Acknowledgements
TALISLANTA: The Savage Land is based on the Barry Webb, Eric Lawrence Sean Miles; Gerard
original Talislanta roleplaying game created by Aliko , Manos Gazepis , Stavros Kanellopoulos,
Stephan Michael Sechi. John Partheniou; Kevin Forbes, Robert Scott, Catey
D6 Edition: Greg Nagler Johnson, Bruce Wiseman, Connor Priest, Zack
Authors: Stephan Michael Sechi, Mark Williams, Miller, John Giovagnoni, Jason Burzenski, Michael
Doug Bramford, Desi Conrad, Dean Poisso, Ullmeyer, Michael Nold, James Davis; Eric Ross, S.
Anthony Herring Aaron Springs
Editors: Doug Bramlett, Roderick Roberts
Managing Editor & Art Director: Stephan Thanks also to all of the Talislanta fans from the
Michael Sechi Talislanta Facebook group, who contributed ideas
Book Design: Miguel Angel Espinoza and suggestions to the Savage Land RPG:
Interior Art: David Arenas
Cover Art: Mario Teodosio Kelly Bennett, Doug Blakeslee, Matthew Bottiglieri,
Cartography: Mark Williams, Colin Driver, David Krista Collins, Danroy Dankins, Jim Deffenderfer, Ed
Arenas, Miguel Angel Espinoza Dorner, Joris Dumolyn, Kevin L Forbes, Noah Hinz,
Publishing: Alan Bahr, Stephan Wieck, and Stewart Ian Howard, Jeremy Johnson, Anthony Jones, Henry
Wieck Chris Larsen, Peter Lindstrom, Chris Marrero,
Heather Miller, John Miller, Dean Poisso, William
Special Thanks to John Harper and Jerry Grayson Samuel Quinton, Frank Rafaelsen, Sebastian Reid,
—my gaming son and gaming brother from another E.T. Smith, John-Michael Steele, RKBS, Travis
mother, respectively, and two of the best game Thoth, Matthew Webber, Raymond Welt.
designers around—for encouraging me to create this
book. And for making me say: https://yhoo.it/2zQ7nSf Thanks again to my Bard Games partner and good
friend, Joel Kaye, and to the first Talislanta play
Thanks to all of our Playtesters and Readers: testers and supporters: Rick Petrone, Butch Taylor,
Tony Herring, Mark Williams; Rob McKavanagh & Simon Shapiro.
and the Helotes Crew, Charles-Olivier Rocher,
John-Michael Steele, Jim Deffenderfer, Ed Dorner And thanks most of all to all Talislanta fans around
Jr, Hans Holmgren, Sebastian Hylander, Duran the world, for their seemingly endless patience and
Timocin, Mikael Davidsson, Amar Hassan, Eric support. You cats are the coolest.
Edwards, Scott Foster, Logan Foster, Chris Todd,
IN MEMORIUM
Thanks to our friend and brother, Stewart Wieck, without whom this
book—and many, many, other books and games—would not exist. A
great supporter of RPGs, a great guy to work with, and a good friend.
We miss you.
All characters, names, places and text herein are
copyright by Stephan Michael Sechi.
Nocturnal Media Houston, TX 77004 nocturnal-media.com
All characters, names, places and text herein are copyright by Stephan Michael Sechi. The remainder of the
book is ©2018 Nocturnal Media. All rights reserved. Reproduction without the written permission of the
publisher is expressly forbidden, except for the purposes of reviews, and for the blank character sheets, which
may be reproduced for personal use only.
CONTENTS
Chapter Zero: Introduction...... 6 Chapter Four: Territories.....104 Tarkus........................................... 192
What is Talislanta?.......................... 6 Survival in the Savage Land....... 104 Vennin........................................... 193
Introducing the Savage Land........ 7 The Wilderlands.......................... 105 Vore............................................... 194
Getting Started: The Wastelands............................ 111 White Wyrm ............................... 194
How to Play the Game................... 7 The Black Desert..........................116 The Withen.................................. 195
The Dead Forest ......................... 120 Flora.............................................. 196
Chapter One: The Junglelands........................... 124
The Game System..................... 9 Chapter Six:
The Darklands............................. 126
Intent................................................ 9 The Volcanic Hills....................... 130
Random Encounter Tables...... 203
Time in the Game........................... 9 Black Desert ................................ 203
The Unknown Lands................... 135
Action Resolution......................... 10 Darklands .................................... 205
Rules for Combat.......................... 14 Chapter Five: Bestiary.......... 137 Dead Forest ................................ 207
Injury & Death .............................. 23 Andrak...........................................137 Junglelands ................................. 209
Healing & Recovery ..................... 24 Armodont......................................138 Plains of Armageddon................. 211
Mass Actions.................................. 24 Beast.............................................. 139 Volcanic Hills ............................... 213
Mass Combat................................. 28 Behemoth......................................141 Wastelands .................................. 214
Experience....................................... 31 Bloodspawn.................................. 143 Wilderlands ................................. 216
Bottle-Imp.................................... 144 The Gyre....................................... 219
Chapter Two: Characters & Catdrac......................................... 145 Ruins............................................. 221
Tribes....................................... 33 Colossus........................................ 146
Creating a Character..................... 33 Crypt-Wyrm................................. 147
Chapter Seven:
PC Archetypes.............................. 40 Demon.......................................... 148 Goods & Equipment............... 225
Drakken.......................................... 40 Disembodied Spirit..................... 160 Raw Materials.............................. 225
Imazi............................................... 42 Fetch.............................................. 162 Trade Goods................................. 227
Kasir................................................ 44 Ghaun........................................... 163 Tools ............................................. 228
Narada............................................ 46 Grazer........................................... 164 Clothing ........................................ 231
Reavers............................................ 48 Hopper.......................................... 165 Skilled Labor................................ 232
Shaka.............................................. 50 Kra................................................. 166 Domesticated Animals................233
Shan................................................. 52 Land Dragon................................ 167 Conveyances ............................... 234
Vandar............................................. 54 Land Lizard.................................. 169 Food and Drink........................... 235
Viragos............................................. 57 Loper............................................. 170 Weapons & Armor....................... 235
Warloks............................................ 58 Lurker............................................ 171 Common Siege Engines............. 242
Yann................................................ 60 Lycanthromorph.......................... 171 Archaen Siege Weapons............. 243
NPC Archetypes............................ 62 Malathrope................................... 172 Primitive Concoctions............... 245
Azraq............................................... 62 Manrak......................................... 174 Primitive Magical Charms &
Beastmen......................................... 63 Manth............................................175 Talismans.....................................248
Boglins.............................................65 Megalodont.................................. 176 Other Magic Items..................... 249
Drudges........................................... 67 Necrophage.................................. 177 Primitive Magical Ingredients...251
Drukhs............................................ 68 Nightgaunt................................... 178 Ancient Artifacts......................... 255
Golgoths......................................... 70 Ogriphant..................................... 179 Notable Tribes
Ra...................................................... 73 Oryx.............................................. 180
Talosians........................................ 74
of the Savage Lands..............262
Rath................................................181 The Ghost Tribe.......................... 262
Thrax................................................77 Reincarnator................................ 182 The Na-Ku-Ta.............................. 262
Umar............................................... 79 Rhast..............................................183 The Seven..................................... 263
Undermen....................................... 81 Sand Dragon................................ 184 Knights of Torquar...................... 263
Witchmen........................................ 83 Satada............................................ 185 Ome Clan.................................... 264
Creating a Tribe............................ 84 Scourge......................................... 186 The Procurers............................. 264
Chapter Three: Shadowarrior............................... 187 The Iron Tusk Clans................... 265
Shadowitch.................................. 188
Skills & Special Abilities........ 87 Snipe.............................................. 189
Red Claw Tribe............................ 265
Skills................................................ 87 Desert Wind Tribe..................... 266
Spectre.......................................... 190 The Sowers.................................. 266
Special Abilities........................... 101
Strider............................................191 The Revenants............................ 266
3
4 TALISLANTA: THE SAVAGE LAND
5
introduction
CHAPTER ZERO:
WHAT IS TALISLANTA?
It is a dark age, a time of war and strife. The Last
Kingdoms have fallen, and the old cities lie in
ruins. The Sorcerer-Kings are gone, slain by their
own creations or fled to other realms. With them
went all knowledge of magic, leaving only primi-
tive rituals, superstition, and a constant struggle
for survival in a harsh and unforgiving land.
Talislanta is a fantasy role playing game and
game-setting that was first published in 1986.
Over the course of the past 30 years, there have
been five editions of the game. You can down-
load free PDFs of every Talislanta book ever
published at www.talislanta.com.
The original Talislanta RPG was inspired
by the fantasy novels of Jack Vance, and by
other sources such as H.P. Lovecraft’s The Talislanta ad circa 1987.
Dreamlands of Unknown Kadath, Michael
Moorcock’s Elric novels, and The Travels of The New Age featured a resurgence in magic,
Marco Polo. re-discovery of the advanced arts of Sorcery,
Unlike most RPGs from the 1980s, the and the expansion of numerous nations, city
Talislanta milieu was not based on traditional states, and cultures. For the first time in over
Western mythology. It didn’t have the usual a millennium, Talislantans marveled at such
Tolkien-esque trappings of games like D&D; in Archaen-Age wonders as windships, dream
fact, ads for the game proudly proclaimed, “No merchants, and spell casters capable of miracu-
Elves”. lous illusions and effects.
The original Talislanta RPG was set in a Talislanta was still a dangerous place during
strange world of twin suns and seven moons this the New Age, especially in the wilderness
that seemed to be practically overflowing with regions that lay beyond the walled cities. But for
unusual peoples, places, and creatures. The time many who lived in the New Age, there was also a
was the New Age, a Renaissance-like period sense of hope, and of greater things to come.
that started some thousand or more years after
an event known as The Great Disaster, which
marked the fall of the once-great Archaen Age.
6 TALISLANTA: THE SAVAGE LAND
INTRODUCING The rules used in the game make it easy to
handle single-player and large-group actions,
THE SAVAGE LAND
Talislanta: the Savage Land is a prequel to
or any combination of the two. Regardless
of how you choose to play the game, the D6
system is flexible enough to allow a wide range
the original Talislanta setting. It takes place of playing styles.
just a short time after the Great Disaster, which Before starting any type of TSL D6 cam-
the inhabitants of this era refer to as the Fall. paign, the GM and players should talk about
Talislanta: the Savage Land is a game of which style of play they would like to try. This
survival in a hostile world ravaged by centuries decision doesn’t have to be permanent: a small-
of sorcerous warfare and a terrible disaster. scale, conventional RPG campaign can always
This period is like a nightmarish version of the evolve into a large-scale, epic campaign, or vice
Dark Ages. There are no nations, no laws, and versa, if the GM and players decide that’s what
no civilization. they’d like to do.
Instead, tribes of warriors, nomads, slavers,
and refugees struggle to survive in a hostile
wasteland torn by incessant warfare and a
Conventional RPG Style
chaotic magical maelstrom known as the Gyre. A conventional, or traditional, Role-Playing
The inhabitants of this age are mostly illiter- Game (RPG) is an interactive story centering
ate and ruled by superstition. Maps are nearly around the adventures of a band of charac-
non-existent and much of the world is now ters controlled by the players, and the focus is
unknown. All knowledge of spell-casting has on a very personal level. If you prefer a more
been lost. Though tribal shamans still practice conventional RPG approach, you can create a
a handful of primitive rituals, their abilities character from the Savage Land, fight monsters,
pale beside those of the old Archaen sorcer- and explore the countless ruins and battlefields
ers, whose potent magical artifacts can still be of the Savage Land for powerful artifacts. Use
found among the ruins of past civilizations. your wits to form alliances with other tribes
The current rulers of the Savage Land are and individuals, or operate as a mercenary and
tribes of warriors, hunters, nomadic traders, work for the highest bidder, changing alliances
and the remnants of peoples displaced by the as it suits you.
Fall. They fight, forge alliances, barter or steal. If you choose this style of play, you can ignore
Some seek to recover what was lost and one day the rules about tribes, mass actions, and mass
build a new civilization. Others want only to combat. All you’ll need is an understanding of
pillage, enslave, and destroy. the basic rules.
That is the way of things in Talislanta, the
Savage Land.
Epic RPG Style
GETTING STARTED: The epic RPG style tackles the story from a
big-picture scale, where the players are the
HOW TO PLAY THE GAME
Talislanta: the Savage Land (TSL for short)
leaders of a tribe and focus on the survival and
prosperity of the tribe as a whole—perhaps
even massing them into an empire over years of
is a roleplaying game (RPG) that features a toil and war. In a campaign such as this, players
simple and flexible game system that allows may have many roles—perhaps even playing
player characters (PCs) to operate as individu- subsequent generations of their original char-
als, as members of a tribe, or even as leaders of acters. If you prefer a more epic style of play
their own tribes. you create both an individual character for each
Introduction 7
player and you design a tribe with your gaming TSL D6’s encounter tables make it easy for
group. Your tribe can choose to remain neutral a Gamemaster (GM) to create adventures that
and operate as nomadic traders or tomb raiders. immerses players in the cultures, creatures, and
You can follow the path of war, and seek to lore of the Savage Lands. The encounter tables
conquer and control vast territories. Or you contain a wealth of adventure seeds that can be
can build a stronghold, create a place of safety played as short episodes or spun-off into larger
for your people, and maybe even try to rebuild and more elaborate storylines. The encounters
some semblance of civilization. are scalable, allowing the GM to easily adapt the
If you choose the Epic style of play, you’ll information to any sized group of player-char-
need to understand the basic rules of play plus acters and NPCs. Optionally, GMs can ignore
the rules for tribes, mass actions, and mass the encounter tables altogether, or simply use
combat. them as a source of ideas for their own, planned
encounters.
Retro-Style Gaming & the In short, there is no single “official” way to
play TSL D6. Instead, the game is meant to be
Encounter Tables adapted by GMs and players to fit the playing
style and interests of their particular group. Use
An appreciation of classic RPGs, and the the game system as a general guide, and let the
excitement of exploring a new world, both players explore the Savage Land any way they
influenced the design and creation of TSL like. Feel free to add your own house rules or
D6. This is reflected in the game's retro-style customize any of the rules in this book, in any
encounter tables (see Chapter Five), each way you like.
of which is keyed to a major region of the
Talislantan continent.
8 TALISLANTA: THE SAVAGE LAND
the game system
CHAPTER ONE:
This edition of Talislanta: The Savage during the course of the game. And it's just as
Land uses the D6 system for the resolution of important for the Game Master to seek the
important actions like combat, negotiation, input of the players, especially as pertains to a
magic, and finding resources to survive the key element of the game: Intent.
brutal landscape of the Talislantan continent.
The system is based on rolling six-sided dice
(the most common type of dice in gaming), and
adding them together to obtain a total that is
INTENT
Intent is a player’s description of what his or
compared to a Target Number (TN) set by the her Character hopes to accomplish by a specific
Gamemaster (GM). If the total of the die roll action. Before rolling the dice for an action,
is higher than the target number, the action for any reason, the players should let the GM
succeeds. With this game system all you need know what the character intends to accomplish
is paper, something to write with, and dice by the attempted action. This helps the GM
plundered from dusty board games sitting on determine the Target Number (TN) based on
your shelf, such as RISK or Monopoly. The rest the difficulty for the attempted action, as well
is just imagination and a handful of friends. as its actual outcome. The degree of difficulty
Snacks are optional, but encouraged. can vary greatly based on the intent of an action
While this rulebook covers everything you'll (see page 11).
need to play the game, you may find that For example, the intent of an attack might
certain rules and skills commonly found in be to injure the target, but it could also be to
other RPGs are “missing” from TSL D6. This disarm, trip, or capture it. If the player informs
is intentional, as the game system has been the Gamemaster beforehand of the character’s
designed to give the GM and players more input intentions, the GM will be better prepared to
into the narrative flow of the game, while at the interpret the result of the die rolls and apply
same time cutting down on extraneous rules them. Failure to give a detailed intent of an
and die rolls. action will likely produce a result that is unde-
At the heart and soul of Talislanta is sirable to the player. Therefore, the GM is
the interaction between the players and the encouraged to make clear a player's intent if it is
Game Master (GM). It is the GM’s job to help not clearly given.
simulate in the game those things that make
real life so unpredictable: a stroke of good
fortune, a freak accident, the strange occur-
rences that defy all odds or lay waste to the
TIME IN THE GAME
Except in combat and similarly critical situa-
most carefully-made plans. tions, it is usually not necessary for the GM to
It's important for players to allow their GM keep such strict track of time. For example, a
to embellish action results without interfering day’s ride can be covered by the GM in a single
chapter one: rules 9
sentence, if nothing special is planned for that
day. The GM should feel free to take a flexi-
The WILD Die
ble approach about time in the game and use To simulate the unpredictable nature of dra-
detailed, round-by-round descriptions of the matic actions, die rolls also use the WILD die.
action only as needed. Every attribute, skill and damage die roll
In an epic campaign, a round could be any typically has one WILD die. If a player is only
amount of time depending on the situation. rolling 1D, that die is WILD. For example, if a
In a battle, the GM could define a round as 1 character has a Melee skill of 5D, the player rolls
minute for a minor skirmish or 1 hour for a 4 standard dice and 1 WILD die.
clash of legions. However, if the tribe is racing If the WILD die comes up a “6,” the player
to repair a dam during a rain storm some immediately gains an additional WILD die to
rounds could be 10 minutes for bracing the roll and adds it to the total. This can continue
dam with timbers, but suddenly, when a small as long as the WILD dice keeps coming up “6,”
breach appears, the rounds could be 30 seconds allowing for low skills to produce large totals
to patch the breach before it widens and takes and adding excitement to the game.
down the entire structure. The GM is encour- It’s easiest if the WILD die is a different color
aged to manipulate the time frame, and the or size from the bulk of the dice being rolled.
rules overall, to make the mechanics of the However, if your dice are all physically the
game fit the story. same, the WILD die can be rolled separately for
simplicity.
ACTION RESOLUTION
In Talislanta D6, all actions are resolved by
Success or Failure
rolling the relevant number of dice and adding Once the total is generated, it is compared to
them together. The character’s attributes, the Target Number (TN), determined by the
skills, or effects (such as the damage rating of GM or the roll of the opponent. The difference
a weapon) determine the number of dice. This between the TN and the roll establishes success
number is described with numbers such as 1D, or failure, as well as the severity of either. If the
2D, 2D+1, 2D+2, 3D, 3D+1 and so on. total of the roll is higher or lower than 10 from
If a character has an attribute, such as the TN the success or failure is considered crit-
Strength, that is 2D, that character rolls two six- ical. A critical success is worthy of praise in the
sided dice and adds them together to generate stories told around the campfire later, a critical
a total roll. If the value indicated is 2D+2, the failure may result in playful mockery later—if it
player simply uses the same procedure and adds is survived. Critical success and failure typically
2 to the roll of the dice. result in a small change of fortune, or maybe a
The only die modifiers are +1 and +2; when bonus or penalty, to actions committed later. If
adding dice, if a modifier would be +3, then the effect is not specifically laid out by the rules,
simply add whole die (for example: 2D+2 + the GM can rule on the outcome.
3D+1 = 6D, not 5D+3); if it would be +4, then Note: a roll of all 1's on the dice always results
add a whole die +1 (2D+2 + 2D+2 = 5D+1, not in a Failure, even if the total would still be more
4D+4). than the TN.
10 TALISLANTA: THE SAVAGE LAND
ACTION TABLE
Die Roll Result
10 or more below the TN Critical Failure: the player not only fails the action, but suffers a mishap. For an attack
action, this may include dropping a weapon or striking an ally in the line of fire. This
could result in a perilous situation in difficult terrain, such as a cliff.
1-9 below the TN, or all 1s on die roll Failure: the action doesn’t succeed.
0-9 above the TN Success: the action succeeds, with little fanfare, and the results are applied.
10 or more above the TN Critical Success: the action succeeds spectacularly. This may result in impressing
witnesses or gaining a small advantage.
In combat, the character gains an additional +1D WILD damage die for each 10 points
rolled over the TN.
Target Numbers Combat
The TN in individual combat is equal to the
Target Numbers are based on the GM's inter- opponent’s skill with the weapon he is wielding
pretation of the difficulty of the situation. The or the action he is performing. If the opponent
TN is set in steps of 5 for each difficulty level chooses not to, or is unable to, defend them-
or by the roll of the opponent if opposed—typ- selves, the TN is 5 plus modifiers. Modifiers may
ically during combat or a contest. Unopposed include range, the target's size, cover, darkness,
TN are as follows: and so on. There is a list of combat and skill
modifiers on page 15. A detailed description
Difficulty TN Examples
of the combat rules comes later in this chapter.
Easy 5 Carrying a light load for a
mile. Climbing a tree with
many branches. Bonus & Penalty Dice
Moderate 10 Convince a friendly NPC TSL D6 Is a system designed to be malleable to
to give assistance. Sing the needs of the GM and the players. As such
competently. the GM is encouraged to reward clever thinking
Hard 15 Climb a wobbly ladder in
and good role playing, granting extra dice to
a siege. Decipher ancient certain Actions. Typically, the bonus assigned
pictographs. should be from +1D to +2D, but could go as
high as +3D if the plan has multiple advantages.
Very Hard 20 Pick a complicated lock.
Deliver a performance These bonuses could come from a player giving a
worthy of an encore. detailed description of their preparations, using
clever banter in a conversation, collecting useful
Challenging 25 Run for 20 miles straight.
supplies (beyond the basic requirements of the
Climb a brick wall in the rain
without gear. Action), and so on. There are also factors which
may impose a penalty in dice, such as a particu-
Heroic 30 Lift a 1000 Lb. bolder. Leap a larly terrible plan or a lack of basic tools, but the
30-ft. chasm. Halt a riot with
persuasion.
GM should hint at the flaws in the plan before
imposing the penalty. TSL D6 has many specific
Note, the GM is free to set the TN differently than the criteria for bonus and penalty dice, mostly in
previous table indicates. These are only guidelines, regard to combat, listed in the combat section.
and the situation presented in the game may require a
change in interpretation of the rules.
chapter one: rules 11
Luck; the Good and the Bad
Each character has a pool of Luck dice, which refreshes Minor NPCs (non-player characters), such as henchmen
every game session, that can be used to modify die rolls. or most monsters, don’t have Luck dice. Major NPC's,
A character’s archetype determines the starting number those with names and backstories, typically have the
of Luck dice. The more powerful a species, the less Luck number of Luck available as a starting member of their
it begins with. species. If a major NPC is a singular villain of great
importance, designated by the GM as one which should
Luck can be used either before or after the dice are
be able to take on several players at once, that NPC
rolled, and they act exactly like WILD dice, so if a Luck
should be assigned 1-2 additional Luck, per player, in the
die comes up a “6” an additional WILD die is rolled and
game. Thus, if the NPC is challenging 4 players, it should
added to the total. A maximum of 2 Luck dice can be
have 4-8 more Luck than indicated by its archetype.
added to any roll but, as with WILD die, there is no limit
to the number additional WILD die added because of If a player and a major NPC are making opposed rolls
“6's” rolled. they may add Luck dice after learning of their oppo-
nent's total roll, but only once.
Once a character's pool of Luck dice is expended, there
is no way to refill the pool until the next adventure or A player's Luck can be increased using Experience
game session. They are literally “out of Luck”. Points, just like attributes and skills.
Multiple Actions have a skill of 5D with their curved swords and
they decide only to attack once, so they each roll
Characters can attempt more than one action 5D. Ben, sensing that the odds are not good, notes
at a time, even in a single round, but this that he will probably have to spend Luck on any of
incurs a special penalty called the Multi-Action the rolls he fails. Hopefully, he won’t fail all three
Penalty. Each additional action, attempted in opposed tests!
the same round, reduces the available dice of
all actions by 1D. Therefore, a character who
attempts to do three actions in one round takes
Contests
a penalty of -2D to all three rolls in that round. When two individuals, or sides, are engaged in
This is common in combats when a character a non-combat activity that pits them against
must engage multiple opponents or achieve a one another they are in a contest. A contest is a
goal in addition to fighting. If the Multi-Action resolution of anything: a competition between
penalty reduces a character's roll to 0D, that storytellers, a drinking game, determining the
action automatically fails unless Luck dice are winner of a sporting event, and so on. When
added to that roll. Should the player decide to a contest occurs, the GM determines what
use Luck dice, they must be added to each roll attribute or skill to use and what constitutes
individually. a conclusion to the contest. For instance, if
the contest is a wrestling match the GM may
Example: Ben's character, Satha-Hor, has been designate the winner after a single opposed roll
ambushed by three assassins and desires to fight using the two character's Unarmed Combat
his way out quickly. Sizing up his opponents, skill. However, if the contest is between two
Ben rashly attacks all three in the same round. orators in front of a crowd, the contest may go
Satha-Hor has a 6D+2 skill with his trusty axe, so on for three rolls (each representing a period
he rolls 4D+2 against each enemy. The assassins of debate or storytelling) and the GM may
12 TALISLANTA: THE SAVAGE LAND
score the contest over the three rolls—perhaps Quicker and
assigning a bonus if the player engages in good
role-playing or planning. Dirtier
As an optional rule, the GM can forgo some
Example: Asha's character, Cha-Ko-Zu, is in a
rolling and use a default value of 5 per 2D
tug-of-war with an NPC treasure hunter over in the skill or attribute, rounded down. For
a chest discovered in an ancient ruin. The GM instance, if a player wants to throw a rock
decides it is a straight contest of Strength. Each through an open window and the GM sets a
time one of the characters wins an opposed test TN of 10 (moderate difficulty) and the player's
they pull the chest, and their opponent, further character has 5D in Throwing, the player could
away from their starting point. The contest is over, announce they are going to default to a 10 and
the GM stipulates, when one of them drags their automatically succeed in the Action. This can
opponent to the exit on their side of the room or cut down on unnecessary die rolls and speed
one of them has a Critical Success. Cha-Ko-Zu has up game play, especially when the Action is
a Strength of 3D, as does the treasure hunter. For not dramatic. Luck dice can’t be added to a
several rounds, they go back and forth, the contest defaulted roll.
dramatically swaying from one side to the other, If the Action is intense, such as in a combat or
until Asha decides enough is enough and she adds rescue scenario, the GM may require a roll even
some Luck to a Successful roll—turning it into if the character has ample skill or attribute dice
Critical Success. The grasp of the treasure hunter is to default to a success.
broken, he stumbles to the ground, and Cha-Ko-Zu Defaulting a roll can never result in a Critical
escapes with the loot. Success. If a player wants an outstanding
result, they must gamble with the die roll and
The Rule of Thumb potentially spend Luck dice.
The following sections cover combat, mass
If the GM desires to speed up, or simplify,
combats or other lengthy scenes in the game
actions, and other aspects of the rules system in
they can choose to assign default values to
more detail and provide many options for doing
minor NPC's, such as thugs or minor creatures,
things. However, it is not the goal of TSL D6 to for combat rolls. In essence, the Target Number
have the GM and players flipping through rule is the default value of the NPC's skill or attri-
books to find the particular rule for the thing bute plus 5. Therefore, a monster with a 6D in
that they are doing. Escape or Unarmed Combat (normally a default
When in doubt, remember that the game value of 15) would have a TN 20 to be hit by an
typically applies bonus and penalty dice to the attack. While this is a little less exciting than
character based on things directly effecting the throwing down dice repeatedly, brimming with
character themselves, while adjustments to the anticipation to find out if the dice have deliv-
Target Number are based on criteria that effect ered glory or defeat, it can be useful for small
the focus of the action and the environment. So engagements and minor events that may bog
just look at the situation, see things like inju- down an adventure. This method can save time
ries, lack of equipment, and good planning and to be used later in an adventure for climactic
adjust the dice the player is rolling. Set a target endings with major villains.
number based on things like range, weather,
darkness, and other things that are outside of
the player character's control. Then just roll.
Maybe you forget a modifier or two, but most
of the time it’s not important. Just go for it. Run
the game, move the story along, and get the
chapter one: rules 13
players into character and having fun. The rules 2. State Intent
are your guide, not your master. On the character's initiative, they must state
all the actions they plan to take; this includes
RULES FOR COMBAT movement, attacking, retreating, hiding, etc.
Example: Bob says that Oo-Ka-Za wants to
Combat Rounds & Turns attack the leader of the Ra paladins, hoping
to strike him down and dismay the remaining
Time in combat is measured in rounds. A paladins.
round is roughly six to ten seconds long:
enough time for combatants to move up to the 3. Determine Target Numbers and
maximum allowable distance based on their Bonus/Penalties
(or a mount’s) Speed rating, or draw weapons, The GM assesses the difficulty of each action
exchange attacks, or engage in other simple or rolls the opposed skill of an opponent,
Actions. During a combat round, each charac- addressing all bonuses and penalties such as
ter is given a chance to act. A single character’s Multi-Action penalties, wound penalties, and
action within a round is called a turn, as in “it’s tactical advantages.
Severus’ turn to attack.” Once all characters
involved in the combat have taken their turn, Example: Ellen decides that the Ra leader won’t
the round is over. dodge the attack, betting that Oo-Ka-Za misses.
The range is medium, and the paladin is charging,
Procedure for Combat hoping to spear Oo-Ka-Za, so the TN is 20 (5 +10
for range, +5 for moving defender).
To simulate combat in the game, use the fol-
lowing procedure each round: 4. Roll the Dice!
The player rolls their appropriate attribute or
1. Roll for Initiative skill, with modifiers, and compares it to the TN.
All characters, PC and NPC alike, roll their DEX If they fall short, or desire a Critical Success,
attribute to determine their turn order for the they can add up to 2 Luck die at this time.
round. Turns are taken in descending order,
from highest to lowest roll. However, a charac- Example: Bob rolls his dice, getting 2, 3, 4, 5, 5,
ter may choose to wait and take their turn later and 6 on the WILD die! He rolls another WILD
in the round. This is called holding your turn. A die, getting a 5. His total is 30, 10 more than the
turn can be held until the end of the round, but TN of 20. This is a Critical Hit!
is lost if not taken. In a mass combat or battle,
characters use their Perception attribute for 5. The GM Judges the Result
initiative. The fallout of failed rolls is described, typically
just indicating the character missed an attack,
Example: Bob, Cindy, Sharon and Rick are all while damage is rolled if an attack is successful.
playing Imazi hunters. Bob’s character, Oo-Ka-Za, For other actions, the GM decides if the intent
has a DEX of 4D, The other characters all have of the action is achieved and how that effects
a DEX of 3D. Bob rolls 19. The other players roll the situation. It is important to emphasize the
as well, resulting in the following order: Bob (17), result in this phase; “You jump through the
Sharon (16), their Ra opponents (Ellen, the GM, flames and escape the falling building!” “Your
rolls once for their Initiative to simplify the action) foe, struck through the leg, crashes to the
(15), Rick (12) and Cindy (4). ground and surrenders!” “Having misjudged the
terrain you fall backwards, landing with a thud
14 TALISLANTA: THE SAVAGE LAND
COMBAT MODIFIERS
Circumstance Modifier
One-quarter Cover +5 TN.
Half Cover +10 TN.
Three-quarters Cover +15 TN.
Full Cover Can’t be hit. If the defender pops out during the round, his cover is considered
three-quarters.
Attacker Flanking (not Ambushing) +1D to hit; +2D if directly behind the Defender.
Low Light +5 TN (Night Vision cancels this).
Full Darkness +10 TN (Night Vision reduces the penalty +5 TN) if the attacker knows where
to fire―if not the target would be +20 TN if the attack is made in the correct
direction.
Morale, Intimidated/Fear -1D to -2D, depending on severity such as Critical Success on an intimidation
check.
Attacker Moving Multi-Action penalty, except as part of a charge.
Target Moving +5 TN if more than base Speed.
Preparation +1D to +2D, includes taking one, or more, rounds to aim or dig-in.
Point Blank Range +0, 1-2 Hexes (1-5 yards).
Short Range +5 TN, 3-5 Hexes (6-15 yards).
Medium Range +10 TN, 6 Hexes (18 yards) to one-half the effective range of the weapon.
Long Range +20 TN, over half the effective range of the weapon.
Extreme Range +30 TN, over the effective range of the weapon, but no more than double.
Defender Size See Scale (page 16).
Tactical Advantage, Attacker +1D to +2D, such as attacking from higher ground or having the defender
surrounded, may stack with other tactical advantages―GM Option.
Two-Handed Weapon used One- Handed +5 TN, causes Fatigue (see STR MIN, Page 22).
Unusual Situation, Attacker -1D to -2D, such as hanging from a moving conveyance or balancing on a
treacherous surface, may stack with other unusual situations―GM option.
Light Wound (one Wound taken) -1D.
Heavily Wounded (two or more Wounds taken) -2D.
Incapacitated (0 Wounds, or less, remaining) Can’t take actions.
Note, some modifiers, such as Cover, may only apply to ranged attacks.
chapter one: rules 15
on the ground below the ledge and are injured
badly...”
Scale
When characters are dealing with opponents
Example: Because this is combat, the result of a that are much larger or much smaller than
Critical Success is an additional +1 WILD die for themselves, this is considered a difference in
damage (see page 11). scale. Scale is rated from 0 to 6, with most
characters rated at scale 2: humanoids. Scale 0
6. Next Player’s Turn creatures include most insects and tiny animals,
Once a player’s turn is complete (all damage or while scale 6 beasts are gigantic monsters of
other effects resolved), it is the turn of the next Lovecraftian proportions.
player in initiative order.
Scale Category Examples
Example: Once Bob’s turn is complete (we’ll stay
with him in the damage section below), it’s Sharon’s 0 Tiny Rodents, Bottle Imp
turn, starting with her statement of intent.
1 Small Children, small animals,
Fetch
Combat Damage 2 Medium Adult humanoids, Manth,
The amount of damage an attack does is Withen
determined by rolling the dice according to the 3 Large Catdrac, Malathrope,
Damage rating of the weapon. Most weapons Strider, Tarkus
are based on the character's Strength attribute. 4 Huge Behemoth, Megalodont
A typical sword is listed as STR+1D+2, there-
fore if a character has a 3D+1 STR they roll 5D 5 Massive Kra, Great Land Dragon
for damage. (see Chapter 7, Equipment). Other 6 Gigantic Colossus, White Wyrm
weapons, like a crossbow, aren’t affected by the
character’s STR and are just rolled with the dice When dealing with something of a different
indicated. scale, check the difference between their scale
The TN to do damage is normally 5, and ratings and apply a modifier to hit and damage
success results in 1 Wound Level. Critical based on the table below. The To-hit modifier
Success grants an extra Wound Level per 10 adds dice to attack or dodge (normally a char-
rolled over 5. So, a roll of 26 would be 3 Wound acter can’t parry an attack from a larger-scale
Levels of damage. Characters can take 1 Wound enemy), while the damage modifier is a flat
per 1D in the Strength attribute they possess +/-10 per difference in scale.
before they fall unconscious or die. Note that
minor characters, such as bandits, often flee or Example: Iso-Lar, Ray's archer, has been cornered
surrender after taking only one or two wounds. by a young Kra that is scale 4. As the Kra is 2 scale
levels above Iso-Lar it gains +20 to all damage rolls
Example: Bob rolls the dice to determine how and, if Iso-Lar hits the Kra with his bow, the TN to
badly he has injured the Ra leader. A thrown damage the Kra is 25 instead of the normal 5. On
Gwanga does STR+1D+1. Oo-Ka-Za’s STR is 3D+1, the other hand, the Kra is so large that it is hard to
for a total of 4D+2, but Bob gets an additional miss, so Iso-Lar has +2D to hit the young Kra, and
WILD die for his Critical Hit. He rolls, getting 2, when he is attacked he gains +2D to Escape the
4, 4, 5 and 5. He decides to spend a Luck die, and attack. The creature is much too large to parry and
gets a 6! He rolls it again, getting another 6! A a crushing attack may be considered Area of Effect.
third roll, and this time it’s only 4. His total is 36,
inflicting 4 Wounds.
16 TALISLANTA: THE SAVAGE LAND
To-Hit Damage being rendered useless. Most shields are PR 2, so
Modifier Modifier if an attack does 3 Wounds or more the durabil-
Scale (Smaller (Larger ity of the shield is reduced by 1. These unstopped
Difference Scale) Scale)
wounds damage the shield instead and are not
0 N/A N/A transferred to the bearer of the shield.
If a shield is used to defend against attacks
1 +1D +10
of a greater scale, such as a large monster, the
2 +2D +20 entire damage is applied to the durability of the
3 +4D +40 shield. For example, a scale 3 monster strikes at
a character with a shield, rolling a normal miss
4 +6D +60
and doing 5 Wounds; the shield's durability is
5 +8D +80 reduced by 3. This effect could apply to siege
6 +10D +100
weapons and powerful traps as well.
A shield typically lasts longer than most armor,
but if its durability is reduced to zero it can’t be
It is important to note that a much larger (3 repaired; it’s basically scrap wood or metal.
scale levels or more) creature's attack can be
considered Area of Effect, which would prevent
a smaller target from Evading. The character
Armor
may choose to Dive for Cover, forfeiting their Protection Rating (PR) describes the protec-
action, but the Escape bonus due to scale dif- tive value of armor. This includes all forms
ference is not applied in this case. In short, it of natural armor, like a thick hide. Armor of
is best not to pick a fight with something more any type is rated according to the number of
than 2 scale levels larger than yourself! Wounds it can absorb before it is useless. The
PR appears in the equipment description like
Shields this: 1(2). The first value is the represents the
number of wounds the armor stops before
Using a shield gives a defender a +1D bonus the character takes damage. For example, if
to parry an incoming attack and can serve as the target takes 3 Wounds, the first is stopped
cover against a ranged attack. Most shields are by the armor and the target takes only two
considered one-quarter (+5 TN) or one-half (+10 Wounds. The second value represents the
TN) cover. The equipment chart specifies Cover durability of the armor, or the number of times
protection. A shield either stops all damage it can take damage before it is no longer effec-
(while absorbing some itself), or stops none. tive. Using the same example, if this armor
When using a shield and an attack misses, penetrated twice, i.e. if it is struck twice for
but is not a Critical Failure (a complete miss), it two Wounds or more, it is no longer effec-
may mean that the shield successfully stopped tive in stopping damage until it is mended.
the damage. Make a damage roll and apply it to Attacks that don’t penetrate the armor, doing
the shield. A Failure or Complete Failure result 1 Wound, don’t reduce the durability of the
means the attack missed completely. Damage armor. Natural armor, such as the scales of a
from a Success or Critical Success is applied to giant monster, maybe listed as 1(-); this means
the shield (the GM can opt to forgo checking that the armor is always protective. However,
damage to shields for attacks of 3D+2 damage a character can target an open wound on a
or less, as they are highly unlikely to produce a creature with a Called Shot (page 18) if it has
result and may slow down game play). Shields already taken damage.
have a PR, just like armor, which serves to Armor is listed with a set of locations,
describe how much damage they can take before showing what it protects. Most armor protects
chapter one: rules 17
the chest and back, but more expensive armor A character can commit actions before or
includes the arms and legs. Unless stated in the after they move, but movement over 2 hexes
intent of the attack, the damage sustained is (4 yards) inflicts Multi-Action penalties.
applied to the chest or back, depending on the Therefore, if a character moves 4 hexes (8 yards)
relative position of the attacker and the target. and then makes an attack, that is considered 2
To bypass armor, an attacker can state that actions and the attack suffers a -1D penalty. It is
their intent is to strike another location on the possible to commit an action in the middle of
target such as a limb or the head. The damage a character's movement if the GM determines
is applied to the called location on a Critical that it is appropriate; for example, a character
Success. The natural armor of a creature often could move past a spear stuck in the ground
has weak spots, such as joints or the face, which and grab it while on the move.
can be targeted. Characters can move faster than their Speed
To repair armor the character must have time rating by declaring that they are running or
and the proper tools. The TN is 5 plus 5 per sprinting. A character who is running can move
durability point that needs to be restored to up to double their Speed rating in a round,
the armor, using the appropriate Armorer skill, but are restricted to defense and other simple
and it takes approximately 1 hour per durability actions. Sprinting allows a character to move up
point to complete. A Critical Success reduces to four times their Speed rating, but the charac-
the repair time by half, while a Critical Failure ter can’t commit an action as they are focusing
renders the item useless. all their energy on moving at the maximum
Special armor types may vary regarding PR velocity their bodies can achieve.
and repair. Consult the description of the Swimming, climbing, crawling, and jumping
armor type for specifics. Natural armor doesn’t are considered actions if they cover more than
need traditional mending; it is repaired by 1 hex (2 yards). A character can move one half
normal healing and benefits from healing items. their Speed rating if swimming, and one quarter
their Speed rating if climbing something like a
Example: The Ra paladin is wearing paladin ladder or rope.
armor, with PR 1(3). The armor stops one wound, If a character attempts to move away while
while 3 get through. The armor is damaged for one engaged in melee combat, their opponent
durability point. can pursue or attack them so long as they
have not already had their turn in the round.
Additional Combat Rules Essentially, the opponent gets their turn at
same time as the character attempting to
disengage from the combat.
Movement
Moving is an essential part of combat. Each Special Maneuvers
character has a Speed rating, typically their & Called Shots
archetype’s base Speed +1 per 1D of Dexterity In lieu of a standard combat attack, an attacker
the character possesses. This number indicates or defender may opt instead to use a special
the number of hexes the character can move on maneuver. These tactics can include anything
a map and still commit a normal action, such from attempts to knock out, subdue, disarm,
as attacking. If the GM is not using a map, the evade, trip, or entangle, to just about any other
Speed rating can be translated as 2 yards per 1 combat-related maneuver that can be imagined,
Speed rating. Therefore, if a character has an including called shots. This is a chance for the
archetype with a base Speed of 6 and Dexterity player to not only be more descriptive and vivid,
of 3D, their Speed rating is 9 and they can move about the action, but to introduce a variety of
up to 18 yards in a round and still act. situations outside of standard attack and defense.
18 TALISLANTA: THE SAVAGE LAND
To use a special maneuver, the character round), to Dive for Cover—in essence, they
needs to state their intention for the action. won’t roll for initiative in the following round.
The TN is determined normally; but in order If the player is prone or otherwise unable to
for the special maneuver to succeed the char- move effectively they can’t Dive for Cover.
acter must score a Critical Success. A normal The TN to Dive for Cover is 10 if the charac-
Success has no effect, as the defender managed ter needs to move less than their Speed rating
to avoid the attack. The damage bonus for to get to safety, 15 if they need to move more
a Critical Success is not applied unless the than their Speed rating (running), and 20 if they
attacker has rolled 20 or more over the TN. If need to sprint. If the terrain is rough, or strewn
the intent was not to cause damage, such as in a with obstacles, the TN could be +5 to +10 more.
disarm or knock-down, no damage is rolled. Since an Area of Effect attack effectively
Note, in a called shot a target can never strikes all over the target's body it does addi-
take more than one-half of its total wounds if tional damage. Instead of needing +10 to do an
the stated location was a limb or non-critical additional wound, an Area of Affect attack only
location. Therefore, a defender can’t be killed needs +5. Some of these attacks may suffer a
instantly by taking a shot to the arm or leg loss of effectiveness the farther out the target is
unless they have already sustained damage from the center of its effect. An explosion does
elsewhere. Targeting vital organs or the head only half damage, rounded up, if the target is
doesn’t have this restriction. Limbs, including more than half the maximum distance away
the head, are severed if they take 2 Wounds or from the source of the bomb. For example, if a
more. In addition, a called shot can be used torch is dropped into a volatile fire pot and the
to even the odds against a creature of a larger GM determines the damage is 4D and the Area
scale. The attacker can reduce the scale modi- of Effect has a 6 hexes (12 yard) radius, then a
fier (see Scale, page 26) by 1 level by targeting character caught in the blast who is more than 3
a weak spot, such as soft tissue. hexes (6 yards) away takes only 2D damage.
Area of Effect is listed in the special abilities
Area of Effect Attacks of weapons and creatures.
Some attacks can do damage across a wide area,
more than 1 hex (2m square). This is called an Breaking a Weapon
Area of Effect attack. This could include explo- If a character rolls a Critical Failure with a 1 on
sives (though they are rare in Talislanta), traps the WILD die on either an attack or damage
that hurl dozens of arrows, the club of a giant roll, their weapon breaks. The GM can overrule
creature, an avalanche, or the effect of some this result if the situation doesn’t lend itself
magics. These attacks are very dangerous. They to this happening. A broken melee weapon
are difficult to avoid and do more damage. reduces damage by 1D. A ranged weapon that
An attack defined as Area of Effect can’t be breaks on an attack roll ceases to function, but
defended against normally. The defender must if on the damage roll the missile, such as an
Dive for Cover, essentially trying to run or jump arrow, simply shatters harmlessly on impact.
to safety. This may be as simple as getting out Repairing a weapon requires the proper tools
of the way, or putting an obstacle between the and components, such as a new bow string or
player and the source of damage. Diving for a good branch to make into a spear shaft, and
Cover requires an entire round to accomplish possibly a Weaponsmith skill. Forged items,
and can’t be combined with other actions. This like a sword, can’t be repaired, they must be
is a defensive action, so the player can use their replaced. It is said the Old Archaens had ways
upcoming turn to Dive for Cover: if the player to mend shattered blades, but that knowledge is
has already had their turn in the round they can lost. Broken blades can often be sold at partial
choose to use their next turn (in the following value, typically to blacksmiths who melt them
chapter one: rules 19
down for new weapons. Metal is too valuable Example: Sara's character, Janu, has rolled an
to be thrown away. If the character contin- initiative of 17 and the brigand she is fighting has
ues using the broken weapon, a second break rolled a 13. On Janu's turn, she attacks the brigand
renders the weapon completely useless. with her spear using her 5D+2 Spear skill. The
brigand successfully parries with his 5D Sword
Charge skill. When it comes to the brigand's turn, he
Charging allows a character to make a running chooses to attack Janu twice. Including his earlier
action and make a single attack at the end of parry, this is three actions total or a -2D penalty,
their movement. The Multi-Action penalty still so he rolls 3D twice against Janu. As Janus is only
applies, but the character gains a bonus of +1D defending against the one brigand, she only counts
to damage if the attack is made with a melee her previous attack and one defensive parry as
weapon. If a character is riding a mount, or a actions, for a total of two actions or -1D. Janu rolls
vehicle, a charge can be done while their mount 4D+2 once, and the brigand must hope to beat her
is sprinting. This is because the character is roll with at least one of this two 3D rolls. This is a
not focused on intense physical exertion, but gamble, but the brigand is desperate and hopes to
instead is guiding their mount to the target. land a pair of long-shot strikes.
Using a mount with a spear or lance confers
a +2D bonus to damage if running and +3D if The Escape skill must be used against ranged
sprinting—otherwise the bonus is +1D. attacks such as arrows. The GM first establishes
If a defender has a polearm such as a spear, the TN if the target doesn’t dodge. As normal
or a ranged weapon, they can make an attack this is 5+modifiers, such as range and cover.
against a charging enemy first—even if they lost These modifiers can add up quickly in many
the initiative. This simulates having the time to situations, which gives the target the option to
prepare and execute the counter-attack while choose not to dodge (saving them an action) if
the charger is moving. the TN already seems high. Alternatively, they
can choose to roll their skill (including Multi-
Defense Action penalties) and, as long as they don’t roll
Unless a target is ambushed, the defender can a Critical Failure, they can take either their roll
choose how they are going to deal with an or the established TN. Essentially, the defense
incoming attack. The most common methods roll is compared to the attacker’s TN and
are to parry using a melee weapon skill, or the defender can take the better option. The
dodge using the Escape skill. This is an opposed gamble is that the Critical Failure leaves the
test between the attacker and the defender. target wide open to attack.
Defense is considered an action, so if a char- The Escape skill is also useful in disengaging
acter makes a defense action in a round before from a melee, allowing them to flee. Instead of
their turn, the defense is counted as part of a parrying, the character who is trying to disen-
Multi-Action penalty. Respectively, any attacks gage uses their Escape skill as a defense and
or actions committed prior to being attacked takes a Multi-Action penalty for moving as well.
are counted against the defense as well. If the opponent misses, the attempt to retreat
Note that a defensive roll applies to all works.
incoming attacks from a single attacker. Thus,
if an attacker chooses to strike their target more Grappling
than one time, the defender need only make Grappling is any attempt to grab, restrain, or
one defense roll. Fighting off multiple attackers throw an opponent using strength, leverage,
requires additional actions. or special grappling weapons. If the attack is
successful, the victim is restrained, and may
take no further action until he can escape the
20 TALISLANTA: THE SAVAGE LAND
hold by making a successful STR roll, or using Expediting
an Unarmed Combat skill, as an opposed roll to
the attacker. If the defender’s escape attempt is Combat
unsuccessful, the attacker can throw or choke
If the GM desires to speed up combat, they
the defender without the need for a second
can choose to ignore the defense option of the
attack roll on the attacker's next turn. The combat round and simple have the combat-
damage is equal to the attacker's STR-1D and ants roll their skill, opposed, to determine the
most armor doesn’t apply. outcome. Essentially those that lost initiative
would counter-attack immediately and skip
Unopposed Attacks their turn. This reduces the drama of the
Attacks against opponents who are helpless or guard, turn, parry, dodge, spin and thrust of
unaware (as in an ambush situation) are called the combat, but it reduces die rolls and can
Unopposed Attacks. If the helpless or unaware expedite a minor encounter.
opponent is in melee range, the TN to attack is Another method is for the GM to identify
normally 5, as the defender can’t use a defensive certain enemies as “minions.” Minions rarely
action. If the target is farther away most of the fight to the death and retreat after taking a
normal modifiers apply, especially cover and Wound Level or two. This also happens with
range. The attacker also has the advantage of creatures who seek to make a meal of a
being able to use the preparation (or aiming) member of the tribe, but find the target charac-
bonus in most Unopposed Attacks. The attacker ter too dangerous to pursue. Therefore, many
doesn’t gain an automatic damage bonus; but the creatures flee if they are Heavily Wounded. The
reduced TN makes a Critical Success more likely. characters are victorious, but lack a carcass to
pose triumphantly on.
Enchanted Weapons
Enchanted weapons do additional damage
based on their rating, granting a bonus between
+1 to +2D. Enchanted weapons created by the
ancient Archaens may also have been imbued
with one or more magical powers; such as
the ability to burst into flame, additional this ability and reduce magical armor's dura-
damage against certain types of entities (for bility normally. Armor created by the ancient
instance, +1D to demons, on top of the base Archaens may also have been imbued with one
damage bonus), the ability to cut through or more magical properties, such as the ability
non-enchanted armor without penalty, etc. to protect the wearer from fire, protection
Enchanted weapons only break when strik- from a specified type of creature (such as +1 PR
ing other enchanted objects, and they may against a Demon), etc. The folk of the current
continue to function even then. The folk of era don’t know how to create enchanted armor
the current era don’t know how to enchant with such advanced properties, but they can
weapons with such advanced properties. repair already-existing armor.
If the enchanted armor has the Reduction
Enchanted Armor power it reduces the number of dice rolled by
Enchanted armor has an additional effect, on the attacker. Therefore, if a magical breastplate
top of its PR: it doesn’t loose durability due to listed Reduction -2, and the bearer was hit with
hits from non-magical weapons. Essentially, a 5D+1 attack, the actual damage rolled would
enchanted armor has a rating of PR 1(-) against be 4D+2. The Protection rating of the armor
normal weapons. Enchanted weapons that pen- is then applied. Damage can never be lowered
etrate armor (listed as Armor Piercing) ignore below 1D in this manner.
chapter one: rules 21
Strength Minimum lbs, 6D up to 400 lbs, 8D up to 800 lbs, and so
Weapons and armor typically list a Strength on. If the character is pinned under the object,
minimum (STR MIN), the STR required to they take half the initial damage each round
properly use the item. If a character doesn’t if they are being crushed by something like a
meet the STR MIN for a weapon, the char- creature or mechanism actively pushing down
acter suffers a penalty of -1D to hit and to on the object; or per minute if the object is just
damage with that weapon—to a minimum of resting on their body. Armor typically doesn’t
1D to hit and STR+1 damage. If the character apply against crushing damage unless it covers
doesn’t meet the STR MIN for armor, they are the entire body.
-1D to all physical actions attempted while
wearing the armor—including attack, defense, Disease, Blood-Fever: The character suffers
and damage. Additionally, if the character brain damage that causes hallucinations, and
wears the armor for a long time, such as a eventually crippling dementia. A failed resis-
day’s march or a short battle, they will be tance test imposes a -1D penalty on all mental
fatigued and require rest. Note that if an item skill tests, such as Barter, Engineering, and
is of a larger scale, such as a giant's club, the Lore, for the first week. The character randomly
character can’t wield it effectively at all. sees things which are not there, or comes to
obviously mistaken conclusions for the dura-
Non-Combat Damage tion of the disease, as determined by the GM.
This penalty grows by -1D per week until the
Characters in the Savage Lands can experience penalty becomes greater than the character's
many different perils, not just the blade of a WIL dice, at which point the character descends
marauder or claw of a beast. Here are some into complete madness and becomes unable
simple rules for dealing with the many ways a to commit any rational actions. Effectively, the
character can be injured. Should a character character is unplayable and the most merciful
take damage in a way that is not listed here, thing to do would be to end the life of the char-
choose the closest damage type and adjust acter—a cure is too late. Cures can be brewed
appropriately. by potion masters, but rarely are such curatives
on hand. The ingredients are difficult to store
Miscellaneous Damage Ratings for more than a few weeks. If a cure is obtained
the disease reverses itself in 1D+1 days.
Burning/Fire: 1D per round if the character is
on fire from a normal (non-magical) fire. Add 1D Disease, Corpse-Rot: The character loses 1
for a liberal coat of accelerant (like oil), and up to Wound per day until healed, but doesn’t lose
4D for a well-built pyre or perhaps even a forge. consciousness at 0 Wounds—nor do they go
However, there will be burns, regardless of how to negative Wounds due to the disease. The
much damage is sustained, which cause a -1D character can’t heal any Wounds taken by any
penalty to actions involving the affected limbs. means—magic, skill, or medicine—until the
Armor seldom protects against being on fire, but Corpse-Rot is cured. The character doesn’t
would work against a fire-based attack—initially. experience pain. A curative potion will end the
If an attack sets the character on fire, the damage disease. The character doesn’t experience pain,
would affect them as normal. but still incurs the Wound penalties due to the
loss of muscle tissue.
Crushed: If a large object should collide with
a character, such as a bolder or a runaway dray, Drowning: A character can hold their breath
the GM assigns a damage value of 2D for an for 1 round per 1D they have in their Swimming
object of less than 100 pounds, 4D at up to 200 skill. After that they must make a swimming
22 TALISLANTA: THE SAVAGE LAND
check after TN 5 times the number of rounds Destiny
they are still under water. Therefore, if a char-
acter has a Swimming skill of 5D, they can hold Intervenes
their breath for five rounds. On the sixth round
If the GM decides that the game is too lethal,
they must make a Swimming check at TN 5, on
they can allow characters to reduce damage
the seventh round at TN 10, and so on. taken by spending Luck. Every 2 Luck dice
If a check fails, the character starts breathing expended reduces damage by 1 Wound Level.
water into their lungs and the next check is TN This should be capped at no more than 4 Luck
10 times the round. On a Critical Failure the spent in this fashion on a single instance
character falls unconscious and must be pulled of damage. A player must decide if they are
from the water and healed within a number of reducing damage immediately after it is deter-
rounds equal to their STR dice, or die. mined or forfeit the opportunity. Additionally,
the GM can allow Luck to be used to delay
Falling: A character who falls onto a solid bleeding damage. This would give other
surface, such as the ground or a floor, takes players more time to get to a badly injured
1D per 10 feet fallen, to a maximum of 12D. character in order to save them from dying.
Above 130 feet the damage is considered Area
of Effect (see page 19) damage and does 1
Wound per 5 above the damage TN (typically 5),
instead of every 10. Armor doesn’t apply against
this damage. If the surface is “soft,” like water
or tent canvas (held up by poles), the GM can
reduce the damage by 2D-4D. Lack of food works the same way, but the
Wound Level is sustained per week, and after
Exposure: This can vary a great deal based on becoming immobile at 0 Wounds, they take an
conditions and the species of the character, additional Would per day until dead. If char-
but the standard procedure is to assess the acters are operating with low rations, i.e. half
harshness of the climate at 1D to 3D and set an the needed food and water (or less), the interval
interval for that damage to occur. The interval between wounds is doubled.
is typically per day, but if there is a lack of cover
the interval could be set as low as per hour. For
example, if a character is trapped on an ice flow
with some cover or shelter, the GM could assign
INJURY & DEATH
Characters that have sustained 1 Wound are
2D damage sustained daily. If the character's considered Lightly Wounded and are -1D to
meager shelter is destroyed, the GM may decide all actions until healed. At 2 Wounds or more
the damage is taken twice daily; maybe even they are Heavily Wounded and suffer a -2D
hourly, if a storm moves in. penalty. When the character has sustained the
same number of Wounds as their STR dice,
Thirst/Hunger: Unless the character's essentially having no Wounds left (also called
archetype or species has special resistance to “0 Wounds”), they fall unconscious and will
dehydration or lack of food, a character auto- die from bleeding (external or internal) if not
matically takes 1 Wound Level every other treated.
day they are without water, until they reach Death occurs when a character takes double
0 Wounds and become unable to move in a the number of Wounds than they have STR
meaningful manner. At this point, they will die dice. Thus, if a character has a STR of 2D, they
the following day. die after taking 4 Wounds.
chapter one: rules 23
HEALING & RECOVERY
Healing occurs at the rate of 1 Wound per week
Critical Failure results in an additional Wound
and the injured character continues to worsen.
A failed stabilization check can be re-rolled
if the character is able to rest and has some basic after the next time period the wounded char-
medical treatment, such as bandages and a salve acter would take damage. In the meantime, the
to prevent infection. If not, the character typi- character is suffering from their Wounds as if
cally heals at a rate of 1 Wound per two weeks; they had just taken them, impacting all their
perhaps longer if they engage in strenuous skill checks—not just physical ones.
activity. For basic medical care the character, or
a member of the tribe, needs at least +1D in the
Healing skill and the equipment to provide the
Healing Potions
care. While a character is healing, i.e. after their Healing potions instantly heal 1 Wound from
wounds have been bound, the Wound penalty no most forms of damage and stops bleeding
longer effects mental and social skills like Lore damage. A healing potion may revive someone
or Barter, but it still effects physical skills like who has died on the previous round due to inju-
combat and Stealth. ries. In this case, the victim must make a TN 15
The most critical part of healing is the treat- STR or WIL check (whichever is higher), or die.
ment of wounds taken immediately after the
trauma is received. This is called Stabilizing
Wounds and it includes stopping blood loss,
Magical Artifacts
setting bones, applying disinfectants and Magical artifacts are entirely up to the GM’s
healing salves, and so on. The application whim; some may aid natural recovery, some
of first aid must be done as soon as possible, may immediately restore Wounds, and some
not only to begin the healing process, but may put the patient into a coma while acceler-
to prevent Wounds from becoming worse. ated healing occurs.
Untreated Wounds result in additional damage
of 1D (WILD), rolled at an interval based on
their current Wound level: if Lightly Wounded
the roll is at the end of every day, including
MASS ACTIONS
The rules for mass actions can be used when-
the day the Wound was sustained; at Heavily ever a tribe or large number of individuals
Wounded the character takes the damage every collectively attempts to perform an action that
hour; and if incapacitated or below, the damage doesn’t involve combat.
is every 10 minutes until dead. A character can Examples would include a tribe salvaging
spend Luck to reduce the damage at 2 Luck per valuable materials from a ruined structure
1 Wound Level sustained from worsening, but (using the Salvage skill), or working together to
this doesn’t stabilize the injured character, it move a heavy object (using an attribute―in this
just stalls the inevitable. case, STR).
The TN to stabilize an injured character is 10 There are two ways to resolve a mass action:
at Lightly Wounded, 15 at Heavily Wounded, one uses a central character as the primary
20 at Incapacitated, and if the character has focus; and the other sets a skill or attribute
reached negative their STR in Wounds (but not value, representing the general capabilities of
below) and a care giver can reach the character the group, to be used to resolve the mass action.
less than 10 minutes from the time the damage
was sustained, they can attempt a heroic stabi-
lization at a TN of 30. A Critical Success on this
Central Character
check halves the time to heal the first wound, A central character is used most often in small
but the healing rate is normal after that. A groups, typically less than ten or so. The central
24 TALISLANTA: THE SAVAGE LAND
character is the leader or primary driver of the
action. In this case the skill or attribute used
Group Skill Rating
is that of the central character and the GM When dealing with large groups where an
determines how much help, if any, the rest of individual is not the focus of the action, the GM
the group gives. Things to consider include: needs to determine the skill rating of the group
do other members of the group have relevant and adjust the TN to account for the size of
skills (at least +1D in the skill)? Are the other the group opposed to the size of the task. This
members physically able to assist in the Action represents the general capabilities of the group
or are they limited by available space? Are tools or tribe. The Tribe Sheet lists some average
needed, and are they in sufficient supply? Is ratings the group possesses, such as combat
the group hampered by fatigue or injuries? The ability, but other qualities may require the GM,
answers to these questions help the GM deter- and players, to estimate. The estimate should
mine how many people can help the central look at the typical attribute of the group or
character. Each qualified helper adds +1 to the tribe, often based on archetype, and if the skill
central character's skill, up to +3D. In this case, needed is common in the group. A group or
the primary character can use Luck to alter the tribe that is renowned as craftsmen are likely to
outcome to the mass action. have repair skills, so a GM may assign a group
crafting skill of 5D-6D. If another group is
Example: Sovoran, Kenji's character, is trying known mostly for warfare, they might only have
to move a boulder away from a cave opening to a group crafting skill of 4D.
free a trapped tribesman. Sovoran is the mightiest
character, with a 4D Strength. He has a dozen Example: The Harpak tribe is expecting a huge
members of the tribe with him, but the GM deter- swarm of devastating Rhasts sometime early the
mines that only five people can get around the next day. Unchecked, they will destroy the crop
boulder to move it. They don't have many tools, and could injure, or even kill, many in the village.
such as picks or ropes, so it must be brute force. It is decided that trenches, for firewalls and moats,
Sovoran chooses four of the strongest of his group must be dug and preparations made. The players
and has them gather round the boulder to move it. point out that the Harpak tribe are great farmers
They give him a +1D+1 bonus, as four can help, for with numerous plows, tools, and strong backs
a grand total of 5D+1. At a TN of 30 they are in for skilled at digging. The people are fairly strong and
a great struggle with the massive rock. the GM calculates their effective skill to be 6D: an
average 3D Strength, +2D in skill, and +1D for the
Example: Hannah's character, Wulda the Wild, proper equipment and experience. There is a lot of
is hunting an enemy war-band that raided their work to do; three trenches almost 100 yards wide
village. She has an excellent Tracking skill of 6D, and at least three feet deep need to be dug and
but it is dark, the terrain is dry, and the enemy is filled with water from the nearby well or with oil
stealthy. Among her group are 8 members of the from the storehouses. With only a day to do the
tribe who are also skilled in Tracking, having +1D work, the GM decides the TN to finish each trench
or more in the skill. The GM decides that having is 15. Since there are 3 trenches in the plan, the tribe
more hunters to fan out and search a greater area takes a Multi-Action penalty to tackle all three, for
gives a higher likelihood of finding the trail. Since 4D on each roll. This not only simulates the short
all 8 hunters can help, Wulda now has a +2D+2 time frame, but also the division of labor required.
bonus, to her Tracking skill. Her enemies should
beware! As part of the mass action process, the players
and GM should cite the advantages and disad-
vantages the group has. Much like in a contest
(see page 12), this could include magic,
chapter one: rules 25
technology, surplus manpower, special skills, a
talented leader, an excellent plan, good or bad
Advantages, Disadvantage,
morale, injuries, and disease, and so on. These
advantages and disadvantage are compared, a
and Scale
value is assigned to each (generally 1D to 2D), Judging what constitutes an advantage or
and a total bonus or penalty is established for disadvantage in a role-playing game can be
the Action after comparing the value of all the subjective, so here is a short list of common
advantages and disadvantages. advantages and disadvantages that can be
assessed in mass actions.
Example: the gods are with the Harpak tribe
(blessing their dice) and they complete all three Advantages Disadvantages
trenches before the hordes of rampaging insects
appear. However, the tribe must remain vigilant Superior tools and Bad weather, such as heavy
technology rain or fog
and prepare for the actual assault. The GM decides
that teamwork is most important, so the tribe's Good positioning, such as Harsh terrain
combat value of 4D is used as the base skill. The high ground
players think up a few positive points, such as the Well supplied and Having many injured or sick
strength of the three-layered defense, the abun- provisioned tribe/group members
dance of the oil stocks, and the return of their
Strong morale/belief Fatigued or malnourished
Chieftain with a hunting party to lead the effort. system group members
The GM thinks and notes that the bulk of the
tribe has been digging through the night and is Plenty of strong backs Lack of knowledge/
information
fatigued, but otherwise is not at any other serious
disadvantage. Each advantage and disadvantage Wise scholars and Unscrupulous group
is assigned as 1D and, with two more advantages shamans members, corruption
than disadvantages, the tribe is effectively 6D Excellent planning/strategy Ill omens, cursed group
against the first wave of destructive Rhasts. The members, taboo lands
GM decides to roll 2D (not WILD) to see how
many waves of rhasts there are to defend against. Advantages and disadvantages should typically
Each wave is a test to defeat, or turn back, with be assigned a 1D value; perhaps 2D if they are
Critical Successes and Failures producing dramatic particularly strong. Only on rare occasions
changes in the action. The Harpak tribe stands should any be assigned a value of 3D, as this
behind the first trench, filled with oil, and they represents only the direst circumstance or most
prepare to stand their ground for a long struggle. powerful capability—things associated with
incredible magic and rare natural disasters. If the
group is very large, the GM could assign values
as low as +1 to an advantage or disadvantage to
account for a smaller impact on the event.
Scale can also be a factor in mass actions
and mass combat. Though typically this is only
important in opposed tests such as warfare and
contests. In this instance scale is used to define
the size of the tribe, or group, to show numer-
ical superiority and account for it in resolving
actions. The numbers of group members are
relative, but providing a guideline to establish
the scale of a group. Note that large numbers
26 TALISLANTA: THE SAVAGE LAND
might not have an effect in a mass action, as Note that as major characters are individu-
applying too many group members to a single als acting on a large problem, they can often
problem often results in the excess standing have an effect as small as +1 on mass actions.
around with nothing to do. However, an entire gaming group, with several
players, can often band together to give their
Number of tribe several dice in advantages... or scuttle the
Scale Category Group Members entire attempt.
0 Party Less than 10
Example: Bill, Wendy, Ivan, and Rakeesha have
1 Band/Platoon 10 to 30 characters who are part of the Fire Snake tribe.
2 Village/ 31 to 200 The tribe has heard that a ruthless warlord is
Company moving their way, burning and pillaging as she
goes. The chief, a Major NPC, decides the tribe will
3 Town/Battalion 201 to 1,000
prepare fortifications and defend the village. The
4 City/Legion 1,001 to 10,000 GM declares that the chief uses his Command skill
5 Nation/Division 10,001 to 100,000 to coordinate the building of defense. Bill declares
that his character rides out to scout the enemy
6 Empire/Army Over 100,000 position. The GM asks Bill to roll his Tracking skill
against a TN of 10—the enemy numbers are great
Major Characters and they are easy to find. The GM decides that Bill
will contribute +1 to the defense on a Success; +2
Major characters (see page 37) can play a very on a Critical Success. Wendy's character is a Sage
important role in mass actions, and each one and reads the omens to give advice to the Chief.
could be considered an advantage, or disadvan- The GM has Wendy roll her Shamanic Lore skill,
tage, in the situation. When the tribe or group against a TN of 20 (the gods of the tribe are a cruel
is attempting a mass action, each player and lot), but instead of granting a bonus, the contribu-
major NPC should state their contribution to tion will dispel the dark rituals the warlord uses to
the action. The intent of the contribution could instill fear in her enemies. This is a -1D penalty to
be positive, negative, or even neutral to the the mass action that Wendy can neutralize on a
outcome. Some major characters may want the Success. Ivan's character is a warrior, but he can’t
action to fail or simply take longer to achieve for see an immediate way to improve the situation, so
personal reasons. Differing contributions to a he decides to join the ranks of the defenders. The
problem can simulate political turmoil in a tribe. GM sees no need for a roll and gives a flat +1 bonus
After all the major characters have declared for having a highly skilled combatant in the ranks.
their intent in contributing to the action—even Rakeesha's character is a craftsman and she could
choosing to abstain from any involvement—the contribute to building fortifications, getting a
GM must determine if a test is required to make bonus the same as Ivan's character, but she decides
their contribution and how that contribution to be more daring. She proposes building a ballista,
should be valued. The test is like a normal a giant crossbow-like weapon, to target enemy
action, as it is based on what the characters are siege engines from afar. This seems to be a gamble
directly doing. Their action could give a bonus in the eyes of the GM and the other players, but
or penalty, or cancel a bonus or penalty. This is one that has great potential if it works. The GM
one of the most nebulous calls a GM will have sets a high TN, 25, and asks Rakeesha to roll her
to make in the game, as it depends a lot on Siege Weaponsmith skill. A Success will neutralize
opinion, so the GM should consult the players the enemy's +1D bonus for siege engines, while a
and encourage a friendly, but short, debate on Critical Success will garner a bonus of +1D as an
the merits of some of the individual actions. advantage to the tribe, since the superior weapon
chapter one: rules 27
Mass Action In game terms, the advantage bonus or disad-
vantage penalty for legendary characters is +1D
Mania (even though they are a lone individual), plus
an additional +1 per every 10 points or Renown
The most important thing for GMs to remem-
above 30, up to a limit of +3D.
ber about using mass actions is to keep it
simple. Don't waste time trying to figure out
exact numbers or specific stats―use rough
estimates to come up with advantages and MASS COMBAT
In any situation involving large numbers of
disadvantages, and keep the flow of your
gaming session going. combatants, the GM can switch from the stan-
dard Action Table to the Mass Combat Action
The strong points of this system are its
Table. This table gives more specific results
simplicity and flexibility. It's fast, and it works
when making rolls in battles. Note, the Target
with tribes of mixed origins, small groups, large
groups, or even individual creatures or char- Number (TN) is most often the opposed roll of
acters vs. groups. It allows the GM to quickly the enemy unit.
adapt to changes in the size or make-up of THE MASS COMBAT ACTION TABLE
tribes or groups of creatures without the need
Die Roll Result
for complex calculations.
10 or more Critical Failure: the unit fails miserably,
below the takes 2 wounds of damage (20% if actual
TN casualties are counted) and is routed.
Major characters, including legendary
characters, must test to determine if they
are captured or injured
1-9 below Failure: the unit fails, takes 1 wound of
will also work effectively against troops. However, the TN damage (10% casualties), and the leader
this takes away lumber and workers from the walls must make a check to determine if they
lose an advantage
and trenches. Therefore, Failure will result in a
penalty to the Chief's Leadership check, as he will Equal to TN Stalemate: both sides suffer 1 Wound of
have less resources to work with, and a Critical damage (10% casualties) and are stalled,
Failure will result in a flat out penalty of -1D to the unable to move their forces or disengage
tribe’s skill in battle, as the tribe will have a useless 1-9 above Partial Success: the enemy suffers 1
piece of junk decorating the village instead of a the TN wound of damage (10% casualties) and
much-needed tower. the unit gains an advantage of +1D for the
following round of battle
Legendary Characters 10-19 above
the TN
Success: the objective is attained, the
enemy suffers 1 wound of damage (10%
Major characters who have achieved a Renown casualties), and their leader must check to
determine if they lose an advantage
rating (see page 36) greater than 30 are
considered legendary characters. The most-re- 20 or more Critical Success: the objective is seized
nowned heroes, villains, and personae of the above the gloriously—the enemy suffers 2 wounds
Savage Land setting are all considered to be TN of damage (20% if actual casualties are
counted) and they are routed. Major char-
legendary characters. The combination of
acters, including legendary characters,
Charisma, skill (combat or otherwise), and fame must test or be captured or injured
that has brought them such Renown gives them
an aura of greatness that can cause others to
regard them with awe, fear, and/or adulation.
28 TALISLANTA: THE SAVAGE LAND
Mass Combat Advantages Using the Mass
& Disadvantages Combat Action
A unit or a group of soldiers has a set of attri-
Table
butes and skills just like a tribe or character. Just As mentioned in the section on mass actions,
like during actions and combat, these values the most important thing for GMs to remember
can be modified in battle with advantages and about using the Mass Combat Action Table is
disadvantages. Some attributes, such as the size to keep it simple. Don’t get bogged down in
of the unit (scale) and skill, are built into the the details―use rough estimates to come up
Unit (or Tribe) Sheet. Others are listed here. with advantages and disadvantages, and keep
the flow of your gaming session going. The GM
Superior Leadership: add +1 per 1D of should feel free to embellish these scenarios
Command skill one commander has over as desired to make the storyline interesting for
the other. For example, if one chieftain has a the players.
Command skill of 6D and the opposing warlord The Tribe Sheet includes a section where you
has 4D, the chieftain adds +2 to his unit's can keep track of some of the most important
combat value. stats used in mass combat. These include:
• Average Combat Skill
Demoralized: If a unit's morale is bad, perhaps
• Est. Number of Combatants
from previous defeats or lack of confidence in
the leader, the unit takes a -1D disadvantage. • Leader’s Renown
• Number of Major Characters
Major Characters: add +1 for any major char- • Average HP
acter, +2 if the major character has 2D more in
• Average SPD
their combat skill than the combat value of the
enemy unit. All Major characters together can’t • Number of Legendary Characters
add more than +3D total to any side. Keeping these basic tribal stats up-to-date
make mass combat situations go faster and
Legendary Characters: add +1D for each easier. The GM can save time by creating tribe
legendary character who is part of the force. sheets for a variety of NPC forces, so that these
are ready-to-play whenever they’re needed.
Special Ability: if the majority of your forces
possesses a relevant special ability the oppo-
nent doesn’t also possess, such as an opponent
with Night Vision attacking at night. A relevant
special ability adds +1D.
Arms & Armor: If one side possesses better
Specialized Units: if the enemy has unit types equipment than the other. This advantage can
that are lacking in the other force. This could add between +1 to +2D, depending on how great
include cavalry, siege engines, archers, sappers, the technological advantage is and how much
beasts of war and so on. Each unit type adds +1 of the enemy force has the equipment. If an
to +1D each, but the GM should take in account entire army boasts steel shields verses wooden
if unit types can cancel each other out. For clubs, that army might get a +1D advantage,
instance, if one side has cavalry and the other but if only one company in that army has those
side pikes, they would nullify the advantage. shields the bonus would fall to +1.
chapter one: rules 29
Tactical Advantages: add +1D for a tactical
advantage such as attacking from above, flank
Special Rules for Mass
or rear, a surprise/sneak attack, etc. This could
account for superior strategy as well.
Combat
Poorly Supplied: Sometimes food and water Mixed Individual & Mass Combat
run short, the arrows are few, weapons grow Scenarios
dull, and armor gets damaged. A unit that is It’s possible to use both individual and mass
not properly provisioned takes a disadvantage combat in the same battle scenario. The follow-
of -1D, while if supplies are critically low the ing are two examples of possible Mixed Combat
penalty is -2D. Scenarios:
''
Opposing leaders or other notable individ-
Leaders uals meet amid a battle, the GM can fight
those individual battles using the Standard
No matter how many major or legendary char- Action Table, while each tribe continues
acters are involved in any mass combat, there mass combat using the Mass Combat Action
can only be one overall leader on either side. Table and rules.
''
Major characters may represent commanders A group, or tribe, faces off against a single
of units within a larger force, but they don’t opponent or target, such as a monster;
contribute to the overall leadership score of the GM can opt to handle this situation as
the entire force. For instance, any tribe that is a separate mass action scenario, a battle
allied to another force can have its own leader, within a battle. The results of such a battle
as can any individual division, such as infantry, often affects the outcome of the larger
cavalry, scouts, skirmishers, etc. If fighting on conflict. For instance, if a war party breaks
their own, away from the main force, these off the main host of the tribe to take on
groups rely on their own sub-commanders and a beast of war under the control of the
their Leadership skill. But if fighting together as enemy, killing the beast may neutralize an
part of the same force, then all tribes, factions, enemy advantage. However, loss of the war
and divisions rely on the main Leader, and his party might add a wound to the tribe, can
or her Renown. a friendly disadvantage, or force a morale
The designated leader in a mass combat uses check of the entire tribe.
their Command skill to maintain the morale of
the unit, rally the unit to prevent a route, and Attacking a Fortified Position
to combat the strategies of the enemy. A leader In game terms, a fortified position is a defen-
with great Renown has a more positive effect on sive advantage; i.e., its mainly an advantage
this troops (see Renown, page 36). In a mass against attacks, and not much of an advantage
combat initiative is determined by opposed when attacking. To reflect this, a bonus is given
Leadership rolls. If an attack fails, a roll using to opponents who are protected by a fortified
the leader's Command determines whether the position, but it is only added as a modifier
force holds together, or panics and routs. against another opponent's attacks—not when
the defender is counter-attacking.
Wooden stockades and structures provide
a +1D bonus, while stone walls add +2D, and
an old Archaen citadel gives a whopping +3D
bonus—assuming it is still intact. This advan-
tage only applies if the unit doesn’t advance
against the enemy and the walls hold. An
30 TALISLANTA: THE SAVAGE LAND
Player enemy with siege weapons could take time
to bombard the defenses and weaken them
Characters, before making an assault. If such a strategy
Mass Combat & is employed, and the bombard rolls succeed,
reduce the value of this advantage by half
Individual Action (rounded up) should a breach in the fortifica-
tions occur.
As major characters, PCs already have a
considerable effect on mass actions and mass Small-Scale Actions against
combat, as each can provide an advantage. a Fortified Position
However, if the players want to get more For small-scale or individual attacks against a
involved, the GM can also give PCs a more fortified position, the GM can use the Standard
direct role by allowing them to take individual Action Table instead of the Mass Combat
actions while their tribe or group is undertak-
Table. Examples of this sort of attack include a
ing a mass action or mass combat.
small group of individuals trying to sneak into
To do so, the players tell their GM that they a fortified position, or using one or two siege
want to perform an individual action, and state engines to concentrate fire against part of a
the nature (combat, skill, attribute) and specific fortification.
intent of that action. For example, one or more
of the PCs may want to separate from a tribe
to scout an area, snipe at an enemy leader, or
chase after a fleeing foe.
