, however there are one or two operated by pirates or
are various small ventures attempting independents, though these aren’t seen
to break the Guild’s monopoly despite that often due to the resources required
efforts by the Guild to stop them. to keep these Skyships in the air. Finally,
With Alyeska being a frontier land, there are the three frigates operated by
you can imagine that Skyships aren’t the Commonwealth military named,
72
72
Battleaxe, Brilliant and Broadsword remains a dead zone that effectively
respectfully. These Skyships form the separates the Iron Collective from the
Alyeskan Skyship Squadron and one can Union of Sodkan Republics. There are
be seen on any of the following duties at any also the Spikes, where seams of Glimmer
one time such as patrolling the Wulflands, Rock have started building up energy on
patrolling the Alyeskan coastline and on their own accord before discharging it in
station over Gravenburgh. a burst of electricity. These discharges of
energy have yet to inflict anything more
Glimmer Rock than some minor damage, though they
Glimmer Rock (so named because it have been growing in regularity.
shines in the light) was discovered over There are rumours that the Iron
a century ago. It was found to have some Collective may have restarted the old
residual energy, and could be ‘charged’ Sodkan Project, which may turn out
via an alchemical process. The usual to bring bad tidings for Darmonica’s
form of this process uses electricity to future. With readily available charged
create a battery that can power weird Glimmer Rock, weird science has grown
science devices. The Sodkans (when they from strength to strength resulting in
still had their great empire) discovered all kinds of gizmos and weird gadgets.
a large deposit of Glimmer Rock, which Most Darmonicans tend to view those
they kept a fiercely guarded secret, and who tinker with weird science warily,
an alternative method of ‘powering’ the preferring to keep a safe distance away
rocks which also remains a secret to this from them. There is, nonetheless, a
day. growing view that weird science will
The onset of the Great Darmonican War usher in a new Industrial Revolution. If
greatly hampered the Sodkan Glimmer the Spikes don’t pose a major problem,
Rock Project, primarily due to the great that is…
demands placed upon it by the Sodkan
Empress to produce weapons for the war Communications
effort. As a result, the Project’s scientists In a frontier land like Alyeska,
were forced to take drastic measures a settlement’s long distance
to keep up production of the ‘Sodkan communications can be critical to its
Refined Rocks’. survival when it is either under attack
Late in the war the Project did start or running dangerously low on supplies.
to bear some fruit by producing the so- Originally such communications were
called ‘Tin Men’, mechanical automatons made by the use of semaphore telegraph,
that were used to replace the Project’s a system of conveying information by
diminished workforce of miners. As means of visual signals, and by post riders
militarized versions were just starting over short distances. Electrical telegraphy
to reach the prototype stage, a large later came to the fore, providing many
explosion destroyed the Sodkans’ advantages over the previous semaphore
main research base and devastated the system, and it has now in turn been
surrounding area. The Sodkan Empress, largely replaced by wireless telegraphy.
visiting the base, disappeared in the Likewise, the post riders of old have been
Blast (as it became known). This double completely replaced by air mail.
blow effectively ended both the Holy There are two major forms of wireless
Empire’s chances of winning the War and communications used in Alyeska; the
ultimately the war itself. In the aftermath first is radioteletype, and the other is two-
the Holy Empire shattered, giving rise to way radio. Radioteletype, a system of two
the Union of Sodkan Republics and the or more electromechanical teleprinters
Iron Collective. connected by radio, forms the bulk of the
The Blast had other far-reaching effects; Alyeskan communications network and is
the area devastated by the explosion used much like a telegraph service. Two-
73
73
way radio is used less widely, typically can use radioteletype, but it suffers from
only by the military, the Air Police, and the same problem that the mail service
aviators. Both rely on the network of has – the intended receiver still has to
wireless stations scattered about Alyeska collect the message at the other end.
that act as signal-boosting relays and Taverns can also be used as drop points
can transmit their own messages such for mail by those wishing to avoid official
as meteorological reports and relayed channels for whatever reason. In the
aircraft distress calls. While these largest cities in Alyeska there is a public
wireless stations require a fair amount telephone service, mostly in the form of
of manpower, they don’t have to worry telephone boxes and private owners such
about lines being brought down by harsh as businesses or those wealthy enough
weather. to afford a phone being installed. Any
Aside from radioteletype, the average such service is limited to the city where
Alyeskan has access to a postal service and it’s based, though the Commonwealth
a limited telephone system. The present is looking at expanding its telephone
postal service is virtually identical to the networks.
original post riders, save that aircraft have News and general information
taken over from the horses. Mail is still are usually spread via noticeboards,
delivered to a central location in a given newspapers, and cinemas. Noticeboards
settlement, usually called a post office, are common in the smaller settlements,
for collection by the townspeople. Most normally found in the town’s general
post offices are located in a settlement’s store along with a handful of weekly
general store, but much larger towns may newspapers; they only deal with local
have their own dedicated building. Those matters, but are still a great source of
who regularly move about typically information for new arrivals. Newspapers
declare certain settlements for their tend to be more popular in the larger
mail to be sent to, though this can mean settlements that are lucky enough to have
that said mail is waiting for a number their own printing shop – more remote
of months before it finally gets picked settlements tend to get newspapers that
up. The post office is also where people may be a week or so old, whilst the biggest
74
74
towns enjoy almost daily newspapers. run ones but with a handful that cater
Cinemas are the other means of spreading privately to more wealthy citizens.
news, normally showing newsreels in Out in the Alyeskan Interior the district
between films that run all day. The larger nurses can only do so much, something
towns have the luxury of having cinemas that the Commonwealth is keenly aware
that are open all week, others either have of and has addressed by flying out doctors
one that’s only open on certain days or twice a week to more remote settlements.
rely on travelling mini-cinemas that may These doctors are able to provide higher
only pass through once a month, stopping levels of medical attention than the
off in different towns and showing silent district nurses, and they also keep an eye
films. However Alyeskans get their news, on the general health of the settlement.
some of it (especially if it’s from outside The doctors are also flown out if there
Alyeska) will be out of date by anywhere is an emergency that the district nurse
from a few days to a few months. cannot deal with themselves, either due
It should be noted here that the Iron to lack of knowledge, skills, or resources.
Collective has the most advanced and Logging and mining camps tend to
reliable telecommunications service, have a company doctor on hand to
one that outshines everything else in attend to the workers, though in certain
Darmonica. In the public spaces of situations they will provide medical care
virtually all of the Iron Collective’s towns to non-employees (at a price). There are
and cities, there exist television-like also many independent doctors scattered
screens that silently display messages and across the Alyeskan wilderness who can
information all day long. The service can be of dubious quality and who may or
be edited to instantly display new messages may not be legally able to practice.
if the authorities need to urgently inform
citizens of key information, for example Religion
during an emergency. Thus far no other For many Alyeskans, being faced
country has anything that comes close to with the choice of either freezing to
this system. death or being maimed by wild animals
on an almost daily basis tends to,
Healthcare understandably, make people more
Medical attention in Alyeska has always concerned with physical than spiritual
been found wanting. For ages healthcare needs. The closest thing that most
was a ‘do it yourself ’ approach, which Alyeskans display to devotion is invoking
resulted in a high mortality rate. Despite the blessing of a particular deity, usually
all the grumbling that Alyeskans do about in the form of luck to help in certain
the Commonwealth, they still all agree situations. Regardless, religion exists in
that it got something right in the form of Alyeska even if there isn’t a particularly
the Alyeskan Healthcare Act. strong interest in matters of faith; the
The Act saw the creation of, and provided more civilized parts of the continent tend
funding for, a basic health service across to be more devout than the wilderness
the continent. Every settlement of note areas, which tend to enforce a more
was assigned a ‘District Nurse’, effectively practical standpoint thanks to the brutal
a midwife and first aider in one, to attend realities of life in the Alyeskan Interior.
to the settlement’s basic health needs. There are a few deities in Alyeska that
Larger settlements have their own fully have a sizeable following and temples
qualified doctors, either those appointed and/or chapels devoted to them:
by the Commonwealth to provide free Taran:- Revered as the Goddess of
healthcare or private doctors for society’s the Sky, Taran tends to have a strong
more wealthy citizens. The larger following amongst aviators even if it’s
settlements are also where the continent’s only to invoke her blessing for a safe
hospitals can be found, mostly state- flight. There are no temples raised in her
75
75
name – instead, there are small shrines at until a decade after they first started that
various airfields. A few pilots have taken the first complete maps were produced.
to painting her symbol, that of a winged Nevertheless, the worth of the aircraft
maiden, on their aircraft in an attempt to had been shown, and it wasn’t long
court her blessing. before a certain Carl Millwall got hold of
The Greater Maker:- Widely argued an army surplus plane and began flying
to be the creator of the world and all life passengers between various settlements.
on it, the Great Maker has a large enough Before long, he had managed to gain an
following to be considered the most airmail contract from the post office, and
widely worshipped with temples and soon afterwards he began hiring other
chapels raised in his name. His followers pilots as his business quickly grew.
tend to be dubbed Creationists, though Gradually other pilots came north
he has a secondary role as the deity of to seek their fortune. Even the
crafters and builders. A lot of workshops Commonwealth recognized the benefits
and even some factories bear his symbol of the aeroplane, resulting in the Royal
of a hammer backed by an anvil. Alyeskan Air Police being founded to
Ogman:- The god of tricksters, he tends police the continent.
to be followed by pranksters, con artists The aeroplane had a positive effect
and entertainers. There are only a few on the mining and logging industries.
hidden shrines devoted to him, though By maintaining supply lines, their
he does have an annual celebration in his operations could continue for longer.
honor. Called Ogman’s Rest, it is a day- Alyeska enjoyed another boom period
long festival of pranks and practical jokes. as dozens of airstrips were built across
A lot of settlements even host funfairs or the Continent to allow the use of larger
other events on this day to celebrate it. transport planes. The airfields at Morrdun
Silar:- Known as the ‘Seeker’. Though and the settlement of Tay River had paved
there aren’t any temples or shrines devoted runways built by the Commonwealth, and
to him, Silar does tend to get invoked by the town of Purpleflint was founded at
those in search of something. Those most the mouth of the Purpleflint River north
likely to invoke his blessings are bounty of Wicked Antler Lake, thus providing
hunters, explorers, prospectors, research more work for Alyeska’s growing number
scholars, treasure seekers, and those who of aviators.
have lost a valuable item.
Present Day
Today, aircraft in Alyeska are as vital as
An Aviator’s Lot they will ever be. Many settlements, and
It is said that aviators are the backbone of mines, are still without permanent roads,
Alyeska’s current existence; by trailblazing meaning that an airplane is usually the
across the skies they have created an aerial only way in or out.
network that helps maintain Alyeskan A pilot’s work is often varied; fire-
society. For more remote settlements, watching or fire-fighting during the
aviators are sometimes the only lifeline summer, and supply runs in winter.
they have with the outside world. There is often regular work, with airmail
contracts highly sought after, as well as
History government-sponsored contracts. Jobs
The history of aircraft on the continent come and go; you may just get beaten to
dates from about a century ago when the that one job to fly mining equipment to a
Commonwealth’s Royal Reconnaissance remote work camp by a few minutes, but
Service acquired a couple of early biplanes somebody else will need an aircraft just
and mounted some aerial expeditions to like yours for another job. On occasion
properly survey Alyeska. Many problems it might be a fellow pilot who needs a
delayed the RRS’ work, and it wasn’t hand, be it to help complete a contract
76
76
or because they need a pick-up out in the warm, and then refill the engines the
wilderness after a breakdown. following morning, which cost precious
time.
Bush Flying Once up in the air, the weather remains
Bush flying is a term for aircraft a hazard. Fog and low-lying cloud
operations carried out in remote, remain a problem for much of the year,
inhospitable regions. It involves obscuring the pilot’s view of the ground.
operations in rough terrain where there At best they can throw a pilot off course
are often no prepared landing strips when he’s unable to figure out where he
or runways, frequently necessitating is, whereas at worst the pilot could end up
planes to be equipped with abnormally flying blind into the side of a hill.
large tires, floats, or skis. Bush planes Related to fog and low-lying cloud is ice
are delivery vans, buses, taxis, and often build-up on the wings. If left unchecked,
ambulances all combined into one. For this can disrupt the air flow over the wings
some settlements, they are the only and stall the aircraft by reducing its lift.
lifeline they have. They are arguably A careful pilot can negate the icing effect
Alyeska’s workhorses that help provide by keeping to lower, warmer air, though
the continent’s most essential services. either way any ice needs to be scraped off
the wings before take-off.
Hazards Lastly, weather-wise, there are storms
There are many hazards for those who where an aircraft can get thrown about by
fly the frozen skies. Chief amongst these turbulent winds – sometimes fatally.
is the weather, especially in winter. When Aside from Mother Nature there is
the temperature drops below a certain another, more dangerous, hazard that
point, machines generally refuse to pilots fear; air pirates.
work. Engine covers are a must for any Nobody’s certain how, or when, the first
airplane sat out in the open, to ensure air pirates arose. Records exist from a few
heat retention and prevent the engines years after aircraft had been introduced
from freezing solid. Although electrical to Alyeska that detail raids made against
oil heaters are a recent invention, their remote settlements where bandits used
usefulness cannot be understated and airplanes to make good their escape. It
most pilots swear by them. Prior to these, was because of these raids that the Royal
a mechanic was required to drain the oil Alyeskan Air Police was founded, and
into buckets at night, store them in the
77
77
within a short period of time the raids onto stone ages ago on what many dub
effectively ceased. ‘Ryder Stones’.