EXPERIENCE
Experience Points (XP) are awarded to charac-
Based on the PC’s stated intent, the GM ters based on their actions and achievements
decides if the individual action takes place over the course of their game careers. PCs earn
before, after, or concurrent with the mass Bonus XP for notable accomplishments and
action. The GM then allows the PCs to play out for exceptional roleplaying. XP can be used to
the action as individuals, having them roll on raise skill levels, increase attribute scores, and
the Standard Action Table for whatever skills or even buy new skills. Players should record how
attributes they employ. much XP their characters have earned on their
In all cases it’s up to the GM to decide whether Character Sheet.
the PCs’ Individual Actions have a positive or Just as with PCs, tribes also earn and use XP.
negative effect on a mass action, or if they The player or players who lead a tribe should
have any effect at all. Following the completion record how much XP their tribe has earned
of any individual action(s), the PCs may return on their Tribe Sheets. The cost for a tribe to
at any time and become part of a mass action. increase skills and attributes is the same as it is
for individuals.
The cost for tribes to increase skills and
attributes is the same as it is for individuals,
however tribes advance more slowly than char-
acters do.
Earning Experience Points
The GM should award XP to the players and, if
applicable, to the tribe for each gaming session.
The amount of experience typically should
be 3-12 XP, depending on the intensity of the
chapter one: rules 31
adventure in terms of difficulty, the variety of
skills used, and how many problems the players
Using Experience Points
overcame. The XP awarded a tribe should be When characters have accumulated enough
around half of what the players receive. XP, they can use the points to improve skills,
A GM should consider the rate at which raise the level of an attribute, or raise their
they desire the characters to advance in their Luck—as follows:
capabilities. If the campaign is planned for a
''
set number of adventures, the amount of XP Raising an attribute by +1 costs 10 XP per
awarded should reflect how powerful a char- 1D of the attribute. Example: increasing
acter is expected to be near the end of the Dexterity (DEX) from 3D+1 to 3D+2 costs 30
series of scenarios. For example, the GM plans XP (see Chapter 2 for details).
''
a campaign to last about 10 adventures and a Raising a skill by +1 costs 1 XP per 1D of the
specific villain is created as the antagonist, a current skill level, even if the skill is currently
legendary character. The abilities of this villain equal to the attribute. Example: increasing
should be considered so the GM can gauge Melee from 5D to 5D+1 costs 5 XP. A character
how good the players will have to be to have a can only increase a skill by +1D in between
reasonable chance to defeat this scoundrel. If adventures (see Chapter 2 for details).
''
the villain is extremely powerful, it would be Increasing a character's Luck casts 1 XP per
wise to increase the XP given per adventure to the current Luck pool. Example: to increase
compensate for the power of the enemy and the Luck from 7 to 8 costs 8 XP.
''
span of the game. In this case, if the GM feels Raising a tribe’s skill rating is the same as a
the players should have around 100 XP by the character's skill value.
''
end of the campaign, the average XP award per Buying an ability or advantage for an entire
adventure should be around 10 XP. tribe costs 10, 20, or 30 XP. The GM sets
If the PCs are part of a tribe, the tribe also the cost based on the power of the ability
earns XP. If the tribe, or a large segment of it, and the amount of work needed to attain
participated equally in the same activities as the it. The GM must approve all purchases of
PCs, it earns about half the XP as the charac- abilities and advantages. Example: the tribe
ters. If the tribe participated more or less than encountered a group of hunters during the
the PCs, the GM may award the tribe a corre- adventure and the players want to add them
spondingly greater or lesser number of XP for to the tribe because they have night vision.
that gaming session. The GM could allow this, setting the cost
at 10 XP because the players had added the
Awarding Bonus XP hunters and earned their trust. (see Chapters
2 & 3 for details).
''
In addition to the above, the GM may award Raising an attribute score for an entire tribe
1-3 bonus XP to a player for one of two things: costs the same as a character (see Chapter 2
outstanding roleplaying; or individual achieve- for details).
ment, such as an act of heroism or finding a
solution to a challenging dilemma.
Note that Bonus XP is never awarded to
tribes—only to individual Player Characters.
32 TALISLANTA: THE SAVAGE LAND
characters & tribes
CHAPTER TWO:
The first part of this chapter covers the steps create an archetype of your own, or play one of
involved in creating a Player Character. Here the suggested Non-Player Character archetypes
you’ll find a list of archetypes, each of which is that also appear in this chapter.
a ready-made combination of a character-type
and race. Once you choose your character Choose a character type:
archetype, you’ll find guidelines on how to cus- Review the list of archetypes in this chapter,
tomize it and make it your own. then choose one that you'd like to play. Each
Note that the archetypes in this chapter have character's beginning statistics are presented
been organized as Player Character (PC) or there in outline form. Record each, as follows:
Non-Player Character (NPC). If you’re new to
Attributes: Each race has an attribute
''
RPGs, the PC archetypes will probably be easier
to play. If you’re an experienced gamer, you may range, defining the minimum and maximum
prefer to play an NPC archetype—either as a number of dice that can be assigned to
renegade or anti-hero, or something even more each attribute. Rarely will an archetype
complex. In either case, players should discuss allow for an attribute to be less than 2D or
these options with their GM. more than 5D. Divide 18D across Charisma
The last section of this chapter covers the (CHA), Dexterity (DEX), Intelligence (INT),
rules for creating a tribe. If your gaming group Perception (PER), Strength (STR), and
has decided to play TSL D6 at the epic level, Willpower (WIL). Note that the attribute
you’ll need to read this section of the chapter, dice can be broken down into pips: +1 or +2.
which covers how to create your own tribe. If A character could have a 2D+2 STR. One die
you’ve chosen to play TSL D6 as more of a stan- can be ‘broken” into three pips: either a +1
dard type of RPG, you can skip this section. and a +2, or three +1s.
Luck and Base Speed for the archetype is
CREATING A CHARACTER
The following outline provides a general over-
listed here. The character's Speed is this
number, +1 per +1D of DEX assigned to the
character.
view of the procedure for character creation. Note: the value listed in parenthesis is the
More specific information can be found in the average (NPC) value for the archetype
Skills: Write down any skills that appear
''
corresponding sections, as indicated.
Go through the checklist below, recording the here. The character may have additional, or
information listed for the type of character you unassigned, skill dice that can be spread out
want to play on the Character Sheet (you may as the player desires. Each archetype has a
print or photo-copy this for personal use). total of 10D in skills, including both assigned
Note: if your GM allows it, you may choose to skills and unassigned dice. No more than 2D
chapter two: characters & tribes 33
can be added to a single skill; and the player to create an archetypes called “Drakken
can select skills not already assigned to the Artisan,” they might choose to use the
character archetype if they don’t require Drakken Sage as a starting point.
a master to learn. Master skills need GM The player and GM can make small
approval to take during character creation. adjustments to the attribute range of the
When noting the total skill value, record archetypes, increasing or decreasing the
it as the attribute plus assigned skill dice. range by +2. The GM can adjust the charac-
Example: A character with a 3D STR adds 2D ter's starting Renown by 1 depending on the
to Melee Weapon, it is recorded as 5D, not character concept. The player can then dis-
2D (see Chapter 3 for a complete listing of tribute their 18D of attribute dice as desired,
skills). within the new range.
Renown: record the character's starting
'' ''
Change the assigned skills to fit the new
Renown value. Note that if a character has archetype, leaving in place skills like the
a CHA of 1D+2, or lower, their Renown is tribe’s native language and those common
reduced by one, even if this would lower to the entire tribe including Survival. In
Renown below zero. The character gains +1 the “Drakken Artisan” example, the player
Renown for every full die above 2D of CHA. changes the Diplomacy, Lore (Choice), and
Background: read the information provided
''
Language (Choice) into additional Labor
in this section and, if you like, write down and artisan skills. The total number of
the most important points on your character assigned skills and unassigned dice should
sheet. remain the same.
Species Abilities: Some species may have
'' ''
Add any necessary pieces of equipment.
abilities and natural tools such as claws, The GM should assign the player one to
underwater breathing, or night vision. Add three pieces of new equipment to reflect the
these to your character sheet and note the occupation of the character. For the Drakken
details of how these abilities work. Artisan the player is assigned tools and given
Equipment/Possessions: write down any
''
an option of another weapon. Basic gear, like
weapons or other items listed here. If a clothing and cultural items, should remain
choice of equipment is indicated, you may the same.
''
choose those now (see Chapter 7 for a com- Proceed with character creation normally.
plete listing of equipment).
Customized Archetypes Attributes
Obviously, the archetypes don’t cover all the Attributes are natural abilities, such as Strength,
possible professions a character could have in a Intelligence, and Dexterity.
tribe. The Imazi are certainly made up of more Each attribute has a numerical value, referred
than just hunters and shamans, but they are to as its attribute rating. The attribute rating
most famous for these two archetypes in the for a typical humanoid of “average” ability is 2D
Savage Lands. However, if a player desires to to 3D. An attribute rating of 3D+1 or greater is
play something not expressly spelled out in the above average, while a rating of 1D+2 or lower
archetypes they may do so with GM oversight. is below average. The character’s species and
The process is simple: archetype set the minimum and maximum
attributes; it will be a value between 1D and 6D,
''
Choose a tribe and start with an existing though 6D is very rare.
archetype that reflects the character idea Attributes are often used for actions that are
closely. For example, if a player wishes mainly based on a character’s natural abilities.
34 TALISLANTA: THE SAVAGE LAND
Special Will (WIL)
The individual's willpower, considering such
Exceptions intangibles as determination, faith, and
wisdom. Will is the deciding factor whenever
Because all Vandar are identical, it is not
individual attempts to resist magical influence
possible to customize attribute scores for this
archetype. It is possible to raise a Vandar’s or control, bribery, seduction, coercion, interro-
attributes later, by spending XP, as described gation, torture and so on.
below.
Perception (PER)
It is also not possible to customize attributes The individual's sensory awareness, consider-
for Talosian characters. Furthermore, because
ing the abilities of sight, hearing, smell, taste,
Talosians were programmed by their makers
and touch, plus such intangibles as instinct,
to perform only a specific set of functions, they
intuition and psychic talents. Perception is the
can’t learn new master-trained skills and don’t
have unassigned skill dice during character deciding factor whenever individual attempts
creation. Talosians can improve skill ratings to detect unseen presences or ambushes, locate
though experience, like other archetypes, but lost or hidden articles, notice important details
can’t learn master-trained skills that they don’t or changes in surroundings, or utilize any
start with. sensory ability.
Charisma (CHA)
The individual's powers of persuasiveness,
including such intangibles as leadership and
the ability to command the respect of others.
Charisma is a contributing factor whenever an
individual attempts to persuade, bribe, seduce,
negotiate, barter, haggle, and so forth. It is also
For example, Strength is used to determine if a an important factor in determining an individ-
character can lift or move a heavy object, while ual’s Renown.
Perception is used to determine if a character
can spot a hidden creature or object. Strength (STR)
Attributes form the base value for all skills. The individual's physical power and health.
Each skill has an associated attribute; for Strength is the determining factor whenever
instance Melee Weapon is a Dexterity (DEX) individual attempts to hold, restrain by force,
skill. If the character's DEX is 3D+2, their Melee push or pull, bend or break, hold a door shut or
Weapon skill starts at 3D+2 and can be increased force it open, etc. It also determines how much
during character creation, or with XP later. damage the character can do in hand-to-hand
or melee combat and how much damage they
List of Attributes can take.
Intelligence (INT) Dexterity (DEX)
The individual's intellect and powers of reason. The individual's agility, coordination, and
Intelligence is the deciding factor whenever an athleticism. Dexterity is the determining factor
individual attempt to deduce the basic meaning whenever individual attempts to perform a task
of obscure or unfamiliar maps, dialects, or requiring manual dexterity, to dodge or evade,
writings, appraise the relative value of goods, or catch a thrown object, and so on.
resist spells which affect the intellectual process.
chapter two: characters & tribes 35
Superstition
Most inhabitants of the Savage Land are superstitious, usual. On a result of Failure, the affected individuals
especially as regards anything having to do with magic. are frozen with fear, and refuse to go near whatever it
This is understandable, given the fact that their world was that caused them to be afraid. Only a strong leader
was nearly destroyed by the Fall, a cataclysmic event with superior Renown―or the presence of something
that most believe was caused by the Archaens and their or someone even more greatly feared―can cause the
reckless misuse of magic. affected individuals to overcome their fear.
Practically anything related to magic, and especially On a result of Critical Failure, the affected individual
Archaen sorcery, is regarded with superstition by is so frightened that they immediately flee the area in
Talislantans of this era. This includes ancient ruins, abject terror. In this case, the superstition becomes so
burial grounds, enchanted artifacts, sorcerous con- ingrained that the affected individuals never forget it.
structs such as battle golems and iron dragons, customs If faced with a similar situation in the future, they will
or beliefs considered “taboo”, creatures or places that again flee in fear. Such is the power of superstition in
are said to be cursed, and strange or inexplicable phe- the Savage Lands.
nomena of any sort. This is especially true of the Gyre,
Note that in certain circumstances, superstition may
a magical maelstrom capable of causing great destruc-
cause affected individuals to react not with fear, but
tion, which is feared by all denizens of the Savage Land.
with awe. Individuals who are awe-struck may regard
At the GM’s option, PC or NPC individuals or tribes who whatever caused this reaction as a miracle, an omen,
encounter any situation where superstition might come or a sign from the gods. Whether a situation results
into play can be required to roll their INT to determine in fear or awe is determined by the GM, based on the
how they respond. On any successful roll, the individuals prevailing circumstances and the beliefs of the affected
are unaffected by superstition, and may take action as individuals.
Individuals carrying more than half their
Abilities Related to Attributes maximum encumbrance suffer a penalty of
-1D on all DEX die rolls and -1 Speed rating.
Movement Individuals carrying an amount of weight that
As noted on page 18, a character's Speed is 90% or more of their maximum encumbrance
rating is set by their archetype +1/+1D they have suffer a penalty of -2D on all DEX rolls and -3
in DEX. This represents the number of squares, Speed rating.
or hexes, they can move on a map board. If the The Encumbrance for quadrupeds is generally
GM is not using a map board, this is 2 yards per doubled, though some quadrupeds can carry
Speed rating. even more than that. Scale is also a factor, crea-
tures greater than scale 2 (humanoid) can carry
Encumbrance incredible loads.
The maximum amount of weight that an
average humanoid inhabitant of the Savage
Land can carry is one hundred pounds at
Renown
2D STR, +25 pounds per each additional +1 A character’s Renown rating is a measure of
Strength rating (+3/+1D) or -25 pounds per each that individual’s fame and/or notoriety in his
-1 Strength rating (-3/-1D). Thus, a character or her chosen profession; i.e. one may be a
with a 4D STR can carry 250 pounds and a char- renowned warrior, trader, hunter, bandit, and
acter with a 1D+1 STR can only carry 50 pounds. so on. The higher an individual’s Renown, the
36 TALISLANTA: THE SAVAGE LAND
more well-known, or notorious, the individual. involved as a Leader, plus an additional +1
Initial Renown is determined by your arche- bonus per every 10 points of Renown above
type, and modified by: 30, with a limit of +3D.
1. Charisma: +1/+1D above 2D the character has,
''
Legendary individuals or tribes can cause
or -1 if the Character has less than 2D CHA. those of lesser Renown to roll their WIL or
2. Notable Deeds: Renown increases by +1 be overcome with awe while in their pres-
point for each notable deed and accomplish- ence. At the GM’s discretion, individuals or
ment achieved by an individual. If the DM even entire tribes who are awed by a legend-
judges the deed to be truly exceptional, she ary character or tribe may exhibit any of the
may award a Renown bonus of up to +3. following reactions: obey the legendary one’s
3. Notable Failures: conversely, notable fail- commands, seek to win the legendary one’s
ures, such as losing a key battle, being forced approval through gifts or favors, surrender,
to surrender to an enemy, being shamed by and/or pledge their loyalty, or panic and flee
a rival, etc., can each reduce Renown by -1. If in abject terror.
the GM judges the failure to be truly cata-
strophic, she may impose a Renown penalty
of up to -3.
Character Backstory
It is assumed that all characters in TSL D6
The Character Sheet includes a section where have a history that extends backwards in time,
an individual’s Renown can be recorded. before the events that take place in their first
Note that while notable deeds of any sort gaming session. This pre-game period is called
increase Renown, “evil” deeds can alter the the PC’s backstory.
nature of what the individual is Renowned Each player character can have his own back-
for. I.e., instead of being Renowned as a great story, or the players can collaborate on a single
warrior, one might become Renowned for backstory for their group. In either case, the
cruelty, treachery, betraying one's allies, etc. It players can use the following guidelines with
should also be noted that in the Savage Lands, the GM’s aid to create a brief overview of what
a notorious reputation is not necessarily a bad happened to each of them prior to the start of
thing, especially for those who prefer to lead by their first gaming session:
fear rather than respect.
Place of Origin
Major Characters Choose a part of the known world where the PC
Major characters are the “stars” of the ongoing was born. In most cases, a PC’s birth place is the
story that a GM and gaming group create as same as the place where her people are known to
they take part in a Savage Lands campaign. live. However this need not be the case, as many
Every PC in the gaming group is considered tribes in the Savage Lands are nomadic in nature,
a major character, as is every NPC of note, or travel to other locales for various reasons.
including allies, enemies, and neutrals. It’s also possible that the PC may not know—or
remember—where he was born.
Legendary Characters
Any individual or tribe that attains a Renown Circumstances of Birth
rating of 30 or more is considered to have Choose under what circumstances the PC was
attained legendary status, which confers the born. Examples: born into their tribe; orphaned
following benefits: and raised by others in the PC’s tribe; orphaned
or abandoned by the PC’s own tribe and raised
''
Legendary individuals bestow an advantage by another tribe; born into slavery or taken in
of +1D for any mass action in which they are infancy by Golgoth slavers.
chapter two: characters & tribes 37
Magic In the
Savage Land
Magic has become something of a lost art in
Childhood
Construct a brief history of the PC’s childhood.
the Savage Land. Just as much knowledge
was lost in Europe during the Dark Ages, the Examples: grew up in a strong and relatively
secrets of high magic and sorcery were lost secure tribe; grew up in the wild, mostly alone;
after the Fall. While tribal shamans of this era traveled from place to place with another tribe;
are skilled in the simpler forms of ritual magic, wandered from place to place with a group of
their abilities pale beside those of the legend- displaced peoples or refugees; lived in a strong-
ary sorcerers of the Archaen Age. hold of some sort; was a slave, subjected to hard
labor and abuse.
Because none of the current inhabitants of the
Savage Land are able to cast spells, the TSL D6
game doesn’t have an actual magic system or Young Adulthood
list of spells. But just because that is the case, Briefly describe the path that the PC took on
it doesn’t mean that there is no magic in the the way to choosing her current profession.
Savage Lands. Examples: taught by the PC’s own parents,
older sibling or tribal elders; taught by members
Characters may find magical artifacts of many
of an adopted tribe; taught by a single mentor
kinds buried or hidden among the ruined
who influenced the PC’s current outlook; self-
cities of past ages, some with the potential
to influence events on an epic scale. Ancient taught, possibly with some gaps in knowledge
battlefields like the Plains of Armageddon are and training; trained under one of the previ-
strewn with the wreckage of war, including ously-mentioned circumstances, but the PC’s
many types of enchanted weapons and armor training changed dramatically after some trau-
from bygone eras. matic or life-altering event which caused the PC
to decide to become what she is now.
An unknown number of magical tomes, scrolls,
and tablets survived the Fall. While these are
indecipherable to most of the denizens of the
Current Alignment
Savage Land, there remain some who are still Describe the PC’s current outlook towards life
able to decipher magical writings. Is it possible and the reasons for it. For example, the player may
that one of them might someday learn how to decide that his character is a loyal follower of the
cast spells from these written works? beliefs of his own tribe, or of some other adopted
tribe of group. Or he may be a skeptic who is
If the Withen exist, might the lost secrets of spell
unsure of the beliefs he was taught, or a rebel who
casting be among the vast stores of knowledge
has cast aside a tribe’s belief system and as a result
that they are said to hoard? And somewhere in
is regarded as an outcast or unbeliever by his
the world, could there be one or more Archaens
sorcerers who survived the Fall? people. The character may be an amoral outlaw,
thief, or killer; or perhaps an outlaw or thief who
The secrets of magic are still out there, waiting adheres to a personal code of ethics (explain).
to be re-discovered. The possibilities are Possible choices could include, but need not
limited only by the imagination of the players be limited to, the following:
and their GM.
True Believer: you are a loyal adherent of
''the beliefs and customs practiced by most
others of your race and culture (i.e., your
archetype).
Unbeliever: you reject the beliefs and
''
38 TALISLANTA: THE SAVAGE LAND
Death and Succession in the Savage Lands
The Savage Land is a hostile and unforgiving realm, may also inherit something that could be even more
populated by warlike tribes, blood-thirsty predators, valuable: a portion of the deceased character's Renown.
and the ever-present threat of the Gyre. Here, life is
How much of the predecessor's Renown is passed along
often short, and death is a common occurrence―and
to a successor is based on several factors. Were the two
Player Characters are by no means exempt from this
blood relatives? Did they fight together in battle? Did
harsh reality.
the two have similar traits or reputations? If the two had
To prepare for the possible untimely demise of their much in common, the GM can award the Successor 50%
character, players may want to plan ahead and create a or more of the predecessor's Renown.
secondary character that can be designated as the main
The only caveat is that the successor has to prove that
character's successor. The successor can be a brother,
she is a worthy heir or forfeit all of the predecessor's
sister, son, daughter, or even a close friend. She can be
Renown. It's up to the GM to decide what it takes for a
part of the predecessor's tribe, and if the GM allows it,
successor to prove his worth, based on the predeces-
the successor can even be played as another character
sor's legacy. It could be an individual quest or challenge
by the player. Or the GM or player may decide instead
of some sort, or it might require a great victory or other
that the successor lives elsewhere in the Savage Land,
notable accomplishment.
and come up with a minimal back-story for that charac-
ter, should she ever be needed. If the challenge is met, the successor inherits not only
possessions, but also a share of her predecessor's glory
If a player's original character dies, the successor
and Renown. And in the Savage Land, that is as close to
inherits her worldly possessions, including all weapons,
immortality as you can get.
armor, wealth, beasts, etc. In addition, the successor
customs practiced by most others of your race
and culture. As a result, most of your own kind Note that a character’s alignment can change
view you as an infidel, an outcast or pariah. over time; a character who begins as a true
Radical: you fall somewhere between a
''
believer may become a skeptic, a rebel, or an
True Believer and an Unbeliever, accepting outlaw—or vice versa.
some tenets of your people’s culture, but
not all (cite at least one example of how Motivation
your beliefs differ). Some may view you as a A character can be motivated by many things,
free-thinker; others may view you as a dan- or may focus on a primary source of motiva-
gerous non-conformist, or even an infidel or tion. For instance, a character may be motivated
Unbeliever. by loyalty to her tribe or group, or the desire
Amoral: you care nothing for the values and
''
to escape the influence or constraints of a
beliefs of others. You do whatever you want, former tribe or group. She may be motivated
regardless of the consequences. by the desire to attain power, material posses-
Neutral/Unaligned: you don’t pass judg-
''
sions, magical lore, knowledge of other lands,
ment on the customs and beliefs of others, or mastery of a skill. He may be motivated to
and generally choose to remain neutral in protect his family, siblings, companions, or ter-
disputes between other tribes. You may make ritory. Or he may be motivated by a desire for
an exception as pertains to certain types of revenge against some specific individual, tribe,
behavior or customs (specify). creatures, or set of beliefs.
chapter two: characters & tribes 39
Note that a character’s motivations may also
change over time, based on his experiences.
PC ARCHETYPES
The following is a list of Savage Land character
archetypes suitable for Player Characters.
DRAKKEN
Last Survivors of a Bygone Age
The Drakken are a race of large, powerful,
reptilian humanoids whose ancestors once
ruled much of the Talislantan Continent. Adult
Drakken can stand ten feet or more in height,
and may weigh in excess of half a ton. They
have thick hides that make them practically
immune to heat and fire, and a dense mantle
of horn and bone that protects their head and
neck. Their natural weaponry includes razor-
sharp fangs, long claws, and a powerful tail.
Ancestry and History
Once rulers of much of the continent, the
Drakken were defeated long ago and driven
from the verdant plains by an alliance of the
Archaens and the Wild Tribes. The survivors
of these conflicts withdrew into the Volcanic
Hills, leaving behind a number of massive stone
citadels, monolithic ruins, and sacred burial Drakken structures. These engraved tablets are
grounds. Remnants of these sprawling sites still considered sacred by the Drakken and regarded
dot the landscape of the Savage Land, though as valuable beyond measure.
all are now in ruins, devastated by the ravages The Drakken once worshipped a great goddess
of time, warfare, and the Fall. known as Satha. Depictions of this goddess
portrayed her as a gigantic dragon that gave birth
Culture to the world, and gave the Drakken the gift of
Though Drakken may be monstrous in appear- fire. Some Drakken abandoned their worship of
ance, they are actually highly intelligent. Satha after their defeat by the Archaens and Wild
Unlike the majority of Talislantan tribes, they Tribes. But many still observe the ancient rituals,
are still literate and have a complex written returning to the old sacred sites to study the
language consisting of unique runes and writings left behind by their ancestors.
symbols. Drakken culture is one of the oldest Drakken have incredibly long lifespans com-
on the continent. Their ancestors recorded pared to other races, and their Elders may live
much of their lore and wisdom on tablets of for over three hundred years.
stone or red iron, and on the walls of certain
40 TALISLANTA: THE SAVAGE LAND
Names Drakken Warrior Poet
Drakken have two-part names. The first name
is always Satha, the name of their patron deity. CHA 2D-4D (3D) DEX 2D-3D (2D) INT 2D-4D (2D)
The second name denotes the manner in which Musician +1D Drakken Symbology +1D
the individual is sworn to serve Satha. Examples Beast Lore or Earth
of common names include Satha-Khan (Warrior Lore +1D
of God), Satha-Y’ar (Messenger of God), Satha- PER 2D-4D (2D) STR 5D-6D (5D) WIL 2D-4D (2D)
Kaliya (Many-Headed Dragon of God), and
Satha-Eldar (Sage of God). Survival (Volcanic Melee Weapon +2D Beast Handling +1D
Hills) +1D Unarmed Combat +1D
Tribal Governance Base SPD: 8 Luck: 4 (0) Renown: 0
Before the Fall, the Drakken were led by a Primary Language: Primal.
queen who ruled over much of the continent Unassigned Skill Dice: 2D.
of Talislanta. But in the present era, the last Special: Fire Resistance, Horns and Claws (STR+2), Thick Hide PR1 (1,
remaining Drakken clans have turned to their per location; repairs at healing rate)
elders for leadership. Most of the surviving Gear: Red iron war axe (STR+3D), red iron drakken war armor PR
Drakken now dwell in fortified strongholds 1(4), scale vest and loincloth, thick leather boots, armored steed
located deep in the Volcanic Hills. (megalodont or young land dragon)
Solitary Drakken or small groups of war-
riors occasionally venture out from these
places, returning to their old lands to hunt
Drakken Sage
for food or to search the ruins of their once- CHA 2D-4D (2D) DEX 2D-3D (2D) INT 2D-4D (3D)
great citadels for lost artifacts. Small bands
of Drakken may be encountered throughout Barter +1D Armorer (Metal) Choice of Lore +1D
Diplomacy +1D Bladesmith +1D Choice of Language +1D
the Volcanic Hills region, typically riding
Drakken Symbology +1D
armored steeds such as megalodonts or young Basic Engineering +1D
land dragons. Tribal Lore (Drakken) +1D
On rare occasions large groups of Drakken,
PER 2D-4D (3D) STR 4D-5D (4D) WIL 2D-5D (3D)
mounted on armored land dragons, may be
encountered; an awesome sight, like a vision Survival (Volcanic Melee Weapon +1D
from a bygone age. These heavily armored Hills) +1D
bands are like living siege engines, and there is Base SPD: 7 Luck: 5 (0) Renown: +2
little that can keep a determined war party of
Primary Language: Primal.
Drakken from their goal.
Unassigned Skill Dice: 0.
Special: Fire Resistance, Horns and Claws (STR+2), Thick Hide PR1 (1,
Worldview per location; repairs at healing rate)
The Drakken still harbor a great hatred for
Gear: Red iron long knife (STR+1D), land lizard hide armor PR 1(2) and
the old Archaens and some of their creations:
loincloth, thick leather boots
particularly the Azraq, whom they regard as
abominations. Drakken likewise have little
love for the descendants of the Wild Tribes,
especially the Beastmen and Shaka. If given
the opportunity, Drakken always attack the Ra,
considering them to be akin to the Ra's much-
hated ancestors, the Torquarans.
That said, not all Drakken are overtly aggres-
sive. If treated with respect, Drakken are
chapter two: characters & tribes 41
sometimes willing to trade or exchange infor-
mation with other tribes.
IMAZI
Hunters of the Savannahlands
The Imazi are a race of tall, slender humanoids
once native to the plains and wilderness regions
of central Talislanta. Features associated with
these folk include narrow craniums, dark,
deep-set eyes, and striped yellow-and-brown
markings on their skin. These striations allow
them to blend almost invisibly into the grassy
plains of the Savannahlands.
Imazi have hair on the crowns of their heads,
but not on the sides. Both males and females
weave their hair into long braids, typically tied
together with strips of hide and pulled back
into a single queue.
Ancestry and History
Imazi legends tell of a time when they roamed
the central plains in great numbers, ventur-
ing into the southern jungles or the eastern
mountains to hunt and gather useful herbs and
plants. They say there was once a settlement
on the plains, with grass huts too numerous
to count, where their people kept vast herds
of beasts. After the Fall, the Imazi lost much that they are almost impossible to detect.
of their ancestral lands in the great magical Imazi have keen senses and are renowned as
firestorms and maelstroms that followed. They superb trackers. It is said that Imazi elders are
fled to the southern Junglelands to escape, and able to track creatures, or even individuals, by
have only recently begun to return to what is the faint spirit-emanations left in their wake.
left of their homeland. Imazi are very swift afoot and, with their great
stamina, they can run for several days without
Culture needing to stop for rest.
The Imazi are nomadic herders and hunter- Imazi possess the ability to remain completely
gatherers. Their tribes range from the edges of still for hours at a time. They use this ability,
the southwestern Junglelands to the Wilderlands and the natural camouflage afforded by their
and Savannahlands. They raise and tend herds skin coloration, to hunt all sorts of game and to
of grazers, which they use for food, hides, and ambush those who seek to threaten their tribes.
bone. The Imazi build temporary huts of woven Imazi are renowned for the use of a four-bladed
branches and grasses for shelter and protection, throwing knife, called a ‘gwanga’. In the hands of
which blend so well into the surrounding terrain a skilled user, this weapon is capable of bringing
42 TALISLANTA: THE SAVAGE LAND
Imazi Hunter jar”, which is worn on a cord around the neck.
They believe that the spirits of their elders
CHA 2D-3D (2D) DEX 2D-4D (3D) INT 2D-3D+2 (2D+2) reside within the jars and protect them from
Ranged Weapon +2D Healing +1D spiritual harm. Imazi burn the bodies of their
Stealth +1D revered dead, both to free their souls, and to
prevent enemies like the Witchmen from dese-
PER 2D-4D (3D) STR 2D+2-4D (3D) WIL 2D-3D+1 (2D+1)
crating the corpses or capturing their souls.
Hunting +2D Melee Weapon +1D
Survival (Junglelands) Names
+1D
The Imazi, Drukhs, and Witchmen once shared
Base SPD: 8 Luck: 7 (0) Renown: +0 a common root-language, traces of which are
Primary Language: Primal. evident in their naming conventions. All use
Unassigned Skill Dice: 2D. names made up of three morphemes (language
Special: Spirit Tracking units) the most common being: ka, ko, ku, cha,
Gear: Spirit jar, hide loincloth and cloak, woven fiber wrist bands, cho, chu, da, do, du, ha, ho, hu, na, no, nu, ta, to,
bone knife (STR+2), gwanga (STR+1D+2), blowgun (2D, plus poison), tu, ah, oh, oo, za, zo, zu. Common Imazi names
vial of poison (contact, 1D+2 damage for 2 rounds, 5 doses). include Ka-Ho-Tu, Na-Ko-Zu, and Cha-Cho-Da.
Tribal Governance
imazi shaman The Imazi are pragmatic, and choose differ-
CHA 2D-4D (3D) DEX 2D-3D+2 (2D) INT 2D+2-4D (3D) ent leaders for different responsibilities. They
venerate the eldest and wisest of their clans,
Ranged weapon or Healing +1D and turn to them for advice on most matters.
Melee weapon (STR) Shamanic Lore +1D
For spiritual advice, however, Imazi turn to
+1D Tribal Lore (Imazi) +1D
their shamans, who are believed to have a
PER 2D-4D (3D) STR 2D-3D (2D) WIL 2D-4D (3D) direct connection to their ancestors. When
Hunting +1D Create Potions or
very important decisions need to be made, the
Survival (Junglelands) Create Talisman +1D clan's elders and shamans convene a council to
+1D Commune with Spirits discuss what should be done.
or Commune with The young and those who are too infirm to
Plants +1D hunt or fight tend the herds and help gather
Base SPD: 7 Luck: 6 (2) Renown: +1 food. These groups have no leaders, but share
Primary Language: Primal. responsibilities equally. When Imazi hunting
parties venture far from their clan's base of
Unassigned Skill Dice: 2D.
operations, they are led by the clan's wisest and
Special: Spirit Tracking.
most skilled hunter. Imazi war-parties, on the
Gear: Spirit Jar, hide loincloth and cloak, woven fiber wrist bands,
other hand, are always led by the tribe's fiercest
bone knife (STR+2), gwanga (STR+1D+2), blowgun (2D, plus poison),
and most courageous warrior.
vial of poison (contact, 1D+2 damage for 2 rounds, 5 doses).
Worldview
down creatures as large as a behemoth. The Imazi occasionally have relations with
The Imazi are ancestor-worshippers who other tribes, and are usually on good terms
possess a great respect for the spirits of their with the Shaka, whom they admire as “brave
elders. Their shamans claim to be able to animal spirits”. Imazi have a great fondness for
commune with these spirits, from whom they the Narada, whom they believe are benevo-
ask advice and guidance. Every Imazi owns an lent nature spirits. Most Imazi tribes go out of
intricately-carved wooden vial, called a “soul their way to help any Narada tribe in need of
chapter two: characters & tribes 43
assistance or protection.
Imazi are less trusting of peoples who were
created by the old Archaens, whom they have
never forgiven for the events leading up to the
Fall. These include Vandar, Yann, and all types
of Drudges. Imazi don’t like Beastmen or their
“half-brothers”, the Golgoths. They view the
Witchmen as sworn enemies, and believe them
to be ghouls who feast upon the dead and steal
their souls. Imazi attack Witchmen on sight, and
sometimes lead war parties into the Junglelands
to try to exterminate Witchman clans.
Imazi have an unusual relationship with the
individuals known as Warloks. Despite the sus-
picion with which they regard creations of the
old Archaens, Imazi feel a sense of compassion
for Warloks, believing that these soulless loners
are adrift in the world with no ancestors, and
no hope of salvation or guidance. As such, it is
not unknown for a tribe of Imazi to take in a
Warlok and offer them food and comfort.
KASIR
Nomadic Traders of the Desertlands
The Kasir are a dark-skinned people who
average five to six feet tall, typically slender
and wiry of build. Skin color ranges from dark
brown to onyx, while their hair is white. They
often adorn their hands and bodies with elabo- from a distant land, long ago. These early nomads
rate tattoos using a dye that turns the color of survived wars between the Archaens, Wild Tribes,
alabaster when dry. and Drakken by remaining neutral and never
Both male and female Kasir dress in loose- taking sides. The Kasir follow the same policy
fitting robes of rough linen, and fetish-masks of neutrality as their ancestors, which has so far
that they believe protect them from the evil eye. enabled them to survive in the hostile environs of
This traditional costume is accessorized with the Savage Land.
a variety of protective talismans and charms
intended to ward against various threats and Culture
ailments. When traveling, the Kasir wear hooded The Kasir are nomads who travel far and wide
cloaks that can be used to protect themselves across the continent. They are traders, dealing
and the heads of their mounts from sandstorms. in domesticated beasts, handicrafts, and
various items recovered from tombs, ruins,
Ancestry and History and ancient labyrinths. They are also known to
The Kasir are said to be descended from an barter information, trading in secrets and lore.
ancient race of nomads who traveled to Talislanta Because they travel so widely, the Kasir have
44 TALISLANTA: THE SAVAGE LAND
Kasir Merchant Kasir seer
CHA 2D-4D (3D) DEX 2D-3D+2 (2D) INT 2D+2-4D (3D) CHA 2D-4D (2D) DEX 2D-3D+1 (2D) INT 2D-4D+2 (3D)
Barter +2D Ranged Weapon +1D Appraise Trade Goods or Diplomacy +1D Armorer (Leather) +1D Appraise Trade Goods +1D
Diplomacy +1D Appraise Slaves +1D Choice of Language +1D
Spoken Primal +1D Shamanic Lore +1D
Choice of Tribal Lore +1D
PER 3D-5D (4D) STR 2D-3D (2D) WIL 2D-4D (3D)
PER 2D-4D (3D) STR 2D-3D+2 (2D) WIL 2D-4D (3D)
Survival (Desertlands) Melee Weapon +1D Create Potion or
Survival (Desertlands) Beast-Drawn +1D Create Primitive
+1D Conveyance +1D Enchantment or
Create Talismans and
Base SPD: 7 Luck: 9 (0) Renown: +0 Charms +1D
Primary Language: Nomad.
Base SPD: 6 Luck: 7 (2) Renown: +1
Unassigned Skill Dice: 1D.
Primary Language: Nomad.
Special: none
Unassigned Skill Dice: 2D.
Gear: Loose-fitting cloak, fetish-mask PR 1(1, head only), coarse linen
robes, hide boots, iron knife (STR+1D), horn short bow (3D+1) Special: The Sight (WIL) +1D.
Gear: Loose-fitting cloak, fetish-mask PR 1(1, head only), coarse linen
robes, hide boots, iron knife (STR+2), horn short bow (3D+1)
Kasir Tomb-robber
CHA 2D-3D (2D) DEX 2D-4D+2 (4D) INT 2D-4D (3D) beasts. The tribes use these creatures as steeds
and to carry their wares from place to place.
Escape +1D Appraise Trade Goods or They also trade all three types of beasts to other
Sneak Thief +1D Appraise Slaves +1D
tribes in exchange for other useful goods.
Basic Engineering +1D
Read Old Archaen +1D The Kasir are among the most superstitious
inhabitants of the Savage Land. Their seers
PER 2D-4D (3D) STR 2D-3D+2 (2D) WIL 2D-4D (2D) create talismans that reputedly confer protec-
Survival (Desertlands) Melee Weapon +1D tion from threats such as ill fortune, plague,
+1D sandstorms, and black magic. The most notable
Archaen Traps +1D of their creations are the traditional fetish-
Base SPD: 8 Luck: 9 (0) Renown: +0 masks that all Kasir wear, starting in early
childhood. Made of tooled animal hide and
Primary Language: Nomad.
decorated with wards and symbols, these masks
Unassigned Skill Dice: 2D.
are said to protect the wearer from a variety of
Special: none
evil influences, including the “evil eye” and the
Gear: Loose-fitting cloak, fetish-mask PR 1(1, head only), coarse linen unwanted attention of evil spirits.
robes, hide boots, iron knife (STR+1D), ironwood spear (STR+1D+2),
More than a few Kasir clans are known to
scavenging tools
operate as tomb robbers when the opportunity
arises. Protected by their talismans, Kasir tomb
become knowledgeable about many different robbers are quite fearless, and are known for
territories and even distant lands. This knowl- their ability to overcome traps, magical wards,
edge may also extend to the location and and other obstacles used by the ancients to
reputation of the many ruins and lost cities guard their burial places. Artifacts and goods
that dot the continent. recovered in this manner are usually traded to
The Kasir are skilled animal-handlers who other Kasir tribes, who act as the middlemen in
breed and train three useful domesticated the artifact trade.
species: desert beasts, burden beasts, and war
chapter two: characters & tribes 45
Names
Kasir nomads typically have two-part common
names. Female names start with the prefix “El”,
and end in a vowel, as in: El-Ata, El-Mati, El-Sari,
El-Sidu, etc. Male names typically start with “Al”
and end in a consonant, as in: Al-Harid, Al-Shab,
Al-Aren, Al-Ahad, and Al-Faris.
Tribal Governance
Each Kasir clan is ruled by a seer: an individual
who possesses the ability known as the Sight.
This ability takes the form of visions, and can
purportedly be used to find water, food, people,
or even ancient artifacts and relics.
As far as the Kasir are concerned, each of
their clans is a nation unto itself, with its own
laws and punishments. When two or more
clans meet, the elders of each talk with their
counterparts to establish the guidelines for
their conclave. While ostensibly for the pur-
poses of trade, the exchange of knowledge, and
a few days of celebration, such conclaves serve
a more important function: the exchange of
young Kasir of marrying age.
Worldview
Kasir clans are generally neutral in their rela-
tionships with other tribes. They are not usually
aggressive, but if threatened they are more than
capable of defending themselves. Kasir tribes
often travel in caravans for protection. When
they do, they sometimes hire Vandar, Viragos, legs. If a Narada is angered or threatened, he can
or other mercenaries for protection. rapidly extend these thorns to a length of six to
eight inches and use them in self-defense.
NARADA Ancestry and History
Narada did not originate on the Talislantan
Plant-Folk of the Southlands continent. Their oral histories claim that they
came here from a place called Celadon, which
The Narada are a primitive race of plant-peo- they describe as a lush and verdant paradise.
ple who stand up to seven feet tall. They have Naradan elders say that their ancestors trav-
root-like “hair” and their bodies are covered in a eled to Talislanta from Celadon long ago,
tough, fibrous, green skin, with a woody exo- hoping to stop the Archaens from destroying
skeleton that grows as they do. Their exoskeletal their world. They failed to do so and, when
armor is studded with thorny protrusions on disaster struck, found themselves trapped in
the shoulders, elbows, and knees, with lines of the Savage Land.
thorns running down the sides of the arms and
46 TALISLANTA: THE SAVAGE LAND
Narada guardian Narada while holding an unsheathed blade
can lead to misunderstandings and, possibly,
CHA 2D-3D (2D) DEX 2D-3D (3D) INT 2D-4D (2D) unpleasant consequences. They feel much the
Artificer (Wood) +1D Healing +1D same about fire.
Stealth +1D Spoken Primal +1D All Narada speak the language of plants,
Plant Lore +2D Verdir, and are able to communicate with all
PER 2D-4D (2D) STR 3D-5D (4D) WIL 3D-4D (3D) forms of plant life. Narada shamans are skilled
in herb and root-lore. They know the various
Hunting +1D Unarmed Combat +1D magical properties of plants and are able to
Survival (Junglelands)
create a variety of potions and remedies from
+1D
leaves and berries, bark and roots. Certain of
Base SPD: 4 Luck: 5 (0) Renown: +0 their shamanic rituals are said to allow them to
Primary Language: Elder. commune with the spirits of ancient, long-de-
Unassigned Skill Dice: 1D. parted trees. Other rituals allow them to
Special: Commune with Plants, Thorny Growths (natural weapon, cleanse the soil of toxins and bring plants back
STR+1D), Bark-like Skin PR 1(-) natural armor. to life, turning areas of ravaged wasteland into
Gear: Vine-woven belt and pouches. fertile plains, woodlands, or even jungle.
The Narada draw moisture and nutrients
from the soil, which they typically do at night,
Narada Shaman while resting. At such times they send out root-
CHA 2D-3D+2 (2D) DEX 2D-3D (2D) INT 3D-4D+2 (3D) like fibers which seek deep into the ground.
While feeding, a Narada is literally rooted to
Stealth +1D Healing +1D the ground and can’t move until its roots are
Plant Lore +1D
Shamanic Lore +1D
retracted. Narada can also use this ability to
Spoken Primal +1D locate underground sources of water.
Like cacti, Narada are capable of storing
PER 2D-4D (3D) STR 3D-4D+2 (3D) WIL 3D-4D+2 (3D) water internally for long periods of time,
Survival (Junglelands) Unarmed Combat +1D Concoct Potion or allowing them to survive even in the arid
+1D Create Primitive wastelands and deserts of the Savage Land.
Enchantment +1D Their slow-moving tribes often travel far and
Curse +1D wide across the known lands, seeking knowl-
Remove Curse +1D
edge from other plant species and doing what
Base SPD: 4 Luck: 5 (2) Renown: +1 they can to repair a land ravaged by wars and
Primary Language: Elder. magical cataclysms.
Unassigned Skill Dice: None.
Special: Commune with Plants, Thorny Growths (STR+1D), Bark-like Names
Skin PR 1(-) natural armor. Narada names are derived from the language
Gear: Vine-woven belt and pouches. of plants, which is said to be more ancient than
the Elder tongue. Their common names have
a mellifluous sound, like Losa, Eloa, Sola, Oso,
Culture and Saloa.
The Narada are intelligent, but practice no
craft except as pertains to the tending of plants, Tribal Governance
planting seeds, and so forth. They don’t make Narada tribes are usually small, seldom num-
tools or weapons, nor do they have use for bering more than two dozen individuals. The
such items. Narada don’t like the look or feel eldest shaman usually serves as leader, though
of metal, and attempting to converse with a all adult members of the tribe are allowed to
chapter two: characters & tribes 47
have a say if they choose.
Older and slower-moving Narada sometimes
leave their tribe to become solitary wander-
ers. These elderly Narada travel from place to
place, planting seeds in barren regions like the
Wastelands, helping the slow process of bringing
the land back to life. Eventually, an Elder stops
moving altogether, chooses a place to stay, and
permanently sets down roots in that spot. Over
time these Narada gradually lose their humanoid
form, becoming more and more like trees.
Worldview
The Narada believe that all living things,
including plants and animals, have spirits.
They feel that all creatures have a right to live
in peace. Though they are generally placid by
nature, Narada use force to protect themselves,
their companions, or allies. Narada are some-
what slow-moving, but are incredibly strong.
When angered they can become quite fearsome,
even deadly.
The Narada are on good terms with the Imazi
and Shaka, and are sometimes receptive to
overtures of friendship from others. The excep-
tions are the Umar, Golgoths, and Thrax, whom
the Narada view as despoilers of the land. They
don’t like Witchmen, whom they believe are
possessed by evil spirits, and they regard wood
demons and ghaun as natural enemies of the
plant kingdom.
Reavers dress in a motley collection of hides,
REAVERS furs, and cloth garments augmented with pieces
of armor made from scraps of metal and beast-
hide. Other items commonly worn or carried
Scavengers and Bandits of the include makeshift weapons, sand-goggles, and
Wastelands numerous pouches and packs of various sorts
slung on cords of braided hide. Expert riders,
Reavers are nomadic scavengers and bandits all Reavers favor fast steeds such as striders and
whose clans range far and wide across the catdracs, which they decorate with colorful
Wastelands, Wilderlands, and even into the pigments and bits of bone, metal, and claws.
Darklands. They average just under six feet in Reavers clans are primarily scavengers, sifting
height, lean and wiry, with light gray skin which through the wreckage and refuse of past eras,
they decorate with colored pigments. Both finding bits and pieces of valuable or other-
sexes wear their jet-black hair long, in multiple wise-useful materials. They make crude-looking
braids and dreadlocks interwoven with orna- but effective weapons of all sorts, including
ments of carved bone, wood, and metal. saw-toothed blades made from scraps of iron,
48 TALISLANTA: THE SAVAGE LAND
Reaver scavenger and stealthy, night-time raids. When raiding,
Reavers often act like madmen: screaming
CHA 2D-3D+2 (2D) DEX 2D-4D (3D) INT 2D-4D (3D) and howling, and riding recklessly into battle.
Armorer (Leather or Appraise Trade Goods In actuality, Reavers mainly act this way to
Metal) or Artificer +1D confuse and panic their opponents, not kill
(Metal, Wood, or Basic Engineering +1D them. If faced with determined resistance,
Stone) +1D they usually run away, taking whatever spoils
Bladesmith or Common
they can carry. However, if cornered or threat-
Weaponsmith +1D
Escape +1D ened, Reaver clans fight like berserkers to
defend themselves.
PER 2D-4D+2 (2D+2) STR 2D+2-4D (3D) WIL 2D-4D (2D+1)
Scavenge +1D Melee Weapon +1D Ancestry and History
Sign Language +2D There are numerous tales about the origins of
Survival (All lands) +1D the Reavers. Some say they are descended from
Base SPD 7 Luck: 7 Renown: +0 a legendary race of windship pirates known
as the Baratus, who hailed from a distant land
Primary Language: Nomad.
believed to have been destroyed during the cat-
Unassigned Skill Dice: 1D.
aclysm. Others whisper that they are Archaen
Special: Worldly, Enduring (1 week, only requires half rations any time).
exiles, who were banished from the Sky-cities
Gear: Leather vest, pantaloons, and boots, scavenged weapon (any before the Fall.
one of average or lower trade value).
The Reavers themselves claim to have no
history; to them, the past is gone and no longer
Reaver Bandit relevant. All that matters now is the present,
and the ongoing struggle to survive.
CHA 1D+2-3D (2D) DEX 2D-4D (3D) INT 2D-4D (2D)
Escape +2D Appraise Trade Goods +1D Culture
Basic Engineering +1D Reaver clans are like extended families, with
many members related to one another in some
PER 2D-4D+2 (3D+2) STR 2D-4D (3D) WIL 2D-4D (2D+1)
way. When different clans meet, they often
Sign Language +1D Melee Weapon +1D exchange not only goods, but also daughters and
Survival (All lands) +1D Unarmed Combat or sons of marriageable age. So it is that a Reaver
Ranged Weapon
may have relatives in any number of other clans,
(DEX) +1D
almost anywhere across the continent.
Base SPD: 8 Luck: 7 (0) Renown: +0 Reavers don’t observe separate roles for males
Primary Language: Nomad. or females. All are considered equal in their eyes.
Unassigned Skill Dice: 2D. Though they are a tight-knit people, Reavers
Special: Worldly, Enduring (1 week, only requires half rations any time). clans are inclusive, and are known to welcome
Gear: Leather vest, pantaloons, and boots, choice of two scavenged members from other tribes. Before being allowed
weapons (of Average, or lower, trade value). to join a clan, outsiders may be required to prove
their loyalty by performing some sort of deed,
such as sneaking into another tribe’s camp and
clubs studded with metal spikes or shards of stealing something the clan needs (like food,
crystal, and one- or two-handed cross-bows water, weapons, or mounts).
made from scavenged wood and metal. Rugged and lean, Reavers require very little
What Reavers can’t scavenge, they steal. food and water to survive and adapt well to
They use a variety of tactics, from swift hit- almost any type of terrain or climate. They
and-run attacks to cleverly-planned ambushes waste nothing, and share what they have
chapter two: characters & tribes 49
among other members of the tribe rather than Despite this, Reavers are generally on good
hoard anything for themselves. terms with the Yann, to whom they some-
Reavers sometimes trade with other tribes, times trade unusual bits of salvage found
but almost never trade for strider or catdrac among Archaen ruins, such as parts for clock-
steeds. Instead, they catch these creatures in work-mechanisms, small radian crystals, panes
the wild or steal them from other tribes and of colored glass, bits of fine wire, and so forth.
train them to serve as mounts. No self-respect- Reavers have a complex relationship with the
ing Reaver would ever trade for a steed when Kasir, as both their peoples are known to resort
they can obtain one “for free”. to banditry. It’s not unknown for the two bandit
tribes to steal from each other, or compete for
Tribal Governance the same “pickings”.
Reaver tribes are led by a council of three or Reaver clans generally avoid the Thrax, whom
more chieftains, each having a particular area of they don’t trust. They despise Golgoth slavers,
expertise. In matters of raiding or defense, the who are known to set traps and ambushes
tribe looks to its bandit-chieftain for leader- to capture Reavers and use them as slaves.
ship. Similarly, the tribe may have a chieftain Whenever the two tribes meet, bloodshed is
in charge of scavenging, and others for trade, sure to follow. Whenever Reavers win such a
diplomacy, and so on. fight, they mount the severed heads of the slain
Generally, each chieftain is allowed to make Golgoths on spikes and display them on the
any decision that falls under his area of exper- nearest hill for all to see.
tise. But in cases where a majority strongly
disagrees with a decision, the tribal council can
vote to overrule any of its chieftains.
While they are brave (and even reckless) in
SHAKA
battle, they have a reputation of being less Eldest of the Wild Tribes
than trustworthy allies. Unless employed by a
renowned chieftain or close friend, Reaver clans The Shaka are a race of hunters found through-
have been known to switch allegiances, some- out the Savannahlands and parts of the Dead
times even in the middle of a battle. Forest. Their sinewy forms are covered in a
dense coat of fur that can vary in color from
Names tan to a deep, lustrous black. Male Shaka are
Reavers have no common names, but instead striking creatures, with heavy brows and bright,
tend to scavenge names from other cultures. deep-set eyes. Their powerful jaws are lined
Reavers say that they abandoned their traditional with sharp teeth and their hands and feet are
names after the Fall, along with everything else clawed. Female Shaka have less-bestial features
that they lost. Cynics claim that this is just the than the males, and possess a sort of wild, ani-
Reavers’ way of concealing their dark and/or malistic beauty. Both males and females sport
scandalous origins. thick manes, worn loose or in masses of braids.
Shaka garb themselves in light, flexible armor,
Worldview beautifully tooled and crafted from the hides of
Reavers are denigrated by some as thieves, various types of beasts. They are skilled archers,
junk-pickers, and mongrels. The Vandal con- wielding bows of elaborate design and razor-
sider them an annoyance, and some folk sharp knives made of flint or obsidian.
suspect them of being Archaens and believe Though more civilized in appearance than
they are responsible for the Fall. As such, Reaver other Wild Tribes, the Shaka are also creatures
clans tend to keep to themselves, avoiding close of the wild. They have excellent night-vision, a
ties with most other tribes. keen sense of smell, and very acute hearing. They
50 TALISLANTA: THE SAVAGE LAND
Shaka Plains Hunter
CHA 2D-4D (2D) DEX (Male) 2D-4D INT 2D-4D (2D)
(3D)
(Female) 2D+2-5D (4D) Beast Lore +1D
Armorer (Leather) +1D
Ranged Weapon +1D
Escape +1D
Stealth +1D
Shaka Bowsmith +1D
PER 3D-5D (3D) STR (Male) 2D+2- WIL 2D-4D (2D)
4D+2 (4D)
Hunting +1D (Female) 2D-3D+2 (3D)
Survival (Wastelands) Unarmed Combat +1D
+1D
Base SPD: 8 Luck: 4 (0) Renown: +0
Primary Language: Primal.
Unassigned Skill Dice: 1D.
Special: Commune with Animals, Night Vision, Claws and Bite (STR+2),
Sense Magical Emanations.
Gear: Leather loincloth, Shaka beast-hide armor PR 1(2), thick leather
bracers, Shaka long bow (4D+2) or short bow (3D+2), Shaka obsidian
knife (STR+1D)
convinced them to cede the lands below the
clouds to the beast-tribes. For a time, the Wild
Tribes reigned supreme across the length and
breadth of Talislanta. Then came the Sorcerers
Wars, and the Fall.
The Shaka tribes of the current era are greatly
possess retractable claws, and fangs capable of reduced in number. While most of their kind
rending flesh and bone. Some still retain their can now be found in the Savannahlands, a
ancestors’ ability to communicate in the lan- few still eke out a precarious existence in the
guage understood by many types of wild animals. now-decimated northwestern woodlands
known as the Dead Forest.
Ancestry and History
The Shaka claim to be the oldest of the beast- Culture
tribes. Known for their wisdom and ferocity, their Shaka are renowned for their hide-working
ancestors once ruled the northern woods and skills. They make tooled-leather goods of
western plains of Talislanta. It was the Shaka who excellent quality from the skins of many differ-
united all the Wild Tribes and helped the early ent beasts, including behemoths, ogront, and
Archaens overthrow the reptilian Drakken; and it tarkus. Shaka-made armor is greatly sought
was the Shaka who led the Wild Tribes against the after for its strength, lightness, and fine crafts-
Archaens after their former allies betrayed them. manship. The finest pieces are never traded, but
The Shaka and their fellow beast-tribes are awarded by their makers to those who have
forced the Archaens to make peace and proven their courage and skill in the hunt.
chapter two: characters & tribes 51
Shaka are also highly regarded for their Worldview
bow-making talents. Their shortbows are made Once rulers of a vast realm that stretched across
of ironwood and are of excellent quality. Their much of the north western and central regions
longbows are made of dragon-bone, and in the of the continent, the Shaka of the current
hands of an expert are said to have a range of age have been greatly reduced in numbers
over five hundred yards. Only the strongest and power. They retain sufficient strength to
individuals can wield such mighty weapons. control the Savannahlands and continue to
Shaka travel alone, in mated pairs, or in small command the respect of the other Wild Tribes.
bands—prides—of up to a dozen individuals. Even so, their enemies—the Beastmen and
Whether traveling in prides or alone, Shaka live Golgoths— encroach upon their territories.
nomadically, rarely settling in one place for more The Shaka look across the plains and see a land
than a few days at most. They generally depend razed by fire, sword, and magic. Though some
on speed and cunning to out-maneuver larger believe their time is fast coming to an end, the
enemy tribes, such as the Umar and Golgoths. Shaka are by no means ready to concede their
Shaka live for the hunt, from which they derive lands to any other tribe, or give way to the
food, hides, and honor. They are expert trackers, forces arrayed against them.
and are especially fond of hunting large and dan-
gerous predators such as rath and behemoths.
The horns, claws, and hides of their prey are not
only used to make useful items; they are also
SHAN
proudly displayed as trophies of the hunt. Golden-Skinned Warriors From
Shaka despise magic, which they blame for
the destruction of their ancestral homeland,
the East
and which they can detect by scent. They won’t The Shan are a tribe of proud, golden-skinned
use enchanted weapons or artifacts, and are humanoids who stand between five and a half
uncomfortable in areas that radiate magical to six feet. They are well-proportioned, but
emanations. Shaka are among the only human- are slender in comparison to tribes such as the
oids who can detect the coming of the Gyre, Vandar, Golgoths, and Ra. Shan have lustrous
some being able to sense its presence at dis- black hair, which both males and females wear
tances of up to several miles. very long, in a single braid or queue.
Practitioners of an ancient warrior-tradition,
Names Shan have great respect for the ways of their
Shaka names usually sound similar to the ancestors. The swords that they carry were all
ancestral name for their people, “Shaka”. handed down to them by their predecessors;
Common names include Kata, Nakara, Shaku, each has a history, and some even have names.
Mata, Jaka, Jatu, Dakaru, Yatu, and Mako. Shan dress in ceremonial armor made of iron
scales and plates sewn onto a hide backing.
Tribal Governance These suits of armor are passed down from one
Shaka tribes tend to be small in number, generation to the next and are often very old,
rarely exceeding twenty individuals. Their showing visible signs of wear.
tribes are usually ruled by the wisest and most
skilled hunter, who by her deeds has earned Ancestry and History
the greatest honor. Disputes are rare, as the The Shan are a race of neomorphs created
Shaka are a tight-knit people who value honor before the Fall by a sect of Archaens known
and tradition above such petty concerns as as the Erythrians. The ancestors of the mod-
personal ambition. ern-day Shan were renowned for their absolute
loyalty and allegiance to their masters, whom
52 TALISLANTA: THE SAVAGE LAND
Shan Warrior/Wanderer
CHA 2D-4D (2D) DEX 2D-4D+2 (3D+2) INT 2D-4D (2D)
Command +1D Bladesmith +1D Spoken Primal +1D
Diplomacy +1D Tribal Lore (Shan) +1D
PER 2D-4D (2D) STR 2D-4D+2 (3D+2) WIL 2D-4D+2 (2D+2)
Survival (Volcanic Melee weapon or Beast Handling +1D
Hills) +1D Unarmed combat
or Ranged Weapon
(DEX) +2D
Melee weapon or
Unarmed combat
or Ranged Weapon
(DEX) +1D
(can’t stack with 2D
pick)
Base SPD: 8 Luck: 8 (0) Renown: +0
Primary Language: Spoken Old Archaen.
Unassigned Skill Dice: None.
Special: if Wanderer, Vow of Silence—gain Sign Language +2D.
Gear: Shan ceremonial sword (STR+2D, Enchanted, Armor Piercing
against non-magical armor), hide loincloth, head band, necklace,
and bracers of hammered black iron, iron knife (STR+1D), Shan
ceremonial armor PR 1(3).
past. The fall of the Archaen Empire has filled
them with a deep sense of loss. Many still
mourn the passing of what they regard as a
great era, and look to the future with uncer-
tainty. Shan revere their ancestors and pray to
the Shan regarded as gods. They served as elite them for strength and guidance. The concepts
warriors, and were always organized into cadres of loyalty, honor, and tradition are very import-
of seven individuals, with each cadre assigned ant to these people, and form the core of their
to a single master. culture and identity. A proud people, a Shan
The Erythrians vanished after the Fall. Some almost never asks for help.
say they perished in the cataclysm, while others In the times before the Fall, the loyalty of the
contend that they fled to distant realms. The Shan was unquestioned. If set a task by their
few Shan who escaped the cataclysm fled their masters, they would see it done or die trying
ravaged homeland, undertaking a long and per- to accomplish it. The Shan of the current era
ilous journey west across the southern reaches no longer have any masters, but have trans-
of the Volcanic Hills. The survivors made it to ferred this sense of honor and obligation to the
the eastern regions of the Wilderlands, where members of their cadre.
most remain to the present day. For most Shan, loyalty to the brothers and
sisters of their cadre provides them with a sense
Culture of purpose. They range across the Wilderlands,
In some ways, the Shan remain rooted in the surviving by hunting for food or taking such
chapter two: characters & tribes 53
work as can be found with other tribes. The honorable and just. For this reason, Shan never
cadre acts as a unit, and fights to defend its willingly consent to join forces with tribes such
members, even to death. An insult or injury to as the Golgoths, Thrax, and Umar.
one is considered an affront to the whole cadre, Influenced by the teachings of their creators,
and is avenged by the entire group. the Shan once looked down on all the beast-
Should a cadre be reduced to a single races, regarding them as inferiors. But since
member, the last survivor often becomes what the Fall, some Shan have come to question
the Shan refer to as a Wanderer. These master- this assumption, and have gradually begun to
less warriors have no loyalties and often travel respect beast-tribes such as the Shaka.
alone, living like hermetic monks or ascetics; Shan are usually on good terms with the
some are even known to take a vow of silence. Yann, offering them protection in exchange
Abandoning all other interests, wanderers for the Yann’s metal-working expertise; of the
devote the remainder of their lives to perfecting tribes extant today, only Yann possess the skill
their martial abilities, often going so far as to to make or repair Shan ceremonial weapons
focus exclusively on a single combat skill, such and armor. Shan generally get along well with
as the sword, short bow, or unarmed combat. other neomorphic races like the Vandar and
Shan wanderers sometimes work as merce- Viragos. They have dealings with the Kasir, who
naries. Most are not motivated by profit, but sometimes trade ancient Erythrian blades and
rather by a chance to fight for a cause that they artifacts they have retrieved from ancient ruins
deem worthy and honorable. Provided they are and tombs across the continent. They are the
treated with respect, their loyalty in such cases sworn foes of the Witchmen and Azraq, who
is unshakable. were responsible for the deaths of many Shan
when they undertook their long voyage west
Names into the Wilderlands.
Shan have three-part names:. Their first name
is their own, their second name is their moth-
er’s, and the third is the name of their father.
Common Shan names include: Zan-Shi-Shan,
VANDAR
Zo-Chi-Chin, Mi-Haa-Zhan, Kya-Ho-Zin, Kyo- Warriors Bred for Battle
Ta-Tsao, Nao-Te-Tchin, and Tan-Do-Nari.
The Vandar are a race of powerfully-built
Tribal Governance humanoids who stand over six and a half feet
Shan cadres have no single leader, but operate tall and can weigh up to three hundred pounds.
by group consensus. On occasion, a cadre elects Creations of the old Archaens, these hybrid
one member to represent the group based on warriors were grown in vats, using a single
his talents. The most fearless may be chosen to template. As a result, all Vandar look very much
lead the cadre on a dangerous task, and the most alike: heavily muscled, with strong features,
diplomatic picked when parlaying, trading, or cobalt blue skin, lacking any hair except for a
negotiating with other tribes or cadres. scalp-lock or queue. The only distinguishing
feature between individual Vandar are the
Worldview tattoos that most wear on their faces and arms.
Abandoned by their former masters, the Shan Originally, these markings indicated the name
now regard themselves as masters of their of the sorcerer who created each pod (batch) of
own fate. Thus, unless they choose otherwise, Vandar. In the present age, Vandar tattoos are
Shan owe allegiance to none but themselves mainly used to mark an individual’s achieve-
and their cadres. Shan only ally themselves ments in battle.
with other tribes or individuals they view as Vandar dress in an ancient type of armor
54 TALISLANTA: THE SAVAGE LAND
Vandar Warrior
CHA 2D DEX 3D INT 2D
Command +2D Armorer (Leather) +1D
Common Weaponsmith
+1D
PER 3D STR 5D WIL 3D
Siege Weapon +1D Melee Weapon +2D Beast Handling +1D
Survival (Wilderlands) Unarmed Combat +1D
+1D
Base SPD: 7 Luck: 6 (0) Renown: +0
Primary Language: Primal.
Unassigned Skill Dice: None.
Special: Immunity to Fear, Rapid Healing.
Gear: Hide loincloth, Sandals, Black Iron knife (STR+1D), Vandar
Greatsword (STR+2D+2), Vandar Garde PR 1(2) (STR+1D+1)—use
Unarmed Combat
Note that all Vandar have the same attribute scores and beginning
skills. When creating Vandar Player Characters, neither of these may
be customized.
Four Nations. The war resulted in a stalemate,
and the destruction of the Four Nations. Most
of the Vandar who fought in the war were killed
in battle. The rest are believed to have perished,
either as a result of the Fall or because the species
was unable to procreate and quickly died out.
But such was not the case. Shortly after the
Fall, a number of these hybrid warriors were
found, preserved in sarcophagus-like vats.
known as garde, which consists of spiked iron When the vats were opened, they were acti-
plates strapped to the shoulders, arms, and vated and brought to life. It is these “newly
legs. In battle, they wield two-handed greats- born” Vandar who now populate the Savage
words, using their garde to parry blows and Lands, along with a growing number of
batter opponents. younger offspring. Even so, the Vandar remain
All Vandar are male—there are no female the least-numerous of all the humanoid races,
Vandar. The only species with which the Vandar and large tribes of Vandar are very rare.
can procreate with are the Virago, a race of
female warriors also created by the Archaens. Culture
The offspring of a Vandar and a Virago is either The Vandar were bred for battle, and it really
a Virago (female) or a Vandar (male). is the only thing that they know. Designed by
their creators for use as heavy infantry and heavy
Ancestry and History cavalry, Vandar possess innate combat skills, but
Created by the sorcerers of the Four Nations only of a specific sort. While they are skilled in
before the Fall, the Vandar were used as surro- the use of two-handed weapons like greatswords
gate armies and sent off to fight in the War of and battle-axes, they have no talent for archery or
chapter two: characters & tribes 55
missile weapons of any sort, nor are they capable For example: Verus, Varos, Oros, Sarus,
of learning any other types of skills. Though Vanarus, Savar, etc.
Vandar are adept at riding large mounts like war-
beasts and land lizards, they are too big and heavy
to ride the smaller, swifter steeds such as striders.
Skill and bravery in combat are the main Tribal Governance
measures of self-worth among these people, Vandar tribes are led by a chieftain known as a
as are loyalty, honor, and obedience to the warlord, who must earn his rank by proving to
chain of command. Members of the same be the best warrior and most skilled tactician
tribe often fight amongst themselves for prac- in his clan. Serving the warlord are his lieuten-
tice, for sport, or to prove their superiority. ants, who act as sub-commanders, conveying
These wargames, as they are called, are not the warlord’s orders to their subordinates.
intended to kill or cause grave injury; instead, Promotion in rank can be earned through
they are used to measure the contestants’ bravery in battle or by proving one’s skill in
combat and tactical skills. On the rare occa- non-lethal wargames against other members
sion when two groups of Vandar meet, they of the clan.
often engage in such sport, just to determine
which of the two tribes is more skilled. As Worldview
with smaller-scale wargames, these contests The Vandar respect combat skill, intelligence,
are not intended to cause fatalities, though and honor. Their clans usually get along well
they often result in injuries. with tribes that have similar views, such as the
Vandar were bred to heal quickly, and even Shan, Shaka, and Imazi. Vandar will form alli-
serious wounds regenerate rapidly. The down- ances with such tribes if it suits their strategic
side to the Vandar’s regenerative capabilities is interests. Smaller Vandar clans, or even individ-
that Vandar tend to “burn out” quickly, most ual Vandar, are often hired or join other tribes
having a lifespan of just thirty years. to offer them protection. In return for their
According to Vandar legends, the first Vandar services, Vandar are typically “paid” in food,
“awakened” after the Fall was a great warrior weapons, armor, or other goods that Vandar
known as Severus. Severus was famous for can’t make for themselves
freeing a large band of slaves and leading them The Vandar have a complex relationship with
to a legendary place of safety called Sanctum. the Viragos, upon whom they depend for the
Ironically, the name “Severus” may well have propagation of their species. Though the two
been the name of the Archaen sorcerer who tribes are steadfast allies and have much in
designed the Vandar prototypes; according to common, they are both proud, and each has its
the Thrax who found him in a vat, the word own traditions and beliefs. Courtship rituals
“Severus” was tattooed on his forehead. As between the two are often emotionally-charged
the Thrax are hardly experts at reading Old affairs, occasionally resulting in heated dis-
Archaen, some believe that the word tattooed agreements or even physical combat. In the
on Severus’ forehead may well have been view of these two warrior-peoples, the latter is
“seven”—this perhaps being the number of the not necessarily a bad thing, and may in fact be
alchemical chamber in which Severus and his considered a sign of deep affection.
other vat-mates were grown.
Names
Vandar of the present day now choose their
own names, though they tend to prefer names
that are similar in style to the name Severus.
56 TALISLANTA: THE SAVAGE LAND
VIRAGOS
Warrior-Women of the Wilderlands
The Viragos are a race of warrior-women
who were bred by the Archaens of the past
age. Averaging six feet or more in height, they
are lithe and muscular, and have dark, cop-
per-colored skin. Viragos have white hair that
they wear in a distinctive style resembling a
mohawk, occasionally augmented with tight
braids, top-knots, or a long tail extending past
the neck and shoulders. Viragos dress in a com-
bination of hide and metal armor, with metal
bracers used for parrying weapon strikes.
All members of a Virago tribe are female.
Though Viragos who mate with other hybrids
may, on very rare occasions, have a male
child, such offspring are weak and generally
don’t survive. The sole exception to this
situation occurs when a Virago mates with a
Vandar; in such cases, if the child is male, it is
Vandar. As such, Viragos favor Vandar mates
above all others.
Ancestry and History
According to their legends, the Viragos were
originally created by an Archaen sorceress
known as the Enchantress, who had a great
distrust of men. It is said that the sorceress bred
the Viragos to be her elite bodyguards, to elimi- and symbols—particularly those of a dangerous
nate any need for males in her household. or threatening nature, which they have learned
After the Fall, the Enchantress disappeared, to identify and avoid.
and the surviving Viragos eventually formed Viragos may not be as large and powerful
their own tribes. Though no longer bound to as the Vandar, but they are swifter and more
serve their creator, they continued to follow her agile. Unlike the Vandar, they possess an innate
beliefs by prohibiting males from joining their talent for archery and mounted combat, and are
clans. Their tribes now range throughout the also able learn new skills. It is not uncommon
eastern regions of the Wilderlands and beyond. for Virago warriors to also have some skill in
healing, animal handling, diplomacy, trading, or
Culture crafting various types of tools and implements.
Viragos are generally not a superstitious people, This wide range of talents makes Viragos
nor do they fear magic like many of the other self-sufficient, and they need rely on no other
folk that have survived the Fall. Though they tribe for their welfare and survival.
have no talent for magic use, most Viragos are
capable of deciphering certain types of runes
chapter two: characters & tribes 57
Virago Mercenary Viragos regularly engage in trade with the
Kasir, and occasionally also with Reavers. They
CHA 1D+2-4D (2D) DEX 2D-4D+2 (4D) INT 1D+2-4D (2D) regard Beastmen and Thrax as vermin, and
Barter +1D Armorer (Leather) +1D Language (choose mark the Golgoths, Umar, and Ra as enemies.
/ Ranged Weapon one) +1D The Viragos have a complex relationship
+2D / Common with the Vandar, who depend on the Viragos
Weaponsmith +1D for the propagation of their tribe. Though
PER 2D-4D (3D) STR 2D-4D (3D) WIL 2D-4D (2D) the two are long-time allies, courtship
rituals between Viragos and Vandar are often
Survival (Wilderlands) Melee Weapon +1D Beast Handling +1D
emotionally-charged affairs, occasionally
+1D
resulting in heated disagreements or even
Base SPD: 9 Luck: 9 (0) Renown: +0 physical combat. In the view of these two
Primary Language: Primal. warrior-peoples, the latter is not necessarily
Unassigned Skill Dice: 1D. a bad thing, and may in fact be considered a
Special: none sign of deep affection.
Gear: Hide loincloth and vest, sandals, black iron knife (STR+1D),
Virago shortbow (3D+1), ironwood spear (STR+1D+1) or obsidian sword
(STR+1D+2) WARLOKS
Names Soulless Assassins & Hunters
Viragos have both common name and a secret
name. Common names typically begin and
of Wizards
end in a vowels as in: Alia, Uala, Oria, Oanu, Warloks are a mysterious race of humanoids that
Ia, Anobia, and Ulora. The nomenclature of average around six feet tall and tend to be built
their secret names is never discussed among along slender proportions. Pale of complexion,
non-Viragos. Warloks have raven hair which they wear long
and tied back in a queue. They have dark, deep-
Tribal Governance set eyes that give them something of a haunted
Virago society is seen as matriarchal from look, and tattoo occult symbols on their fore-
the outside; but as Viragos are all female, head and chin. Their usual mode of dress is a
the distinction is moot. Their chieftains are hooded cloak of black linen, with boots, gaunt-
elected by vote and are chosen not just for lets, and breeches of beast-hide. A silver-bladed
their prowess in battle, but for their intelli- sword and one or more pairs of knives are their
gence, experience, and other talents. Virago weapons of choice.
chieftains are entrusted with the safety and
prosperity of the tribe, and if a chieftain Ancestry and History
doesn’t live up to her duties, she may be voted Warloks are a race of hybrids created during
out and replaced. the Sorcerers Wars, in the period before the
Fall. They were designed to be assassins, and
Worldview were specifically bred to hunt and kill rival
The Virago tribes enjoy good relations with sorcerers. Designed to be highly resistant
a number of other peoples, including the to magic, Warloks were also imbued with
Yann, Imazi, and Shaka. Some Virago tribes an innate ability to detect magical emana-
work as mercenaries, protecting clans of Yann tions, allowing them to track their intended
salvagers from potential threats. Viragos are victims. During the Sorcerers Wars, these
disciplined and reliable, and their services are specialized talents earned Warloks a fearsome
often in great demand. reputation among the Archaens.
58 TALISLANTA: THE SAVAGE LAND
Warlok Assasin
CHA 1D-3D (2D) DEX 2D-4D+2 (3D+1) INT 2D-4D+1 (2D+1)
Escape +1D Appraise Archaen
Sneak-Thief +1D Artifacts +1D
Stealth +2D Healing +1D
Tribal Lore (Warlok) +1D
PER 2D-4D+2 (2D+2) STR 1D+2-4D (2D+2) WIL 2D-5D (3D)
Hunting +1D Melee Weapon +1D
Base SPD: 9 Luck: 6 (0)
Renown: +0
Primary Language: Old Archaen, written and spoken
Unassigned Skill Dice: 1D.
Special: See Magic, Magic Resistance
Gear: Leather vest PR 1(1), breaches, and boots, linen cloak,
silver-bladed sword (STR+2D), two black iron knives (STR+1D)
Among the few literate folk of the current
epoch, Warloks sometimes hire on as mer-
cenaries with those who make their living by
robbing tombs or searching ancient ruins for
enchanted artifacts. With their ability to detect
magic and their resistance to spells and wards,
Warloks are often well-suited to such work.
However, lacking a soul, they tend to be a dark
and gloomy lot, who many other folks regard as
harbingers of misfortune, or cursed.
Though most Warloks use their talents
as assassins only for self-defense, some still
After the Fall, the surviving Warloks found operate as killers-for-hire. It is whispered that
themselves ill-equipped to deal with the dark their targets have included shamans, spectres,
age that descended on the land. Some con- Ra paladins, and even shadowitches.
tinued what they were created to do, hunting
down sorcerers who had survived the Fall and Names
remained in Talislanta, or working as merce- Their names tend to reflect the dramatic
naries. Others wander aimlessly, looking for sort of nomenclature once favored by
something to give purpose to their lives. Archaen sorcerers, such as Arkonos, Mordok,
Zoratus, Mephistan, Naros-Najan, Baltharius,
Culture Azrademus, Mordigan, and Zoranos.
Warloks are among the few peoples of the
present age who are still fluent in the spoken Tribal Governance
and written versions of Old Archaen. They Warloks have no tribes, and tend to be loners.
have no talent for spells or incantations, but On rare occasions, a male and a female travel
are able to read old Archaen writings, and can together as a pair, and some may even become
even identify many types of Archaen artifacts. mates. Even these relationships tend not to last
chapter two: characters & tribes 59
for long, due to the doom-haunted nature of
these folk.
Worldview
Warloks are alone in the world, with few if any
friends or allies. Imazi pity them, and Imazi tribes
have been known to offer Warloks food, shelter,
help, or protection. Kasir are sometimes willing
to take on a Warlok to help them acquire and
identify enchanted artifacts, which they then
trade to other tribes. The Yann occasionally seek
the services of a Warlok to help them decipher
particularly rare or complex Archaen writings.
The talents possessed by Warloks can also
make them the targets of less-benevolent
tribes. The Ra often try to capture Warloks to
force them to help find and identify Torquaran
artifacts. Golgoths are known to do the same,
and are also known to take Warloks and sell
them as slaves. Witchmen covet the heads of
Warloks, which they shrink and use as primitive
black-magical totems.
YANN
Builders and Salvagers
The Yann are a race of sorcerous hybrids
created long ago by the ancient Archaens.
They are short and stocky, standing only four
or five feet tall. Yann are covered head-to-toe builders and engineers, miners and metallur-
in tough, exoskeletal plates that range in color gists. It was the Yann who built, maintained,
from orange to dark brown. This tough exterior and repaired everything from the fabled
serves both as natural armor and also affords cloud-cities to the most complex clockwork
protection from heat. Their claw-like hands are automatons.
strong and well-suited for heavy work, yet dex- Many Yann perished when the cloud-cities
terous enough to allow the Yann to repair even dropped from the sky during the Fall. Some
the most sophisticated clockwork devices. survived, though, and over time formed larger
Yann wear harnesses made of tough hide, clans of extended families. These clans can still
which hold a variety of tools and implements. be found in the present era throughout the
Very young Yann often ride on their mother’s Wilderlands regions of central Talislanta
back, gripping her exoskeletal plates with their
small but powerful claws. Culture
Yann have long been renowned as skilled
Ancestry and History engineers, able to build and repair many types
The Yann were bred by the Archaens for use as of constructs, conveyances, and mechanisms.
60 TALISLANTA: THE SAVAGE LAND
Yann Engineer Tribal Governance
Yann tribes are known as crews. Each crew is
CHA 1D-4D (2D) DEX 2D-4D+1 (2D+1) INT 2D-5D (4D) made up of one or more extended families, plus
Basic Engineering +1D others who may have joined up somewhere
Salvage +1D along the way.
Every Yann crew is led by a crew-chief, who is
PER 2D-4D+2 (2D+2) STR 2D-4D+2 (2D+2) WIL 1D-4D (2D+1)
chosen for her wisdom and engineering exper-
Survival (Wilderlands) Melee Weapon or tise. Crew-chiefs approve and oversee all work
or Survival (Deserts) Unarmed Combat +1D done by the crew, and also negotiate agree-
+1D
ments with other crews or tribes. They are in
Base SPD: 5 Luck: 7 Renown: +0 charge of safe-keeping the crew’s tools, materi-
Primary Language: Spoken Old Archaen als, and offspring.
Unassigned Skill Dice: 6D—note: a starting Yann character must
assign these dice between Appraise, Armorer, Artificer, Engineer, Worldview
Laborer, Traps, and Weaponsmith. No longer controlled by their former masters,
Special: Fire Resistance, Exoskeletal plates PR 1(-). the Yann now work for themselves and make
Gear: Loincloth, wide leather belt, iron spear (STR+1D+1) or knife their own plans. Smaller and less-established
(STR+1D), salvage tools crews tend to travel about, unearthing salvage
to use or trade to other tribes. Larger clans
Lacking the sophisticated materials and sometimes build strongholds, which serve as
resources of the Archaens, Yann are limited dwellings, workshops, storage, and nurseries for
to undertakings far less ambitious than the crew’s young. These places are used as way
those that they performed in the time before stations and shelters by smaller crews, and as
the Fall. The Yann became expert salvagers, meeting places where other tribes come to hire
adept at working metals and other materials Yann for various jobs.
retrieved from the ruined cities and battle- Yann enjoy good relations with many other
fields of the Savage Land. tribes, including the Viragos, Reavers, Shaka,
Yann are sought out by other tribes, who and Imazi. They are regular trading partners
employ them to make and repair weapons, of the Kasir, and regularly supply weapons and
armor, cargo drays, siege engines, and even armor to the Vandar. In return, Viragos and
stone strongholds. Their crews gladly work for Vandar tribes often escort Yann crews through
other tribes, offering their services in exchange hostile territories, or stand guard over their
for needed materials, needed services, or salvage or construction operations.
radian crystals. The Yann don’t like the Thrax, whom they
Given their small size, Yann are remarkably suspect of trying to steal their secrets. They fear
strong and very tough. Though they are not the Golgoths, who try to capture Yann whenever
aggressive by nature, they are more than capable they can to trade to the Umar or the Ra. Both
of defending themselves. In combat Yann wield of these peoples have both been known to offer
heavy iron salvage-tools that double as spears much in trade for Yann, whom they use as slaves
and pikes. When aligned in tight formation, these and coerce into working for them as engineers.
small but rugged humanoids are surprisingly good
at defending themselves and their possessions.
Names
Common Yann names usually have a single
syllable and are spelled with three letters, such
as Ome, Yan, Eng, Ahm, Ank, and Yis.
chapter two: characters & tribes 61
NPC ARCHETYPES
The DM may allow some or all of the following
archetypes to be used as Player Characters. If
so, Players should discuss this option with their
DMs, and decide how they’d like to play these
characters. If the DM allows it, archetypes of
a cruel or “evil” nature may be played as ren-
egades or outcasts, making them more like
anti-heroes or neutrals.
AZRAQ
Scourge of the Volcanic Hills
The Azraq are a reptilian race that stands
between five and six feet tall. They are lean,
with scaly tan hide streaked with stripes of
black. A sail-like crest decorates the head, but it
can be lowered at night to conserve heat. They
have clawed hands and feet, and long fangs
capable of delivering a poisonous bite that
causes intense and debilitating pain.
Ancestry and History
It is thought that the Azraq were created by the
Archaens of the Four Nations as a hybrid species,
meant to serve in the wars against the Drakken
and the later wars against the Wild Tribes. Bred to
kill, the creatures proved to be extremely aggres-
sive and almost impossible to control. Their clans The Azraq are hostile to most other lifeforms,
and raiding bands now dominate large portions of and rarely interact with other tribes unless it is
the eastern regions of the continent. to fight or hunt them. They are swift and skilled
hunters, preying upon almost everything they
Culture come across. Azraq are known to set massive
Azraq dress in loincloths and cloaks made from dragon-traps for giant land dragons and sand
the hides and skins of creatures they have hunted. dragons, from which they derive food, drink
They frequently decorate their bodies with pierc- (dragon’s blood), horn, and the thick hide that
ings made of bone or, in rare cases, scraps of metal they use to make shields and other durable
or obsidian. Azraq take trophies from their kills, goods. Even their steeds, the aggressive lopers,
hanging the heads or skulls of those they have are feared by others.
killed in battle from the sides of their mounts, The Azraq have no gods, no superstitions,
or from sledges made of hide and bone dragged and no belief in spirits or souls. They don’t fear
behind them. To the Azraq, the ultimate trophies magic, but rather despise it, just as they once
are the scales of the rath, the only creature the despised the Archaens. The Azraq seem to take
Azraq consider fiercer than themselves. particular pleasure in torturing and killing
62 TALISLANTA: THE SAVAGE LAND
Azraq Dragon Hunter the Shaka, who hunt land dragons as a rite of
passage and, in doing so, encroach upon terri-
CHA 1D+2-2D+2 (2D) DEX 2D-3D+2 (3D) INT 2D-3D (2D) tories the Azraq view as their own. During such
Artificer (Bone) or times, fierce fights between the two races of
Armorer (Leather) or hunters are not uncommon.
Primitive Traps +1D Azraq are self-sufficient, and have no need to
PER 3D-4D (3D) STR 3D-4D (3D+2) WIL 2D-3D (2D+1) trade for goods with outsiders. Consequently,
they are among the only tribes that attack Kasir
Hunting +1D Melee Weapon +2D Beast Handling +1D traders, regarding them as no different than any
Survival (Volcanic Unarmed Combat +1D
other prey.
Hills) +1D
Base SPD: 7
Primary Language: Sauran.
Luck: 5 (0)
Unassigned Skill Dice: 3D.
Renown: 0
BEASTMEN
Special: Claws and Bite (STR+2), Venom (2D+2 poison, applied once, Savage Tribes of the Plainslands
must wound the target with a bite attack), Enduring (Food and Water,
2 weeks), thick hide PR 1(1, per location; repairs at healing rate). Beastmen are a race of feral humanoids which
Gear: Hide loincloth, hide cloak, decorative bone piercings, dragon-hide range across much of the Wilderlands and
shield, loper steed, bone-tipped spear (STR+1D+1), bone knife (STR+1D) adjoining territories. They stand just over
six feet, and are lean and powerfully built.
shamans, often spending hours or even days Beastmen are covered with coarse fur from
tormenting their victims. head to foot, and they often twine their long
manes with strips of hide, bits of bone, and
Names various shiny objects. Their tribes typically use
The Azraq don’t use names, which they regard scarification to denote pack allegiances, scoring
as the useless trappings of weaker races. They their backs and chests with crude clan-signs or
merely point at whoever they wish to commu- ideograms.
nicate with and hiss, or use descriptive terms
such as “he who lost an eye”, “the old chieftain”, Ancestry and History
“she who killed three Reavers”, etc. Beastmen are the descendents of the first Wild
Tribes, who were among the most ancient
Tribal Governance humanoid tribes of Talislanta. For untold centu-
Azraq congregate in large bands numbering in the ries, the Beast-tribes fought against the Drakken
dozens. They roam at will, constantly searching and, later, the Archaens. Having survived the
for food and prey. Each band of Azraq is loosely Fall, their tribes have now focused their enmity
organized. They have no true leaders and individ- on the hybrid races who were created by the
uals can come and go as they please. Arguments Archaens and the last of the Drakken.
are common, and often end in the death, with the
loser’s remains fed to the clan’s lopers. Culture
Beastmen are prolific breeders, and are likely
Worldview the most populous of all the humanoid tribes
The Azraq despise all other tribes, particularly in the Savage Land. They travel in loose-knit
the Drakken, whom they once viewed as rivals bands called packs, each led by the most power-
for the same territories. Even now, after most ful and aggressive of their number. They roam
of the surviving Drakken have withdrawn deep the Wilderlands regions and beyond, marking
in the Volcanic Hills, the two races bear a deep territories they claim for their own with crude
and mutual enmity for one another. They hate totems made of bones and skulls. Beastmen
chapter two: characters & tribes 63
Beastman
CHA 1D-2D+2 (2D) DEX 2D-3D+2 (2D+2) INT 1D-2D+2 (2D)
Stealth +1D
PER 2D+1-4D+1 (3D+1) STR 2D-4D+2 (3D+2) WIL 2D-3D+2 (2D+1)
Hunting +1D Melee Weapon +1D
Survival (Wastelands) Unarmed Combat +2D
+1D
Base SPD: 8 Luck: 6 (0) Renown: 0
Primary Language: Primal.
Unassigned Skill Dice: 4D.
Special: Thick Hide PR 1(1, per location―repairs at healing rate),
Claws and Fangs (STR+2), Bloodthirsty (+1D to-hit bonus vs. wounded
opponents).
Gear: Hide loincloth, bone club (STR+1D+1), assortment of scavenged
claws, bones, and fangs.
are able to identify and read these totems,
both by sight and by scent. Rapacious hunters,
Beastmen remain within a territory until they
either strip it of all viable game or are forced
out by tribes stronger then themselves.
Primitive in nature, the Beast-tribes generally
have little talent for making tools, weapons
or armor. Instead, they prefer to steal or
scavenge such items from other tribes, battle-
grounds, or the many ancient ruins that dot
the Wilderlands. As they don’t know how to
domesticate animals, Beastmen regard mounts
and burden beasts as nothing more than food. use or even handle enchanted items. Beastmen
Beastmen possess an acute sense of smell, worship no gods and have no shamanic tra-
and are excellent trackers. They can identify all ditions of their own. They communicate in a
sorts of creatures by scent, and can detect the rudimentary form of sign-language, punctuated
scent of blood at considerable distances, which by grunts, snarls, and simple gestures. At longer
can incite a pack into a killing frenzy. Beastmen ranges, Beastmen signal each other by howling.
packs hunt down wounded foes without mercy,
and have been known to follow a blood trail Names
relentlessly for days on end. Though Beastmen Beastmen names are usually based on some
are cunning creatures, they are not especially aspect of their physical appearance or some
intelligent or brave. They almost never attack other notable trait. Common names, translated
unless they outnumber their intended prey. from Sign, include: Red Claw, Burned Leg,
Beastmen fear magic. They don’t understand White Scar, Howls at the Moon, Long Fangs,
arcane forces, and the experiences of their Blood Hand, etc.
ancestors, handed down from the time of the
Fall, have made most Beastmen reluctant to
64 TALISLANTA: THE SAVAGE LAND
Tribal Governance proportioned to suit their diminutive stature.
Beastmen tribes are governed by one rule: only Their dark, narrow eyes can see clearly in the
the strongest can lead. Pack members who dark, and their sense of hearing is very acute.
disobey their leader or otherwise fall out of
favor are summarily killed and eaten. The only Ancestry and History
possible means of dissent is for another indi- Boglins are believed to be the last of an
vidual to challenge the leader to fight. These ancient race known as the Forest Folk. Their
contests usually end in the death of one of the ancestors inhabited the vast forests and
combatants, though on occasion the loser is swamplands that once covered much of the
driven off or slinks away in defeat. The victor is western and northern parts of the continent.
confirmed as the leader of the pack, and retains The world-shaking devastation of the Fall
the position as long as she can defend it. caused the deaths of many of the Forest Folk,
and drove the Boglins from their homeland
Worldview into the Darklands.
Beastmen regard all the Wilderlands regions For a time, the Boglins were safe and grew in
as the traditional territories of their ancestors, numbers. Then the Umar tribes moved into their
the Wild Tribes. Though their packs view each territories, destroying everything in their path.
other as rivals, the one unifying concept among Once again the Boglins were forced to flee for
the disparate Beastmen tribes is their hatred for their lives. Some went deep underground, where
the old Archaens and their spawn. An incursion they remain to the present day. Others returned
by tribes of Vandar, Viragos, or any of the other to the Dead Forest, where they can be found living
hybrid races is one of the few things that can in bogs, caverns, or the boles of ancient trees.
cause different packs to join together temporar-
ily and fight for a common cause. Culture
Beastmen occasionally work as trackers for Even before the Fall the Boglins were primarily
the Golgoths, who pay them in food—and in renowned as thieves, liars, and miscreants. It
rebellious or unwanted slaves. was said of their ancestors that no Boglin would
ever bother to make anything it could steal
BOGLINS from someone else, and the same holds true for
Boglins of the present era.
Boglins are usually loners, though they some-
Thieves of the Dead Forest times band together temporarily to pull off a
“heist”; an elaborate scheme to trick, rob, or
Boglins are smallish humanoid creatures, defraud a victim who has something they covet.
averaging a little over three feet tall. They are Boglins who live in the Dead Forest subsist by
thin and wiry, with gnarled features and skin stealing food and valuables from other crea-
that ranges from mottled brown to soot-black. tures, and by scavenging artifacts from ruins
Boglins who live underground typically dress in and crypts. They usually stash their ill-gotten
filthy rags and loincloths made from whatever “treasure-hoards” in clever hiding places, but
materials they can scavenge or steal. Those occasionally trade surplus goods to others, such
who live in the Dead Forest are known to dress as the Kasir.
eccentrically, wearing bits of mismatched cloth- Subterranean Boglins survive by scroung-
ing, jewelry, and other geegaws. ing for roots and tubers, and by stealing from
Boglins are physically weak but very agile. the Undermen, and sometimes even from the
They are capable of great speed and dexter- Satada. Like their surface-dwelling cousins, those
ity, and are exceptionally stealthy. They arm who dwell underground are also known to steal
themselves with slings, spears, or knives, from tombs, crypts, and subterranean vaults,
chapter two: characters & tribes 65
Boglin Thief
CHA 1D-3D (2D) DEX 3D-5D (4D) INT 2D-3D+2 (2D+1)
Ranged Weapon +1D Subterranean Lore +1D
Escape +2D
Sneak-Thief +2D
Stealth +1D
PER 3D-4D+1 (3D+1) STR 1D-2D+2 (2D) WIL 2D-3D+2 (2D+1)
Survival (Dead Forest) Melee Weapon +1D
+1D
Base SPD: 9 Luck: 9 (0) Renown: 0
Primary Language: Primal.
Unassigned Skill Dice: 1D
Special: Night Vision, Hide in Darkness (+1D to Stealth).
Gear: Hide loincloth, stone spear (STR+1D+2), bone knife (STR+1D) or
sling (2D+2)
Boglin Slave Laborer
CHA 1D+2-2D+2 (2D) DEX 2D-4D (3D) INT 2D-3D 2D)
Labor (Craft) or Laborer Subterranean Lore +1D
(Trade) (INT) +1D
Stealth +1D
PER 2D+2-3D+2 (3D) STR 2D-3D (2D+2) WIL 2D-3D+2 (2D+2)
Survival (Darklands) +1D Unarmed Combat +1D
Base SPD: 8 Luck: 9 (0) Renown: 0
Primary Language: Primal.
Unassigned Skill Dice: 5D Names
Special: Night Vision, Hide in Darkness (+1D to Stealth). Boglin names generally to end in the double
Gear: Hide loincloth. consonants xx or zz. Common names among
these folk include Fezz, Nixx, Hexx, Furzz,
gaining access by picking locks or worming their Shazz, Yozz, Quazz, Zizz, and Zaxx.
way in through cracks and crevices.
Groups of Boglins gather together at certain Tribal Governance
times of the year to trade or barter with their Boglins have no concept of governance, instead
peers, and sometimes with other creatures. establishing a pecking order that only extends
These gatherings, called Boglin Markets or to those in their immediate vicinity. When not
Boglin Fairs, typically take place deep in the stealing from each other or those around them,
woods; only creatures and individuals invited they traffic in gossip, lies, and deceit. Those
by a Boglin are allowed to attend. Strange and who have the richest treasure-hoards may earn
wondrous items can sometimes be found at a the grudging admiration of their peers or, more
Boglin Market, though would-be buyers should commonly, become the targets of their jeal-
be advised that Boglins are crafty traders, and ousy—and the likely victims of a heist.
not above cheating their customers.
66 TALISLANTA: THE SAVAGE LAND
Worldview
The Boglin worldview is simple and shallow:
steal whatever can be stolen and survive by
any means necessary. While this attitude has
endeared them to few other species, Boglins
are sometimes approached by folk who wish to
hire them as thieves or guides. While Boglins
generally possess the skills required for such
jobs, the very word “job” sounds far too much
like “work” for most of these creatures, who
often find it much easier to simply rob a pro-
spective employer.
Boglins fear the Umar, and won’t venture
anywhere near their territories. They despise
and fear Golgoths, who have been known to
take Boglins as slaves. In a bit of irony, Boglins
sometimes find themselves the victims of theft
by the imp-like creatures known as fetches,
whom they regard as rivals and pests.
DRUDGES
Servants of the Old Archaens
Drudges are humanoid lifeforms of various
types created by Archaen sorcerers in the time
before the Fall. Most are somewhat small in
stature, standing between four and five feet tall.
A few larger types, built specifically for heavy
labor, were also created, but these are rarely
seen today. musician, courtesan, heavy laborer, and so on.
Drudges usually have nondescript features, with Many Drudges perished after the Fall.
large, lucid eyes and pastel-colored skin. Most Lacking the skill or ability to adapt to the
bear a symbol upon their forehead, originally savage and brutal realities of life on the
meant to mark them as property and to indicate ground, they died by the hundreds and thou-
what function each was created to perform. In the sands. Some, however, had skills that other
present era these symbols are regarded as tribal tribes found useful. Taken in and given time to
markings, though they are still used by some to adjust, these Drudges survived, and are extant
identify different types of Drudges. to the present day.
Ancestry and History Culture
Drudges were created long ago by the Archaens, Drudges often seek out one another, congre-
who employed them as servants. Talosian histo- gating in groups or sometimes seeking to join
rians record that there was once a wide variety of up with larger tribes. Many other tribes have at
these artificial humanoids, each type created to least a small number of Drudges among them,
fulfill a specific function: menial laborer, gardener, who perform manual labor or other services
chapter two: characters & tribes 67
Drudge Worker Worldview
Drudges have proven to be surprisingly resilient
CHA 2D-3D (2D) DEX 2D-4D (3D) INT 2D-4D (3D) and, in some cases, uncommonly brave. They
Artificer (Clay, Stone, or Spoken Primal +1D may be smaller and weaker than other peoples,
Wood) +2D Tribal Lore (Drudge) +1D but they have been known to show great
Laborer (Craft) or Laborer courage in the face of danger.
(Trade) (INT) +2D Many Drudges believe in a legendary lost
PER 2D-4D (3D) STR 2D-3D (2D) WIL 2D-4D (3D) city known as Sanctum. According to stories
passed from one generation to the next, it is a
Melee Weapon +1D
place where Drudges of all kinds are welcome
Base SPD: 6 Luck: 10 (0) to live, practice their trades, and raise their
Renown: -1 families safe from harm. More than one group
Primary Language: Spoken Old Archaen. of Drudges has set out across the Savage Land
Unassigned Skill Dice: 3D. in search of Sanctum. Whether any have ever
Special: None. found the lost city, no one knows.
Gear: Hide loincloth, hide tunic, scavenged tools, wood club
(STR+1D+2).
DRUKHS
in exchange for food, goods, and protection. Ghost-Tribes of the Northern Hills
Drudges take pride in their work no matter
what it is, and are typically loyal and trust- The Drukhs are a wild and primitive folk whose
worthy, sometimes even to a fault. tribes range throughout the hills and moun-
tains bordering the Dead Forest, the Darklands,
Names and parts of the northern Wilderlands. Drukhs
Treated as lowly servants and laborers by the dye their skin purple with the juice of the
Archaens who created them, Drudges were vampire-root. They daub their dreadlocked
usually only given one-syllable names, denoting hair with a stark-white pigment made from
lower status. Drudges still follow this naming powdered bone and ash, and paint their faces
convention, using names such as Tcha, Ott, Bas, and bodies with strange patterns and symbols,
Nuur, Jah, and Narr. using a dye made from the phosphorescent
ghost-mushroom. Adding to their savage mien,
Tribal Governance they wear necklaces of teeth and bones, dress
Drudges were bred to be followers. Part of their in crude loincloths and boots of fur and hide,
inherent make-up was to serve their Archaen and carry primitive weapons made of wood and
masters, and this servile attitude was passed to sharpened bone.
subsequent generations. Often victimized by
stronger tribes, many Drudges were captured Ancestry & History
by the Golgoths and ended up as slaves. But as The Drukhs are among the oldest of the Wild
Drudges adapt to the new reality, their people Tribes, and perhaps the strangest. They were
have begun to show signs of becoming more once like most of the other Wild Tribes, living
organized and even independent. While most in the hills of northern Talislanta and surviv-
Drudges still prefer to join other tribes, it seems ing as hunter-gatherers. In ancient times, they
possible that these people may one day be able fought with the other Wild Tribes against the
to strike out on their own and establish their Drakken and later against the Archaens. Then
own tribes and cultures. came the Fall or, as the Drukhs call it, “the end
of the world”. To the Drukhs, the Savage Land
68 TALISLANTA: THE SAVAGE LAND
Drukh Wildman
CHA 1D-2D+2 (2D) DEX 1D-3D+1 (2D+2) INT 1D-3D (2D)
Musician +1D Artificer (Clay, Wood, or
Stone) +1D
Stealth +1D
PER 1D-3D+2 (2D+2) STR 2D-4D (3D) WIL 2D-4D (3D)
Hunting +1D Melee Weapon +1D
Sign Language +1D
Survival (Dead Forest)
+1D
Base SPD 7 Luck: 10 (0)
Renown: 0
Primary Language: Primal.
Unassigned Skill Dice: 3D.
Special: None.
Gear: Hide loincloth, wooden club (STR+1D+2), skullcap (1 dose), bone
flute or hide drum
Drukh shaman
CHA 1D-3D (2D+2) DEX 1D-3D (2D) INT 2D-3D+2 (3D)
Command +1D Stealth +1D Plant Lore +1D
Shamanic Lore +1D
Tribal Lore (Drukh) +1D
PER 2D-4D (3D) STR 2D-4D (2D) WIL 2D-4D (3D+1)
Sign Language +1D Melee Weapon +1D Commune with Spirits
Survival (Dead Forest) +1D
+1D
is a hellish afterlife, in which they are cursed to
Base SPD: 7 Luck: 9 (2)
wander as ghosts for all eternity.
Renown: +1
Primary Language: Primal.
Culture
Drukhs are habitual users of skullcap, a mush- Unassigned Skill Dice: 1D.
room that has both narcotic and hallucinogenic Special: None.
properties. Under the influence of this sub- Gear: Hide loincloth, wooden club (STR+1D+2), skullcap (2 doses),
stance, their behavior is volatile, violent, and bone flute or beast-hide drum.
occasionally erratic, verging on paranoid.
Practitioners of an obscure form of primitive into a frenzied state, the shamans lead the war-
magic, Drukh shamans engage in bizarre rituals riors on a “spirit-quest”.
designed to appease the Dark Gods who rule A Drukh spirit-quest can take one of several
the “spiritworld” in which they live. A potion forms. The most common is a hunt, in which
made from skullcap is passed around and eerie the tribe goes forth to find food, skullcap, or
music is played on hide drums and carved bone whatever the shamans decide. Slightly less
flutes. When the entire tribe has been whipped common is the Dance of Madness, which
chapter two: characters & tribes 69
entails the consumption of even more skull- knowledge. To Drukhs, the shamans are the
cap, upon which the tribe enters into a only thing that allows them to survive in the
trancelike state, accompanied by wild music hell that is their reality. Any member of the
and dancing. Least common, but most deadly, tribe who dares to question a shaman is imme-
is the Dance of Death, in which the tribe diately and permanently expelled from the
goes forth to mercilessly kill any and all other tribe, effectively “exiled to hell”.
humanoids it can find.
Drukh spirit-quests generally continue for the Worldview
entire night, ending only when the twin suns Drukhs regard all of their kind as brothers,
appear in the sky. When a quest is done, the sisters, and fellow-sufferers. When two tribes
exhausted participants stop whatever they are meet, they are always friendly, and often
doing and fall into a deep sleep. A tribe sleeping exchange food, goods, and even young females
off a spirit-quest is usually oblivious to anything suited for marriage. The only exception occurs
going on around it for at least a day, until the when one tribe encounters another while in the
effects of the skullcap wear off. midst of a Dance of Death. In this case, the spir-
Even by Savage Land standards, Drukhs are it-questing tribe regards the other as an enemy
extremely superstitious. Any occurrence that and a threat, and kills all members of the other
can be construed as out of the ordinary may tribe without remorse.
be regarded as an omen, either favorable or The Drukhs see all other tribes as evil spirits
unfavorable (GM’s ruling). Drukhs rely on their who either mean them harm or seek to trick
shamans to read these omens and explain the them. Consequently, their initial reaction will
portents to the tribe. Their readings can impel always be one of suspicion and mistrust, if
a tribe to attack, avoid an area or person desig- not outright hostility. A gift of skullcap may
nated as “cursed”, or postpone their plans until appease the tribal shamans, convincing them
the appearance of more favorable omens. to regard the outsiders as “good spirits”, at
Drukhs converse in a combination of Primal least for a time. While this condition holds, it
and sign. The symbols and patterns that they may be possible to obtain information or even
paint on their bodies appear to have some sort exchange goods with a tribe of Drukhs.
of primitive magical significance, and may
cause undead entities such as disembodied
spirits and shadowforms to mistake Drukhs for
ghosts or spectres.
GOLGOTHS
Slavers of the Wilderlands
Names
The Drukhs, Imazi, and Witchmen once shared Golgoths are warlike humanoids who claim the
a common root-language, traces of which are Northern Hills of the Wilderlands as their terri-
evident in their naming conventions. All use tory. Both males and female stand just over six
names made up of three morphemes (language feet in height, are hairless, and have dusky gray
units) the most common being: ka, ko, ku, skin and blood-red eyes. Both sexes dress in
cha, cho, chu, da, do, du, ha, ho, hu, na, no, fierce-looking armor made from chains, pieces
nu, ta, to, tu, ah, oh, oo, za, zo, zu. Common of boiled beast-hide, and plates of crudely-ham-
Drukh names include Na-Ku-Ko, Ta-Cho-Ku, mered iron studded with spikes.
Za-Ku-Zo, and Ho-Chu-Ko. Golgoth males generally wear iron helms
that cover the entire head except for narrow
Tribal Governance eye-slits, with a headband made from a strip
Drukh tribes are led by their shamans, who are of hide died in the tribe’s colors. Females
regarded as infallible and possessed of secret typically wear headdresses of interconnected
70 TALISLANTA: THE SAVAGE LAND
golgoth Slaver
CHA 2D-3D+1 (2D+1) DEX 2D-4D (3D) INT 2D-3D (2D)
Barter +1D Appraise Slaves +1D
Command +1D
PER 2D-3D (2D+1) STR 2D-4D+1 (3D+1) WIL 2D-4D (3D)
Hunting +1D Melee Weapon +1D Beast Handling +1D
Primitive Traps +1D
Survival (Wilderlands)
+1D
Base SPD: 8 Luck: 8 (0) Renown: +0
Primary Language: Primal.
Unassigned Skill Dice: 2D.
Special: None.
Gear: Loincloth, cowl, leather boots, thick hide gauntlets, fur cloak,
light chain-whip (STR+2), chain hood PR 1(2), chain armor PR 1(3).
golgoth Raider
CHA 2D-3D (2D) DEX 2D-4D (3D+1) INT 2D-3D (2D)
Command +1D Appraise Trade Goods
or Basic Engineering
+1D
PER 2D-3D (2D) STR 2D-4D+2 (3D+2) WIL 2D-3D+2 (3D)
Hunting +1D Melee Weapon +2D Beast Handling +1D
Survival (Wilderlands)
+1D
Base SPD: 8 Luck: 8 (0) Renown: +0
Primary Language: Primal.
chains, sometimes decorated with spikes and
hooks to lend a more fearsome aspect to their Unassigned Skill Dice: 3D.
appearance. Both males and females favor Special: None.
chain-blades and chain-maces, which are pri- Gear: Loincloth, cowl, leather boots, thick hide gauntlets, fur cloak,
marily used to injure and capture, but can also chain-blade (STR+2D+1), chain-hook (STR+1D) or light chain-whip
be used to kill. (STR+2), chain hood PR 1(2), chain armor PR 1(3)
Golgoths are slavers who prowl the Wilderlands
searching for weaker tribes on which to prey. torture to “break” other living creatures and get
Mounted on war beasts and accompanied by them to do their bidding. This ability extends
trained tarkus, their favorite tactic is to target not just to humanoids, but also to wild animals,
a tribe’s mounts, slow them down, and capture even to some predators.
them alive. The weak or infirm are slain out of
hand; the rest are thrown in chains to be traded Ancestry & History
as slaves to tribes such as the Umar and Ra. The Golgoths are said to be a hybrid race
Golgoths are cruel and domineering by created by the Torquar to serve them as tortur-
natures, and are adept at using coercion and ers and inquisitors. If true, this would certainly
chapter two: characters & tribes 71
explain their cruel proclivities, as well as their Names
relationship with the normally-hostile Ra Most Golgoth names start with the letter “G”,
tribes. But unlike the Ra, the Golgoths exhibit as in to Golarus, Gargan, Gor, Gorag, Ganos,
no reverence for, or interest in, the ancient and Gru.
Torquarans, their cult of Death, or their pur-
ported ancestors. It has been suggested that Tribal Governance
this is because the Golgoths were created to be Golgoths not only dominate other creatures by
devoid of any form of morality, sentimentality, force, they do the same amongst themselves.
or religious belief. The leader of a Golgoth slaving or raiding
tribe is always the most dominant and merci-
Culture less member of the group. Golgoth chieftains
Slaving is the primary occupation of the maintain their position of power only as long
Golgoth, and is divided up into three main as they can intimidate potential rivals. If a
areas of responsibility. Raiders are those who chieftain shows weakness of any sort, a rival
attack other tribes to capture slaves. Slave will quickly take the opportunity to kill him
drivers serve as guards and escorts, moving and seize control of the tribe. As long as the
captive slaves from one place to another. Lastly, usurper is successful, she need fear no repercus-
the higher-ranking slave mongers are in charge sions; neither the spouses nor the relatives of a
of trading slaves and haggling for prices. deposed chieftain care enough to seek revenge.
Golgoths use slaves for all sorts of menial However, if the would-be usurper fails, she can
and hard labor, working them without pity expect a painful death, prolonged as much as
or remorse. When slaves die of overwork or possible for the entertainment and edification
malnutrition, the Golgoths simply go out and of the rest of the tribe.
capture more. Reavers are especially favored as
slaves, because they have hardy constitutions Worldview
and can survive on less food and water than Due to their rapacious behavior, the Golgoth
most other peoples. tribes have many enemies. Vandal and Viragos
Golgoths have some small talent for metal- will usually attack them on sight and try to
lurgy. They make crude but effective weapons, drive them from their territories. Reavers are
chains, tools, and armor, mainly from salvaged known to lay traps and ambushes to catch
iron. Golgoths exhibit neither the skill nor Golgoths, and vice versa. Imazi prefer to avoid
the patience necessary for mining or smelting regions where Golgoths dwell or are known
metals from raw ore. to pass through, while Shaka are known to
Golgoths have a similarly minimal talent for hunt them like animals. Yann and Drudges are
hide-working. They boil and shape beast-hide especially wary of Golgoths, as they are often
to make armor and saddles, and stitch together the victim of slaving raids; Yann in particular
the skins of wild animals to fashion the simple, are highly valued as slaves, particularly by the
tent-like structures that they use for shelter. In Umar. Even the Kasir, famous for their neutral-
both skills, their work is rarely decorative, but is ity, never trade with Golgoth slavers.
usually functional and durable. Only the Umar, Ra, and Thrax appear to have
Aside from these talents, Golgoths exhibit no no qualms about dealing with the Golgoth tribes.
facility or interest in any other type of crafts or In all cases, their relationships are always based on
cultural pursuits. Similarly, they have as little profit, seldom on trust, and never on friendship.
regard for the culture or achievements of other
peoples, as they have for other peoples in general.
72 TALISLANTA: THE SAVAGE LAND
Ancestry and History
Before the Fall, the Ra served the black magi-
cians of Torquar as warriors, bodyguards,
and executioners. They were fanatics, chosen
for their absolute loyalty to their masters.
Following the Sorcerers Wars, the Torquar fled
to other dimensions, leaving the Ra to suffer
the consequences of their actions.
The Ra survived the Fall and, despite being
abandoned, remain loyal to the teachings of
their masters even to the present day. After the
Fall, the Ra built a number of crude strongholds
in the mountains that border the eastern part
of the Black Desert. Using these strongholds as
bases, they have begun the task of attempting
to resurrect the old Torquaran empire.
Culture
Ra have no aptitude for magic, but they are
devout worshippers of Death, the dark god
of their former masters. They revere the
Torquaran Sorcerer-Priests of old as avatars of
Death, and consider anything fashioned by the
Torquar to be a sacred relic. The Ra consider
it their sacred mission to recover the ancient
weapons, artifacts, and secrets of their former
masters.
To this end, the Ra go to great efforts to
locate and exhume artifacts of lost Torquar.
Ranging across the Black Desert and beyond,
they search through ruins and tombs for
RA ancient Torquaran codices, black-magical texts,
weapons and armor. Though they don’t under-
stand all of the Torquaran writings, they believe
Servants of Death that these texts are sacred and are essential to
resurrecting the old Torquaran empire.
A cruel and physically-imposing race of human- All Ra are members of the Death cult, and
oids, the Ra are fearsome warriors who stand are branded on their foreheads and palms
over seven feet tall. Heavily muscled with broad with a death’s head sigil. They are raised
shoulders, they have dark brown skin, black to have no fear of death, believing instead
hair, and blood-red eyes. Ra attire themselves that if they are loyal to the Cult they will be
in black plate armor emblazoned with images rewarded in the afterlife and reunited with
of death: leering skulls, skeletons, and execu- their deceased masters.
tioners’ axes. They wield such weapons as the
two-handed executioner’s axe, chain-blades, Names
and iron crossbow. Their look is meant to Ra names have two parts and typically end
intimidate enemies, and it is usually effective. in the suffix -Ra, which to these folk means
chapter two: characters & tribes 73
Ra Paladin wide at the behest of the cabal, searching
for Torquaran artifacts. Warrior-priests and
CHA 2D-3D (2D) DEX 2D-4D (3D) INT 2D-3D (2D) paladins are the only Ra allowed to handle
Command +1D Ranged Weapon +1D Appraise Slaves +1D Torquaran artifacts.
Bladesmith +1D Basic Engineering +1D The Ra consider the Black Desert to be their
territory, and don’t take kindly to intruders. Ra
PER 2D-4D (2D) STR 3D+2-5D (4D) WIL 2D-4D (3D)
sentinels patrol the Black Desert in force, and
Siege Weapon +1D Melee Weapon +2D pursue and seek to capture any who trespass
Survival (Black Desert) into their domain. Captives are brought to a
+1D
Ra stronghold, where they are interrogated,
Base SPD: 6 Luck: 7 (0) Renown: +0 subjected to torture, and sacrificed to the Ra’s
Primary Language: Primal. patron deity, Death.
Unassigned Skill Dice: None.
Special: None. Worldview
Gear: Hide loincloth, leather sandals, leather bracers, heavy The Ra’s only goal is to bring back the
executioner’s exe (STR+2D+2), heavy crossbow (5D), chain-blade Torquaran Empire, in the hope that by doing so,
(STR+2D+1), Ra paladin armor PR 1(3). their long-departed masters will one day return
to lead them. Everything they do is dedicated to
this objective.
Ra Warrior Priest The Ra believe that theirs is the only true reli-
CHA 2D-3D+2 (2D) DEX 2D-4D (2D) INT 2D-3D+2 (3D) gion, and regard all non-believers as infidels.
Ra paladins are allowed to deal with infidels,
Command +2D Bladesmith +1D Basic Engineering +1D but only as needed to advance their goals.
Written Old Archaen +1D
They deal with Golgoths to obtain slaves for
Tribal Lore (Ra) +1D
their excavations. They have fairly regular
PER 2D-4D (3D) STR 3D-5D (3D) WIL 2D-4D (3D) dealings with the Thrax, who are an import-
Siege Weapon +1D Melee Weapon +1D
ant source of Torquaran artifacts, which they
Survival (Black Desert) retrieve from tombs and abandoned battle-
+1D fields and trade to the Ra.
Base SPD: 6 Luck: 7 (0) Renown: +0
Primary Language: Primal.
Unassigned Skill Dice: 1D.
TALOSIANS
Special: None. Ancient Automatons
Gear: Hide loincloth, leather sandals, leather bracers, bone knife
(STR+2), Ra executioner’s axe (STR+2D+2). Talosians resemble nothing so much as living
statues. They stand from five to six feet in
height, and have the mien and appearance of
“Servant of Death”. Common names include sages or scholars from a bygone age. Their skin,
Az-Ra, Shalim-Ra, Anaz-Ra, Nalik-Ra, Das-Ra, robes, and even their hair are meticulously fash-
and Ymaru-Ra. ioned from metal, which can vary in hue from a
rich bronze to copper or gold.
Tribal Governance Talosians are constructed of brass and
The Ra are ruled by a cabal of warrior-priests sculpted to resemble the Archaen ideal of nobil-
who act as the keepers of the ancient lore of ity: slender, stately of bearing, with well-formed
Death and perform all sacrificial rituals. They features. Their metallic “skin” is as tough as
are served by the paladins, who travel far and plate armor, and just as inflexible. The face of a
74 TALISLANTA: THE SAVAGE LAND
Talosian Automaton
CHA 2D DEX 2D INT 4D
Diplomacy +2D Lore (Beast, Earth, or
Plant) +2D
PER 3D STR 3D WIL 4D
Base SPD: 5 Luck: 6
Renown: +0
Primary Language: Spoken Old Archaen.
Skills:
Add the following skills and abilities as per area of expertise:
• Archivists: +1D INT, Lore (Beast or Earth) +2D or Basic Engineering
+2D, Artificer (Choice) or Armorer (Metal) +2D, Common
Weaponsmith +1D.
• Guardian: +1D STR, Melee Weapon +2D, Battle Golem +2D.
• Navigator: +1D PER, Beast Drawn Conveyance +2D, Basic
Engineering +2D, Special Ability: Can always detect North and
estimate distance above/below ground level.
• Scribe: +1D WIL, Primary Language: Written Old Archaen, Special
Ability: Recall Information (can recite anything witnessed with
accuracy with a WIL roll).
• Translator: +1D CHA, Language (any two) +2D, Diplomacy +1D
(stacks to +3D).
Unassigned Skill Dice: None.
Special: Fire Resistance, Night Vision, Metal “Skin” PR 1(-). Injuries
to metal “skin” or parts can be repaired, but can’t be healed as per
living creatures.
Gear: Leather cloak and hood (worn for protection from elements),
choice of iron spear (STR+1D+2) or iron sword (STR+1D+2), plus iron
shield PR 2(6) for Guardian.
typical Talosian is an immobile mask, display-
ing a calm, neutral expression. Ancestry and History
Under their metallic exterior is a bewildering Talosians are an advanced type of automaton,
array of clockwork “internal organs”. In the built by the Archaens and Neurians before the
center of the chest cavity rests a matrix of small, Fall. Some were programmed to serve as sages,
glowing radian crystals—the energy source that archivists, and scholars. Others were designed
gives a Talosian impetus, without which they with different capabilities, and employed as
are rendered inert. windship navigators, translators, or guard-
Talosians are able to speak and move in a ians. A few were provided with rudimentary
manner resembling that of a living humanoid, combat skills, so that they could be assigned
at least after a fashion. Regardless of how well to undertake tasks considered too dangerous
a Talosian was constructed, it is incapable of for their makers.
swift or agile movement, and its voice always Talosians are quite rare in the present era.
has a hollow, inhuman sound. Very few survived the Fall, though numbers of
them may still be found in the ruins of the old
cloud cities, left behind in tombs, or trapped in
chapter two: characters & tribes 75
''
cave-ins. Those that survived the Fall are often Translator: automatons programmed to
badly damaged, missing certain vital parts, or inert speak, comprehend, and read many differ-
because their radian crystals have lost their power. ent languages, including ancient or dead
While their metallic forms are well-armored, languages.
any damage a Talosian suffers doesn’t heal on
its own, nor through the use of healing potions Names
or elixirs. The Yann are the only folk in the Talosians usually have names ending in
present age who possess the skills needed to “-ius” or “-olis”, an affectation adopted by the
repair or reanimate a damaged or malfunction- certain Archaen sages and scholars. Common
ing Talosian. The Thrax have tried for years to Talisman names include: Aristolius, Esthesius,
acquire these skills, but have thus far proven Karnopolis, Metalius, and Iopolis.
incapable of completely comprehending these
complex clockwork mechanisms. Tribal Governance
There are no known tribes of Talosians.
Culture However, these constructs recognize other
Programmed by their makers to perform a Talosians as fellow automatons and will com-
specific set of functions, Talosians can’t learn municate with them, and even consent to work
new skills that fall outside of their areas of in tandem with others of their kind to achieve a
expertise. But though they are automatons, specified goal.
they are not simply mindless drones. Talosians Lacking any true sense of free will, Talosians
are capable of learning from experience, and are best suited to serve others, which is
over time can become more adept at their the purpose for which they were originally
specializations. While their intricate clockwork designed. Some tribes are known to have
minds are capable of a surprisingly degree of Talosians in their midst, while others regard
abstract thought, Talosians don’t appear to these Archaen constructs with superstitious
possess the ability to comprehend, much less fear and loathing.
feel, emotions.
Talosians were programmed to serve, and to Worldview
respond to humanoids who wish to commu- The Talosians have much the same view of the
nicate with them. As long as a Talosian is not world as their former makers, the Archaens and
attacked or threatened, it will usually offer its Neurians. They are likely to regard the Wild
services, which are limited to one, or at most Tribes as inferior beings, and to treat Archaen-
two, of the following areas of expertise: made races such as the Vandar and Drudges as
''
Archivist: automatons whose memory banks equals. As the ancient Neurians were integral in
were programmed with detailed informa- their design, Talosians are predisposed to trust
tion on up to three possible subjects, such as Yann, and to seek them out when in need of
Arcana, Botany, Geology, etc. repair.
''
Guardian: automatons programmed with basic Aside from these ingrained traits, Talosians
combat skills, used to protect their makers, an that have been reanimated after the Fall are
assigned beneficiary, or other Talosians. like blank slates. Most are disoriented at first,
''
Navigator: automatons programmed with a unaware that the once-great civilization of the
faultless sense of direction, enabling them Archaens is no more. It may take some time for
to accurately navigate most types of ships or a Talosian to gather sufficient information to be
conveyances. able to fully comprehend the new reality that is
''
Scribe: automatons who record everything the Savage Land.
they see or hear, retaining this information
in memory for future use or dissemination.
76 TALISLANTA: THE SAVAGE LAND
Thrax Salvager
CHA 1D-2D+2 (2D) DEX 2D-4D+2 (3D+1) INT 2D-4D (3D)
Escape +1D Appraise Trade Goods +1D
Stealth +1D Basic Engineering +1D
Written Old Archaen +1D
Sabotage +1D
Salvage +1D
PER 2D-4D+2 (2D+2) STR 2D-4D+1 (2D+2) WIL 2D-4D (2D+1)
Survival (any one land) Melee Weapon +1D
+1D
Base SPD: 7 Luck: 8 (0) Renown: +0
Primary Language: Primal.
Unassigned Skill Dice: 1D.
Special: Toxin Resistance.
Gear: Heavy leather cloak and gloves, leather mask PR1(1, head only),
Iron tools, Thraxian Blade-staff (STR+1D+2).
Thrax weapons dealer
CHA 1D-3D (3D) DEX 2D-4D+2 (3D) INT 2D-4D (2D+2)
Barter +1D Ranged Weapon +1D Appraise Trade Goods +1D
Escape +1D Written Old Archaen +1D
Stealth +1D
PER 2D-4D+2 (3D) STR 2D-3D+2 (2D) WIL 2D-4D (2D+1)
Survival (any one Melee Weapon +1D Concoct Potions +1D
land) +1D
Base SPD 7 Luck: 8 (0) Renown: +0
Primary Language: Primal.
THRAX Unassigned Skill Dice: 1D.
Special: Toxin Resistance.
Merchants of Destruction Gear: Heavy leather cloak and gloves, leather mask PR1 (1, head
only), Thraxian blade-staff (STR+1D+2), Thraxian dart-thrower (3D)
The Thrax are a strange race of hybrid human-
oids who can be found throughout many parts They dress in hooded cloaks, tunics, boots and
of the known lands. They average about five feet spiked gauntlets made from heavy beast-hide.
in height and are generally thin, with a slightly Beneath their masks and hooded cloaks, all
hunched posture. Thrax have leathery, almost adult Thrax bear a peculiar symbol branded
reptilian skin that is deathly white. They have on the forehead, marking them as members of
heavy brows, sunken eyes, and a wide mouth their clan. Some say that this symbol was an old
filled with multiple rows of small, sharp teeth. Archaen warning sign meaning “poison”.
Thrax always wear dark sand-goggles and
leather face masks to protect themselves from Ancestry and History
sandstorms and the harsh rays of the twin suns. Thrax were originally a hybrid race created
chapter two: characters & tribes 77
by the Torquar, who also created the Ra. But or deadly alchemicals, Thrax are adept at iden-
whereas the Ra were built for intimidation and tifying, exhuming, and transporting it.
warfare, the Thrax were created to serve other Though they are small in stature, Thrax are
purposes. These included weapon-making, well able to defend themselves. Their armored
sabotage, and the use of deadly siege engines drays are often equipped with weapons such
and toxins, both in warfare and against those as ballistae, spike-hurlers, and fire-throwers. If
designated as enemies by the Torquar. forced to engage in close combat, Thrax defend
Though physically unimposing, the Thrax themselves with dart-throwers and blade-staves
have a well-deserved reputation for cruelty and that fire spring-loaded darts or knives dipped in
an utter lack of compassion or mercy. Their use various types of poison.
of poisons and toxins was considered repulsive Thrax have no known religious beliefs. Unlike
even by some of the Torquar’s allies. Far worse, the Ra, they don’t venerate the Torquarans who
it is believed that it was the Thrax who built created them, nor do they worship Death.
and operated the Fire Pits of Malnangar where,
it is said, the entire race of Xambrians was sent Names
to their deaths. Thrax names usually begin with the letter X,
After the Sorcerers War and the Fall, the a convention that some believe dates back to
Thrax gained their freedom from the Torquar. Archaen times. Back then, the primary task
They now work as mercenary weapons-dealers, given to Thrax was the handling of deadly
tomb-robbers, and sellers of various types of alchemicals—vials and cases of which were typ-
poisons and toxins. ically marked with a skull and a pair of crossed
bones, the latter resembling an “X”. So it is
Culture that common names among the Thrax include
Despite the Fall and the destruction of the Xaris, Xanu, Xiros, Xelis, Xarkos, and Xune.
Torquaran Empire, the Thrax have retained
centuries of mechanical and alchemical Tribal Governance
knowledge. They use this knowledge as cur- Every Thraxian clan is led by a Master, who is
rency, essentially hiring themselves out to the typically a male who has attained this position
highest bidders. by successfully increasing the wealth and power
Aside from the Yann, the Thrax are the only of his clan. Masters are the unquestioned rulers
folk of the current age who know how to repair of their clan: to disobey them is to court a slow
and operate the various types of siege engines and painful death.
once employed by the Archaens and their Thraxian Masters keep a heavy, iron-bound
surrogates, such as battle golems, iron dragons, ledger that contains much of the clan’s accumu-
and siege golems. Unlike the Yann, however, lated knowledge of weapon-types, mechanisms,
the Thrax don’t possess the skill or knowledge and alchemicals. Heavily annotated by succes-
necessary to repair more complex mechanisms, sive generations, the ledger also indicates the
such as automatons. location of the tombs, ruins, and battlefields
Thrax travel in clans of up to thirty individu- that serve as the clan’s chief sources of salvage.
als. Each clan has at least one armored salvage
dray made of scavenged wood and metal, drawn Worldview
by a team of land lizards. Thrax clans may be The Thrax are amoral and somewhat para-
encountered almost anywhere, scouring bat- noid. They believe that other tribes covet their
tlefields, burial grounds, and ancient ruins for knowledge, and are ruthless towards those
items that they can salvage or trade. Nothing that they believe plot against them. The chief
is too dangerous for their clans to handle; target of Thraxian paranoia are the Yann,
whether battle golems and giant siege engines rivals of the Thrax for certain types of salvage.
78 TALISLANTA: THE SAVAGE LAND
The Thrax believe that the Yann are trying to
steal their secrets (the Yann feel the same way
about the Thrax).
The Thrax continue to have dealings with the
Ra, but on their terms. Ra are dependent on the
Thrax for the Torquaran weapons and artifacts
that they covet, and the Thrax use this leverage
to good advantage. Mercenaries at heart, Thrax
owe allegiance to no tribe, and deal with any
that are willing to meet their price.
Many tribes consider the Thrax to be cursed
or ghoulish due to the tendency to encounter
them near burial grounds and battlefields, picking
through mounds of corpses and wreckage for any-
thing of value. The Shaka won’t deal with them at
all, and Narada shun them like the plague.
UMAR
Savage Conquerors of the North
The Umar are a race of massive humanoids
who range from eight to nine feet tall and can
weigh 800 pounds or more. Savage and intimi-
dating creatures, they have long fangs, mottled
yellow-green skin, heavily muscled bodies, and
powerful, sloping shoulders.
Umar wear their coarse dirty hair loose, or
tied in topknots and adorned with bone rings
or braids. They dress in heavy leather armor Umar warrior
made from tough ogriphant hide, studded with
curved claws and fangs similar in appearance to CHA 1D-3D (2D) DEX 2D-3D (2D+2) INT 1D-3D (2D)
Vandar garde (see page 241). Umar shamans Command +1D Tribal Lore (Umar) +1D
wear crude, three-eyed totems that resemble
the mysterious, giant idols found in certain PER 1D-4D (2D) STR 4D-5D+2 (4D+2) WIL 1D-4D (2D+2)
parts of the northern Wilderlands. Archaen Siege Weapon Melee Weapon +2D
+1D
Ancestry and History Siege Weapon +1D
The Umar are among the oldest of the Wild Survival (Darklands) +1D
Tribes. Though not very intelligent, their Base SPD 6 Luck: 7 Renown: +0
clans have survived for centuries by dint of Primary Language: Primal.
brute force and merciless aggression. the Fall Unassigned Skill Dice: 3D.
proved beneficial to the Umar, as it removed
Special: Smell Fear (PER check).
the one enemy that they truly feared: the
Gear: Leather cloak and loincloth, thick boots, land-lizard armor PR
magic-wielding Archaens.
1(2), Umar axe blade (STR+2D+2)
Since that time, the Umar have risen to fill
chapter two: characters & tribes 79
the vacuum of power left by their enemies, result is that the entire Umaran nation may
to the detriment of many other tribes; some well be ruled by as few as three arch-warlords,
of whom have been driven to extinction. The each having the status and power of a king.
Umar now control almost all of the Darklands, Not all Umar clans recognize the established
and many believe that they have begun to eye order. Those that don’t are known as the “rebel
the Wilderlands as their next conquest. clans”, and are regarded as outlaws and out-
casts. Rebel clans are sometimes hunted by
Culture other Umar clans; to earn the favor of high-
The primary occupation of the Umar is war. er-ranking Umar, a rich bounty, or both. To
Though they are not technologically savvy, avoid capture, most rebel clans operate on the
Umar excel at constructing crude but pow- fringes of the Darklands, using hidden strong-
erful siege engines such as massive catapults, holds as their bases of operation.
siege towers, and primitive fire-throwers that
spew Thraxian fire or toxic alchemicals. Umar Worldview
heavy cavalry, mounted on armored ogriphants, Due to their warlike nature, the Umar have
are said to be almost unstoppable. With such few friends among the tribes of the Savage
weapons at their disposal, the Umar are able to Land. They are known to have dealings with
batter and destroy almost any of kind of strong- the Golgoths, who provide slave laborers to
hold constructed by folk of the current age. the Umar clans and sometimes serve as their
Umar tribes are extremely destructive to the slave-drivers. The Umar also trade with the
environment. Using slave laborers, their clans Thrax, from whom they obtain Thraxian fire
strip a territory of the resources needed to and the raw ingredients needed to make poi-
build their war-engines and feed their tribes sonous gases and other toxins. The Kasir are
and beasts, then move on to the next place to known to trade with the Umar, who generally
do they same. In their wake they leave depleted honor their neutrality to trade or obtain arti-
mines, heaps of slag and debris, and pools of facts from the Lost Sea. Aside from this, few
toxic alchemicals. other tribes associate with them.
The Umar worship no gods, but are apparently Having conquered the Darklands, the Umar
awed by the giant stone idols found in certain are believed to have set their sights on the lands
parts of their territories. These three-eyed to the south. The Plains of Armageddon, with its
images stand up to 500 feet tall, and are said to rich stores of salvage and ancient weaponry, are
be thousands of years old. The Umar don’t know of particular interest to them. Umar scouts and
who constructed these idols, but they fear them, expeditionary parties travel to this region fol-
and believe they radiate black magic. lowing trails through the Barrier Mountains to
Blood Canyon and on into the Plains. Skirmishes
Names with other tribes such as the Vandar and Viragos
The Umar favor harsh-sounding, four-letter are becoming more and more common.
names, such as Horg, Grag, Vrod, Uruk, Krag, While the Umar are ruthless and cunning,
Torg, Vrak, Koth, Myrk, and Vrag. few of their warlords are renowned for their
intelligence. As a result, though the Umar are
Tribal Governance more powerful than most of the tribes in the
The Umar recognize only one thing: brute Savage Land, they can usually be outmaneu-
strength. Each tribe is ruled by a warlord, who vered and outwitted by more clever opponents.
is typically the tribe’s strongest warrior. These
tribes are ruled, in turn, by stronger tribes led
by more powerful warlords, and so on, creat-
ing a hierarchy of tribes and warlords. The end
80 TALISLANTA: THE SAVAGE LAND
Underman Stalker
CHA 1D-2D+2 (1D+2) DEX 1D-3D+2 (3D) INT 1D-3D+2 (2D+2)
Artificer (Stone or Basic Engineering +1D
Metal) +1D Sabotage +1D
Escape +1D Subterranean Lore +1D
Laborer (Craft) or Laborer
(Trade) (INT) +1D
Sneak-Thief +1D
Stealth +1D
PER 1D-3D+2 (2D+2) STR 1D-4D (3D+1) WIL 1D-4D+2 (2D+2)
Primitive Traps +1D Melee Weapon +1D
Base SPD: 7 Luck: 9 (0) Renown: +0
Primary Language: Primal.
Unassigned Skill Dice: None.
Special: Blindsight.
Gear: Leather leggings, hide and stone armor PR 1(2), stone axe
(STR+2D).
have tough yellow claws that enable them to
burrow through the ground with ease.
Ancestry and History
According to legend, the Undermen once
dwelled in the lands above, like most of the
other tribes of Talislanta. It is said that they
went underground to seek shelter from the
cataclysm unleashed during the Fall and, after
becoming accustomed to their new domains,
never returned to the surface—a place which
UNDERMEN Underman legends regard as a kind of Hell,
inhabited by cursed and malformed monsters.
The Undermen of the current age are well
Those Who Dwell Below adapted to living underground. They have an
uncanny sense of direction, and their senses of
The Undermen are a wretched race of human- hearing, smell, and touch are extremely acute.
oids who live in the subterranean regions It is said that, by simply touching the ground,
beneath the Savage Lands. They are eerie and Undermen can detect and identify the vibra-
horrid-looking creatures, lacking eyes and hair; tions made by living creatures and conveyances
with deathly-pale skin, and mouths lined with from many miles away, and even feel the heart-
rows of tiny, sharp teeth. beat and hear the breath of a surface dweller
Undermen have a hunched posture and dis- from several feet below the surface.
tinctive, half-crouching gait. Their movements
are jerky and erratic, turning their head back Culture
and forth as they blindly attempt to sense their Undermen live in complex networks of tunnels
surroundings. They dress in tattered rags, and and caverns called warrens. The smallest of
chapter two: characters & tribes 81
these may house less than a dozen Undermen, personage they call the Underlord. No living
and may consist of just a single burrow or surface-dweller has ever seen the Underlord,
tunnel. The largest warrens may hold hun- nor does anyone seem to know where he
dreds, or even thousands, of Undermen and can lives. But it is said that the Underlord controls
encompass a widespread network of tunnels, the actions of all Undermen, telling them
caverns, burrows, trap-holes, and underground where to dig their tunnels or when to raid the
streams and rivers. surface, using his underlings to pass his edicts
Undermen are omnivorous, subsisting throughout the length and breadth of the
primarily on a diet of grubs, lichen, moss, and Underrealms.
fungi. To supplement their diet, they also eat
other living creatures, including humanoids. Worldview
Able to sense prey even in pitch darkness, Underman society is extremely insular. These
Undermen often hunt at night, crouching folk don’t trade with other tribes or interact
unseen in holes or crevices waiting to snare with them in any way, other than treating
prey with long pole-hooks. Though they tend to them as potential prey. Undermen believe they
hunt in small groups, larger bands of Undermen are the only intelligent species, and that their
sometimes work together to capture large crea- crudely-dug but vast network of underground
tures such as grazers and burden beasts. Victims passageways and dwellings represents the
dragged down into the darkness are seldom, if greatest achievement of any civilized people,
ever, seen again. past or present.
Undermen practice few useful crafts, and Undermen hate the subterranean variety of
are capable of making only the most rudimen- Boglins, whom they accuse of stealing from
tary tools and weapons. They are quite adept them and spying on their warrens. They hate
at making various types of crude but effective and fear the Satada, and take great pains to
traps, though; especially murder-holes: covered avoid these creatures, which are known to use
pit-traps lined with sharp spikes or stalagmites, subterranean tunnels when passing from one
connected to an Underman tunnel. region to another.
It is said that the piles of garbage and refuse Underman legends speak of the day when
found outside many Underman warrens their people will rise up and conquer the
contain all manner of weapons, goods, and surface world and its accursed inhabitants.
other valuables—all taken from captured When that day comes, they will at last rule the
victims and discarded because the Undermen lands above as they now rule the lands below.
either did not know their purpose, or shunned
them as cursed or unclean.
Names
Undermen converse in a version of the Primal
tongue that is spoken only in whispers. Their
names are meant to be spoken in hushed tones,
and to outsiders sound like hissing, as in Nasss,
Husss, Shashh, and Niss.
Tribal Governance
Underman warrens seem to function as
independent cells, each being led by the
oldest member of the group. However, it is
said that all Undermen follow the word of a
82 TALISLANTA: THE SAVAGE LAND
Witchman Warrior
CHA 1D-3D+2 (2D+2) DEX 2D-4D+2 (3D+2) INT 1D-4D (2D)
Ranged Weapon +1D Plant Lore +1D
Escape +1D
Stealth +1D
PER 1D-4D+1 (2D+1) STR 1D+2-4D+1 (3D+1) WIL 1D-4D (2D)
Hunting +2D Melee Weapon +1D
Survival (Junglelands)
+1D
Primitive Traps +1D
Base SPD: 7 Luck: 9 (0) Renown: +0
Primary Language: Primal.
Unassigned Skill Dice: 1D.
Special: None.
Gear: Hide loincloth, bone spear (STR+1D+1) or blowgun (2D, plus
poison), bone knife (STR+2) or bone axe (STR+1D+2), wooden vial of
poison (Venomwood Sap, 6 doses).
Witchman shaman
CHA 1D-3D (2D) DEX 2D-4D (2D) INT 2D-4D+2 (3D+1)
Plant Lore +1D
Shamanic Lore +1D
PER 1D-4D (3D) STR 1D+1-4D (2D+1) WIL 2D+2-4D+2
(3D+1)
Survival (Junglelands) Melee Weapon or Commune with Spirits
+1D Ranged Weapon +2D
Hunting or Stealth (DEX) +1D Create Talismans &
WITCHMEN
(DEX) +1D Charms +1D
Create Totem +1D
Curse +1D
Headhunters of the Junglelands Base SPD: 9 Luck: 7 (2) Renown: +1
Primary Language: Primal.
The Witchmen are a primitive tribe of human- Unassigned Skill Dice: None.
oids from the Junglelands, considered vicious Special: Soul Cage.
and bloodthirsty even by Savage Lands stan- Gear: Hide loincloth, bone spear (STR+1D+1) or blowgun (2D, plus poison),
dards. Both males and females stand about six wooden jar of poison (Venomwood Sap, 20 doses), ritual drum.
feet tall, and are wiry and emaciated-looking
from the prolonged use of certain narcotic Witchmen dress in loincloths, wrist-wrap-
plants and herbs. Their skin is a sickly grey in pings, and elaborate headdresses made from
color, with ritual scarification and numerous the hair, bone, skin, claws, and teeth of their
piercings used both as decoration and to display enemies. Their shamans wear ritual masks
tribal affiliation and rank. carved from wood or bone, decorated in
similar fashion.
chapter two: characters & tribes 83
Their weaponry is crude, but effective. They oh, oo, za, zo, zu. Common Witchman names
use bone-tipped spears, sharpened sticks, bone typically start with the prefix Cha-Na, and
axes, and blowguns that fire darts dipped in any include Cha-Na-Ku, Cha-Na-Tu, Cha-Na-Ta and
of a variety of different poisons. Cha-Na-Zu.
Ancestry and History Tribal Governance
Witchman tribes have been active in Talislanta Witchman tribes are led by their shamans,
for untold centuries, and have remained largely who control all aspects of tribal life. The most
unchanged by the passage of time. It is believed powerful shaman serves as the tribe’s chieftain,
that they once lived among the tropical forests and retains this position only so long as he can
and marshes of the lands to the east, but were intimidate or subjugate all rivals.
forced into the southern Junglelands by the
cataclysmic forces unleashed during the Fall. Worldview
They now range throughout all parts of the Witchmen are generally hostile to everyone,
Junglelands, and are also know to travel as far including other tribes of Witchmen. Witchman
west as the Boglands and Dead Forest. shamans particularly hate Imazi shamans, who
possess the ability to create soul jars that render
Culture their people safe from attacks in the spiritrealm.
The Witchmen are practitioners of a primitive Witchmen also have a long-standing hatred of the
and vile form of black magic. They revere the Shan, their enemies dating back to the time when
undead, from whom they seek knowledge and both of their peoples lived in the lands to the east.
power over their rivals. Witchman shamans
take the heads of their enemies and use them to
make horrid-looking totems, with which they
communicate with the dead. They are habitual
CREATING A TRIBE
Players who would like to play TSL on a more
users of kesh, a plant that acts as a powerful epic scale can create one or more tribes to use in
narcotic and is used in many of their rituals. the game. To start, it’s suggested that all players
Under its influence, Witchman shamans are in the gaming group—regardless of archetype—
able to see into the spiritrealms, and commune begin play as part of the same tribe. Once players
with undead entities such as disembodied have improved their character’s abilities and
spirits, wraiths, and shadowitches. The most become more familiar with the Savage Land
powerful shamans are said to be able to steal setting, the GM may allow each player to lead
the souls of captive victims and imprison them their own tribe.
in soul-cages made from woven mandragore Go through the checklist below, and record the
roots. information listed for the type of tribe you want
The Witchmen are cannibals—they eat those to play on the Tribe Sheet (you may photo-copy
they kill in battle, including members of rival this for personal use):
Witchman tribes. By doing so, they believe that
they acquire the power of their enemies. 1) Choose a primary archetype: This arche-
type represents the tribe’s general make-up,
Names abilities, and general tendencies (e.g., warlike,
The Witchmen, Drukhs, and Imazi once shared neutral, peaceful, etc.) For example, the major-
a common root-language, traces of which are ity of your tribe may be Vandar Warriors, Kasir
evident in their naming conventions. All use Traders, Yann Engineers or Shaka Hunters.
names made up of three morphemes (language This doesn’t mean you can’t have other types
units), including: ka, ko, ku, cha, cho, chu, da, of characters in your tribe, but in the Savage
do, du, ha, ho, hu, na, no, nu, ta, to, tu, ah, Land, the primary race and culture of your
84 TALISLANTA: THE SAVAGE LAND
tribe determines how it is perceived by other 6) Create a brief history for your tribe: This
tribes and individuals: as a potential friend, doesn’t have to be very detailed—just provide
foe, or neutral. enough information so the players have some
sense of where they came from, and what
2) Record your tribal stats: These are simply notable events may have happened to their
your primary archetype’s attribute ratings, skill tribe prior to the actual start of play.
ratings, equipment, and special abilities as listed
in the archetype descriptions. Unassigned dice 7) Name and Symbol: Choose a weapon,
are distributed with GM approval and rarely battle standard, Primal symbol (see page 97),
should they be used to increase a skill beyond species of creature, or other totem to repre-
+1D. These figures are intended to represent sent your tribe. If you like, you can also choose
average numbers for your tribe, which are used a name for your tribe based on the image or
mainly for mass actions. Tribal skill ratings can symbol you chose to represent it.
be increased over time as your tribe gains expe-
rience (see page 31). Your tribe is now ready to enter the world of
Talislanta D6: The Savage Land, though you
3) Determine the size of your tribe: A good may wish to develop a backstory for your tribe.
starting size is scale 2 (village)—between 30 and
200 tribesmen—but any size tribe can be made
depending on the desired scope of the game.
Combined Tribes
The precise number can be assigned by the GM If players have difficulty deciding the on the
or determined randomly. primary composition of a tribe, often due to
Just keep one thing in mind: the larger your an interest in playing different archetypes, it
tribe, the more food, water, and supplies it takes is possible to create a tribe with two or more
to sustain it. There may be strength in numbers, archetypes. For example, the primary archetype
but the larger a tribe, the more attention it is might be Yann, with a secondary archetype
likely to attract. And in the Savage Land, that is of Virago—a band of warrior women acting
rarely a good thing. as protectors to the main body of salvagers.
This would allow for some of the players to be
4) Choose a leader: Choose at least one leader Yann, Virago, and perhaps Vandar, while still
for your tribe from among the players. You may fitting into the tribe at large. In this case, create
decide to choose a single leader and make the tribes for both archetypes and manage them
position permanent (a relative term in a place as separately, especially if they are different sizes.
dangerous as the Savage Land), or alternate the Continuing this idea, the Yann might be con-
role of leader among those players who would sidered a village (scale 2), while the Virago only
like a chance to lead the tribe. a band (scale 1). Combined tribes can be more
Optionally, your tribe can have multiple difficult to manage, but provide more variety
leaders, each with a different role and area of and the opportunity to engage in interesting
responsibility. For instance, in the same tribe cultural exchanges.
you might have a leader in charge of War, and
others in charge of Trade, Diplomacy, Salvage,
Scouting, Hunting, etc.
Tribal Backstory
Territory: Choose a single territory in the
5) Location: Determine the approximate known world as the place with which the
starting location of your tribe. This may be majority of your tribe is most familiar. Mark
dictated by the tribe’s primary archetype or not. down this information on the Tribe Sheet;
The final decision is up to the GM. when in this territory, your tribe receives +1
chapter two: characters & tribes 85
advantage to all mass action die rolls (see the
mass action rules on page 24).
Tribal Skill & Attribute
Then, with the GM, choose as many of the
following as you like to create your tribe’s
Ratings
backstory: Like individuals, tribes have skills and attri-
butes, and ratings for each. Tribal skill or
''
The tribe is currently located in or near its attribute ratings represent average numbers,
traditional home territory. which are used mainly for mass actions.
''
Your tribe is nomadic, and has no home Individual members have the same attributes,
territory to speak of. It’s current location is but their Unassigned dice are allocated to
__________________ (fill in the blank). reflect their particular function in the tribe.
''
The tribe is currently far from its Warriors would have additional, or improved,
home territory, and is now located in combat skills, merchants would have skills
__________________ (fill in the blank). like Barter and Salvage, and sages would have
Possible reasons include: forced to flee to Healing and Lore. Named NPC's, ones with
escape a stronger enemy tribe; forced to an important function in the story, have 1D to
travel far from home to find food/water; on 2D more attribute dice than the standard NPC
a mission of some sort (explain); has become tribe members and their skills can be increased
lost or displaced by the Gyre. to +2D during creation.
''
Your tribe has always been faithful to the
ways of its ancestors, and its members are Raising Tribal Skill or Attribute
well-regarded by other tribes of the same Ratings
race/culture; or your tribe is not faithful to It’s possible to raise tribe skill and attribute
the ways of its ancestors and its members are ratings, or even to buy certain types of new skills
regarded as rebels, outcasts, or unbelievers by for all members of a tribe. The cost in XP and
other tribes of the same race/culture. time is the same as the cost to do the same for
''
Determine if your tribe is mainly comprised a character, however tribes earn XP at half the
of a single type of archetype or several differ- rate as players do. Depending on the nature of
ent archetypes. the campaign, the GM is free to alter the tribe
''
Your tribe welcomes individuals of most other advancement to keep up with the narrative.
races and cultures; or it is xenophobic and
shuns individuals of other races & cultures.
Renown Rules for Tribes
''
Your tribe shuns individuals of one particular
race or culture. Like individuals, tribes may also gain or lose
''
Your tribe is warlike, but is it regarded as Renown based on their notable achievements
honorable because it doesn’t break agree- or failures.
ments; or is it regarded as dishonorable While Charisma has no effect on a tribe’s
because it doesn’t keep its word. Renown, if a tribe has one or more notable or
''
Perhaps your tribe only recently banded notorious Leaders, they increase or decrease
together, and has no reputation to speak of a tribe’s Renown. In such cases, increase or
as of yet. decrease a tribe’s Renown by +/1 per point
''
Your tribe consists of the last remaining sur- differential between the Leader’s and tribe’s
vivors of some other, larger tribe. separate Renown ratings.
''
Your tribe is considered cursed, because it The Tribe Sheet includes a section to record
is known (or believed) to have broken some its Renown.
sort of taboo or entered an area considered
to be cursed.
86 TALISLANTA: THE SAVAGE LAND
skills & special abilities
CHAPTER THREE:
Any discussion of “skills” applies equally to skill dice, reduces the characters ability to 1D
skills, crafts and rituals. Skills are talents that (WILD) and Luck dice can’t be used.
are learned through instruction and practice.
Skills are talents that are learned through
instruction and practice. Skill rating is the
measure of an individual’s ability in a talent.
SKILLS
The following is a list of skills known by the
Each archetype includes a package of begin- denizens of Talislanta during the Savage Land
ning skills and if they have unassigned dice epoch. Note that in this era, some skills have
they may choose additional skills or improve either become very rare (such as Literacy) or
existing skills. Skills can be improved even lost and forgotten altogether (such as spell
after each adventure by spending XP (see casting).
Experience, page 31). Note that Survival and Barter have special
Each tribe begins with the skills of the tribe’s rules, so are presented below, out of sequence.
primary archetype (see page 84).
Survival
Notes About Skills Perception
Knowledge of how to find food, water, and
Skills that require a master’s instruction basic shelter in the wild. Individuals who fail
require a minimum period of instruction of to find sufficient food, water, and shelter suffer
at least 3 months for the student to advance damage as indicated in Chapter One (Non-
the skill above their attribute. Note that the Combat Damage). Action Table die rolls using
master must have at least a +3D rating in the the Survival skill can be interpreted as follows:
skill in order to have the expertise needed to
Critical Failure: No food or water found in
''
serve as a capable instructor. When advancing
a skill that requires a master, the character this locale, plus your actions have attracted
must spend enough XP to increase that skill the attention of hostile predators or tribes
to +1D over their attribute. Only at this point (GM's ruling)
Failure: No food or water found in this locale.
''''
would the master be satisfied that the charac-
ter is competent enough to perform the skill Success: Found enough food and water found
on their own. Otherwise, increasing a skill to sustain a single individual for one day.
Critical Success: Found an oasis or other
''
that requires a master’s instruction is the same
as any other skill. self-replenishing source of water and/or
While most skills can be used without any food. Enough to provide for a large group of
skill dice allotted to them, skills that require individuals and their mounts. Note that such
teaching by a master can’t. Using a mas- spots may attract other individuals or groups
ter-trained skill without proper training, i.e. looking for sustenance.
chapter three: skills & special abilities 87
Complete Skill List (by Attribute)
Charisma Intelligence Perception
Barter Appraise Archaen Artifacts* Archaen Siege Weapon*
Command Appraise Slaves Archaen Traps*
Diplomacy Appraise Trade Goods Battle Golem*
Musician Archaen Engineering* Hunting
Archaen Siege Weaponsmith* Primitive Traps
Dexterity Automaton Artificer* Scavenge
Armorer (Leather or Metal) Basic Engineering Siege Weapon
Artificer(Metal, Wood, Stone, Bone or Clay) Beast Lore Sign Language*
Bladesmith Clockworks Artificer Survival
Common Weaponsmith Drakken Symbology* Strength -
Escape Earth Lore Melee Weapon
Labor Healing Unarmed Combat
Ranged Weapon Old Archaen*
Shaka Bowsmith Plant Lore Willpower
Sneak-Thief Primal Symbology* Beast Handling
Stealth Sabotage Beast-Drawn Conveyance
Salvage Commune with Animal*
*―denotes Master Trained skill
Shamanic Lore* Commune with Plants*
Siege Weaponsmith Commune with Spirits*
Spoken Language* Concoct Potion*
Subterranean Lore Create Talismans & Charms*
Tribal Lore* Create Totem*
Curse/Remove Curse*
Influence Emotions*
Primitive Enchantment*
Survival in the Savage Land Locating larger quantities of food/water/
All characters in the game have the Survival shelter may require the searcher (or searchers)
skill, which is used to determine their ability to to make additional attempts in other locales, in
find food, water, and shelter in the Savage Land. an area located at least 1-10 miles from the first
Conversely, each major territory of the Savage search area (GM’s ruling).
Land has a Survival rating, which represents the While the Survival skill can be used through-
degree of difficulty entailed in surviving in such a out any part of the Savage Land, individuals
place. This rating is used as the TN for the char- receive a penalty of -1D when using this skill
acter's Survival skill (see Chapter 4, Territories). in any territory other than their homeland or
At the GM's option, each character may be natural habitat. Note that in Chapter 2, each
required to make one Survival roll each day, to archetype's natural habitat is listed in parenthe-
determine if he or she is able to find sufficient ses, as in Survival (The Wastelands).
food and water for that day. Optionally, a single
individual may be elected to find food and
water for a group, or even an entire tribe.
88 TALISLANTA: THE SAVAGE LAND
Note to GMs
''
Compare the value of the goods or services
being traded. If both are approximately
When bartering situations come up in the equal, neither party gets a bonus or penalty.
game, don’t get bogged down by the details. If there is a difference in quality or quantity
Use approximate values for items or quantities between the two parties' offerings, the oppo-
of items, and focus more on the interaction nent with the higher-valued goods receives a
between the two parties. Make bartering
bonus to their skill rating.
interesting and fun for the players by asking
yourself: do the two characters know each
other, or are they strangers? Are they friendly, Value Rating
to each other or possibly not? Is one trying to
Very Low (shoddy, damaged and/or very -2D
cheat the other? common)
Low (inexpensive and/or common) -1D
Average (average quality and/or +0
availability)
High (good quality and/or uncommon) +1D
Very High (superior quality and/or rare) +2D
Barter
Charisma
''
Quantity also affects overall value. Offering
Knowledge of how to negotiate and haggle to larger quantities of a lower value commodity
obtain the best value when attempting to trade can increase the overall value of the offering
or barter for goods or services. by one or more categories (GM's ruling).