Wary of future attacks, the What makes the Windryders
Commonwealth expanded the Air Police particularly noteworthy, and has helped
and posted garrisons to many Alyeskan spread word of their existence throughout
settlements. Occasional attacks continued the wider world, are the mounts they
against the more remote mining camps choose to ride: Dragonhawks.
that lay scattered across the tundra, but Dragonhawks are gigantic birds,
this died off when the Air Police started rivalling medium aircraft in size and
roaming patrols over the Alyeskan with the appearance of a feathered
Interior. dragon hence their name. These birds
A few years passed…until a headline and their riders have a very close bond.
screamed across the front page of Some even suggest some form of mental
the newspapers: ‘BULLION PLANE connection between them, but thus far
ATTACKED!‘ this is only an unproven theory. Certainly
On the route to Tay River, carrying the Dragonhawks are hostile to non-
gold bullion and with armed Air Police Windryders attempting to claim them as
on-board, a transport plane was attacked a mount, even attacking those who try to
and forced down in the wilderness. The capture them. The Windryders will make
Air Police put up a valiant fight, but were every effort in finding a lost Dragonhawk,
ultimately killed along with the crew. and even the worst weather conditions
Their corpses and the plane were found only delay their searches temporarily.
a few days later, but the gold was gone. Of the Windryders themselves not much
In the aftermath, the newspapers ran is really known; they very rarely have
rampant causing embarrassment for both contact with outsiders, but occasionally
the Commonwealth and the Air Police. trade with those who’ve earned their
An inquiry was conducted, and fighter trust by learning their customs. They are
planes were detailed to escort future grouped into tribes known as kindreds,
flights of valuable cargo. To this day the but outsiders only ever see one or two
gold bullion has yet to be recovered and Windryders at a time. It is known that
remains a sore point for the Air Police, kindreds use Ancient Terran ruins as
especially since subsequent attacks refuges and waystations, but they seem
have been growing in both number and rather picky, only maintaining some
boldness. whilst shunning others. This has led many
to believe that they know more about the
Ancient Terrans than they let on. They
Windryders and Genchi certainly speak of the Ancient Terrans as
though they were a cursed people, even
Windryders going far as to warn others away from
These nomadic hunter-gatherers can certain ruins and sites.
be found all over the continent, having Some Windryders have embraced the
called these frigid lands home seemingly modern world, swapping bows for rifles
since the world began. They are an ancient and even going far as hiring themselves
people whose traditions and customs out as scouts to expeditions and the Aerial
have survived through the centuries – Corps. They still have their Dragonhawk
they even recall the rise and fall of the companions and are almost as standoffish
Ancient Terrans in some of their oldest as their more isolationist cousins, but a
tales. Almost all of their knowledge and few have imparted knowledge about their
history is oral, kept alive by telling and people to those they trust.
retelling through the generations, though Many questions still remain about the
vital edicts of their culture were carved Windryders though – chief amongst
them is whether or not they are actually
78
78
human. Many also wonder whether Genchi on the other hand can be found
there is any connection between the further afield and in warmer climates
Windryders and the land-based tribes where lighter clothing is required, making
known as the Genchi whose lands have it easy to see that they are of another kind.
been sized by the Coalition in its endless On the whole, both races tend to be
drive for expansion. And lastly, what do of a smaller build and shorter average
they know about the terrible fate that height compared to humans: for neither
befell the Ancient Terrans? has ever had anything close to the readily
available food humans have enjoyed. Of
Genchi course, in the present day the situation
After being slaves of the Ancient Terrans is even worse, as the Windryders face a
for countless generations, the Genchi lost resurgence of Wulvers encroaching on
their old Windryder ways and gradually their food supplies whilst the Genchi are
formed their own distinct culture. They at the bottom of the list with regards to
had a mechanical aptitude bred into them, the rationing that is still in force since the
so using mechanical devices as well as war. Of the two, the Genchi in particular
repairing and/or scavenging them comes are getting the worse deal, frequently
naturally to a Genchi. The Genchi tend being accused of thievery if the latest
to be treated as second-class citizens and delivery of rations turns up short.
so are often found in their own ghettoes
or doing menial factory work, though a Culture
minority have found work in the military The Windryders have managed to retain
as mechanics. A skilled handful have even their tribal ways over the centuries, living
managed to better themselves thanks to as nomadic hunter-gatherers typically
selling their skills. grouped into family clans called kindreds.
The Windryders were around before In remote places across the Alyeskan
the Ancient Terrans were. As the Ancient Outlands they have adapted Ancient
Terrans rose to power they raided Terran ruins into habitable dwellings,
Windryder camps for slaves. The ancient typically only used to see out the worst of
spoken memories of these attacks are the weather such as blizzards during the
a major reason why the Windryders winter months. These shelters are marked
tend to be nomadic and mistrustful of with Windryder runes, usually denoting
outsiders. The ones that became slaves of which kindreds have used the shelter and
the Ancient Terrans ended up forming an critical information about the local area
offshoot culture, namely the Genchi. for other kindreds such as food sources,
dangers, etc. Typically they don’t take
Physical Appearance kindly to outsiders using these shelters,
Whilst humanoid and able to pass for though they have on occasion invited
human with a degree of effort, both the outsiders who they have rescued from
Windryders and Genchi have shared trouble.
physical characteristics that set them For the Genchi most of the tribal
apart from humans. They generally have ways of their ancestors were brutally
green pointed ears, a slightly prehensile eradicated during their enslavement by
hairless tail in the same skin tone, and the Ancient Terrans, so they have had to
four digits only on both hands and feet build much of their culture from scratch.
as opposed to the human norm of five They have managed to retain the kindred
digits. All that is required for either race structure of their Windryder cousins, a
to pass for human is the right sort of fact most evident in ghettos where most
clothing; the Windryders are typically of the inhabitants all belong to the same
practically dressed in thick furs due to kindred. Genchi ghettos are typically
the cold climate of their home and so folk located in the slum area of many cities, and
often presume that they are human. The the Genchi are rarely able to earn above
79
79
the poverty line due to their treatment Ruins
as second class citizens. During the war Without question, the most visible
the ghettos were hit particularly hard by remnants of the Ancient Terrans are the
bombing raids resulting in large numbers frost-coated, crumbling ruins of what
of Genchi losing their lives. Today the were once their cities and outposts. They
surviving Genchi are bottom of the list are spread far and wide; many believe
for rehousing and have been forced to that some are even located beyond what
rebuild their bomb-blasted homes as best has been ‘explored’ of Alyeska today
they can. and back up their claims by pointing to
There is an offshoot of the Genchi what appears to be the remains of a rail
dubbed the Skykin, for whom lure network. Others have even claimed to
of the freedom of the skies that their have found wrecks of Ancient Terran
Windryder ancestors knew is strong in skyships. If this was proven true, then it
their blood. The Skykin Genchi have would reinforce the theory of the Ancient
become nomads of the skies, residing in Terrans’ technological prowess and
free-roaming airships and making ends explain how their empire once covered
meet by bartering or offering their skills large parts of Darmonica.
to various settlements. The Skykin travel Elsewhere in Darmonica virtually all
widely, typically as a convoy of airships of the old ruins have been used as the
that carries an entire kindred. For extra foundations for modern towns and cities,
protection their airships carry a motley adapted in some cases as sewers or just
collection of ramshackle fighters, which left as a warren of tunnels beneath the
can be remarkably effective piloted by a city streets. The same has happened in
race known for their agility. Alyeska, but on a much smaller scale
and as such there are many ruins left
virtually untouched. In academic circles
Remnants the Alyeskan ruins are considered prime
The Ancient Terrans have been gone for sites for study; a lot of the ruins, however,
almost two thousand years and only left lie within the dangerous Wulflands. This
behind crumbing ruins… right? hasn’t stopped the odd researcher with
Now, this where things get a little more money than sense, though.
murky. The most notorious of the Alyeskan
There have been reports over the years ruins has to be the Monolith and, by
from those who’ve been exploring larger extension, the Great Stones of the
ruins, such as the Monolith, of being Chillwynd Marches. It is speculated that
‘stalked’ by somebody or something. They the Monolith may have been a major city,
speak also of shadows briefly glimpsed, of possibly even the Ancient Terrans’ capital
footsteps heard that cannot be accounted in Alyeska. The function of the Great
for, and even attacks by unseen assailants Stones is less clear; theories abound that
armed with unknown but very advanced they formed some sort of defense measure
weapons. Whilst many would simply either in the form of an outer shield or
dismiss these claims as Windryders or alarm system, but how they actually
self-styled ‘prospectors’ trying to scare worked is even less certain. If the Stones
people off, the accounts rather alarmingly were some sort of defense mechanism,
match one another on all the key points. what were they protecting the Monolith
Could there be some actual Ancient from? Some researchers, however, have
Terran remnants lurking in the ruins of put forward the idea that the Stones may
their fallen empire? Even after all these have actually been containing something
years? within the Monolith.
80
80
Artifacts
Less common than the scattered ruins,
but something that the average person
is probably more likely to see or hear
about, is an Ancient Terran artifact.
These range from simple relics to arcane
devices whose workings baffle even the
most intelligent scientists. Whatever they
may actually be, they are widely sought
after by those with the money to acquire
such items, which has resulted in a large
number of fakes doing the rounds as
people let greed get the better of them.
There tend to be three main groups that
commission adventurers to seek out and
retrieve artifacts:
81
81
82
82
Bestiary
Alyeska is home to many animals and than most would like. Regardless, a dual
creatures, some more vicious than others. industry producing bodark meat and
In addition there are the ordinary folk, wool has gradually grown, though their
plus a handful of movers and shakers temperament leaves something to be
whose actions send ripples across the desired.
continent. Typically Bodarks are left to roam round
vast ranches with minimal supervision;
Entries with this symbol are most predators steer well clear of them,
Wild Cards. and even dragonhawks think twice about
whether it’s worth taking on a Bodark.
They are very much herd animals and
Mundane Animals can be dangerous in large numbers. As
The following are some of the creatures a result, ranchers will often use vehicles
from the Savage Worlds Deluxe rulebook or light aircraft to keep an eye on their
that can be found in Alyeska. herds from a relatively safe distance.
Being stubborn creatures, bodarks are
Bear, Large quite difficult to steer. Ranchers will
Bison (Use Bull stats) often have to lay food much like a trail
Cat, Small of breadcrumbs to get the herd to go in
Dire Wolf remotely the right direction, and the
Dog/Wolf beasts will often object to being stuffed
Horse, Riding on the back of a truck or a plane.
Mule If something does pose a threat to the
Swarm (Rats mainly) herd then the sole male will stand his
ground to protect the rest of the animals,
backed up by some of the bigger females.
Alyeskan Creatures Bodarks encountered alone are typically
These are some of the animals and males who’ve grown old enough to leave
monsters of Alyeska. their herds, but have yet to establish one
of their own, which they must do by
Bodarks luring away young females from other
Often described as “foul tempered balls herds.
of fur with tusks”, bodarks are large cattle- Attributes: Agility d6, Smarts d4(A),
like beasts with thick woolly coats native Spirit d6, Strength d10, Vigor d8
to the Continent of Alyeska. They have Skills: Fighting d6, Notice d4
proved to be much hardier in Alyeska’s Pace: 6; Parry: 5; Toughness: 12 (2)
harsh climate than actual cattle, and their Special Abilities:
woolly coats are excellent for clothing • Armor +2: Thick hide and fur.
material, although their meat is tougher
83
83
• Berserk: When a bodark is Shaken,
it goes berserk. It gains +2 to all
Fighting and Strength rolls and its
Toughness, but its Parry is reduced
by 2.
• Immunity (Cold): Bodarks take
no damage from cold, including
magical attacks.
• Large: Characters add +2 when
attacking these beasts due to their
size.
• Size +4: Bodarks are large beasts.
• Tusks: Str+d6.
Cloudhaunts
Cloudhaunts are scrawny, attenuated
rat-like creatures with ragged, two-
meter-wide wings and a whip-thin tail
twice as long as their wingspan. They are
known to lurk in clouds or thick fog in
order to prey upon unsuspecting aircraft.
They are usually found in groups of 2d6
members, though larger packs have been
heard of and there are rumors that once
an exceptionally large pack took out a
skyship.
Their typical method of attack is to latch
onto an aircraft and then try ripping it both fossilized and recent, have only been
apart with their claws, though if numbers found in Alyeska, making them amongst
are in their favor they may try to directly the oldest known creatures to inhabit the
attack the crews of skyships. Frozen North.
Attributes: Agility d8, Smarts d6(A), They call the Bastion Peaks and
Spirit d6, Strength d6, Vigor d6 the other lofty heights of the Central
Skills: Fighting d6, Notice d12, Stealth Highlands their home – a place that has
d10 resisted the encroachment of Man. The
Pace: 0; Parry: 5; Toughness:5 only harmonious relationship they have
Special Abilities with another species is that which they
• Bite/Claws: Str+d6 have with the Windryders, an almost
• Whip-Tail: Str+d4 symbiotic relationship as many scholars
• Flying: Pace 8, Climb -2 have commented. A Windryder and their
• Cloud Stalker: Gains +2 to Stealth mount bond at an early age during a ritual
rolls whilst inside a cloud. called ‘The Choosing’, in which a young
• Pack Tactics: Cloudhaunts gain a Windryder must go alone and unarmed
damage bonus on their attack roll into a dragonhawk nest. There the
equal to their gang up bonus. Windryder must then present themselves;
if the Windryder has a dark mark on
Dragonhawks their heart, then the dragonhawk mother
These huge birds are native will be openly hostile and the Windryder
to the Continent of Alyeska, could face exile from their tribe. If on
and there have been very few the other hand the Windryder proves to
sightings of them outside the be good of heart, then the dragonhawk
continent. In addition their remains, mother will, warily, let them approach
84
84
the nest. Then the Windryder must settle • Slow: Dragonhawks move at a
down next to the nest and wait, until normal Pace 6 on the ground, but
eventually one of the younglings chooses can’t run.
the Windryder and the bonding process • Snatch: If the dragonhawk gets
begins. If none of the younglings from the a raise on its Fighting roll when
nest choose the Windryder after the sun Swooping against a Target Size +3
has risen four times, then the Windryder or smaller, it snatches up the victim
must find another nest. and flies off with it.
Only a portion of the dragonhawk • Swoop: If the dragonhawk can fly
population serve as companions and at least 12” in a straight line before
mounts to Windryders; the rest are to attacking, it gains +2 to its attack
all intents and purposes ‘wild’. Wild or and damage for this action, but its
‘tamed’ alike, they are still big birds and Parry is reduced by -2 until its next
tend to require bigger prey to feed upon action when performing the swoop.
like elks, goats, bison, and (much to the
ire of farmers) livestock. When tracking Frost-Bytes
a larger prey animal, a dragonhawk tends “Small bundles of nastiness” is how
to pick it up with its claws and then these things are described by common
drop the unfortunate meal from a great folk and those travelers who have been
height. This especially tends to be done unfortunate to encounter them. They
with cattle-sized prey that could give the mostly frequent mountain ranges,
dragonhawk problems whilst in the air. choosing to ambush their prey while they
Man is the dragonhawk’s only real traverse difficult terrain or situations
predator, for the wealthy tend to pay large(narrow ledges on cliff faces for example).
sums of money to acquire dragonhawk They seem to frequent gullies and
eggs. The pirate gangs that plague the canyons.
Bastion Peaks try to capture hatchlings Frost-Bytes prefer to attack while there
with the intention of clipping their wings is a strong wind blowing where they can
and forcing them to fight one another. ‘disguise’ themselves amongst the natural
The Windryders tend to deal very harshly swirling eddies of snow and ice in a
with poachers attempting to do either. snow storm or, worse, during a blizzard.
They attack in small swarms, usually
Attributes: Agility d6, Smarts d8(A), numbering between four and six frost-
Spirit d12, Strength d12+7, Vigor d10 bytes, though there are unconfirmed
Skills: Fighting d8, Intimidation d10, reports that they can sometimes form a
Notice d8 larger swarm that has between eight to
Pace: 6; Parry: 6; Toughness: 14 ten creatures in it.