Barter and Trade Certain goods or services may be considered
There is no common form of currency in the useless or priceless by some tribes (for example,
Savage Land; goods and services are traded, not Torquar artifacts are considered priceless by the
bought with coins. Even though ancient coins may Ra, but are shunned by all others). If so, Barter
be found among the debris of past civilizations, may not be possible, or the bonus for the priceless
they are generally traded only as sources of metal. goods or services may exceed +2D (GM's ruling).
Goods don’t have a price, and are not be Once Barter skill ratings have been compared
bought in the usual way. Instead, all goods and and the value of the goods being traded has
equipment have a Value, and must be acquired been established, roll on the Action Table and
by trading other goods or services for them. add the final modifier to the result to see who
Bartering is essentially a contest between two "wins" the Bartering contest. The result show
opponents, each of whom is trying to get the below applies to the Player.
maximum value for his or her goods or services.
Player characters don't need to Barter among Action Table Results for
themselves; they can trade goods as desired, Bartering
without needing to roll on the Action Table.
When PCs want to Barter with NPCs, they need Result
Critical Failure: The NPC reacts in a neg-
''
to roll on the Action Table, using their Barter
skill vs. the Barter skill of the NPC. ative manner, feels cheated or insulted, and
Barter is similar to all other actions in the may become violent. Or the NPC closes the
game, and is handled on the Action Table, using deal and quickly exits the scene, leaving the
the following rules: player character to later realize he or she has
been cheated.
chapter three: skills & special abilities 89
COMBAT SKILLS
Skill Attribute Effect
Melee Weapon STR The ability to fight with a chosen type of hand weapon, including swords, axes,
clubs, etc.
Ranged Weapon DEX The ability to use a chosen type of ranged (missile) weapon.
Unarmed Combat STR The ability to fight or grapple using one's hands, feet, or head, without the need
for an actual weapon.
Siege Weapon PER The ability to operate most types of heavy siege weapon, such as ballistae, cata-
pults, and battering rams.
Archaen Siege PER The ability to operate most types of Archaen siege weapons, including bombas-
Weapon tions, iron dragons, and siege golems.
Battle Golem PER The ability to operate most types of battle golems.
Failure: The NPC backs out of the deal
''
such as a spear, throwing axe, or gwanga (Imazi
and refuses to renegotiate. If a service was throwing knife). Each type of weapon is a sepa-
received, the NPC performing the service is rate skill, such as throwing axe, Shaka longbow,
not as skilled as promised (automatic Failure or crossbow.
anytime the NPC attempts the service). Effective range for these weapons is:
Success: The transaction is completed as
''agreed, and both parties are satisfied that the
deal was fair.
Ranged Weapon
Blowgun
Range
30 ft.
Critical Success: The player characters get
''what was agreed upon, along with something
unexpected. This could be knowledge, a
Hand-thrown weapons
Crossbow
50 ft. plus 10 ft. per +1 STR
150 ft.
gift, a new friend or ally, or items of higher Ra heavy iron crossbow 250 ft.
quality than expected.
Shaka longbow 300 ft.
Combat Skills Short bow 150 ft.
Thraxian dart-thrower 20 ft.
Melee Weapon Thraxian fire-thrower 20 ft.
Strength
The ability to fight with a chosen type of Hand
Weapon, including swords, axes, clubs, etc. Unarmed Combat
Includes related weapon-skills such as parrying Strength
or attempting to disarm /disable. Each type of The ability to fight or grapple using one's hands,
weapon is a separate skill, such as Axe, Chain- feet, or head—without the need for an actual
mace, etc. weapon. Unarmed Combat can also be used to
capture, restrain, disarm, and parry unarmed
Ranged Weapon attacks—or even melee attacks to prevent
Dexterity damage to a more vital areas. In such instances,
The ability to use a chosen type of ranged a character takes damage to the limb used to
(missile) weapon such as a Shaka longbow, parry the weapon.
short bow, blowgun, or hand-thrown weapons
90 TALISLANTA: THE SAVAGE LAND
Siege Weapon Archaen Engineering
Perception Intelligence
The ability to operate most types of heavy This skill can only be learned from a Master.
siege weapon, such as a ballista, catapult, or The ability to design, repair, and build large,
battering ram. complex structures such as bridges, towers, or
superior fortifications using metal, wood, and
Archaen Siege Weapon stone. Includes the ability to determine the
Perception structural integrity of ancient or damaged struc-
This skill can only be learned from a Master. tures, including most types of ancient ruins.
The ability to operate most types of Archaen
siege weapons, including bombastions, iron Archaen Siege Weaponsmith
dragons, and siege golems. Intelligence
This skill can only be learned from a Master.
Battle Golem The ability to rebuild or repair most types of
Perception Archaen siege weapons, including bombastions,
This skill can only be learned from a Master. iron dragons, and siege golems. Only the Yann
The ability to operate most types of battle golems. and certain Thrax possess this skill.
Skills & Crafts Archaen Traps
Perception
This skill can only be learned from a Master.
Appraise Archaen Artifacts The ability to identify and disarm the type
Intelligence of complex trap-mechanisms typically found
This skill can only be learned from a Master. in old Archaen ruins and tombs. This skill also
The ability to identify and determine the includes the ability to identify certain types of
general nature and purpose of old Archaen protective runes and wards.
artifacts, a rare—and rather imprecise—skill
in the current age, as the secrets of magic were Armorer (Leather or Metal)
lost after the Fall. Dexterity
The ability to fashion armor or clothing from most
Appraise Slaves types of leather and hide, or most types of metal.
Intelligence
Practiced only by slavers, this is the ability to Artificer (Metal, Wood, Stone, Bone or
determine the relative value, suitability and
condition of various types of humanoids used
Clay)
as slaves in this savage era. Dexterity
The ability to create tools, utensils (pots, jars,
Appraise Trade Goods etc) and decorative items from most types of
Intelligence metal, wood, stone, bone or clay.
The ability to determine the relative value and
condition of most types of trade goods, includ- Automaton Artificer
ing tools, weapons, equipment, garments, and Intelligence
foodstuffs. This skill doesn’t include the ability This skill can only be learned from a Yann Master.
to appraise steeds or beasts of burden (covered The ability to repair the highly sophisticated
under Beast Handling), nor does it include the automaton-mechanisms known as Talosians,
ability to appraise slaves or Archaen artifacts, including the ability to read and repair the crystal
which have their own specialized skills. memory-discs, known as sensoria. This skill
chapter three: skills & special abilities 91
SKILLS & CRAFTS
Skill Attribute Use
Appraise Archaen Artifacts INT The ability to identify and determine the general nature and
purpose of old Archaen artifacts.
Appraise Slaves INT The ability to determine the relative value, suitability and condi-
tion of various types of humanoids used as slaves.
Appraise Trade Goods INT The ability to determine the relative value and condition of most
types of trade goods.
Archaen Engineering INT The ability to design, repair, or and build large and complex
structures.
Archaen Siege Weaponsmith INT The ability to build or repair most types of Archaen siege
weapons.
Archaen Traps PER The ability to identify and disarm complex trap mechanisms.
Armorer (Leather or Metal) DEX The ability to fashion armor or clothing from most types of leather
and hide, or most types of metal.
Artificer (Metal, Wood, Stone, Bone DEX The ability to create tools, utensils and decorative items from
or Clay) most types of metal, wood, stone, bone or clay.
Automaton Artificer INT The ability to repair the highly sophisticated automaton-mecha-
nisms known as Talosians.
Barter CHA The knowledge of how to negotiate and haggle to obtain the best
value.
Basic Engineering INT The ability to build most types of simple structures from earth,
stone, or wood.
Beast Handling WIL The ability to breed, train, groom, and ride most types of domes-
ticated beasts.
Beast Lore INT Basic knowledge of wild beasts.
Beast-Drawn Conveyance WIL The ability to build, repair, and drive most types of simple beast-
drawn conveyances.
Bladesmith DEX The ability to fashion, repair, and appraise most types of metal
edged weapons.
Clockwork Artificer INT The ability to repair most of the simpler types of clockwork
mechanisms.
Command CHA The ability to organize groups of individuals and lead them in a
common cause
Common Weaponsmith DEX The ability to make and repair simple handheld weapons like
clubs, slings, staves, and maces.
Diplomacy CHA The ability to peacefully negotiate with others to come to a reso-
lution that is agreeable to all sides.
Earth Lore INT Basic knowledge of most sorts of rocks and minerals.
Escape DEX The ability to rapidly get away from danger and elude pursuers.
92 TALISLANTA: THE SAVAGE LAND
SKILLS & CRAFTS (CONT...)
Skill Attribute Use
Healing INT The ability to diagnose most types of common diseases and
injuries.
Hunting PER The ability to identify and follow the tracks and traces left by
humanoids, non-humanoid creatures, land conveyances, etc.
Laborer (Craft) DEX The knowledge of a simple trade or craft.
Laborer (Trade) INT The knowledge of a simple trade or craft.
Musician CHA The ability to play one of the few types of musical instruments
found in this era.
Plant Lore INT Basic knowledge of most types of plants, trees, and herbs.
Primitive Traps PER The ability to create, identify and set most types of primitive
snares and traps.
Sabotage INT The ability to severely damage structures or conveyances by
covert means.
Salvage INT The ability to recognize, excavate, disassemble, and transport
many types of large-scale constructs
Scavenge PER The ability to recognize and locate edible or otherwise useful
items.
Shaka Bowsmith DEX The Shaka techniques for fashioning, repairing, and appraising
Shaka long bows, short bows, quivers and arrows.
Shamanic Lore INT Knowledge of the actual or reputed magical/medicinal properties
of various types of plants, animals, and minerals.
Siege Weaponsmith INT The ability to build and repair most types of standard siege
weapons.
Sneak-Thief DEX Ability to steal, palm, or “lift” small- or medium-sized items
without others noticing.
Stealth DEX The ability to move silently, avoiding detection.
Subterranean Lore INT Knowledge of the tunnels, caverns, underground waterways, and
inhabitants of the Underrealms.
Survival PER Knowledge of how to find food, water, and basic shelter in the
wild.
Tribal Lore INT Basic knowledge of one’s tribal customs, taboos, handiworks,
rituals, attitudes towards outsiders, and general worldview
chapter three: skills & special abilities 93
requires a thorough understanding of old Archaen Command
schematics and symbols, which are so complex Charisma
that usually only Yann can decipher them. The ability to organize groups of individuals
and lead them in a common cause or objective:
Basic Engineering battle, survival, escape from danger, hunting/
Intelligence gathering, large-scale salvage/construction/
The ability to build most types of simple struc- demolition projects, etc. Some who have this
tures from earth, stone, or wood; including skill lead by instilling respect, while others lead
crude earthworks, walled fortifications, and by fear and intimidation.
strongholds.
Common Weaponsmith
Beast Handling Dexterity
Willpower The ability to make and repair simple handheld
This skill can only be learned from a Master. weapons like clubs, slings, staves, and maces.
The ability to breed, train, groom, and ride
most types of domesticated beasts. Note that Diplomacy
wild animals must be tamed before they can be Charisma
ridden, which requires a successful roll using The ability to negotiate a peaceful resolution
one's Beast Handling skill against the degree that is agreeable to all sides. The use of this skill
of difficulty of taming the creature in question between friends is usually easy; between rivals,
(GM's ruling). more difficult; and between enemies, most
difficult of all.
Beast Lore
Intelligence Earth Lore
Basic knowledge of wild beasts, their behaviors Intelligence
and their capabilities. Includes the ability to The ability to identify most sorts of rocks and
identify species by sight or by their track/spoor/ minerals. Includes knowledge of where certain
remains. types of rocks and minerals are likely to be
found.
Beast-Drawn Conveyance
Willpower Escape
The ability to build, repair, and drive most types Dexterity
of simple beast-drawn conveyances. The ability to get away from danger rapidly and
elude pursuers. Note that if chased for longer
Bladesmith than a couple of rounds, you may need to use
Dexterity this skill multiple times.
The ability to fashion, repair, and appraise
most types of metal, edged weapons, including Healing
knives, blades, and axes. Intelligence
The ability to diagnose most types of common
Clockwork Artificer diseases and injuries, and to concoct healing
Intelligence and curative potions or antidotes used in the
This skill can only be learned from a Master. treatment of diseases, wounds, or poisons. An
The ability to repair most of the simpler types individual who has this skill knows how to set
of clockwork mechanisms, but not highly-com- broken bones, and bind all but the most crit-
plex mechanisms such as Talosians, which ical wounds so that they stop bleeding. Note
requires the Automaton Artificer skill. that certain types of medicinal ingredients are
94 TALISLANTA: THE SAVAGE LAND
needed to use this skill to concoct potions or undermining walls, cutting supporting beams
antidotes. or ropes, secretly damaging wheels or other
The GM must determine how long a healing moving parts, etc.
attempt takes, from a few minutes to bind up Note that covert acts whose effects are
a nasty scratch, to an hour to set a compound intended to occur after the sabotage has been
fracture, to days to treat a disease. Generally, the committed have a chance of being discovered
worse the wound, the longer it takes to treat. beforehand if the intended victims are wary. If
so, roll the intended victim’s PER against the
Hunting saboteur.
Perception
The ability to identify and follow the tracks and Salvage
traces left by humanoids, non-humanoid crea- Intelligence
tures, land conveyances, etc. Includes the ability The ability to recognize, excavate, disassemble,
to estimate the relative age of tracks and traces, and transport many types of large-scale con-
and to determine if the creatures who left them structs, such as battle or siege golems, siege
were traveling fast or slow, and were in good weapons, sunken ships from ancient eras, and
health or impaired. even large structural elements from ancient
ruins and fallen cloud cities. Use the lower of
Laborer (Trade or Craft) Basic Engineering or Salvage when attempting
Intelligence for Trade, Dexterity for Craft these actions. Note that the Salvage skill doesn’t
Knowledge of a simple trade or craft. A laborer include any special knowledge of magic or traps.
may specialize in a single trade or craft, or be
more of a jack-of-all-trades. Scavenge
Perception
Musician The ability to recognize and locate edible
Charisma or otherwise useful items, such as scraps of
The ability to play one of the few types of iron, glass, bone, horn, or wood; discarded or
musical instruments found in this era, such broken tools, weapons, and implements; edible
as wood or bone flute, wood or hide-covered roots, plants, scraps of meat from questionable
drums, and various types of beast-horns and sources that are still safe to eat, etc. The quan-
used as calling-horns. tity and type of useful items is up to the GM to
determine, based on the Scavenger's skill roll
Plant Lore and the GM's appraisal of what type of items
Intelligence may or may not be available in a given region.
The ability to identify most types of plants, Note that the Scavenge skill doesn’t bestow any
trees, and herbs, and knowledge of their special ability to detect magic or enchanted
properties. items.
Primitive Traps Shamanic Lore
Perception Intelligence
The ability to create, identify and set most types Knowledge of the actual or reputed magical/
of primitive snares and traps. medicinal properties of various types of plants,
animals, and minerals. Includes the ability to
Sabotage prepare and preserve magical/medicinal ingre-
Intelligence dients, and the ability to appraise the quality
The ability to severely damage structures and value of these goods.
or conveyances by covert means, such as
chapter three: skills & special abilities 95
Shaka Bowsmith LANGUAGE SKILLS
Dexterity
Skill Attributes Use
The Shaka ability to fashion, repair, and
appraise Shaka long bows, short bows, quivers Spoken or INT The ability to under-
and arrows. Written Old stand the spoken or
Archaen written versions of the
Siege Weaponsmith Archaen language.
Intelligence Drakken INT The ability to read the
The ability to build and repair most types of Symbology complex symbology
standard siege weapons, such as a ballista, cata- employed by the
pult, siege tower or battering ram. ancestral Drakken.
Spoken INT The ability to speak a
Sneak-Thief (Language) common language.
Dexterity Sign PER The ability to com-
The ability to steal, palm, or “lift” small- or Language municate in Sign
medium-sized items without others noticing. Language.
Primal INT Primal Symbology
Stealth Symbology includes a variety of
Dexterity primitive runes and
The ability to move silently, avoiding detection. ideograms that are the
only “written” version
Subterranean Lore of the Primal tongue.
Intelligence
Knowledge of the tunnels, caverns, under-
ground waterways, and inhabitants of the
Language Skills
Underrealms. Generally speaking, only
Undermen, necrophages, and Boglins have Written or Spoken Old Archaen
knowledge of this skill, though it can also be Intelligence
acquired by a dedicated explorer. This skill can only be learned from a Master.
Since the Fall, the spoken and written ver-
Tribal Lore sions of the Archaen tongue have mainly been
Intelligence forgotten. Talosians are among the few who
Knowledge of other tribes can only be learned are still fluent in both the written and spoken
from a master versions of Archaen. Warlocks can read Old
Basic knowledge of tribal customs, taboos, Archaen, and are conversant in the spoken
handiworks, rituals, attitudes towards outsid- version; as are the Shan. Thrax can decipher
ers, and general worldview. This skill may be Old Archaen symbols, but are not fluent, and
added as a bonus when attempting to negotiate may misread or be unable to decipher some
or barter with any tribe whose Lore is known. symbols (GM’s ruling). Yann are familiar with
Making a successful check with this skill can the symbols that Archaens used for measure-
add a bonus, but a Critical Failure incurs a ments, materials, and for certain technomantic
penalty—normally 1D or 2D. concepts related to building automatons,
Individuals may also study and learn the golems, and the like.
Tribal Lore of many tribes if desired. Characters
are assumed to have knowledge of their own
tribe's history and customs.
96 TALISLANTA: THE SAVAGE LAND
PRIMAL SYMBoLS
Though most denizens of the Savage Land are illiterate, many tribes have developed a simple system of symbols or ideograms that are used to rep-
resent certain words of concepts. Most tribes will recognize and be able to “read” these symbols. However, the exact meanings of these symbols
can be uncertain, open to interpretation, and/or dependent on context.
Here’s a list of the most widely-used Primal Symbols:
Common Primal Symbols Primal Moon-Signs
danger, warning, beware Crescent-moon symbols are used to represent symbolic virtues
attributed to Talislanta’s seven moons. The color of the symbol deter-
humanoid, i.e., non-animal mines which moon is represented, as follows:
wild, bestial, savage allies, friends
monster, predator safety, protection, healing
tribe warriors, hunters
trail, path sorrow, loss
Drakken secret, mysterious, unknown
death, the dead good fortune
undead, spirit, necrophage black moon
ancient ruins
the ground; any symbol below a line would indicate Compound Primal Symbols
that it is underground.
Primal symbols can also be combined to create new/more complex
twin suns, or day-time meanings meanings:
moon, or night-time
humanoid tribe
water
the Gyre wild tribe
Primal Magical Symbols Undermen
the Evil Eye, curse "tomb" and/or “necrophages"
Archaen, ancient magics, Archaen ruins above-ground water
underground water
Torquaran, black magic, danger
X plus any other symbol = “beware of ______”
ancient evil, Sepharan, chaos, destruction
Drakken Symbology have written counterparts, a system of symbols
Intelligence has evolved that is familiar to most tribes,
This skill can only be learned from a Master. referred to as Primal Symbology.
All Drakken can read the complex sym- Primal Symbology includes a variety of prim-
bology employed by their ancestors, which itive runes and ideograms that are the only
is always carved or engraved into stone or “written” version of the Primal tongue. These
metal. Drakken claim that the subtleties of symbols may be etched into stone, wood, or bone,
their symbology can only be expressed in three tattooed on skin, or even written in blood. They
dimensions; the depth at which the symbols represent things that are important to the various
were carved or engraved convey layers of Wild Tribes, and are used to mark territorial
meaning and emotional content. boundaries, denote sources of fresh water, form
part of a tribal sigil, or warnings to other tribes.
Spoken Language Common Primal symbols include runes for
Intelligence Death, Black Magic, Poison, Danger, Food,
The ability to communicate in any one of the Water, various types of wild animals, and
following languages common to the peoples of warnings signs to mark the presence of danger-
the Savage Land: Nomad, Elder, Sauran, Verdir, ous creatures and beings such as Demons, Evil
Primal or Sign. Note that Primal is the closest Spirits, Sand Dragons, Drakken, Undermen,
thing to a “Common Tongue” in the Savage Necrophages, etc.
Land, being spoken by such diverse peoples
such as Boglins, Drukhs, Golgoths, Vandar, and
others. One language per skill.
Primitive Magic Rituals
Having +1D in this skill grants basic fluency, All Primitive Rituals may only be learned from
but when trying to translate complex ideas, a master.
ancient lore, or technical terms a skill check
is required. Characters don’t need a Language Commune With Animals
skill for their native language. Willpower
This skill can only be learned from a master.
Sign Language This ritual takes a single round to perform.
Perception The shaman can communicate with most sorts
Like Primal and Primal Symbology (see of wild animals and beasts—but not demons
below), many tribes can also communicate in or undead. The Target Number is based on
Sign. Even those that don’t possess this skill the Willpower of the beast; TN 5 +5/1D of
can usually understand it to some degree, Willpower. Note that all Shaka possess this
although unless very simple information ability as an innate talent.
is being conveyed, misunderstandings can
easily occur (the GM should roll in secret Commune with Plants
each time a non-Sign speaker attempts to Willpower
use this skill; a result of Failure indicates a This skill can only be learned from a master.
faulty translation, with possible unintended This ritual takes a single round to perform.
consequences). The shaman can communicate with all sorts of
plant-life. The TN is based on the familiarity
Primal Symbology with the plants. Vegetation from a character's
Intelligence homeland requires a TN of 10, while foreign
Most of the peoples of the Savage Land are plants require a 15-25 depending, on how
either illiterate or semi-literate. While few of exotic. Note that all Narada possess this ability
the spoken languages employed by these folk as an innate talent.
98 TALISLANTA: THE SAVAGE LAND
PRIMITIVE MAGIC RITUALS
Skill Attribute Use
Commune With Animals WIL The ability to communicate with most sorts of wild animals and
beasts
Commune With Plants WIL The ability to communicate with all sorts of plant-life.
Commune With Spirits WIL The ability to communicate with the souls and spirits of the dead.
Concoct Potions WIL The ability to concoct a single dose of any type of primitive potion.
Create Charms & Talismans WIL The ability to create primitive charms or talismans of most any type.
Create Totem WIL The ability to imbue an item with the spirit of a dead enemy.
Curse/Remove Curse WIL The ability to put a curse on a living victim or an item.
Influence Emotions WIL The ability to cause other living things to feel whatever emotion the
shaman desires.
Primitive Enchantment WIL The ability to imbue a weapon or item with an aura of enchantment.
Commune with Spirits GM may modify this TN based on things such
Willpower as quality of ingredients, rushing the prepara-
This skill can only be learned from a master. tion time, and so on.
This ritual takes a single round to perform.
If successful, it gives the shaman the ability Create Charms & Talismans
to communicate with the souls and spirits of Willpower
the departed for one round (one question) per This skill can only be learned from a Master.
skill die (example, a character with a 6D skill This ritual takes a full day and night to perform.
rating can ask 6 questions). Note that the user The shaman can create a single primitive charm
and intended subject must speak the same or talisman of most any type, including a spirit
language in order for this skill to be effective. jar. Certain ingredients are needed to create
The TN is typically 15, adjusted for the length the intended device (see the Primitive Magical
of time the subject has been dead. Recently Ingredients, page 251, for details).
deceased spirits require only a 10, but after
years the TN is 20. Ancient spirits have a TN Create Totem
of 30 to commune with, unless they are active Willpower
and haunting the area. This skill can only be learned from a Master.
This ritual takes a full day and night to
Concoct Potions perform. The shaman can imbue an item with
Willpower the spirit of a dead enemy. Witchman shamans
This skill can only be learned from a Master. use this ritual to create shrunken-head totems,
This ritual takes about an hour to perform. soul-cages, or soul-stones.
The shaman may concoct a single dose of any
type of primitive potion. Certain ingredients Curse/Remove Curse
are needed to concoct the potion (see Primitive Willpower
Magical Ingredients, page 251, for details). This skill can only be learned from a Master.
The Target Number is by potion type and is This ritual takes about an hour to perform.
listed with the potion in the description. The The shaman can put a curse on a living victim
chapter three: skills & special abilities 99
or an item. The victim of the curse—or anyone Primitive Enchantment
who carries a cursed item—suffers bad luck, Willpower
which may manifest in a variety of unpleasant This skill can only be learned from a Master.
ways (clumsiness, inexplicable antipathy from This ritual takes a full day and night to perform.
animals or other people, losing/misplacing The shaman can imbue a weapon or item with
items, a -1D penalty to all die rolls, etc.). The ill an aura of enchantment. This aura allows the
effects last until the curse is removed. weapon or item to affect creatures that are
The range of this ability is typically in the immune to non-magical weapons; however, this
same room or area, but if the shaman has is the limit of the aura's capabilities. The effects
something very personal from the target, such are permanent unless dispelled, which can be
as a lock of hair or a prized possession, they can done by performing the ritual in reverse. The
perform the ritual from several miles away. Target Number is normally 15, but the GM may
impose additional modifiers as needed.
Influence Emotions
Willpower
This skill can only be learned from a Master.
This ritual takes a single round to perform
and has a TN of 15. It causes other living things
in a 2-hex (4 yard) radius per +1D skill level to
feel whatever emotion the shaman desires: fear,
courage, confusion, hate, love/friendship, etc.
Intended targets are allowed a chance to roll
using WIL to resist the influence.
100 TALISLANTA: THE SAVAGE LAND
SPECIAL ABILITIES Commune with Plants
Special abilities are innate talents possessed only All Narada possess a natural ability to converse
by certain races. While special abilities can’t be in the language of plants, and are able to com-
acquired, they can be raised with XP. Certain municate with any type of plan or tree within
skills, crafts, and rituals have capabilities that are hearing range of their voice. Note that this
similar to some of these innate talents. ability is limited to communication, and doesn’t
include any ability to control or influence the
Blindsight intended subject.
Though they don’t have eyes, Undermen are
able to sense and identify most sorts of crea-
Enduring
tures by scent and vibration at ranges of up to Some creatures, such as the Azraq, can live
about 16 hexes (100 feet). They are also able to without food or water much longer than most
locate food, water, and most sorts of roots and species. If an archetype has this ability, they
minerals by scent, and identify most types of don’t take damage due to a lack of sustenance
materials by scent or touch. Blindsight may also for the period stated in the description. For
be used to detect magical emanations by touch, example, the Azraq don’t take damage until
though this particular ability is less acute. A after they have gone 2 full weeks without food
Perception roll against a TN of 15 is required to or water. After 2 weeks damage is applied nor-
pull this off. mally. Having low rations keeps the character
healthy twice as long as normal.
Claws, Bite, and Natural
Fire Resistance
Weapons Drakken, Yann and Talosians are naturally resis-
Many species have natural weapons, such tant to fire and heat. Most types of fire can’t
as horns or claws, that they can use in lieu penetrate their thick hide, and even extreme
of forged weapons. These attacks use the heat, such as that generated by a volcano or
Unarmed Combat skill. On a Critical Failure a fire-demon, only causes them half as much
against an opponent using a bladed weapon, damage as would normally be expected.
the attacker takes the defenders STR in damage
to the appendage used.
Hide in Darkness
Commune with Animals The Boglins are adept at using the shadows to
conceal their movement. In low light, such as
Most Shaka possess the ability to converse with night with a partial moon or poorly lit caverns,
wild or domesticated animals, though some they gain a +1D WILD bonus to Stealth checks.
have forgotten how to do this through lack If it is too bright to use this ability, they seldom
of practice. Shaka can communicate with any venture near dangerous subjects.
type of animal (not demons or undead) within
hearing range of their voice. The roar of an
adult Shaka can be heard at distances of up to
Immunity to Fear
one mile. Note that this ability is limited to Vandar were bred to be completely immune to
communication, and doesn’t include any ability fear, including magic rituals or items designed
to control or influence the intended subject. to cause fear.
chapter three: skills & special abilities 101
Magic Resistance See Magic
Warloks were bred to be highly resistant to even Warloks possess the ability to detect magic by
the most potent Archaen magic. Archaen spells, sight, at a range of about 20 feet. They can also
wards and artifacts intended to cause harm tell the relative strength of the magic by the
only do half damage to a Warlok (simply halve intensity of its aura. No roll is required to use
the rolled damage before determining wounds), this power.
while spells or devices intended to influence
the victim have no effect whatsoever. Similarly,
the primitive magics of the present age have no
Sense Magical Emanations
effect on Warloks. A side effect of this special Shaka are highly attuned to the presence of
ability is that magical healing potions or rituals magic, which they experience as a sense of
don’t work on Warlocks (non-magical healing nameless dread or unease. Range for this ability
methods are effective). is based on the strength of the magical aura: a
few feet at most for weak auras, but over a mile
Natural Armor for extremely powerful magical manifestations
such as the Gyre. No roll is required, but aside
A few species, such as the Narada and the Yann, from detecting the magical aura no other infor-
have armored skin. This protects better than mation is revealed.
thick hide, as it doesn’t loose durability and
can heal. To bypass this armor, a Called Shot is
required. Unfortunately, such protection pre-
Smell Fear
cludes being able to wear any additional armor, All Umar possess the ability to smell fear in
though the being can still use a shield. most sorts of humanoid beings. Range is 1 hex
(2 yards) at most; the ability is mainly used to
Night Vision intimidate and grants a +2D bonus to attempts
to instill fear.
Boglins and certain other creatures possess
excellent night vision, and can see as far and as
clearly in the dark as most other humanoids can
Spirit Tracking
see during the day. Conversely, those who have All Imazi possess an innate ability to see
this ability usually don’t see as well in daylight, spirits at ranges of up to 16 hexes (100 feet).
and very bright or strong light can cause them By focusing their concentration (roll PER),
great discomfort (+5 TN penalty on all actions they are sometimes even be able to see the
while so affected). faint tracks or traces left behind by both the
souls of the living and the spirits of the dead.
Rapid Healing Range for this ability is limited to 10 feet. The
TN is 10 if the trace was left less than an hour
Vandar were bred to heal twice as fast as most ago, TN 20 if less than a day, and TN 30 if
other humanoids; at a rate of 2 wounds per more than a day.
week if resting, 1 wound approximately every
3-4 days. Additionally, healing potions and
remedies work twice as well on Vandar as they
work on others. The downside of this special
ability is that Vandar have a short lifespan—
only 30 years on average.
102 TALISLANTA: THE SAVAGE LAND
The Sight Toxin Resistance
This rare innate talent is possessed only by The Thrax are born with poison in their veins.
certain members of the Kasir tribes. Those with Each Thrax clan is immune to one type of
this gift are called seers, for they are able to poison, typically the one they most commonly
use this talent to locate things such as water, brew. In addition, the first wound done by any
lost or missing persons, ruins, and tombs. This toxin is ignored and any check made to resist a
requires a Perception roll with a TN set by the poison's effect gains +1D.
GM depending on the range of the object of the
Sight. Typically, TN 10 for within 50 hexes (100
yards), TN 20 up to 500 hexes (1,000 yards), and
Venom
TN 30 beyond that. On rare occasions (when If a species has a natural poison, it is typically
rolling a Critical Success), an attempt to use the delivered via claws or bite. This requires a
Sight may yield a vision of some future event. successful Unarmed Combat skill check to the
The Sight should be listed as a Perception skill soft tissue of the target—if armored, at least 1
and can be improved as a skill with XP. Wound of damage must be dealt to administer
the toxin. The amount, and interval, of damage
Thick Hide is described in the archetype. Typically, a char-
acter only has enough venom to poison a target
Several species, such as the Azraq, are born once per day, but a failed attempt to wound the
with a tough, leathery skin that helps protect target doesn’t expend the day's dose.
against damage. Normally is has a PR 1(1). So, if
an attack breaches the hide causing more than
a single Wound, the protection of this ability
Worldly
ends until the character can effectively heal The Reavers can survive in nearly any climate.
1 Wound. This includes having a healer bind They don’t have to pick a specialization for
the lacerated area of the attack. Note that this their Survival skill. Instead, they note the skill
ability protects the entire body of the character, as Survival (all lands) and treat it as a single skill
save for areas such as the eyes or mouth, and for advancement.
the durability of this armor is on all locations
individually; therefore, if a character's Thick
Hide is penetrated on their chest (the default
damage location) and later they are hit in the
arm, the armor is still effective for that hit. Also,
this ability doesn’t stack with equipment. Worn
armor protects the target first, then this ability
comes into play once the armor is useless, or if
it doesn’t protect portions of the target's body.
chapter three: skills & special abilities 103
territories
CHAPTER FOUR
All the material in this chapter should be in this chapter should be considered question-
considered highly speculative in nature. Most, able at best, and remains to be determined by
if not all, of this information was derived from those who are willing to actually venture into
the accounts of various tribes who claim to these territories.
have visited these places, tales passed down
over many years, or even myth and legend.
The abbreviated notes on terrain, climate, etc. SURVIVAL IN
that appear at the beginning of the write-up
of each major region should be considered
“common knowledge”. That is to say, what most
THE SAVAGE LAND
The Savage Land is a harsh and inhospitable
inhabitants of other regions believe to be true environment, where an individual’s Survival
about the territory in question. Their assump- skills can mean the difference between living
tions may prove accurate or not, recent or another day or dying of hunger, thirst, or expo-
outdated, or even an outright lie. sure to the elements.
In short, the veracity of anything that appears To simulate this, each Territory has a Survival
The Lost City of Sanctum
Among the current inhabitants of the Savage Land, it Among those who believe in the legend, the lost city
is widely believed that the last cities in Talislanta were has been described in many different ways. Drudges say
destroyed during the Fall, when the cloud-castles of the that Sanctum is a place where people of all kinds are
Archaens literally fell from the skies. Even before then, welcome to live in peace, safe from harm. The Viragos
the old, ground-bound cities of the ancient Archaens believe that the lost city is actually a mighty citadel,
and their enemies had long since been abandoned and protected by heavily-armed warrior-women and impreg-
fallen into ruin. nable against attack. Others believe that Sanctum is
a massive library and repository of lost knowledge. To
Yet there are some who tell tales of a lost city, which the
the Narada, Sanctum is not a city per se, but a veritable
legends refer to as Sanctum. Some say that Sanctum
garden of paradise.
is a cloud-city that somehow survived the Fall, either
because it remains airborne or because it floated gently It is possible that the lost city is just a legend, and
to the ground. Others say the lost city is ancient, and nothing more. It is also possible that, as some propose,
has survived for centuries because it was hidden in the there is more than one lost city, refuge, or sanctuary
mountains, or possibly underground. of some sort. Whether any of these places is the “real”
Sanctum is a secret that remains to be discovered.
104 TALISLANTA: THE SAVAGE LAND
Target Number (TN) that indicates how dif- almost impossible to kill. In turn, the herds
ficult it is to find sufficient food, water, and support the various humanoid tribes and other
shelter in that region. This is the typical target living creatures that populate the Wilderlands.
number for Survival skill tests in the Territory. These include hostile tribes like the Golgoths
Depending on the situation, the GM can and Beastmen, as well as fierce predators like
modify this number by -5 to +5. For example, lycanthromorphs, scourges, and raths.
if the character is near an oasis in the Black The nomadic Kasir range throughout the
Desert, the GM would reduce the TN for a Wilderlands, both to obtain forage for their
Survival skill check to 15. Success would result steeds and burden beasts, and to barter with
in finding the oasis and being able to survive at other tribes. Because they observe a policy of
least another day in the Savage Lands. strict neutrality, Kasir are often allowed to
travel through territories claimed by other
THE WILDERLANDS
Terrain: Arid plains, low hills.
tribes, who tolerate Kasir incursions to obtain
the goods and wares that they carry.
Prides of Shaka hunters regularly pass
Climate: Hot, dry. through the Wilderlands as they travel from
Resources: Herd beasts, wild game, fodder. their home in the southern Savannahlands as
Dominant tribes: Kasir, Golgoths, Vandar (Plains of far west as the Dead Forest. They hunt large
Armageddon), Shan (eastern Wilderlands). predators such as scourge, manth, and behe-
Survival TN: 15. moths, taking their hides, claws, and fangs as
trophies.
The territories known as the Wilderlands extend The nomadic Imazi tribes roam the south-
across much of the continent, encircling the ern Wilderlands, herding wild burden beasts,
Plains of Armageddon, in a vast expanse of arid hunting, and gathering food. They are friendly
plains, countless ancient ruins, tombs, and bat- with the Shaka, and are usually on good terms
tlegrounds. Ravaged by ages of warfare and the with the plant-folk known as the Narada,
cataclysm of the Fall, the Wilderlands are dan- who can be found along the borders of the
gerous, where only the strong and swift survive. Junglelands and west to the Boglands and Dead
The vast expanses of the outer Wilderlands are Forest.
home to herds of megalodonts, burden beasts, The eastern hills of the Wilderlands are home
and wild animals, which are sustained by needle to the Shan, proud warriors who live by to a
grass; a tenacious, fast-growing weed that is strict code of honor. They emigrated to the
chapter four: territories 105
Wilderlands from the east, after their homeland Land, the Wilderlands and its adjoining terri-
was destroyed during the Fall. tories constitute the known world. The further
Various Golgoth tribes claim the Northern one travels from the this region, the less is
Hills as their territory and aggressively defend known—and the greater the danger.
their holdings against other tribes. They often
launch raids into other parts of the Wilderlands
to take slaves and steal herd beasts, salvage, and
Blood Canyon
other valuables Blood Canyon cuts across the northern edge
Scattered across the landscape are the ruins of of the Plains of Armageddon like a scar, con-
ancient cities, roadways, and other abandoned tinuing north through the Wilderlands into
structures. All have been damaged to a greater the mountains that border the Darklands.
or lesser extent by ages of war, the Fall, and the The canyon is accessible in the far north via a
Gyre. Some contain valuable artifacts from past number of trails that wind through the moun-
eras, such as enchanted items, weapons, armor, tains, and serves as a passageway between the
and intricate clockwork mechanisms. Others Darklands and the lands to the south. A handful
are occupied by creatures such as manraks, of trails intersect the canyon at various points
vores, and packs of wild Beastmen, or haunted along the way, before the defile terminates in
by spectres and the spirits of the dead. the lowlands of the Plains of Armageddon.
For most of the inhabitants of the Savage Eroded by the elements, Blood Canyon is
106 TALISLANTA: THE SAVAGE LAND
up to a thousand feet deep in some places. It’s occasionally make the long journey here to read
frequented by many different tribes, both as a the many runes that were carved into the spire
passageway and to find water, which gathers by their ancestors long ago.
here in small pools and natural cisterns. The
name alludes to the many battles between rival
tribes over water. These conflicts have only
The Forgotten Tombs
escalated in recent times, as Umar war clans A series of stark towers, pitted and twisted and
have begun to use the canyon to gain access to worn by the Gyre, rise from the desolate regions
the Wilderlands and the rich salvage-grounds of that lie adjacent to the Lost Sea. These towers
the Plains of Armageddon. mark the location of a number of ancient
The sheer walls of Blood Canyon are lined tombs, now buried under sand and silt. It’s said
with cracks, fissures, and caves. Some to lead that Archaen artifacts such as ornate vases,
to a network of subterranean passageways that ancient scrolls, and chests of gold and gem-
crisscross the continent used by the Satada. stones can be found deep in the ruins.
Others are the home of andrak, nightgaunts, While few folk of this era would risk their lives
and manraks. for trifles like ornate vases and chests of gold,
the tombs are also said to hold items of more
Drakkenspire practical use, such as enchanted blades, helms,
and armor. In a dangerous realm like the Savage
The Drakkenspire was built long ago by the first Lands, such items are prized indeed. However,
of the great Drakken-Kings, who once ruled would-be tomb-robbers are advised to keep an
the entire continent. It resembles a knife-like eye out for packs of savage Beastmen and heavily
peak or spire of stone, roughly a hundred feet armored Golgoth raiders who often roam the
in diameter, reaching over a mile into the sky. A surrounding regions. The tombs themselves
set of steps carved into the rock, worn by time also hold dangers for the unprepared, including
and the elements, winds around the peak to the necrophages, spectres, and bloodspawn.
pinnacle: a circular enclosure carved into the
rock, from which one can look out across the
horizon.
Golem Ridge
The Drakken are said to have used this place The site of a great clash between ancient
as a watch tower. Though it was abandoned armies, this ridge line is now marked by the
by its makers long ago, the Drakkenspire is not towering forms of hundreds of battered and
without strategic value, and has also been used abandoned battle golems and siege engines.
by various tribes and individuals in the time Some lie in pieces, their wreckage strewn along
since the Fall. It can take the better part of a the slopes and gullies. Others lie beneath the
day to climb the giant steps, an ascent made ground, buried over time by the shifting winds.
perilous due to swirling air currents and the But many still stand, ravaged by wind and rust,
occasional depredations of airborne predators long frozen in positions of attack or defense.
such as winged vores and manraks. Bands of Thrax and Yann have long vied for
From the summit, it is said you can see all of the countless tons of valuable salvage that can
the known lands spread out below. This vantage be found here. Their rivalry has been known
point can be of use when spying on rival tribes to erupt into violence, and both sides have
or keeping watch for the Gyre. Among those at times hired surrogate forces to help them
who have vied for control for control of the defend their claims. There is usually work here
spire are the Golgoths, Umar, Thrax and, on for mercenaries, some of whom have been
several occasions, the Vandar. Drakken war- known to switch sides based on who is offering
rior-sages from the distant Volcanic Hills the most lucrative compensation.
chapter four: territories 107
Idolum possessions, and taking captives to trade to the
Umar and Ra as slaves.
In the southeastern borders of the Wilderlands The winding canyons of the Northern Hills
is a barren plain lined with hundreds of ancient provide numerous places for the Golgoth
stone idols. The smallest are barely a foot tribes to hide, and to launch ambushes against
tall, the largest rise upwards over 500 feet. A those who seek to enter their lands. The hills,
number of these idols still stand erect, but most dotted with copses of dense thornwood and
now lean at odd angles or have fallen over. The tanglewood, are riven with cracks and fis-
stone images vary in nature, from representa- sures, making travel difficult for all but the
tions of warriors and archmages, to demons most sure-footed of creatures. The presence of
and monsters of unknowable origins. lycanthromorphs, manth, and scourge also pose
The Imazi tribes believe that this region is a hazard. Only a handful of well-hidden trails
cursed, and avoid it whenever possible. The allow easy access through this region, and these
Shaka say Idolum emanates an unsettling aura of are generally known only to the Golgoths. It’s
magic and, while they’ll pass through the region said that slave-traps, deadfalls, and snares are
during the day, they won’t stay for even a single hidden along sections of many of these trails.
night. The Kasir tribes have no such qualms, and
come here frequently enough to have inspired an
interesting rumor: that some of the giant idols
The Savannahlands
are actually the tombs of ancient wizard-priests Along the southern borders of the Wilderlands
and contain valuable artifacts and enchanted lie the Savannahlands; a wide stretch of arid
items. Whether this is true or not, it appears that plains interspersed with low, grassy hills and
Idolum’s attractions are sufficient to cause the the occasional giant tanglewood tree. Though
Kasir to risk encountering some of the creatures the climate here is typically hot and dry, thun-
who also inhabit this region, including scourge, derclouds from the Junglelands to the south
wild catdrac, and manth. occasionally bring heavy rains to this region,
filling the shallow arroyos that cut across the
Naradan Oases landscape. After the creeks go dry again, water
can still be found here, but only underground
These small areas of greenery can be found in or in a handful of waterholes.
scattered throughout the southern Wilderlands, The Savannahlands’ plentiful supplies of
and in other parts of the Savage Land. These needlegrass and balmroot make it an ideal graz-
benevolent anomalies are said to be created ing-place for herd animals such as wild burden
by Narada shamans, who possess the ability to beasts, land lizards, megalodonts, armodonts,
restore wastelands, deserts, and aberrant terrain and grazers. The generally flat terrain allows
to its previous, natural state. Edible plants, for long sight-lines, also making this region
waterholes, or seeps can be found at distances a favored hunting ground for large predators
of a mile or more from an oasis. like scourges, behemoths, wild war beasts, and
tarkus.
The Northern Hills The dominant tribe in this region is the
Shaka. Once the most powerful and influential
This stretch of stony hills, deep ravines, of the wild tribes, the Shaka have decreased
and stunted woodlands borders the Glacial in number since the Fall, during which many
Mountains and, beyond that, the territories of their kind perished. Yet despite this, they
of the Umar. This region is claimed by the remain among the most respected of all the
Golgoths; a fierce, warlike people who survive wild tribes, and the most feared.
mainly by raiding other tribes, stealing their The Shaka clans view the Savannahlands
108 TALISLANTA: THE SAVAGE LAND
as their traditional homeland and personal along with the skeletal remains of countless
hunting preserve. They aggressively defend warriors and war-steeds. Jagged trenches cut
these territories and challenge any who seek to across the land like scars, and columns of acrid
pass through the region without their permis- black smoke spiral upwards from craters and
sion. Would-be hunters should be forewarned: fissures deep in the tortured earth.
the Shaka often kill poachers on sight. The Plains of Armageddon are both a tribute
to the madness of war, and the richest source
Omen of salvage on the continent. In addition to
countless tons of scrap iron, there are untold
At the easternmost edge of the Wilderlands, numbers of weapons, shields, and armor from
at the edge of the Volcanic Hills, lies a dark past ages, many imbued with ancient magics.
and doom-shrouded region known as Omen. Some of it lies in plain view, and even more of it
Nothing grows here, and even the most danger- is buried, covered by successive layers of wreck-
ous and desperate predators seem to give the age and casualties from more recent battles. It
area a wide berth. is the lure of this rich salvage that makes the
At the center of this desolate land stands a Plains of Armageddon one of the most danger-
terrible sight: a mountain of skulls a thousand ous regions in the Savage Land.
feet high, staring sightlessly out across the bleak Many different tribes come here to vie for
terrain. The mountain was built from the skulls these resources. They include the rival Yann
of countless Xambrians, a peaceful people who and Thrax, and their respective mercenary
were massacred in the Fire-Pits of Malnangar surrogates, the Golgoths and Viragos. Satada
by the necromancer-priests of Torquar. come here to acquire iron weapons, follow-
Few inhabitants of the Savage Land are ing a network of underground tunnels from
willing to enter the area around Omen, which is Blood Canyon. Ra paladins come in search of
widely regarded as cursed. Fewer still can bear Torquaran weapons and armor; Drakken, to
to look upon this tribute to death, for it radiates find traces of their ancestors. Umar scouting
a powerful aura of anguish and sorrow. parties enter the Plains via Blood Canyon,
The Kasir tribes avoid this region at all costs, engaging in fierce fights with the Vandar, the
believing that once a person has seen Omen, self-appointed protectors of this region, who
the sight will haunt their nightmares forever. view the Plains of Armageddon as their ances-
Even such folk as Warloks, who some say don’t tral territory.
have souls, are moved by the traces of the
spirits who dwell in this place. Perversely, the
Ra tribes, who revere the Torquarans as their
Ruins of the Four Nations
creators, regard Omen as a holy site, and con- Here lie the remains of four mighty sorcerer
sider it their duty to undertake a pilgrimage to city-states: Osmar, Randun, Khar, and Istan.
Omen sometime in their lives. Most of what was known about these places
was lost during the Fall, including which of
The Plains of Armageddon the ruined cities was which. Such is the fate of
even the greatest kingdoms of old in this era of
Located in the center of the Wilderlands darkness and superstition.
is a perilous region known as the Plains of According to legend, the Four Nations were
Armageddon. Torn by centuries of warfare, this once part of a confederation, each of which
hellish landscape is littered with the wreckage supplied the other with important goods and
and refuse of countless battles. Here, the bat- services. The first was known as a center of
tered hulks of hundreds of giant siege engines arcane study, and for its vast library of books,
and battle golems lie scattered across the land, tablets, and scrolls. The second manufactured
chapter four: territories 109
enchanted items of all sorts. The third made
the finest enchanted blades and armor. The
Unknown Ruins
fourth was both famous and infamous for the Scattered throughout the Wilderlands are the
design and creation of hybrid species such as ruins of ancient towers, lost kingdoms, deserted
the Vandar—and possibly, following a most battlegrounds, and the shattered remnants of
regrettable error in judgment, the bloodthirsty Archaen cloud-cities that plummeted from
creatures known as the Azraq. the skies during the Fall. Many of these places
The Four Nations are said to have been quite contain artifacts from past ages, including
prosperous until their rivalry led to a war enchanted weapons and items imbued with
which resulted in mutual destruction. All four mysterious, arcane properties. Others hold rich
city-states were destroyed during the war. It is troves of salvage, including both black and red
said that the ruins of these four cities still hold iron, parts of iron golems, clockwork mecha-
numerous items of value sealed away in deep nisms, and slabs of colored crystal that can be
vaults. They may also hold unpleasant surprises crafted into lenses for sand-goggles or spy-
such as necrophages, inimical spirits, shadowar- glasses, flasks, vials, and so on.
riors, bloodspawn, and hostile treasure-hunters. Many of the ruins remain unexplored, their
On occasion, the Ruins of the Four Nations contents undisturbed since the time of the Fall.
also draw Drakken warriors, who come here In some cases this is because access to the ruins
seeking ancient relics. The Drakken claim that is difficult, due to the presence of hostile tribes
all Four Nations were built upon the ruins of like Golgoths and Beastmen, or dangerous
one of their own vast and primeval cities, and creatures like andrak, manth, and nightgaunts.
believe that many of the writings of their great
poet-warriors lie buried deep below the ruins of
the four younger nations.
Shan Territories
The rugged hills and mountains along the
northeastern Wilderlands are the adopted
territories of the Shan, a warrior people who
emigrated to this region after their far eastern
homeland was destroyed during the Fall. Few
in number, Shan travel in small groups of seven
individuals, known as cadres. The cadres keep
on the move, using easily-portable, yurt-like
shelters of animal hide and poles of curved tan-
glewood. Mounted on swift striders, they rely
on speed, maneuverability, and their specialized
combat skills for survival.
The hills and mountains of this region offer
a dependable supply of water, which trickles
down from the mountains and gathers in small
pools. This sustains the Shan and their mounts,
but also attracts creatures such as wild striders
and burden beasts, as well as predators like
tarkus and scourges.
110 TALISLANTA: THE SAVAGE LAND
Some places are haunted by spectres or other cloud-cities can be found here, as well as the
undead entities, such as necrophages. Others crumbling remains of massive walls and towers
are simply unsafe, either due to structural that were once part of the Drakken Empire.
damage or to the presence of traps. As is the
case throughout the Savage Land, the ability to
accurately measure risk and reward is often a
The Barrier Mountains
matter of life and death. The Barrier Mountains separating the Darklands
from the northern borders of the Wastelands are
THE WASTELANDS
Terrain: Barren plains, ruins, chasms, canyons.
so-named because they have long been deemed
to be impassable. The accounts would seem to be
true, and possibly even understated. The entire
Climate: Hot, arid. range is comprised of rough, jagged peaks, with
Resources: Ancient Drakken ruins (raw firegems, red iron knife-like ridges, steep cliffs and sheer drop-offs.
artifacts). Avalanches and rockslides are common, caused
Dominant tribes: Reavers, Undermen. by earth tremors or, just as commonly, massive
Survival TN: 15. stone-demons. The only known passage through
the Barrier Mountains is through the Defile,
The Wastelands are a harsh, barren region though there are rumors of numerous tunnels
located to the northeast of the Wilderlands. dug below the mountains by the Undermen or
The ruins of many dead empires and fallen leviathans.
chapter four: territories 111
The Chasm-Lands & undermine the entire continent in a vast web of
caves and subterranean passages, referred to by
Underrealms its denizens as the Underrealms.
It is believed that the Undermen are
Located in the northwest corner of the descended from a surface-dwelling people
Wastelands is a desolate stretch of hills and who took shelter underground to survive the
plains known as the Chasm-Lands. This entire cataclysmic forces unleashed during the Fall.
region is pockmarked with holes, tunnels, and Whether by adaptation or through exposure to
chasms; devoid of most forms of plant life the Gyre, these folk became as they are today: a
except for underroot, which can only be found horrid race of troglodytes that lives in darkness,
underground, and certain varieties of fungus. emerging at night to capture other creatures
Above ground, the primary inhabitants of and drag them down into the depths of the
this place appear to be insects and vermin, such Underrealms.
as rhast, winged vore, and hoppers. It is below Despite the presence of the Undermen, some
ground that one can find the true rulers of folk travel to this region to obtain the peculiar
this land: the pale, frightful humanoid beings gems known as moonstones, which are found
known as the Undermen. These eerie folk make in few other locales. These smooth, ovoid
their home in networks of intersecting tunnels stones are said to have fallen from the sky ages
and caverns that extend in all directions far ago. There are several types of moonstone, each
below the ground. Some say these tunnels reputed to posses magical properties of a type
112 TALISLANTA: THE SAVAGE LAND
determined by their color. Some of these stones area. Instead, it has become one of the primary
can be found lying on the ground, in plain sight. hunting grounds of the nomadic bandit and
But far more are said to be found underground, scavenger clans known as the Reavers.
having fallen into the many holes and crevices Reavers can often be found in the vicinity of
that dot the landscape or brought below by the the Fallen Ruins sifting through tangled wreck-
Undermen. age, digging in the muddy earth, or scouring
the surrounding hills and mountains. Ancient
The Defile treasures and artifacts hold little interest for
these folk. Instead, they seek bits of metal that
The Defile is a deep, narrow canyon that can be used to make tools and weapons, scraps
winds for over fifty miles from the Darklands, of fabric that can be patched or re-woven into
south through the Barrier Mountains, into the garments, sheets of colored crystal that can be
Wastelands. At its deepest, the canyon is over a cut into sun-goggles, and other useful items.
thousand feet below the level of the surround- Some Reaver bandit clans use the ruins as a
ing mountains. At its narrowest, the Defile is hideout and base from which to launch raids on
barely wide enough to allow large creatures other tribes.
such ogriphants to pass in single-file. The Fallen Ruins are a dangerous place
The Defile can be used to cross from the that pose considerable risk to any who would
Wastelands into the Darklands, but the route traverse them. Azraq clans are known to come
is far from safe. Falling rocks, either occurring here from the eastern Wastelands and Volcanic
naturally or due to the actions of perverse Hills regions, hunting both land dragons and
creatures such as manth, are a constant hazard. two-legged prey. Manraks from the nearby
Above, winged manraks build nests in crev- mountains come here to drink from the mud-
ices among the high rock walls. Below, clans pits and pools of standing water that dot the
of Satada pass through tunnels that intersect landscape, as do other creatures such as scourge
with the Defile at various points. Though black and behemoths. Golgoth raiders come here
iron nuggets and moonstones can sometimes seeking to capture Reavers for use as slaves,
be found here, only a fool would come to the and Umar tribes sometimes pass from the
Defile in search of such meager rewards. Darklands into this region through the Defile.
The Fallen Ruins Drakken Ruins
Located in the northwestern part of the Scattered throughout the Wastelands are
Wastelands is an immense, desolate plain the remnants of crumbling stone towers,
scarred with deep craters, mud-pits, fissures, citadels, and roadways, of a size and scale that
and great mounds of rubble and refuse. dwarfs most other structures found across the
Scattered across this region are the twisted, Savage Lands. Engraved with archaic runes
broken remains of a pair of Archaen cloud-cit- and sigils, these cyclopean structures offer
ies. These massive structures, which once mute testimony to the greatness that was once
floated high above the land, came crashing to the Drakken Empire, which long ago spanned
the ground during the Fall. So great was the much of the continent.
impact that the cities were smashed to bits, Tomb-robbers and salvagers explore these
with chunks of wreckage buried deep in the places searching for lost treasures from the
ground or sent sailing for miles in all directions. Drakken age, such as firegems or weapons
Because the Ruins are situated in such an and implements made from red iron. Such
isolated and dangerous region, salvagers such endeavors are not without danger, however.
as the Yann and Thrax have largely ignored this The ravages of time and the elements have
chapter four: territories 113
made many of these ruins unstable, and more moonstone, buried just below the surface at the
than a few of these places are infested with center. At the center of other craters, however,
bloodspawn and necrophages. Worse yet is the one may discover the disguised trap-door of an
possibility of running into the Drakken them- andrak, waiting to pounce on an unsuspect-
selves, who sometimes make pilgrimages to ing victim; or possibly the hidden entrance
these ruins and don’t take kindly to those they to an ambush-hole occupied by one or more
regard as thieves and defilers. Undermen; or even an iron portal such as the
type used by the Satada to seal their tunnels.
The Empty Land The moonstones found in this region are said
to be of great purity and are highly valued by
This region is dry, barren, and seemingly traders. So much so that, despite the dangers,
devoid of life. The only feature of note is a con- some still travel to the Empty Land to search
siderable number of pits and craters scattered for these precious, magical stones.
all about the region. These depressions range in
depth and diameter from about one to ten feet,
in all possible configurations: narrow and deep,
Colossus
narrow and shallow, wide and shallow, wide This arid stretch of wasteland is named for
and deep, circular, elliptical, and so on. the ancient colossus, Ikon, said to have been
Many of the craters here were caused by a the mightiest siege golem ever constructed.
large rain of moonstones of various colors, Its maker is believed to have been the arch-
which are said to have fallen from the sky mage Solimorrion, a sorcerer of great power
during the Fall. Such a crater may still contain a who forged some of the most potent magical
114 TALISLANTA: THE SAVAGE LAND
artifacts ever known. According to legend, Ikon many of the stones taken by salvagers or ground
was destroyed (or buried) somewhere in this to dust by rampaging battle golems.
area sometime before the Fall. Ten-foot tall stone dolmens engraved with
Despite the efforts of many teams of Yann symbols can be found in places along the entire
salvagers, no trace of the great colossus has ever length of the roadway. Some say the stones
been found. The area has since been overrun are signs directing travelers to various places
by the Umar, and is now too dangerous for the along the road, while others claim the symbols
Yann to mount any further expeditions. are sorcerous wards meant to protect travelers
from robbers, bad weather, or possibly ghosts.
Madlands Few inhabitants of the current age are able to
read these symbols, though ancient races such
Madlands are rare and anomalous regions as the Withen likely know the purpose of these
found in various places across the Wastelands. constructs.
Ranging in size from just a few hundred
yards to many miles across, these oddities are
believed to have been caused by the Gyre, or the
Quaglands
after-effects of spells cast during the Sorcerers Quaglands are dangerous regions of quicksand
War that still linger on to the present day. and quagmires that can be found in various
Whatever the truth, these places are extremely places throughout the Wastelands. Creatures of
dangerous, as almost nothing found in these all sorts that enter a quagland may find them-
regions is real. selves stuck, unable to escape, sinking beneath
Madlands can generate illusory creatures, the surface until they finally perish of suffoca-
tribes, items, ruins, and even stretches of tion. The quicksand-like effect of a quagland
terrain. Though these illusions appear real in can occur very quickly, or so slowly as to be ini-
all respects, they are mirages. If an individual or tially unnoticeable. In the latter case, travelers
creature fails to discern the true nature of these who inadvertently make camp for the evening
things (roll using PER), he will be absolutely may discover halfway through the night that
certain that the mirages are real; the only way they’ve been slowly sinking into a quagmire.
to convince victims of the truth is to somehow Quaglands may contain the sunken remains
get them out of the Madland. Making matters of all sorts of creatures, beings, constructs,
even more confusing is the fact that one may and conveyances, some dating back decades or
encounter real creatures or peoples who have even centuries. Snipes, a generally benevolent
wandered into one of the Madlands. species of intelligent mollusks, are easily able to
Discerning the difference between what is swim through a quagland. They are among the
real and what is not can mean the difference only creatures who dwell in these places, and
between life and death in a Madland. The are said to be able locate and even retrieve lost
Imazi tribes have a great fear of these places, items. If treated in a friendly manner, snipes
and believe that any who linger in one of the may agree to barter their services for news
Madlands for even a few hours will go insane. and gossip from other lands. However, they
may refuse such requests if a quagland is also
Old Sorcerers Road occupied by the only other lifeforms that live in
such places: the amphibious predators known
The Old Sorcerers Road is an ancient roadway as lurkers.
that once connected the city-states of the
Archaens before they left the surface world for
their cloud-cities. Originally it was paved with
fine stonework, but now the path lies in ruins,
chapter four: territories 115
The Temple of Solimorrion THE BLACK DESERT
This temple is the only standing structure Terrain: Deserts of black sand, mountains.
that remains in the ruins of Numenia. Even in Climate: Extremely hot and dry.
its current ruined state, the magical symbols Resources: Black moonstones, obsidian, dragon oil,
carved into the walls are said to make the andrak silk.
temple “impervious to evil influences” though Dominant tribes: Ra, perhaps the Withen.
it’s uncertain what “evil influences” are spe- Survival TN: 20.
cifically warded against. Some say demons,
some say spirits, others say that it is the The Black Desert is a region of burning black
“Forbidden Ones—those whose names must sand, dotted with spires of wind-carved obsidian
not be spoken”. The Forbidden Ones may refer and lakes of fused black glass. The onyx sands of
to the demonic gods that the Torquar tried to this region shimmer in the heat of Talislanta’s
summon prior to the demise of their empire. twin suns, making distances difficult to estimate,
and causing mirages that can leave inexperi-
enced travelers dazed and disoriented. But a far
greater threat to those who venture into this
realm are the hostile tribes known as the Ra,
who view the Black Desert as their territory.
The Ra are a cruel and warlike folk who once
116 TALISLANTA: THE SAVAGE LAND
served as the shock troops and executioners The massive arachnoids known as andrak pop-
of the much-hated Torquar. After the destruc- ulate even the most desolate-looking regions,
tion of the Torquaran Empire and the Fall, the laying in wait in covered pit-traps, ready to leap
Ra were abandoned by their former masters. forth and ambush prey. And the ancient ruins
Since the Fall, they have lived in crude strong- and tombs scattered throughout this region
holds built among the peaks of the Torquaran harbor such things as crypt-wyrms, blood-
Mountains, which border the eastern sector of spawn, and spectres.
the Black Desert. The giant armored serpents known as land
Mounted on armored war beasts, heavi- kra are also known to live in or travel through
ly-armed Ra sentinels regularly patrol the Black the Black Desert. Slithering silently just under
Desert. They pursue any who trespass into the the surface of the sands, these serpentine crea-
Black Desert without their permission. Those tures hunt for food, leaving strange patterns in
who are taken alive are typically brought back their wake. The Kasir are said to be able to read
to a Ra stronghold, where they are interrogated, these patterns, which they claim are of use in
subjected to torture, and sacrificed to the Ra’s certain divination rituals. Another menace to
patron deity, Death. travelers are gigantic sandstorm demons that,
The Black Desert contains valuable resources, like the Gyre, appear without warning.
some of which are rare or unknown outside of
this region. Among these are black moonstones,
which fell from the sky and are said to possess
The Irridian Wastes
black-magical properties. Also found here are Located somewhere among westernmost
pools of an ink-black liquid called dragon oil, edges of the Black Desert is a place known as
which is found in small pools and tar-pits, the Irridian Wastes. This region was ravaged
believed to be derived from the remains of by potent spells and incantations during the
long-dead sand dragons. Sorcerers Wars of the late Archaen Age, and the
Thrax often come to the Black Desert to shifting onyx sands long ago swallowed up the
obtain dragon oil, a portion of which they pay remains of the countless warriors who fought
to the Ra in exchange for safe passage through and died here. Indistinguishable from the rest
their territories. They use dragon oil to make of the Black Desert by day, by night this region
Thraxian fire, a pitch-like substance used in gives off an eerie, violet-red glow.
siege engines which, when ignited, is notori- It is said that parts of the Irridian Wastes are
ously difficult to extinguish. contaminated with magical radiation and toxic
Kasir merchants also value dragon oil, which alchemicals, and that even passing through
they use as a long-burning fuel for their lamps the region can be dangerous to one’s health. As
and as an important trade good. The Kasir trade if this weren’t bad enough, many say that the
quantities of this commodity to the Yann, who Wastes are haunted by armies of shadowarriors
clarify the oil even further and use it to lubri- who emerge at night, still locked in eternal
cate tools and clockwork mechanisms. battle.
Despite the well-known neutrality of the Despite these dangers, the Irridian Wastes are
Kasir tribes, the Ra regard them as infidels, a lure to the Thrax, who are drawn by the trea-
and don’t permit them to pass through their sure-trove of ancient weapons, armor, and war
territories. This has not stopped the Kasir from machines that lies buried beneath the desert
sneaking into the Black Desert to obtain dragon sands. Most valuable are Torquar artifacts,
oil, even if they have to outrun Ra sentinels to which the Thrax unearth and trade to the Ra.
get safely back to their own territories.
Though the burning sands of Black Desert
appear to be devoid of life, such is not the case.
chapter four: territories 117
Labyrinthe maze, keeping watch over the surrounding
regions using hidden viewports or arcane
Labyrinthe, also known as the Serpent Maze, is scrying stones. According to the Kasir, the
a massive, winding structure of ancient stone Withen are among the only survivors of the Fall
inscribed with occult symbology. Its location is who still recall the lost secrets of magic.
a mystery, which some attribute to the legends Kasiran seers say that, if approached with
that says that the maze is actually a giant stone caution and respect, the Withen will answer a
construct capable of moving slowly both across single question, but no more. Accounts differ
and beneath the desert sands. Such tales may regarding the price that must be paid to acquire
well be true: travelers through this region such knowledge. According to some, offering
sometimes report hearing strange rumbling ancient writings, artifacts, or radian crystals
and grinding noises, as of something massive suffices. Others believe the Withen demand a
moving beneath the surface. The Kasir claim favor in return, commensurate in value to the
that this is the sound the maze makes as it knowledge being requested.
winds ever so slowly across the desert, like a
giant stone serpent.
Kasiran legends state that a reclusive folk
known as the Withen live deep within the
118 TALISLANTA: THE SAVAGE LAND
The Obsidian Tower
According to legend, an Archaen sorcerer of
great power once lived in an obsidian tower
located somewhere in the depths of the Black
Desert. Its said that he kept a vast menagerie
of creatures and beings, held fast in stasis
and imprisoned in sarcophagi of carved
green crystal. What became of the sorcerer is
unknown, but some say the tower still stands;
the Kasir claim to have seen it, and say that, to
the naked eye, the structure is indistinguishable
from the many wind-worn onyx spires that
dot the landscape. Some say that the sorcerer’s
menagerie is still inside: a collection of rare and
unusual lifeforms preserved in stasis.
According to some folk, a tribe of Azraq with
glossy-black hide can be found in this region.
Whether this is true, or yet another tall tale,
remains to be determined—assuming anyone
would be foolish enough to go looking for a
tribe of blood-thirsty Azraq, regardless of the
color of their hide.
Onyx Valley
Onyx Valley is a deep chasm of black crystal
that winds through the Black Desert for several
miles. The sides of the valley are said to be the Torquaran deity, Death. This might explain
like black glass; so sheer and smooth that they why the Kasir want to discourage others from
are impossible for most creatures to climb. In visiting these places: to keep the crystals for
some places caves can be seen, their openings themselves.
inscribed with ancient symbols.
According to the Kasir, these caves are the
burial places of Torquaran warriors, and should
The Temple of Death
be avoided at all costs. First, they are said to This massive and heavily-fortified edifice
contain cursed items. Second, Ra tribes are appears on no known map, but is said to be
known to patrol the area, on the lookout for hidden deep in the Torquaran Mountains.
tomb-robbers. Thirdly, an alarming number According to legend, it was constructed by the
of these caves are occupied by andrak or Torquar, using an army of “infidels” for slave
bloodspawn. labor. Once the construction was complete,
With no lack of reasons to avoid the Onyx these poor unfortunates were all sacrificed to
Valley, some have wondered why the Kasir the Torquaran god, Death, to insure that the
seem to know so much about it. One theory location of the Temple would remain a secret.
is that the caves contain chests of cut and Since the Fall, the Temple of Death has
polished radian crystals, interred with the supposedly served as the dwelling place of two
warriors in stone sarcophagi, as an offering to powerful individuals: the High Priest and High
chapter four: territories 119
Priestess of the Temple. The two are believed Torquar. These strongholds overlook the desert
to hold dominion over all of the tribes of Ra, and are accessible by hidden caves and tunnels
exerting their influence by means of a cadre of that lead upwards from the foothills.
elite Ra paladins trained to serve as assassins. Due to their proximity to the Volcanic Hills,
They say that the High Priestess uses these the northernmost peaks of the Torquaran
assassins to eliminate potential rivals, and Mountains are often obscured by clouds of acrid
to track down and kill those who have been smoke, ash-falls, and burning embers. Whenever
branded as enemies of the Ra. the skies clear, a most fearsome sight can be
The Temple of Death is rumored to contain seen: a row of nine immense stone effigies
the largest collection of ancient Torquaran and resembling the Torquaran wizard-priests of old.
Archaen artifacts in the Savage Land. Many are Carved from nine mountains by untold thou-
said to possess potent black-magical properties, sands of slave laborers over many centuries of
and some are said to be cursed. time, these massive structures are regarded by
the Ra as holy places. They are said to be riddled
The Torquaran Mountains with hidden tunnels, altar-chambers, tombs, and
vaults—some still sealed since the Fall.
The Torquaran Mountains form an arc of The southern foothills of the Torquaran
jagged peaks along the southern and eastern Mountains are dotted with copses of twisted,
borders of the Black Desert. These mountains leafless trees and pocked with craters and crev-
are the home of the Ra tribes, who live in crude ices. The former are known haunts for wood
strongholds carved into the mountainsides long demons; the latter are favored as lairs by the
ago by the slaves of their former masters, the strange, demonic-visaged insectoids known as
andrak. The silk these creatures produce is said
to be the strongest and finest on the continent
but, for obvious reasons, is notoriously difficult
to acquire.
Along the lower slopes of the southern range
are caves where precious rainwater pools at
certain times of the year, making them a boon
to those who inhabit or pass through the desert.
Unfortunately, the pools also attract lurkers,
who wait below the surface until unwary crea-
tures come by to drink.
THE DEAD FOREST
Terrain: Tangled forests, trails, wooded hills, bogs.
Climate: Warm, generally dry, occasional rainfall.
Resources: Amber and lotus (Boglands), ironwood, rare
herbs and plants.
Dominant tribes: Shaka, Narada.
Survival TN: 15.
Located in the western reaches of the Savage
Lands, the Dead Forest is a thickly-wooded
region that was warped and twisted by the
chaotic energies unleashed during the Fall. The
120 TALISLANTA: THE SAVAGE LAND
trees here exhibit strange and eerie forms, and forest to its green and natural state.
most appear to be dead (hence the name of this According to the Narada Elders, the Dead
region)—or perhaps undead. Forest is not actually dead, but is possessed by
Some of the trees found here are hostile chaotic and destructive entities such as vampire
to other lifeforms, seeking to choke or trap root, deadwood trees, venomwood, and wood
them with animate limbs, roots, and vines. demons. The Narada believe that the Forest
Others serve as lairs to the twisted and dimin- can be cleansed of these entities and returned
utive Boglins, who often live in the hollows of to its natural state. Even if they are correct, the
ancient trees, spying on other creatures though process would likely take centuries to complete,
knotholes and hidden portals. such was the damage done here during the Fall.
Prior to the Fall, when the forest was green
and alive, the Shaka tribes called this place
their home. Some still live here, though their
Ambush Lake
clans are now concentrated mainly along the Along the eastern border of the Dead Forest,
periphery of the forest, where the malign effects surrounded by thickets of skeletal trees on the
of the Fall were less severe. Here, a number of western bank and rocky washes and hills on the
ancient Narada shamans known simply as the north and east, is Ambush Lake. Greatly reduced
Elders have labored for many years, using their in size, but still fed by small streams that trickle
uncanny talents to return to this part of the out of the foothills, Ambush Lake is one of the
chapter four: territories 121
only sources of potable water in the region.
Tribesmen from the Dead Forest and the
Boglin Wood
western Wilderlands often brave the dangers The southern region of the Dead Forest is
of this region to slake their thirst, as do known as Boglin Wood. The trees here tend
traders and travelers seeking to replenish their to be older and larger than those elsewhere in
water-supplies. Those who come here often the Dead Forest, their upper branches so dense
discover for themselves why this place is named and hung with dead mosses and vines that little
Ambush Lake, for it is frequented by hostile light reaches the damp forest floor.
tribes like Golgoths, Witchmen, and Beastmen, Sounds echo strangely here, and even the
and by dangerous predators such as lurkers, slightest noises can seem menacing and indis-
manth, lycanthropes, and manraks. tinct. More perceptive creatures may also
Would-be ambushers and predators alike are feel the unnerving sense of being watched,
sometimes chagrined to find that clans of Shaka as if unseen eyes are upon them at all times.
from the Savannahlands visit Ambush Lake, In combination, these elements have caused
which they regard as a sort of hunting preserve. many travelers to believe the Boglin Woods
The skulls, horns, and claws of their victims are haunted by demons and malign spirits, a
often end up as hunting trophies, proudly dis- perception encouraged by the Wood’s primary
played to their peers and allies. inhabitants, the Boglins.
Boglins rarely come forth from their lairs,
Blackmoon Valley preferring to remain hidden, avoiding the
attention of creatures such as lurkers, wood
The slopes of this narrow valley are covered in a demons, and lycanthromorphs. But on certain
peculiar species of thorny, black foliage known occasions they gather in great numbers to
as black moonblossom. For much of the year trade, sell, or barter goods that they have found
the plant has no flowers, not even any visible or stolen from other creatures, derelict tombs,
buds. But when the black moon rises at its and so forth
fullest state, the plants suddenly sprout flowers While outsiders are usually not welcome
of a deep, disturbingly-dark hue. at these Boglin Fairs or Markets, as they are
When in full bloom, the black moonblos- known, some still come here hoping to acquire
som exudes a scent that has powerful narcotic artifacts from past ages, such as enchanted
properties. Carried on the wind, this scent can items, potions, remedies, curios, and other
cause living creatures to feel disoriented or oddities. These uninvited guests often include
intoxicated. Those who inhale the scent may imp-like creatures known as fetches, who sneak
lose consciousness and fall into a narcoleptic into the Fair to steal moonstones and other
slumber that can last for hours, days, or even valuables.
weeks. Boglins are the most common inhabitants in
The petals and pollen of the black moon- this region, but Boglin Wood is also inhabited
blossom are valued highly by some tribes, as by other creatures. These include fetches, the
they can be used to concoct sleeping potions diminutive rivals of the Boglins, and such enti-
and a crude type of liquor called black arrack. ties as lurkers, wood demons, and malathropes.
Increasing their value is the fact that black
moonblossoms can only be harvested during
the one night when the black moon is full. At
The Boglands
dawn on the following day, the moonblossoms In the southernmost sector of the Dead Forest
wither and crumble to inert dust. lies the fetid basin of the Boglands. Such vege-
tation as grows here is hostile, malformed, and/
or thick with rot. Quick-marshes and swamps
122 TALISLANTA: THE SAVAGE LAND
abound, with stagnant pools of brackish, often
poisonous, water.
Though the Boglands are a forbidding place,
they are rich in amber crystal; a substance
that is highly valued for its healing proper-
ties. Nuggets of precious amber crystal can be
found in almost any bog or swamp, though the
only way to do so is to wade into these areas
and dig in the mud. Aside from the dangers
of quicksand, other sources of peril include
lurkers, ghaun, and lycanthromorphs, as well as
dangerous plants such as mantrap and ambush
plant. A water-dwelling species of andrak is also
rumored to be found in the Boglands, much
feared for the silken net-traps they spin to trap
prey.
In addition to amber crystals, the Boglands
are also rich in the black and green varieties of
lotus. The former is a potent narcotic favored
by tribes such as the Witchmen, and as an
ingredient in black arrack. The latter is espe-
cially valued by the Narada, who use the sap
of the green lotus as a cure-all, and to enhance
their ability to communicate with plants.
Conversely, Narada shun black lotus, which
they believe is possessed by evil plant-spirits.
The imp-like creatures known as fetches
sometime make their home in the northern and runes that some say are ancient beyond
Boglands, living in the hollows of massive description.
swamp-trees and rotten logs. Though physically According to legend, the stone arches that are
weak, they are cunning, relying on stealth to sometimes found in these clearings are “witch-
pilfer food and valuables from other creatures. gates”, created by the ancient Archaens. Some
The fetches who live here possess an extensive were supposedly used as scrying devices; others,
knowledge of the region, and are said to know as portals to other lands—or possibly other
the location of many sunken tombs. They are planes.
not to be trusted, but can sometimes be made The Shaka, who have a superstitious dread
to cooperate if bribed with shiny objects or of magic, won’t enter such clearings. Neither
moonstones. will nightgaunts, though less-intelligent crea-
tures such as lycanthropes exhibit no aversion
The Circles of Stone to these areas. According to certain old tales,
the stone circles are proof against the strange
Hidden deep in the interior of the twisted magical phenomenon known as the Gyre. The
woodland region are a number of mysterious stories may well be true, for unlike the dead
clearings, invisible amongst the surrounding and twisted trees of this region, the areas cir-
trees. Each is demarcated by a circle of great cumscribed by these stone circles are rife with
stone dolmens, obelisks and arches. These healthy green grasses and plants.
stones are engraved with arcane symbols
chapter four: territories 123
have done little or no damage to the ironwood
trees themselves.
The Narada say that of all known species of
trees, only ironwood is resistant to the effects
of wood demons. The Shaka agree, and say that
arrows made of ironwood can be used to kill
wood demons.
THE JUNGLELANDS
Terrain: Dense and hostile jungle covering hills,
mountains, valleys.
Climate: Hot, humid.
Resources: Rare medicinal herbs, narcotic herbs.
Dominant Tribe: Witchmen.
Survival TN: 15.
The Junglelands stretch for hundreds of miles
across the southern coasts of the continent,
extending from the Volcanic Hills in the east
towards the Dead Forest in the west. The dense,
tangled jungles of this region are interrupted to
the west by a huge chasm that was once part of
the Blood River, but now a dry, barren gorge.
The climate here is abysmally hot and humid,
and the terrain alternates between flooded
Ironwood Forest swamplands and mountainous jungles. Though
greenery grows here in abundance, few, if
In the northern region of the Dead Forest is a any, of the lifeforms found here are as Nature
place called Ironwood Forest. The cataclysmic intended them to be. For here, as throughout
magical storms that followed the Fall struck the continent, life has been altered by the forces
this region with great ferocity, altering the very unleashed after the Fall and by the Gyre.
nature of the woodland. The underbrush was The Junglelands are cursed with a profusion
uprooted and dispersed by the winds. The trees of wretched plant and animal species, each
all died and lost their foliage, but their limbs more venomous or dangerous than the next.
had undergone a strange transformation. The These include vampire root, mantrap, stran-
wood was now as hard as iron, yet still light and glevine, plants with poisonous spines, trees
flexible enough to be used for bows. with limbs like serpents, and vines that sprout
The Shaka and other tribes value ironwood, vampiric blossoms. The canopy of the trees is
as it can be used to make excellent-quality short so thick in places that the cavernous spaces
bows, arrows, and spears. However, harvesting beneath rarely see the light of the suns. Amidst
the wood is dangerous work. The Ironwood these dark places live an astounding array of
Forest is infested with wood demons, drawn creatures: brightly colored poisonous insects,
to this region by the strange magical aura left weirdly plumed avians, ground-crawling rep-
behind by the Gyre long ago. Though these tiles, and tree-climbing rodents.
destructive entities have killed much of the The storm-wracked central reaches of the
vegetation around the Ironwood Forest, they Junglelands are claimed by the cannibalistic
124 TALISLANTA: THE SAVAGE LAND
Witchman tribes, who are known to range far ancient Torquar, whom they revere as dark gods.
and wide in search of prey. Several tribes of Imazi Though the Ra have little or no understanding
live in the verdant north-central regions, going of the Torquars’ sinister and now-forgotten
forth to hunt on the plains by day and hiding arts, they are said to consort with Witchman
under the jungle canopy by night. To the east, shamans, who are adept at certain primitive
where the verdant growth of the Junglelands summoning rituals. Individuals who have
gives way to the desolation of the Dead Forest, claimed to witness these rituals say that the sum-
the uncanny plant-folk known as the Narada monings produce only wandering spiritforms
dwell. Generally peaceful, the Narada tribes can and the occasional demon. Most believe that
become violent if threatened by outsiders or the Ra have no interest in such entities, but are
enemies, such as Witchmen and ghaun. instead seeking to commune with the spirits of
deceased Torquaran sorcerers, from whom they
The Amber Hills hope to recapture the lost secrets of black magic.
A long range of hills, cliffs, and plateaus that
extends from the Blood River in the west across
Maledictus
the northern Junglelands, the Amber Hills Not far from the Barrowfields lies a walled city
are covered in thick jungle and are home to buried deep in the Junglelands, known in myth
numerous strange creatures. Lycanthromorphs, and legend as Maledictus. The Imazi tribes
scourges, and winged vores can all be found claim that the walls of this mysterious city
here among the rolling hills and steep valleys. appeared over the course of a single day, rising
This region is named for its rich deposits of from the steaming ground on the foothills of
amber. These translucent crystals are said to the Deserted Mountain. Others say that the city
possess magical healing properties; when crushed has been there for centuries, but was invisible
into a fine powder, this substance is used to until its magics either wore off or were dis-
make healing potions and elixirs. Amber is highly pelled by the Gyre.
valued by most of the tribes of the Savage Land. Disembodied spirits, bloodspawn, and necro-
The Kasir believe that these stones also confer phages haunt the area around Maledictus,
protection from evil influences and use them to which is shunned by most tribes. But the most
make rings, talismans, and amulets to adorn their frightful denizens of this place are said to be
children, wives, and even their favorite steeds. a cabal of shadowizards that some believe live
within the walls of the city. For this reason not
The Barrowfields even the Witchmen dare to venture into this
place, for fear of what might become of them.
A stretch of rocky plateaus and broken
ground, located along the edge of the eastern
Junglelands, marks the region known as the
The River of Darkness
Barrowfields. Scattered here are the remnants This turgid body of water winds its way slowly
of an ancient necropolis, where thousands of through the Junglelands from east to west,
bodies were interred below the ground along rising from the hidden heart of the unknown
with an abundance of funerary artifacts and lands that lie far to the south. It is primarily
other valuables. used by the Witchman tribes, who traverse the
Ra war-bands occasionally venture into this river in dugout canoes; which is far easier and
sector of the Junglelands, where it is said they faster than traveling through the dense jungle.
hold sacrificial rituals amidst the shattered So slow is the current that it can be navigated
stones and ancient crypts. The Ra believe that in either direction without great difficulty.
these barrows and crypts were sacred to the However, travelers would do well to keep en
chapter four: territories 125
THE DARKLANDS
Terrain: Mountainous, hilly, very rough.
Climate: Cold, frigid in the far north.
Resources: Black iron, silver ore.
Dominant Tribe: Umar.
Survival TN: 20.
The Darklands are a seemingly-endless expanse
of rugged hills, mountains, and frozen tundra
that stretches across much of the northern part
of Talislanta. They are bordered to the east by
the Wastelands and the Volcanic Hills, and to
the west by the Dead Forest. How far north the
Darklands extends, no one seems to know. The
lands to the far north are said to be shrouded in
perpetual gloom and ice.
The mountains and hills that separate the
southern borders of the Darklands from the
Wilderlands are said to be rich in iron and
silver ore. Yet most tribes, occupied with the
business of their own survival, can’t afford the
time and effort it would take to mine these
resources. The presence of fierce creatures
such as manth, nightgaunts, and lycanthro-
morphs is also a deterrent.
The farther north one travels through the
eye out for lurkers who dwell in the shallows; Darklands, the colder and more forbidding it
as well as ghaun who move silently through the gets. Here, one finds creatures native to other
treetop canopy, waiting to ambush the unwary. regions which have adapted to the extreme
The River of Darkness is so named because cold. These include tundra lopers, frostweres
the sky above it is almost always obscured by (the northern version of the lycanthromorph),
the dense jungle canopy, which blocks out most wooly orgiphants, and snow behemoths.
of the light of Talislanta’s twin suns. The only
time sunlight is ever seen here is when the
river passes through the great gorge located at
The Glacial Mountains
the western end of the river, where the waters This peculiar range of mountains demarcate
disappear below ground; and at the far eastern the southernmost borders of the Darklands
end, where the where the river flows north and the northern borders of the Wilderlands. It
from the very heart of the dark, unknown consists of a line of jagged spires that are either
lands. comprised of, or covered in, a deep layer of ice.
Some say that the mountains are being swal-
lowed by a massive glacier which was created
by the Gyre. Others say that the glacier is the
creation of a horde of ice demons that entered
the Savage Land through a rift torn open by the
chaotic forces unleashed during the Fall.
126 TALISLANTA: THE SAVAGE LAND
Whatever the truth, it is obvious that the
Glacial Mountains are not of natural origin.
The Lost Sea
First, despite the warm climate along the Before the Fall, the Northern Sea covered a
borders of the Wilderlands, the peaks never vast expanse of territory. Dotted with islands,
melt. Ice from these mountains can only be rocky shoals, and broad shallows, the Sea once
melted by fire, and even then it turns to steam, teemed with life and activity. After the Fall,
not water. Second, and more ominously, the however, all of that changed. The waters of the
mountainous glacier appears to be moving Northern Sea dried up or drained away through
slowly southward, towards the Wilderlands. chasms and sink-holes. In their wake, the dry
And as if to verify these tales, the Glacial seabed was revealed as a landscape of moun-
Mountains are indeed infested with ice tains, canyons, irregular hills, and caverns. Now
demons. They can emerge without warning known as the Lost Sea, this vast wasteland
to attack living creatures of all sorts, freezing resembles a graveyard of half-buried ships, the
them solid in their icy embrace. Some say these skeletons of massive sea dragons, even the ruins
unlucky victims can sometimes still be found, of structures submerged long ago in a previous
frozen in whatever state they were in when they cataclysm.
were inundated by this icy anomaly. After the Fall the Umar tribes were quick
to push westward and seize these new lands.
They brought with them hordes of Boglin
chapter four: territories 127
slave-laborers, whom the Umar used to exca- Golgoths are known to traffic in this evil busi-
vate countless tons of silt, fossilized vegetation, ness, and Thrax come here to “harvest” toxic
and debris in search of valuable salvage. When compounds and acids for trade to their custom-
Boglins proved incapable of handling the heavi- ers. Adding to the perils associated with this
est work, a market for stronger slave-laborers region are mutated versions of creatures found
developed, which was quickly exploited by the elsewhere in the Darklands: some grown to
Golgoths and, to a lesser extent, the Thrax. giant proportions, or sporting additional limbs,
The excavation of the Lost Sea continues eyes, heads, or other features.
to the present day, interrupted by quarrels
between the various Umar tribes and battles
with rivals such as the Yann and their allies,
The River of the Dead
the Viragos and Vandar. More than one Kasir This midnight-black river flows through a gorge
tribe has profited by serving as neutral go-be- from the Unknown Territories that lie beyond
tweens; trading goods and supplies to the Umar the Lost Sea region to the north-west edge of
in exchange for artifacts and antiquities. The the Borderlands. It cuts through the Mountains
trading business is not without its dangers, of Kings and the great cliffs that once contained
however, as the presence of humanoid tribes in the Great Northern Sea, and comes to an abrupt
the Lost Sea region has attracted other pred- end at Terminus, a gigantic sink-hole. These
atory creatures, such as manraks, behemoths, cliffs bear giant, weathered carvings that may be
and scourges. the visages of ancient sorcerers, or entities once
regarded as gods or demons; no-one currently
The Poisoned Lands living in the Savage Lands know for sure.
The turgid waters of the River of the Dead are
The Poisoned Lands is a region polluted long foul-smelling and undrinkable. Eerie, disturb-
ago by the Archaens, who used it as a dumping ing voices can sometimes be heard emanating
ground for untold quantities of alchemical from the river, which some claim is haunted by
wastes and toxins. These territories now consist malign spirits. Others believe that the River of
of sludge-choked swamps, lakes of acid, and the Dead flows into the Savage Land from one
smoldering cesspits. Clouds of smoke and rains of the lower planes, and carries with it the souls
of black ash cloak the land, emanating from the of the damned.
perpetual fires that burn deep under the earth. Water from the River of the Dead is said to
The environment of the Poisoned Lands is have black-magical properties, and is coveted
so hazardous that almost nothing grows here. by Witchman shamans for use in certain of
Yet beneath the toxic soil is a wealth of ancient their primitive magical rituals. Obtaining this
magical items and artifacts, lost in the mire substance is easily done, providing one can
when an unnamed Archaen cloud-city fell from avoid the attentions of the region’s inhabi-
the sky and crashed here during the Fall., tants. These include hostile packs of Beastmen
After artifacts and weapons were discovered and nightgaunts, which stalk the banks of the
here, several Umar tribes claimed the Poisonous river after dusk.
Wastes for themselves and staked out various
parts of these territories as their own. They
employ armies of slave laborers to dig for
Terminus
ancient artifacts and mine the earth for sulfu- Terminus is a great sinkhole or bottomless
rous compounds, which the Umar use in siege pit, into which the roiling black waters of the
warfare. The laborers rarely last for long in such River of the Dead disappear in a vast, dark
toxic environs, necessitating a constant supply waterfall. The area around the pit is shrouded
of replacement slaves. by shadowy mists cast up by the waters as
128 TALISLANTA: THE SAVAGE LAND
lost forever. Others come here seeking black
diamonds and black iron nuggets, which
are said to wash downriver from the north.
Travelers to this region are advised to be wary
of nightgaunts, which are known to prowl the
shadow-shrouded hills surrounding Terminus.
The Umaran Wilds
These territories, claimed long ago by the Umar
tribes, cover a vast stretch of stony hills, wind-
swept mountains, and deep canyons. Many
Umar tribes live here in crudely-built strong-
holds ringed by walls of rough stone and dried
mud. In the center of each stronghold, hovels
made of beast-hide slung over frameworks of
ogriphant bones provide shelter for the tribe.
Along the outer walls are rows of slave-pens,
made from bones lashed together with tough
beast-hide. Here, captives of the Umar live
in filth and absolute squalor. The Umar use
slaves for the most dangerous and demanding
work, often employing Golgoths to keep them
in line. The slave-masters drive their captives
mercilessly, until they perish from overwork or
exposure to the elements.
Using its stronghold as a base of operations,
the typical Umar tribe roams the surrounding
regions, hunting beasts for food, cutting down
copses of warped tanglewood trees for fuel,
and mining the hills and ravines for black iron
nuggets. Once an area has been stripped of all
useful resources, the tribe abandons its strong-
hold and moves on to the next territory.
Scattered throughout the Umaran Wilds are
they cascade downwards into the depths. The a number of three-eyed stone idols, some of
strange sounds emanating from the mists are which stand up to six hundred feet in height.
said to be the voices of departed souls, speaking Not even the Umar know who created these
their last words before leaving the world of the massive images, which emanate a strange,
living behind. disturbing aura. The Kasir believe them to
Some tribes believe that Terminus is a hole be the images of forgotten gods, or possibly
in the world itself, a portal to the Land of the forgotten demons. Whatever they may be, the
Dead, where all spirits go when they leave the Umar regard the stone idols with fear and awe,
Savage Land for the next world. Shamans and and consider it taboo to damage or deface these
spirit-talkers from various tribes come here ancient images.
in the hopes of communing with the souls
of great heroes or loved ones before they are
chapter four: territories 129
THE VOLCANIC HILLS
Terrain: Rugged volcanic hills and mountains, cliffs,
chasms, lakes and rivers of lava.
Climate: Very hot, visibility limited by clouds of acrid
smoke.
Resources: Radian crystals, pure red iron (molten).
Dominant Tribes: Azraq, the last of the Drakken.
Survival TN: 25.
The eastern regions of the Savage Land are
dominated by an extensive range of volcanical-
ly-active mountains that runs in a wide swath
from the northern edges of the Black Desert
towards the Junglelands. While there have
always been active volcanoes in this region,
the forces unleashed during the Fall were said
to have ignited the entire chain of mountains.
The peaks of the Volcanic Hills are now per-
petually aflame, and clouds of ash and smoke
shroud the skies.
The Volcanic Hills are dangerous and present
many perils to would-be travelers. Here, gouts
of flame erupt suddenly from hidden sinkholes
and rivers of lava pour through scorched and
blasted canyons. Clouds of noxious gasses
mixed with smoke and burning embers sear the
throat and eyes, and lakes of liquid fire ignite
the air and can fuel sudden firestorms.
Few tribes would come here were these
hills and mountains not the richest source of
radian crystals on the continent. Known in
their uncut state as firegems, these crystals
are greatly valued by many of the tribes of the
Savage Land. Radian crystals were used as a
power-source in the Archaen war-machines in
the time before the Fall.
Firegems are still used for this purpose in
the current age, though only the Yann possess
the expertise needed to cut the raw stones into
radian crystals. More commonly, raw firegems
are used to smelt metals; placed in a makeshift
forge and set ablaze, firegems release enough
heat to soften or melt most types of metals,
allowing even some of the more primitive tribes
of the current age to practice a crude form of
metallurgy.
130 TALISLANTA: THE SAVAGE LAND
Raw firegems are typically found within Drakken. The Drakken are only too happy to
certain types of geodes, which are spewed return the favor by killing Azraq whenever and
forth from the mouths of active volcanoes. It wherever they can be found.
is no simple task to remove a firegem from a According to ancient lore, the Drakken were
geode; only the Yann, Thrax, and Drakken make forced to flee into the Volcanic Hills long ago,
stone-cutting tools capable of cutting through after their Empire was destroyed by an alliance
a geode’s tough exterior without also damaging of the Wild Tribes and the early Archaens. A
the contents within. It should also be noted that few small tribes still live here to the present day,
not all geodes contain firegems. Some contain mostly in castle-like strongholds skillfully made
glittering but otherwise-worthless crystals, blobs from great blocks of volcanic stone. Most prefer
of molten metals—or the occasional demon. to avoid other humanoid races, though on rare
The only tribes that actually live in the occasions small numbers of Drakken travel
Volcanic Hills are the predatory Azraq and the east, returning to their old haunts to study the
last of the massive reptilian-humanoids known ancient runes left in stone by their ancestors.
as the Drakken. Mounted on lopers, the Azraq
tribes roam far and wide across the lower ele-
vations of Volcanic Hills, hunting their favored
The Burning Sea
prey: giant land dragons, which provide the This large inland sea is the only sizable body
Azraq with meat, hides, claws, and bone. They of water in the Volcanic Hills region yet, as
also hunt other creatures, including humanoids its name implies, it is by no means a scenic or
and their age-old foes from ancient times, the peaceful place. The surface of the Sea burns
chapter four: territories 131
continually, boiling and seething as it sends find bloodspawn or giant crypt-wyrms in these
up huge clouds of steam that blanket the places, to say nothing of entities like pyro-de-
territories to the south, as far distant as the mons, fire-imps and lava-demons, which are
Junglelands. Condensation from the steaming common in this region.
Sea provides one of the only sources of water
in the surrounding region, typically taking the
form of small pools and seeps.
The Firepeaks
Though somewhat acrid-tasting, the water High in the southern reaches of the Volcanic
found at these secondary sources is drinkable Hills stand two towering mountains known
and reasonably safe. The boiling waters of the as the Firepeaks. Covered in black ash, their
Sea itself, however, are generally tolerated summits are lit by titanic fires that burn con-
only by such creatures as land dragons and tinuously. Even in the brightest day, clouds of
Drakken, both of whom are resistant to heat black ash stretch above the Firepeaks.
and flame. The remnant of an ancient roadway, laid
After consuming great quantities of boiling with great blocks of basalt, winds through the
water, land dragons are able to go for long Volcanic Hills and past each of the immense
periods without needing to drink. When they Firepeaks. This ancient road is said to have been
descend into the foothills, the great beasts built by the early ancestors of the Drakken, who
are often hunted by Azraq, who set massive once ruled over much of the continent. “Born
dragon-traps to capture them. These activities of fire”, as they say, the Drakken have always
put the Azraq in direct conflict with tribes of regarded the Volcanic Hills as their ancestral
Drakken, who view them as sorcerous hybrids homeland. For many centuries they buried
and abominations. Whenever possible, Drakken their honored dead in tombs built into the high
attack and kill Azraq on sight, displaying their stone cliffs surrounding the Firefalls.
severed heads on iron spikes as a warning to Less well-known is the fact that the Firepeaks
others of their kind. themselves were once used as fortresses by these
Somewhere in this region is a place known primordial tribes. Carved into the solid base of
in legend as The Dragons' Graveyard. It is said the mountains, the Drakken built great halls
that for untold centuries ancient land dragons and chambers, concealing the entrances with
came here to die, littering the stark landscape cunning artifice. The Drakken of the modern
with their massive skeletons—and, some say, era still visit these ancient places, to wander the
considerable deposits of the valuable substance cavernous halls and dream of ages past.
known as dragon oil.
The Great Rift
The Firefalls The Great Rift is a huge trench in the south-
The River of Fire and other lava flows terminate west of the Volcanic Hills. It forms a natural
in what many claim is a bottomless chasm in barrier to anyone seeking to traverse the
the north of the Volcanic Hills. The cascade of Volcanic Hills, forcing travelers to detour south
fiery magma plummets into the depths of the into the Junglelands or farther north into the
earth in a flaming deluge known as the Firefalls. fiery mountains.
The walls of this fathomless chasm are riddled The sheer walls of the cliffs that line both
with holes and caves, some of which are said sides of the Rift are pocked with caves and
to house ancient Drakken tombs. Within are crevices, in which live such things as night-
said to lie the remains of some of the Drakkens’ gaunts, andrak, and bloodspawn. No sensible
most notable heroes, priestesses, and statesmen folk would ever venture into this canyon were it
of ages past. Unfortunately, it is also possible to not known to be a rich source of geodes, which
132 TALISLANTA: THE SAVAGE LAND
often end up at the bottom of the Rift after with pyro-demons and lava-demons, who are
being expelled from the many active volcanoes thought to enter the River from some unknown
in this region. Some of these geodes contain source deep in the lower planes.
firegems, which are valued far and wide across It is possible to find hardened deposits of
the Savage Lands. red and black iron along the banks of the river,
Those who come here in search of the fiery sunk in the old river course. These ores are said
red gemstones would do well to watch for to be of unsurpassed quality, and for centuries
fire-imps, winged vores and fierce tarkus; or the Drakken used it to make the finest weapons
far worse, the monstrous serpentine creatures and armor.
known as white wyrms, which tunnel upwards Few venture here to obtain these ores in the
into the Rift from deep, unknown realms, current age, for the region is crawling with
searching for living prey. demons of many sorts. The sole exceptions are
the Drakken, who sometimes brave the dangers
The Last Castle to obtain red iron, and those who covet black
diamonds: the cold, pitch-black “hearts” of
Legends of the Last Castle are known to most demons. Black diamonds are greatly valued by
of the tribes of the Savage Lands. It is said to be the Ra and the Witchman tribes, as the stones
the last of the pre-Fall fortresses still occupied possess certain black-magical properties. The
by the Drakken, and home to their great queen. prevalence of demons in and around the River
The castle’s vaults are said to hold the vast of Fire means that black diamonds can always
wealth of the old Drakken monarchs, includ- be found here.
ing necklaces of firegems, massive suits and
weapons of the finest red iron, dragon-bone
carvings of great beauty, and the sacred tablets
The Ruins of Kharakhan
of the old Drakken priests. The towering ruins of the once-mighty city of
Accounts differ on the location of the Last Kharakhan are situated at the western edge of
Castle, though most tales state that it was built the Volcanic Hills. Once the capital of the great
inside the shell of a dead volcano. The castle Drakken Empire, the city was razed long ago by
is said to have been impervious to the most the ancient Archaens and their erstwhile allies,
destructive war-machines of the Archaens, and the Beast-Tribes.
possibly even the chaotic magics of the Gyre. Kharakhan’s great walls are pitted and marked
Further stoking the legends is the story that a by war; its broad plazas blackened by smoke,
handful of Drakken still dwell within the Last flame, and layers of ash from the volcanoes
Castle, and that they are too old and feeble to that lie just to the east. All that remains of its
pose much of a threat to would-be treasure former glory are the massive stone dolmens
hunters. Even if the tales are true, and one were found here, carved with ancient runes in the
to somehow find and gain access to the Castle, old Drakken script. Each is a record of some
anyone who stole the Drakkens’ treasure would epic tale, heroic poem, or legend, and each is
certainly incur the undying enmity of that held in great reverence by the few Drakken who
reptilian race. still remain in Talislanta. The Drakken still visit
Kharakhan from time to time. Among the only
The River of Fire literate folk of the Savage Land, they come to
read the runes and study the histories of their
This river of molten lava flows from a giant ancestors.
volcanic caldera in the west, and continues Few other tribes bother to come to the ruins
north through much of the central Volcanic of Kharakhan, as the city has long since been
Hills region. The river is literally swimming stripped of what they regard as valuable. Yet it
chapter four: territories 133
here to mine red iron, a metal that is both lighter
and harder than black iron, and hence more
valuable.
Practically unknown except in the Volcanic
Hills, and rare even there, red iron can be found
here in molten form, bubbling in small pools
scattered across the Slag Fields. The molten
metal is usually scooped up with long-handled
ladles and poured into brick-shaped forms.
When cooled, the metal can be easily trans-
ported and refined to remove impurities.
The Yann are always interested in trading
for red iron, which they use to fashion the
highest-quality tools, as well as intricate parts
needed to repair old Archaen constructs like
automatons and clockwork mechanisms. The
Thrax likewise covet red iron, as it can be used
to make superior blades and armor, and is a
necessary component when attempting to
repair the inner workings of battle golems and
iron dragons.
The major impediment to acquiring red iron
from the Slag Fields are Azraq hunting bands,
which roam the area in considerable numbers.
Giant land dragons are also a threat, as are crea-
tures such as wild lopers and tarkus.
is said that one can still find vaults containing
artifacts from Drakken Empire’s glorious past
The Trail of Sorrow
hidden in the lower levels of the city: silver In the time before the Fall, there was a long,
coins half a foot in diameter, ten-foot long winding trail that led through the vastness
red-iron greatswords, rings the size of bracelets of the Volcanic Hills, from the edge of the
or bracers studded with firegems. The vaults Wilderlands to the unknown lands that lay
may also yield unexpected surprises, however, far to the east. The legends of the Shan say
including necrophages, Undermen, or flesh-eat- that when their homeland was ravaged by the
ing crypt-wyrms. destructive forces unleashed during the Fall,
their ancestors followed this trial on a grueling
The Slag Fields exodus across the Volcanic Hills. Many are said
to have perished along the way, slain by fire,
This blasted wasteland is scattered with pools smoke, or the Azraq. The few who survived
of molten ore, formed by strange geysers that eventually made it safely to the Wilderlands,
spew liquid magma high into the air. The falling where many of their descendants remain to the
magma hardens, leaving behind dripping metal present day.
ore that occasionally forms into strange shapes. No one knows if the Trail of Sorrow still
Some tribes claim that these formations are exists, or if it was buried under the raging lava
haunted and contain spirits or demons trapped flows and ash-falls that followed in the wake
by the lava flows. Less-superstitious folk come of the Fall. But the Shan say that, if fate allows,
134 TALISLANTA: THE SAVAGE LAND
one day they will follow the Trail of Sorrow represents what some folk believe to be true
back through the Volcanic Hills and return to about the Unknown Lands.
their ancestral homeland.
The Frozen Land
THE UNKNOWN LANDS
Beyond the farthest reaches of the so-called
Far to the north lies the Frozen Land, a bleak
region ringed by icy peaks that tower thousands
Known Lands lie the mysterious territories of feet into the cold, gray sky. It’s said that an
referred to as the Unknown Lands. Almost ancient city can be found here, its walls, streets
nothing is known for sure about these places, and buildings frozen beneath centuries of snow
and what is known may well be no more than and ice. Some believe the city was inhabited
the stuff of ancient superstitions. Others believe by a race of blue-skinned magicians known for
that tales of these far-distant lands are accounts their skill in the lost arts of enchantment.
of places from some other era of Talislantan Whatever wonders may be found in this
history, or even another dimension. Most tribes fabled city, they are likely to remain unknown,
believe that, if these places do exist, they can for the Frozen Land is said to be inhabited not
only be found at or beyond the very edge of the only by ice demons, but by a race of barbarians
world. so savage that they eat their own kind.
The following accounts, culled from the
mythologies of various tribes of the present age,
chapter four: territories 135
The Ghostlands The Forgotten Land
To the north-east lies a realm of unending mists Far to the South, beyond the farthest fringes
known as the Ghostlands. As its name implies, of the dreaded Junglelands, there once stood
the entire region is said to be haunted, pop- a land bridge that connected the Savage Land
ulated only by disembodied spirits, spectres, to another realm; a clean and verdant land
and shadowforms. It is said that somewhere in described as a paradise. Here, it is said, benev-
this doom-shrouded wasteland stands an iron olent beings of great beauty lived in peace,
tower, inhabited by a cabal of powerful shad- surrounded by fragrant plants and herbs, lakes
owizards. Legends say that somewhere inside of sweet water, and an endless abundance of
the tower is a portal, through which one can fruits and good things to eat.
gain entry into the spirit realms. It’s said that this land bridge collapsed
It’s said that if the shadowizards permit it, one during the Fall and the paradise realm was lost.
can pass through the portal and converse with Memories of this enchanted land soon faded,
someone who has passed into the next world. and it became known as the Forgotten Land.
What price the shadowizards demand in return According to the Naradan elders, the place
for such a boon is not known. But it is widely that others refer to as the Forgotten Land was
believed that the shadowizards trade in soul- actually called Celedon, and it was indeed a
stones and the black-diamond hearts of demons. verdant paradise of flowering plants and fruit-
ing trees. The Narada claim that Celadon was
Witchwood the homeland of their ancestors, and believe
that when they die, their spirits return to this
Far to the west, past the Dead Forest and place. While most deride the story as a myth,
beyond a range of mountains so ancient the Narada believe in the existence of Celadon
that their names have been lost even to the with all their hearts.
Forgotten Gods, is a tangled forest known as
Witchwood. This region was named for a cult
of witches referred to by some as the Coven.
It is said that the Coven fled to the depths
of Witchwood to escape persecution by the
Archaens, who viewed the witches as rivals and
sought to exterminate them. Some believe the
Coven escaped to another realm by passing
through enchanted witchgates. Others say they
still dwell in the depths of Witchwood even to
the present day. it is said that other, even older
races also dwell in the forest, tales of which
have been used to frighten children since before
the Fall.
136 TALISLANTA: THE SAVAGE LAND
bestiary
CHAPTER FIVE:
The following is a list of some of the more common creatures known, or believed, to inhabit the
Savage Land. Due to a lack of reliable information, and the superstitious nature of the folk of this
era, some of the information provided in this section may be inexact, at best.
Andrak
Scale: 2 (Humanoid)
CHA 2D DEX 4D INT 1D+2
Barter 3D Escape 6D Spoken Primal 2D
Stealth 6D
PER 3D+2 STR 5D+2 WIL 5D
Traps, Primitive 5D+2 Unarmed Combat 6D+2
SPD: 12 Luck: 0
Encountered: Typically solitary, sometimes nests in close proximity
to others (suggested no more than 1 per 2 players encountered).
Attacks/Damage: Webbing (STR roll, TN 20 to escape). Mandibles
6D+2 (STR+1D) plus poison (injected, must wound target, 1D+1 per
round for 5 rounds)
Special Abilities: Night Vision, Webbing, Tough (+1 Wound).
Armor: Thick Scales PR 1(-)
ANDRAK
A hideous hybrid of arachnoid and demon
found in most arid and desert regions, the
largest of these creatures can have a leg-span
of over ten feet, and stand up to eight feet in
height. The bite of an andrak contains a potent
neurotoxin that causes both extreme pain and motionless for hours, or even days, waiting
paralysis; Golgoths and Witchmen are known to ambush prey. When a potential target
to use andrak venom to torture their enemies. approaches, the andrak strikes, attempting to
Andrak lair in caves, tunnels, canyons, and paralyze its prey and drag it back to its lair.
covered pit-traps dug in sand or dry soil. Here, it encases the victim in a cocoon of silk
They are patient creatures and can remain and stores it until it is ready for its next meal.
chapter five: bestiary 137
Andrak are semi-intelligent and converse Armodont
among themselves in a primitive form of the Scale: 3 (Large)
Primal tongue. They have been known to trade
with the Thrax and Golgoths, offering valuable CHA 1D DEX 1D+2 INT 1D
possessions carried by their humanoid victims Command 4D (intimidate) Escape 2D
in exchange for living creatures that they can
use as food. PER 3D STR 4D+2 WIL 4D+2
Their natural enemies are the winged insec- Unarmed Combat 6D
toids known as manrak, who hunt andrak to
SPD: 6 Luck: 0
inject the creatures with their larval young.
Encountered: Herds very in size, often 10-20, but typically only one
or two males attack. If defeated, the rest of the herd usually moves
ARMODONT
The armodont is a squat, quadrupedal beast found
away from the predators.
Attacks/Damage: Tail smash 6D (STR+1D+1). Ram 7D (STR+2D+1).
Trample 4D+2 (Area of Effect).
in small herds throughout much of the known
Special Abilities: Tough (+2 Wounds).
lands. It is distinguished by its heavy natural
armament, which consists of a layer of overlap- Armor: Spiked Plates Body PR 1(-), Head PR 2(-).
ping spiked plates, a thick mantle ringed with
bony spikes protecting its skull, and an armored intimidate by growling, snorting, and charging at
tail terminating in a knob of rock-hard bone. anything that approaches within about a hundred
Armodonts are herbivorous and feed mainly on feet of whatever area it has marked as its terrain.
needlegrass and spurge. Unlike most herbivores, If the interloper doesn’t withdraw, the armodont
however, these ponderous beasts are far from attacks, clubbing the offending creature with
passive. An armodont aggressively drives other its powerful tail. In this way, armodonts seek to
living creatures out of any area that it has chosen ensure a plentiful supply of food for themselves,
as its own feeding ground. It first attempts to their mates, and offspring.
138 TALISLANTA: THE SAVAGE LAND
Once an armodont has settled in a particular Burden Beast
area, it is almost impossible to get rid of it. Some Scale: 4 (Huge)
Shaka possess the ability to communicate with
these creatures and, with luck, may successfully CHA 2D DEX 1D INT 1D
cajole an armodont to leave a given territory. Escape 2D
Absent this, an armodont remains in its chosen
domain until the local food supply is depleted. PER 1D+2 STR 4D WIL 3D
Only then does the creature move on in search Unarmed Combat 5D
of a new territory to claim and protect.
SPD: 6 Luck: 0
Encountered: In the wild they form herds from 12-30, domestically
BEAST
A hybrid species created by the Archaens, beasts
they can appear in any number. Large cities typically have hundreds
of them.
Attacks/Damage: Head Butt 3D+2 (STR -1). Trample 4D (Area of Effect).
were designed to be adaptable to various types
of climates and terrains. Since being released Special Abilities: None.
into the wild long ago, the species has evolved Armor: Thick Hide PR 1(1) per location.
and split into several sub-species, each with
some specialized talent. Controlled breeding by are able to haul loads of up to 5,000 pounds
the Kasir and other tribes have refined certain without difficulty, and can travel for days on
of these traits even further. end without pausing to rest.
Burden beasts are dull-witted by nature, and
Burden Beast can be trained to follow just two commands:
“stop” and “go”. A goad or stick is required to
Burden beasts are a species of large, six-legged get these simple-minded creatures even to
herbivore bred for size, strength, and endur- turn to the right or left. Both wild and trained
ance. These creatures are slow moving, but burden beasts are placid and even-tempered,
chapter five: bestiary 139
Desert Beast
Bred from burden beasts by the Kasir, these
six-legged creatures are well-adapted to hot,
dry climes and can survive for long periods
without water; a hump-like sac located on the
creature’s back can store enough water to last
a desert beast for up to a month. Desert beasts
are somewhat faster than burden beasts, but
can be temperamental; a skilled beast-handler
is required to compel a desert beast to move if it
is tired, hungry, or just in the mood to sleep.
Desert Beast
Scale: 4 (Huge)
CHA 2D DEX 2D INT 1D
Escape 3D
PER 2D+1 STR 3D+2 WIL 3D
Unarmed Combat 5D+1
SPD: 8 Luck: 0
Encountered: In the wild they form herds from 7-32, domestically
they can appear in any number. Large cities typically have hundreds
of them.
Attacks/Damage: Bite 4D+2 (STR+1D). Kick 5D (STR+1D).
Special Abilities: Enduring (one month).
Armor: Thick Hide PR 1(1) per location.
War Beast
almost to a fault. On the positive side, these War beasts are bred for use as steeds in battle.
creatures can’t be panicked or stampeded. On The creatures are well suited to this purpose.
the negative side it is impossible for any but the Their powerful bodies are protected by layers of
most skilled beast-handler to get a burden beast scales, hide, muscle, and a heavy skeletal struc-
to run, even in the face of grave danger. ture. Fully grown, a war beast can be up to ten
About the only thing that can make a burden feet long, stand over six feet tall at the shoulder,
beast angry is the rhast, a pestiferous form of and weigh in excess of 3,000 pounds.
vermin that has a nasty and painful bite. If War beasts can be ridden as mounts and
bitten by a rhast, a burden beast may go on a instructed to fight alongside their masters. The
murderous rampage, attacking everything in creatures are fearless, but can sometimes be
its sight. overly aggressive; if allowed to remain inactive
for extended periods of time, a war beast may
become irritable and difficult to control.
In the wild, war beasts are predatory by
nature. They hunt in packs, the largest and
140 TALISLANTA: THE SAVAGE LAND
most dominant creature serving as leader. Packs
of war beasts have known to attack almost
anything that moves, including such dangerous
BEHEMOTH
Behemoths are giant, quadrupedal predators
creatures as raths and behemoths. found throughout the Wilderlands, parts of
the Wastelands, and Darklands. They are huge
War Beast creatures, measuring up to ten feet tall at the
Scale: 4 (Huge) shoulder and eighteen feet in length, weighing
upwards of 5,000 pounds. Behemoths have
CHA 2D DEX 2D INT 1D powerful jaws, long tusks, and fangs capable of
Escape 3D cutting through the toughest hide and bone.
Their natural armament consists of a thick
PER 2D STR 4D WIL 3D layer of leathery hide, dense muscle, and a
Unarmed Combat 6D mantle of spiky, rock-hard bone encasing the
cranium. The latter form of defense is of par-
SPD: 8 Luck: 0 ticular importance to these great beasts, which
Encountered: 4-7 in the wild, some tribes may have dozens of them. have been described as “living battering rams”.
Attacks/Damage: Bite 5D (STR+1D). Kick/Tail 3D (STR -1D). The behemoth’s method of attack is simple
Special Abilities: None. and straight-forward: the creature charges
Armor: Thick Hide PR 1(2). towards its intended victim at full speed, intent
on a head-on collision to incapacitate or upend
its prey. If this attack is successful, the behe-
moth attempts to kill the victim by goring it
with its curved tusks. If not, the behemoth
backs up and tries again.
chapter five: bestiary 141
Behemoths normally prey only on large Behemoth
herbivores such as burden beasts and grazers, Scale: 5 (Massive)
but are also known to attack other predators,
such as scourges and catdracs. These creatures CHA 2D DEX 1D INT 1D
occasionally engage in fierce territorial battles Escape 3D
with war beasts, their struggles often lasting
for hours. They are notoriously near-sighted, PER 2D STR 5D WIL 3D+2
however, and have been known to ram wagons, Unarmed Combat 56D
tents, huts, and even large boulders. The Ra
have attempted for years to use trained behe- SPD: 9 Luck: 0
moths as steeds, with little success. Encountered: Solitary, or in packs of 3-10.
Attacks/Damage: Ram 7D (STR+2D). Trample 5D (Area of Effect).
Tusks 6D+2 (STR+1D+2).
Special Abilities: Tough (+2 Wounds).
Armor: Thick hide Head PR 3(-), Body PR 1(-)
142 TALISLANTA: THE SAVAGE LAND
Blood Spawn
Scale: 0 (Tiny)
CHA 1D DEX 3D INT 1D
Escape 5D
Stealth 6D
PER 4D STR 2D WIL 2D
Unarmed Combat 4D
SPD: 7 Luck: 0
Encountered: 2D (including the WILD die) in sparse areas, 2D (WILD)
x10 in prey-rich environments.
Attacks/Damage: Bite 3D (STR+1D, the Bloodspawn makes a Called
Shot for soft tissue. Note the scale modifier. It burrows into the flesh
and is only visible the round after it strikes its target, it must be cut
out within 1D minutes after hitting the target or it will be too deep to
remove. Every day the Bloodspawn does 2D damage to its victim. This
damage is always considered to be in the scale of the target, and the
pain of having a Bloodspawn inside the body confers an additional
-1D penalty to all skill checks. The bite causes blood-fever, STR vs. TN
15, see page 22 )
Special Abilities: Detect living creatures (by heat). Flesh Burrowing
(removal requires a blade and a Healing test of TN 15; Critical Failure
causes an additional Wound to the victim).
Armor: none.
BLOODSPAWN
Bloodspawn are a strange and highly danger-
ous species of vermin that exist in two different
states. In their inert state, bloodspawn are barely Bloodspawn spend most of their lives in the
an inch across, with a rough and stony-looking inert state. Only two things cause them to
exterior practically indistinguishable from small become active: the close proximity of warm-
rocks or pebbles. In the active state, these insid- blooded prey, which cause them to attack; and
ious creatures rapidly transform into vicious, fire. If sufficiently hot, fire causes bloodspawn
maggot-like spawn, 3-5 inches in length, with to flee. However, a source of heat as insignif-
terrible, leech-like jaws. icant as a torch may have the opposite effect,
In the active state, bloodspawn are capable of and fool the bloodspawn into thinking it has
swift movement. They can slither like serpents, detected living prey.
or rapidly uncoil their sinuous forms like a spring Bloodspawn are typically found in caves,
to launch themselves at prey. Once they attach crevices, ruins, battlegrounds, and tombs. In
themselves to a living creature and begin sucking isolated regions, only a few bloodspawn may
their blood, they are almost impossible to remove; be encountered at a time. In areas where prey
the only sure way to do so is with fire. Even worse, is plentiful, however, hordes of these creatures
the bloodspawn’s bite can cause a disease known can be found packed into a relatively small area.
as blood-fever which, if left untreated, typically As they are susceptible to fire, bloodspawn are
results in death within six days. almost never encountered in the Volcanic Hills.
chapter five: bestiary 143
Bottle Imp
Scale: 0 (Tiny)
CHA 2D+1 DEX 3D+2 INT 4D+2
Barter 5D+1 Escape 5D+2 Spoken Primal 5D+2
Stealth 5D+2 Lore (any one) 5D+2
Sneak-Thief 4D+2 Sabotage 5D+2
PER 3D STR 3D WIL 3D+1
Hunting 4D Unarmed Combat 4D Curse/Remove Curse
5D+1
SPD: 4, Fly 9 Luck: 4
Encountered: Typically one, but on rare occasions two or three
captured ones can be found together
Attacks/Damage: Stinger The bottle imp does a Called Shot for
soft tissue, avoiding armor—note the scale bonus against larger
creatures. Its stinger doesn’t cause immediate damage, instead the
target takes 1D+2 damage from the venom. The bottle imp applies
Luck dice to the damage if it feels threatened or its situation is dire.
The bottle imp can use its venom up to six times per day.
Special Abilities: Divination. Thought-reading (100’ range).
Sense living souls (1000’ range). Flight.
Armor: Tough skin PR 1(1) per location.
Bottle-imps are sometimes found in ancient
ruins and tombs, especially those related to
the black magicians known as the Torquar.
Imprisoned in glass orbs, these sinister crea-
tures were valued for their magical talents,
said to include mind-reading, clairvoyance, the
ability to see into the future, and the ability to
locate ancient ruins and artifacts.
It’s said that the owner of a bottle-imp can
compel the creature to answer up to three ques-
tions truthfully each day. But while a bottle-imp
BOTTLE-IMP
Bottle-imps are grotesque creatures, described
speaks the truth, it seldom offers more infor-
mation that it has to, and may well have more
devious reasons for revealing what it knows.
by some as lesser devils. They resemble mal- Many legends tell of bottle-imps who outwitted
formed, fetal humanoids, approximately four their masters by leading them to their doom
to six inches in height. An over-sized cranium, or tricking them into asking more than three
wizened facial features, leathery bat-wings and questions in a single day. The latter occurrence
a sinuous tail equipped with a sharp sting are all is said to not only free the bottle-imp from its
characteristics of these creatures. They range in amberglass prison, but also enable the creature
color from bright red to deep purple; the darker to force its master to do its bidding.
the imp’s coloration, the greater its age, level of Most folk of the current era regard these
ability and power. entities as taboo, and won’t even look at a
144 TALISLANTA: THE SAVAGE LAND
bottle-imp for fear that meeting the creature’s catdrac
gaze could cause them to become cursed or Scale: 3 (Large)
possessed. The only exceptions are Witchmen
and the occasional Golgoth, Umar, or Thrax. CHA 2D DEX 3D+1 INT 1D+2
Escape 4D+1
CATDRAC
Catdracs are a hybrid of feline and reptilian
PER 4D
Stealth 5D+1
STR 3D WIL 3D
that can be found in jungles and rain forests Hunting 6D Unarmed Combat 5D
throughout the Junglelands and southern
SPD: 12 Luck: 0
Wastelands. In the wild, these lithe predators
Encountered: A pride of catdracs is at least 3 females and 1 male,
travel in prides of three or more led by a domi-
but can get up to a dozen females and 3-4 males. Lone catdracs are
nant male. The females do most of the hunting,
typically male. Females hunt in groups, often using their numbers to
while the males primarily protect the pride surround and ambush prey.
from attack by other predators.
Attacks/Damage: Bite 4D+2 (STR+1D+2). Claws 4D (STR+1D).
Highly intelligent, catdracs are prized as
Special Abilities: Night vision. Detect other lifeforms PER (100’ range)
guard beasts and swift mounts. If captured and
Armor: Scaly hide PR 1(2) per location
trained while still very young, they make loyal
and steadfast companions. Catdracs possess
keen senses and are almost impossible to take
by surprise.
chapter five: bestiary 145
COLOSSUS
Colossi are gigantic effigies believed to have
been created during the time before the Fall by
the Archaens, or possibly by some other, even
older, race. Sculpted of stone or cast from iron,
colossi were made to resemble humanoid war-
riors, sages, or sorcerers. The largest of these
constructs may be the monumental images
found in the Torquaran Mountains, each of
which was carved from a single mountain thou-
sands of feet high.
The ancient Archaens employed colossi as
guardians and as a means of scaring off tribes
of superstitious sub-men. Some of these titanic
constructs were said to have been capable of
speech, or simply of repeating a number of
pre-programmed commands or warnings.
Some colossi are said to have been capable of
animation, but their great size and weight likely
rendered them incapable of anything but the
slowest movements.
Colossus
Scale: 6 (Gigantic)
CHA 2D+2 DEX 2D INT 2D
Diplomacy 3D+2 Combat, Ranged 4D Appraise (Archaen) 4D
Engineer (Basic/Adv) 3D
Language (Old Archaen) 4D
PER 3D+1 STR 5D WIL 3D+2
Unarmed Combat 6D
SPD: (special) Luck: 2
Encountered: One, often in the company of the ruins of other colossi.
Attacks/Damage: Fist 6D (STR+1D).
Stomp 7D (Area of Effect)
Special Abilities: Immune to puny weapons A Colossus is so large
that it can only be damaged by siege engines and weapons of great
power. Immortal Stone a Colossus endures all things, save direct
damage, and can repair itself over time. With sufficient resources, a
Colossus can repair one wound per month. It may take up to a year
to heal one wound if supplies are sparse. Gigantic Stride the step of
a Colossus can be up to 30-40 yards, but it takes an entire round to
take one step. Tough (+2 Wounds).
Armor: Immortal Stone PR 1(-); Colossi have no weak spots
146 TALISLANTA: THE SAVAGE LAND
CRYPT-WYRM
Crypt-wyrms are centipede-like creatures that
underground burrow or crypt, then abandons
the brood. When the young crypt-wyrms hatch,
they spread out in search of food. Insects,
can grow up to twenty feet long and a foot in vermin, carrion, or just about anything will do.
diameter. They have a fiery orange carapace, If no food is available in the immediate vicinity,
sharp fangs, and hooked mandibles that pro- the young wyrms devour each other until only
trude from a head more closely resembling a one remains.
demonic skull than an insect. The creature is
infamous for its vicious bite, which can easily Crypt-Wyrm
penetrate even the toughest leather, and may Scale: 3 (Large)
cause any number of diseases and afflictions.
Crypt-wyrms are scavengers by nature, CHA 2D DEX 3D+1 INT 1D
feeding on carrion and decayed organic Escape 5D+1
matter. They have specialized olfactory senses Stealth 4D+1
which enable them to locate substances of
this sort at great distances, even when buried PER 3D+2 STR 4D WIL 3D
underground. Crypt-wyrms are expert bur- Hunting 4D+2 Unarmed Combat 6D
rowers, even able to gnaw their way through
SPD: 8, Burrow 4 Luck: 0
solid stone. It is not uncommon to find these
creatures lurking in subterranean crypts and Encountered: Rarely more than one.
barrows, hence their name. Attacks/Damage: Bite 4D+2 (STR+2) plus venom (causes blood-fever,
Crypt-wyrms are solitary creatures that asso- STR vs. TN 15, see page 22).
ciate with others of their species only during Special Abilities: Burrow (SPD 4). Sense movement PER (100 feet).
the brief spring mating period. After mating, Armor: Tough carapace PR 1(-)
the female deposits its clutch of eggs in an
chapter five: bestiary 147
DEMON
Demons are chaotic and highly destructive
entities best described as anti-elementals.
They originate from the depths of the lower
planes, making their way to the Savage Land
through rifts in the dimensional fabric. Since
the Fall, the number and type of demons found
in Talislanta has dramatically increased, to
the point that demons can be found almost
anywhere throughout the continent. The
phenomenon known as the Gyre can attract
demons, who are drawn by the chaotic forces
unleashed by this magical maelstrom.
Demons have no sense of good or evil, and
are not capable of rational thought. They are
entities of entropy, existing only to destroy. The
most powerful demons are believed to cause
all sorts of disasters, from rockslides to earth-
quakes, floods, storms, and volcanic upheavals.
Demons feed on all sorts of matter and
energy, absorbing and adopting the substance
of the first non-living food source that they
consume in the process. Thus, a demon that
enters the Savage Land and feeds on rocks
becomes a rock demon, while one that first
feeds on lava becomes a lava demon.
Demons encountered in the Savage Land
usually take the form of monstrous-looking
humanoids. The weaker sorts are small and
often resemble ugly, horned imps. As they grow
in power, demons also grow in size.
Demons are only susceptible to silver,
enchanted weapons, magic, and other demons.
They can also be fought with substances that are
opposite in nature to the specific demon, such as
Chaos Demon
using water against a fire demon. But non-magical This rare and very dangerous type of demon can
weapons and most natural creatures are power- change form repeatedly, morphing into practi-
less to harm demons, which is why these creatures cally any substance it contacts. These demons
are so greatly feared in the Savage Land. are harmed only by silver and magic; attacking a
Types of demons known to be found in the chaos demon with anything other than magic or
Savage Land include: silver weapons only causes the demon to change
form to match whatever substance was used
against it (i.e., iron, fire, stone, etc). Unlike other
demons, attacking a chaos demon with an oppos-
ing element (fire when it is ice form, or water
when it is made of fire, etc.) doesn’t injure it, it
148 TALISLANTA: THE SAVAGE LAND
chaos Demon can grow to enormous size, changing all the
Scale: (Special) while. With each growth spurt, the demon
gains a new hit die, and the Strength and
CHA 1D DEX 3D+1 INT 3D+2 Constitution (if greater than its current values)
Command 4D Escape 5D+1 Lore (any one) 4D+2 of its meal; if the value is not greater, the
Stealth 4D+2 Spoken Primal 4D+2 demon gains +1 in the attribute.
PER 3D+2 STR 3D WIL 5D
Hunting 4D+2 Unarmed Combat 5D
Earth Demon
These massive, slow-moving entities are
SPD: 9 Luck: 6
comprised of soil or clay. They attack by blud-
Encountered: One, typically near a rift or the Gyre.
geoning their intended victims, and the largest
Attacks/Damage: Disintegrating Touch 3D (Armor Piercing against all
sorts are even capable of burying creatures
but enchanted and silver).
alive by turning into a landslide and engulfing
Special Abilities: Ever-changing the chaos demon can form any
their victims.
number of limb-like tendrils for movement and attack. Ever-growing
Earth demons can manifest in any type of
a chaos demon starts at scale 1 (Small), when it first arrives on
Talislanta. As it destroys everything in its path, it grows and region where soil is present, except deserts
increases in scale. Any matter, whether animal, vegetable, or mineral (see sandstorm demon, below). They can also
can be devoured by a chaos demon, and leads to growth. Essentially, move through the ground and travel unseen
once it destroys living matter of the next scale up from itself, it below the surface. In such cases, mild to
grows. Thus, at scale 1, if the chaos demon consumes an adult severe earth tremors may serve as the only
humanoid, such as a Vandar, it becomes scale 2. If it later attacks warning that an earth demon is nearby, until
and consumes a catdrac, it becomes scale 3. Once it gets to scale 5 it emerges to attack.
(massive), the transformation takes longer, as it takes forests full of In swampy regions, this type of demon man-
creatures to feed it, but unchecked a chaos demon can grow to Scale ifests as a mud demon. These entities have the
6. At this size only fate, or a colossus, can stop these creatures. The same properties as earth demons, but instead of
demon must take the time to eat enough to grow, so it won’t grow in a landslide-type attack, the can turn into a bog
the middle of combat.
or quickmire, causing victims to sink into their
Armor: Invulnerable can only be harmed by silver or magic, including deadly grasp. Neither type of demon can pass
magical creatures such as other demons. Contact with magic or
through any large or running body of water
silver causes it to reel away, often changing course or retreating.
without dissolving into harmless silt.
Note, it can never reduce damage by spending Luck.
merely triggers a change to the “attacking” form.
Fire-Imp
A chaos demon starts out small when it first Fire-imps are tiny demons that rarely measure
arrives on Talislanta (Strength 4, Constitution more than 1-2 inches in height. Compared to
4, 1D8 hit die, 8 Hit points). As it destroys the much-larger pyro-demons, they seem to be
everything in its path, it grows and increases relatively harmless. That is not the case, as fire-
in size. Any matter, whether plant, stone, or imps seem to enjoy nothing more than starting
animal, can be eaten by a chaos demon and fires, burning things, and causing pain to living
leads to growth. Essentially, once it destroys creatures of all sorts.
matter of STR greater than itself, it grows. Fire-imps seem to emerge by spontaneous
Thus, if a new chaos demon consumes an generation in volcanoes, lava flows, and some-
adult humanoid, such as a Vandar, it grows. times in metal forges. Nearly weightless, they
If it later attacks and consumes a catdrac, it can float on the winds for miles, searching
grows again. As it grows it needs more and for flammable materials on which to prey.
more to feed it, but unchecked a chaos demon Anything from wooden cargo drays to clothing
chapter five: bestiary 149
Earth Demon
Scale: 3-5 (varies)
CHA 1D DEX 2D INT 2D+2
Command 4D Earth Lore 4D+2
Spoken Primal 3D+2
PER 2D+1 STR 5D+1 WIL 5D
Hunting 3D+2 Unarmed Combat 7D+1
SPD: 5 Luck: 4
Encountered: One; the larger the scale the less common the demon.
Attacks/Damage: Fist 6D+1(STR+1D). Landslide 4D+1 (Area of Effect,
this attack effectively grapples and holds a target until a Escape
vs. TN 15 is made; a critical failure of this roll results in an additional
wound of damage.)
Special Abilities: Random Limbs the number of limbs of an earth
demon varies, typically 1D (WILD). Pass through earth, mud, and
stone at will. Slow-Growing it can take months or years to consume
enough rock and soil to increase scale. Tough (+1 Wound).
Armor: Stony exterior PR 1(-). Earth demons have no weak spots, but
are susceptible to water-based attacks that penetrate their armor.
Fire Imp
Scale: 0 (Tiny)
CHA 2D DEX 3D INT 2D
Escape 5D / Stealth 6D Spoken Primal 3D /
Sabotage 5D
PER 3D STR 2D WIL 3D+2
Unarmed Combat 4D
SPD: 7, Glide 7+1D Luck: 2
Encountered: One, or a gang of 2D Fire Imps. When the gang grows to
more than 20, they break into two or more gangs.
Attacks/Damage: Smoldering touch 1D+1 (this attack is scale 2 for
damage).
Special Abilities: Spawn If a Fire Imp causes a fire that becomes
scale 3 (about a single-room house) or larger, it spawns 2D Fire Imps.
The gang travels together, unless it grows too large. A gang only
spawns 2D more Fire Imps if it causes a large fire, but as the gangs
break up larger fires cause each gang to spawn. Glide Fire imps can
glide on a strong wind, increasing their SPD by 1D (WILD).
Armor: None, but they are immune to fire and lava.
150 TALISLANTA: THE SAVAGE LAND
and even fur or hair can attract a fire-imp. Once emanate freezing cold, in a radius approxi-
suitable prey has been spotted, the imp quietly mately equal to their height. Living creatures
alights, sets it on fire, and begins to consume its caught within this area of effect suffer damage
elemental energy. from the extreme cold. Ice demons can also
A fire-imp can be extinguished by smother- attack by exhaling a blast of cold air that freezes
ing it in sand or pouring water on it. They are living creatures in their tracks, or by hurling
not difficult to kill; the real threat from these heavy shards of ice.
tiny entities is that they often go unnoticed
until they have already set something—or
someone—ablaze. Of even greater concern
Lava Demon
is the fact that once it has consumed enough Made of molten magma, these semi-solid
material a fire-imp multiplies, spawning as demons are most often found in volcanic
many as ten more imps. regions, but may emerge in almost region rocky
or mountainous region by traveling through
Ice Demon cracks and fissures in the substrata. In this way
they can sometimes be found a good distance
Also known as frost demons, these entities from any volcanic activity. If these entities are
are made of solid ice and can range from ten subjected to extreme cold or icy climates they
to over a hundred feet in height. Ice demons solidify and become inert.
chapter five: bestiary 151
Ice Demon Lava demons radiate intense heat and smoke,
Scale: 2-6 (varies) and can ignite most types of flammable mate-
rial by touch in just a few seconds (2 rounds).
CHA 1D DEX 2D INT 2D+1 Contact with one of these entities for more
Combat, Ranged 3D+2 Spoken Primal 3D+1 than a few seconds (4 rounds) can melt earth,
sand, stone and even non-magical metals in
PER 3D+1 STR 4D+1 WIL 5D a ten-foot radius. Once liquefied, these sub-
Hunting 4D+1 Unarmed Combat 5D+1 stances are then devoured by the lava demon.
SPD: 5, Fly 8
Encountered: One.
Luck: 4
Mist Demon
Attacks/Damage: Bite/Claw 5D (STR+2). Freezing breath 4D (pene- Also known as Vorls, these demons resemble
trates non-magical armor, Area of Effect if scale 4 or higher). wraith-like humanoids comprised of swirling
Special Abilities: Flight (low level, SPD 8). Detect warm-blooded vapors. Mist demons are only found in regions
creatures (100’ range). Slow (creatures within a radius equal to the where water is present, such as swamps, jungles,
Ice Demon's height suffer -2 SPD). and sinkholes. They often manifest at dusk or,
Armor: Icy hide PR 1(-), the Ice Demon has no weak spots, but is sus- more commonly, very early in the morning; it
ceptible to fire- and heat-based attacks which penetrate its armor. is rare to see these entities in broad daylight, as
Fires equal to its scale value do 1 wound of damage per round. sunlight and heat cause them discomfort.
152 TALISLANTA: THE SAVAGE LAND
Lava Demon Special Abilities: Ignite combustibles by touch (including clothing
and fur). Emanate intense heat and toxic vapors 10’ radius (STR
Scale: 3-4 (varies)
vs. TN 10 or take 2D gas damage, check is made every round the
CHA 1D DEX 2D INT 2D+2 character is within 10').
Armor: Magma crust PR 1(-). The creature has no weak spots, but
Spoken Primal 3D+2 water- and ice-based attacks penetrate its armor. Immersing the
Earth Lore 5D creature in water does Area of Effect damage. Immune to fire and
PER 3D STR 5D+2 WIL 4D+2 heat based attacks.
Unarmed Combat 6D+2
SPD: 5 Luck: 3
Encountered: One. Most are scale 3, but large volcanoes can produce
scale 4 creatures.
Attacks/Damage: Fist 6D+1 (STR+2). Grapple (4D damage per round,
Area of Effect, scale 2).
chapter five: bestiary 153
Mist Demon
Scale: 1-3 (varies)
CHA 1D DEX 3D+2 INT 3D+2
Escape 5D+2 / Stealth Spoken Primal 4D+2
6D
PER 3D+2 STR 2D WIL 3D
Hunting 4D+2 Unarmed Combat 5D
SPD: 8 Luck: 7
Encountered: One. The scale of the demon depends on the available
moisture.
Attacks/Damage: Suffocate 3D (Area of Effect within its body,
damage is not explosive, per round).
Special Abilities: Intangible normal weapons can’t affect a mist
demon. It is susceptible to fire, heat, and magic.
Armor: None
Mist demons feed on moisture of all sorts,
including the bodily fluids of living creatures.
They seek to envelope a victim and draw the
moisture from its body, leaving behind a dried
husk. Mist demons can be dispersed by strong
winds; intense heat and flames cause them to
evaporate into nothingness.
Metal Demon
These demons manifest as frightful, spiked
humanoids made of solid metal; typically black
iron, though their forms can be comprised of
any non-magical metal except silver. These
entities devour metal ore, as well as metal tools,
weapons, and implements. They are practi-
cally impervious to damage except by silver,
enchanted weapons, and lava demons—which
are able to melt and absorb metal demons.
Metal demons attack by ramming or striking
victims, using their hands and feet as weapons.
They can alter their form to add razor-sharp
blades, spikes, spines, or barbs to any part of
their body.
154 TALISLANTA: THE SAVAGE LAND
Metal Demon
Scale: 2-3 (varies)
CHA 1D DEX 2D+2 INT 3D
Escape 3D+2 Spoken Primal 4D
Earth Lore 4D
PER 3D STR 6D WIL 4D
Hunting 4D Unarmed Combat 7D
SPD: 6 Luck: 3
Encountered: One, typically scale 2. The larger versions only appear
near very large ore deposits and forges.
Attacks/Damage: Living Weapons the metal demon is able to form a
variety of weapons and tools, including shields, from its body. It can
form two weapons at a time, Damage +1 to +3D, resulting in a to-hit
penalty equal to the damage bonus. Therefore, if the metal demon
forms small spikes for +2 damage, its attack is reduced by -2.
Special Abilities: Multi-attack the metal demon is able to make two
attacks before suffering a Multi-Action penalty.
Armor: Metallic scales PR 1(-). The metal demon doesn’t have weak
spots, but is susceptible to magic and intense heat, such as lava.
Pyro-Demon
These demons are comprised of a raging
inferno of smoke and fire. As their bodily forms
are lighter than air, they capable of flight,
though only in a limited sort of way. Essentially,
they are able to levitate, and can drift on the
winds for considerable distances, though this
eventually causes them to weaken and lose alti-
tude. As long as there is flammable material to
consume, Pyro-demons can also move very fast
across the grasslands, or through trees, wooden
structures, and the like.
Pyro-demons are always hungry, and must
consume great quantities of organic materi-
als to survive. The larger the pyro-demon, the
greater its hunger, and the greater its need to
feed. They attack by touch, or by exhaling a
gout of flame; in either case, the objective is to
incinerate and thereby devour their intended
targets. Pyro-demons can temporarily assuage
their hunger by nesting in active volcanoes, or
by “swimming” in streams of molten lava. If
injured or in a weakened state, a pyro-demon
chapter five: bestiary 155
Pyro-demon
Scale: 1-3 (varies)
CHA 1D DEX 3D+1 INT 3D+1
Combat, Ranged 5D+1 Spoken Primal 4D+1
Escape 4D+1
PER 3D STR 4D WIL 4D+2
Hunting 4D Unarmed Combat 6D
SPD: 9 Luck: 6
Encountered: One; the size of the creature depends on available
fuel—or food.
Attacks/Damage: Burning Touch 3D (ignites combustibles). Fiery
Breath 4D (ignites combustibles).
Special Abilities: Ignite combustibles by touch.
Armor: Burning hide PR 1(-), Pyro-demons don’t have weak spots, but
they are susceptible to water, cold and high winds.
Sandstorm Demon
Scale: 4-6 (varies)
CHA 1D DEX 4D INT 5D
Spoken Primal 6D
PER 3D+2 STR 5D WIL 5D+1
Unarmed Combat 6D
SPD: 12, Rough ground 6 Luck: 2
Encountered: One. The size of the creature is based on how long it
has been active—the longer, the bigger. Though it could take months,
or more, to become scale 6 (Gigantic).
Attacks/Damage: Suffocating Grasp 5D (Area of Effect to hit, but not
damage; ignores armor). Lacerating Winds 6D (always strikes at the
same scale as the Target, a critical hit scores a knock-down of the
opponent).
Special Abilities: Whirlwind the sandstorm demon can create small
storms that can last 5D minutes and travel at SPD 10—long enough to
destroy a small building or herd of animals.
Armor: None, but the Sandstorm Demon is often too large to affect
with anything but siege weapons.
156 TALISLANTA: THE SAVAGE LAND
may conjoin with lava demons to revitalize Sandstorm demons are found only in deserts
itself, which it does by stealing and absorbing a and arid wastelands. They can appear without
portion of the lava demons’ force. warning, taking full form in just a minute or
two. These entities can move swiftly enough
Sandstorm Demon over flat terrain to outpace all but the fastest
steeds. However, rough terrain, hills, and
Sandstorm demons are powerful entities com- mountains cause them to disperse.
prised of a seething vortex of wind and sand.
They usually take the form of a gigantic, horned
humanoid with black holes in place of eyes and a
Smoke Demon
gaping maw. Sandstorm demons can tower over a These insubstantial entities are comprised of
thousand feet high, and create storms over a mile roiling clouds of acrid, toxic smoke in demon-
in diameter. The largest-known of these entities oid form. They can manifest anywhere there
can blot out the sun; the most powerful generate is fire; disturbingly, lava demons and pyro-de-
winds sufficient to upend heavy cargo drays, tear mons can sometimes create these demons
apart tents, or toss all but the largest creatures spontaneously, leaving several in their wake.
about like leaves in a storm. Unless protected by Like pyro-demons, smoke demons are lighter
a sand mask, thick veil, or cloak, living creatures than air and are capable of limited flight. But
caught in the midst of a sandstorm demon will because their forms don’t generate heat, they
suffocate in just a few minutes. can only remain aloft for a short time before
chapter five: bestiary 157
Smoke Demon Special Abilities: Exhale toxic clouds of smoke (10’ radius) that
reduce visibility (-2D to PER, STR vs. TN 15 to avoid blindness for 2D
Scale: 1
minutes, critical failure results in 2D hours).
CHA 1D DEX 4D INT 3D Able to float +1D SPD (WILD), but only with the wind.
Armor: None, but the creature is not affected by normal attacks. It is
Combat, Ranged 5D Spoken Primal 4D susceptible to magic, water, and cold.
Escape 6D
Stealth 5D
their bodies cool and drift back to earth. Smoke
PER 3D+2 STR 1D WIL 3D+2
demons feed off the exhalations of living crea-
Hunting 4D+2 Unarmed Combat 5D tures of all sorts. They attack by suffocating
their prey, drawing the air from their lungs.
SPD: 7, Floating 7+1D WILD Luck: 5
Because a smoke demon’s fumes are toxic, even
Encountered: The number of creatures depends on the fires, or fiery
non-fatal attacks may blind or poison their
demons, which spawned them. A burning hut or single pyro-demon
will spawn one Smoke Demon, but large numbers of burning struc- victims.
tures, or a large fiery demon, can spawn up to 3D (with the WILD)
creatures.
Attacks/Damage: Suffocating Smoke 2D (melee or ranged, acts as a
grapple, Escape at TN 10 to break away, damage is per round, armor
doesn’t apply).
158 TALISLANTA: THE SAVAGE LAND
Stone Demon Stone Demon
Scale: 1-4 (varies)
These powerful, slow-moving entities can
be found anywhere there are large quantities CHA 1D DEX 2D+2 INT 3D
of rock and stone, but are most commonly Escape 3D+2 Engineering (Basic) 5D
encountered in mountain ranges and canyons. Spoken Primal 4D
Unlike earth demons, they are too solid to pass
through the ground. They can travel under- PER 3D STR 5D+1 WIL 4D
ground, but must either locate tunnels or Hunting 4D Unarmed Combat 7D+1
crevices wide enough to accommodate their
SPD: 6, Tunnel 2 Luck: 5
massive frames, or make their own.
Stone demons feed on rocks and minerals, Encountered: Rarely more than one; the size of the creature depends
on how long it has been active. However, it takes such a demon many
which they crush in their powerful jaws and
years to become scale 4.
devour, leaving wide, irregular tunnels in their
Attacks/Damage: Fist 6D+1 (STR+1D). Trample 5D+1 (Area of Effect).
wake. Over time, they can undermine large
areas, causing cave-ins or even earthquakes. Special Abilities: Tunnel at SPD 2 through rock. Tough (+1 Wound).
If moving and feeding above ground, stone Armor: Rocky hide PR 1(-), only magic can bypass its armor.
demons can cause rockslides and avalanches.
They have been known to damage or devour Stone demons attack by battering opponents
stone structures, statues, and fortifications. with their fists or crushing them underfoot.
chapter five: bestiary 159
Wood Demon
Scale: 1-5 (varies)
CHA 1D DEX 3D INT 4D
Escape 5D Spoken Primal 5D+1
Stealth 5D
PER 4D+1 STR 2D WIL 3D
Hunting 6D+1 Unarmed Combat 4D
Primitive Traps 5D+1
SPD: 7 Luck: 3
Encountered: 2D at scale 1-2, 1D at scale 3, and typically only a single
creature at scale 4 to 5.
Attacks/Damage: Claws 3D (STR+1D). Draining touch (2D+1 per round
while grappled).
Special Abilities: Sense living souls (100’ range).
Armor: Bark-like hide PR 1(2) per location
most sorts of living creatures, using their
knotted claws to batter or rend their victims
limb from limb.
Narada and wood demons are natural enemies.
If warned that a wood demon is near, Narada
respond as quickly as possible to help eradicate
the threat—particularly if the wood demon
poses a threat to Narada young or their elders.
DISEMBODIED SPIRIT
These non-corporeal entities are the spiritforms
of deceased creatures and beings who, for one
reason or another, have become trapped, lost,
or stranded on the mortal plane. In appear-
ance these entities resemble eerily-warped
Wood Demon versions of their living selves, but with ghostly,
insubstantial forms. While most retain some
Wood demons are demonic entities that resem- memories from their previous life, even these
ble twisted humanoids made of gnarled wood, begin to fade in time, to be replaced by delu-
with sharp wooden fangs and spiked branches sions and madness.
in place of hair. These entities can range in size Disembodied spirits usually return to haunt
from one foot to monstrous creatures standing the place where they died. Those who died a
over 50 feet tall. violent death may seek revenge against the
Wood demons radiate a strong aura of person or persons who killed them. Others
negative energy that warps, mutates, and even- simply refuse to move on, remaining behind to
tually kills plants of all sorts. Though plants guard a place they held dear, to terrify and inflict
are their preferred prey, these entities attack torment on any who trespass in such places.
160 TALISLANTA: THE SAVAGE LAND
Disembodied Spirit Note: Some spirits have skills from their past, that they still
remember, and the GM may assign them additional skill dice to reflect
Scale: 2 (Medium)
this. In addition, a spirit possessing a character uses the physical
CHA 3D DEX 3D+1 INT 3D attributes (STR, DEX, PER) of the victim.
Armor: None, but immune to normal attacks. Vulnerable to magic,
Command 4D Combat, Ranged 5D Spoken Primal 4D+2
Escape 4D+1 Lore (any one) 5D
silver, and other magical beings such as chaos demons and Spirits.
Stealth 5D+1
The most powerful disembodied spirits have
PER 3D STR 1D WIL 3D+2 the ability to possess a living creature and take
Hunting 4D+2 Unarmed Combat 4D control of the victim’s subconscious mind.
Once in control, the invader can only be driven
SPD: 9 Luck: 5
out by a shaman. The Imazi wear spirit-jars to
Encountered: Typically one, but in areas of mass casualties any
protect themselves from spirit attacks, and the
number could appear.
Kasir wear talismans and charms that suppos-
Attacks/Damage: Spiritual Blast 3D+2 (10-yard range, ignores normal
edly confer similar protection.
armor).
Untold thousands of people perished during
Special Abilities: Possession (4D+2 vs. Target's WIL). If successful
the Fall, and many parts of the Savage Land
the target loses control of their body for a minimum of 1 day. The
victim may then make another WIL check vs. 4D+2 to break the are said to be haunted by disembodied spirits.
possession. A critical failure makes all further checks, by either Ruined cities, graveyards, and battlefields are
party, impossible. A shaman can break a possession with a Commune all places where these ghostly apparitions
with Spirits test TN 20. Having a spirit-jar or similar item grants +2D can be found, sometimes in great numbers.
resistance to possession. Disembodied spirits can only be harmed by
silver, magic, or other non-corporeal entities.
chapter five: bestiary 161
Fetch
Scale: 1 (Small)
CHA 2D+1 DEX 6D INT 3D
Barter 3D+1 Escape 8D Spoken Primal 3D+1
Sneak-Thief 8D Lore (any one) 4D
Stealth 7D
PER 3D+2 STR 2D WIL 2D+2
Hunting 4D+2 Unarmed Combat 4D
Traps, Primitive 4D+2
SPD: 11 Luck: 0
Encountered: Typically 1-3. In rare instances they could be found
congregating beneath the moon in numbers as great as 20 or so.
Attacks/Damage: Bite 2D+2 (STR+2).
Special Abilities: None.
Armor: None.
FETCH
These strange creatures are found only in
wooded regions and swamps, where they typ-
ically live in the hollows of rotting trees. They
resemble tiny imps or devils, less than a foot
high, with distorted features, pointy ears, and
eyes like glossy black marbles. A coat of fur, cov-
ering the chest and groin areas, suffices in place
of clothes.
Fetches are infamous for their ability as
sneak-thieves, which some say surpasses even
that of Boglins; fetches are even known to steal
from Boglins, which is not easy to do. These
tiny creatures are attracted to shiny and color-
ful objects, and are especially drawn to anything
that radiates an aura of magic. They usually
sneak up on their intended victims while
they’re distracted, drunk, or asleep. After “fetch-
ing” (i.e., stealing) what they want, they return
to their lairs and stash their loot in one or more
secret treasure-hoards. Fetches have a mercenary streak, and some-
Fetches are fascinated by the light of the times consent to work as thieves-for-hire. They
amber moon, which to their eyes looks like the almost always consent to work if moonstones
most fabulous of gemstones. On nights when are offered for their services, especially amber
the amber moon is full, fetches stare longingly ones. Most speak pidgin Primal, and are more
up at the night sky, wishing there were some fluent in Elder.
way to steal such a precious bauble.
162 TALISLANTA: THE SAVAGE LAND
Ghaun
Scale: 2 (Medium)
CHA 1D+1 DEX 3D+1 INT 2D+2
Combat, Ranged 4D+2 Plant Lore 3D
Escape 4D+1
Labor: Weaver 5D
Stealth 4D+1
PER 2D+2 STR 3D+1 WIL 3D
Hunting 4D Combat, Armed 4D+1
SPD: 7 Luck: 0
Encountered: A hunting party is typically up to a dozen and, unless
they are desperate, they avoid attacking groups with larger numbers.
Attacks/Damage: Blowgun dart (poison, STR vs. TN 15 or be stunned
for 1D+1 rounds; WILD). Club 4D+1 (STR+1D). Entangling net (Escape vs.
TN 20 to escape).
Special Abilities: Camouflage (+2D Stealth in woodlands).
Armor: Fibrous bark PR 1(2) per location.
GHAUN
Humanoid plant-creatures who stand between
five and six feet tall, the ghaun are blood-drink-
ing savages of marginal intelligence. Narrow
of build with elongated limbs, they have dark
brown skin that is as rough as tree bark. The
Ghaun daub their hair with plant resins and
sap, fashioning it into spiny growths that give
them a fierce appearance. Their flat, emaciated
visages hold deep-set black eyes and mouths
filled with rows of sharp, pointy teeth.
Ghaun gain sustenance from drinking the
blood or sap of other living things. They are
not particular, and feed on plants, animals, or but communicate with one another by clicking
humanoids. Ghaun prefer to take prey alive, sounds, which they make with their hardened
catching their victims in nets of woven vines claws and teeth.
and dragging them back to their tree-top nests. As both species are related to plants, ghaun
They are patient, and stalk prospective victims are thought by some to be related to the Narada.
for hours or days, moving slowly and silently The Narada vehemently refute such claims,
while remaining hidden in the treetops or saying that ghaun are undead plant-beings
underbrush. whose bodily forms are possessed by evil spirits.
Ghaun exhibit a degree of cunning, but are
not particularly intelligent. They make nets,
ropes, and pouches from woven vines, but show
no talent for any other crafts. Ghaun are mute,
chapter five: bestiary 163
Grazer
GRAZER
Grazers are a species of squat, six-legged her-
Scale: 3 (Large)
bivores found throughout the Wilderlands. CHA 2D DEX 2D INT 1D+1
Full-grown adults are up to eight feet in length, Escape 3D
covered in coarse tan or white fur, and stand
about five feet at the shoulder. Grazers travel PER 2D STR 4D+1 WIL 4D
in herds, staying close together for protection. Unarmed Combat 5D+1
Slow-moving and ponderous, their only means
SPD: 4 Luck: 0
of defense is a row of horns running vertically
from the center of the forehead to the back Encountered: A small heard ranges from 5 to 11 animals, however
they can be found in herds of hundreds near large sources of water
of the head. If threatened, a herd of grazers
such as lakes.
presses close together in a knot of bodies, facing
Attacks/Damage: Headbutt 6D (STR+1D+2). Trample 4D+1 (Area of
outwards to present potential attackers with a
Effect).
virtual wall of spike-like horns.
Special Abilities: None.
Grazers have a slow metabolism, requiring
very little food and water to survive. Predators Armor: Dense fur hide PR 1(1), body and legs only.
such as scourges are known to hunt them for
food, but most tribes value these creatures for
their furry hides; grazer fur, known as “shag”, is
used to make blankets, and to pad or decorate
saddles, vests, and leather armor.
164 TALISLANTA: THE SAVAGE LAND
HOPPER
Hoppers are small creatures that stand
little meat the creatures have on their bones is
tough and stringy. Following the mating season
and the birth of their hatchlings, hoppers may
about one foot tall and weigh no more than exhibit more aggressive and even predatory sur-
two pounds. Their scaly hide is colored in vival instincts. At such times packs of hoppers
brown and yellow striations, which allows may attack creatures of much larger size, either
them to blend into grassy regions such as the to chase them away from their young or just to
Savannahlands and Wilderlands. eat them.
Hoppers travel in packs that can number over
a hundred individuals. They are exceedingly Hoppers
swift and agile, and can easily outpace most Scale: 1 (Small)
other creatures. Hoppers primarily feed on
CHA 2D+2 DEX 4D INT 1D+2
small vermin such as blood-weevils, expertly
picking them from the hides of grazing animals Escape 3D
and beasts with their sharp teeth and barbed
PER 3D+2 STR 2D+2 WIL 3D+1
tongues. For this reason they are generally
tolerated by most creatures, including normally Unarmed Combat 5D+1
aggressive predators such as catdracs and behe- SPD: 10 Luck: 0
moths. Some Imazi tribes train hoppers and use Encountered: At least 50, but most often around 100-450.
them to help keep their herd animals free of Attacks/Damage: Bite 3D (STR+1).
parasites and pests.
Special Abilities: None.
Hoppers are sometimes hunted by various
Armor: Scaly hide PR 1(1) per location.
tribes when food is scarce. However, what
chapter five: bestiary 165
Kra
Scale: 5 (Massive)
CHA 2D DEX 2D INT 1D
PER 2D STR 5D+2 WIL 4D+1
Hunting 3D Unarmed Combat 6D+2
SPD: 5, Burrow 4 Luck: 0
Encountered: Rarely more than one.