Special Abilities: They bear a physical resemblance
• Claws/Beak: Str+d8. to faces, complete with gaping maws
• Fearless: When defending their and ‘eyes’, and swoop and dive upon
nest, they are immune to Fear and unsuspecting travelers with great ferocity,
Intimidation, and never need to biting at any exposed areas they can find.
make morale checks. This normally means that they go for the
• Flight: Dragonhawks have a Flying neck or face. Only a fool goes into the
Pace of 20”, with an Acceleration of mountains with extremities exposed!
5”. Once they have weakened their prey
• Large: Opponents get a +2 to attack enough they will all clamp their maws
rolls. upon the victim and attempt to drag them
• Size+7: Dragonhawks are huge away where they will be consumed later.
creatures with wingspans over 120’. How they breed isn’t known, and where
they came from isn’t known either, but a
popular theory is that they are somehow
85
85
the side effect of someone’s experiments full-grown counterparts. They like to
to try and improve the weather and inhabit caves, preferably those with
climate of the world. More superstitious tunnels or passageways leading into the
races (Windryders in particular) think hillside, but when hunting they can travel
that they are angry lost spirits that cannot many miles and if needs be they will
rest and so roam the planet in some kind happily attack and clear out a new cave to
of frozen purgatory. live in when far from home. Windryders
Attributes: Agility d6, Smarts d4, Spirit therefore call them Gypsy-Hounds. They
d6, Strength d4, Vigor d6 also apparently have the uncanny gift of
Skills: Fighting d6, Notice d6 being able to move across snowy terrain
Pace: 6; Parry: 5; Toughness: 5 leaving or little or no sign of their passing.
Special Abilities Attributes: Agility d8, Smarts d6, Spirit
• Flight: Frost Bytes fly at a pace of d8, Strength d6, Vigor d8
6” with a climb of 3. Frost Bytes Skills: Fighting d8, Notice d6, Stealth
cannot run. d6
• Bite: Str + D4 Pace: 6; Parry: 6; Toughness: 7 (1)
• Winter Camouflage: Gains +2 to Special Abilities
Stealth Rolls whilst lurking in snow • Snow Walking: Ghost Hounds
flurries or blizzards. gain a +2 bonus to stealth rolls
• Vulnerability: Frost-Bytes take in open country and due to their
double damage from fire and heat ability to leave very little sign of
based attacks. their movements anyone hunting/
tracking them suffers a -2 penalty
Ghost Hound to pick up their trail.
Despite their name, these animals are • Bite: Str+d6
not undead. They look like a wolf or • Claws: Str+d4
jackal but are bigger than their mundane • Dodge: -1 to be hit with ranged
cousins. In fact, normal wolves avoid attacks.
contact with these ferocious predators at • Brawny: toughness +1.
all cost. • First Strike: May attack one foe
They are normally snow-white in color who moves adjacent.
though some may be a dappled silvery • Bloodthirsty: Never takes
grey color. Their eyes, however, are their prisoners.
outstanding feature, being pure white • Stubborn: Never backs down from
and seemingly lacking pupils or an iris. a fight, even if odds stacked against
They hunt in pairs and are usually found the creature.
roaming the frozen tundra or high in the
mountains – though more disturbingly, it Scavvers
seems that they are becoming less wary of Scavvers are small humanoid creatures
human colonies and have been reported with pale grey skin, big pointed ears,
as hunting on the outskirts of settlements, and a scrawny build. They are natural
or indeed just inside their boundaries. Is tinkerers and are drawn to machinery;
it only an urban myth that they are now they are mainly found in urban areas but
hunting stray family pets or attempting they have also been spotted in mining
to carry off small children or even adults? camps, old battlefields, and at aircraft
Folk certainly hope so, but the sightings crash sites. Scavengers second to none,
of these creatures in such environments they are considered a nuisance for their
are apparently on the increase. tendency to steal machine parts which
A normal family of these animals makes them especially unpopular in
consists of a pair of adults and up to factories and workshops alike. In the eyes
three cubs. Even the cubs are formidable of the law they are officially considered
enemies and are almost as fierce as their
86
86
vermin, and some areas (if they’re highly The Wulvers
industrial) will place a small bounty on Nobody is sure about the exact origins
them. of the wolf-like beasts known as Wulvers;
Being cowardly creatures they would they were already in Alyeska before the
rather flee than face a fight, though if first explorers arrived, and they later
out of options or if they have numbers plagued the colonists that followed.
on their side they will fight like cornered However, the few Ancient Terran texts
rodents and will gang up to bring down that have been found and translated make
larger foes. no mention of the beasts, leaving scholars
Attributes: Agility d10, Smarts d8, divided on whether there is a connection
Spirit d8, Strength d4, Vigor d6 between the Wulvers and the fall of the
Skills: Fighting d6, Notice d8, Stealth Ancient Terrans. The Windryders do
d10, Repair d8 make mention of the beasts in their
Pace: 6; Parry: 5; Toughness: 3 history, though since much of their
Special Abilities cultural knowledge is orally transmitted,
• *Claws: Str+d6 many scholars would not consider it a
• Cowardly: Scavvers will only credible source in the absence of more
initiate an attack when they solid evidence. A few have ventured out
outnumber their targets by at least into the Wulflands in a foolhardy attempt
2-to-1. If they’re reduced to even to discover more about the beasts’ origins,
odds, make a Spirit roll for them at but typically they have found that the cost
-2 each round; failure means they for doing so was too high with next to no
run. return.
• Size -2: Scavvers stand barely more The Wulvers have posed a huge threat for
than 2’ in height. settlers since they were first encountered
during the Colonial Alyeskan period, so
Snow Cat much so that the Commonwealth was
The Snow Cat is one of Alyeska’s willing to station an army of troops in
predators, though it is normally only Alyeska to defend the settlers from the
encountered in mountainous areas and Wulvers. At first the Wulvers were kept
the Outlands. It is a large feline that gets at bay before eventually being pushed
its name from its white fur. back to allow for more land to be settled,
Attributes: Agility d8, Smarts d6(A), something that was aided greatly by the
Spirit d6, Strength d8, Vigor d8 arrival of the aircraft which could freely
Skills: Climbing d6, Fighting d8, Notice roam and attack any packs of Wulvers
d8, Stealth d8 they spotted. Soon clusters of settlements
Pace: 8; Parry: 6; Toughness: 6 sprang up across the great MacKenzie
Special Abilities: Plains in the west, and plans were even
• Bite or Claw: Str+d6 set in motion to incorporate the lands of
• Improved Frenzy: Snow Cats may the western plains into a territory in their
make two attacks each round at no own right.
penalty. Then came the Great Darmonican War.
• Low Light Vision: Snow Cats The War had little direct effect
ignore penalties for Dim and Dark on Alyeska, but as it raged on the
lighting. Commonwealth started feeling the
• Pounce: Snow Cats often pounce on pinch with regard to manpower. Viewing
their prey to best bring their mass the Wulvers as being little more than a
and claws to bear. It can leap 1d6” minor threat, the Commonwealth began
to gain +4 to its attack and damage. siphoning off soldiers to replace losses
Its Parry is reduced by -2 until its and bolster its ranks, and more and more
next action when performing the troops were withdrawn from Alyeska
maneuver however. the longer the war went on. Eventually a
87
87
small cadre of regular soldiers, backed up Skills: Climbing d8, Fighting d12+2,
by the volunteers of the fledging Alyeska Intimidation d10, Notice d12, Swimming
Militia, were left to defend the settlers, d10, Stealth d10, Tracking d10
but they were barely enough. Pace: 8; Parry: 9, Toughness: 7
As the Commonwealth’s military Special Abilities
presence in Alyeska was weakened, the • Bite: Str+d6
Wulvers grew stronger and recovered • Claws: Str+d8
their strength, especially when the • Go for the Throat: Like wolves,
Commonwealth switched its military wulvers instinctively go for an
efforts to the defensive to help free up opponent’s soft spots. With a raise
troops. Without the Commonwealth on its attack roll, it hits the target’s
Army keeping them in check the Wulvers most weakly armored location.
began striking out at remote outposts, • Improved Frenzy: Wulvers
gradually attacking settlements in ever- may make two attacks
increasing numbers. Within a few each round at no penalty.
years large swathes of the MacKenzie Infravision: Wulvers can see heat
Plains were overrun by the Wulvers and halve penalties for bad lighting
and the rump of the Commonwealth’s when attacking living targets.
military forces were withdrawn east of
the Dragonspine Mountains, effectively Variants
abandoning the surviving settlements in Wulver Alpha: Increase Smarts and Spirit
what was now dubbed the Wulflands. The to d8 respectively, then run as a Wild Card.
Dragonspine, in conjunction with a line Wulver Stalker: Reduce Strength to d10
of fortifications called the Wulfwall, now and Vigor to d8, increase Stealth to d12
protects what’s left of the Commonwealth’s and add Fleet-Footed: Wulver Stalkers
holdings in Alyeska. Today there are still roll a d8 when running instead of a d6.
a few settlements out in the Wulflands,
though they are effectively independent
towns home to folk too stubborn to Rogue’s Gallery
move and resentful at being left to die These are the humanoid creatures of
by the Commonwealth. Those who did Alyeska.
leave went north into the icy Alyeskan
Outlands to start over, many having left Aero-Marine
everything behind in the Wulflands. Getting skyjacked by air pirates is a
Since they were unintentionally freed constant threat for those that fly the
from their rocky prison, the Wulvers skies of Darmonica, especially since
have spread across Western Alyeska at an during the War it was not unheard of for
alarming rate. They hold sway over much military skyships to be boarded. Much
of what is now dubbed the Wulflands, like the sailing ships of old, skyships can
having either driven out or slain those often be seen carrying a detachment of
who’d settled there. They are savage and soldiers known as ‘aero-marines’. These
feral creatures that can rip a man limb aero-marines serve on both military and
from limb. civilian skyships, though the latter tend
to belong to private security companies
Wulver or corporate militias.
Roaming across the Wulflands in large Attributes: Agility d6, Smarts d6, Spirit
packs, Wulvers are a dangerous threat to d8, Strength d8, Vigor d8
anyone unlucky enough to be caught in Skills: Fighting d8, Notice d8, Shooting
their path. d8, Stealth d6, Survival d6, Throwing d6
Attributes: Agility d8, Smarts d6, Spirit Charisma: 0; Pace: 6; Parry: 6;
d6, Strength d12+2, Vigor d10 Toughness: 6
88
88
Edges: Block, Combat Reflexes, Pilot
Marksman With the heavy reliance on aircraft in
Hindrances: Vow Alyeska it isn’t all that surprising that
Gear: Rifle (Range 24/48/96, Damage there are many pilots around.
2d8, RoF 1, AP2), bayonet (Str+d4, when Attributes: Agility d8, Smarts d6, Spirit
fitted to a rifle, Str+d6, Reach 1, Parry +1, d6, Strength d6, Vigor d6
requires two hands), grappling hook, etc. Skills: Driving d4, Fighting d4, Notice
d8, Piloting d10, Repair d6, Shooting d6
Air Police Charisma: 0; Pace: 6; Parry: 4;
Coming into being after the arrival of Toughness: 5
the aircraft, the constables of the Royal Edges: Ace, Alertness
Alyeskan Air Police have built a reputation Hindrances: -
for themselves in the brief time they have Gear: Many pilots carry firearms for
existed. The Air Police have a presence personal protection, though said firearms
in most settlements across the continent, vary by choice.
with Broken Spires and the Wulflands
outposts being the obvious exceptions. Sky Pirate
They are capable fighters both on the Sky Pirates are the scourge of the skies
ground and in the air behind the controls all over Darmonica.
of an aircraft. Attributes: Agility d6, Smarts d4, Spirit
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
d8, Strength d8, Vigor d8 Skills: Driving d4, Fighting d6,
Skills: Driving d6, Fighting d8, Gambling d4, Intimidation d6, Piloting
Intimidation d8, Investigation d6, Notice d6, Shooting d6, Streetwise d4, Taunt d6
d6, Piloting d6, Shooting d10, Survival d8 Charisma: -2; Pace: 6; Parry: 5;
Charisma: 0; Pace: 6; Parry: 6; Toughness: 5
Toughness: 6 Hindrances: Mean, Wanted (Major or
Edges: Brave, Connections (Air Police), Minor)
Level Headed Gear: Knives, clubs, revolvers or SMGs.
Hindrances: Vow Boarders also carry parachutes and
Gear: Rifle (Range 24/48/96, Damage grappling hooks.
2d8, RoF 1, AP2), bayonet (Str+d4, when
fitted to a rifle, Str+d6, Reach 1, Parry Soldier
+1, requires two hands), revolver (Range The soldiers of the Commonwealth
12/24/48, Damage 2d6, RoF 1). Army are sometimes encountered across
Alyeska but the vast majority of them are
Genchi deployed near the Wulfwall.
Genchi are effectively considered Attributes: Agility d6, Smarts d6, Spirit
second-class citizens and are typically d6, Strength d8, Vigor d6
found in industrial areas, where some Skills: Driving d4, Fighting d6, Notice
even ply their skills as mechanics. d6, Shooting d6
Attributes: Agility d8, Smarts d6, Spirit Charisma: 0; Pace: 6; Parry: 5;
d6, Strength d6, Vigor d6 Toughness: 6
Skills: Driving d4, Fighting d6, Notice Edges: -
d8, Repair d8, Shooting d6, Stealth d6 Hindrances: Obligation (Major –
Charisma: -2; Pace: 6; Parry: 5; Commonwealth)
Toughness: 5 Gear: Rifle (Range 24/48/96, Damage
Edges: McGyver, Mechanic 2d8, RoF 1, AP2), bayonet (Str+d4, when
Hindrances: Outsider fitted to a rifle, Str+d6, Reach 1, Parry +1,
Gear: Hand tools, though some Genchi requires two hands).
may use firearms.
89
89
Thug Windryder
Thugs are typically found in the larger Windryders are a tribal people native
settlements where they earn their keep as to Alyeska and are normally encountered
muscle for criminal gangs or as bouncers. with a Dragonhawk as a mount.
Attributes: Agility d6, Smarts d4, Spirit Attributes: Agility d8, Smarts d6, Spirit
d4, Strength d8, Vigor d8 d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Skills: Fighting d6, Notice d8, Riding
Notice d4, Shooting d6, Streetwise d4 d8, Shooting d6, Stealth d6, Survival d6
Charisma: -2; Pace: 6; Parry: 6; Charisma: -2; Pace: 6; Parry: 5;
Toughness: 6 Toughness: 5
Edges: Brawny Edges: Beast Bond, Heart of the North
Hindrances: Mean, Wanted (Major or Hindrances: Pacifist (Minor), Outsider
Minor) Gear: Rifle (Range 24/48/96, Damage
Gear: Revolver (Range 12/24/48, 2d8, RoF 1, AP2), hunting knife (Str+d4).