Attacks/Damage: Bite 6D+2 (STR+1D, on a Critical Success a target
that is scale 3 or smaller is instantly swallowed and suffers 1 wound
per round until dead). Ram 7D (STR+1D+1).
Special Abilities: Burrowing (SPD 4)
Armor: Armored plates PR 1(-)
KRA
Kra are massive creatures resembling huge,
armored, eyeless serpents, up to eighty feet in
length. Their bodies are covered in exoskeletal
plates, and their razor-sharp teeth are capable
of shredding through rock, earth, bone and
flesh with equal ease.
Kra spend most of their lives underground,
burrowing below the surface in search of food.
They are acutely sensitive to vibrations, and can
detect the sound of large creatures and con-
veyances moving above them through as much
as 20-30 feet of earth and stone. When poten-
tial prey has been detected, the kra burrows
towards it at great speed, its passage creating a
tremor that can be felt in a radius of up to fifty
feet. The kra breaches the surface in an explo-
sion of dust and debris, attempting to grab its
prey in its jaws and drag it below the surface.
Undermen fear the kra, who wreak havoc
on their subterranean settlements. They are even more valuable, as they can be used to
sometimes try to appease these monsters by make excellent blades and cutting tools. Both
leaving them “offerings” of captive humanoids, are extremely scarce, as the only folk known to
bound with roots and vines and left to hang hunt kra are Azraq and, occasionally, Shaka.
suspended in caves or tunnels that kra are A related species, known as sand kra, is found
believed to frequent. in the Black Desert.
Kra scales are valued as trade goods, as they
can be used to make armor, shields, and protec-
tive plates for large beasts or conveyances. Kra
fangs, among the hardest substances known,
166 TALISLANTA: THE SAVAGE LAND
LAND DRAGON
There are three types of creatures referred to
Land Dragon Newt
Scale: 3 (Large)
as dragons in the Savage Land: the first is the CHA 2D DEX 2D INT 1D
one that is highly intelligent, hoards treasure,
speaks in riddles—and is entirely fictional. PER 2D STR 4D+2 WIL 5D
Dragons of this sort don’t exist in the Savage Hunting 3D Unarmed Combat 5D+2
Land, but are the stuff of legends and drug-ad-
SPD: 6 Luck: 0
dled tale-tellers. The second is the sand dragon
Encountered: Typically one, but if encountered soon after hatching 1D
(see below), and the last is the land dragon: a
(WILD) may be close enough to detect prey.
creature of great size, extreme ferocity, and
Attacks/Damage: Bite 5D+2 (STR+1D).
limited intellect (note: a fourth type of dragon,
referred to as sea dragons, is said to have existed Special Abilities: Impervious to heat and flame.
in days gone by, before the Fall caused all the Armor: Body plates PR 1(3).
seas and rivers of Talislanta to dry up).
Land dragons begin life as larval newts; legless, Lesser Land Dragon
ten foot-long wyrms covered with a segmented, Scale: 4 (Huge)
exoskeletal carapace. They hatch from eggs
which are deposited and abandoned in subter- CHA 2D DEX 2D INT 1D
ranean tunnels and caverns by the females of
PER 2D STR 5D WIL 5D
the species. Larval land dragons emerge from
their leathery egg casings in a foul mood, their Hunting 3D Unarmed Combat 6D
only thought being to obtain food. The Drakken
SPD: 5 Luck: 0
claim that the creatures can be tamed if they are
Encountered: Typically one, though two or more can be found
captured and cared for at this stage.
together during mating season, normally the summer.
In the second stage of development, the larval
Attacks/Damage: Bite/Gore 6D (STR+1D). Trample 5D (Area of Effect).
dragon grows legs and becomes what some
Tail 5D+1 (STR+1, knocks down on a Critical). Ram 7D (STR+2D)
refer to as a lesser land dragon. These crea-
tures can attain a length of up to fifty feet, and Special Abilities: Impervious to heat and flame. Tough (+1 Wound)
stand up to twenty-five feet at the shoulder. Armor: Body plates PR 1(-), Thick underbelly hide PR 1(3)
They are powerfully built and well-armored,
their ponderous forms covered with a profu- Greater Land Dragon
sion of horns, spikes, and spiny plates. In the Scale: 5 (Massive)
wild, lesser dragons lair in great caves and rock
tunnels, where they subsist on smaller creatures CHA 2D DEX 2D INT 1D
such as andrak, tarkus, and unwary humanoids.
PER 2D STR 5D+2 WIL 5D
Occasionally a lesser dragon retires to an
underground cavern or tunnel, walls itself in, Hunting 3D Unarmed Combat 6D+2
and goes into a period of hibernation. Seven SPD: 4 Luck: 0
years later it emerges in its final stage: a greater
Encountered: One. Even during mating season these creatures to not
land dragon; a creature up to one hundred band together; instead they watch to see if a potential mate can fend
feet in length, with a murderous nature and an off attackers.
almost-insatiable appetite for anything it can Attacks/Damage: Bite/Gore 6D+2 (STR+1D). Trample 5D+2 (Area of
get its claws on. Greater dragons are rare, which Effect).Tail 6D (STR+1, knocks down on a Critical).Ram 7D+2 (STR+2D).
is perhaps for the best; these predators occupy Special Abilities: Impervious to heat and flame. Tough (+2 Wounds).
the top of the Talislantan food chain and have
Armor: Body plates PR 1(-), Thick underbelly hide PR 1(3)
no natural enemies.
chapter five: bestiary 167
168 TALISLANTA: THE SAVAGE LAND
The Shaka hunt lesser dragons as a rite of Land Lizard
passage, and treat these creatures with great Scale: 3 (Large)
respect and honor. The Azraq observe no such
rituals. Instead, they hunt land dragons of all CHA 2D DEX 2D INT 1D
sorts for their meat, horn, and hide, and some- PER 2D+2 STR 5D+1 WIL 3D
times set cruel dragon-traps to try to catch the
largest of these creatures. Hunting 3D+2 Unarmed Combat 6D
The Drakken have trained lesser dragons to SPD: 6 Luck: 0
use as steeds and living siege engines for cen- Encountered: In the wild they can be found in groups from 3-17
turies. They consider greater dragons to be the animals. They rarely travel alone. Several herds can often be found
most majestic of all creatures, and have been near sources of water or salt water (which they can drink safely).
known to attack Azraq tribes to protect these Attacks/Damage: Bite 6D (STR+2). Kick/Tail 6D+1 (causes knock-
rare giants, even at risk of their lives. down on a Success, does normal damage on a Critical Success).
Special Abilities: Detect Salt (1000') +1D Hunting.
LAND LIZARD
Land lizards are a species of quadrupedal
Armor: Scaly Hide PR 1(2) per location.
herbivores that roam various parts of the sluggish and dull-witted, land lizards are valued
Wilderlands in small herds. These creatures for use as pack and burden beasts by several
can reach lengths of twelve to fifteen feet and tribes. They are very strong and can carry great
weigh as much as two thousand pounds. Land weights without difficulty. If employed as dray-
lizards have strong claws and thick, over-lap- beasts, they can pull wagonloads well in excess
ping scales. Although they are somewhat of twice their own body weight.
chapter five: bestiary 169
Loper
Scale: 3 (Large)
CHA 2D DEX 3D INT 1D
Escape 4D
Stealth 4D+2
PER 3D+1 STR 4D+2 WIL 3D+2
Hunting 3D Unarmed Combat 6D+2
SPD: 12 Luck: 0
Encountered: Normally a small group of 2-5 animals, but lone Lopers
are not uncommon.
Attacks/Damage: Bite/Talons 5D+2 (STR+1D). Tail 6D (on a Critical
Success a knock-down is scored as well).
Special Abilities: None.
Armor: Scaly Hide PR 1(1) per location.
LOPER
Lopers are a species of fierce, bipedal pred-
ators native to the Wastelands and Volcanic
Hills regions. Said to be a hybrid of reptilian,
strider, and demon, these creatures stand up
to ten feet in height. They are powerfully built,
with well-developed hind legs, short forelegs
equipped with hooked talons, and a long tail,
all protected by spiked exoskeletal armor. The
face is demonic, with baleful eyes, a slash-like
mouth full of sharp fangs, and a long, barbed
tongue.
Land lizards can detect the scent of salt at Lopers are not as fast as striders, but they are
distances of up to a half mile, and they relish sure-footed and can maneuver easily over even
the taste of this substance above all things. over very rough terrain. While they are not able
A handful of salt can often be used to coax a to climb sheer surfaces, they are great leapers,
stubborn land lizard into action, provided the and are able to jump across spans of up to 20
creature is hungry enough to take the bait. feet with a running start.
If all else fails, one should keep in mind the Lopers are generally found only in the wild.
land lizard’s other virtues: its flesh, though far The only folk able to use these creatures as
from tender, is edible enough; and the beast’s steeds are the Azraq, who keep them under
sandy-colored hide has many practical (if not control with the use of spiked whips made from
decorative) uses. braided strips of hide and beast-claws. Even so,
they are surly creatures, and have no qualms
about abandoning or even turning on all but
the most domineering masters.
170 TALISLANTA: THE SAVAGE LAND
Lurker
Scale: 2 (Medium)
CHA 2D DEX 3D+1 INT 1D+1
Escape 5D+1
Stealth 6D+1
PER 3D+1 STR 5D WIL 4D
Hunting 4D+1 Unarmed Combat 7D
SPD: 10 Luck: 0
Encountered: Varies, depending on the body of water. Normally
they attack alone, but may mass for an attack on a larger (scale 3)
creature for a short time—up to 1D+2 creatures. Small boats are also a
prime target for mass attacks.
Attacks/Damage: Clawed hands 6D+1 (STR+1D+1). Grapple 4D (no
damage on success, Critical Success does normal damage, but
subject is dragged into the water)
Special Abilities: Water Breather once out of the water a Lurker must
make a STR vs. TN 15 check, per round, or suffer 1 wound until dead or
returned to the water.
Armor: Slimy skin PR 1(1)
LURKER
Lurkers are amphibious predators found in
bogs, ponds, water-holes, and underground
pools and lakes. These creatures are named for
their habit of lurking just below the surface of a
body of water, waiting to ambush unsuspecting
creatures when they come to drink.
The upper body of a lurker is basically human- very tight spaces, and they are known to be
oid in form, covered with rows of overlapping extremely patient when waiting to ambush
scales. Their hands are clawed, making it easier prey. The creatures are unable to survive out of
to grasp and hold prey; their eyes are set deep water for longer than a few minutes.
under a beetled brow, and their fanged jaws are
wreathed with a “beard” of pale tentacles. The
creature’s lower body is long and serpentine, ter-
minating in a fin-like tail. When lurking, no part
LYCANTHROMORPH
Lycanthromorphs are bestial humanoids that
of the creature can be seen except its eyes and are generally only found in swamps, and deso-
the top of its head, which can easily be mistaken late woodland regions. They stand up to seven
for a smooth, round stone. feet tall, and their bodies are covered with a
Lurkers are strong swimmers, and have gills coat of dense, shaggy fur. Their clawed hands
that allow them to breathe underwater. Once and feet and long, powerful arms allow them to
a lurker has a creature in its grasp, it drags its climb trees or sheer rock surfaces with ease.
victim below the surface to drown it, so it can Lycanthromorphs are nocturnal carnivores
be devoured at leisure. Lurkers can fit into who prey on everything from other humanoids
chapter five: bestiary 171
Lycanthromorph
Scale: 2 (Medium)
CHA 2D DEX 3D INT 1D
Escape 5D
Stealth 4D+2
PER 3D+1 STR 5D+1 WIL 4D
Hunting 5D+1 Unarmed Combat 7D+1
SPD: 8 Luck: 0
Encountered: Rarely caught unawares, they typically attack groups
with at least 1 Lycanthromorph per 2 defenders—if not more. They are
intelligent enough to drag off one or two members of a group, or herd,
to avoid a prolonged battle. However, if hungry they will take greater
chances against large groups.
Attacks/Damage: Bite 6D (STR+2). Claws 6D+1 (STR+1D).
Special Abilities: Keen hearing and scent (can make PER tests up to
500'). Night vision.
Armor: Fur PR 1(1) per location.
moon, visible in the night sky only as a nimbus
surrounding a dark orb, is full. Others say that
the howl is a mating call, meant to attract other
lycanthropes to the area.
MALATHROPE
Malathropes are a hybrid of nightgaunt,
scourge, and manth said to have been created
by the sorcerers of ancient Torquar. These
quadrupedal predators are coal black, allow-
ing them to blend into darkness and shadows.
Curved black talons, a long tail terminating in a
barbed hook, and a horned, demonic visage are
to herd beasts and wild animals. Known for features of this frightful creature.
their ferocity, these creatures can be aroused Malathropes can be found throughout
to an almost-mindless killing frenzy by the the continent, from the Dead Forest and
scent of blood. When hungry, lycanthromorphs Junglelands to the Wilderlands and Volcanic
will fight even large predators such as tarkus Hills. They are most common in the Darklands,
for food. Though they have little fear of other and may even range far into the Unknown
creatures, lycanthromorphs have an unreason- Lands that lie to the north.
ing phobia of enclosed spaces, and never enter Malathropes are murderous creatures who
ruins, caves, or crypts. kill not just for food, but apparently to satisfy
The blood-chilling howl of a lycanthro- some grisly, carnal urge. They prey on living
morph can be heard for many miles. It’s said creatures of all sorts, showing a preference
that these creatures howl whenever the black for devouring their prey alive. The bite of a
172 TALISLANTA: THE SAVAGE LAND
malathrope delivers a potent neurotoxin that Malathrope
heightens its victim’s response to fear, a con- Scale: 3 (Large)
dition from which Malathropes seem to derive
sadistic pleasure. CHA 1D DEX 3D+2 INT 3D+2
Like demons, malathropes require neither Command 5D Escape 5D+2
sleep nor rest, and are always active. They are Stealth 5D+2
most often encountered alone, and exhibit a
PER 3D+1 STR 3D WIL 5D+2
maniacal disregard for danger; Malathropes
won’t hesitate to attack even if greatly out- Hunting 4D+1 Unarmed Combat 6D
numbered or facing creatures larger than
SPD: 16 Luck: 0
themselves.
Encountered: Rarely more than one.
Malathrope venom is valued by Golgoths,
Attacks/Damage: Bite 4D (STR+1D, Poison―STR vs. TN 20 or suffer
who use it in their torture rituals. Warloks are
immobilizing terror for 2D WILD rounds, if successful suffer a -1D to all
quite familiar with these merciless creatures,
actions for 2D WILD rounds, requires a Wound to introduce, 3 doses
which they say were used by the Torquar to per hour). Claws 4D+2 (STR+1D+2).
hunt down and kill their enemies.
Special Abilities: Speak in tongues. Night Vision. Detect living souls
(200’ range). Camouflage (+1D to Stealth in dark areas at night).
Armor: Thick hide PR 1(1) per location.
chapter five: bestiary 173
Manrak
Scale: 3 (Large)
CHA 1D DEX 4D INT 1D+2
Command 4D Escape 6D
Stealth 5D
PER 3D+2 STR 3D+2 WIL 3D+1
Hunting 4D+2 Unarmed Combat 5D+2
SPD: 9, Fly 15 Luck: 0
Encountered: Up to a dozen at a hive, but a hunting party is often
only half of the hive or less. Rarely travel alone.
Attacks/Damage: Fangs 4D+1 (STR+1). Claws 4D+2 (STR+1D)
Stinger 2D (Poison; roll STR vs. TN 15 to resist paralyzation for 6D
rounds; on a Critical Failure the target's heart seizes and they die.
Requires a Wound to introduce, 10 doses/stinger, takes 1 week to
grow a stinger back).
Special Abilities: Flight (SPD 15).
Armor: Armored exoskeleton PR 1(3) per location.
Manraks are extremely aggressive. They are
attracted to movement and are easily provoked;
they’ll attack much larger creatures even if
greatly outnumbered. The sting of a manrak
contains a virulent toxin that can cause paral-
ysis in just a few moments. The creature’s
internal venom-sacs contain enough poison for
ten or more stings—enough to paralyze even
large predators such as behemoths and scourge.
Far worse, the sting of a female manrak often
contains a number of tiny eggs. Over time,
MANRAK
Manraks are a species of winged insectoids that
these eggs grow into larvae that devour the host
creature’s internal organs, resulting in a slow
and excruciatingly painful death.
can be found in many places throughout the Manraks build hives from a tough, fibrous
continent. They are roughly humanoid in form, substance, made by scraping the bark of trees
but are covered in tough exoskeletal plates and mixing it with a substance that they exude
lined with rows of sharp spines. Fully grown, from their saliva glands. To produce this sub-
an adult can stand over six feet in height and stance, manraks must have access to water;
have a wingspan in excess of 20 feet. They have hence, the creatures are almost never found in
pincer-like jaws set in a demonic visage, with deserts, and the presence of a manrak is usually
clawed appendages and a flexible abdomen indicative of water somewhere nearby. Manrak
terminating in an extensible, four foot-long hives can contain up to a dozen adults, usually
stinger. divided evenly between males and females.
174 TALISLANTA: THE SAVAGE LAND
Manth
Scale: 3 (Large)
CHA 2D DEX 3D INT 3D+1
Command 4D Escape 5D Language (all but
Diplomacy 4D+2 Sabotage 4D Archaen) 5D+1
Stealth 5D
PER 3D+2 STR 3D WIL 2D+2
Hunting 5D+2 Unarmed Combat 5D
Primitive Traps 5D
SPD: 9 Luck: 2
Encountered: Typically one, but up to five or six may congregate for
mating—which involves a contest to see which manth can be the
most clever in harassing its victim.
Attacks/Damage: Bite 3D+2 (STR+2). Claws 4D (STR+1D).
Special Abilities: Night Vision. Mimic any sound or voice.
Armor: None.
MANTH
Manth are a strange, insidious species of human-
oids found in forests, jungles, and certain parts
of the Wilderlands and Wastelands. They have
pointed ears, a wide mouth filled with two rows
of exceedingly sharp teeth, and narrow, yellow
eyes that glow in the dark. Their bodies are burst into peals of insane laughter, or emit a
covered with coal-black fur, with a shock of wiry baneful howl (hence the other name for these
hair running from the center of the forehead creatures, Babbling Howlers).
over the skull and down the neck to the middle Manth seem to enjoy taunting and terroriz-
of the creature’s back. ing their prey, and may stalk, torture, and toy
Standing about six feet in height, manth are with an intended victim for hours, or even days.
lithe and agile creatures, capable of startlingly When a manth tires of its antics, it may sud-
swift movement. Both their hands and feet have denly kill its victim and hang its corpse from a
retractable claws, which when extended can tree, eat it alive, maim it in some way, or simply
measure up to eight or nine inches in length. leave the wounded victim behind and wander
These claws are like knives, and can be used for off in search of fresh prey.
stabbing, cutting, or slashing. They also allow Both the Imazi and Shaka tribes attack
manth to climb with great rapidity and scale or manth on sight. If manth tracks are discov-
hang suspended from just about any surface. ered, Shaka will even abandon a hunt to track
According to who is asked, manth are blood- and kill these creatures, putting the heads of
thirsty monsters, merciless hunters, sadists, slain manth on spikes and leaving them as a
demon-spawn, evil forest-spirits, or all of warning to others of their kind. Manth enjoy
the above. They are apparently able to speak eating the leaves and pollen of the black lotus,
in tongues, and flawlessly mimic voices and which may in part explain the horrific and
animal sounds. At times manth may gibber, chaotic behavior of these creatures.
chapter five: bestiary 175
Megalodont
MEGALODONT
Megalodonts are a species of immense, quadru-
Scale: 4 (Huge)
pedal herbivores that roam the Wastelands in CHA 1D DEX 1D+2 INT 1D
herds of up to twenty or thirty males, females, Escape 2D+2
and young. Ten to twelve feet high at the
shoulder, an adult megalodont can weigh up to PER 3D STR 5D+1 WIL 5D
six tons. These powerfully-built creatures are Unarmed Combat 6D+1
protected by thick, scaly hide and an armored
SPD: 5 Luck: 0
skull sporting as many as seven horns.
Though they appear placid and slow-moving, Encountered: Up to two dozen males and females, plus another
dozen young.
megalodonts can be very dangerous if provoked
or startled. The male are especially aggressive, Attacks/Damage: Tail/Kick 5D+1 (a success merely results in a
knock-down, a critical success results in normal damage). Ram 6D+1
particularly when protecting their females and
(STR+1D). Trample 5D+1 (Area of Effect).
young. Encroachment into a bull megalodont’s
Special Abilities: Tough (+1 Wound)
territory often leads to swift and unpleasant
consequences, a fact that can be attested to by Armor: Thick hide Body PR 1(3), underbelly PR 1(1).
many an incautious caravan driver or drayman.
A stampeding herd of megalodonts is well able other large steeds. Megalodont meat is tough
to destroy almost anything in its path, and only and gamey, however, and most tribes only eat it
the strongest stone fortifications can withstand if nothing better is available.
such an onslaught.
Megalodonts are sometimes hunted for their
hide, which is tough and durable. Their horns
are used for making armor for war-beasts and
176 TALISLANTA: THE SAVAGE LAND
Necrophage
Scale: 2 (Medium)
CHA 1D DEX 2D+2 INT 2D+2
Escape 4D+2
Stealth 3D+2
PER 3D STR 3D+2 WIL 3D+1
Hunting 4D Unarmed Combat 4D+2
SPD: 7 Luck: 0
Encountered: Varies. Lone creatures are not uncommon, but it is
easily possible to discover recently destroyed villages or towns
swarming with a hundred of these creatures. Note any scale
bonus from a swarm of these creatures, plus being grappled and
overwhelmed, turns Bite damage into Area of Effect damage as the
creatures rend flesh from all over the target.
Attacks/Damage: Bite 4D+1 (STR+2, STR vs. TN 15 to resist corpse-rot
from bite, must inflict a Wound to introduce). Claws 4D+2 (STR+1D, STR vs.
TN 10 to resist corpse-rot from Claws, must inflict a Wound to introduce).
Special Abilities: Resistant to mundane weapons Can only be killed
with fire, enchantment or silver weapons (but they can be chopped
up with normal weapons, healing 1 wound per day).Night Vision.
Detect scent of carrion or bones (2-mile range).
Armor: None.
NECROPHAGE
Necrophages are undead humanoids that stand
between five and six and half feet tall, with a
stoop-shouldered posture and a gaunt, cadav-
erous appearance. Their features are desiccated
and horribly wrinkled, and their bodies are
wrapped in strips of tattered cloth, rags, or veils.
Necrophages have keen senses, apparently
able to sense dead or decaying flesh across great
distances. No tomb or gravesite is safe from If encountered in large numbers, necrophages
these creatures, who feed indiscriminatingly are capable of swarming and engulfing their
on fresh or ancient corpses, skeletal remains intended victims. In such cases, the defender
or, when available, the living. Unintelligent has to fight their way out of the mass of undead
and slow-moving, necrophages are most dan- (the defender rolls to attack, and keeps rolling
gerous when found in large numbers. Nests as long as he doesn’t miss. If he causes a total
of these horrid creatures can sometimes be of 50 points of damage, he breaks free of the
found packed together in tombs, or wander- necrophages. If not, the necrophages grab the
ing through underground regions in search of unlucky victim; if not saved right away, the
buried corpses or ancient crypts. The bite of a victim is dragged down and devoured).
necrophage can cause any number of diseases
and afflictions, including corpse-rot.
chapter five: bestiary 177
Nightgaunt
Scale: 2 (Medium)
CHA 2D DEX 3D INT 3D
Diplomacy 4D Escape 5D Spoken Primal 5D
Stealth 4D
PER 3D+1 STR 2D+2 WIL 3D+2
Hunting 4D+1 Unarmed Combat 4D+2 Influence Emotion 4D+2
SPD: 8, Fly 12 Luck: 0
Encountered: Nightgaunts typically hunt alone, but a nest of them
could have a up to a dozen creatures.
Attacks/Damage: Bite 3D (STR+1, blood loss takes 1D rounds and
results in 1 Wound, STR vs. TN 10 to resist blood-fever disease—a
Called Shot for soft tissue can avoid doing an initial damage test).
Claws 3D+1 (STR+2).
Special Abilities: Flight (SPD 12, +2D Stealth).Charming Song
(Influence Emotion vs. WIL to resist, Failure results in 1D hours under
partial control of the Nightgaunt).
Armor: Leathery hide, PR 1(1) torso and legs only.
to charm victims by speaking to them, whisper-
ing in an eerie, hollow-sounding voice.
Individuals who fail to resist this crude but
effective form of primitive magic passively
allow the nightgaunt to feed on them. Holding
the victim in its cold embrace, the nightgaunt
drinks its fill of blood, but leaves the victim
alive so that it can return on the following
evening and feed again.
Victims of a nightgaunt’s attack usually fall
NIGHTGAUNT
Nightgaunts are eerie, bat-winged human-
asleep afterwards, and awaken the next morning
as if nothing happened. A careful inspection of
the victim’s neck may reveal a line of tiny pin-
oids who lair in caves and cliff-side warrens, pricks, but other than that, there are no physical
typically high above in the mountains. signs of an attack. The victim may feel slightly
Cadaver-thin and dark as night, they tired, and if the nocturnal attacks continue, she
have deep-set eyes, razor-sharp claws and will grow weaker by the day. If the attacks are
needle-like fangs, which they use to drink the not stopped, the nightgaunt eventually kills its
blood of living creatures. victim and moves on to fresh prey.
Nightgaunts emerge from their caves after Nightgaunts are intelligent and able to con-
sunset, gliding silently across the night skies in verse in Primal. If coerced they may be forced to
search of prey. When they spot a likely victim, provide information about the areas in which
they descend and quietly approach, keeping to they hunt. However, for obvious reasons, only
the shadows. When in hearing range, night- those who are immune or highly resistant to
gaunts uses a most uncanny talent: the ability magic should attempt such an action.
178 TALISLANTA: THE SAVAGE LAND
ogriphant
OGRIPHANT
Ogriphants are massive quadrupeds native to
Scale: 5 (Massive)
the forests and jungles of northern and western CHA 2D+2 DEX 1D+2 INT 1D+2
Talislanta. The largest of these creatures can Escape 2D+2
stand over thirty feet high at the shoulder and
weigh in excess of ten tons. Ogriphants have PER 2D+1 STR 6D WIL 3D+2
few natural enemies; with their long tusks, Unarmed Combat 7D
horns, and great body mass, they are more than
SPD: 6 Luck: 0
capable of defending themselves against even
the largest predators. Encountered: up to ten can be found herding in the wild, typically less
than half are young. Larger herds have not been seen since the Fall.
The Umar have attempted to domesti-
cate the ogriphant, with mixed success. The Attacks/Damage: Tusks 8D (STR+2D). Trample 6D (Area of Effect).
Trunk 6D (grapple or knock-down).
creatures are surly by nature, and difficult
to control. When trained for war and out- Special Abilities: Tough (+1 Wound)
fitted with spiked armor and wooden battle Armor: Thick Hide PR 1(2) per location
towers, ogriphants can be used as living
siege engines. Wild ogriphants are very A larger, shaggy-haired version of the ogri-
aggressive, especially when protecting their phant dwells in the far northern climes of
young. In such cases, a single adult male or Talislanta. The wooly ogriphant, as it is called, is
female will attack scourges or behemoths, valued for its horns and hide, but are even more
even if greatly outnumbered. foul-tempered than their smaller relatives.
chapter five: bestiary 179
oryx
Scale: 1 (Small)
CHA 3D DEX 3D INT 1D+2
Escape 5D
Stealth 4D
PER 3D STR 3D WIL 3D+1
Hunting 5D Unarmed Combat 5D
SPD: 5, Fly 15 Luck: 0
Encountered: 1-2.
Attacks/Damage: Peck 2D (STR-1D). Claws 4D (STR+1D).
Special Abilities: Flight (15, +2D Stealth). Precise (Called Shot is +5
TN instead of +10).
Armor: None
ORYX
Among the few avian species to survive the
Fall, oryx can be found throughout most parts
of the continent except the Black Desert and
the frozen reaches of the Darklands. There are
many varieties, each known by the color of its
plumage; i.e. red oryx, blue oryx, green oryx,
and black oryx, to name just a few. All are small
and lightweight, with wingspans averaging just
a foot or two in length
Oryx are aggressive hunters that primarily
prey on insects and small animals, but may also
go after larger prey; flocks of oryx have even
been known to attack humanoids when food is
scarce. In such instances, these graceful-looking
creatures become extremely dangerous.
Oryx can be trained and kept as pets. They
eat parasites and insects of various types, but
get cranky if not fed regularly. Oryx flesh is
edible, if not particularly flavorful. Their bright
plumage is used to fletch arrows, and is valued
in some regions as a trade good.
180 TALISLANTA: THE SAVAGE LAND
Rath
Scale: 2 (Medium)
CHA 2D DEX 2D+2 INT 1D+2
Command 4D Escape 4D+2
Stealth 4D+2
PER 4D+1 STR 6D WIL 4D
Hunting 6D+1 Unarmed Combat 8D
SPD: 10 Luck: 0
Encountered: Most hunt alone, but on occasion a second or third
may catch the trail of the same prey. If the prey is small, they will
intimidate the others away from their kill. There has been no record of
Rath fighting one another.
Attacks/Damage: Savage bite 7D+1 (STR+1D+1). Thick claws 7D+2
(STR+1D+2).
Special Abilities: Track by scent. Smell living creatures (7-mile radius).
Armor: Thick metallic scales PR 1(4) on each location
RATH
Raths may be the most feared predators in all
of the Savage Land. These frightening bipedal
creatures stand up to eight feet tall and have
claws and fangs capable of slicing through the
toughest hide, bone, and even non-magical
metal armor. Raths roam the eastern barrens
of the Wastelands to the Volcanic Hills and the
Black Deserts. They never sleep, but stalk the
desert sands by day and night, hunting for food.
Raths are eyeless, but possess highly attuned
senses of hearing and smell. They can detect
the scent of most living creatures at distances raths on occasion, but for a different reason.
of up to several miles. Raths are always hungry, Among the Shaka, great honor is accorded to
and must feed every day. Once they catch a any hunter who kills one of these fierce preda-
creature’s scent, they follow it relentlessly until tors, the claws and fangs of which are prized as
they have succeeded in taking down the unfor- trophies of the hunt.
tunate victim. Raths consume their kills in their
entirety—blood, flesh, bone, and hide. As such
they don’t need water, taking what moisture
they require from the carcasses of their victims.
The rath’s body is protected by a coat of shiny,
black, interlocking, circular scales that are as
tough as red iron. Some have attempted to
hunt raths for their sequins, usually with tragic
consequences. The Shaka are known to hunt
chapter five: bestiary 181
Reincarnator
Scale: 2 (Medium)
CHA 2D DEX 3D+2 INT 4D+2
Command 6D Combat, Ranged 5D+2 Lore (any two) 6D+2
Escape 4D
Stealth 6D+2
PER 4D+1 STR 2D+2 WIL 3D+2
Hunting 5D+1 Unarmed Combat 4D+2 Curse/Remove Curse 5D+2
Combat, Melee 5D Primitive Enchantment 5D+2
SPD: 8, Fly 10 Luck: 5
Encountered: Rarely more than one.
Attacks/Damage: Energy drain 3D (Ranged 30', ignores all non-magic
armor). They may be armed with any melee weapon they find.
Special Abilities: Possession (5D+2 vs. WIL to resist. Critical failure
results in the immediate destruction of the victim's soul).Flight (SPD
10). Pass through solid matter at will. Harmed only by enchanted
weapons
Note: They gain the physical attributes and body of the target they
possess, keeping their mental abilities and Energy Drain. Abilities
like Flight and the ability to pass through walls are not available and
using Possession again results in leaving the current body—which
dies if the soul has been wholly destroyed. This happens after the
possession lasts more days than the target has +1’s in WIL, therefore,
a target with 2D+1 WIL will last 7 days before being forever lost. Some
shamans maybe able to exorcise the creature, typically with a TN 25
Remove Curse, but the ritual takes at least a day (often 2-3) and it is
typically easier to trick the Reincarnator into leaving the body.
Armor: None naturally, but they use the armor of a possessed host.
Once inside the chosen host, the reincarnator
REINCARNATOR
A powerful and malign form of disembodied
latches on to the victim’s spirit, using it as a
source of energy and sapping its will. When it
has taken over, the reincarnator then adopts the
spirit, reincarnators are said to be the cursed persona of the soulless victim until such time as
spiritforms of the Torquar; a cabal of black it chooses to move on again.
magicians who, in the time before the Fall, Some say that the stories of reincarnators
once ruled a dark empire that spanned much are just superstition, and that these entities are
of the continent. According to legend, before nothing more than disembodied spirits. The
they died the Torquars entered into a cursed mysterious folk known as Warloks, who were
pact that prevents their spirits from ever being created to hunt and kill sorcerers, disagree.
claimed by Death. So it is that these malign They claim that these entities are indeed the
spirits are able to return time and time again, to cursed spirits of Torquaran wizards, and some
walk amongst the living. continue to hunt these malignant entities to
Reincarnators possess the ability to possess the present day.
the physical form of any type of living creature.
182 TALISLANTA: THE SAVAGE LAND
Rhast
RHAST
Rhasts are large insects found throughout
Scale: 0 (Tiny)
much of the continent, and can grow up to CHA 2D DEX 4D INT 1D
a foot long. They have six spiny legs, a tough PER 4D STR 3D WIL 3D
carapace, and a mouth filled with rows of sharp
fangs and grasping mandibles. Reviled by nearly Hunting 5D Unarmed Combat 4D
all tribes, rhast swarms pose a threat to most SPD: 8 Luck: 0
forms of plant and animal life. They are the Encountered: A swarm is typically two to three hundred individuals,
ultimate scavengers, capable of consuming but swarms have been known to combine into masses of thousands.
almost anything in their path, including grasses, They often break up after a few days, when food is too scarce to
trees, wood or leather goods, vermin, and even support their numbers or if presented with an obstacle like a firewall.
creatures as large as Grazers. Attacks/Damage: Bite 3D+2 (STR+2).
Imazi herders are particularly wary of rhasts, Special Abilities: Swarm; the swarm can attack as a unit, using their
swarms of which can cause extensive damage numbers to increase their effective scale value, see Page 16.
to their animals and to already-scarce supplies Thus 10 to 30 Rhast attack as scale 1, 31 to 200 attack as scale 2,
of fodder. Whenever a swarm appears, they etc. If their effective scale exceeds that of the target their damage is
prepare flaming torches to drive off the insects considered Area of Effect. The swarm doesn’t take damage as a unit,
with smoke and fire. They also hunt and destroy unless Area of Effect attacks are used, so attacking them only kills a
clutches of rhast eggs, which the female insects single creature at a time).
deposit in shallow holes dug into the soil. Armor: Carapace PR 1(2) body and head only.
Both Boglins and Thrax consider rhast a deli-
cacy. They prepare the insects by roasting them
alive in their shells and scooping out the soft,
cooked remains.
chapter five: bestiary 183
Sand Dragon
SAND DRAGON
A species related to the kra, these frightening
Scale: 5 (Massive)
serpentine monsters are usually found only in CHA 1D DEX 2D INT 1D
the Black Desert region. Sand dragons begin PER 3D+1 STR 6D WIL 4D+2
life as eyeless larvae, contained in sac-like eggs
deposited by the female in underground caves Hunting 4D+1 Unarmed Combat 7D
or deep sand dunes. Over the course of six SPD: 4, Burrowing 8 Luck: 0
years, the larva slowly metamorphoses until the Encountered: Rarely more than one.
mature sand dragon finally emerges: a black- Attacks/Damage: Bite 8D (STR+2D).
scaled, serpentine monster one hundred feet Special Abilities: Burrowing (SPD 8). Swallow (on a Bite or Charge
or more in length, with a mouth full of rows of attack, a critical success results in the target being consumed whole
curved fangs and a voracious appetite. and the victim sustaining 1 wound per round until dead. The Target
Sand dragons are relentless predators that must be at least 2 scale smaller for this effect to work).
attack practically anything that moves, includ- Armor: Segmented plates PR 1(-), all locations except the maw.
ing humanoids, conveyances, and even such
fierce predators such as raths. They move easily
through or under the sand, leaving faint trails The Ra tribes bear a special hatred for sand
in their wake, only noticeable to skilled trackers dragons, which they refer to as “the scourge of
and experienced desert-travelers. Often these the desert”. Conversely, certain Azraq tribes are
traces are the only sign that a sand dragon is known to travel to the Black Desert just to hunt
near, until the creature bursts forth from below sand dragons for their glossy black scales and
and attacks. Kasir traders are said to be able to fangs, as well as their succulent flesh.
read these traces, and use them to predict the
movements of these monsters.
184 TALISLANTA: THE SAVAGE LAND
SATADA
The Satada are an ancient race of human-
oids that some believe are the oldest-known
ancestors of the Drakken. These bipedal
creatures stand up to seven feet tall, and can
weigh up to 500 pounds. Satada have a thick,
muscular frame, and scaly brown hide aug-
mented with exoskeletal armor plates that
protect the chest, shoulders, elbows, knees,
and skull. Their natural weaponry includes a
long, whip-like tail, a mouth lined with fangs,
and clawed appendages.
According to ancient legends, the Satada
ruled much of the continent long ago. The rise
of the Drakken Empire resulted in the near-ex-
tinction of the species. The surviving Satada
went underground, where they remained until
the time of the Fall. With the Drakken and
Archaen Empires now in ruins, the Satada
have returned to the surface, seeking to once
again establish themselves as a power to be
reckoned with.
Bands of Satada can now be found through-
out many parts of the continent, from the Dead
Forest to the Wastelands. Unlike most tribes,
they often travel underground, following an
extensive maze of subterranean tunnels that
is said to underlay much of the known lands
and even beyond. It’s said that the Satada know Satada
more about the subterranean realms than even Scale: 2 (Medium)
the Undermen, who fear these creatures and
give them a wide berth. CHA 1D DEX 3D INT 2D+1
Satada possess no knowledge of metal-work- Command 3D Escape 4D Subterranean Lore 4D+1
ing; left to their own devices, they are only able
to make crude blades of bone or obsidian. For PER 3D+1 STR 4D WIL 3D+1
this reason the Satada covet iron weapons, and Hunting 4D+1 Unarmed Combat 5D
go to great lengths to scavenge them from bat- Combat, Melee 5D
tlefields or steal them from other tribes.
SPD: 9 Luck: 0
Satada speak an ancient variation of the
Encountered: 5-12
Primal tongue, but are primitive and possess
Attacks/Damage: Bite/Claws 4D+2 (STR+2), Tail 4D (Success results
limited intelligence. They recognize no other
in a knock-down, a critical success results in normal damage);
creatures as kin, and regard all other species as
additionally many Satada are armed with a variety of weapons.
enemies, to be slain and eaten.
Special Abilities: Night Vision
Armor: Scaly hide PR 1(2) per location
chapter five: bestiary 185
Scourge
SCOURGE
Scourges are ferocious quadrupedal predators
Scale: 3 (Large)
that can stand up to six feet tall at the shoul- CHA 2D DEX 3D INT 1D+1
der and weigh over a thousand pounds. They Escape 4D
are fearsome-looking creatures, all muscle and Stealth 4D
sinew, with serrated fangs and claws and a
PER 2D+2 STR 5D WIL 3D+2
tough exoskeleton augmented with spikes and
bony plates. The scourge’s primary weapon Hunting 4D+2 Unarmed Combat 6D
is its long tail, which is segmented and lined
SPD: 10 Luck: 0
with twin rows of blade-like spines. Used like a
Encountered: One to six adults.
war-whip, a scourge’s tail can tear through the
Attacks/Damage: Tail 6D+2 (STR+1D+2, knock-down on a critical
toughest hide and leave terrible, jagged wounds.
success). Bite 6D (STR+1D).
Scourges typically hunt alone or in small
Special Abilities: None.
packs of up to five or six adults. In greater
numbers, they are known to turn on each other Armor: Thick hide PR 1(3) location.
to reduce the competition for food. Scourges
are well adapted to a predatory existence. of these predators can quickly decimate a small-
They’re fast enough to chase down a catdrac, sized herd. Kasiran beast-handlers and Imazi
and strong enough to bring down a land lizard. herders despise scourges, and have been known
However, these creatures tend to be lazy, and to put a bounty on these predators to help keep
generally prefer easier prey, such as wild or their herds safe.
domesticated herd animals. Fierce though they may be, scourges by no
Scourges have ravenous appetites, and a pack means sit at the top of the Savage Land food
186 TALISLANTA: THE SAVAGE LAND
chain. Behemoths attack scourges to drive Shadowarrior
them from their territories, and wild war beasts Scale: 2 (Medium)
sometimes hunt them for food. Among human-
oids their primary enemies are the Shaka, who CHA 2D+2 DEX 3D INT 2D+2
hunt the predators for food, trophies, and to Command 5D+2 Combat, Ranged 5D Any two skills 3D+2
test their skill as hunters. Escape 4D
PER 3D STR 3D+2 WIL 3D+2
SHADOWARRIOR
The battlegrounds of the Savage Land are
Hunting 4D Unarmed Combat 5D+2 Beast Handling 5D
Combat, Melee 5D+2
haunted by the spirits of countless warriors SPD: 8 Luck: 4
slain in battle over the centuries. Though the Encountered: Varies. If a Shadowarrior is hunting down living
souls of most of the fallen went on to the spirit enemies typically they do it alone or with those they have slain
world, many were trapped in the mortal realm along the way. On an ancient battlefield it is possible to meet many
and became the spectral entities known as hundreds of these creatures.
shadowarriors. Attacks/Damage: Spirit Weapons 4D+2 (ignores normal armor, does
In appearance, shadowarriors resemble spiritual wounds that are applied to WIL instead of STR in terms of
dark and ghostly versions of their former, determining penalties and death. Spiritual wounds can’t be healed
mortal, selves: fully arrayed for battle, wielding normally, only through time and rare Primitive Enchantments).
shadowy weapons and mounted on spectral Special Abilities: Immune to normal weapons (harmed only by silver
steeds. Some shadowarriors are the shades of or enchanted weapons). Susceptible (Strong Light, penalty of -1D to
races that died out long ago, while others hail -2D to all actions, may retreat if the light is from an enchanted source).
from more recent historical periods. Spirit Drain (a successful attack against a living creature heals 1
Unseen by day, armies of shadowarriors rise wound of the Shadowarrior, 2 wounds on a critical success).
up from the ground after dark. Most re-en- Armor: PR 1(3) against spiritual attacks, none against enchanted or
act the battles they fought long ago, fighting silver weapons.
chapter five: bestiary 187
Shadowitch
Scale: 2 (Medium)
CHA 2D DEX 3D INT 4D+2
Barter 4D Escape 4D Any three skills 5D+2
Command 4D Stealth 5D
PER 3D+2 STR 3D WIL 4D
Hunting 4D+2 Unarmed Combat 5D Curse/Remove Curse 6D
Combat, Melee 4D Any two skills 5D
SPD: 8 Luck: 6
Encountered: Rarely more than one.
Attacks/Damage: Draining Touch 3D (ignores normal armor, does
spiritual wounds that are applied to WIL instead of STR in terms of
determining penalties and death. Spiritual wounds can’t be healed
normally, only through time and rare Primitive Enchantments).
Special Abilities: Evil Eye (Curse vs. WIL, results in a -1D penalty to
one attribute that increases by -1D per day for three days, the effect
produces a visible change such as withering physically).Immune
to normal weapons, Harmed only by silver or enchanted weapons.
Susceptible (Strong Light, penalty of -1D to -2D to all actions, may
retreat if the light is from an enchanted source). Draining Touch
(a successful attack against a living creature heals 1 wound of the
spectral versions of the same enemies they Shadowitch, 2 wounds on a critical success).
fought in life. Others simply wander ancient Armor: None
battlefields, reminiscing on days past or mourn-
ing the loss of their former comrades.
While shadowarriors seldom pay any heed
to the living, mortals who wander into an
SHADOWITCH
Among the superstitious tribes of the Savage
area haunted by these entities attract their Lands, few things are more feared than a shad-
attention, and may be attacked. This is espe- owitch: the spirit of a witch or shaman that has
cially likely to happen to those who are foolish returned from the dead. These noncorporeal
enough to look into the eyes of a shadowarrior, entities resemble shadowy versions of their
or those who are related in some way to the former, mortal selves, but with distorted fea-
ancestral enemies of a shadowarrior’s clan; it is tures and faintly glowing eyes. They are never
not unknown for shadowarriors to return from seen by day, but at night are said to wander the
the dead to hunt down the living ancestors of land looking to prey on the living.
those who killed them in battle. Shadowitches feed on the life force of
Although they are noncorporeal, shadowa- living creatures. They can drain a living crea-
rriors can do harm to living creatures. Their ture’s essence (HP) simply by touching them.
attacks don’t cause physical wounds, but cause Shadowitches rarely use this ability to kill; they
spirit-damage (similar to HP damage). Any living prefer to leave their victims weakened but alive
creature whose spirit is “slain” becomes a shad- so that they can feed on them again, or on their
owarrior, a condition for which there is no cure. friends and companions. They are said to be
Shadowarriors can only be destroyed by silver or drawn by strong magical emanations, which
magical weapons. Once slain in this manner, their they can sense at great distances.
spirits can finally move on to the next world. Shadowitches have the same primitive magical
188 TALISLANTA: THE SAVAGE LAND
capabilities that they had in life, but don’t require Snipe
rituals to cast spells; they need only utter the Scale: 2 (Medium)
words associated with the ritual to achieve the
desired effect. Shadowitches also possess the CHA 3D+1 DEX 2D+2 INT 4D
ability to curse any living thing merely by gazing Barter 4D+1 Escape 4D+2 Engineering (Basic) 5D
into its eyes, known as the Evil Eye. Diplomacy 5D+1 Stealth 3D+2 Lore (any one) 5D
Shadowitches can be harmed only by silver,
PER 4D STR 2D+2 WIL 3D
magic weapons, and certain types of rituals and
enchanted items intended to ward or dispel the SPD: 4, Mud Burrowing 10 Luck: 0
undead. The Kasir tribes greatly fear the evil eye, Encountered: At first only one will investigate an approaching
and wear fetish masks and other types of charms stranger, but if it determined to be safe (and interesting), any number
and talismans to protect themselves; the first of snipe eye and mouth stalks may appear from the mud to converse.
thing a Kasiran mother does after giving birth is They live in mud colonies that contain up to 100 individuals.
place a talisman about the neck of her baby. The Attacks/Damage: Pitfall (Use Engineering (Basic) skill, traps the
Imazi teach their children to avoid looking at target for 1D rounds, +1D on a critical success, target can use Escape
shadows of any kind, fearing that one may turns at TN 15 to extricate themselves from the mud pit, but a critical failure
out to be a shadowitch in disguise. may result in drowning)
Special Abilities: Mud Burrowing (SPD 10). Speak in tongues.
SNIPE
Immune to magic.
Armor: Thick shell 1(-), doesn’t protect underbelly, but that is
Snipes are a highly intelligent species of normally submerged in mud
mollusk native to the bogs and marshes of
Talislanta. Their shells, which can measure up They are burrowers by habit, and seldom
to five feet in diameter, are constructed of con- emerge from the mud and mire in which
voluted spirals of glistening calcinate. they dwell; but when they desire to commu-
Snipes are possessed of an insatiable curiosity. nicate with surface-dwellers, they extend an
chapter five: bestiary 189
Spectre
Scale: 2 (Medium)
CHA 2D+1 DEX 2D+2 INT 3D
Escape 4D
Stealth 4D+2
PER 3D+2 STR 3D WIL 3D
SPD: 8 Luck: 4
Encountered: Rarely more than one.
Attacks/Damage: Spectral claws 3D+2 (ignores normal armor, does
spiritual wounds that are applied to WIL instead of STR in terms of
determining penalties and death. Spiritual wounds can’t be healed
normally, only through time and rare Primitive Enchantments).
Special Abilities: Frightful visage (WIL vs. TN 20 or be paralyzed for
1D (WILD) rounds). Night vision. Immune to weapons (harmed only
by silver or enchanted weapons). Vulnerable (charms, talismans
and masks designed to ward them off, PER vs. 15 resistance roll by
the Spectre, if failed the creature ignores the target, a critical failure
causes the creature to flee).
Armor: None.
SPECTRE
Called spirit-vampires and soul-eaters by the
Imazi, these hostile wraiths feed on the souls of
living creatures. So frightful-looking are these
ghostly entities that the mere sight of a spectre
can cause other living creatures to freeze in fear
(save against Wisdom or succumb to fear).
eye/mouth stalk some three feet above the Their non-corporeal claws cause no visible
surface. They speak many languages, and can wounds, but each attack tears away a piece of
converse with all manner of living organisms. the victim's soul. If the spectre devours a vic-
With their eye/mouth stalks poked above the tim's entire soul, the victim becomes a haunted,
ground, snipes see and hear most everything soulless thing, with no volition of its own.
that occurs in their territories, and happily Unless the victim's spirit is retrieved, death
relate all that they know. They expect news in usually follows within seven days.
return, however, and won’t give information Soul-jars afford protection against spectres,
unless this consideration is met. whose claws can’t penetrate these protective
In spite of their awkward-looking bodies, enclosures. Kasiran fetish-masks and talismans,
snipes are surprisingly swift. They are able to and Imazi totems and facial tattoos can confuse
move through mud as fish swim through water, a spectre and deter it from attacking (roll against
and can withdraw their eye/mouth stalks into the spectre's Perception, DC 15). Being immune to
their shells in the blink of an eye. While snipes fear, Vandar never freeze in a spectre's presence;
are not violently inclined, they will tunnel however, they are still susceptible to the spectre's
beneath creatures who mean them harm, creat- spirit-attack. Only Warloks, who have no souls,
ing cave-ins and pitfalls. are truly immune to the attacks of these entities.
190 TALISLANTA: THE SAVAGE LAND
Strider
STRIDER
Striders are bipedal, reptilian creatures that can
Scale: 3 (Large)
be found throughout the Wastelands, Volcanic CHA 2D+2 DEX 3D+1 INT 1D
Hills, and parts of the Wilderlands. They stand Escape 5D+1
seven to eight feet in height, and have pow-
erful hind legs, short grasping forelegs, and a PER 3D STR 5D WIL 3D+2
long tail. Tough scaly hide, studded with spines Hunting 4D Unarmed Combat 6D
along the head and neck, provides some protec-
SPD: 14 Luck: 0
tion from predators. Their front and rear claws
are sharp, and they are capable of delivering Encountered: In the wild a group of two to eight Striders are common.
Larger packs have been sighted, but only near very large prey and
a nasty gash. However, the primary defense
seldom do they remain together for long.
mechanism of the strider is speed.
Attacks/Damage: Bite 6D (STR+1D). Talons 6D+2 (STR+1D+2). Tail 5D (a
Striders are swift afoot, and are not impeded by
success merely results in a knock-down, a critical success results in
most types of rough and rocky terrain. They are
normal damage).
very agile, and can outrun most large and medi-
Special Abilities: None.
um-sized creatures, including war-beasts, catdrac,
Armor: Scaly Hide PR 1(2) per location.
and lopers. In the wild, striders survive by eating
smaller creatures such as hoppers and vores, and
by scavenging the remains of carcasses left behind strong enough to easily carry riders of medium
by larger predators. The creature’s long neck and stature, such as Shan, Viragos, Reavers, and
narrow cranium allows it to snatch small prey Kasir. However, they can’t carry larger human-
from crevices, holes, and burrows. oids like Vandar or Umar. Azraq sometimes
Unlike lopers, striders can be tamed and used use striders as mounts, but only if lopers are
as steeds. If treated well and fed regularly, they scarce—they prefer to use striders for food.
make loyal and dependable mounts. Striders are
chapter five: bestiary 191
Tarkus
TARKUS
Tarkus are fierce carnivores believed to have
Scale: 3 (Large)
once been bred by the ancient Archaens to CHA 2D+1 DEX 3D INT 1D+2
serve as guard and hunting animals. Fully Escape 4D+2
grown, they measure about seven feet long and Stealth 5D
four feet at the shoulder. Tarkus have powerful,
PER 4D STR 4D WIL 3D+2
fanged jaws that enable them to lock onto prey
with an almost unbreakable grip. The creature’s Hunting 6D Unarmed Combat 6D
muscular frame is well-armored with a combi-
SPD: 11 Luck: 0
nation of thick hide, fur, and tough exoskeletal
Encountered: Normally one, but mated pairs are not uncommon. They
plates that run along the creature’s back and
are territorial, but seldom fight each other. In fact, at the meeting of
down its tail. two, or more, territories they may attack a herd of animals individu-
After the Fall, many tarkus escaped into the ally and take advantage of the chaos the others create. If a party, or
wild, where they thrived as highly efficient herd, is very large they attack at the perimeter and drag away prey.
predators. They can now be found throughout Attacks/Damage: Bite 6D (STR+2D, grappled on a critical success).
the Wastelands and Junglelands, as well as the Claws 5D (STR+1D).
Volcanic Hills. Special Abilities: Track by scent. Night vision.
Armor: Exoskeletal plates PR 1(-) on back; Thick Fur PR 1(1) all other
locations.
192 TALISLANTA: THE SAVAGE LAND
Vennin
VENNIN
Vennin are bright crimson, serpentine crea-
Scale: 1 (Small)
tures with strangely-sinister features replete CHA 2D DEX 3D INT 1D+2
with horns and a forked tongue. The Imazi call Escape 5D
them devil-snakes, and for good reason: though Stealth 5D
vennin average a mere 10-12 inches in length,
PER 3D+1 STR 2D WIL 3D
these creatures are among the most poisonous
of all known lifeforms. Hunting 4D+1 Unarmed Combat 4D
Vennin ooze a deadly toxin that is odorless and
SPD: 6 Luck: 0
almost impossible to detect. Anything a vennin
Encountered: Typically one, but if a traveler should be unlucky
touches or rubs against becomes tainted with
enough to fall into a nest of the creatures they can number in the
this substance, which acts like a powerful and hundreds.
insidious contact poison. Exposure to even a tiny
Attacks/Damage: Bite 2D+2 (STR+2, Poison, 3D for 5 rounds, requires
amount of vennin toxin is sufficient to cause either a wound or a Called Shot to soft tissue; a critical success
dizziness; or, in slightly larger doses, terrifying results in an additional 2 rounds of poisoning due to an efficient
hallucinations. The creature’s bite invariably introduction of the poison).
leads to death, typically in just a few seconds. Special Abilities: Poison skin (contact with the skin of a vennin,
Vennin poison is highly valued as a trade without protective gloves or clothing of some kind, results in 1D
good by the Thrax. They go to great lengths to damage and 2D rounds of sickness and even hallucinations, incur-
obtain this substance, which is used to make ring a -2D penalty to all skill checks).
blade-venoms, as well as a rare and costly anti- Armor: None.
dote for vennin-poisoning, which only Thrax
know how to concoct.
chapter five: bestiary 193
scattered debris of ancient ruins and battle-
grounds. At night, they crawl forth to search
for food to keep their nest sustained, though
in times of deprivation they often resort to
cannibalism.
Vore
Scale: 1 (Tiny)
CHA 1D DEX 3D INT 1D
Escape 5D
Stealth 5D
PER 3D STR 2D WIL 3D+1
Unarmed Combat 4D
SPD: 7 Luck: 0
Encountered: Typically one, but a nest can have up to 40 creatures.
Their nests are generally difficult to get into, so entering one often
requires deliberate action.
Attacks/Damage: Bite 2D+2 (STR+2, Vore make Called Shots to
target soft tissue; note the scale bonus. If soft tissue is struck, or
a wound is caused, the vore automatically latches on and begins to
drain blood for 1D+2 damage per round until the target is dead. This
damage is considered scale 2).
Special Abilities: Intractable bite (STR vs. TN 15 to remove). Disease
carriers (A target that suffers a wound due to the leaching of their
blood must make a check to resist being infected with blood-fever,
STR vs. TN 20. See Chapter 1, pg. 22).
Armor: None.
VORE
Vores are repulsive creatures that resemble
WHITE WYRM
Largest of all creatures found in the Savage
rust-brown, segmented leeches, typically one Lands, the white wyrm is a giant, death-
to two feet long. They subsist on the blood ly-white predator that is believed to originate
of other creatures, attaching themselves to a from one of the lower planes. White wyrms
victim by means of a row of barbed fangs that resemble immense, eyeless serpents, and may
encircles the creature’s entire mouth. Once a exceed a thousand feet in length and over fifty
vore has attached itself to a victim, it is almost feet in diameter. Their fanged maws emanate
impossible to remove; even in death, the crea- an uncanny aura of negative elemental energy
ture’s jaws remain locked in place. Worse yet, that makes these creatures capable of bur-
the bite of a vore can carry a dreaded disease rowing through almost any sort of substance,
known as blood-fever. including solid stone and even time and space;
Vores nest in writhing knots comprised of as their passage through the dimensional fabric
many as forty individuals. They can be found in can leave wyrms-holes or rifts that lead to
most regions, living under rocks or amidst the other locales or realities. White wyrms are at
194 TALISLANTA: THE SAVAGE LAND
the very top of the food chain: they prey on Special Abilities: Burrow (SPD 12). Create Wyrmhole (enables the
creature to move to another plane of existence or pass through
all creatures, and conversely, have no known
obstacles such as mountains, fortifications, and even oceans.
natural enemies. They are even able to feed on
Wyrmholes may linger after created or close with 1D rounds after the
demons and spirits. creature passes through). Tough (+3 Wounds)
Armor: Tough scales PR 2(-); the only weak spot is inside the maw of
White Wyrm the creature.
Scale: 6 (Gigantic)
CHA 2D
PER 4D
DEX 2D
STR 6D
INT 1D
WIL 6D THE WITHEN
The Withen are a mysterious folk, about whom
Unarmed Combat 9D almost nothing is known. It is said that they
SPD: 6, Burrow 12 Luck: 4 stand nearly eight feet tall, and are preternat-
Encountered: One, only in the other planes of existence can more urally thin, with long, bony fingers. They dress
than one be seen. in loose-fitting hooded robes, and wear veils
Attacks/Damage: Claws 8D (STR+2D). Bite 9D (STR+3D, Area of Effect that completely conceal their features. The
to creatures scale 4 or smaller, scale 2 creatures (including large Kasir claim that every Withen carries a wooden
masses of them) are automatically swallowed whole and die). staff, carved onto the head of which is an eye
inscribed inside a silver pentacle. They say that
chapter five: bestiary 195
Withen is dangerous, or possibly suicidal
Those who are inclined to believe in conspir-
acies have speculated that the Withen observe,
and even secretly manipulate, events in the
Savage Land. Others scoff at such tales, and
claim that the Withen are merely archivists and
collectors of artifacts from past eras.
Withen
Scale: 2 (Medium)
CHA 1D DEX 2D+1 INT 6D
Barter 5D / Diplomacy Escape 3D+1 / Stealth Any three skills 8D
3D 3D+1
PER 4D+2 STR 4D WIL 4D
Language (Any two) 6D Combat, Melee 5D Any two skills 6D
SPD: 9 Luck: 4
Encountered: Outside of the Labyrinthe there have never been an
encounter with more than one of these beings. Inside the Labyrinthe
any number can be encountered, though they seldom present
themselves in great numbers.
Attacks/Damage: Staff 5D+2 (STR+1D+2, Enchanted).
Special Abilities: Night Vision. Immunity (Disease, Poison).
Armor: Robes PR 1(1) per location
FLORA
the Withen are blind, and that without these
staves they are unable to see.
Ambush Plant
The Withen are believed to reside inside an The ambush plant is a large fern-like plant
ancient stone structure known as Labyrinthe, with globular fruit and thick, sweet-scented
said to be located somewhere in the Black flowers. The scent of the flowers is aro-
Desert. According to legend, this immense ser- matic and beguiling, luring in all manner of
pentine structure is actually a giant construct of insects, small mammals, and even humanoids.
some sort, capable of moving slowly across—or However, when disturbed, the plant suddenly
perhaps even under—the desert sands. If true, sprouts a number of thick, heavy spines that
this would explain why it is so difficult to find. prevent animals from reaching its fruit. The
It is said that it is possible to petition the spines bear seeds at their bases. If the plant
Withen for knowledge—if one can locate is disturbed when the fruit are at their ripest,
Labyrinthe. However, such always comes at a large number of these spines are forcefully
a price, which can be anything from a simple discharged from the trunk. Animals pierced
favor to an odious task or a long and dangerous by these spines often die from the toxins in
quest. Others believe that to even approach the the ambush plant’s sap, serving as fertilizer for
196 TALISLANTA: THE SAVAGE LAND
the seeds in the base of the rigid, three-sided
spines. Narada are immune to the toxins of the
ambush plant and frequently harvest the nectar
from the flowers and the ripened fruit.
Balm Root
A small, thick tuber found across the continent,
balm root grows even in harsh and arid climes.
It is well-known for its ability to regenerate
itself, regrowing even when badly damaged. As
long as just an inch of its root system remains
intact, the plant can begin to grow back in as
little as a week. The thick tubers are edible and
serve as a source of food for many creatures.
Perhaps more importantly, the juice of the
balm root plant promotes rapid healing in both
animals and plants. Many creatures are known
to eat balm root when sick or injured, and
the plant’s properties can be enhanced when
brewed in certain types of potions and salves.
Black Moonblossom AMBUSH PLANT
A thorny, black-leafed plant that blooms only
on nights of the full Black Moon. When in
bloom, it exudes a scent that has powerful
narcotic properties; effects can range from
extreme intoxication and euphoria to loss of
consciousness for hours, days, or even weeks.
Black moonblossom is valued by some tribes,
as the petals and pollen can be used to concoct
sleeping potions and a type of crude but potent
alcoholic drink called black arrack.
Black arrack has a harsh, bitter taste, but when
taken in sufficient quantities it can be used as a
pain-killer—or as a means of getting very drunk.
Black arrack is popular with the Golgoths and
Umar, but Beastmen can’t tolerate it; even a few
sips of black arrack make the beast-folk even
more hostile and unpredictable than usual.
Cannibal Tree
This massive and loathsome species of plant is
found only in the Dead Forest and parts of the
Junglelands. It can grow up to forty feet tall and
chapter five: bestiary 197
CANNIBAL TREE
Deadwood
Deadwood is a variety of gnarled, twisted
tree found in desolate regions of the Lost
Sea, the Dead Forest, and scattered about the
Wastelands. Deadwood trees produce no leaves
Black Moonblossom
or fruit and appear to require neither water nor
sunlight; these strange trees have even been
eight feet in diameter—large enough to swallow found growing in dark, underground regions.
average-sized humanoids whole. A cannibal The Narada claim that deadwood trees are
tree mimics other trees in its vicinity, standing alien to the Savage Land, and that their roots
straight with its uppermost extremities and originate from somewhere deep in the lower
gaping maw concealed in the tree tops. It senses planes. They claim that these entities are not
prey approaching by vibration. When a victim a part of the natural world, but are a form of
approaches, the tree whips down with great sentient plant-demon that has invaded the
speed and snatches the victim in its fibrous Talislantan reality; to what end, the Narada
jaws. The tree then attempts to swallow its don’t know.
prey, using its tendrils to ensure that the victim Deadwood trees emit a dark, resinous
doesn’t escape. It’s said that victims swallowed sap that is poisonous to all other plants.
by a cannibal tree can live for as long as 2-3 days Whenever Thrax must travel to the Dead Forest
inside the creature’s “gullet” as it is slowly dis- region, they dip their weapons in deadwood
solved by the plant’s acidic digestive juices. resin, in case they must defend themselves
against ghaun, mandragores, or other hostile
plant-organisms.
198 TALISLANTA: THE SAVAGE LAND
Desert Thistle
This thorny plant grows only in arid regions,
such as the Black Desert. The plant’s spiny pods
contain soft, flax-like fibers that can be woven
into cloth or rope. Thistle-pods are much
valued by the Kasir, who use them to make a
rough-spun but comfortable cloth known as
Kasiran linen.
Iron-Needle
Iron-needle is a variety of succulent indigenous
to the Black Desert and certain parts of the
Wastelands. The plant resembles a lusterless
black cactus, roughly two feet in height and
globular in form. It has a fibrous husk covered
with dozens of six-inch long spines, each as
tough as iron and exceedingly sharp.
Iron-needle spines are valued as trade goods by
a number of tribes. Kasir tomb-robbers use them
to make lock-picks, Reavers use them as awls and
sewing needles. The Yann use iron-needle spines
as nails and to make certain types of tools. Thrax
use them as ammunition for their dart-throwers,
while both Imazi and Witchman tribes use the
spines as blow-gun darts.
While iron-needle spines are in some
demand, they are not easy to obtain. The plant DEADWooD
defends itself from predators by reflexively
launching a volley of spines at any creature that
approaches within a few feet of it. These spines
are capable of piercing skin, clothing, and hide,
Lotus
and can be quite painful to remove. It is said The Talislantan lotus is a variety of water lily
that Narada possess the ability to placate an found only in parts of the Junglelands and
iron-needle plant and get it to part with some Boglands. Two varieties are considered particu-
of its spines in return for water. larly valuable: green lotus and black lotus.
Green lotus pollen acts like a healing potion
Kesh and curative for most other forms of plant life,
including Narada. An infusion of green lotus
A plant that acts as a powerful narcotic and is pollen and clean water can be used to make
used in many Witchman rituals. Under its influ- plants and trees grow faster or regenerate more
ence, Witchman shamans are able to see into quickly. It’s said that Imazi shamans know how
the spiritrealms, and commune with undead to create a potion from green lotus that allows
entities such as disembodied spirits, wraiths, the drinker to communicate empathically with
and shadowitches. most types of plants and trees.
The powder or smoke of the black lotus
chapter five: bestiary 199
But come evening, these creatures uproot
themselves and stalk the forest in bands of up
to two dozen individuals, searching for prey.
Using nets of woven vines and grasses, they
snare their victims and bury them alive, feeding
off their remains as normal plants draw nutri-
ents from fertilizer. Mandragore groves often
contain an assortment of valuables, buried and
left to rot along with the remains of unfortu-
nate travelers, merchants, and adventurers.
Though mandragores are quite intelligent,
they are weak creatures who depend on sur-
prise and overwhelming numbers to trap their
prey. They fear fire and may be dispatched
easily enough by a concerted show of force.
Mantrap
The mantrap is a giant flowering plant found
only in the Junglelands and parts of the
Boglands. This dangerous organism exudes
an intoxicating scent that may be borne on
the wind for distances of several miles. The
mantrap’s scent is irresistible to most living
creatures, and those affected by it head
unerringly towards the plant, oblivious of its
mantrap influence.
Once an affected creature or individual
reaches a mantrap, the plant enfolds the unwit-
possesses powerful narcotic and hallucinogenic ting victim in its petals; such is the plant’s
properties, said to confer clairvoyant visions power that victims usually offer no resistance,
and reveal secrets about individuals known and even seem to welcome the mantrap’s
to the user. Use of this substance, however, embrace. Death by asphyxiation results within
runs a cumulative risk of black lotus addiction. three minutes, after which the mantrap begins
Despite this potential danger, the black lotus to dissolve and digest its prey. An hour later, the
powder is sought after by those who seek power plant disgorges any inedible materials (cloth,
over their enemies. metal, bone, etc.) that it has swallowed. Despite
the considerable risks, Witchman shamans are
Mandragore known to hunt mantrap for its pollen, a nar-
cotic substance called euphorica, which is also
Denizens of the Dead Forest, mandragores are an said to be of use in love potions.
intelligent and motile species of plant life. Rarely
exceeding three feet in height, these strange crea-
tures are inactive by day, when they stand rooted
Needlegrass
to the ground. Though individuals skilled in wood A common and hardy weed that is almost
lore can sometimes spot them, mandragores impossible to kill, needlegrass can be found
appear much like ordinary plants during the day. almost everywhere in Talislanta except the
200 TALISLANTA: THE SAVAGE LAND
Black Desert. Though it is tough and spiky,
Needlegrass is an important food source for
many types of wild herd beasts. The fibrous
leaves are tough enough to be woven into
baskets and rope.
Skullcap
Skullcap is a poisonous variety of mushroom
notable for its bone-white cap and black, bowed
stem. Taken in minute quantities (half a dram
or less), the mushroom causes highly irratio-
nal and even violent behavior, resulting from
strange and sometimes horrific hallucinations;
the symptoms last up to one hour. A dram or
more causes swift and painless death in most
cases, usually within two minutes.
Spike Tree
Spike trees are a peculiar plant species found
only in the Dead Forest and parts of the
Junglelands. The trees are leafless, short and
squat, with three thick limbs that spread
outward from a central trunk and root system.
Each limb is lined with double rows of forty or Stranglevine
fifty spikes or spines, each ranging in size from
about a foot to as long as ten feet. Many tribes
harvest these spines and use them to make location of these dangerous plants. Stranglevine
arrow shafts or spears. won’t attack Narada, ghaun, or mandragores, as
they don’t feed off of plants of any kind.
Stranglevine
Stranglevine is a rugged species of parasitic
Tanglewood
plant found in most the Junglelands, the Dead Tanglewood is a tree found sporadi-
Forest, and parts of the Wilderlands. In its cally throughout the Wilderlands and
native environment, the plant is difficult to Savannahlands; a tropical variety grows in great
detect, for it intertwines itself in the branches abundance in the Junglelands. Tanglewood is
of other trees and shrubs. When a creature very hardy, requires little water, and can grow
passes within a few feet of a stranglevine, the even in poor, rocky soil. It has no leaves, and is
plant extends a whip-like tendril to ensnare ignored by most creatures, who find its taste
its prey. If successful, the vine twines about its disagreeable.
victim, seeking to immobilize and strangle it in Tanglewood trees only grow up to about ten
its tough, fibrous coils. feet high, but can spread to almost a hundred
Stranglevines draw nutrients directly from the feet in diameter. The gnarled, tangled branches
decomposing corpses of slain victims, the remains of this tree can create a dense thicket that’s
of which often provide a grim clue as to the very difficult to get through except by cutting
chapter five: bestiary 201
or burning. The tree’s branches are so warped root feeds until its victim is dead. While this
that the wood is next to useless for building plant is not a threat to humanoids, it can be
anything, though the smaller branches can be quite deadly to mandragores, which root in the
woven into baskets. Tanglewood is very dry and ground by day, and Narada, which send forth
makes good kindling. root-tendrils at night to find water.
Thornwood Venomwood
This tree is similar to tanglewood, but its The venomwood tree is a rare variety of tropical
branches are covered in sharp thorns and barbs. plant found in the Junglelands. Its wood exudes
Most common in Junglelands, thornwood is a virulent poison which is thought to protect
also found throughout Wilderlands and Dead the tree from boring insects and termites. The
Forest. It is despised by most creatures, which cannibalistic Witchman tribes make poison
usually go to great length to avoid contact with arrows (as they are most aptly called) from the
its branches, though Narada and ghaun don’t branches of the venomwood, employing them
seem to mind it as much. against other tribes in the region. Victims hit
by a poison arrow first experience searing pain
Underroot in the area surrounding the wound, followed
swiftly by a noticeable loss of strength. Unless
A subterranean tuber that grows entirely under an antidote can be obtained, even the slightest
the ground, Underroot resembles a cluster of wound from a poison arrow results in death
brownish bulbs, each about six inches in diam- within two to eight hours.
eter. A single underroot may consist of dozens
of these bulbs, all connected by a net of thin,
fibrous roots. The outer shells of these bulbs are
tough and can be dried in the sun to produce
cups or vessels for holding water. The soft,
pulpy, inner core is nutritious, and contains a
fair amount of water. A single bulb contains
enough nutrients and liquid to sustain an
average-sized humanoid for one day. The plant
is a primary source of food for subterranean
creatures, including Undermen, who zealously
guard choice colonies of underroot plants.
Vampire Root
This uncanny plant only lives underground—
no portion of the plant ever grows above the
surface. It resembles a gnarled, serpentine root
up to ten feet long, with a mouth-like orifice
surrounded by a nimbus of pale white tendrils.
Vampire Root burrows through the soil like
a worm, preying on the roots of other plants
and trees. When it locates a suitable victim, it
latches onto a root and begins feeding off the
victim’s vital juices. If not stopped, vampire
202 TALISLANTA: THE SAVAGE LAND
random encounter tables
CHAPTER SIX:
This chapter contains Random Encounter
Tables for each of the eight major regions of
the continent, plus a separate sub-table for the
BLACK DESERT
Roll Encounter
most unusual and dangerous of all encounters
in the Savage Land: the Gyre. 11 The Gyre: roll again on the Gyre Random
The Random Encounter Tables can be used Encounter Table.
by DMs to quickly create encounters that are
12-13 Signs of life: the characters find signs that
specifically keyed to any region of the Savage they are not alone in this area, such as foot-
Land setting. Each encounter is presented in an prints, paw prints, hoof-prints, or claw-marks
open-ended way so it can easily be tailored to (single, a few, or very many); blood stains or a
fit anything from a small group of PCs to a large trail of blood droplets; the half-eaten remains
tribe. Most entries also have multiple plot-lines, of prey (beast or humanoid); one or more dead
tribesmen (check body to determine cause of
allowing the DM to choose whatever option
death); a burned cargo dray, or smoke from a
works best for his game. distant fire.
The Random Encounter Tables can also be
used in a non-random fashion, as a source of 14 Torquaran ruins: every type of Torquaran
ruin can be found in the Black Desert, from
ideas. The DM should never feel bound to any hidden tombs to mountaintop temples.
of these tables. Instead, they should be treated Many still hold artifacts that the Ra consider
as resources to be used as each DM sees fit. priceless, including Torquaran sacrificial relics,
enchanted weapons and armor, and all sorts of
List of Random black-magical writings and paraphernalia (see
Ruins, page 221 for details).
Encounter Tables: 15-16 Kasir: tomb-robbers, who may have come
from various regions, offering goods for barter.
GM’s choice: Archaen-made weapons, tools,
''''
Black Desert (page 203)
or implements (non-magical); Archaen curios
Darklands (page 205)
(some of unknown type), Archaen enchanted
''''
Dead Forest (page 207) swords, daggers, armor, shields, staves;
Junglelands (page 209) Archaen magic rings, talismans, orbs; silver
''''
Plains of Armageddon (page 211) coins, blades, ingots, pieces of chain-mail
Volcanic Hills (page 213) armor.
''''
Wastelands (page 214) 21-22 Ra paladins: two or more Ra in full armor,
Wilderlands (page 216) mounted on warbeasts. They are leading one
''
The Gyre (page 219) or more humanoid captives (GM’s choice as to
type of humanoid) back to their stronghold, for
questioning or ritual sacrifice.
chapter six: random encounter tables 203
BLACK DESSERT (CONT...)
roll encounter
23-24 Ra warriors: Ra warriors escorting a large or small slave coffle to excavate what they believe to be an ancient
Torquaran tomb. They are accompanied by a Ra paladin, and possibly one or more Golgoth slave drivers.
25-26 Thrax weapon dealers: traveling in an armored cargo dray drawn by land lizards. They’re either looking to acquire or
trade for ancient Torquaran artifacts, or carrying Torquaran artifacts for trade.
31-32 Kasir: they may initially try to pass themselves off as traders, but they’re actually tomb robbers who are trying to avoid the
Ra as they look for ancient tombs to rob. They may be interested in hiring some help, especially if they’ve lost a few of their
number to Ra or deadlier-than-expected traps―which they may or may not bother to mention to the characters.
33 Andrak: one or more intelligent, demon-visaged spider-creatures lurking in holes like trap-door spiders, waiting to
ambush unwary creatures or humanoids. One might find the possessions of past victims in their trap-pits.
34 Malathrope: hiding on the lee side of a black sand dune; may be following the characters or trailing other prey. Very
dangerous, as these black-skinned predators easily blend into the environment of the Black Desert.
35 Rath: hunting, and hungry enough to attack almost any potential prey.
36 Andrak: the characters spot one or more andrak trading with Golgoths or Thrax, offering valuables carried by human-
oids that they have slain and fed on in exchange for living creatures that the andrak can use for food.
41 Ancient burial grounds: a stretch of desert dotted with ancient grave-markers, worn smooth by wind and sand. The
graves here may have been used to inter Torquar or other warriors, or victims of the Torquaran necromancers. There
may be just a few graves, or many, or maybe just one mass grave. They may hold valuable items or weapons, and may
be infested with necrophages.
42-44 Caves, craters, chasms: some lead to Torquaran tombs, others to hungry groups of Undermen.
45-46 Yann salvagers: the Black Desert is not their favorite salvage-ground, and they will usually only be here if hired by
others to salvage or exhume something very large and valuable, such as an Archaen siege golem or iron dragon.
51 Archaen ruins: buried beneath the sands since before the Fall, now revealed by a sandstorm or the Gyre. It may be a
single structure, or part of a small city; it may contain enchanted artifacts or weapons.
52 Shadowarriors: these spectral warriors are only encountered after dark. They may be oblivious to the living, or hostile,
or just lonely and forlorn and looking to communicate with another soul.
53 Shadowitch: the shadow of a witch or shaman, wandering the desert by night. It is seeking living creatures or humanoids
so that it can feed on their life-force. If the shadowitch is weak, it may choose an isolated or weaker victim to prey on. If it
is powerful, or very hungry, it may attack an entire group, using its magic to confuse or weaken its intended victims.
54 Spectre: one or more wraith-like soul-vampires, either wandering the desert at night or lurking in a cave or tomb.
These entities are terrifying to behold.
55 Labyrinthe: a great stone maze that moves, serpent-like, under the desert sands. It occasionally surfaces for a short
time, during which communication with the Withen may be possible, typically via extensible spy-tubes that the Withen
use to observe the outside world.
56-61 Onyx crystals: one or more, large or small. These pure, flawless stones are valued for their uses in black magic rituals
and, in the old days, scrying orbs.
62 Sand dragon: faint trails visible in the sand, indicating the presence of one of more of these creatures just below the
surface. Roll using the sand dragon’s PER to see if it has noticed the characters; if has, it circles beneath them in an
ever-narrowing spiral while deciding whether to attack or not.