Damage 2d6, RoF 1), brass knuckles
(Str-d4, treat as Unarmed Attacker). Persons of Note
This section provides a cast of
Townsfolk characters for use in Frozen Skies, either
Townsfolk are found in settlements all serving as friend or foe depending upon
over Alyeska, and outside them too as the situation.
miners or loggers.
Attributes: Agility d6, Smarts d6, Spirit
d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4,
Knowledge (Trade) d6, Notice d6,
Shooting d4
Charisma: 0; Pace: 6; Parry: 4;
Toughness: 5
Edges: -
Hindrances: -
Gear: Townsfolk typically carry gear
appropriate to their chosen profession,
though many own a firearm or a knife.
Wilderness Hunter
There are many who eke out an
existence in the Alyeskan Wilderness,
usually skilled hunters and trappers who
live off the land.
Attributes: Agility d6, Smarts d6, Spirit
d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Notice
d6, Shooting d6, Stealth d6, Survival d8,
Tracking d8
Charisma: 0; Pace: 6; Parry: 5;
Toughness: 5
Edges: Woodsman
Hindrances: Stubborn
Gear: Rifle (Range 24/48/96, Damage Boris MacKay
2d8, RoF 1, AP2), hunting knife (Str+d4). Not much is known about
MacKay’s history, other than
that he was born in Alyeska and
90
90
Gear: Submachine gun (12/24/40, 2d6,
spent a bit of time in the Commonwealth
military. It is thought that he served as RoF: 3, Ap1 Auto)
a fighter pilot in the Great Darmonican
War and was mustered out or even court Lil’ Nellie
martialed, but he’s stayed silent on the Acc/Top
matter (well, silent except for thumping Speed: 20/52, Climb: 1, Toughness: 10
anyone who asked!). He flies a single- (2), Crew: 1+9
wing STOL bush plane that he’s called Lil’
Nellie; though the aircraft is unarmed,
he has defended his plane time and time
again with the aid of a submachine gun
that he fires out of the aircraft’s cockpit.
When not flying he can often be found
in some tavern out-drinking anyone he’s
managed to get into a drinking challenge
with him, though the years certainly
haven’t been kind and he no longer has
the lean body he once did.
Typically he does small cargo runs,
frequently carries mail and the occasional
passenger as well. He is also surprisingly
little troubled by sky pirates and is claimed
to be a regular flier to Broken Spires,
though many doubt this. What very few
people know is that he is an informer for
the sky pirates, and he wouldn’t have the
coin to fund his drinking habit otherwise.
The Air Police don’t suspect anything
but MacKay has been keeping his ears
open for news of valuable shipments,
usually by frequenting bars and taverns
where drinks loosen up lips. When he
carries passengers he listens in to see
whether they have anything of note to say
about Ancient Terran artefacts or other
treasures. Sky Captain Patrick Wade
He’s likely to offer a flight at cheap rates There is one name that sky
to any adventurer who needs to get some pirates and other outlaws of the
place or has an item that needs to be wild blue yonder curse more than
delivered quickly. If he finds out anything most: Sky Captain Wade.
of worth he then tips off his sky pirate Wade was once an Aerial Corps officer,
buddies. though he was effectively a privateer as he
Attributes: Agility d8, Smarts d6, Spirit commanded an airship commerce raider
d6, Strength d8, Vigor d8 during the Great Darmonican War. He
Skills: Fighting d6, Notice d8, Per- was highly successful as the commander
suasion d6, Piloting d10, Repair d6, of the B-class Skyship Frigate Brazen,
Shooting d6, Streetwise d6 Charis- including a daring night-time sneak attack
ma: -2; Pace: 5; Parry: 5; Toughness: 7 on an enemy convoy which he credited to
Hindrances: Habit (Major), Obese, ‘exceptional cloud conditions’. After the
Mean War, he retired from the Service, though
Edges: Ace, Alertness, Connections (sky in the span of a handful of months he’d
pirates), Liquid Courage, Steady Hands grown restless and petitioned the Aerial
91
91
Charisma: -2; Pace: 5; Parry: 5; Tough-
Corps to be instated as a freelancer. ness: 4
Given his war record, the request was Hindrances: Overconfident, Stubborn,
quickly granted. Ugly
However the military wasn’t about Edges: Command, Command Presence,
to hand over a Skyship to anyone, war Connections (Aerial Corps), Luck, Natu-
hero or not, and so Wade was given ral Leader, Tactician
the Prydwen-class rigid airship Excalibur. Gear: Revolver (12/24/48, 2d6, RoF 1,
The Excalibur was an old war veteran, Revolver), Officer’s Sword (Str+d6)
having seen service on long-range
maritime patrols, which was equipped
with a hangar to house a small squadron
of aircraft. She received a refit devised
by Wade himself, chiefly to improve
her defenses and converting her to use
Lift Gas in her gasbags, which gave her
a greater carrying capacity so she could
be fitted with a degree of armor for
extra protection. The airship’s hangar
was expanded and improved, including
having a new aircraft handling system
fitted so that two aircraft could be
launched at the same time.
Within a year he’d established himself
as a pirate hunter and a fair number of sky
pirates who tangled with him ended up
in twisted metal coffins in the icy tundra.
Wade used his experience as a commerce
raider to great effect, and having once
been a de facto pirate he knew the tactics
that his new foes were likely to use. He
has since become the bane of Alyeska’s
sky pirates, and if he ever steps foot in
Broken Spires he is likely to be greeted
with a hail of lead despite that pirate haven
traditionally being neutral territory far as
sky pirates are concerned.
Thanks to the sky pirates being a Garian Hist
notoriously disorganized rabble most of Garian Hist was one of
the time, Wade has yet to meet a serious many fresh-faced youths who
challenge and so some say that he is enlisted seeking glory, being
more confident than he should be. His enticed to join the Royal Aero-
overconfidence is further inflated by his Marines by the ‘glamour’ portrayed on
successful war career, when more often the recruitment posters. Some of that
than not his stubborn streak saw him glamour became a little tarnished during
take on more than he could chew but basic training, and it became even more
somehow luck saw him through... but not tarnished when Hist finally got to taste
without a few scars. the bitter reality of service life. He quickly
Attributes: Agility d6, Smarts d8, Spirit became frustrated by the long hours of
d8, Strength d6, Vigor d4 sentry duty guarding air bases or spent
Skills: Fighting d6, Knowledge (Battle) scrubbing down barrack blocks, and
d10, Notice d8, Piloting d6, Shooting d8, longed for action rather than the ‘hurry
up and wait’ attitude of the military.
92
92
Before long Hist was assigned as a engines and knocked out her port side
combat replacement to No.319 Squadron gun batteries. Seeing a chance to capture
embarked on CAS Viceroy. The Viceroy a prize, the Viceroy’s captain gave orders
was a Regal-class skyship, equivalent to for the Sodkan vessel to be boarded.
a naval light cruiser, and part of a picket Being the Sergeant-at-Arms, Midnightte
aero-fleet guarding the Commonwealth’s commanded the boarding party and as
eastern flank against the Sodkans. Hist ever there was several men who wanted
came under the wing of James Midnightte, to prove themselves in his eyes, Hist chief
who 319 Squadron’s most senior NCO among them. It became a brutal, close
and had the title of Sergeant-at-Arms. quarters battle as the Sodkans fought
Midnightte was for all intent and purpose bitterly to defend their ship.
a warrant officer; his job was to lead In any boarding action the first
boarding actions against enemy airships. objective is the ship’s engine room,
Commissioned officers were meant to where the main equipment used for the
stay on their own vessel to command skyship’s lift is located. Control of the
its gun crews and stand ready to defend engine room is key, especially since a
against enemy boarders. A squadron’s desperate crew could scuttle their vessel
Sergeant-at-Arms typically didn’t last by deliberately damaging it. There are
long in their role unless they were wise or of course secondary objectives such as a
extremely lucky – for Midnightte it was vessel’s radio which are still important,
the former. to ensure the defenders will not radio
Midnightte had worked his way up for help. Hist was given orders to secure
the ranks, but had never gone chasing a the radio room and hold it with a small
commission. Part of a Sergeant-at-Arms’ squad of men; the code books there
job was also to assess men, both in and were of particular interest to military
out of combat, to offer recommendation intelligence, and there was a need to
for extra responsibilities, medals or even ensure that the Sodkans couldn’t co-
promotion. At the same time Midnightte ordinate their reinforcements.
also weeded out the hot heads and the The radio room was quickly secured,
incompetent, usually by having a quiet but Hist became increasingly anxious
word with the squadron’s commander to about the battle for the engine room
head off potential trouble. which had become a bloody stalemate.
The C/O of 319 Squadron learnt Hist interrogated the Sodkan radio
to trust Midnightte’s judgement, or operator and learnt there was a secondary
‘Midnightte’s Word’ as it became known entrance to the engine room, effectively
amongst the men. So, when Midnightte an emergency hatch that could be used.
suggested promoting Hist to the rank of Rather than wait for orders, Hist left a
Corporal, the squadron commander did couple of men to guard the radio room
so without hesitation. Hist, for his part, and took the rest of his squad to find
proved Midnightte’s Word was justified the hatch the Sodkan had mentioned,
by proving to be a natural leader of men, which they soon found and gained entry
rising rapidly to the rank of Sergeant. to the skyship’s engine room. They were
The odds were good for him to gain a able to outflank the defenders, but the
commission; in fact, he was made an team under Midnightte’s command were
officer-cadet on probation and needed unaware of Hist’s squad and took their
final approval of his conduct before he chance when the defenders faltered. Hist
could get his hard-earned promotion. ended up being wounded and knocked
Then disaster struck. out by a hand grenade – it was hard to tell
The Viceroy chanced upon a lone which side had thrown it in the confusion
Sodkan skyship, managing to catch it of battle.
unawares. A barrage from the Viceroy’s Worse still, the Sodkans had managed
guns managed to cripple the Sodkan ship’s to retake the radio room and called for
93
93
help from a couple of Sodkan skyships
that were in the area, forcing the Viceroy
to abandon its prize. Midnightte had
explosives planted in the engine room
before conducting a fighting withdrawal
back to the Viceroy, carrying as many of
their wounded as they could. Hist woke
up a day or so later in a Commonwealth
hospital and returned to duty six weeks
later, though for disobeying orders he was
busted down to the rank of Marine and
his chances of a commission were shot.
He became prone to fits of anger and a lot
more ruthless, and finally ended up being
dishonorably discharged after shooting
some enemy soldiers who were trying to
surrender.
After his discharge, Hist ended up in
and out of prison where he made a few
contacts. Once he’d got his fits of temper
largely under control Hist used the
contacts he’d gained, and got himself an
airship and a crew together before setting
out for Alyeska. In a brief time Hist had
set himself up as a freebooter not to mess
with, plus one who wasn’t too fussy about
what targets he attacked and how he did
so. The Commonwealth had to put a Ferret
bounty on his head after he took down a Few people know much about
military convoy. this up and coming crime lord in
Attributes: Agility d6, Smarts d6, Spirit Alyeska’s underworld, save that
d6, Strength d8, Vigor d8 he’s called Ferret and hails from the
Skills: Fighting d8, Intimidation Commonwealth’s Home Isles. Ferret grew
d6, Knowledge (Battle) d6 Notice d6, up on the streets of the Commonwealth’s
Persuasion d6, Shooting d6 Charisma: main capital, running with various street
-2; Pace: 5; Parry: 6; Toughness: 9 (2) gangs and barely keeping his nose out
Hindrances: Bloodthirsty, Mean, of trouble. Eventually, in his late teens,
Stubborn, Wanted (Major) the law caught up with him and he was
Edges: Brawler, Brawny, Command, dragged before a magistrate charged with
Command Presence, petty thief and forgery. He was offered a
Gear: Knuckleduster (Str+d4), Shotgun choice between a stint in prison or, since
(12/24/48, 1-3d6, RoF 1), Flak jacket the Great Darmonican War was still
(+2/+4) raging, a term of service in the army.
He chose the latter.
Ferret had a black-market deal with an
army supply clerk – the former would
sell items that were ‘mislaid’ and spilt
the profits with the latter. This clerk
had explained some of the workings of
the army and Ferret had taken this in,
which soon proved to be useful. At the
first change he got, Ferret ‘amended’ his
94
94
recruitment papers and ensured that he Hindrances: Cautious, Greedy (Major
got posted to the Army Supply Corps or Minor)
so that he wouldn’t see any fighting. To Gear: Machine pistol (12/24/48, 2d6-1,
make doubly sure of this he got himself a RoF 3, 20 shots, AP 1, Auto)
posting to Alyeska, figuring that it would
be an easy way of sitting out the war. His
army career came to end before the War
did, though, for he was found out selling
military equipment on the side and got
dishonorably discharged.
Booted out of the army, stuck a long
way from home, and with only a handful
of sovereigns in his pocket, Ferret hit his
lowest point. He had to take a job doing
menial work, but soon encountered one
of the local gangs. The band of thugs
lacked in thinking beyond their fists
and so Ferret saw a golden opportunity.
He bought the gang a round of drinks
one evening and got talking to the gang
leader, managing to convince them to let
him become the brains of the outfit. A few
weeks later he’d planned a job for them,
taking into consideration their inability
to think in advance, that earned them
a tidy sum. After a few more successful
jobs, Ferret had effectively taken the gang
over and set about building up a small
power base in the Alyeskan criminal
underworld.