63-66 Salvage: may include any of the following: discarded clay pots or water-skins; a damaged but salvageable light cargo
sledge; giant kra bones, fangs, claws, or hide; miscellaneous bits of glass, metals, crystal, or hide.
204 TALISLANTA: THE SAVAGE LAND
DARKLANDS
roll Encounter
11 The Gyre: roll again on the Gyre Random Encounter Table.
12 Signs of life: the characters find signs that they are not alone in this area, such as footprints, paw prints, hoof-prints,
or claw-marks (single, a few, or very many); blood stains or a trail of blood droplets; the half-eaten remains of prey
(beast or humanoid); one or more dead tribesmen (check body to determine cause of death); a burned cargo dray, or
smoke from a distant fire.
13 Snipes: they may be following and watching the characters out of simple curiosity, or they might approach the char-
acters hoping to exchange information, rumors, etc. If on the move the snipes could be fleeing from a large predator or
some other type of threat.
14 Unknown ruins: the most common types of unknown ruins found in the Darklands are the immense three-eyed stone
idols that the Umar regard with such awe. It’s said that some of these giant images are hollow, and contain vaults or
tombs of great antiquity (see Ruins, page 221 for details).
15 Sunken ship: most likely to be found in the Lost Sea, but could be found in dry watercourses elsewhere as well. This
is an ancient wreck from before the Fall. Partially or almost totally buried in hard-packed, sun-baked mud―very
difficult for non-engineers to excavate. It appears to have been a warship, and may contain ancient weapons, armor, or
enchanted items. If petrified corpses or skeletal remains are found, the ship’s hold may also contain necrophages.
16 Sunken ship: most likely to be found in the Lost Sea, but could be found elsewhere as well. An ancient wreck from
before the Fall. Partially or almost totally buried in hard-packed, sun-baked mud―very difficult for non-engineers to
excavate. It appears to have been a funeral barge used to carry the dead, possibly to some distant burial ground. In the
hold may be found ancient sarcophagi, and possibly artifacts meant to be interred along with the dead. The ship may
be cursed or haunted; if so, the sarcophagi may hold spectres, shadowarriors, or other types of vengeful spirits.
21 Archaen cloud city: it may have shattered to bits when it fell from the sky, or it may have fallen into what is now
known as the Dead Sea before all the water drained out of it during the Fall. If the latter, entire sections might be found,
containing a rich store of artifacts from the late Archaen Age (see Ruins, page 221 for details).
22 Drukhs: a tribe either passed out following a night-long, drug-fueled ritual, or possibly just awakened after having
slept off the effects of such a ritual. In the former case, the Drukhs are unconscious and totally oblivious. In the latter
case, they may be approachable.
23 Drukhs (night-time only): a tribe driven to a frenzy by ritual drug use and in the midst of a spirit-quest. How the
Drukhs react depends on whether this quest is a Hunt, a Dance of Madness, or a Dance of Death.
24 Drukhs (night-time only): strange music is heard in the distance: pounding drums and the eerie drone of flutes. A
Drukh tribal ritual is beginning.
25 Narada: a Narada shaman who speaks not only Verdir, but the Primal tongue as well, wishes to parlay. The Narada are
far from home―what are they doing in this area? If they passed through a very arid region, they may need water. Or
they may just wish to join forces with the characters, short- or long-term, to increase their chances of survival in this
hostile region.
26 Umar: war clan, large or small; possibly en route to or from a battle. Mounted on war beasts, so fairly mobile and may
pose a threat.
31 Umar warriors: a heavily armed war party mounted on armored ogriphants. Not fast-moving, but very dangerous.
32 Umar stronghold: a crude stronghold made of stones, ogriphant bones, and iron spikes. It may be large or small,
occupied or abandoned, in reasonably good condition or badly damaged by enemy siege engines.
33 Beastman pack: if only Beastmen are seen, it is probably a wild pack scavenging for carrion or looking for easy prey. If
accompanied by one or more Golgoths, this is a tracking party, sent out to hunt down a fleeing enemy or escaped slaves.
chapter six: random encounter tables 205
DARKLANDS (CONT...)
roll encounter
34-35 Boglins: the underground variety; they may be carrying artifacts taken from wrecked ships in Lost Sea, or they may
know the location of more sunken treasures.
36-41 Yann salvagers: likely only found in the area of the Lost Sea, or headed to or from it. Looking for valuable salvage―
possibly as hirelings or working for themselves.
42 Vandar warriors: large or small group of Vandar warriors. They are looking for another tribe to ally with to fight
against an Umar clan whom they regard as an enemy.
43 Virago mercenaries: looking to hire on with a tribe or group of salvagers; they’ll serve as added protection in
exchange for a cut of all valuable salvage. May also be open to long-term employment or, if any of the characters have
a high combat-related Renown score, a temporary or permanent alliance.
44 Kasir caravan: typically in this region to trade for ogriphant ivory or valuable artifacts recovered from the Lost Sea,.
Though the Umar generally honor Kasiran neutrality, certain rebel Umar chieftains have been known to attack and loot
Kasir caravans. As such, they may want to hire additional protection.
45 Rebel Umar clan: generally found along the borderlands of the Darklands, these clans don’t honor Kasiran neutrality
or any other laws and customs practiced by the Umar. Motivated by greed, they attack weaker tribes to rob them and
sell captives to the Golgoths. However, a rebel clan that is being hunted by other Umar clans may agree to parlay,
particularly if they are in need of help.
46 Golgoths: raiders, slave drivers, or slave traders may be encountered in the Darklands, each with their own motives
and responsibilities.
51 Beastmen: packs of Beastmen occasionally wander as far north as the Darklands, hunting for food and game. Few
prosper in these regions, as the competition for food is even more intense here than in the Wilderlands. As a result,
Beastman packs encountered here may be so crazed with hunger that they attack regardless of the odds.
52 Scourges: solitary animals or small packs of these fierce predators can be found throughout the Darklands. They prey
on young ogriphants, unwary Umar, and small or weakened groups of travelers.
53 Behemoth: one or more of these massive predators is nearby, and may have caught the scent of the characters and
their mounts (if they have any). If so, the behemoth lowers its head and attacks, seeking to ram the largest mount,
character, or conveyance; behemoths are very near-sighted, and may attack almost anything that moves.
54 Black diamonds: one or more of these stones are found lying on the ground; maybe just a lucky find, or maybe
evidence that demons are or were in the area.
55 Black iron nuggets: 4Dx10 pounds of raw iron nuggets, apparently exposed by some large creature that was rooting
around looking for food: tracks or other traces may indicate one or more wild ogriphants or behemoths, who may be
close by or somewhere up ahead.
56 Wooly ogriphants: one or more of these gigantic creatures is encountered, possibly at close range (GM’s choice). If
protecting their young, any adults present attack without regard for their own safety.
61-62 Escaped slaves: a solitary individual or small group of slaves that has managed to escape, either from their Golgoth
captors or the Umar. Most will offer anything to those who agree to help or hide them.
63 Warlock: a solitary individual. May be wandering the Darklands searching for ancient ruins. If skilled enough, she may
be hunting demons for their black diamond hearts.
64-66 Salvage: may include any of the following: damaged Umar siege weapons such as massive catapults and crude
fire-throwers or spike-hurlers; 5Dx10 pounds of charred but salvageable scrap black iron; discarded Umaran weapons,
armor, and shields; abandoned wood or bone slave-cages; ogriphant bones, fangs, claws, or hide; miscellaneous
pieces of wood, glass, metals, crystal, cloth, or hide. Umar scouts or Golgoth slavers may be in the area.
206 TALISLANTA: THE SAVAGE LAND
DEAD FOREST
roll Encounter
11 The Gyre: roll again on the Gyre Random Encounter Table.
12 Signs of life: the characters find signs that they are not alone in this area, such as footprints, paw prints, hoof-prints,
or claw-marks (single, a few, or very many); blood stains or a trail of blood droplets; the half-eaten remains of prey
(beast or humanoid); one or more dead tribesmen (check body to determine cause of death); a burned cargo dray, or
smoke from a distant fire.
13 Unknown ruins: many types of unknown ruins can be found in the Dead Forest, including ancient crypts, burial
grounds, stone dolmens, and witchgates. Among the items that can be found in such places are ancient sarcophagi,
antique weapons and armor, and witched artifacts (see Ruins, page 221 for details).
14 Archaen cloud city: may have crumbled into pieces as it fell from the sky, or may have made something akin to a
soft landing somewhere deep in the wooded hills and mountains of this region. If so, then large parts of the city may
have survived intact, along with a great treasure trove of artifacts from the late Archaen Age (see Ruins, page 221 for
details).
15 Fetch: one or more of these tiny imp-like creatures, skulking in the shadows, hiding inside rotten logs, etc. They may
be waiting for a chance to steal something from the characters, or they might be hiding from something a lot scarier
than the characters.
16 Boglin: a lone thief, or possibly a spy working for another creature, or some enemy or rival of the characters.
21 Boglins: a band of Boglin sneak-thieves. They may be waiting until nightfall to descend on the characters en masse
and steal as many of their possessions as possible before running away, or they may have been hired by an enemy or
rival to steal something specific from the characters.
22 Boglin trader: cautious, suspicious, but if not attacked he may be willing to trade with the characters. His wares may
range from valuable goods like potions, magical/medicinal herbs, or small artifacts or antiquities stolen from tombs;
to worthless junk like shiny objects, bits of cloth, yellowed vore teeth, etc.
23 Boglin: a trader of secrets, likely a female. She trades information about the local surroundings for secrets or gossip
related to the characters or other creatures in the vicinity.
24 Boglin market: on nights when the moons are full, Boglins gather from far and wide to meet and trade goods, secrets,
and more. Outsiders are usually not welcome, and the Boglins may quickly disappear into the nearest tree-boles,
burrows, or other hiding places. However, if the characters are carrying something that interests them, the Boglins
may invite one or more of them to attend. Many strange wares may be offered for trade―some valuable, and some
that merely appear to be valuable.
25 Manth: unseen at first, this manth attempts to lure one or more of the characters by mimicking the sound of another
character’s voice, or the sound of an animal or creature. If a character investigates, the manth attacks.
26 Manth: an elaborate trap set up by a manth. For example: the manth has captured another humanoid (GM’s choice)
and suspended it between two trees by a complex mass of knotted vines. If anyone tries to help the victim, the manth
drops down from the tree where it is hiding and attacks.
31 Kasir caravan: returned from the far western lands, offering goods for barter (GM’s choice): ironwood spear-shafts,
arrows, or bowstaves; Shaka-made fine ironwood bows and tooled-hide armor, belts, gauntlets, and boots; lycanthro-
morph fangs and claws; Boglin-made potions and powders in small clay pots.
32 Manrak: the characters hear a muffled buzzing noise and spot a large manrak hive nearby. Do they leave the area or
try to burn the hive? If they take too long to decide, one or more manraks may emerge from the hive and spot them.
chapter six: random encounter tables 207
DEAD FOREST (CONT...)
roll encounter
33 Ghaun: a large or small band of these stick-like humanoids, traveling silently above the characters in the treetops.
They may be content just to spy on the characters for now; they may be trying to herd the characters towards an
area where they have laid a number of vine-traps; or they may attack immediately and try to capture as many of the
characters as possible before escaping with their victims to their treetop lair.
34 Narada elders: a circle of elders meditating in a clearing. They may be communing through long root systems with
other elders located elsewhere, or they may be discussing an important/pressing matter. They may need the PCs’ help,
or they may resent the PCs’ presence in their area.
35 Narada warriors: standing guard over a clearing where elders have gathered, or an area where young Narada are
growing. They are in a state of high alert and may easily become hostile.
36 Narada warriors: in pursuit of their enemies, the ghaun. The ghaun may have captured one or more young Narada, or
the Narada may just be looking to rid the area of ghaun before they cause trouble.
41 Golgoth raiders: a band mounted on catdrac or land lizards, hunting for humanoids to take as slaves.
42 Golgoth: an outcast, on the run from her own kind for some reason.
43 Witchmen: large or small band of warriors led by one or more shamans. Imazi characters know that Witchmen this far
from their homeland have come here to gather blood-blossom, venomwood, or black lotus. They may also be hunting
for humanoid heads to bring back to the tribe’s shamanic chieftain.
44 Shaka hunters: likely heading to or from Ambush Lake, where Shaka sometimes go to trophy-hunt large predators. Or
they may be pursuing a band of Witchmen or ghaun for some reason.
45 Black moon-blossom plants: a large or small number of plants, which may or may not be ready to bloom (only on
the night of the full Black Moon). These plants are valued by tribes like the Golgoths and Witchmen for their narcotic
properties, and as such either may be in the vicinity.
46 Quickmarsh: most common in the Boglands region, though possible anywhere in the Dead Forest. Roll using SPD to
see if characters get stuck in the quickmarsh or are able to back out in time. If stuck, a roll using STR-10 is needed to
escape―multiple characters or steeds may be needed to extract a victim.
51 Sinkhole: a hole or narrow chasm that could be anywhere from 10-100 feet deep. The sinkhole may lead to under-
ground stream or lake, an ancient tomb, a Boglin lair, or Underman tunnels. Or it may be a secret passage used by the
Satada.
52 Witchgate: an ancient stone portal inscribed with occult symbols. It may have been used for scrying, transportation,
or even inter-dimensional travel. The characters can only determine its purpose by reading the symbols engraved in
the stone or by stepping into it.
53 Skullcap: a large or small number of these mushrooms, spotted under a fallen tree, a rock ledge, hole in the ground,
etc. In small doses, it is used as a hallucinogen; in large doses, as a poison.
54 Ironwood: a small copse of ironwood trees. All appear to be healthy, which is unusual for this region. Valued as a
trade good.
55 Witchmen: a large or small party of Witchmen. They may be in the midst of a running fight with an Imazi clan, or they
may be hunting for mandragore, poisonous plants, wild game, or looking for other humanoids to capture and use in
their rituals.
56 Imazi warriors: they may be hunting game, looking for a lost tribe member, or looking to parlay for some reason.
61 Black lotus: one or more black lotus plants in healthy condition. Valued by traders for its powerful narcotic and hallu-
cinogenic properties. Also by manth, who crave this substance, to which most are addicted.
208 TALISLANTA: THE SAVAGE LAND
DEAD FOREST (CONT...)
roll encounter
62 Spectre: one or more spirit-vampires, haunting a swamp or bog and seeking to feed off of the life-force of living crea-
tures. Their presence may indicate the presence of a tomb or graveyard nearby.
63 Necrophages: a large or small number of these creatures has stumbled out into the open. They may have accidentally
wandered out from a nearby cave or tomb, or they may have been forced to flee from such a place for some reason.
64 Andrak. a solitary andrak, peering out from a well-disguised trap-door pit. This creature may simply be looking for a
victim to capture, or it may have a deal with some of the local Boglins, who agreed to funnel other creatures towards
the andrak in exchange for whatever possessions the victims carry.
65 Vore: a single creature or a nest of up to forty. A tenacious bite and mean temperament make these segmented
leeches very dangerous.
66 Salvage: may include any of the following: discarded wood or stone weapons; discarded beast-hide armor and
shields; lycanthrope bones, fangs, claws, or hide; and miscellaneous bits of wood, glass, metals, crystal, cloth, or hide.
Others in the area may have spotted the salvage too, and may be willing to fight for it.
JUNGLELANDS
roll Encounter
11 The Gyre: roll again on the Gyre Random Encounter Table.
12-14 Signs of life: the characters find signs that they are not alone in this area, such as footprints, paw prints, hoof-prints,
or claw-marks (single, a few, or very many); blood stains or a trail of blood droplets; the half-eaten remains of prey
(beast or humanoid); one or more dead tribesmen (check body to determine cause of death); a burned cargo dray, or
smoke from a distant fire.
15 Witchman barrows: the ancestors of some of the Witch-tribes buried their shamans in caves and barrows hidden
deep in the Junglelands, and these places hold primitive but powerful artifacts such as soulstones, soul-cages, and
even the shrunken heads of ancient Archaen sorcerers. Many are haunted by disembodied spirits, or worse.
16-21 Unknown ruins: some say that massive stone dolmens, strange-looking idols and moss-covered temples can be
found in the depths of the Junglelands, and that these ruins are even older than those fund in the Dead Forest. It’s said
that these places hold witched items, stone sarcophagi, and other artifacts (see Ruins, page 221 for details).
22 Archaen cloud city: crashed deep in the jungle or into the side of a mountain. Mostly shattered, but some larger
sections might be found, containing a variety of artifacts from the late Archaen Age just before the Fall (see Ruins,
page 221 for details).
23-24 Kasir caravan: returning from the southlands, offering goods for barter (GM’s choice): rare herbs, wooden vials of
plant or animal venoms, trained oryx in cages made of woven reeds, Imazi-made bark-cloth, colored tattoo inks,
pottery jugs and urns, blow-guns, spears, dried underroot pods, water-skins.
25-26 Narada: with cactus-like spines extended, indicating a response to a perceived threat. Narada in such an agitated
state are dangerous and can be very aggressive. What’s the reason? Have the player characters inadvertently done
something to anger the Narada, or are the Narada responding to some other nearby or approaching threat?
31 Narada: a Narada shaman; she may be willing to offer her services as a healer, either for a short time or long-term, in
exchange for water or some other favor or service. Or the shaman may have a message or warning to convey to one of
the player characters.
chapter six: random encounter tables 209
JUNGLELANDS (CONT...)
roll encounter
32-33 Witchmen: a band of warriors; if wearing full war-paint, they are looking for a fight and may attack almost any group
unless greatly outnumbered. Otherwise they may just be out hunting game.
34 Witchman shaman: accompanied by a large or small group of warriors. The shaman may be gathering kesh, man-
dragores, or ingredients for arrow-venom. Or he may be preparing for or performing a primitive magical ritual of some
sort (GM’s choice).
35-36 Witchman village: may be long-abandoned, temporarily empty, or teeming with activity. In the latter case, any incur-
sion by outsiders is likely to bring about a violent response.
41 Ra paladin: accompanied by two or more warriors. He may be looking for Torquaran ruins, or trading iron tools or
weapons with a Witchman tribe in exchange for rare herbs, information, or possibly a captive taken by Witchman
warriors.
42-43 Ghaun: a large or small band, either moving silently through the treetops or lurking in hiding with net-traps set. If the
latter, they may even attack a larger party, believing they can capture and drag victims quickly up into the trees before
anyone can stop them.
44 Spectre: a solitary creature, caught in a soul-net or soul-cage. If encountered by day, it is weak from sunlight; if at
night, it may still be very strong. If approached, the spectre may offer inducements in exchange for its freedom: infor-
mation on the location of lost artifacts, tombs, or ruins, for instance.
45 Necrophages: these creatures suddenly emerge in numbers from what seems like a hole in the ground, and attack
any and all living creatures in the area. If the characters defeat them and investigate, they may find that the hole is
actually an entrance to an ancient tomb, mausoleum, cave, or complex of tunnels.
46-51 Satada: a band moving through the jungle, either hunting for food or searching for ancient ruins, in which they hope
to find iron weapons. They are very aggressive and likely to attack unless heavily outnumbered―especially if the
characters are carrying metal weapons, which these primitive creatures covet.
52 Shadowitch: either summoned by a powerful shaman or drawn to the area by the presence of strong magical emana-
tions. If any of the character are carrying a potent magical weapon or artifact, the shadowitch is drawn to that person
and seeks to drain his life-force.
53 Stranglevine: one or more animate vines hanging from the trees. Stranglevines wait for living creatures to pass by,
then attempt to ensnare and kill them; the decomposing bodies of its victims help fertilize the plant. Valuable items
formerly belonging to victims of a stranglevine can sometimes be found in the underbrush near these plants.
54 Nightgaunt: one or more of these creatures has been watching the characters from the treetops. Whenever it gets
close, the characters notice that the jungle around them goes silent―no insect or vermin noises. If provided with an
opportunity to confront a solitary character, the nightgaunt silently glides down from the trees and attempts to charm
her, so it can feed on her blood. This continues until the nightgaunt is driven off or slain.
55-56 Andrak: a mated pair of andrak guarding a clutch of 20 or more newly-hatched young. If left alone, the andrak may not
attack, but if threatened, or if their young are hungry, they will―and so will the tiny (by comparison), foot-long spawn
(1 HP damage per bite).
61 Manth: the characters hear heavy breathing from somewhere above. If they look, all they see in the dark foliage above
them is a pair of glowing, yellow eyes. If they don’t kill this manth, it follows them for up to 4 days, making light-
ning-fast attacks at random times of the day or night, slashing a victim with its claws, and then swiftly climbing up into
the treetops, laughing insanely.
62-63 Narada: standing quietly beside a tree or plant of some sort (GM's choice). It looks like the Narada is communing with
this plant/tree, but about what? Ancient trees know many secrets of the past; some types of plants and trees have
roots that extend far below the surface, while others send shallow roots out for many miles in all directions.
210 TALISLANTA: THE SAVAGE LAND
JUNGLELANDS (CONT...)
roll encounter
64-65 Rath: a solitary predator, hunting for food. An eight-foot tall, eyeless but with extremely keen hearing, semi-humanoid
monster; its body is covered with shiny black scales that are valued for their extreme hardness (used to make highly
valued armor). It is very rare, considered the toughest predator in the Savage Land.
66 Winged vores: the characters' actions may attract a solitary creature, or the characters may accidentally stumble on a
nest of these blood-sucking parasites in a rotten log, a tomb, cave, etc.
PLAINS OF ARMAGEDDON
roll Encounter
11-12 The Gyre: roll again on the Gyre Random Encounter Table.
13-14 Signs of life: the characters find signs that they are not alone in this area, such as footprints, paw prints, hoof-prints,
or claw-marks (single, a few, or very many); blood stains or a trail of blood droplets; the half-eaten remains of prey
(beast or humanoid); one or more dead tribesmen (check body to determine cause of death); a burned cargo dray, or
smoke from a distant fire.
15 Early Archaen Ruins: the only ruins that are likely to be found in this region are the war-torn and blackened remains
of old fortifications and strongholds. It may be possible to find heavy siege weapons buried under the rubble, such as
spike-hurlers, bombastions, or even battle golems; also, ammunition, hand weapons, shields, and armor. Most will be
in bad condition, though some may be repairable, and a rare few may be in good shape. Ruins found here may provide
shelter or at least cover, but may also be structurally unsound or haunted by entities such as necrophages, shadowar-
riors, and spectres.
16 Vandar: preparing for battle. They may be looking for reinforcements or new allies to fight against a more powerful
enemy, or they may be preparing to fight another group of Vandar for practice, honor, or simply sport. If the characters
look like skilled warriors, the Vandar may challenge them to a wargame: a mock battle to see which of them is more
skilled. This is the Vandar’s idea of fun.
21 Vandar: last survivors of a defeated tribe. They may be badly wounded and in need of healing; they may have been
ambushed or betrayed by former “allies”, or they may simply have lost to a superior foe. In all but the latter case, the
surviving Vandar seek to avenge their defeat, and may ask the characters to join them.
22 Narada: on the move. Are they leaving the area to escape an impending threat of some sort, or are they just passing
through the area en route to some other place? If any of the characters speak Verdir (the language of plants), they may
learn more.
23-24 Kasir caravan: looking to hire additional guards for protection. They could be headed anywhere in the known lands
(GM’s choice). They may have news of other tribes in the region.
25-26 Golgoth raiders: looking for injured battle survivors or stragglers to capture; any characters taken by the raiders may
be brought back to Golgoth territory, or they might be transported to the Darklands for sale to the Umar, or the Black
Desert for sale to the Ra.
31-32 Thrax: a group of weapon-dealers, traveling in an armored cargo dray carrying weapons, poisons, or alchemicals.
They are either here to loot the bodies of dead warriors for weapons and armor, or looking to trade weapons of various
sorts to other tribes.
33 Thrax: a clan of saboteurs, traveling in an armored salvage dray. They may have been hired to sabotage some other
tribe’s stronghold or siege engines; if so, they may be looking to acquire mercenaries to serve as an armed escort.
Otherwise, they are likely looking for work.
chapter six: random encounter tables 211
PLAINS OF ARMAGGEDDON (CONT...)
roll encounter
34-35 Shan: a full cadre of seven Shan warriors; they may be interested in joining a larger tribe, or looking for allies to fight
against an enemy who has insulted their honor.
36 Shan: the last surviving members of a cadre, seeking revenge against those who killed their companions. May be
looking for information, help, food or water―or they may hope to join another tribe or cadre.
41-42 Naradan oasis: the characters can find good water here, in quantities sufficient to last them for 1-6 days (GM’s ruling
or random roll). It’s possible that other tribes or creatures may be at or near this oasis; they may be friendly, neutral, or
hostile to the characters.
43-44 Undermen: lurking in nearby caves, tunnels, or murder-holes. They may be waiting for unwary individuals or crea-
tures to step into one of their traps, or they’re waiting for nightfall so that they can stealthily grab prey with their long
pole-hooks and drag them underground.
45 Manrak: one or more solitary manraks, flying high overhead as they look for prey (manraks are attracted by
movement).
46 Mass grave: may contain the bodies of many Vandar, Viragos, Golgoths, or others. The victims may have died recently
or some time ago. Weapons and gear of various types may be found in the grave, or the bodies may already have been
looted of all valuables.
51 Drudges: displaced people trying to get out of the region. They may need help, food, water, or protection. They may
include menial laborers, herders, farmers, servants, or musicians (GM’s choice).
52-53 Abandoned battlefield: signs of recent fighting (casualties, weapons scattered around) or from some time ago (items
may be partially or fully buried); small-scale or large-scale; may include siege weapons or not.
54-55 Battle in progress: small skirmish or large battle. GM’s choice of any two opponents: Vandar, Satada, Viragos,
Golgoths, or Umar.
56 Defeated/injured survivors of a battle: they may be friends or foes; they may need the characters’ help, and might
be willing to barter for aid and protection.
61 Ancient siege engine: a battle golem, giant siege golem (rare), or massive iron dragon (very rare). It may be partially
or almost completely buried in soil and debris and require a crew of skilled salvagers to excavate it. The entire siege
engine may be largely intact, in which case it might be possible for skilled engineers to repair it. Or it may be in pieces
and valuable only as parts. Siege engines of this sort are both rare and valuable, and other tribes may want to take
this find by force.
62 Drakken: a group of warrior-poets, headed to or from the Drakkenspire. If the massive reptilians are approached with
respect, they may be open to parlay and have news of doings from other parts of the Wilderlands. Otherwise, they
become aggressive if any seek to detain them.
63 Satada: emerging from a well-hidden tunnel or cave, possibly in force. They are either here to scavenge for iron
weapons to replace their own primitive weaponry, or they are planning to attack others to steal their weapons―and
possibly to use them for food.
64-65 Vermin: a minor or major infestation of rhast, winged vores, or hoppers. May be just an annoyance, or the situation
could get more serious if the characters’ food supplies are devoured or spoiled, or if the creatures have become hostile
for some reason.
66 Salvage: may include any of the following: damaged Archaen siege engines such as battle golems, bombastions,
or fire-throwers; extremely rare giant siege engines such as a siege golem or iron dragon; 100-2,000 pounds of
half-buried scrap iron (black); discarded iron weapons, armor, and shields (some may be enchanted); damaged but
salvageable cargo or salvage drays; miscellaneous scraps of wood, glass, metals, crystal, cloth, or hide. Others in the
area may have spotted the salvage too, and may be willing to fight for it.
212 TALISLANTA: THE SAVAGE LAND
VOLCANIC HILLS
roll Encounter
11 The Gyre: roll again on the Gyre Random Encounter Table.
12-13 Signs of life: the characters find signs that they are not alone in this area, such as footprints, paw prints, hoof-prints,
or claw-marks (single, a few, or very many); blood stains or a trail of blood droplets; the half-eaten remains of prey
(beast or humanoid); one or more dead tribesmen (check body to determine cause of death); a burned cargo dray, or
smoke from a distant fire.
14 Drakken ruins: the most common types of Drakken ruins found in the Volcanic Hills are watchtowers, temples, and
castles. Many types of Drakken artifacts can be found in these places (see Ruins, page 221 for details).
15 Archaen cloud city: may have shattered to bits when it fell from the sky, or may have burned from the great heat of
this region. A few larger sections may have survived, along with a number of artifacts from the late Archaen Age (see
Ruins, page 221 for details).
16 Torquaran ruins: the only types of Torquaran ruins likely to be found in the Volcanic Hills are mountaintop temples
and hidden tombs. Some of these may have been partly or completely buried by lava flows, or their contents immo-
lated by extreme heat. But others may still hold Torquaran sacrificial relics, enchanted weapons, onyx sarcophagi, and
various types of cursed items and necromantic writings (see Ruins, page 221 for details).
21 Kasir: trading clan returned from the eastern regions, offering goods for barter. GM’s choice: red iron ingots, red iron
daggers and swords, red iron Drakken coins, dragon bones, fangs, and claws, fused-glass potion bottles, glass-lensed
sand goggles, unopened geodes, fire-gems.
22-23 Fire-imps: diminutive creatures, borne on the winds and attracted by flammable items, which they consume in flame.
May land on the characters, their possessions, or their mounts.
24 Drakken: one or more warrior-poets or Drakken sages, possibly searching for ancient Drakken relics. If a group, they
may be preparing to place the body of a recently dead companion in the River of Fire―a ritual that should not be
interrupted. The characters’ behavior influences how the Drakken react.
25 Geodes: a large or small number of these stones are found littering the ground, apparently expelled from a nearby
volcanic mound. Contents unknown until broken/cut open. May contain firegems or fire-imps.
26 Loper: a solitary animal or mated pair; in either case, these are very aggressive creatures that attack unless outnum-
bered or faced with superior force.
31-32 Pool of molten red iron: if any of the characters have metal-working skill, they can test the metal’s purity (roll D100 to
determine purity). If very pure (90% or better), the liquid ore is quite valuable, as it can be used to create high-quality
red iron. Otherwise, the molten ore contains so many impurities that it would be worthless to anyone except the Yann,
who are among the few folk of this era who possess the level of metal-working skill needed to remove them.
33-34 Firegems: 1D raw stones, scattered around the ground. These may all be small, or one or more of them may be large.
This may be a sign that more firegems can be found in the area, or a trap set by Azraq hunters.
35 Witchmen: generally only found along the southern borders of the Volcanic Hills. When found here they are usually
hunting for wild striders, which they hope to capture and tame for use as steeds; or they may be head-hunters, looking
to obtain grisly trophies for their shamans.
36 Wild striders: a solitary animal, or a large or small herd. Usually run from potential danger unless a pregnant female
is present, in which case its mate and any other adult males present adopts a threatening pose meant to scare off
potential threats. If this doesn’t work, the males attack.
41 Reaver bandits: they may be hunting wild striders to train as steeds, or they may be looking for an unwary tribe or
group of travelers to raid. In the latter case, they attack from ambush, grabbing whatever they can carry off in the
ensuing confusion before racing away.
chapter six: random encounter tables 213
VOLCANIC HILLS (CONT...)
roll encounter
42-43 Tarkus: usually encountered alone or in pairs. Won’t usually attack riders if they are mounted on large creatures
such as warbeasts or burden beasts. Riders mounted on striders or catdrac may well be attacked unless they greatly
outnumber the tarkus.
44-45 Azraq dragon hunters: large or small band with strider mounts, here to hunt land dragons. If busy digging pits or
building dragon-traps, they may ignore the characters. If not, they most likely attack, typically splitting into two or
more bands and attacking from different directions. If characters are unprepared for this tactic they may suffer one of
more flank or rear attacks.
46-51 Shan: a partial cadre of six or fewer warriors, mounted on striders. They may be hunting wild striders to tame and
use as steeds, or they might be preparing to attack a band of Azraq; in the latter case they could be seeking revenge
against an Azraq band that killed one or more of their number, or simply testing their mettle against a worthy foe. In
either case, they may allow others to join them, but they’re likely too proud to ask for help.
52 Andrak: one or more andrak, hiding in caves or crevices. They may be planning to attack the characters, or they may
have set out an intricate web of fine, almost-invisible trip-lines to entangle the characters. Or, they may have already
captured a victim―and it might be someone the characters regard as a friend, or a foe.
53-54 Manrak: flying above, and likely some distance from their nest, which is probably located in the Junglelands. If they
spot the characters moving on the ground, they may attack.
55-56 Pyro-demons: one or more of these fiery demons, swimming in the River of Fire, the Firefalls, or any sort of pool of
molten lava or metal. They may be content as-is and simply ignore the characters. But if any of the characters do
anything to attract their attention, they may dive down, and disappear from sight―only to emerge later to attack
somewhere else.
61 White wyrm: an exceedingly rare, deathly-white, subterranean predator over a hundred feet long. These uncanny
monsters radiate an aura of negative elemental energy and can burrow through space and time as easily as they
tunnel through rock and soil. The creature may be hunting for food, or it may be going to or arriving from another
dimension. If the latter, one or more demons may emerge from the wyrm-hole it leaves in its wake.
62-63 Ra warrior-priest: accompanied by a paladin and at least a few other warriors. The Ra may be traveling to or from a
mountaintop stronghold or a Torquaran tomb; or they may have gathered around a stone altar to perform some sort of
ritual―or a ritual sacrifice. The intended victim may be someone the characters regard as a friend, or a foe.
64-66 Salvage: may include any of the following: 4D pounds of red iron (in a molten pool); discarded Drakken or Azraq
weapons, armor, or shields; land dragon bones, fangs, claws, or hide; miscellaneous pieces of wood, glass, metals,
crystal, cloth, or hide.
WASTELANDS
roll Encounter
11 The Gyre: roll again on the Gyre Random Encounter Table.
12 Signs of life: the characters find signs that they are not alone in this area, such as footprints, paw prints, hoof-prints,
or claw-marks (single, a few, or very many); blood stains or a trail of blood droplets; the half-eaten remains of prey
(beast or humanoid); one or more dead tribesmen (check body to determine cause of death); a burned cargo dray, or
smoke from a distant fire.
13 Drakken ruins: several types of Drakken ruins can be found in the Wastelands, including watchtowers, monuments,
and the remains of Drakken castles. Many types of Drakken artifacts can be found in these places (see Ruins, page
221 for details).
214 TALISLANTA: THE SAVAGE LAND
WASTELANDS (CONT...)
roll encounter
14 Archaen cloud city: it may have shattered to bits when it fell from the sky, but larger pieces sections might be found,
containing a variety of artifacts from the late Archaen Age, just before the Fall (see Ruins, page 221 for details).
15 Torquaran ruins: the only type of Torquaran ruin likely to be found in the Wastelands are hidden tombs, which are
usually located in hilly or mountainous regions. These places may still hold relics such as onyx sarcophagi, cursed
items, and necromantic writings (see Ruins, page 221 for details).
16-21 Kasir caravan: headed to or from the Black Desert. They may have lost their seer in a fight with Ra warriors; if so,
they may be running short of food and water. If not, they may have weapons or other goods to trade. In either case, the
caravan may want to take on additional guards for protection.
22-23 Reavers: a clan, scavenging for scraps of metal, crystal, and cloth. They are wary of outsiders, and if they believe
the characters pose a threat, they attack like berserkers. If approached with caution, they may be willing to parlay or
trade.
24 Reaver bandits: a clan, possibly laying in ambush, well-camouflaged and difficult to detect (roll using PER-3 if
searching the area). They may attempt a hit-and-run raid, moving in fast on their strider steeds and grabbing any
goods or equipment that they can get their hands on. Or they may try to sneak up on the characters at night and steal
their mounts and possessions.
25-26 Undermen: lurking in hidden pits and crevices. They are spying on the characters, trying to determine the strength of
the group to see if they are safe to attack. If they decide to attack, they wait until dark before sneaking out and trying
to snare victims with their long pole-hooks.
31-32 Satada: hiding in a nearby tunnel or cave, looking for other humanoids to attack to obtain metal weapons.
33 Rhast: a small number of these insects are encountered; is that all there is, or are they the harbingers of a much
larger swarm heading towards the characters?
34 Moonstones: 4D stones, likely from the Empty Land. Nearby are the skeletal remains of two Kasir traders, each with a
rusted iron dagger protruding from its ribs. They may have killed each other, or someone―or something―may have
killed them.
35 Colossus: buried in the ground, only a small part of it is visible (part of a head, hand, etc.). Excavation may reveal
just a fragment, or an entire lesser or greater colossus. May be made of stone or iron; non-functioning or partially
functional.
36 Madland: the characters won’t realize this at first, but they have entered a Madland―a type of moving “pocket-di-
mension” caused by the Gyre. Anything or anyone they see while in this place may be an illusion; the exception being
other creatures or beings who have wandered into the same Madland. All specifics are up to the GM to determine.
41-42 Umar tribe: passing through the Defile into the Wastelands. May be a rebel clan running from other Umar, or may be
Umar scouts or advance guards. In either case they are heavily armed, mounted on armored war beasts, and hostile.
43 Ancient stone markers: may indicate the location of an ancient roadway leading to the remnant of a ruined
city, or may mark a burial ground or graveyard. In either case, the area may be haunted by disembodied spirits or
shadowarriors.
44-45 Scourge: one or more of these fierce predators is stalking the characters from a distance. It may or may not actually
attack, but if any of the characters are wounded and the scourge smells blood, it may not be able to resist the urge to
feed.
46-51 Malathrope: a mated pair of these sinister creatures is nearby. They may seek to lure the characters by mimicking the
sound of someone calling for help, or confuse the characters by moving in different directions and doing imitations
of various other creatures, all while remaining hidden from view. They keep up this ruse for as long as possible before
attacking.
chapter six: random encounter tables 215
WASTELANDS (CONT...)
roll encounter
52 Behemoth: hungry enough to eat almost anything. If it spots the characters, it charges at full speed, trying to ram the
slowest moving person or creature.
53-54 Ra paladin: one or more paladins, possibly accompanied by other Ra warriors. They may be exhuming some mummi-
fied remains from a Torquaran burial ground, or headed to or from a Torquaran tomb carrying necromantic relics.
55 Azraq: mounted on lopers, hunting land dragons or other creatures
56-61 Azraq: they are either digging a pit for a dragon trap and lining it with sharpened bone spikes, or they have already
caught a dragon in such a trap and are preparing to kill it. They may or may not notice the characters. Even if they do,
they may be too busy to bother with them. But no Drakken could stand by and watch a dragon being killed without
doing something to try to stop it.
62 Land dragon: wild and untamed; hunting for food or sleeping in the sunlight. If the characters are on mounts, the land
dragon attacks and try to eat them. If the characters don’t have mounts, the dragon ignores them and waits for a more
substantial meal.
63 Warlok: a loner, may just be wandering through the area, headed to the oracle to ask a question, or looking to join up
with a tribe headed out of the Wastelands.
64 Drudges: types and numbers determined by the GM. They are dressed in rags, armed only with sharpened sticks, and
appear to have nothing of value on their persons. If approached in an aggressive manner, they form a tight circle and
do their best to defend themselves. If approached in a peaceful manner, they offer to share what little food and water
they have. The Drudges say that they are searching for the lost city of Sanctum, where they believe they can live in
peace. They may have been searching for a long time, and may have one or more non-Drudge refugees or outcasts
with them (GM’s option).
65-66 Salvage: may include any of the following: 20-6Dx10 pounds of half-buried scrap black iron; 6Dx100 pounds of scrap
red iron; discarded Drakken or Torquaran weapons, armor, and shields (some of the Torquaran gear may be enchanted
or cursed); damaged but salvageable cargo dray; land lizard bones, fangs, claws, or hide; miscellaneous pieces of
wood, glass, metals, crystal, cloth, or hide.
WILDERLANDS
roll Encounter
11 The Gyre: roll again on the Gyre Random Encounter Table.
12 Signs of life: the characters find signs that they are not alone in this area, such as footprints, paw prints, hoof-prints,
or claw-marks (single, a few, or very many); blood stains or a trail of blood droplets; the half-eaten remains of prey
(beast or humanoid); one or more dead tribesmen (check body to determine cause of death); a burned cargo dray, or
smoke from a distant fire.
13 Early Archaen ruins: every type of Early Archaen ruin can be found in the Wilderlands, and many still hold artifacts
waiting to be found (see Ruins, page 221 for details).
14 Drakken ruins: all kinds of Drakken ruins can be found in the northwestern region of the Wilderlands, including the
remnants of the ancient Drakken city of Kharakhan, as well as a number of ancient watchtowers and even a few ruined
Drakken castles. All types of Drakken artifacts can be found in these places (see Ruins, page 221 for details).
15 Archaen cloud city: probably shattered to bits when it fell from the sky, and likely stripped of its salvage or burned by
vengeful Wild tribes. Some small sections might not have been discovered yet, along with a handful of artifacts from
the late Archaen Age (see Ruins, page 221 for details).
216 TALISLANTA: THE SAVAGE LAND
WILDERLANDS (CONT...)
roll encounter
16 Kasir: trading clan returning from the central Wilderlands, offering goods for barter. GM’s choice: burden beasts,
trained war beasts, black iron daggers, swords, axes and spear-heads; Kasir-made damask cloaks, turbans, and veils;
beast-hide boots and gauntlets.
21 Kasir: looks like a group of traders, but these Kasir turn out to be bandits. They may attempt to rob the player charac-
ters, in which case they don’t seek to kill, but only to steal. Or they may be laden with loot from other raids, and looking
to trade their ill-gotten gains. They may need to shed some of their heavier goods because they’re being pursued; if so,
a player character with crafty trading skills may be able to get quite the bargain.
22 Narada: rooted in place, not moving. The Narada may be setting down roots to search for water, as the plant-folk often
do at night. But if this encounter takes place during the day, what’s going on? Have the Narada found something other
than water below the surface? Are they weak from lack of water, or ill?
23 Manrak: a loud buzzing noise is heard from somewhere nearby. If the characters investigate, they find one or more
manraks hovering above a member of some tribe (friend or foe, GM’s choice) as they try to kill their intended victim.
The victim is trying to hold off the manraks, but is clearly getting fatigued. What do the characters do?
24 Shaka hunting party: tracking and hunting game for food; or they may be trophy-hunters out for big game like behe-
moth, megalodont, or scourge.
25 Shaka warriors: a band either tracking and pursuing enemies (Golgoths, Beastmen, Witchmen, or Manth) or on patrol,
or watching over their territories, or guarding a pride or group of young. They are almost completely hidden in tall
grass, on high alert and edgy.
26 Shaka: one or more Shaka warriors, wounded and possibly dying; separated from their clan, they may need help or it
may be too late.
31 Drudges: displaced peoples who have settled in the Wilderlands. They may have erected simple shelters from scraps
of salvage or be living in a cave. They may need help, food, water, or protection. Most in the settlement are of the same
basic type: menial laborers, herders, farmers, servants, or musicians (GM’s choice).
32 Armodonts: a small group has marked part of this area as their territory, and if the characters trespass into it, the
creatures try to drive them out by force.
33 Imazi hunter-gatherers: hunting game or digging for underroot. They may wish to parlay, and may be willing to trade
food, water, or information.
34 Imazi warriors: may be tracking an enemy Witchman tribe (looking for a fight or rescuing s kidnapped tribe member),
or tracking a dangerous predator that has threatened the tribe or its herd animals.
35 Imazi herders: tending a large or small group of grazers and land lizards. Unless the characters act aggressively, the
herders are friendly. They may have food and water to share, or may have news of the local area or of some distant
region.
36 Imazi tracker: one or more Imazi trackers looking to ally themselves with a stronger group to work as scouts.
41 Viragos: a large or small band of mercenaries looking for work. Characters with a combat-based Renown score of +10
or greater will be taken seriously; others must others must make a Diplomacy test (TN 10 + the Renown of the Virago,
Max 25) or be regarded as an amateur and ignored..
42 Viragos: war band hunting for food. Characters who have a combat-based Renown score of +10 or greater may be
asked to join the hunt. Others must make a Diplomacy test (TN 15) to receive an invitation.
43 Kasir beast handlers: looking for wild warbeasts or land lizards to capture with nets, to tame and train them. It is
dangerous work, and they might be amenable to trading food, water, or goods in exchange for help.
chapter six: random encounter tables 217
WILDERLANDS (CONT...)
roll encounter
44 Kasir traders: a tribe with at least 2-3 cargo drays, traveling throughout the Wilderlands. They’re interested in obtain-
ing surplus goods from other tribes, and might also be interested in hiring some additional protection.
45 Golgoth slave drivers: a heavily armed group escorting a number of slaves to be traded to the Umar. The slaves are
on foot and are bound in chains. The slavers are mounted on catdracs.
46 Golgoth raiders: mounted on swift catdracs, seeking to capture other humanoids as slaves. Armed with cap-
ture-poles and throwing-nets, they prefer to take prisoners alive and won’t kill unless they have no choice.
51 Beastmen: large or small roaming pack, either looking for weaker creatures to prey upon or following the blood trail
of one or more wounded victims (animals or humanoids), looking for an easy kill.
52 Megalodonts: large or small herd, grazing and apparently sedate; however, several males are watching for predators
and may attack if they perceive a threat.
53 Grazers: large or small herd, very passive. They huddle together in a tight bunch if threatened, so that only those on
the periphery of the knot of bodies can be harmed.
54 Shan cadre: Roll 1D:
1-5: up to seven Shan warriors. They maybe on a mission or a group of mercenaries.
6: Shan Wanderer: a solitary Shan warrior. He may be meditating, practicing the combat skill that is his focus, or
simply traveling from one place to another. If treated with respect, the wanderer may be willing to converse with the
characters, and possibly even join them for a time if invited to do so. If treated in a disrespectful fashion, the wanderer
may view the characters as enemies and attack.
55 Lycanthromorph: lone predator, or large or small pack, follows the characters at a distance, waiting for opportunity to
attack. Or it may be stalking other prey.
56 Manth: unseen, so characters have to identify it by the GM’s description of what they hear: insane-sounding gibbering,
laughter, howling. The manth may attack at some point, or it might not.
61 Ghaun: stick-like plant men, hiding in a copse of tanglewood and waiting to ambush unwary travelers. They blend in
so well that characters may not see them until it’s too late.
62 Yann salvage party: they may have found a very large and potentially valuable piece of savage buried in the ground,
in which case they could be looking to hire additional help. Or they may want to hire an armed party to give them
protection, in which case they could be staying here or planning to travel to another locale.
63 Watering hole: the water here may be good or it may be tainted. The watering hole could be safe, or it could contain a
lurker or some other threat. It’s possible the watering hole connects to a hidden tunnel or burrow of some sort...
64 Deep hole: this could be nothing more than a hole in the ground, or it could be an entrance to an underground cavern,
a tunnel made by Undermen or Satada, or a short-cut used by subterranean Boglins as they move from place to place.
65 Scourge: solitary creature or small pack of 3-4, looking for targets of opportunity to prey on. Though fierce, they are
lazy, and won’t bother to attack stronger prey unless they’re very hungry.
66 Salvage: may include any of the following: 10-200 pounds of rusted but salvageable scrap black iron; damaged but
salvageable cargo dray; bones, fangs, claws, or hide; discarded spears or arrows; miscellaneous pieces of wood, glass,
metals, crystal, cloth, or hide.
218 TALISLANTA: THE SAVAGE LAND
THE GYRE
The Gyre is a vast, magical maelstrom com- The Gyre is capable of warping time and
prised of chaotic magical energies unleashed space, or opening rifts in the dimensional
during the Fall. This uncanny manifestation fabric. It can alter the nature of almost anything
resembles a mass of roiling dark energy seeth- it contacts, from tiny creatures to vast stretches
ing with bolts of black lightning. It can vary in of terrain, with utterly unpredictable results. Its
shape from a massive thunderhead to a torna- effects may be permanent or temporary.
do-like funnel, a dark sandstorm, or a writhing Whenever the GM rolls on a Random
mass of dark tendrils. This anomaly is hated Encounter Table and gets the Gyre as a result, a
and feared by most of the folk of the Savage second roll should be made on Gyre Encounter
Land, who blame the ancient Archaens for its Table.
existence.
THE GYRE RANDOM ENCOUNTER TABLE
roll Encounter
11 The characters and the surrounding area are enveloped in absolute darkness, impenetrable by any form of illumi-
nation. The darkness lasts for 2D hours, during which time the characters are unable to see each other, or any other
creature that might be in the area.
12 The whirling Gyre generates one or more demons, the type of which matches whatever element is most common in
the vicinity; i.e., sand, stone, iron, etc.
13 The Gyre suddenly transforms into a sandstorm demon over a mile across (see the Bestiary entry, page 157, for details).
14 The Gyre turns into a rain of fire-imps, which float down from above. The tiny demons ignite anything flammable,
including clothing, hair, fur, wood, and leather. Roll DEX (TN 10) to flee the area of effect, or all flammable material
worn/carried/ridden by the victim catches fire.
15 The Gyre takes the form of an inverted tornado that suddenly pulls the characters deep underground, hurling them though
a winding maze of tunnels to be deposited in some random subterranean locale (GM’s choice). The characters suffer 1D HP
of injuries, and must roll on the Action Table to see if they lost any weapons, mounts, wagons, or other important items.
16 The characters are swept up in a powerful vortex and transported to some other place in the Savage Land (GM’s
choice). No one is hurt, but the characters may or may not know where they are.
21 When the Gyre passes, the characters realize that they have each lost one of their senses (roll 1D: 1 = sight, 2= touch, 3=
taste, 4 = smell, 5 = hearing, 6 = None). It may take as long as a day or two for the lost sense to be restored (GM's ruling)..
22 The characters are unaffected, but any possessions that weren’t tied down have been swept up and scattered―in
what direction, and at what distance, is up to the GM.
23 The characters are unaffected―however, other individuals or creatures swept up by the Gyre from someplace else
have been transported right in front of them. They may be friends, neutrals, or hostiles (GM’s choice).
24 Initially the characters seem unaffected, but one of them (chosen by hidden random die roll by the GM) is cursed with
ill fortune. This curse takes the form of a cumulative penalty of -1 to all die rolls, per day (maximum -4D), and lasts until
the curse can be removed by a shaman. While cursed, a failed die roll always results in some sort of bad luck: the
character trips and falls, fumbles items, a weapon or tool breaks at the worst possible moment, water-skins leak, tame
animals growl or hiss at the victim, etc.
25 The Gyre comes directly at the characters, but decreases in size as it approaches, until it resembles a tiny vortex less
than an inch in height. It may move away from them, rapidly growing in size and dragging the characters and their
mounts with it; or it may remain at this small size and follow the characters wherever they go for 2D hours, until it
changes form again (roll again on the Gyre table).
chapter six: random encounter tables 219
THE GYRE RANDOM ENCOUNTER TABLE (CONT...)
roll encounter
26-31 The characters are unharmed, but any water or liquids that they were carrying have evaporated and are gone―
including potions or elixirs.
32 The land in a 2D mile radius around the characters is transformed from one type of terrain to another (GM’s choice).
33 A swarm hundreds and hundreds of rhasts descends on the characters. Roll using DEX (TN 10) to escape the area of
effect, or suffer 2D damage plus similar damage to mounts, goods, etc. No matter what, any and all food being carried
by the characters and their companions is devoured.
34 The Gyre spins into a tangled knot of writhing tendrils, each over 20 feet long. Roll Escape (TN 15), or suffer 1D points of
strangling and choking damage (no armor) for 1D rounds. The tendrils can be cut by magical weapons, causing them
to dissolve into smoke. All tendrils dissipate within ten rounds.
35 Rain of black icicles; all living creatures in the area not under cover take 1D damage per round for 2D rounds.
36 The Gyre twists into a funnel and disappears down the nearest hole, tunnel, or crevice. A rumbling sound is heard from
below, and a few seconds later the Gyre explodes from below, bringing up one or more kra (or sand dragons, if in a
desert).
41 The Gyre causes a powerful earthquake, which in turn causes one of the following: rockslide, landslide, or geysers of
boiling sulfur. Roll DEX (TN 15) to escape the area of effect or suffer 3D damage (no armor).
42 In just seconds, the Gyre acts on the terrain like centuries of erosion. Hills or mountains are worn down, and sand and
soil is swept away revealing whatever lies beneath it (tombs, tunnels, caves, buried siege golems/engines, ancient
ruins/catacombs, etc.).
43 The ground (or floor) around the characters suddenly rises up at amazing speed, leaving the characters and any
mounts or wagons with them standing atop a narrow pinnacle that is now about 100 feet above the ground. The char-
acters need to find some way to climb down from this narrow perch soon, as it appears to be unstable and is cracking.
44 The ground beneath the characters suddenly gives way, and they find themselves tumbling into a sinkhole over a
hundred feet deep. All characters and mounts suffer 1D+2 damage, and find themselves at the bottom of a deep pit up
to 20 feet in diameter (GM's ruling) with sheer sides.
45-46 The winds emit a deafening high-pitched shriek that shatters anything made of glass, and any non-magical gem-
stones or crystals.
51 The Gyre passes without apparent effect. But it has inexplicably and permanently drained the magic from any
enchanted item carried by the characters. Note that this may not be apparent until the characters check the affected
items.
52-53 A portal opens before the characters’ eyes, revealing a scene from some other locale. This “wild scrying”, as it is called,
only lasts for a moment, but allows the characters to see something that they may or may not understand, but which
may be important to them later on (GM’s ruling).
54-55 The Gyre approaches with much thunder and fury, but turns into a gentle wind that causes no harm.
56 The Gyre unearths every grave and tomb in a one-mile radius; raising the dead in the process, producing a horde of
necrophages too numerous to count. The characters have to fight their way out of the mass of undead or fall victim to
their swarming attack (see the Bestiary entry on page 177).
61-62 The Gyre threatens to engulf the characters in a mass of roiling black mists. But at the last minute it bathes the characters
in a radiant aura that causes one of the following effects: heals all wounds and cures all diseases; repairs all damaged/
worn/broken gear and makes it look brand new; or imbues all weapons, armor, and equipment with an aura of magic.
220 TALISLANTA: THE SAVAGE LAND
THE GYRE RANDOM ENCOUNTER TABLE (CONT...)
roll encounter
63 The Gyre transforms into a cloud of roiling green vapor that creates a verdant oasis over a one-mile radius. The oasis
provides enough food and water to last at least a week (GM’s ruling), after which it disappears.
64 Double random Gyre effect: roll twice on this table; both results happen back-to-back.
65 Persistent random Gyre-effect: roll on this table once every hour for 2D hours.
66 Hyper-persistent Gyre effect: roll on this table once every round for 2D rounds.
RUINS decipher. These places can hold necrophages
or disembodied spirits.
''
There are five major types of ruins that can be Stone idols showing depictions of what may
found in the Savage Land: be forgotten gods, devils or demons. Most
were erected by cults of one sort or another
Unknown Ruins and were used in their rituals. Some may be
cursed, or imbued with hostile magics; most
This category includes ruins of such ancient or were, and still are, shunned by the wild tribes.
''
obscure origin that no one (other than perhaps Ancient stone towers, bridges, or the
the Withen) has any idea who built them. The partial remains of stone structures. Such
three-eyed idols found in the Darklands, some places can attract entities like spectres and
of the oldest sunken wrecks found in the Lost shadowitches.
''
Sea, and certain ancient tombs all fall into this Underground temples or burial grounds.
category. Most of these ancient structures have Many contain funerary relics, valuable arti-
been at least partially, if not entirely, buried by facts, or entities such as necrophages and
centuries of time and the elements. Some may disembodied spirits.
be completely overgrown with dead tanglewood
trees, vines, or brambles. Unknown ruins can hold items such as stone
Features associated with Unknown Ruins or brass tablets, urns (contents unknown until
include: opened), ceremonial or religious reliquaries,
antique weapons and armor, magical scrolls, or
''
Ancient stone dolmens, some engraved with magical artifacts from a bygone age. A few may
wards and symbols. Most have long since hold powerful magical artifacts which may or
been defaced or damaged, but some may may not be usable.
retain residual magics.
''
Ancient stone portals, either decorative in
nature or, more likely, witchgates. Most wild
Drakken Ruins
tribes fear and shun witchgates, and as a These ruins are easily identifiable by their
result many of them are undamaged and may great size and massive scale. They were built
still be active. by the Drakken, a species of massive reptilian
''
Ancient tombs and crypts. Many were humanoids who once ruled much of the conti-
protected by large architectural traps such nent. Drakken ruins are very old; all have been
as trap-door pits, falling stone blocks, and heavily damaged by war, time, the elements,
descending stone portals. Additionally, some and the Fall.
were warded with glyphs and symbols of Features associated with Drakken ruins
such antiquity that they may be impossible to include:
chapter six: random encounter tables 221
''
Sections of standing or collapsed defensive were still occupied by surrogate warriors and
wall, up to 100 feet high. servants up until the time of the Fall.
''
Stone towers up to 150 feet high, some with Features typical of early Archaen ruins
multiple levels of battlements. include:
''
Balconies allowing warriors to fire ballistae
''
down at attackers. Single, double, or even triple outer walls,
''
Giant amphitheatres large enough to seat a fallen or standing, up to forty feet high.
''
thousand or more Drakken. Long stretches of roadway paved with rect-
''
Commemorative columns engraved with the angular stones, some engraved with symbols
names and deeds of ancient Drakken queens, of protection (most now inert, but some still
warrior-poets, and others. may be active). Many sections of road have
''
Statues of Drakken queens and highly-deco- collapsed, or their stones broken or stolen for
rated warlords. use by others.
'' ''
Friezes engraved with row upon row of Rows of tall columns or statues that may go
Drakken Symbology, including histories, on for great distances. Many of these have
biographies, geographicas, and poetry. been toppled by the wild tribes, earthquakes,
''
Massive stairways, bridges, or porticos. or the Gyre. Columns may be engraved with
historical information written in Archaen.
Drakken ruins often hold such items as red Statues may have been erected to honor
iron tablets, massive catapults and ballistae, famous Archaens, to mark the site of burial
and Drakken-sized tools, swords, axes, shields, grounds or battlegrounds, or to ward road-
helms, and armor. By far the most highly prized ways and porticos from non-Archaens.
''
items are firegems, which the Drakken used Stone dolmens and road markers from
to decorate royal regalia, religious artifacts, various fallen civilizations. Some may still be
shields, helms, sword-pommels, and bracers. imbued with magic of one sort or another.
''
When cut and polished by an expert, these Ancient temples or other structures ded-
stones can be turned into radian crystals, which icated to one or more Archaen sorcerers
the Archaens used as a power source for their or sorcerer-kings, revered (willingly or
clockwork mechanisms and conveyances. unwillingly) as gods by their creations.
Many of these structures are vast in scope,
Early Archaen Ruins and flanked by giant stone images, hanging
gardens, amphitheaters, and courtyards.
''
These ruins date back as far as the first Archaen Ancient libraries housing hundreds or thou-
city states, and continue throughout several sands of ancient tomes, scrolls, and tablets.
different eras up to the last walled cities and Most of these places were damaged or
citadels that the Archaens built before they fled destroyed by fire, earthquakes, the elements,
the land below for the cloud cities. All were or the Gyre. Some still contain valuable writ-
either heavily damaged or destroyed during ings or relics.
''
the wars against the Wild Tribes, the Sorcerers Archaen tombs, crypts, and mausoleums.
Wars and, finally, the Fall. Many were blackened Those containing the remains of powerful
by fire or defaced by vengeful beast-folk. While sorcerers and warlords may hold equally
the outermost structures of the older Archaen powerful magic artifacts, weapons, and
city-states were long since looted of many of armor. Such places are usually protected by
their valuables, many of the central structures traps; the number, sophistication, and dead-
remain relatively untouched. This is particu- liness of which usually directly related to the
larly true of cities that were built later, around value of their contents.
''
the time of the Sorcerers Wars. Many of these Sealed vaults containing rare magical
222 TALISLANTA: THE SAVAGE LAND
tomes, potent enchanted artifacts, or trea- chambers for the necromancer-priests.
''
sure-hoards. Archaen vaults were always Tombs and burial grounds where the
protected by multiple locking mechanisms, Torquar laid their dead; typically in obsidian
magical wards, traps, or all three. sarcophagi, often along with their valuables,
''
Vat-chambers containing rows of sorcer- and always protected by necromantic wards
er’s vats, which were used in the making of and other types of traps.
''
hybrid creatures and humanoids. Most are Ossuariums and mass graves containing the
empty, damaged, or destroyed; some may remains of victims murdered or sacrificed
contain the desiccated remains of whatever by the Cult. These places are often haunted
was being grown in them. A rare few still by spectres, disembodied spirits, and
hold creatures of various species, known and necrophages.
''
unknown. Though inert, these lifeforms may Sealed leaden vaults used to contain the most
still be viable, and can be brought to life by dangerous of all the Torquar’s writings and
releasing them from their vats. their most powerful necromantic artifacts.
These places were always protected with the
Early Archaen ruins often hold valuable items most potent runes and wards, and some con-
such as high-quality weapons and armor, tained such fearsome items that even some
enchanted items and, occasionally, powerful Torquar were afraid to look upon them.
artifacts. They may also contain vast stores of
treasure, much of it considered useless by folk Torquaran ruins are known to hold all sorts of
of this era; the exception being anything made necromantic items, from enchanted weapons,
of silver, which is of use against demons and armor, and shields to enchanted items and
undead. writings. Many of these items were cursed so
that only members of the Cult could use them.
Torquaran Ruins All are regarded as priceless religious artifacts
by the Ra.
Torquaran ruins originate from the same era as
the early Archaen ruins, but these places were
the domain of the Torquar: black magicians and
Archaen Cloud Cities
rulers of a Death cult responsible for the mas- The most recent type of ruins found in the
sacre of untold thousands of innocent victims. Savage Land are the cloud cities that were built
Many Torquaran temples were hidden in the in the era just prior to the Fall. Though less
mountains and occupied after the Fall by their ancient than other ruins, most of the cloud
former subjects, the Ra. Most of the rest were cities were shattered to pieces when they fell
razed in the Sorcerers Wars by a giant colossus from the sky during the Fall. They landed in
named Ikon, armies of enemy troops, or by the deserts, crashed into the sides of mountains,
Gyre. or fell into the depths of the Dead Forest, the
Structures commonly associated with Junglelands, and other regions. A rare few of
Torquaran ruins include: these marvels drifted more slowly to earth
before breaking into pieces; these are the only
''
Necromantic temples, hidden high in the cloud city ruins that may possibly be found
mountains or deep inside a mountain. with partially-intact structures of one sort or
Features commonly found in such places another
include sacrificial altars, friezes or tapestries Features of ruined Archaen cloud cities include:
depicting various “achievements” of the
''
Death cult, torture chambers, dungeons for Fragments of polished stone, variously-col-
the imprisonment of infidels, and private ored crystal, precious metals, and other
chapter six: random encounter tables 223
materials; useful only as salvage. Items found among the ruins of Archaen cloud
''
Pieces of fabric, of a type that can’t be pro- cities include extravagant costumes, jewelry,
duced by folk of the current age. These and curios, some having magical properties;
include decorative material such as spanga- exquisitely-made enchanted swords and fan-
lor, which are of little use to most tribes. cifully-designed suits of armor; clockwork
''
Pieces of structures such as columns, cor- mechanisms of various sorts, from toys and
nices, archways, statuary, etc. Most are frippery to complex constructs such as Talosian
identifiable by their garish, rococo designs automatons; orbs containing illusory panora-
and usually of no value except as markers mas or miniature wonders; and all sorts of
to indicate where a cloud city may have magic items from rings to bracers, amulets,
crashed. capes, and slippers.
''
The remains of elegant domed structures,
crystal towers and bridges, and lattices made
of spun silver, all popular architectural ele-
ments in the later part of this era.
''
The wreckage of flying or levitating con-
veyances such as aerial palanquins, floating
divans, and various types of windships.
224 TALISLANTA: THE SAVAGE LAND
goods & equipment
CHAPTER SEVEN:
There is no common coinage or currency Dragon oil is highly flammable, and in
to facilitate trade among the peoples of this its natural state can be used as a source of
ruined world. Instead, all exchanges of property long-burning fuel for lamps. When filtered of
(at least mutually-agreed exchanges!) are the sand and dirt, it is sought after as a lubricant
result of barter. Details on how to manage this for siege engines, conveyances and, in its most
process for player characters are presented in clarified state, fine clock-work mechanisms.
Chapter Three (page 89). The Thrax value this substance as the
primary ingredient in Thraxian fire, a highly
RAW MATERIALS flammable liquid used in warfare. Working
with the Ra, they have attempted to prevent
other tribes from acquiring this resource.
Andrak Silk But Kasiran traders and bandits do their best
The gossamer webbing of andrak is highly prized to thwart these attempts, sneaking into the
by many tribes in the Savage Lands. Though Black Desert to obtain quantities of dragon oil
light and delicate, the silk is surprisingly strong. whenever possible.
It is used to make clothing, thin and sturdy rope,
and bowstrings of unsurpassed quality. Geode
A geode is a spherical rock with a hollow
Dragon Bone cavity lined with crystals. In the rarest cases,
Many tribes make use of the remains of giant these crystals are firegems or occasionally
land and sand dragons. However, they are of moonstones. More commonly the crystals are
particular worth to the Azraq and Shaka. The of lesser value, such as onyx or, far worse, a
famed longbows of the Shaka are crafted from number of fire-imps. Still, folk with a penchant
dragon bone and sinew. The reptilian Azraq for gambling trade for unopened geodes in the
rely upon dragon bone for many items: hide hope of finding firegems.
and bone sledges, bone and sinew whips and
other weapons, and carved bone for jewelry Ironwood
and body piercings. Ironwood trees are found only in the Dead
Forest. They range in color from near-black to
Dragon Oil steely-gray, and are named for both their color
Dragon oil is a viscous black liquid found only and the hardness of their wood. The Shaka are
in the Black Desert, typically in small pools among the few who know how to harvest the
or tar-pits. This substance is believed to be wood of these trees, which has many practical
derived from the remains of long-dead sand uses, particularly in the making of fine bows.
dragons, which are thought to liquefy over the
course of time.
chapter seven: goods & equipment 225
Metal, Salvage RAW MATERIALS
Many tribes of the Savage Land utilize metals
Item Trade
recovered from fallen sky-cities, battlefields,
and other ruins. In some cases, the salvage Andrak silk, raw High
needs little reshaping to be useful, such as
Claws Very Low
armor plating from siege engines, rods and
bars of metal of varying lengths and diameters, Dragon bone Average
metal wheels and springs from conveyances, Dragon oil High
and so forth. As a result, salvaged metal of a
useful shape and quality is much more valuable Fangs Very Low
than raw nuggets or ingots. Geode Average
Gold Very Low
Black Iron
Black iron is the most commonly used metal Hide, beast Low
in the Savage Lands. This is primarily due to Hide, dragon High
its abundance, both as salvage and in its raw
Black iron ingot Average
form. Many mountainous regions contain
black iron nuggets, and ruins hold black iron Black iron nuggets Average
salvage from wrecked war machines, weapons, Black iron scrap High
and general scrap.
Iron-needle spines Average
Red Iron Ironwood High
Twice as strong as black iron and weighing half
Kra fangs Very High
as much, red iron carries a value at least double
that of black iron. Archaen items of red iron Kra scales High
were rare even before the Fall because the ore Obsidian Very Low
was found only in the Volcanic Hills, a region
zealously guarded by the Drakken. The reptil- Oryx feathers Average
ians made extensive use of red iron, crafting Red iron ingot Very High
armor, weapons and other relics.
Red iron scrap Very High
Metal Nuggets & Ingots Salt High
Producing base metal from ore is a process Silver Very High
unknown to most tribes of the current age.
Spike-tree spines Low
However, raw metals of various types are
found in the form of nuggets in various places Tanglewood, for basket weaving Average
throughout the known lands. In many cases, Tanglewood, for tinder Low
metals are either traded in this raw form or
melted down to make bar-shaped ingots. Timber High
Tusks Low
Salt
Large salt crystals can be found in parts of
the Wilderlands, most often underground in
natural caverns. Salt is a valuable trade good,
as it can be used to preserve meat and to
prepare hides.
226 TALISLANTA: THE SAVAGE LAND
Geode
Radian Crystal
Kasmiran Fetish-Mask Kasmiran Talismans
Silver
Silver ore is found in the same regions as black
iron, but it is much rarer and worth about ten
TRADE GOODS
times that of black iron. Among the current Blankets & Cushions
inhabitants of the Savage Land, silver is valu- Simple blankets and bedrolls are usually made
able mainly because it is the only non-magical from shag, barkcloth, linen, or hides. Cushions
substance that can be used against extra-di- made from stitched hides or woven plants and
mensional entities such as demons and malign filled with scrub grass or shag are also traded.
spirits. As such, it is primarily used in the craft-
ing of weapons, and rarely used for jewelry or Maps
decorative purposes. Most old maps pre-date the Fall, and were
often scribed on parchment or hide and stored
Wood in metal, stone, or bone tubes. Others were
Timber suitable for crafting or construction is carved into clay or metal tablets. The rarest
extremely rare in most regions of the Savage and most elaborate maps were engraved
Land. The only places where wood of this onto spheres of glass, powered from within
quality can be found are the Dead Forest and by radian crystals, and capable of projecting
parts of the Junglelands, both of which are images onto walls, floors, or even in mid-air.
dangerous. Consequently, quality timber is a While the ancient mapmakers were of great
valuable trade commodity in the Savage Land. skill, the Fall caused such changes in the land-
Tanglewood is found in many parts of the scape and celestial bodies as to make their
Wilderlands, but is suitable mainly for kindling creations quite unreliable. In the current era,
and basket-weaving. the tribes are illiterate and incapable of making
maps of any real value.
chapter seven: goods & equipment 227
JEWELRY, ADORNMENTS TRADE GOODS
Item Trade Item Trade
Beads, bone Very Low Basket, woven needlegrass Very Low
Beads, Onyx High Blankets and cushions Very Low
Beads, silver High Cage, large, iron High
Earring, bone Very Low Cage, large, wood/bone Low
Earring, iron Average Cage, small, wood/bone Very Low
Earring, silver High Flask, bone Low
Moonstone pendant High Flask, hide Very Low
Ring, bone Very Low Flask, pottery Low
Ring, iron Average Map Very Low
Ring, silver High Obsidian Very Low
Pottery, clay Average
Pottery, Clay Pouch, belt, hide Average
Spinning clay to form pottery is a common skill
among many tribes. Clay pots, urns, bowls, jars, Pouch, shoulder, hide Average
ladles, and other containers and utensils are Radian crystal High
traded at markets.
Rope, Andrak silk High
Radian Crystals Rope, linen Average
Before the Fall, these crystals were used to power Rope, vines Low
Archaen constructs and mechanisms. Radian
crystals are crafted from raw firegems; the very Sack, hide Low
difficult process involves cutting and inscribing Sack, linen Average
the stones. In present times, only the Yann possess
Salt High
the ability and tools to create Radian crystals,
and even their greatest artisans often fail in the Torch (burns four hours) Average
attempts. Radian crystals slowly lose their power Water-skin, large (2 gal.) Average
over time, becoming inert red stones.
Water-skin, small (2 qt.) Low
Rope
The best ropes are made from andrak silk.
Other types are woven from more common include hammers, tongs, wood-saws, cutting
materials, such as needle grass and certain blades, awls, wire, chain, and rope.
types of vines.
Common Tools
TOOLS Most tools made since the Fall are of suspect
quality and durability, typically being made
of lesser materials such as bone, wood, stone,
Common Repair Tools and hide as opposed to refined and machined
For making repairs to conveyances, structures, metals. Common types of tools include axes,
and equipment, tools most commonly used hatchets, hammers, spades, and saws.
228 TALISLANTA: THE SAVAGE LAND
Trap Mechanisms
Golgoth Torture Implements
Thraxian Toxin-Goggles
Thraxian Gauntlets
Thraxian Toxin-Mask
Yann Clockwork-Repair Tools
Fused Glass saws capable of cutting metal or stone, porta-
Pools of boiling liquid glass can be found in the ble winches with block and tackle, and so on.
Volcanic Hills,. Some Kasiran tribes know how Before the Fall, both the Neurians and Archaens
to pour the glass into molds to fashion talis- made salvage tools of exceptional design and
mans, orbs, vials, and even crude sheets of glass. quality. Though Yann create tools of good
Though most fused-glass has some impurities, quality, even the best can’t match the quality
it is strong, durable, and can be quite beautiful. of the old Neurian and Archaen tools. As such,
Pieces of fused-glass found in volcanic regions these implements are very rare and valuable.
or on battlefields sometimes contain ancient
artifacts, gemstones, or other items. Torturer’s Tools
Golgoths are masters of torture. Tongs, brands,
Nets clamps, various small blades, and other crude
Most nets are crafted from rope, vines, or implements are their instruments.
braided leather strips. The smallest are held
in one hand during combat and used to shield Thraxian Gauntlets
against, confuse, or entangle an opponent. The Thrax wear thick hide gloves that have
Larger nets are weighted and thrown with been boiled in a secret alchemical mixture
both hands, or used for various types of traps when working with toxins and acids. Though
and snares. bulky and somewhat rigid, the gauntlets
provide protection from accidental spills.
Salvage Tools
For large-scale salvaging, Yann rely upon spe- Thraxian Toxin-Goggles
cialized tools: heavy hammers and pry-bars, To protect their eyes from toxic fumes and
chapter seven: goods & equipment 229
TOOLS
Item Trade
Common tools Average
Chain, light, per ft Average
Chain, heavy, per ft High
Glass, fused Average
Glass worker’s tools High
Golgoth torture implements Average
Grapnel Average
Knife, small stone/bone Low
Knife, small, iron Average
Leather-working tools High
Lock, Archaen, complex Very High
Lock, simple Low
Mallet, wood/bone Very Low
Metalworking tools High
Net, knotted linen Average
Yann Salvage-Tool Pick/shovel Average
and Tool-Harness
Sharpening stone Low
poisons, the Thrax wear goggles made with Slave collar Low
beast-hide frames and smoked-crystal lenses. Stone worker’s tools High
The goggles are also of use against sand and dust.
Thraxian gauntlets High
Thraxian Toxin-Mask Thraxian toxin-goggles High
Made of shaped and stitched beast-hide, Thraxian toxin-mask Very High
Thraxian toxin-masks look primitive, but they
Trap mechanism High
are effective at protecting the wearer from poi-
sonous gas. Inside these masks, a clay canister Yann tool-harness High
holds layers of cloth that act as an air filter. Whip, hide Very Low
Trap Mechanisms Woodworking tools High
The ancient Archaens were adept at making
mechanical traps of varying sizes and purposes, Kasiran tomb-robbers are adept at finding
which they used to protect tombs, vaults, and and dismantling traps. They are sometimes
collections of valuables. Some are so small willing to barter their tomb-robbing abilities
they can fit inside locks or containers, while in exchange for a share of any loot found. The
others are larger, and include things such as Thrax possess similar talents, though they
spring-loaded projectiles, secret passageways, mainly study ancient trap mechanisms for their
trap-doors, and deadfalls. possible applications in weapon design.
230 TALISLANTA: THE SAVAGE LAND
Yann Clockwork-Repair Tools CLOTHING MATERIAL
Clockwork mechanisms can only be repaired or
Type Trade
built with specially-made tools. These include
finely-made implements such as miniature cal- Barkcloth Low
ipers, wrenches, springs, filaments, magnifying
Beast Hide Low
lenses, and similarly-sophisticated devices.
Linen, Kasiran Average
Yann Salvage-Tool Ogriphant hide Average
Made from telescoping rods of black or red
iron, a Yann salvage-tool looks like a six-foot Dragon hide High
long heavy pry-bar. However, for one who Furs High
knows how to activate its various forms, the
Shag (Grazer-fur hide) Average
tool can be transformed into a metal-saw, a
wood-saw, a shovel, a pick, a hammer, and even
a spear. When several Yann salvage-tools are FINISHED CLOTHING
combined together, they can be used to make Boots, hide Average
even more complex tools, such as winches,
levers, scaffolds, and ladders. Cloak, fur Low
Cloak, hide Low
Yann Tool-Harness
Cloak, hooded linen Average
The Yann tool-harness is typically made from
toughened leather or beast hide. The harness’s Gauntlets, hide Low
utility comes from its numerous pouches, Loincloth, hide Very Low
pockets, metal loops, and straps, which hold a
variety of tools, spare parts, materials, and so on. Loincloth, linen Low
Ritual vestments, Ra Low
CLOTHING Sandals, common
Smock, hide simple
Low
Very Low
Barkcloth Smock, hide Low
The Imazi have developed the technique of
Vest, hide Low
boiling and hammering bark into a soft, but
durable, cloth. Barkcloth can be dyed during Vest, linen Average
this process or painted afterward. It sheds water
naturally.
Hide, Dragon
Hide, Beast Land dragon hide is very heavy and durable,
The hides of various animals are used to make and favored by peoples such as the Ra and
boots, sandals, gauntlets, helms, belts, straps, Drakken. Dragon-hide armor is the best non-
and so on. When tanned, boiled, and hard- metal armor available in the Savage Land.
ened, animal hide can also be used to make
leather-like armor. Hide, Furs
Furred animals are rare in the Savage Land,
Hide, Ogriphant one of the few exceptions being Grazers. These
Generally worn only by the Umar, ogriphant hide creatures have a coarse type of fur called shag,
is almost as tough and durable as dragon hide. which is used for a variety of purposes. While
some tribes wear furs made from the hides of
chapter seven: goods & equipment 231
SLAVES
Type Trade
Beastman Low
Boglin Low
Drudge, unskilled Very Low
Drudge, skilled Average
Reaver High
Shaka High
Shan Average
Vandar High
Virago Average
Yann Very High
Barkcloth
humanoid creatures such as Beastmen and
lycanthromorphs, many won’t. ANIMALS & STEEDS
Type Trade
Kasiran Linen
This rough-spun but comfortable cloth is made Burden Beast Average
from soft fibers found in the spiny pods of the
Catdrac, trained Very High
desert thistle, a thorny plant that grows only
in arid regions. The fibers are spun into thread Desert Beast Average
and woven into a lightweight, comfortable Grazer Low
cloth favored by the Kasir tribes.
Hopper, trained Average
Shag Land Dragon, young Average
The long, course fur of Grazers is commonly
Land Lizard, trained High
called Shag. It is used to make clothing, blankets
and bedding, and to pad saddles and leather Loper, trained Low
armor. Some tribes weave the fur into braids Mandragore Average
used as decorations or even short straps or ropes.