In the decade since the war ended,
Ferret has cemented himself as a minor
player, mainly because he’s wary of the Madame Orla
bigger fish in the criminal underworld. Much about Madame Orla is
He does just enough to remain under the surrounded by mystery. Her skin
notice of more powerful crime bosses tone, accent, and mannerisms
whilst making sure his own position is bespeak of hailing from some
rock solid and building up a reputation locale far beyond Alyeska’s shores. Her
for somebody not to be messed with. He advanced years have done little but refine
does have ambitions to raise higher in the her exotic and alluring beauty, which
pecking order, but he’s biding his time to attracts men to her ‘establishment’ like
ensure that the ground doesn’t crumble moths to the flame. Whilst most come
out from under him. for the fine drinks and scantily clad
Attributes: Agility d6, Smarts d8, Spirit girls, there is something else that draws
d6, Strength d6, Vigor d6 aviators. Madame Orla has built up a
Skills: Fighting d6, Intimidation d4, network of contacts amongst Alyeska’s
Notice d6, Persuasion d6, Shooting d6, shadier denizens, and is the main person
Streetwise d6, Taunt d6 to speak to when looking for work that’s
Charisma: 0; Pace: 6; Parry: 5; not strictly legal (though minus her cut
Toughness: 5 of course). Madame Orla is aware of
Edges: Connections, Quick her establishment’s reputation and bars
undesirables such as drunks, tramps, and
95
95
even the law from entering. She makes Attributes: Agility d8, Smarts d10,
effective use of enforcers to ensure her Spirit d8, Strength d8, Vigor d8
rules are obeyed and to ensure prompt Skills: Climbing d10, Driving d10,
payments from her clients. Fighting d10, Notice d8, Persuasion d10,
What isn’t generally known is that her Shooting d10, Streetwise d12+1
family hails from a distant province of Charisma: +2; Pace: 5; Parry: 5;
the former Holy Sodkan Empire, though Toughness: 5
they departed there long before the Hindrances: Small, Stubborn
Great Darmonican War and have had Edges: Ace, Alertness, Attractive,
very little contact with their homeland Connections (sky pirates), Level-Headed,
ever since. Her father worked for the Professional (Streetwise)
Empire’s intelligence service, but left Gear: Machine Pistol (12/24/48, 2d6-1,
after an apparent ‘disagreement’ with RoF: 3, AP1 Auto)
his superiors and moved his family to
Alyeska. Orla’s father continued to ply his
trade as an intelligence operative, though
this time as a freelancer selling secrets
to whoever had the money. Most of his
clients ended up being sky pirates seeking
shipping lists for potential targets – the
young Orla became fancied by them, and
despite her father’s best efforts joined
one of their bands after she fell for their
leader.
Things to begin with did not go well
for her, and most of the other members
of the gang looked down upon her as an
overeager wet-behind-the-ears rookie.
Worse still, the gang leader saw her as just
another woman to bed, something that
he didn’t have long to regret when Orla
eventually killed him and took control of
the gang. In time her band become one
of the most feared gang of sky pirates and
probably the most highly skilled, but Orla
was careful to never be publicly seen as
the gang’s leader which paid off when she
chose to semi-retire.
These days she runs several brothels
that she set up using the fortune she had
gathered as a sky pirate. These also double Carl ‘Judge’ Kingsley
up as safe houses for her sky pirate gang, A veteran of the Great
which she retains command over. Though Darmonican War, Carl Kingsley
her sky pirating days are over, she still is a tough man who prefers
profits from her gang’s activities as well actions over words. Originally
as selling the information that her girls hired by the Lord Governor to be his
collect (though the choice targets always lackey in the Air Police, Kingsley quickly
go to her gang). Her girls also collect the showed that he was his own man, much to
dirt on other sky pirates, particularly the Lord Governor’s dismay. Cleaning up
rivals and those that misuse any of Orla’s Gravenburgh almost overnight through
houses. sheer force of arms by taking out the
criminal kingpins, his instant popularity
96
96
with the townsfolk made it impossible for
the Lord Governor to remove Kingsley. Sir Brone Langworth, Lord
This has led to the current tensions Governor of Alyeska
between the two, and it is only a matter Lord Governor Langworth
of time before an outright fight erupts is arguably the most powerful
on Gravenburgh’s streets when the Lord man in Alyeska, having been
Governor finally decides to get rid of appointed to the position of Lord
Kingsley. Governor by royal decree. He effectively
Attributes: Agility d8, Smarts d6, rules over the Territory on behalf of the
Spirit d6, Strength d6, Vigor d8 Commonwealth. This power has gone
Skills: Fighting d6, Intimidation straight to his head, and he considers
d6, Knowledge (Law) d6, Notice d6, Alyeska to be his own personal kingdom.
Persuasion d6, Piloting d8, Shooting d6, Hailing from a well-off family, Langworth
Charisma: -; Pace: 6; Parry: 6; is accustomed to profiteering from other
Toughness: 6 people’s hard work. He is rumoured to
Hindrances: Code of Honor, Loyal, maintain many bank accounts under
Vow (Minor), false names, funded by money whittled
Edges: Ace, Combat Reflexes, from taxes his Regulators collect. Should
Command, Steady Hands, the Commonwealth find hard evidence
Gear: Edward No.3 Revolver (12/24/48; of Langworth’s misdeeds, he will be
2d6+1 damage; RoF 1; Shots 6; Revolver), recalled by the government to answer for
Dagger (d6+d4). himself. There will certainly be no tears
shed should anything happen to the Lord
Governor.
Attributes: Agility d8, Smarts d8,
Spirit d6, Strength d6, Vigor d4
Skills: Driving d6, Fighting d6,
Gambling d6, Knowledge (Politics) d8,
Knowledge (History) d6 Notice d6+2,
Persuasion d6, Riding d6, Shooting d4,
Charisma: 2; Pace: 6; Parry: 6;
Toughness: 4
Hindrances: Arrogant, Greedy
(Minor), Stubborn,
Edges: Alertness, Danger Sense,
Dodge, Noble, Rich,
Gear: Duelling Pistol (5/10/20; 2d6-
1 damage; RoF 1; Shots -; 2 actions to
reload), Rapier (d6+d4, +1 Parry).
97
97
teach his son to fly. Van showed a natural
aptitude for the skill as well as a flair in
the mechanical skills to keep an aircraft at
its peak performance and airworthy. The
only thing he needed was the funding to
become an air racer, which was all he’d ever
truly wanted to be. But lack of cash soon
drove him to desperate measures. For
every official air race, there are at least a
couple of unsanctioned events, which are
not monitored let alone having rules. He
eventually heard about his mother’s death
and tried to get back his inheritance but
she had squandered every penny and had
even lost the family home in the process.
He had to try and get into a team
without an aircraft, difficult enough as
it is, but somehow he managed to get an
unlicensed team manager to hear what he
had to say. His audition was a dramatic
affair, but despite having a less than
reliable aircraft he was able to impress the
man in question and so he found himself
racing in unsanctioned races.
Needing more money, he soon had to
resort to becoming a smuggler, which
he hated. Whilst he was in that line of
having to resort to shooting down any work he was arrested a couple of times,
of his opponents and surviving many a and it was during his third prison term
savage attack on him during a race. To that he met his friend Bruno. How he
add to the mythos, his father returned to met the woman he calls ‘the sexy bane
racing some 5 years after his retirement of his existence’, Jinx, is a tale for another
for ‘one final race’ and, despite being near time….
sighted in one eye, he won. Paul felt he He now has a respectable air freight
had to try and at least equal his father’s business and thanks to Jinx is, much to his
impressive feats! chagrin, deputized to the Royal Alyeskan
However, tragedy struck and the Air Police.
family’s fortunes nose-dived. When Van Attributes: Agility d8, Smarts d8, Spirit
was 16, his father unexpectedly died after d10, Strength d6, Vigor d8
a sudden and vile illness. His mother, Skills: Piloting d8, Notice d6, Fighting
distraught, turned to drink and let herself d8, Repair d8, Shooting d6, Streetwise d8
go physically and mentally. Being an only Charisma: 4; Pace: 6; Parry: 6;
child, Paul found himself fighting his Toughness: 7 (1)
own mother in the courts to get what was Hindrances: Code of Honor, Heroic,
rightfully his, but somehow he lost both Loyal, Vengeful (Minor)
his case and his inheritance. To make Edges: Alertness, Brave, Quick, Level
matters worse, his now angry and bitter Headed, Fervor, Charismatic, Attractive
mother threw him out onto the streets Gear: Flight Suit (Armor +1), Pistol
without a crown to his name. (12/24/48, Damage: 2d6+1, AP 1)
What was he to do?
Fate had smiled on him in some ways.
His father had taken it upon himself to
98
98
Sprite the law. Her parents warned that the law
Acc/Top Speed: 25/180; Climb: 2; would fall heavily upon her young and
Toughness: 10 (2); Handling: +1; Crew: shapely shoulders if she did not behave.
2+2; Notes: Extra Engine, x4 Cargo So it was with some relief (after all, the
Spaces other kids were so well behaved and
conformist) that they signed papers and
Jacinda was sent off to a boarding school.
There, it was hoped she would fall in with
the ‘right crowd’. They were wrong.
Details of those years have been
deliberately kept sketchy by her parents,
but it would transpire that she found
herself in and out of probationary court
more often than not. At some point in
her life, she also discovered an uncanny
aptitude for all things mechanical,
ranging from locks to engines. She could
take things apart and put them back
together again without really needing to
understand how they worked. She was
soon able to bypass the school’s security
systems, and got her kicks by running
with a crowd of street criminals.
She earned a reputation for being
successful – but at the same time, it
seemed that her excessively good luck
would rub off on others but in reverse.
Hence the nickname of Jinx. Is this some
kind of power that she has? Some weird
preternatural ability? Nobody knows,
least of all Jinx. People learned very
quickly that being around her could well
be fun, but could also lead to trouble.
Jacinda “Jinx” Lasalle She is now part of the Royal Alyeskan
Born into a relatively wealthy Air Police as a ‘ground agent’, after being
family, Jacinda was introduced offered a special deal to avoid long term
into a high society lifestyle. imprisonment. She felt she had no choice,
Jacinda would attend functions, as it also provides some degree of
balls and extravagant parties. She wore protection from a crime syndicate that
the finest clothes that her family could she has more than upset during the last
buy, even jewels, but there was a problem. few years...
Jacinda hated it. She wanted adventure! Attributes: Agility d6, Smarts d8, Spirit
She was young, vibrant, and damn, she d8, Strength d6, Vigor d8
knew she was pretty – and she would Skills: Shooting d6, Fighting d6,
unashamedly use that to her advantage. Streetwise d8, Survival d6, Persuasion d8,
Some would call her a tease, a user, but Investigation d8, Stealth d6, Streetwise d8
that didn’t bother her. If only her so- Charisma: 6; Pace: 6; Parry: 5;
called society ‘friends’ weren’t so straight- Toughness: 6
laced! Hindrances: Enemy, Heroic, Loyal,
It didn’t take long for her to fall in Overconfident
with the wrong crowd, and the socialite Edges: Very Attractive, Brave,
tomboy found herself in trouble with Charismatic, Danger Sense, Lucky
99
99
Gear: Dagger (Str+d4), Pistol (12/24/48, inaccurate, it has nevertheless served him
Damage: 2d6+1, AP1, Revolver) well. Bruno is a man of few words. He
prefers action and often lets his actions
speak for him. He met Van whilst in
jail, and despite obvious differences in
their backgrounds they just ‘clicked’ and
became firm friends.
Bruno knows nothing about his blood
family and to be honest, he doesn’t much
care. As long as he can have a good time
and a fair amount of adventure then so
be it. He takes everything in its stride,
sometimes seeming to approach life with
a casual indifference, but he does care for
those friends that he has let get close to
him. He can’t actually tell anyone how
old he is, as there has never been anyone
around him to tell him his birth date
never mind his actual age!
In truth, Bruno is half Genchi but
somehow blessed with inordinate
strength.
Attributes: Agility d4, Smarts d6, Spirit
d10, Strength d8, Vigor d10
Skills: Intimidation d6, Persuasion d6,
Shooting d8, Streetwise d4, Survival d8,
Taunt d8, Fighting d6
Charisma: -2; Pace: 6; Parry: 6;
Toughness: 7 (1)
Hindrances: Outsider, Code of Honor,
Doubting Thomas, Ugly
Bruno Edges: Brave, Brawler, Bruiser, Brawny,
Bruno never felt that he fit in Hard to Kill
anywhere. He always stood out Gear: Leather Duster style coat, Rifle
in a crowd, partially because of (24/48/96, Damage 2d8, AP 2, Semi-
his size and build. He was just a Auto), Dagger (Str+d4)
‘big kid’ but sadly during his early years
he displayed that what he lacked in actual
intelligence, he more than made up for in
size and strength. Abandoned as a baby,
Bruno was raised in an orphanage that, in
short, was nothing more than a training
school for thieves and rogues. But here is
where another ‘anomaly’ came to light;
besides not being able to actually read
or write, it became clear that Bruno was
smarter than looks would suggest.
In particular, he has the uncanny
knack of being able to read a person and
figure out very quickly just who he can
and cannot trust. Although this skill
is far from perfect, and is sometimes
100
100
Howard Constantine
Howard Constantine was born
in 1794 AF, a scant two years
before the outbreak of the Great
Darmonican War. Within a
handful of years, he’d lost both his parents;
his father was killed in battle whilst his
mother died during one of the many air
raids that devastated the towns and cities
of the Home Isles during the war. After
turning 16 years old in 1812, he enlisted
in the Commonwealth Army and by the
time he turned 19 he had the stripes of
a Corporal and a Marksman badge. By
the age of 21 he was regarded as a top-
notch sniper as he steadily progressed up
the ranks. By the end of the war he was
leading a special forces unit.
War’s end saw Howard, and thousands
of others, being demobilized ahead of
the enviable post-war cuts in military
spending. With the jobs market over-
subscribed by thousands of demobbed
soldiers, Howard took the only real
option he had; Alyeska.
He managed to convince some of his
old war buddies and together they made
the trying trip across the Great Ocean
and set themselves up as guns-for-hire
in Alyeska’s lawless frontier. Guard detail Attributes: Agility d10, Smarts d8,
proved easy enough, but the pay was Spirit d8, Strength d6, Vigor d6
only good for a decent standard of living. Skills: Driving d6, Fighting d6,
After branching out into bounty hunting, Intimidation d6, Investigation d6, Notice
Howard and his team found it a much d6, Persuasion d6, Shooting d10, Stealth
more excitable and lucrative venture. d6, Streetwise d6, Survival d8, Taunt d6,
Howard and his team has been in Tracking d8
the bounty hunting game for over five Charisma: -; Pace: 6; Parry: 5;
years now, managing to build up quite Toughness: 6 (1)
a reputation. They also have a long- Hindrances: Enemy (Major), Loyal,
standing feud with the Bowen Brothers; Vengeful (Minor)
started when the team brought one of Edges: Alertness, Command, Hold the
the brothers in for a bounty and soon Line!, Improved Trademark Weapon,
escalated after the Bowens ambushed Marksman, Natural Leader, Strong
Howard’s team and killed two of its Willed, Woodsman
members. Since then Howard as been Gear: Scoped Rifle (x4 magnification,
keen on taking the Bowens down, but Darksight Scope, Trademark Weapon),
has been looking at various legal ways of Dagger, Short Sword, Leather Armor
doing so since he is still a firm believer in
the rule of law.