Ogriphant High
SKILLED LABOR
Those who know how to do something of
Strider
Tarkus, trained
Average
High
value may trade their time in exchange for Vennin Average
food, shelter, or valuables. This is the only way War Beast High
most types of Drudges can survive. The Yann
Tack
are particularly adept at bartering their skills
in salvaging, metal-working, and construction. Saddle and bridle Average
The Thrax work as weapon dealers and poi- Saddlebag Low
son-makers; the Kasir deliver goods across long
distances and work as tomb-robbers.
232 TALISLANTA: THE SAVAGE LAND
Training
Knowledge of skills is a commodity among
many tribes. Some are willing to trade their
DOMESTICATED ANIMALS
knowledge of primitive magical rituals, Burden Beast
weapons, crafting, and so on. Massive and slow, but capable of carrying
heavy loads.
Slaves
Bands of Golgoth slavers operate throughout Catdrac
the Savage Land, selling their living “wares” to A swift and fierce steed favored by the Virago.
tribes such as the Umar and the Ra. Though
most other tribes don’t barter for slaves, those Desert Beast
who find themselves in need of additional man- Favored as a mount and burden beast by the
power sometimes do so. Kasir, as they are well-suited to hot, arid climes.
Grazer
Herd beasts, raised for fur and meat by the Imazi.
Land Dragon
Fierce, can only be tamed and ridden by Drakken.
chapter seven: goods & equipment 233
Light Cargo Dray
Cargo Dray
Salvage Dray
Land Lizard
Used to carry medium or heavy loads and to
pull cargo drays. Durable but ill-tempered.
CONVEYANCES
Cargo Dray
Loper These four-wheeled conveyances are often
Aggressive, ferocious; can only be tamed and crudely built of whatever materials are avail-
ridden by Azraq. able, including pieces of scrap metal, wood,
hides, and bones. Most cargo drays are drawn
Ogriphant by a land lizard or a pair of desert beasts.
Gigantic creatures used as living siege engines Maximum capacity is usually about 1,000
by the Umar. pounds.
Cargo Dray, Light
Strider These conveyances are similar to a regular
Swift steeds, excellent climbers, but can’t carry Cargo Dray, but only have two wheels. Light
much weight. Favored by the Shan. cargo drays can be drawn by a single desert
beast or even a pair of striders. Maximum
War Beast capacity is usually about 500 pounds.
Tough, aggressive; favored as war-steeds by
Vandar warriors. Salvage Dray
The most commonly used conveyance for trans-
porting large quantities of salvage or cargo is a
234 TALISLANTA: THE SAVAGE LAND
CONVEYANCES FOOD
Type Trade Type Trade
Cargo dray Low Fresh water High
Cargo dray, light Very Low Meat, dried Low
Salvage dray Average Meat, fresh Average
Thraxian armored salvage dray High Roots, edible Low
Underroot Bulbs Average
type of crude, heavy wagon known as a salvage
dray. These wagons are typically constructed Underroot Bulbs
from scraps of salvaged wood and iron, and Underroot is a subterranean tuber that can be
have from four to six large, heavy-duty wheels. found in caves and caverns across the conti-
Cargo drays are usually drawn by pairs of burden nent. The brownish bulbs of this plant measure
beasts or teams of four or more land lizards. about six inches in diameter, and are covered
Maximum capacity ranges from 1-10 tons. These with a tough fibrous skin. The soft, pulpy core
conveyances are slow and ponderous, and can be is juicy and nutritious, and a single bulb con-
difficult for unskilled drivers to maneuver. tains enough nutrients and liquid to sustain
an average-sized humanoid for one day. When
FOOD AND DRINK dried in the sun for a day, the bulb’s outer skin
hardens, which keeps its contents fresh for
several weeks. The fruit’s longevity, portability,
Fresh Water and nutritional value make underroot bulbs a
Most surface water found throughout the valuable trade commodity, especially in regions
Savage Land is either stagnant or tainted. As a where water is very scarce.
result, sources of fresh water are coveted. These
sources are usually deep in the ground and may
be accessed via subterranean caverns, natural
springs, or ancient wells. Fresh water is consid-
WEAPONS & ARMOR
ered a valuable commodity. Common Armor
Typical armor is made of hides, bones and scav-
Meat, Fresh enged metal.
Great herds of wild burden beasts and megal-
odonts migrate through regions of the Savage Common Weapons
Land, feeding on grasses and scrub. These herds Common weapons are made of hide, wood,
are commonly hunted both by natural preda- bone, stone, fangs, claws and scavenged metal.
tors and by many tribes, who rely on wild game
as their primary source of food. Drakken Sword
Drakken prefer heavy, thick-bladed swords
Meat, Dried designed for hacking and chopping. As with
The best way to preserve fresh meat is to cut it most of their weapons and armor, Drakken
into thin strips, boil it in salted water, and dry it swords were fashioned mainly with red iron.
slowly in the light of the twin suns. Dried meats Those made for commanders or others of rank
are a staple of many tribes, and are often offered typically bear silver glyphs or firegems.
in trade.
chapter seven: goods & equipment 235
Ra Heavy Iron Crossbow
Golgoth Chainarmor
Ra Executioner Axe
Witchmen Blowgun
Umar Warclub
Gwanga
Golgoth Battlehelm
Drakken Sword
Golgoth Chainblade
Golgoth Chainwhip
Drakken War Axe Golgoth Chainmace
Drakken War Whip Golgoth Chainhook
Thraxian Firebomb
Shaka Beasthide Armor
Shaka Longbow
Vandar Greatsword
Shan Ceremonial Sword
Umar Axeblade
Umar Hacksword
Thraxian Darthblower
Shan Ceremonial Armor
Vandar Garde
Thraxian Bladestaff
Drakken War Axe spiked iron balls attached to one another by
This massive, two-handed weapon is the most links of chain, terminating in a metal handle
common variety of war axe preferred by the wrapped in dragon hide. The longest of these
towering Drakken. It’s made entirely of red iron, weapons can measure up to twelve feet, and can
with land dragon hide wrapped around the easily weigh over a hundred pounds.
hand-grip. In ancient times, the greatest of these
weapons were also inlaid with silver glyphs or Golgoth Battle Helm
firegems. Such weapons are held in the highest Golgoth males wear crude helms made from
regard by Drakken of the present age. two pieces of hammered black iron, fastened
together with hide straps or chain. These
Drakken War Whip helmets cover the entire head, leaving a
The Drakken war whip consists of a series of seam-like opening between the front and back
236 TALISLANTA: THE SAVAGE LAND
halves, with narrow slits for the eyes. The only Golgoth Chain-Hook
decoration is a band of hide or skin dyed in the Designed for climbing, securing cargo, and
tribe’s colors. capturing large beasts; the chain is up to twenty
feet long with a multi-pronged hook at each
Golgoth Chain-Armor end. Some hooks are big enough to be used as
Many of the Golgoths tribes wear pieces of hand-held slashing weapons, at the same time
armor made from interconnected lengths of the chain is used to block, confuse, and entan-
chain. On some types of armor, the chains are gle attackers.
sewn to a hide backing; or a web of chains is
simply worn as a headdress, a vest, a loincloth, Golgoth Chain-Whip
or even a cloak. Golgoth males tend to wear A light or heavy flail consisting of five chains
heavier, coarser chains, while females generally attached to an iron handle. It is used to control
prefer items made from lighter and finer chains. slaves, or as a weapon in battle. In the latter
Golgoth chain-armor is almost always made of case, small spiked iron balls are sometimes
black iron. attached to the ends of the chains.
Golgoth Throwing Net
Golgoth Chain-Blade Perhaps the most effective Golgoth capture
A chain-blade is a disk of metal sharpened weapon, a throwing net is made with thin strips
around its circumference and affixed to a length of braided beast-hide and four iron weights.
of chain. Typically, the entire weapon is made It is spun over the head with both hands and
of black iron, though some prefer disks of bone thrown to entangle.
set with razor-sharp onyx around the edge.
Others may be equipped with spikes. In any Imazi Gwanga
case, one skilled with this weapon commonly This four-bladed throwing knife is used by the
attacks by spinning the chain and lashing out Imazi tribes. It is used to hunt large animals,
to strike a target, recovering the disk in the and in battle as a throwing or cutting weapon.
same smooth motion, once again spinning the Experts with this weapon are able to wield two
chain. At close quarters, the chain-blade can gwanga at once.
also be used to entangle and strangle enemies.
Golgoths make both a heavy chain-blade meant Ra Executioner Axe
for two-handed use, and a lighter version that According to the dictates of the Death cult,
can be used with one hand. Masters of this properly performing a ritual killing requires an
weapon are said to be able wield two chain- executioner’s axe. These heavy weapons typically
blades at once, one in each hand. require both hands to wield. Crafted from black
iron, black onyx, or obsidian, this single-bladed
Golgoth Chain-Mace axe is shaped to resemble a leering death-head.
This weapon is identical to the Golgoth chain- The haft is fashioned from deadwood, a tree
blade, but instead of having a blade at one end, found near graves and burial grounds, and is
it has a mace. The mace is usually made of black engraved with symbols of import to the Cult.
iron and studded with spikes. Skin, hair, and hide wrap the handle—often
made from the scalps of those sent to the glory
Golgoth Chain-Hood of Death’s eternal embrace.
Golgoth females wear headdresses of intercon-
nected chains, sometimes decorated with spikes Ra Heavy Iron Crossbow
and hooks to lend an even more fearsome The handle of a Ra heavy crossbow is usually
aspect to their appearance. carved bone, and may be elaborately decorated
chapter seven: goods & equipment 237
Weapons
The following is a list of weapons used by the various peoples of the Savage Lands. All weapons in this section are rated according to damage,
minimum strength required to employ the weapon (MIN STR), and its value as a trade good. An asterisk (*) indicates that the weapon may be
thrown or otherwise used as a missile.
COMMON WEAPONS
Type Damage Weight Min STR Trade
Unarmed STR -1D 0 0 N/A
Improvised Club STR varies varies N/A
Axe, bone* STR+1D+2 3 1D Very Low
Axe, stone* STR+2D 4 2D Very Low
Blowgun (Poison) 1 1D Low
Club, bone STR+1D+1 4 1D Very Low
Club, wood STR+1D+2 6 1D Very Low
Knife, bone* STR+2 1 1D Very Low
Knife, iron* STR+1D 2 1D Average
Short Bow, horn 3D+1 3 2D Average
Sling, hide 2D+2 0.25 1D Very Low
Spear, iron* STR+1D+2 2 2D High
Spear, ironwood* STR+1D+2 3 2D Average
Spear, stone* STR+1D+1 6 2D Low
Spear, bone* STR+1D+1 4 2D Very Low
Staff STR+1D 3 1D Very Low
Sword, black iron STR+1D+2 6 2D High
Sword, obsidian STR+1D+2 4 2D High
with onyx engravings. Boiled hide is wrapped consists of pads of stitched leather filled with
around the bow, which is itself fashioned from the scales or tough hides of large beasts, such
thin plates of black iron, and is essentially a as behemoths and land lizards. The pads are
very powerful spring. The crank mechanism stitched together to form jerkins and leggings,
and trigger are also made of black iron, as are and may be adorned with dyed furs, feathers,
the heavy bolts fired from it. and crystal beads.
Shaka Beast-Hide Armor Shaka Blades and Arrowheads
Talented trackers, hunters, and skinners, Shaka The Shaka make razor-sharp blades from flint
take care to make the most of the hides of the and obsidian, which they use as cutting tools
beasts they slay. The leather workers among and for skinning and leather-working, or as
their tribes craft goods of excellent quality from arrowheads. Shaka rarely use these blades in
these skins, and the armor they make is known battle, preferring to fight with bows, or at close
for its strength and suppleness. Shaka armor range, with their claws and teeth.
238 TALISLANTA: THE SAVAGE LAND
TRIBAL WEAPONS
Type damage weight min str trade
Drakken War Axe STR+3D 30+ 5D High
Drakken War Whip STR+1D+2 10 4D High
Drakken Sword STR+2D+2 40+ 4D High
Golgoth Chain-Blade STR+2D+1 10 3D High
Golgoth Chain-Mace STR+2D 12 3D High
Golgoth Chain-Hook STR+1D 10 3D High
Golgoth Chain-Whip, light STR+2 8 3D High
Golgoth Chain-Whip, heavy STR+1D 16 3D High
Golgoth Throwing Net* (entangle) 8 2D High
Gwanga* STR+1D+1 4 2D Average
Ra Executioner Axe STR+2D+2 7 3D High
Ra Heavy Iron Crossbow 5D 7 3D High
Shaka Obsidian Knife* STR+1D+1 1 1D High
Shaka Longbow 4D+2 5 3D High
Shaka Shortbow 3D+2 3 2D+2 Average
Thraxian Blade-Staff* STR+1D+2 6 2D High
Thraxian Dart-Thrower 3D 2 1D+2 High
Umar Axe-Blade STR+2D+2 20+ 3D Low
Umar War Club STR+2D 25+ 4D Low
Vandar Garde STR+1D+1 40 3D High
Vandar Greatsword STR+2D+1 20 3D High
Virago Shortbow 3D+1 3 2D Average
Shaka Longbow Each bow is tailored to the stature of the
To a Shaka, his longbow represents more than a Shaka who bears it. Typically, the longbow is
mere weapon. It is an extension of his will and over seven feet in length and requires tremen-
is named after him. dous strength for other folk to draw. However,
The crafting of a Shaka longbow involves even touching a Shaka’s bow without invitation
rituals performed by the artisans and the is a dire insult. Anything more, such as drawing
intended archer, and is one stage of a Shaka’s the bow, would likely end in bloodshed.
initiation ceremonies into adulthood. To obtain
the bone, hide, sinew, and blood needed to Shan Ceremonial Armor
make the weapon, the young Shaka must take These suits are beautifully made of metal scales
part in a dragon-hunt with the other members and plates sewn onto hide. They are handed
of his pride. down from one generation to the next, and are
chapter seven: goods & equipment 239
ARMOR
Type Protection Location Min STR Weight Trade
COMMON ARMOR
Armor, scavenged black iron 1(2) Torso 2D 30 Low
Land lizard hide 1(2) Torso 1D 20 Low
Leather Vest 1(1) Torso 1D 10 Low
TRIBAL ARMOR
Drakken Battle Armor 1(4) Full 4D 80 Very High
Golgoth Battle Helm 1(3) Head 3D 15 High
Golgoth Chain-Armor 1(3) Torso 3D 40 Average
Golgoth Chain-Hood 1(2) Head 3D 10 Average
Ra Paladin Armor 1(3) Full 2D 30 High
Shaka Beast-Hide Armor 1(2) Torso 1D 20 Average
Shan Ceremonial Armor 1(3) Full 2D 50 High
Vandar Garde 1(2) Full 2D 40 Average
considered priceless by the Shan. Some of the hidden compartments for valuables like maps
older suits of Shan armor were imbued with an or gemstones, mechanisms allowing the staff to
aura of enchantment (+1), but not all. be twisted into two pieces with a strong fila-
ment of wire between to be used as a garrote or
Shan Ceremonial Sword slicer, and so forth.
These longswords were made before the Fall
by master sword-smiths, who imbued each Thraxian Dart-Thrower
blade with a +1 aura of enchantment that makes A dart-thrower is an easily-concealed weapon
them effective against most types of supernat- that consists of a leather bracer worn about the
ural entities; the skill required to make such wrist and forearm. Around the bracer are up
blades is now a lost art. Shan swords are light, to six pockets, each containing a tube made of
extremely well-balanced, and razor-sharp. metal or bone. The tubes hold spring-loaded
These rare artifacts are well cared for, and are darts coated in poison, drugs, or some other
passed down from one generation to the next. toxic substance. Each tube can be triggered by
depressing a button on the bracer. Reloading
Thraxian Blade-Staff is a slow process, requiring the bracer to be
Measuring around six feet in length, a blade- removed, the springs cocked, and poison-tipped
staff is hollow and may be constructed of bone, darts carefully inserted.
wood, metal, or even crystal, depending upon
the whim of its creator. One or both ends of the Umar Axe-Blade
staff contain mechanisms to extend and retract Lacking all but rudimentary iron-working skills,
thin blades or spikes, turning the staff into a the Umar make heavy, single-edged chopping
stabbing and slashing weapon. The blades are weapons from salvaged metal. The axe-blade
often coated with poison to increase their dead- typically consists of one long, curved edge
liness. Some blade-staves have other features: honed from a single, wide piece of scrap. Hide
240 TALISLANTA: THE SAVAGE LAND
SHIELDS
Type Protection Cover Weight Trade
Garde 2(5) 1/4 40 Average
Shield (hide, wood) 2(4) 1/4 5 Average
Shield (iron) 2(6) 1/4 20 High
Shield (Dragon hide) 2(7) 1/2 30 High
or leather wraps the handle. Umar use them
AMMUNITION/ACCESSORIES FOR
MISSILE WEAPONS
for chopping trees and meat, as well as their
enemies. Type Number Trade
Umar Hack-Sword Pouch, sling stones 20 stones Very Low
These weapons resemble a cross between an Quiver (dart-Thrower) 10 darts Low
over-sized falchion and a meat-cleaver. About
Quiver (crossbow) 20 quarrels Average
five feet in length, hack-swords are heavy,
single-edged chopping weapons. A two-handed Quiver (longbow) 20 arrows Average
version, measuring over seven feet in length, is Quiver (shortbow) 20 arrows Low
also made. Both types are crudely made by slave
Spring-blade (spring-Knife) 1 blade Average
laborers, and require great strength and size to
wield.
Virago Short Bow
Umar War Club These composite bows are designed specifi-
A primitive but effective weapon, the Umar club cally for mounted archery, and are smaller and
is carved from dragon bones and studded with lighter than a Shaka shortbow.
claws, horns, scrap iron, and sharp stones. It is
used to batter enemies into submission. Witchman Blowgun
The shamans of the Witchman tribes make
Vandar Garde blowguns from pieces of hollowed wood and
This type of armor is usually only worn by the bone. The base of the blowgun is usually a foot
Vandar tribes. It’s made of iron plates, padded or so long and may be used alone; however, it
on one side and spiked on the other, and worn is more common for the Witchmen to attach
on the shoulders, arms and legs. The garde is one or more pieces to the base, extending the
used for protection, to parry blows, and as a length of the blowgun and its range and accu-
weapon. racy. Darts may be crafted from bone, wood,
and thorns. They are cup-shaped at the base,
Vandar Greatsword fitted with reeds or feathers, and end in a nee-
A massive two-handed sword favored by the dle-sharp point coated with poison.
Vandar, this weapon requires a great deal of
strength to wield. Most are made by the Yann
to Vandar specifications, meaning the blades
are sharp, durable, and devoid of any form of
decoration. The weapon typically comes with
a scabbard made of beast-hide that can be
strapped across the wielder’s back.
chapter seven: goods & equipment 241
Bombastion Thraxian
Spike Hurler
Umaran Heavy Catapult
Umaran Siege Tower
COMMON SIEGE ENGINES make Thraxian fire a fearsome weapon. Once
it has been set alight, it is notoriously difficult
to extinguish and produces an extremely hot
Spike Hurler flame. Water can’t extinguish Thraxian fire;
This device can simultaneously launch as many only smothering the flames with sand or hides
as twenty three-foot long iron spikes for a dis- works. Some say that there is a rare version of
tance of about 300 feet. It is not accurate, but Thraxian fire that ignites when exposed to air.
it can cause a good deal of damage to wooden
structures, siege engines, or enemy troops. Thraxian Fire-Bomb
Spike hurlers require a crew of twenty Boglins, Small, clay pots stoppered and sealed with wax
or at least five Umar, to operate. The devices are can still be found intact within ruins or buried
wheeled, and are usually towed into place by an beneath the rubble of ancient battlegrounds.
ogriphant or a team of 2-3 war beasts. Larger versions are hurled as ammunition from
bombastions.
Thraxian Fire
This dangerous substance consists of a mixture Thraxian Fire-Thrower
of dragon oil, quicklime, brimstone, and other A fire-thrower is a weapon consisting of
ingredients. The exact recipe is a secret: only a metal tube, a chemical reservoir, and
the Thrax know how to make Thraxian fire. a bellows made of hide. Thraxian weap-
Its adhesive nature and extreme volatility on-smiths craft these devices, which can be
242 TALISLANTA: THE SAVAGE LAND
SIEGE WEAPONS
Type Damage Scale Special Crew Trade
Ballista, Heavy 5D+1 4 Armor Piercing 7 Very High
Ballista, Light 4D+1 3 Armor Piercing 3 High
Bombastion 10D 5 Area of Effect (4 yards) 10 Very High
Catapult, Heavy 6D 4 Area of Effect (3 yards) 9 Very High
Catapult, Light 5D 3 Area of Effect (1 yard) 5 High
Spike hurler 4D/bolt 3/bolt Armor Piercing, Area of Effect (4 yards) 10 Very High
Thraxian 3D+2 3 Area of Effect (Cone, 20 yards) 2 High
Fire-thrower
Thraxian fire-bomb 3D 1 Area of Effect (1 yard) 1 Average
Thraxian fire, gallon High
used to spray Thraxian fire to a distance of
20 feet. When ignited, the liquid fire gushes
from the spout, coating anything in its path
with sticky, burning gobbets of fire that
burn with enough heat to melt non-magical Thraxian Fire-Thrower
metals. Some of these weapons are small
enough to be wielded by an individual, while
larger versions can be mounted on battle
golems or used as siege weapons.
Umaran Heavy Catapult
A giant catapult made of wood or ogriphant
bones, capable of throwing a 500 pound boulder
up to 500 feet. This weapon requires a crew of
forty Boglins, or at least ten Umar, to operate. A
full-grown ogriphant or two burden beasts are
required to move this massive weapon. ARCHAEN SIEGE
Umaran Siege Tower
These huge, hundred-foot tall towers are made
WEAPONS
The Archaens were known to construct siege
of wood and ogriphant bones. These engines engines that far exceeded the capabilities of
may have as many as sixteen wheels and are the primitive weapons made by the folk of
covered with green hides to protect against fire the current era. Most of these devices were
and missile weapons. A single tower can hold damaged or destroyed during the Fall, but siege
up to a hundred Boglins or about twenty Umar engines that can be salvaged either whole or in
warriors. An ogriphant, chained inside the part are greatly valued by most tribes. Known
tower, propels this siege engine. types of Archaen siege weapons include:
chapter seven: goods & equipment 243
Bombastion
Battle Golem
Iron Scorpion
Iron Dragon
Bombastion Iron Dragon
The bombastion is a gigantic catapult designed These constructs resemble massive, stylized
to hurl heavy iron spheres or amberglass dragons made of iron, measuring up to 200
spheres filled with alchemical toxins, poisonous feet long from end to end. These devices were
gasses, or elemental essences for a distance of designed spout fire, and are quite terrifying;
up to 300 feet. A minimum crew of ten aver- in fact, the legends of “crested dragons” may
age-sized humanoids is required to operate a well have originated from sightings of these
bombastion. Because these siege engines are mammoth constructs.
so heavy, a burden beast or a team of three war Iron dragons are slow; their maximum walking
beasts is needed to tow the device into place. speed is about equal to that of a burden beast.
These constructs are heavily armored and were
Battle Golem used both as troop carriers and giant battering
These devices ranged from ten to twenty feet in rams. One large or two medium-sized radian
height, and were equipped with magical weap- crystals are required to power an iron dragon.
onry capable of firing javelins or, in the more
advanced models, bolts of arcane force. A crew of Iron Scorpion
1-2 was required to operate most types of battle These war engines were similar in purpose
golems, though it is said that a very rare type of to iron dragons but were designed to resem-
unmanned, mechanized device was also made. ble great metallic insects. The average iron
244 TALISLANTA: THE SAVAGE LAND
Siege golems are not automatons, and possess
no capability for independent action. Instead,
these constructs were operated by crews of
pilots, engineers, and artillerists. Radian crys-
tals and complex mechanical contrivances
were utilized to provide impetus to the golems,
enabling them to “walk” after the manner of
men. Batteries of ballistae, fire-throwers, and
other weapons were built into the golem's
shoulders, arms, and head, giving them the
appearance of walking fortresses. The largest of
these constructs may well have measured over
two hundred feet high and housed a crew of
over fifty warriors.
Most siege golems were destroyed in the
Sorcerers Wars, or during the terrible cata-
clysm known as the Fall. Sections and pieces
of these construct still litter the battlefields of
the Savage Land, and more have no doubt been
buried by the wind, dust-storms, or the Gyre.
PRIMITIVE CONCOCTIONS
The following is a list of the various types of
potions and intoxicants that most tribal shamans
of the Savage Land know how to make. At least
two ingredients of the appropriate types (GM’s
ruling) must be available for a shaman to create
any primitive concoction (see Primitive Magical
Siege Golem Ingredients, pg 251). If desired, the GM may
invent additional types of concoctions, or allow
Player Characters to do so.
scorpion measured over thirty feet in length,
required a minimum crew of eight, and was
equipped with powerful claws that could be
Potions
used to crush opposing battle golems or troops. Potions take a day to brew, and require the
The most advanced models also had a tail shaman’s undivided attention for the duration.
stinger capable of spraying caustic acids that Brewing more than one dose of any potion at
could be used to dissolve heavy armor, barri- a time adds an additional Degree of Difficulty
cades, or fortifications. penalty of -5 per each additional dose.
Siege Golem Curative Potions
A much larger version of the battle golem, siege Cures whatever disease the potion has been
golems were forged of black or red iron and specifically concocted to work against, such as
constructed in the image of humanoid warriors. blood-fever or crypt-rot.
These titanic constructs were intended to strike
terror into the hearts of the enemy.
chapter seven: goods & equipment 245
POTIONS user can make a WIL check (TN 15) to resist the
effect. If this roll is unsuccessful, the effects last
Potion Trade
until the victim makes a successful roll (one
Cold resistance Very High attempt per day). Critical failure results in a
permanent effect.
Curative Very High
Fire resistance Very High Medicinal Purge
Healing High Purges parasites of all sorts from the recipi-
ent’s body. Make a STR check (TN 10) or suffer
Love High nausea, cramps, etc. for 1D rounds.
Poison Antidote High Poison Antidote
Instantly alleviates the effects (pain, paral-
Purge High
ysis, continuous damage, etc) of any type of
Sleeping High poison. The potion has no effect on hit points
Speed Very High already lost.
Strength Very High
Potion of Cold Resistance
True sight Very High Reduces damage done by cold by 1 wound level
for up to one day, essentially like armor, but
Cursed Potions with no durability concerns. This stacks with
Any of the listed potions can be concocted so other forms of protection against cold.
that they cause the reverse of the intended
effect; i.e., turning a Strength potion into a Potion of Fire Resistance
potion of Weakness that reduces STR. These Reduces damage done by fire or heat by 1 wound
types of mixtures are generally known as cursed level for up to one day, essentially like armor, but
potions, and can be difficult to discern from with no durability concerns. This stacks with
their non-cursed counterparts; generally, only other forms of protection against cold.
individuals who possess the Shamanic Lore skill
are able to do so (TN 15 for most checks). Potion of True Sight
Induces a type of trance-state that allows the
Healing Potion user to see invisible, astral, and spirit pres-
Instantly heals 1 Wound level from most forms ences for 2D minutes. This potion has narcotic
of damage and stops bleeding damage—but side-effects (-1D penalty to INT and DEX, -2
typically not special damage such as from SPD). If used more than once per week, a WIL
exposure or magic. Healing potions made from check must be made (TN 10, +5 for each addi-
green lotus can be used to heal plant-creatures tional use per week over 2); failure means the
such as Narada. A healing potion may revive user is addicted to this potion.
someone who has died on the previous round
due to injuries. In this case, the victim must Sleeping Potion
make a TN 15 STR or WIL check (whichever is Induces sleep within 1 combat round of inges-
higher), or die. tion. If the recipient is unwilling to sleep, they
Note that healing potions can’t be used to may resist using STR (TN 15), but a success still
cure disease, nor as poison antidotes. results in -1D to DEX and PER for the duration.
Duration is 1D hours.
Love Potion
Stimulates feelings of desire for the first person Speed Potion
the drinker sees after imbibing the potion. The Increases SPD by +2 per dose, up to a maximum
246 TALISLANTA: THE SAVAGE LAND
of 3 doses. The effects last for 1 hour. Addiction
Strength Potion
Increases STR by +1D. The effects last for 1 hour. Individuals who become addicted to any
substance need to take that substance each day
or suffer a penalty of -1 to all attribute die-rolls,
Intoxicants cumulative, per each day without the substance.
An addiction can be “broken” by making a
Intoxicants are commonly used by many tribes
successful WIL check once every day for at least
for recreational purposes, for certain types of
7 days in a row (TN 10). At the GM’s option, even
rituals, or simply as a means to escape the harsh those who break an addiction may thereafter
realities of life in the Savage Land. All have continue to have to make a successful WIL roll
negative side effects of one sort or another, when in the presence of the former addict’s
including potential addiction (see sidebar). Side “drug of choice” to resist relapsing (TN 15).
effects normally last as long as the duration of
the intoxicant’s primary impact on the char-
acter. If side effects would temporarily reduce
any one of a character's attributes to below 0D,
they may pass out (STR or WIL vs. TN 15) and
typically wake in 2D hours.
INTOXICANTS
Intoxicants take an hour to concoct. Alcoholic
mixtures require an additional 7 days to Item Trade
ferment. Unlike concocting potions, there is no
penalty for concocting multiple “doses” of any Arrack Low
intoxicant. Black Arrack Average
Black Lotus Pollen High
Arrack
The most common type of alcoholic drink in Euphorica High
the Savage Land, arrack is typically carried in
an animal-hide bag or “skin” that holds about addiction (if used more than once a week, WIL
a quart of liquid. Arrack induces mild euphoria vs. TN 10).
and lowers inhibitions. When taken in moder-
ation, it can increase feelings of friendship and Black Lotus Pollen
fellowship (+1D to CHA); when taken in excess, Smoked or added to food or drink, this sub-
arrack impairs the drinker’s balance, coordina- stance grants prophetic visions for ten minutes.
tion, and judgment. Arrack can be made from a For the next hour, the user can also see astral
wide variety of fruits or other plant fluids, each presences, but it obscures perception (-1D PER)
imparting a different flavor. Effects last up to 3 of anything in the physical realm.
hours (1D x 30 minutes). Side-Effects: -1D PER, -2D DEX, plus high
Side effects: -1 DEX/WIL/PER per half-flask. chance of addiction (WIL vs. TN 10, +5 per dose
used in one week).
Black Arrack
Similar to Arrack in that it has euphoric prop- Euphorica
erties and is also carried in animal-hide flasks. Concocted from the pollen of the Mantrap
However, Black Arrack also confers immunity plant, Euphorica causes intense feelings of
to pain (no wound penalties) lasting for up to 3 euphoria that last for 1D hours.
hours (1D x 30 minutes). Side-Effects: -1D PER/DEX, plus chance of
Side-effects: -2 DEX/WIL/PER per half- addiction (WIL vs. TN 15, +5 per dose used in
flask, plus increased hostility and possible one day).
chapter seven: goods & equipment 247
Poisons POISONS
Item Trade
Poisons and venoms take an hour to concoct.
Brewing more than one dose of any Potion Ambush plant sap High
at a time incurs a Multi-Action penalty. Most
Andrak venom High
poisons don’t have a resistance check, they
simply apply damage if they are introduced into Azraq venom Average
the body through a Wound or ingestion. Blade venom Average
Ambush Plant Sap Crypt-worm venom Very High
1D+1 damage per round for 3 rounds. Deadwood resin Average
Mandragore powder High
Andrak Venom
1D+1 damage per round for 5 rounds. Manrak venom High
Poison, contact High
Azraq Venom
Poison, ingested Average
2D+2 damage, instantaneously applied.
Skullcap Low
Blade Venom Vennin poison Low
3D damage, instantaneously applied (first attack
only after applying). Venomwood arrow Average
Venomwood sap Average
Crypt-Wyrm Venom
1D damage, plus STR test at TN 15 or contract Vennin Poison
blood-fever (See Disease, page 22). 3D per round for 5 rounds.
Deadwood Resin Venomwood Sap
Extremely toxic to plants and plant-creatures Used in Witchmen poison darts. Causes searing
such as Narada. Causes them 6D damage. pain, and -1D STR for up to one hour. STR
check vs. TN 10 or die in 2D hours (WILD die
Mandragore Powder applies).
1D+2 damage (double damage to plants or
plant-creatures).
PRIMITIVE MAGICAL
Manrak Venom
STR test at TN 15 or be paralyzed for 2D rounds
(WILD die applies).
CHARMS & TALISMANS
Various types of protective charms and talis-
mans can be found in use among the tribes of
Poison, Contact the Savage Land. Some types are quite effective;
1D+2 damage per round for 2 rounds. others are used only by the superstitious and
may or may not have any actual effect. A single
Poison, Ingested charm or talisman takes a shaman one week to
1D+2 damage per round for 4 rounds. create. A shaman may only work on one talis-
man at a time.
Skullcap Charms come in many forms, including neck-
STR test at TN 15 or suffer severe hallucinations laces of woven plant fibers, small pouches filled
lasting up to one hour. with powdered herbs, wood or stone icons,
248 TALISLANTA: THE SAVAGE LAND
bracelets of knotted hair or other materials, bits Prevent Disease
of jewelry, and so on. A charm can only have Confers resistance of +1D WILD against dis-
one magical property, such as fire resistance, eases such as Blood-fever or Crypt-Rot. Some
immunity to disease, or luck. charms may protect against a single, specific
Wearing or carrying more than one charm disease at a bonus of +2D WILD.
of a particular type can confer a cumulative
benefit, up to a maximum bonus of +3D. Note Speed
that no more than seven charms or talismans Increases SPD by +3.
may be worn or carried at the same time; if this
number is exceeded, all of the talismans cease Strength
to function until the number being worn or Increases STR by +1D, but doesn’t grant an
carried is reduced to seven or less. A charm's additional wound Level.
power works continuously as long as it is worn.
The following is just a small sampling of the
many types of charms and talismans that can be
found in the Savage Land.
OTHER MAGIC ITEMS
While shamans of the Savage Land era are not
able to make the more advanced types of magic
Cursed Charms or Talismans items, they are capable of creating certain types
These devices have the opposite effect of their of primitive fetishes, totems, and the like.
non-cursed counterparts, as in a charm of ill Some of these items require the Create
fortune, instead of a luck charm. Charms & Talismans skill. Others require
specific rituals that are closely guarded by those
Cold Resistance who know them. Unless specified below, it is up
Reduces cold damage by 1 wound, like armor, to the GM to decide if and how a desired item
but the talisman doesn’t protect against pro- can be made and what materials are required to
longed exposure for more than 1 day. make it.
Fire Resistance Ceremonial Masks
Reduces fire or heat damage by 1 wound, like These devices are typically carved from wood,
armor, but the talisman doesn’t protect against colored with pigments and decorated with
prolonged exposure for more than 1 day. various types of materials. A ceremonial mask
is intended to gain the favor of whatever type
Love Charm of creature or being it is made to symbolize
Makes the wearer appear more attractive (+1D or resemble. Entities most commonly repre-
CHA). sented by these devices include spirits (malign
or benign), wild or tamed beasts, demons, and
Luck Charm nature spirits. Ceremonial masks are useful in
Confers a +1 bonus to all attribute and skill summoning rituals, granting the wearer advan-
checks. Alternatively, some luck charms make a tage on any required rolls.
certain set of checks, such as all DEX skills, roll
with all WILD dice. For example, if a character Kasiran Fetish-Masks
had Escape 5D, the 6's on all 5 dice would be Kasiran seers are known for creating many
re-rolled and added to the total. types of protective talismans and devices, the
most notable of which are their traditional
Magic Resistance fetish-masks. Made of tooled animal hide and
Confers a +1D bonus to all rolls related to resist- decorated with wards and symbols, these masks
ing Magic. are said to protect the wearer from a variety of
chapter seven: goods & equipment 249
CHARMS AND TALISMANS shamans or ancient spell casters are especially
favored for the magical knowledge that they
Item Trade
may contain. These fetishes may be used to
Ceremonial mask Low only once per day.
Charm, cold resistance High
Soulstones
Charm, fire resistance High Soulstones are necromantic fetishes employed
Charm, love High by the Witchman tribes, as well as certain enti-
ties from the Lower Planes. These items can be
Charm, luck Very High used to contain and utilize the soul essence of
Charm, magic resistance High incorporeal entities such as ghosts, wandering
spiritforms, the astral bodies of dreamers, and
Charm, prevent disease Very High
the like.
Charm, speed High A black diamond of at least thirteen carats is
Charm, speed High required to make a soulstone. The stone may be
used to contain the soul essence of any type of
Kasiran Fetish Mask Low
noncorporeal entity. Note that a soulstone can
Soul Cage Low only be used to contain a spirit, not to trap it;
Soul Jar Low for the latter, one must use an item known as a
soul cage.
Soulstone Low A soulstone that contains a spiritform can be
Shrunken head Low used to confer one of the trapped entity’s abil-
ities to its owner, such as a skill, a bonus to an
ability rating, or even a quantity of additional
evil influences. These include protection from hit points. The type of ability to be conferred is
the “evil eye”, and from the unwanted attention determined by the shaman as he or she creates
of evil spirits and ghosts. Especially feared are the fetish. As long as the soulstone ritual is
shadowarriors, who may return from the dead successful, the stone confers the desired ability.
to hunt down the descendants of those who If not, it may confer a random ability (GM’s
killed them or robbed their tombs. The Kasir choice), or even a negative ability of some sort,
believe that shadowarriors do this by tracking such as a curse, permanent reduction of an
and reading the clan markings of their intended Attribute, or a permanent loss of hit points.
victims; hence their use of masks to disguise According to legend, the only way to release
these markings. a spiritform that that been contained within
Note that each mask is unique, and only pro- a soulstone is to shatter the stone—no simple
tects the wearer for whom it was made. matter, given that soulstones are made from
black diamonds.
Shrunken Head Fetishes
The grisly shrunken head fetishes made by Soul Cage
Witchman shamans are used to communicate A soul cage is a primitive device used to trap
with the spirit realm; specifically, the spirit of and hold spirits. These devices resemble tiny
the individual whose head has been so horribly (1-2 inches high) birdcages made of intricate-
employed. These horrid fetishes take a week ly-woven roots and vines.
to create, cure, and imbue with a primitive In order to trap a spirit in a soul cage, the
form of enchantment. The fetish is capable of shaman must approach within ten feet of the
speech, and if asked a question must respond entity to be targeted while holding the cage in
truthfully. The shrunken heads of other hand, and use an action while chanting a word
250 TALISLANTA: THE SAVAGE LAND
of command. The user must make an opposed STONES
WIL roll against their intended target. If suc-
Type Cost Per Ct.
cessful, the entity is trapped in the cage and can
only get free if released by the shaman, or if the Amber Average
cage is damaged in any way.
Black diamond High
Note that unlike a soulstone, a soul cage is
just a trap; it confers no ability to the owner Firegem High
or holder of the item. However, a spiritform Moonstone Average
trapped in a soul cage can be transferred to a
soulstone by the same process used to originally Onyx Very Low
trap the entity (roll WIL). Water from the River of the Dead Very High
Soul Jar is used in protective talismans. In this case the
Imazi shamans create these devices, which are stone is usually polished and engraved with
carried by all members of their tribe. Soul jars magic sigils. A half-dose can be used as an acti-
are intricately-carved wooden vials that are vating ingredient in any type of potion.
worn on a cord around the neck. The Imazi The best amber is found in the Boglands
believe that the spirits of their elders reside of the Dead Forest, and in some parts of the
within these jars, and that they protect the Junglelands.
wearer’s spirits from harm.
While worn and attuned, Soul jars confer Black Diamond
protection from influence by enemy shamans, (10 carats)
evil spirits and ghosts, granting advantage on all When a demon dies, it leaves behind its
required rolls. They also grant immunity to the heartstone, a black diamond. The size of the
soul-stealing properties of Soulstones. heartstone is indicative of the power of the
demon and the power of the stone itself. They
PRIMITIVE MAGICAL may be cut and polished into fine jewels and
used in soul-binding rituals. In the time before
INGREDIENTS
The following is a list of various types of ingre-
the Fall, Archaen alchemists utilized powdered
black diamond in some of their concoctions.
Black diamond can be used as an activator in
dients known in the Savage Land to possess virtually any primitive concoction, charm, or
magical or medicinal properties. talisman. A double dose can be used to create
The approximate amount of any ingredient cursed potions.
needed to create a Primitive Concoction is
listed in parentheses. These amounts are also Firegem
typically used as a measurement for bartering. (10 carats)
In their natural state, firegems are rough, uncut
Stones & Minerals gemstones typically found encased within
rock-hard geodes. It is commonly held that raw
Amber firegems are found only within the Volcanic
(10 grams) Hills, but some folk claim to have recovered
Powdered amber is valued throughout the them from caves beneath the Black Desert. Due
Savage Land for its healing properties and use to the unstable seismology of the Volcanic Hills
in the making of cure-alls, medicinal powders, region, firegems may be discovered literally
and potions. It is typically carried and traded lying on the ground.
in vials or small leather pouches. Solid amber Ranging in color from brilliant orange-red
chapter seven: goods & equipment 251
Blue. banishes sorrow, calms emotions.
Green. uncovers secrets, solves mysteries.
Purple. attraction, charisma, love.
Silver. brings good fortune.
Onyx
(10 carats)
Moonstones Talislantan onyx is a deep black stone believed
to possess magical properties. Onyx crystals are
most often found in the Black Desert, and are
used in rituals and as an ingredient in primitive
magical concoctions. In the time before the Fall,
Magical Charms onyx was used in the making of magic mirrors
and scrying orbs. In the current age, the ability
Mandragore to create artifacts of this sort has been forgotten.
Enchanted items made of onyx are coveted by
folks such as the Ra, and feared by most others.
Used as an activating ingredient in the cre-
ation of primitive potions or charms.
Onyx Crystals
Plants
to deep purple-red, all firegems emit varying Ambush Plant Sap
amounts of heat. Those of the highest quality (1 plant’s worth, or about a quart)
radiate light during the day and glow at night. Used to create the poison of the same name.
The finest stones may be cut and inscribed in
such a way as to produce Radian crystals. Balm Root
Firegems can be used to create potions or (1 large root)
charms that confer resistance to fire or cold. The juice of the balm-root promotes rapid
healing in almost all known species of animals
Moonstones and even other plants. Many creatures eat
(minimum 10-carat stone) balm-root when they are sick or injured,
These smooth, ovoid stones are found in seven and the root’s properties can be even further
colors: amber, black, blood-red, blue, green, enhanced when brewed in certain types of
purple, and silver—the same colors as the seven healing potions and poultices.
moons. It is a widely held belief that moon- Used to make medicinal mixtures, healing
stones fall to Talislanta from the seven moons. potions, and healing potions.
Moonstones are used as talismans by many
tribes, especially the Kasir. Various properties Black Moonblossom Pollen
are ascribed to each color and type of stone, (10 blossom’s worth)
based the influence of its corresponding moon, Used to make sleeping potions and black arrack.
as follows:
Amber. protection, healing. Deadwood Resin
Black. black-magical properties, death and (1 pint)
destruction. Used to make poisons effective against plants
Blood-red. grants favor to warriors and and plant-like creatures.
hunters.
252 TALISLANTA: THE SAVAGE LAND
HERBS AND PLANTS Skullcap Mushrooms
(10 mushrooms)
Item Trade (per dose)
Used to make a poison named after the plant.
Ambush plant sap High A half-dose can be used to make a potion of
true sight.
Balm Root Average
Black Lotus High Venomwood Sap
Black Moonblossom High (1 pint)
Used to make venomwood poison.
Devilroot Average
Euphorica Very High Witchweed
(5 plants)
Green Lotus Average
Growing natively in the Junglelands, witchweed
Kesh Low is used for both curses and cures involving
Mandragore (live) High black magic and evil spirits. Both the Imazi and
Witchman tribes gather witchweed for these
Skullcap Low
purposes.
Vampire Root Average
Witchweed High Animals
Many ingredients derived from animals found
Desert Thistle Pods in the Savage Land are reputed to have magical
(10 pods) properties. Unless dried and preserved cor-
The bitter juice can be used to make arrack. rectly, these ingredients may spoil within a few
hours, particularly in hot and humid climates.
Lotus Pollen, Green
(pollen from all blossoms of average-sized plant) Andrak Venom
Used to make healing potions that are highly (1 sac)
effective for plant-like creatures. Used in poisons.
Lotus Pollen, Black Armodont Bones
(pollen from all blossoms of average-sized plant) (10 pounds)
Smoked or powdered, used as a narcotic. Used in potions of strength.
Mandragore, Powdered Behemoth Blood
(one plant) (1 quart)
Mandragore are believed to have black-magical Used in potions of strength.
properties, and the Witchman tribes hunt them
with baskets made of tough, woven vines. The Bloodspawn Ichor
creatures are used in certain primitive magic (from 10 bloodspawn)
rituals, or dried and ground for use in the Used to create medicinal purges.
making of poisons.
Bottle-Imp Blood
Mantrap Pollen (10 drops)
(20 grams) Used to create cursed potions.
Used to concoct the intoxicant euphorica. A
half-dose can be used to create love potions.
chapter seven: goods & equipment 253
Type Trade Land Dragons Blood
(1 pint)
Andrak venom High Used in strength potions.
Armodont bones Low
Lycanthromorph Blood
Behemoth blood High
(1 quart)
Bloodspawn ichor High Purportedly can be used to make an antidote
Bottle-imp blood Very High for lycanthropy.
Catdrac blood Average Malathrope Blood
Crypt-worm venom Very High (1 pint)
Used to make cursed potions.
Fetch heart Average
Kra blood Very High Manth Blood
Land dragon blood Average (1 pint)
Used to make speed potions.
Lycanthromorph blood High
Malathrope blood Very High Necrophage Bones
Manth blood High Used to create potions to cure blood-fever.
Necrophage bones High Nightgaunt Teeth
Nightgaunt teeth High (6 teeth)
Used to concoct medicinal purges.
Ogriphant tusk Very High
Rath scales Very High Ogriphant Tusk
Snipe shells High (20 grams powdered, or carved for a charm)
Used to make potions and charms that confer
Vennin venom-sac High
protection from cold.
White Wyrm blood Very High
Rath Scale
Catdrac Blood (7 scales, powdered)
(1 pint) Used to create potions or charms that confer
Used in speed potions. protection from magic.
Crypt-Wyrm Venom Snipe Shells
Used as a poison. Half-doses can be used to (20 grams, powdered)
cure blood-fever. Used to make potions of protection from magic.
Fetch Heart, Dried Vennin Venom-Sac
(one) (1 sac)
Used in speed potions. Used to create blade-venom, or its antidote.
Kra Blood White Wyrm Blood (1 drop)
(1 quart) It is said that even a single drop of blood of this
Used in strength potions. legendary creature can be used to triple the
effectiveness and duration of any potion.
254 TALISLANTA: THE SAVAGE LAND
ANCIENT ARTIFACTS
The Savage Land is littered with the ruins
Books, Scrolls & Tablets
The Archaens kept vast libraries of written works
on all sorts of subjects, including grimoires,
of many fallen civilizations, most of which bestiaries, geographicas, histories, and numer-
contain all sorts of artifacts from past eras. ous magical fields of study. As most tribes of
Tombs, graveyards and battlefields can also the Savage Land are illiterate, these items are
prove to be a source of artifacts and relics of considered next to worthless, except as kindling.
many different types. Some tribes fear to even touch ancient tomes
Included among these are items created by and writings, for some are known to be cursed,
magic, which the inhabitants of the Savage or possessed of virulent magics. An exception
Land regard with awe and, often, fear. And are the Ra, who revere all works written by their
with good reason: for the people of this era, former masters, the Torquar.
who have no knowledge of magic, handling
enchanted items can be extremely dangerous. Bottle-Imps
Most folk of the current era can’t even identify The Torquar imprisoned lesser devils in amber-
the more complex types of enchanted items, glass spheres or vials. These bottle-imps, as they
let alone understand how to activate or utilize were called, were often used as occult advi-
them. Some of the more esoteric relics created sors, until it was discovered that in many cases
by the Archaens can often be mistaken for the imps were far more intelligent than their
useless curios, or even junk. masters, and prone to vile and sinister mach-
Many tribes believe that all Archaen arti- inations. Most folk of the current era believe
facts are cursed or haunted by the spirits of bottle-imps are cursed, and will have nothing to
the dead. The Shaka have a deep distrust of do with them. The only people willing to traffic
Archaen magic and sorcery, and shun any arti- in such artifacts are Witchmen, and occasion-
facts that emanate a magical aura. But others, ally, Golgoth, Umar, or Thrax. To folk such as
hoping to gain power over their enemies, are these, a bottle-imp may be quite valuable (see
willing to take any risk to obtain a potent the Bestiary, page 144).
magic item or weapon; as a result, artifacts
are either Very Low or even worthless, or Very Clockwork Mechanisms
High or priceless. Before the Fall, Archaen and Neurian tech-
nomancers employed jewelers, alchemists,
Amulets & Talismans engineers, and enchanters to assist in the
Among the denizens of the Savage Land, magic fashioning of the various parts and ingre-
items of this sort, which are self-activating dients needed to create complex clockwork
and don’t require the user to read symbols, are mechanisms. The size, shape, and purpose
considered to be among the most valuable of all of these mechanisms was only limited by the
magical artifacts. Most amulets and talismans imaginations of their creators. The following
protect the wearer against a specific type of are common examples: the complex inner
threat, such as disease, curses, fire, cold, influ- workings of automatons, flying insects used for
ence, and so forth. Others enhance or confer spying, riding mounts, powered armor, shields
a specific ability such as increased strength with clockwork spring-blades, and self-erecting
or speed, seeing in darkness, understanding contraptions such as cages, shelters, and even
strange languages, and so on. Correctly identi- siege engines.
fying the properties of these items is the only The secrets of making clockwork mechanisms
real challenge for those who wish to trade or were lost in the Fall, and no one knows how to
use these artifacts. create these intricate devices anymore. Only the
Yann known how to service and repair them.
chapter seven: goods & equipment 255
Clockwork Mechanism
Drakken Glyphstone
Drakken War Medallion
Dolmens in bas-relief. To tribes other than the Drakken,
These ancient stone monuments may be found these coins are only useful melted down and
in many shapes and sizes. Most were employed used for silver weaponry.
as calendar stones, border markers, and repre-
sentations of lunar or solar divinities. However, Drakken War Medallion
some are believed to have been used in certain These artifacts were awarded to warriors who
pagan rites and rituals, and as such may possess had exhibited great courage in battle. Each
magical properties. resembles a seven-pointed star, carved from a
large (100+ carat) firegem. The medallions were
Drakken Glyphstones usually affixed to red iron chains and worn
These great, flat stones measure as much as about the neck.
thirty feet in height, ten feet across, and three
feet thick. Each is engraved with the unique Drakken Weapons and Armor
Drakken symbology, the depth of each glyph These oversized red iron weapons and armor
expressing various subtle shades of meaning. were used by the guardians of the old Drakken
Glyphstones contain the history of the Drakken Empire. Most were engraved with Drakken
Empire, written in a poetic style that Drakken symbology. As the Drakken knew nothing of
find deeply moving. These artifacts hold many magic, none of these items are enchanted.
secrets of the past, but are usually valuable only While Drakken regard these items as precious
to the Drakken. antiques, most other tribes value them only for
their worth as red iron salvage.
Drakken Silver Coins
These relics from ancient times were used as Enchanted Battle Armor
currency by the Drakken. The coins measure The armorsmiths of the Archaen Age were
as much as six inches across, weigh a pound or unsurpassed in their craft, renowned for the
more apiece, and bear the image of a dragon fine suits of enchanted battle armor that they
256 TALISLANTA: THE SAVAGE LAND
Archaen Talismans
made. Archaen armor was beautifully designed
and decorated with intricate scrollwork. These
suits protected against both magical and
non-magical weapons, and were inscribed with
magical glyphs that conferred immunity to fire,
cold, or certain types of magic. The Shan are
the only tribes of the current era who know
how to correctly identify and appraise the
properties of Archaen battle armor. Needless to
say, this type of armor is very highly valued by
warriors of the current age.
Enchanted Weapons
To the people of the Savage Land, these are far
the most valuable of all magic artifacts, as most Ancient Dolmens
require no understanding of magic in order for
them to be used. The Archaens created many by carefully studying the item in question, for
different types of enchanted weapons, from most the process is usually handled by trial and
daggers and throwing knives to bows, cross- error. This can at times result in unfortunate
bows, swords, spears, maces, and axes. Most consequences, as some enchanted weapons can
offer three advantages over their non-magical be difficult to control or, in rare instances, may
counterparts: superior workmanship and mate- even be cursed.
rials, increased damage (from +1 up to +2D), and Enchanted weapon effects can be expressed
effectiveness against entities such as demons, in other ways. For instance, some weapons
spirits, and shadows. may cause additional to-hit or damage dice to
The more advanced types of enchanted be WILD. Other weapons may deal damage to
weapons may also possess a secondary property, scale 3 targets, often of a specific type, the same
such as increased damage against a specific type as to scale 2 targets. A few may ignore non-mag-
of opponent (demons, spirits, plants), added ical armor entirely, increase durability damage,
damage (from fire or freezing cold), or enhance- cause wounds to bleed uncontrollably (+10 TN
ment of the wielder's skill (a feature such as a to healing checks), bestow a minor curse, or
second attack). These bonuses typically stack reduce the TN of a Called Shot by 5.
an additional +1D to the other properties of
the weapon, but the most powerful add +2D Ikon
to +3D. While expert traders are often able to Ikon was a giant, leaden colossus that measured
identify the properties of an enchanted weapon over one hundred feet in height and weighed
chapter seven: goods & equipment 257
Magic Wands & Staves
Enchanted Battle Armor Enchanted Weapons
over a hundred tons. It is said that the massive artifacts are beyond the capabilities of most folk
idol stood guard over the gates of the moun- of the current era, magic wands and staves are
tainside city of Numenia, and that the idol was generally not considered to be as valuable as
enchanted and could speak in tongues. Ikon spellstones and more basic magic items.
is despised by the Ra, as the colossus is said
to have been responsible for the defeat of the Runeswords
Torquaran armies during the last stages of the These enchanted weapons are both highly
Sorcerers War. valued and greatly feared. They possess proper-
It’s believed that Ikon was lost in an earth- ties similar to other types of magical weapons,
quake, his giant form buried under a mountain but may also contain as many as three spell-like
of debris along with the ruins of the city that powers. Runeswords are easily identified, as
he was entrusted to watch. Some believe Ikon their blades are engraved with arcane symbols
was the most powerful siege golem ever built, and emanate a tangible aura of magic. But
and hope to find the fallen idol and restore it to only those capable of reading Old Archaen
working order. can accurately identify the properties of a
runesword, and even this doesn’t guarantee
Magic Wands & Staves the user’s safety, for the Archaens were known
These devices are both more powerful and to place wards and curses on their runeswords
more complex than spellstones, as each can to prevent others from stealing their valued
contain as many as seven spells. Because these possessions. Despite the dangers, runeswords
258 TALISLANTA: THE SAVAGE LAND
are valued above all other enchanted artifacts self-activating magic items like amulets, spell-
among the more warlike and aggressive tribes. stones are more difficult for non-magic-using
folk to use. For those who are illiterate, it may
Ship & Vessels be impossible to identify what a spellstone
The early Archaens and other races built sailing does without trying to use it—which can be
ships of many sorts, including cargo ships, very dangerous. As such, spellstones are not as
slave ships, funeral barges, and warships. The valuable to most tribes as the simpler types of
half-buried remains of many of these relics magic items.
can be found in the Lost Sea and potentially in
other now-dried-up bodies of water, such as the Talosian Automatons
Dead River. All sorts of cargo may be found in These mechanisms are believed to have been
the holds of these sunken vessels, and ancient constructed by a strange race known as the
warships may yield salvageable siege weapons Neurians. The most common types were
of various types. humanoid automatons, which were used to
contain vast stores of knowledge on various
Sorcerer Vats subjects, or to perform tasks deemed too
These artifacts were used by Archaen sorcerers difficult or dangerous for living beings. Most
in the creation of hybrid lifeforms. Most resem- Talosians were damaged or destroyed during
ble a sarcophagus or coffin-shaped vat made the Fall, but Yann engineers have been able to
of translucent crystal, sealed and engraved restore a number of these uncanny creations
with complex symbology. They may be found to working order. While some tribes value
in various shapes and sizes, depending on the Talosians for the knowledge that they contain,
type of creature that was grown in the vat. Vats others consider them cursed, like everything
of this sort may be empty, or may still contain associated with the Archaens.
their original contents; dead and desiccated,
or still alive, preserved in alchemical liquids by Temple Artifacts & Holy Items
sorcery. These artifacts include such items as brass
temple gongs, reliquaries, idols, censers, ancient
Soulstones scriptures engraved on stone tablets, medal-
The Torquar killed untold thousands of inno- lions, prayer wheels, and the like. As the gods
cent victims in dungeons, torture chambers, that these items represent perished during the
and the Fire Pits of Malnangar. The souls of Fall along with their followers, most of these
their victims were not allowed to move on to things are valued only for their worth as salvage.
the next world, but were captured in recepta- The only exceptions are articles related to the
cles known as soulstones. These items, which Torquar, which are greatly coveted by the Ra.
resemble black diamonds engraved with occult
symbols, are shunned by most tribes. However, Thane Funerary Relics
they are coveted by Witchman shamans, who An ancient folk of morbid habits, the Thane are
believe they confer great power, and by the Ra, known to have sailed the waters of what is now
who regard them as holy relics. called the Lost Sea in massive funeral barges.
They created many types of funerary relics for
Spellstones use in their rituals, some of which can be found
These artifacts resemble precious stones of in the hulks of sunken Thane vessels, half-bur-
various types, engraved with strange symbols. ied in the arid soil of the Lost Sea. The most
Each is said to contain a spell, which can be common types of Thane relics include death
activated by concentrating on the symbol shrouds, funerary masks, and brass funerary
inscribed on it. Unlike enchanted weapons or urns. The latter stand three foot tall and were
chapter seven: goods & equipment 259
Spellstones
Soulstones
Torquaran Torture Instruments
Runic Swords Torquaran Weapon
Sorceress Vat
sealed with paraffin and inscribed with occult Torquaran Weapons and Armor
symbols. Some are said to contain bottle-imps, These artifacts were employed by the Torquar’s
corpse dust, or the spirit of a deceased Thane. hybrid armies, including the ancestors of the
Strangest of all are the relics known as obsidian Ra. The most common types include black iron
mirrors: artifacts made from polished volcanic shields, helms, three-bladed axes, spiked gaunt-
stone, said to have served as viewports into the lets, bracers, and pieces of plate armor. Artifacts
lower planes. Only the Witchman tribes have of this sort are distinguishable by the use of a
any interest in Thane relics, which are widely horned skull and lightning bolt motif. The Ra
regarded as cursed and extremely dangerous. regard these items as holy relics, and consider
enchanted Torquar weapons and armor to be
Torquaran Torture Instruments priceless. Most other tribes have little interest
The Torquar employed a variety of grisly instru- in Torquar implements, which are generally
ments for the purpose of torturing their enemies. regarded as unclean or cursed.
These included barbed hooks, clawed tongs, vats
filled with caustic alchemical agents, hollow metal Windships
spikes used to inject toxins into the veins or eyes The Archaens of the pre-Fall period are said to
of victims, and others too horrible to describe. have created fabulous vessels capable of sailing
Most implements of this sort bear the mark of a high above the ground. These windships, as
diabolical sigil in the form of a horned skull and they were called, came in many different types,
lightning bolt, making them easy to identify. from fanciful galleons and aerial palanquins,
The Ra treasure these artifacts as holy relics, and to windships of war and ships built to carry
Golgoths value them for more practical purposes. various types of goods. These relics fell from the
Others regard them as cursed. skies during the Fall, and all are believed to have
260 TALISLANTA: THE SAVAGE LAND
been were destroyed. Not even the Yann have remotely view other places or known individ-
been able to figure out how these wondrous uals. Some tribes believe that witched artifacts
craft worked or what allowed them to fly in the are cursed, and won’t touch them.
skies. But valuable weapons and magic items
may be found among the wreckage of these Witch Gates
once-fabulous vessels. These artifacts resemble stone archways
engraved with ancient symbols. It is believed
Witched Artifacts that witch gates were integral to the pagan
This category includes many types of relatively rituals of the early Archaens, though what part
minor, ancient, enchanted items made by they played remains a mystery. Some believe
the witch-folk of the Dead Forest, who were that these artifacts served as portals to distant
among the first magic-users in Talislanta. These lands, or possibly other planes. Most folk of
items include runestones, which are similar the current era steer clear of these artifacts,
in effect to talismans and wards; witchglass (a though it is said that some Warloks are able to
disc or sphere used to detect the presence of discern their purpose by reading the symbols
spirits); bloodstones, which can cure disease; inscribed on their surface. It’s even said that
luckstones, which bring good luck (all dice are some Warloks use witchgates to travel about
WILD on resistance and Evasion checks); divin- the continent—which is just one more reason
ing rods, which supposedly can be used to find why so many shun these mysterious folk.
water; and seeing stones, which can be used to
Witch Gates
chapter seven: goods & equipment 261
Appendix One:
NOTABLE TRIBES OF THE SAVAGE LANDS
The following are some notable tribes that can Mass Combat Statistics
be found in various parts of the Savage Land. Average Combat Skill: 4D+1.
The information in this section is based on what Est. # of Combatants: At least half of the tribe’s members
inhabitants of the Savage Lands know, believe, are fighters.
or have heard from other sources about these Leader’s Renown: 18.
tribes; i.e., some of the “facts” listed below may # of Major Characters: 0.
not be completely accurate, may be exaggerated, Average Wounds: 3.
understated, or may even be outright lies. Average SPD: 5, due to inebriated state.
# of Legendary Characters: 0.
THE GHOST TRIBE
A tribe of Drukhs known for their particularly
Magic: 1-4 shamans.
Possessions: 2-12 skullcap mushrooms per person, primi-
tive weapons, bone flutes.
wild and unpredictable behavior, resulting from
their extraordinarily heavy use (even by Drukh
standards) of the hallucinogenic skullcap mush-
room. Members of the tribe paint their bodies
THE NA-KU-TA
The Na-Ku-Ta are an aggressively hostile tribe
from head to toe in white pigment, with no of Witchmen whose primary occupation is
other markings - hence their name. headhunting. They’ll attack any smaller tribe
Roll D6 to determine how the Ghost Tribe that they meet, and decapitate those that they
reacts in any given encounter: kill. Na-Ku-Ta, the shaman for whom the tribe
is named, makes shrunken-head fetishes from
1-3 = attacks for no apparent reason (roll again the heads of their victims, and trades them to
each round). other Witchman tribes. Na-Ku-Ta headhunt-
4 = stops and stare at you (roll again next ers are identifiable by the raised scars on their
round). faces, each scar representing a kill.
5 = offers to talk/trade. A Na-Ku-Ta raiding party is usually 5-10 war-
6 = wanders off in another direction, oblivi- riors; noncombatants are only encountered at
ous of your presence. their village.
Primary Archetype: Drukh Wildman. Primary Archetype: Witchman Warrior.
Size: Varies, as members wander in and out of Size: 20-10.
the group. Can be as few as 10 or more than 60. Leader’s Name: Na-Ku-Ta.
Leader’s Name: Ho-Za-Oo. Location: A Na-Ku-Ta headhunting party can
Location: The Ghost tribe doesn’t stray far be found many day’s march from their village in
from the Dead Forest. the Junglelands.
Primary Weapons: Crude clubs, which may be Primary Weapons: Bone Spear, bone axe,
used as missiles, or may be forgotten… blowgun.
Primary Armor: None. Primary Armor: None.
Mounts/Conveyances: None. Mounts/Conveyances: None.
Skills: Hunting +2D (even under influence of Skills: Hunting +3D.
skullcap). Special Abilities: None.
Special Abilities: None.
262 TALISLANTA: THE SAVAGE LAND
Mass Combat Statistics Leader’s Renown: 42.
Average Combat Skill: 5D. # of Major Characters: 6.
Est. # of Combatants: all; non-combatants don’t accompa- Average Wounds: 3.
ny the tribe when it is out hunting. Average SPD: 14 on striders, 8 on foot.
Leader’s Renown: 22. # of Legendary Characters: 1.
# of Major Characters: 1. Magic: None.
Average Wounds: 3. Possessions: Shan ceremonial armor (passed from one
Average SPD: 7. member of the cadre down to the next for many genera-
# of Legendary Characters: 0. tions), high-quality weapons, little else of value.
Magic: Na-Ku-Ta’s shaman abilities are all +4D or greater;
he is also said to wear an ancient onyx talisman that
protects him from harm (-2D penalty to all attacks
directed against him).
KNIGHTS OF TORQUAR
The Knights of Torquar are a specialized branch
Possessions: Weapons, vials of various types of poisons. of the Death cult made up only of Ra paladins.
They are renowned for locating and retrieving
THE SEVEN
A renowned Shan cadre named after very first
Torquaran artifacts, and for hunting down
individuals who are branded as enemies of the
Cult. The Knights of Torquar use any and all
Shan cadre, who, in legend, were created to means to obtain information on whatever they
protect the god Erythrius. The cadre always are hunting, for bribes, to threats, to even more
has seven masters, each of whom is an expert persuasive methods; the Knights are renowned
in a particular combat-skill: short bow, sword, as torturers.
spear, throwing knives, chain-mace, chain- The Knights are based out of the Temple of
blade, open-hand. Only Shan of the highest Death in the Black Desert.
skill may join the Seven; to do so, one must
challenge and defeat one of the masters. Primary Archetype: Ra Paladin.
The Seven are all level 7-10 or higher, unlike Size: Knights travel in groups of 13.
other tribes, whose basic members are level 1. Leader’s Name: Ymaru-Ra.
Location: Knight warbands can be found
Primary Archetype: Shan Warrior. anywhere in the Black Desert or surrounding
Size: 7 (round up to 10). territories, or even further, if there are artifacts
Leader’s Name: No leader; the cadre is gov- to be found.
erned by vote. Primary Weapons: Ra executioner’s axe, chain-
Location: The Seven can be found wandering blade, heavy crossbow.
anywhere in Talislanta, often where the need is Primary Armor: Ra paladin armor, PR 1(3).
greatest. Mounts/Conveyances: War beasts.
Primary Weapons: Sword, spear, chain mace, Skills: Torture +3D, Hunting +2D.
chain-blade, unarmed, short bow, throwing Special Abilities: None.
knives.
Primary Armor: Shan ceremonial armor, PR 1(3). Mass Combat Statistics
Mounts/Conveyances: Striders. Average Combat Skill: 6D+1.
Skills: None. Est. # of Combatants: 13.
Special Abilities: None. Leader’s Renown: 22.
# of Major Characters: 1.
Mass Combat Statistics Average Wounds: 4.
Average Combat Skill: 7D. Average SPD: 8 on war beasts, 6 on foot.
Est. # of Combatants: 7. # of Legendary Characters: 0.
appendix one: notable tribes of the savage lands 263
Magic: None, except weapons. Magic: None.
Possessions: +3 enchanted executioner’s axes or chain- Possessions: 1 salvage tool per Yann, highest-quality
blades, high-quality Ra-sized plate armor, leather sack clockwork repair tools and/or highest-quality heavy
of small uncut black diamonds (100-1000 carats), 13 vials excavating tools.
of dragon oil, 13 black iron lanterns.
OME CLAN THE PROCURERS
The Procurers are a powerful tribe of Golgoth
The Ome Clan is an extended family of Yann slavers led by a high-ranking slave trader known
whose ancestors are said to go back to the early as the Imperator. The Procurers have a massive
Archaen age. The clan is known as an expert stronghold located in the western Wilderlands
repair crew, able to complete any project with with stone walls over 30 feet high and 5 feet
speed and precision. They are especially adept thick. This place, known as Golgothan, func-
at repairing Talosians, but are also capable exca- tions as a prison or “holding cell” for hundreds
vators; if working on an excavation, the clan of captive slaves. Other Golgoth tribes bring
travels in land lizard-drawn heavy cargo drays. captives here, for which they are paid in silver
Their master engineers are renowned for bars, high-quality black iron armor, and other
their ability to read and decipher some of the valuable items.
most complex Archaen diagrams and sche-
matics. The Ome clan is believed to have a Primary Archetype: Golgoth Slaver.
well-defended stronghold dug located in a Location: The Golgothan.
canyon somewhere in the Wilderlands. Size: 50-100 Golgoth slavers, plus 20-30 guards
of other races.
Primary Archetype: Yann Engineer. Leader’s Name: The Imperator.
Size: 10-200, depending on the size of the job Primary Weapons: Chain-whip.
being done. Primary Armor: Golgoth chain armor, PR 1(3).
Leader’s Name: Yao. Mounts/Conveyances: None.
Location: Wilderlands and surrounding Skills: Appraise Slave +1D+2, Barter +1D.
territories. Special Abilities: None.
Primary Weapons: Spear, unarmed combat.
Primary Armor: Exoskeletal plates, PR 1(-). Mass Combat Statistics
Mounts/Conveyances: Land lizards, if cargo Average Combat Skill: 5D+2.
drays are being used; otherwise, on foot. Est. # of Combatants: 50-80 (about half of the Golgoths
Skills: Basic Engineering +2D+2, Salvage +2D. stationed here, plus all the guards).
Special Abilities: Fire Resistance. Leader’s Renown: 40.
# of Major Characters: 0.
Mass Combat Statistics Average Wounds: 3.
Average Combat Skill: 3D+2. Average SPD: +1.
Est. # of Combatants: All, unless at the clan’s stronghold, # of Legendary Characters: 1.
in which case about a third are capable fighters. Notes: 4 light catapults, one stationed on each of the
Leader’s Renown: 33. stronghold’s towers.
# of Major Characters: 3. Magic: None.
Average Wounds: 2. Possessions: Light catapults, up to 300 slaves (treated as
Average SPD: 5 on foot or in cargo dray. possessions by Golgoth), sizable stores of silver bars,
# of Legendary Characters: 1. high-quality chain armor, and other valuable goods; food
Notes: On big excavations, one of the heavy cargo drays and water enough to sustain 100 slaves (at half-rations)
may carry 1-4 ballista for defense. and up to 130 Golgoths and guards for a week or more
264 TALISLANTA: THE SAVAGE LAND
(new supplies delivered each week by neutral Kasir Notes: A clan usually brings 1-4 heavy catapults, 1 bom-
tribes or other traders). bastion, 1 fire thrower and/or 1 siege tower or iron battle
golem; Vrakk’s clan is rumored to have a functional iron
THE IRON TUSK CLANS
The Iron Tusk Clans are among the most heav-
dragon.
Magic: None.
Possessions: Siege weapons and Archaen siege engines
ily-armed and wide-ranging Umar Clans. They (average quality but very valuable), possibly substantial
are known for their expertise in siege warfare, quantities of Thrax fire, war ogriphants, supplies of low
and for the heavy weaponry that they trans- or medium quality food and black arrack.
port via a team of armored war-ogriphants (the
tribe’s name comes from their habit of cladding
the tusks and faces of their war-ogriphants in
black iron). There are said to be as many as nine
RED CLAW TRIBE
Red Claw is a tribe of Azraq known for its par-
separate clans, each of which generally operates ticularly vicious and merciless habits. Red Claw
independently of the others. However, multi- Azraq are especially fond of mutilating the bodies
ple clans sometimes work together to attack a of their victims, using such grisly tools as barbed
particularly large or well-defended stronghold, spears, spikes, and hooks carved from land dragon
particularly if there is a strong likelihood of rich bones. They are known to set well-disguised
plunder. Most of the clans include Thrax mer- snares and pit-traps at oases and watering holes,
cenaries, typically functioning as siege-weapon and are skilled at ambushes and leaving false
engineers or makers of Thraxian fire (used in trails. To taunt their enemies, Red Claws always
fire-throwers and iron dragons). leave their mark somewhere in plain view: a
clawed hand dipped in the blood of their victims.
Primary Archetype: Umar Warrior. The Red Claw ranges widely out of their fort on
Secondary Archetype: Thrax Weapons the border of the Plains of Armageddon.
dealer.
Size: Each clan has about 100-400 members. Primary Archetype: Azraq Dragon Hunter.
Location: An Iron Tusk clan may be found far Size: 20-30.
from its stronghold in the Darklands. Leader’s Name: Blood-Hand.
Leader’s Name: Varies by clan; the most Location: Wilderlands, Plains of Armageddon.
renowned may be the one-eyed warlord, Vrakk. Primary Weapons: Spears, unarmed combat.
Primary Weapons: Axe-blades, hack-swords or Primary Armor: Thick hide, PR 1(1).
war clubs, heavy crossbows. Mounts/Conveyances: Lopers.
Primary Armor: Scavenged iron armor, PR 1(2). Skills: Basic Traps +3D.
Mounts/Conveyances: War-ogriphants. Special Abilities: Claws, poison bite,
Skills: Siege engine +2D+1, Archaen siege enduring.
engine +1D+2 if Thrax are present.
Special Abilities: Smell Fear. Mass Combat Statistics
Average Combat Skill: 6D+1.
Mass Combat Statistics Est. # of Combatants: 20-30.
Average Combat Skill: 6D+2. Leader’s Renown: 15.
Est. # of Combatants: 70-300 (about 3/4 of each clan). # of Major Characters: 1.
Leader’s Renown 10-16. Average Wounds: 3.
# of Major Characters: 1-3 per Clan. Average SPD: 7 on foot, 12 on Loper.
Average HP: 4. # of Legendary Characters: 0.
Average SPD: 6 on foot, 5 on armored ogriphants. Magic: None.
# of Legendary Characters: Usually 0. Possessions: Lopers, average quality weapons made of dragon
appendix one: notable tribes of the savage lands 265
bone, little else; Azraq generally don’t loot their victims, as
they shun goods made by any folk other than themselves. THE SOWERS
The Sowers are a wandering Narada clan who
DESERT WIND TRIBE
This Kasir tribe is known to travel far and wide,
can be encountered in practically any region
that has a warm or hot climate. They are
known to gather (and occasionally barter for)
from one end of the Known Lands to the other. the seeds of all sorts of beneficial plants and
They are said to be very prosperous , which they trees, and have a special interest in rare species
attribute to their Luck talismans. In truth, the that were more common in the time before the
tribe’s primary source of wealth probably comes Fall. The Sowers plant these seeds in otherwise
from tomb-robbing. The Desert Wind tribe is barren regions, in an effort to help restore the
renowned for its seeress, El-Sadi, who is said land to its former, verdurous state. Sowers are
to be unsurpassed at locating ancient artifacts. slow-moving, quiet, and peaceful—unless pro-
The tribe has been known to barter its services, voked to anger or threatened in any way.
which include “Ruins Guide” (i.e. breaking into
tombs, deactivating traps, etc.) and “Finding Primary Archetype: Narada Guardian.
Lost Articles” (i.e. stealing artifacts from tombs Size: 10-12.
and ruins). Leader’s Name: Aluala.
Location: Almost anywhere.
Primary Archetype: Kasir Tomb Raider. Primary Weapons: Unarmed combat.
Size: 10-30 (individuals come and go). Primary Armor: Bark-like skin (PR 3).
Leader’s Name: El-Sadi. Mounts/Conveyances: None.
Location: Wilderlands, Plains of Armageddon. Skills: Survival (hot climes) +3D.
Primary Weapons: Spear, axe or mace; short Special Abilities: Commune with Plants,
bow. Thorny Growths, Bark-like Skin, PR 1(-).
Primary Armor: None.
Mounts/Conveyances: Desert Beasts. Mass Combat Statistics
Skills: Archaen Traps +2D+1. Average Combat Skill: 5D.
Special Abilities: The Sight +2D. Est. # of Combatants: Potentially all, if threatened.
Leader’s Renown: 5 (50 among plants).
Mass Combat Statistics # of Major Characters: 1-2 at most.
Average Combat Skill: 3D. Average Wounds: 4.
Est. # of Combatants: 5-15 (about half of the males and Average SPD: 4.
females are capable fighters). # of Legendary Characters: 1.
Leader’s Renown: 35. Magic: Aluala is a shaman with skills in the +4D range.
# of Major Characters: 1-4. Possessions: Seeds (some possibly valuable to non-Narada).
Average Wounds: 2.
Average SPD: 8 on foot, 8 mounted.
# of Legendary Characters: 1.
Magic: El Sadi has The Sight +4D and shamanic skills in the
THE REVENANTS
The Revenants are a tribe of Reavers who
+3D range; 1-2 lesser Seers; talismans and charms, may operate as mercenary bandits and thieves.
have some enchanted weapons. They can be hired to rob or harass other
Possessions: 1-20 valuable artifacts for barter, 10-60 minor tribes, or to steal specific items from a par-
talismans of varying efficacy, a handful of +1 long knives/ ticular person, tribe, or place. For payment,
bows/swords, one desert beast for every adult tribe they typically demand generous quantities of
member. excellent-quality goods, and/or up to double
the value of any particular item or items they’ve
266 TALISLANTA: THE SAVAGE LAND
been asked to steal. While the Revenants are Mass Combat Statistics
capable fighters, their preferred tactics are care- Average Combat Skill: 4D.
fully-planned ambushes and surprise attacks Est. # of Combatants: All.
involving deception; a typical Revenants trick is # of Major Characters: typically 1-3.
to disguise themselves as Kasir nomads, ask to Average Wounds: 3.
barter, and then attack. Average SPD: 8 mounted, 8 on foot.
# of Legendary Characters: Unknown.
Primary Archetype: Reaver Bandit. Magic: None usually, other than some trinkets and charms.
Size: 10-30, depending on what the tribe has On occasion, however, they may have a magical weapon
been hired to do. or artifact.
Leader’s Name: Unknown. Possessions: Mount and weapons, supplies for extended
Location: Anywhere. journey, stolen items.
Primary Weapons: Scavenged weapons.
Primary Armor: None.
Mounts/Conveyances: Striders mainly, but
may have other beast as well (hence their lower
Average Speed).
Skills: Escape +1D+2.
Special Abilities: Highly adaptable; require
half the amount of food and water per day in
order to survive.
appendix one: notable tribes of the savage lands 267