101
101
102
102
Alyeskan Tales
103
103
supposedly took place a Commonwealth the underground facility and brought
air patrol reported seeing an unidentified equipment in, then took the ‘coal’ (which
skyship over the Alyeskan Outlands, but was mostly spoil) out. With the Empire’s
lost her in the clouds... collapse at the end of the War, the base’s
To this day the Skellig’s fate remains personnel abandoned the facility and
unknown, although a handful of people returned to their homeland.
have reported finding a crashed skyship Thus, the base lay disused. Its remote
in the ice north of Prospector’s Reach. location, and the widely-accepted belief
Whenever somebody went out to double that it was simply a coal mine, put
check the reported location there was people off from going there. The rumors
nothing to be found, but there is some of something valuable being there,
speculation that the wreck moves with the originating from escaped indentured
ice flows as it’s been reported in different workers, did draw more adventurous
locations. Likewise, there is some belief souls – but they came away empty-
that the Skellig’s cargo may had been handed. Recently an Iron Collective
some sort of Ancient Terran device that skyship was spotted in the area, soon
could’ve led to her loss. followed by strange radio transmissions
Both the skyship itself and its cargo are that originated from the island.
worth a small fortune to the right parties, The main way for characters to get
though any enterprising group could free involved with this adventure is having
her from the ice and restore her to the been recruited by the Royal Alyeskan
skies. The only real issue is what downed Air Police (or even by their patron if they
her in the first place... have one) to go and investigate the island.
Alternatively, they could stumble upon the
radio transmissions or hear about them,
The Lost Sodkan Mine then decide to go and investigate. Should
Rumors that date back to before the they tune into the radio transmissions all
Great Darmonican War state that the Holy they hear is a series of beeps, like Morse
Sodkan Empire had a mine on an island code but seemingly random with no
just off Alyeska’s northern coastline. It apparent structure.
is believed that a valuable mineral was It is ideal for characters to use an
mined there, reportedly either Glimmer aircraft; the island is surrounded by sea
Rock or Gold. The Sodkans supposedly ice that is constantly shifting and may
went to great lengths to keep its location contain hidden weak spots that’ll break
a secret, but ultimately it was abandoned under the weight of a vehicle. The island
after the Empire’s collapse at the end of itself is small, rocky and barren with the
the War. only real plant life being coarse grass.
This is all true, at least for the most Most of the year it is covered with snow
part… and ice, which recede to the highest peaks
The so-called mine was a former of the island during the summer months.
Ancient Terran site, its original purpose The only settlement is the abandoned
now lost to the sands of time. Some of the Sodkan mining camp, with a small
artifacts left behind are what the Sodkans airstrip, nestled in the heart of the island’s
were very much interested in, though interior. There is a railway track that was
they didn’t want their facility discovered used to transport material from the mine
and so took great pains to ensure that it to a coal jetty where it was then loaded
remained hidden. They created a cover onto ships. Close to the coal jetty are
in the form of a coal mine to avoid some basic port facilities to allow ships to
arousing suspicion, and then constructed unload supplies.
a submarine pen to ship artifacts out Arriving at the island the most obvious
from the facility. Cargo ships that sign that something is amiss is signs that
supplied the mining camp also supplied the airstrip has been recently used (tracks
104
104
in the snow from an aircraft, that has to the submarine dock, whilst the rail
since been and gone, plus that some of tracks from the lift lead to the extraction
the snow has been cleared) and that one site. One benefit that the Iron Guard left
of the buildings appears to have been the characters was that they got one of the
recently occupied (there is smoke coming generators, and the lights, working again.
from its chimney when the characters The complex’s command post has a
arrive). The island’s new occupants are a radio, but this is inactive and even if it
squad of Iron Collective soldiers (known was made to work again it would suffer
as the Iron Guard) who were sent out to from the same problem as the radio in
investigate the old Sodkan facility to see the mining camp above the base. It’s been
whether it would be of any use to the Iron a decade since the base was last used,
Collective. Naturally, the Iron Guard are and so the various pieces of equipment
wary of the new arrivals and hide up until that the characters come across have
they have determined the characters’ been inactive all that time. Likewise, the
motives and reason for being on the submarine dock contains an old Sodkan
island. If peaceful contact (relatively submarine and a small motorboat, both
speaking) is made, then the Iron Guard of which require some attention to ensure
will only tell half the truth and say that that they’re in working order. It becomes
the Iron Collective wishes to salvage clear that the submarine pen, which leads
equipment from the mine. to a sea cave, is the only other way out if
The Iron Guard have occupied the the lift has been sabotaged.
mine’s administration building which Moving towards the extraction site,
houses the mining camp’s radio, though the characters will come across signs of a
presently it is useless due to interference fight. Spent bullet cases litter the floor, and
from the strange radio signal. If they can there is one dead Iron Guard who looks
do so the Iron Guard will try to lure or like they were ripped to shreds. Soon
direct the characters into the mine, if the after this the characters start running into
characters are being diplomatic then the Ancient Terran automatons called ‘Iron
Iron Guard will spin a story about how Men’, which were accidentally ‘woken’
one of their squad is trapped within the by the Iron Guard when they restored
mine and they cannot call for help due electricity to the base. The automatons
to the radio problems. If the Iron Guard and, more accurately, their control unit
succeed in getting the characters to go are the source of the strange radio signal.
into the mine, they sabotage the lift to Destroying the control unit will shut
trap the characters and then steal their off the radio signal and shut down the
aircraft. If the characters don’t go into automatons; the characters should easily
the mine then the Iron Guard will still be able to find boxes of dynamite around
attempt to steal the characters’ aircraft, the extraction site. With the automatons
ideally by stealth but they will use force if shut down, the characters are free to
they must do so. explore the base in their own time and
If the characters end up in the mine, make their escape if they were trapped
trapped or willingly entered, then earlier.
they come across what seems to be a
military bunker complex instead of mine Iron Guard Officer
workings. There’ll be signs in Sodkan Attributes: Agility d6, Smarts d8, Spirit
that (if any of the characters can read d8, Strength d6, Vigor d6
Sodkan) will point in the direction of Skills: Fighting d6, Knowledge (Battle)
various parts of the complex such as d8, notice d6, shooting d6, Stealth d6
dormitories, canteen, command post, etc. Charisma: 0; Pace: 6; Parry: 5;
Two notable signs read ‘Submarine Dock’ Toughness: 5
and ‘Extraction Site’. The smell of salt Edges: Command, Hold the Line!
water will eventually lead the characters Hindrances: Vow
105
105
Gear: Machine Pistol (12/24/48, there the Scavvers will flee, carrying what
Damage 2d6-1, RoF 3, AP1, Auto, Shots they can, and disappear down nearby
20) alleyways and drains. After the characters
sift through the debris left by the Scavvers
Iron Guard Soldier they discover that an important item
Attributes: Agility d6, Smarts d4, Spirit is missing, either an engine part or
d6, Strength d6, Vigor d6 something that is valuable to one of them.
Skills: Fighting d6, notice d6, shooting Locating the Scavvers requires a
d6, Stealth d6 Streetwise or Tracking roll and a bit of
Charisma: 0; Pace: 6; Parry: 5; effort eventually leads the characters to
Toughness: 5 the Scavvers’ lair. Since they’re defending
Edges: - their homes the Scavvers get to ignore the
Hindrances: Vow -2 penalty to Spirit rolls when they have
Gear: Assault Rifle (Range 24/48/96, lost half their numbers.
Damage 2d8+1, RoF 3, AP2, Auto, Min
Str d6, Shots 30), bayonet (Str+d4, when
fitted to a rifle, Str+d6, reach 1, Parry +1, F ’ E
ool s rrand
requires two hands). Fool’s Errand is a multi-part adventure
that will see the characters travel from the
‘Iron Man’ Automaton depths of the Wulflands to the sky pirate
Attributes: Agility d6, Smarts d4, Spirit haven of Broken Spires, all the while in
d4, Strength d12, Vigor d12 pursuit of a valuable artifact and trying to
Skills: Fighting d8, Intimidation d6, stay a step ahead of rival parties.
Notice d6
Pace: 4; Parry: 6; Toughness: 13 (4) Act One: Wulf Town Heist
Special Abilities: The characters are approached by the
• Armor +4: Iron Men Automatons crime boss Ferret with an offer that they
are clad in thick metal plating. can’t refuse.
• Claw: Str+d6 Ferret has recently learnt the location
• Construct: +2 to recover from of a valuable item that is worth a king’s
being Shaken; no extra damage fortune to certain interested parties, and
from called shots; immune to he wants to get his hands on it yesterday.
disease and poison; does not suffer The snag is that there MAY be others
wound penalties. looking for the same item... oh, and it’s in
• Fearless: Iron Men Automatons are the middle of the Wulflands. Ferret will
immune to Fear and Intimidation. state that it is believed that the item is
• Hardy: A second Shaken result contained within an old bank vault, but
does not cause a wound. won’t reveal any information on potential
• Size +1: Iron Men Automatons are buyers or who else is looking for the item.
slightly larger than man-sized. Flying out to the location is
straightforward, though things could be
Automaton Control Unit spiced up a little by either a military patrol
See rules for Breaking Things in SWD. or a sky pirate attack. The location itself
Toughness: 14, Damage Type: Blunt, is a ghost town, abandoned when the
Cutting, Explosive, Piercing Wulflands were overrun by the Wulvers
and home to the occasional scavenger.
Thankfully Ferret’s information about the
T T S
he rouble with cavvers item being in the vault of the town’s bank
When the characters return to their is correct, and there doesn’t seem to be
aircraft or warehouse they find a group any Wulvers in the local area. Ferret has
of Scavvers going through their stuff. sent along his own safecracker with the
Once they realize that the characters are group to open the vault for them.
106
106
After the vault is opened and the item Karla, Safecracker - Wild Card
found, the characters’ plans will feature Attributes: Agility d8, Smarts d6, Spirit
a... slight hiccup, namely a rival crew lying d8, Strength d6, Vigor d6
in wait outside the bank (Rival Boss and Skills: Climbing d6, Fighting d6,
d4 Thugs per character). The rival crew Lockpicking d6, Notice d6, Stealth d8,
will demand that the item is handed over, Shooting d6, Streetwise d6, Charisma: 0;
and the characters can either hand the Pace: 6; Parry: 5; Toughness: 4
item over or try and fight their way out. Edges: Assassin, Thief
Regardless of whether or not they hand Hindrances: Cautious, Small, Stubborn
the item over, the boss of the other crew Gear: Pistol (12/24/48, 2d6, RoF 1, 6
will order his thugs to kill the characters. shots, Revolver)
If the characters manage to keep hold of
the item, then the safecracker will steal Wulvers
it either during the fight or at the first Attributes: Agility d8, Smarts d6, Spirit
opportunity and disappear. After 2d6 d6, Strength d12+2, Vigor d10
rounds a pack of Wulvers will be drawn Skills: Climbing d8, Fighting d12+2,
to the fighting, prompting all parties to Intimidation d10, Notice d12, Swimming
make a hasty exit. d10, Stealth d10, Tracking d10
Pace: 8; Parry: 9, Toughness: 7
Cast of Characters Special Abilities
Rival Thug • Bite: Str+d6
Attributes: Agility d6, Smarts d4, Spirit • Claws: Str+d8
d6, Strength d8, Vigor d6 • Go for the Throat: Like wolves,
Skills: Driving d4, Fighting d8, wulvers instinctively go for an
Gambling d4, Intimidation d6, Shooting opponent’s soft spots. With a raise
d4, Streetwise d4, Taunt d6 on its attack roll, it hits the target’s
Charisma: -2; Pace: 6; Parry: 6; most weakly armored location.
Toughness: 5 • Improved Frenzy: Wulvers may
Hindrances: Mean, Wanted (Major or make two attacks each round at no
Minor) penalty.
Gear: Rifle (24/48/96, 2d8, RoF 1, 10 • Infravision: Wulvers can see heat
shots, AP 1, Snapfire), knife (Str+d4) and halve penalties for bad lighting
Notes: One Thug will be armed with a when attacking living targets.
Machine Gun instead (40/80/160, 2d8,
RoF 3, 47 shots, AP 2, Auto, Snapfire) The pack will also include a Wulver
Alpha (increase Smarts and Spirit to d8
Rival Boss - Wild Card respectively, then run as a Wild Card).
Attributes: Agility d6, Smarts d8, Spirit
d6, Strength d6, Vigor d6 Act Two: Cold Betrayal
Skills: Fighting d6, Intimidation d8, The second act opens presuming
Notice d6, Persuasion d4, Shooting d6, that the characters have lost the item
Streetwise d6, Taunt d6 (though how isn’t important just yet)
Charisma: 0; Pace: 6; Parry: 5; and return to Ferret to explain what
Toughness: 5 happens. As expected, the crime boss is
Edges: Connections, Strong Willed less than happy with the turn of events,
Hindrances: Arrogant, Wanted (Major though he’ll be even more displeased if
or Minor) the characters wait for more than a day
Gear: Machine pistol (12/24/48, 2d6-1, and will track the characters to let his
RoF 3, 30 shots, AP 1, Auto) displeasure be known. Though angry, he
will hear the characters out if they come
see him sooner rather than later, and the
result will be the characters being sent out
107
107
to get the item back from whoever took it characters have double crossed him – as
with a deadline to do so... though if the long as the characters can talk their out
characters handed the item over to the of it then hopefully it won’t end up as a
rival crew, Ferret will reduce the payment gunfight!
he’d offered for the job.
If the Rival Crew Took the Item:- Cast of Characters
The characters will have to do some Ferret - Wild Card
legwork visiting taverns or tracking Attributes: Agility d6, Smarts d8, Spirit
down connections in Alyeska’s criminal d6, Strength d6, Vigor d6
underworld. This will entail three Skills: Fighting d6, Intimidation d4,
successful Connection (Criminal) or Notice d6, Persuasion d6, Shooting d6,
Streetwise based rolls at a -2 penalty to Streetwise d6, Taunt d6
both, though it can be a mixture if the GM Charisma: 0; Pace: 6; Parry: 5;
so wishes. A failure will draw unwanted Toughness: 5
attention from d4 thugs (use Rival Thug Edges: Connections, Quick
stats from Act One) per character. Once Hindrances: Cautious, Greedy (Major
the characters manage three successful or Minor)
rolls they will discover that the Rival Gear: Machine pistol (12/24/48, 2d6-1,
Crew flew out to the Bastion Peaks. If RoF 3, 20 shots, AP 1, Auto)
Karla is still with the party, she will take
this opportunity to leave and make her Act Three: At the Mountains of
own way to Broken Spires to tip off her Trouble
actual employer. The trail will lead the characters to the
If Karla Took the Item:- Ferret small mining town of Arran Crag, nestled
suggests that the characters check out amongst the foothills of the Bastion Peaks.
Karla’s lodgings. These are a bit easier to Arran Crag is a rough and ready town,
find, but by the time the characters get the salt mine being the main source of
there they have been recently cleared out employment locally. It is also a company
of what meager processions that Karla town where law enforcement is handled
owned. There isn’t much of interest, by a company-hired sheriff rather than
aside from a discarded note found if one the Royal Alyeskan Air Police, though
of the characters does a Notice roll at a the sheriff is more interested in making
-4. The note finalizes an agreement that sure that the mine runs smoothly and
Karla had with another party, asking her tends to turn a blind eye to activities that
to bring the item to the sky pirate haven don’t disrupt the mining. Because of this,
of Broken Spires. A Streetwise roll at the the town gets frequented by sky pirates
local airfield will confirm that a woman and criminals alike, making Arran Crag a
matching Karla’s description recently sort of gateway to Broken Spires.
boarded a flight to a town near the Both Karla and the Rival Crew passed
Bastion Peaks. through the town, and a Streetwise
The characters’ next step is to make roll at a -2 penalty (plus any Charisma
their own way to the Bastion Peaks, modifiers) will confirm this as much.
presumably with their own aircraft. However, finding anyone who knows
When they do decide to head to the the location of Broken Spires will take
Peaks, they’ll be met by a bunch of thugs a Streetwise roll with a -4 penalty. Even
(like the ones from earlier but d6 per then the person will only give up the info
character) who’ll try to warn them to if the characters complete a job for them:
drop their pursuit. If the characters have retrieve some goods from a nearby cave.
skipped meeting Ferret, then these thugs The cave itself is a couple of miles
will be his henchman instead. In the outside the town. The characters can
latter case the characters will have a lot of easily hire a truck to use, and they’ll
explaining to do, for Ferret will think the certainly need some form of vehicle to
108
108
carry the goods back to town. The only sneak out of the tavern. After 2d4 rounds
problem is that the area surrounding the of combat the door of the tavern will
cave has recently been claimed by a pack explode, treat this as a Medium sized
of eight wolves led by a Pack Alpha (use blast that does 3d6 damage centered on
the wolf stats from the SWD rulebook, the door. This heralds the rival of a squad
Pack Alpha is a Dire Wolf and a Wild of ten (10) black-clad, armored and SMG
Card). Clearing out the wolves will make armed soldiers led by a similarly attired
the job easier, but isn’t required if the officer whose orders are to liquidate
characters are smart and use a distraction everyone in the tavern and take the item.
to draw them away from the cave. Obviously, the characters’ goal is to get
After returning to town with the goods the item and get the heck outta Dodge
they’ll be given directions to Broken with as few bullet holes as possible.
Spires, though the flight through the Any surviving thugs will fight the
mountains will be difficult and hence soldiers. This will be the only luck that
the characters take a -4 penalty on any the characters will have, as it’ll give them
Piloting rolls. On route through the a window of opportunity to grab the item.
mountains, the characters will be attacked If Karla or the Rival boss are still alive then
by a pack of Cloudhaunts; run this as an they will have fled into one of the upstairs
Extended Chase as the characters attempt rooms, especially after the soldiers arrive.
to get clear of the creatures. They hand over the item with only a small
amount of encouragement (right now
Appendix they’ll be more interested in saving their
Cargo planes are a common sight in the own skin), and explain that it’s an Ancient
skies over Alyeska, presented below are Terran artifact (hence why everyone is so
the stats of a typical aircraft. interested) and if left alive they’ll alert
Acc/TS: 20/120; Toughness: 12 (2); the soldiers to the fact that the characters
Crew: 4; Climb: 0; Handling: -1; Notes: now have the item (because they’re such
Light Transport a nice person).
Once they’ve recovered the item the
Act Four: Showdown at The characters can attempt to leave, though
Spires any surviving soldiers will attempt to give
Whether it’s Karla or the Rival Crew chase (use the rules for a Standard Chase).
that the characters are after, a raise on a Once outside the tavern, the characters
Streetwise roll with a -2 penalty will lead will be greeted with a scene of chaos;
them to a tavern where their target is an aerial brawl is being raged above the
located. Regardless of whether it’s Karla streets of Broken Spires and around a
or the Rival Boss leading them, there gray colored zeppelin that sports a large
will be two thugs (use stats from Part 1) black anvil on either side. A Knowledge
per character. If the characters try using (Criminal Underworld) roll will reveal
diplomacy then use the Social Conflict this as the mark of the Blackforge
rules in the SWD, though the characters Consortium, a crime syndicate that is
will suffer a -2 penalty on their rolls due infamous throughout Alyeska and isn’t a
to being outnumbered. Otherwise, go very good sign. A squadron of 14 Kestrel
straight to combat. fighters sporting similar markings are
The thugs will try to swarm the busy engaging whatever aircraft the
characters, though the fight will go out locals of the Spires can get airborne at
of them if they lose over two-thirds of short notice, though it does mean that the
their numbers. The Rival Boss will hang airfield is largely untouched and several
back until half his men are down at which aircraft (including the characters’ own
point he’ll enter the fray. Alternatively, if cargo plane) are still intact.
the thugs’ leader is Karla, she’ll hang back Once the characters are airborne in
for a couple of rounds before trying to their aircraft of choice (their own or
109
109
otherwise) a pair of Blackforge fighters
will give chase as the characters try to Wulf’s Cry
escape. Run this as a Dogfight chase that “A beacon station that guides aircraft
ends when the two Blackforge fighters are across the Dragonspine Mountains, on
lost and/or destroyed, though there is a -4 the air route between New Gwentia and
penalty on Piloting rolls due to the terrainCalharrow, has requested emergency
round Broken Spires. If the characters supplies before it is cut-off by a blizzard.
somehow survive then their next job is Bureaucratic wrangling has meant that a
to head back to Ferret and collect their very short and rapidly closing window is
reward, though if they mention the now left before the storm hits, meaning
Blackforge Consortium then the crime anyone who delivers the supplies could
boss will want shot of the item as soon quite possibly find themselves stranded.”
as possible and will task the characters The characters are presumed to have
with taking it to a fence who can sell it access to a cargo plane (the equivalent of
on. Otherwise, Ferret will organize an a C-47 Skytrain/Dakota) and have been
auction for the item – though that will be chartered by the Alyeskan Aerial Corps to
an adventure for another day. deliver the supplies. Bureaucratic red tape
has meant the flight is delayed so that the
Appendix characters will have barely enough time to
Aircraft, see the aircraft listed under complete the delivery before the blizzard
Gear (Page; 20) hits. The leading edge of the storm will
make flying a little difficult, and so a -2
Blackforge Soldier penalty on Piloting rolls will be in play
Attributes: Agility d6, Smarts d6, Spirit as the characters approach the station.
d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d6, The destination of the characters will be
Notice d8, Shooting d8, Stealth d6, Beacon Station K-22, an outpost in the
Survival d6, Throwing d4 Dragonspine Mountains that maintains a
Charisma: 0; Pace: 6; Parry: 6; radio navigation beacon to guide aircraft
Toughness: 8 (2) through the mountains. K-22 is staffed
Edges: Bock, Combat Reflexes, by four airmen, an NCO and an officer
Marksman, Quick whose job it is to keep the beacon working.
Hindrances: Vow It’s layout consists of a large radio tower
Gear: SMG (12/24/48, 2d6+1, RoF 3, standing next to a long wooden hut that
30 shots, AP 1, Auto), Bayonet (Str+d4), serves as a combined radio building and
Flak Jacket (+2/+4, Covers Torso) barracks. In addition, there is a smaller
wooden hut that serves as the storehouse,
Blackforge Officer - Wild Card a lean-to W.C. shack next to the barrack
Attributes: Agility d8, Smarts d10, hut, and a small hangar containing a
Spirit d10, Strength d8, Vigor d8 workshop that can do light repairs to
Skills: Fighting d8, Intimidation d8, aircraft.
Knowledge (Battle) dd10, Notice d8,
Shooting d8 A Calamity of Events
Charisma: 0; Pace: 6; Parry: 6; The clock is very much against the
Toughness: 8 (2) characters as they attempt to beat the
Edges: Command, Hold the Line!, storm, especially after various hold-ups
Nerves of Steel have led to a late departure. By the time
Hindrances: Vow they’ve unloaded their aircraft at K-22
Gear: Machine pistol (12/24/48, 2d6-1, the blizzard is pretty much upon them,
RoF 3, 20 shots, AP 1, Auto, Flak Jacket effectively grounding them until the
(+2/+4, Covers Torso) storm passes. The characters will have
to sit it out in the barrack hut with the
110
110
outpost’s unit, with little to do other than
trying to pass the time.
A brief time after the blizzard hits, one of
the airmen heads outside, either to relieve
himself in the W.C. or to fetch something
from the stores hut. Allow another brief
period to pass until the airman is overdue,
at which point the NCO and another
one of the airmen will head outside to
search for their missing comrade. Make
the characters do a Notice roll but with a
-4 penalty due to the blizzard outside. If
they succeed, they will hear screams and
gunfire from the two men. The second
airman will hurry back inside, reporting
that they had been attacked by something
which killed the NCO and presumably
the missing airman.
The first of three waves of attack will
begin as the base is attacked by Wulver
Stalkers (see stats below). There will be
four Stalkers, plus one for each character.
The Stalkers will use the blizzard for
cover as much as possible, so treat it as
being Dark. Additionally, the Stalkers
will attempt to break into the barrack
hut, though unless they’re all killed
they will withdraw after five rounds of
combat. An hour or so later the second
wave will hit, this time consisting of 2-3
normal Wulvers per character plus any
Stalker that survived from the first wave.
Like the first wave they will attempt to
break into the hut, though this time they
will withdraw after ten rounds or after
they’ve lost two-thirds of their numbers,
depending which comes first.
The final wave of attack will come
roughly half an hour after the second
wave, this time consisting of 3-4 Wulvers
per character plus an Alpha and any
surviving Stalkers. After ten rounds start
rolling a d6 each round. On a roll of ‘six’
the cavalry will arrive in the form of a
gyro-carrier and a squad of Wulfbane
Commandos, which should tip the odds
in the characters’ favor. By this time,
the blizzard should be passing and the
characters will finally be able to leave
Outpost K-22.
111
111
Cast of Characters Wulvers
Airmen & NCO Attributes: Agility d8, Smarts d6, Spirit
The airmen consist of Aircrafthand d6, Strength d12+2, Vigor d10
Banks, Aircrafthand Collier, Aircrafthand Skills: Climbing d8, Fighting d12+2,
Stevens and Leading Aircrafthand Intimidation d10, Notice d12, Swimming
Bartlett. The NCO is Corporal Higgins. d10, Stealth d10, Tracking d10
Attributes: Agility d6, Smarts d4, Spirit Pace: 8; Parry: 9, Toughness: 7
d6, Strength d6, Vigor d6 Special Abilities
Skills: Fighting d6, Notice d6, Repair • Bite: Str+d6
d6, Shooting d6 • Claws: Str+d8
Charisma: 0; Pace: 6; Parry: 5; • Go for the Throat: Like wolves,
Toughness: 5 wulvers instinctively go for an
Edges: opponent’s soft spots. With a raise
Hindrances: Vow on its attack roll, it hits the target’s
Gear: Rifle (24/48/96, 2d8, RoF 1, 10 most weakly armored location.
shots, AP 1, Snapfire), bayonet (Str+d4) • Improved Frenzy: Wulvers may
Notes: NCO will have Smarts d6 and an make two attacks each round at no
SMG (12/24/48, 2d6+1, RoF 3, 50 shots, penalty.
AP 1, Auto) • Infravision: Wulvers can see heat
and halve penalties for bad lighting
Air Officer Reynolds when attacking living targets.
A/O Reynolds the commanding officer
of Outpost K-22. Variants
Attributes: Agility d6, Smarts d8, Spirit Wulver Alpha: Increase Smarts and Spirit
d8, Strength d6, Vigor d6 to d8 respectively, then run as a Wild Card.
Skills: Fighting d6, Knowledge (Battle) Wulver Stalker: Reduce Strength to d10
d8, Notice d6, Shooting d6 and Vigor to d8, increase Stealth to d12
Charisma: 0; Pace: 6; Parry: 5; and add Fleet-Footed: Wulver Stalkers
Toughness: 5 roll a d8 when running instead of a d6.
Edges: Command, Hold the Line!
Hindrances: Vow
Gear: Machine pistol (12/24/48, A G
dventure enerator
2d6-1, RoF 3, 30 shots, AP 1, Auto) Stuck for adventure ideas?
Try rolling on the following tables to
Wulfbane Commando create a framework that you can then
Attributes: Agility d6, Smarts d6, Spirit add some meat to and craft a fully-
d8, Strength d8, Vigor d8 fledged adventure. These are meant to be
Skills: Fighting d8, Notice d8, Shooting guidelines to use and you may get some
d8, Stealth d6, Survival d6, Throwing d6 results that don’t fit all that easily, so feel
Charisma: 0; Pace: 6; Parry: 6; free to re-roll, or pre-select from different
Toughness:6 tables results that work better for you.
Edges: Block, Combat Reflexes,
Marksman
Hindrances: Vow
Gear: SMG (12/24/48, 2d6+1, RoF 3,
50 shots, AP 1, Auto), Bayonet (Str+d4)
Notes: One Commando will be armed
with a Machine Gun instead (40/80/160,
2d8, RoF 3, 47 shots, AP 2, Auto, Snapfire)
112
112
Hook
Typically, there is something that gets characters involved in an adventure; a warning
given by a dying stranger or the discovery of a valuable item. Roll a d12 and choose
from the list below:
113
113
Location
Every adventure needs to take place somewhere – roll d10 on the list below as many
times as needed.
City Locations – d12
1. City: The action takes place in one of 1 – Gate/Checkpoint
Alyeska’s big cities such as Morrdun 2 – Jail
or Gravenburgh. If there is going to 3 – Laboratory/Factory
be a lot of city based action then roll 4 – Temple
on the City Locations table in the 5 – Rich Neighborhood/Bank
sidebar. 6 – Slum/Criminal Dive
2. Fort/Military Base/Prison: There 7 – Dock/Airport/Railway Station
are plenty of military posts scattered 8 – Sewers/Tunnels
across Alyeska, each one perfectly 9 – City Hall/Administrate Building
usable as a base for an adventure. 10 – Academic
Likewise, there are a few prisons, 11 – Ghetto/Ethnic Enclave
ranging from a sheriff ’s office cell to 12 – Secret Location, roll again for type
a full-blown jail.
3. Mansion: There are a few rich and powerful people in Alyeska, their homes
suitable for daring thefts or a social function. In addition, there are some that lie
abandoned, especially out in the Wulflands.
4. On the Road: Sometimes a journey is an adventure in and all of itself, particularly
out in wilderness areas on the way to someplace else.
5. Ruins: Scattered all over Alyeska are ruins; some are abandoned towns out in
the Wulflands, and some are Ancient Terran in origin and lie half-buried in
snow.
6. Settlement/Outpost: Aside from the big cities there are plenty of smaller
settlements, trading posts and mining camps.
7. Subterranean: Caves, mines and even city sewers make good places for
adventures. These may involve smugglers, or hunting down a monster.
8. Villain’s Lair: Normally the climax of a long adventure and typically filled with
the villain’s goons, traps and possibly other nasties. It could be a secret base or a
nightclub owned by a crime boss.
9. Wilderness: Alyeska has a lot of wide-open spaces that are away from civilization
and, more importantly, help. The characters could be out here willingly, or
perhaps their plane developed engine trouble and they were forced to land.
10. Secondary Location, roll again: The adventure is spread out over two or more
locations. Roll twice on the table, re-rolling any Secondary Location results.
114
114
Characters’ Goal
Beyond the adventure hook the characters need some form of goal or motivation to
complete the adventure. Usually just one is enough, but roll as many times as you like
for more complex adventures – roll d12 as you do.
1. Assist/Gratitude: Sometimes you just want to do some good, either to help find
a missing person or defend a town against bandits.
2. Destroy/Hunt: There’s an escaped convict on the run, a scholar wants a Wulver
to study, or the Air Police want a hand taking out a sky pirate base.
3. Discover/Solve Mystery: The characters might need to clear somebody’s’ name,
possibly their own, and find out who really did it – or the mystery could be what
happened to a missing plane and its cargo.
4. Escape/Rescue: Perhaps the characters have ended up in jail, or an associate has
crashed out in the wilds.
5. Explore: Alyeska still has a lot of undiscovered territory, and a patron or client
might pay well for such areas to be mapped. Likewise, mining companies would
pay well for prospective dig spots to be checked out, and the authorities are
always looking for somebody to scout out the Wulflands.
6. Liberate: Sometimes the characters have to go into someplace bad and make it
less so. This could be dealing with a mining camp run on slave labor, or opening
a way into a sky pirate base for the Aero-Marines.
7. Money/Reward: The age-old incentive of a reward, financial or otherwise, for
the characters’ efforts. This could be a well-paying patron, or in the form of a
favor or two.
8. Prevent/Protect: This could be smuggling goods past the law, defending a
settlement against bandits, or acting as bodyguards.
9. Retrieve/Steal/Acquire: Somebody is paying well for a certain item, isn’t too
fussed about how it is acquired, and might not ask too many questions.
10. Revenge/Thwart Villain: The characters set out to get their own back on a
villain they’ve crossed paths with before, though maybe to ruin them rather
than to kill.
11. Survive: Things have gone from bad to worse for the characters, and now they
must try to get the heck out of Dodge with their hides intact.
12. Win Battle/Contest: The characters must win an air race or simply beat some
rivals by delivering the goods first, but they shouldn’t expect the opponents to
play fair.
115
115
Villain
A good adventure often needs a villain for the characters to face down and hopefully
defeat. Roll d10 on the table below.
1. Agent: The villain could work for one of the great powers of Darmonica,
furthering that nation’s aims in Alyeska, or they could have even gone rogue.
2. Bandit/Rebel: This could be a sky pirate, a Wulfland militia leader, or a crime
boss.
3. Conspirator: This could be somebody who lurks in the shadows and plots to
kill one of the Royal Family or to overthrow Commonwealth rule of Alyeska.
4. Corrupter: This may be a military man seeking to turn sky pirate, or a crime
boss looking to have the law on his payroll.
5. Cultist: This villain could be a diehard worshipper of the deity Ogman, or even
the Wulvers. They could also be a preacher who’s gone mad.
6. Despot: This could be the ruler of a bandit camp or the so-called ‘Sky Marshal’
of Broken Spires.
7. Fanatic: A devotee of some monomaniac goal, either the principles of the
Order of the Great Machine or that dominance of Alyeska should belong to the
Wulvers.
8. Mastermind: This villain is at the center of his own web that stretches across
Alyeska and beyond. They could be the top dog in the criminal underworld, or
a nation’s top operative.
9. Rogue: More style than agenda is what this villain is all about. They tend to lean
more towards being a cat burglar or a tomb robber.
10. Warlord: In some form or another this villain has an army that they can call
upon. They could be in the military or be a sky pirate lord with multiple pilots
under their banner.
116
116
Villain’s Goal
Just like the characters, villains will have some motive or goal rather than just sitting
around all day drinking tea.
1. Conquer: One way or another this villain wants to gain control over something
that will increase their strength and position.
2. Destroy: This villain has set out with destruction in mind. This could range from
downing a plane carrying much needed medical supplies or bringing down the
Wulfwall to allow the Wulvers to overrun the rest of Alyeska.
3. Discover: Knowledge is what this villain is after; a map of the tunnels beneath
the city, who the characters’ patron is, or the location of an Ancient Terran
research facility.
4. Greed: Cold hard cash. The villain may want it for its own sake, or to further
other plans.
5. Kidnap: The villain wants to hold somebody captive, quite possibly for ransom
or for other reasons.
6. Revenge: This villain feels that they have been wronged somehow, and they seek
to correct this; they may even be justified.
7. Rivalry: This villain has been spurred into action by a rival, possibly even the
characters themselves. The villain seeks to frustrate the efforts of whoever their
rival is.
8. Steal: A certain item has caught the villain’s attention. The characters may
already have the said item, or maybe they’re trying to get to it first.
9. Subvert/Recruit: To achieve their plans, the villain needs to bring somebody
over to their side. This could be a cult leader attempting to expand their follower
base, or an agent trying to put pressure on a politician.
10. Survive: Rightly or wrongly, the villain views the characters as being in the way
of being alive and free.
11. Twisted Honor: The villain is bound by an oath, one the villain may have been
forced to swear or one that became twisted by madness.
12. Worship: This villain is devout and does what they do in the name of their
beliefs.
117
117
Henchmen
Most villains have a small army of goons at their beck and call. Roll a d10 on the
table below as many times as required.
1. Assassin: When the villain needs somebody killed, this is the goon that they
call upon. They could prefer to get up close for some quick knife-work, secretly
poison their target’s food, or be an ex-army sharpshooter.
2. Monster: This villain has managed to their hands on a monster, though how
‘tamed’ it is remains to be seen.
3. Cultists: The villain is a cult leader or has convinced a cult to do their bidding.
4. Femme Fatale: Rather than brute force, this henchwoman relies on her good
looks and the art of seduction to deal with her master’s foes.
5. Igor: Loyal to a fault, but had more than a few rounds with the ugly stick and
may or may not have questionable hygiene standards.
6. Mob: There’s nothing quite like a mob of angry people out for blood, though
whether they know that the villain has manipulated them is another matter.
7. Operative: The villain has an agent at their beck and call, an expert at ‘secret
agent’ type work.
8. Right-Hand Man: This henchman has a similar skill set to their master and are
quite capable of filling their shoes if the need arises.
9. Soldiers: The villain has several soldiers under their command, be they actual
uniformed military or just tough bandits. Some of them may even be specialists
such as snipers or engineers.
10. Thugs: A band of common criminals has been recruited to the villain’s cause,
usually with the promise of some coin and the chance to break some bones.
118
118
Victim
Typically, there may be a person who the villain wishes to target or the characters
have to protect.
119
119
Obstacles
Things rarely go smoothly, and quite often they’re likely to go from bad to worse.
1. Accused: Somehow or another the characters have run afoul of the law, either
through their own actions or those of the villain.
2. Bandits/Criminals: Alyeska is full of violent and/or unseemly types, and the
characters have simply had the bad luck to run into some.
3. Disaster/Weather: Alyeska is a cold place with a harsh climate, where blizzards
and avalanches aren’t unheard of.
4. Monster: There are plenty of nasty critters to run into, this could be a Wulver (or
a pack…) or a swarm of Cloudhaunts.
5. Mystery: The characters have run across something that isn’t quite right that
blocks their path forward. This could be a simple puzzle to unlock a door or
discover why some of the expedition members have vanished.
6. Official Opposition: Somebody in officialdom stands in the characters’ way, be
it paperwork or placing restrictions on where the characters can go.
7. Rival: There is a rival who constantly gets in the characters’ way, often competing
with them for the same item. The rival could even be the villain of the adventure.
8. Secrecy: The characters must achieve their goals without drawing attention,
either robbing a bank or to keep the villain in the dark about their motives.
9. Social Opposition: The locals aren’t very happy about the characters poking
around; there might be something in the nearby mine, or they just may not want
the extra attention.
10. Trap: Bad luck sees the characters bumble into a monster’s lair or get snagged
by an ambush.
11. War: Whilst the characters’ task won’t necessarily be any harder if they get
caught up in the middle of a battle, they certainly shouldn’t expect it to be any
easier.
12. Double, roll again: Sometimes there’s more than one obstacle in the way…
120
120
Twist
Expect the unexpected, as the old saying goes. A twist can certainly make things
more interesting!
121
121
Index
122
122
Clothing 16 Fort Cathmore Trading Post 49
Cloudhaunts 84 Frost-Bytes 85
Cold Blooded (Minor) 12 Fuel Usage 35
Colonization 43 Fuel Usage Chart 35
Combat Edges 13
Common Gear 16 G
Commonwealth Alyeska 46
Communications 73 Gameplay 38
Contact 35 Garian Hist 92
Contents 3 Gear 11, 16
Contracts 32 Genchi 10, 79, 89
Credits 2 Ghost Hound 86
Critical Hits 37 Glimmer Gun (AT) 29
Crossing the T: 36 Glimmer Rock 73
Currency 16 Glim-Tech 27
Custom Paint Job 39 Glim-Tech Mastery 14
Glim-Tech version 28
D Good Reputation 13
Gravenburgh 49
Damage 36 Gritty Damage 32
Darksight Goggles (AT & GT) 28 Gyro-carrier 20
Darksight Scope (GT) 29 Gyro-Pack (GT) 29
Days 68
Death’s Chase 38 H
Dragonhawks 84
Drake 20 Hand Weapons 17
Dynamite 19 Hand Weapons Table 24
Hazards 77
E Hazards – Cold 32
Healthcare 75
Eastern Alyeska 48 Heart of the North 12
Equipment 16 Heavyweight 12
Excellent Reputation 13 Henchmen 118
Explosives Table 19, 25 History 43
Extra Ammo 39 Hook 113
Extra Engines 39 Hornet 20
Extra Fuel Tanks 39 Howard Constantine 101
F I
Ferret 94 Immelmann 34
Festivals & Holidays 67 Improved Gunsight 40
Fire 36 Increased Handling 40
Firearm Accessories 17 Increased Torque 40
Firefly 21
Flee 34 J
Flotation Gear 40
Fly the Frozen Skies 5 Jacinda “Jinx” Lasalle 99
Food & Drink 17 Jink 34
Fool’s Errand 106 Jinxed (Major) 12
Force 34
Forlorn Thule 50
123
123
K Playing A Weird Scientist 27
Port Capital 55
Kestrel 20 Present State 50
Professional Edges 13
L Prospector’s Reach 48
Pugilist 13
Languages 11
Lay of The Land 47 R
Life in Alyeska 67
Life in the North 67 Race 10
Lightweight (Minor) 12 Ranged Weapons 17
Lil’ Nellie 91 Ranged Weapons Table 24
Location 114 Rear Mounted Guns 40
Recreation & Leisure 69
M Regal-class Light Cruiser 22
Regions 47
Machine Gun 18 Religion 75
Machine guns 40 Remnants 80
Machine Pistol 18 Repairs 37
Madame Orla 95 Revitalizer (AT & GT) 29
Making Characters 10 Revolver 18
Maneuvers 36 Rifle 17
Manoeuvres 34 Rise of The Iron Collective 63
Mechanic 13 Road Vehicles 23, 25
Modifications 39 Rockets 41
Months 68 Rogue’s Gallery 88
Morrdun 53 Roth Island 51
Motorcycle 23 Roth Island Today 52
‘Mule’ Tracked Cargo Hauler 23 Rover-class Scout Airship 22
Multiple Languages 32 Royal Reconnaissance Service 58
Mundane Animals 83 Ruins 80
N S
New Edges 12 Sawn-off Shotgun, Double Barrel 18
New Gwentia 52 Scavvers 86
New Hindrances 11 Scentless (Weird) 13
Scout Plane 23
O Secondary Statistics 11
Self-Loading Rifle 17
Obscuration Harness (AT) 29 Services 17
Obstacles 120 Setting Rules 32
Overcharge 14 Setup 38
Shake 35
P Shake a Tail 35
Shotgun, Double Barrel 18
Paul Philip Vanderburg a.k.a ‘Van’ 97 Shotgun, Pump Action 18
Peppermint Bomb 19 Sir Brone Langworth, Lord Governor of
Perch 35 Alyeska 97
Persons of Note 90 Sky Captain Patrick Wade 91
Physical Appearance 79 Skyjacking 32
Pilot 89 Sky Pirate 89
124
124
Skyships 72 Transportation 17
Snow Cat 87 Tree-Hopping 35
Social Edges 13 Truck 23
Soldier 89 Turbo 40
Special Abilities 11 Twist 121
Spikes 33 Tyland Free State 61
Sports 69
Sprite 99 U
Standard Game Rules 32
Submachine Gun 18 Union of Sodkan Republics 64
T V
Tail 35 Valiant 21
Technology 71 Variants 88, 112
Tenacious Survivalist 12 Vehicles 20
The Alyeskan ‘Relic Rush’ 46 Vehicles Table 25
The Ancient Terrans 7 Victim 119
The Chillwynd Marches 48 Villain 116
The Circle of Life 67 Villain’s Goal 117
The Coalition 65
The Commonwealth 5, 57 W
The Commonwealth in Alyeska 57
The Commonwealth Military 57 Weapons 40
The Crew of the Sprite 97 Weird Edges 13
The Darmonican Powers 57 Weird Science 27
The Governor-General 57 Weird Science Gear 28
The Holy Sodkan Empire 62 Wilderness Hunter 90
The Invader (GT) 30 Windryder 10, 90
The Iron Collective 62 Windryders 78
The Lost Sodkan Mine 51, 104 Windryders and Genchi 6, 78
The Needles 50 Wing Adjustments 40
The Royal Alyeskan Air Police 58 Wreck of the Skellig 103
The Scrutinizers 64 Wulf Bait 19
The Trouble with Scavvers 106 Wulfbane Commando 112
The Wulflands 53 Wulfbane Commandos 54
The Wulfwall 53 Wulf’s Cry 110
The Wulvers 87 Wulftouched (Major) 12
Things Never Go Smooth 103 Wulver 88
Thug 90 Wulvers 112
Time’s Icy Breath: Alyeska’s Pre-History
43 Z
Townsfolk 90
Trade & Industry 70 Zeppelin Hook 40
Traits 11
125
125
Kickstarter Backers