(You can find the full pdf here.)
“If this isn’t an invasion, then why have we sent armies instead of diplomats? There’s a reason that portal has been closed for centuries. If we face enemies in Amaurea, then it’s because we have made them with our machines, magic, and weaponry.”
— Egris Nest, Private Letters to Magadalena Tressen
Moondew Watch, where the ambition of Schlectenberg and the indiscriminate savagery of the Amaurean jungles clash. Built around the base of a massive stone obelisk which is now a portal between worlds, this human settlement serves as a military garrison and civilian colony. After consuming the resources of their own world, the Schlecten people had nowhere left to turn. The resource rich frontier that is Amaurea remains their single hope for revitalizing their dying home and ensuring their own future. Moondew Watch sits west of House Rhuviel’s gardens and House Valurien’s swamps. To the south lies the Glistening Sea and further down its shores House Nivenilya’s capital stands awash in its glow.
Smoke and steam spills forth from construction sites below Eternity’s Gate as industrial machines and workers trample the undergrowth. The roar of machinery and barked orders fills the air. Constant rain and dense foliage halts production. More workers and soldiers march forth from the immense portal. Housed in rock and crowned with trees whose roots run down its surface, Eternity’s Gate casts a shadow over the falls nearby and the camp below. The portal’s surface emits a purple glow as the ancient magic summons forth Schlectenberg’s most daring and desperate.
Despite the military’s efforts, the vines and brush near Eternity’s Gate regrow with alarming speed. Soldiers and support staff form separate lines at the nearby checkpoint. Each awaits a thorough inspection. Grease-stained and wiry Mopbrows wait and hope that their papers are not rejected. Moondew Watch offers work and wealth to those who can survive. For many, Moondew Watch represents opportunity and hope that would be impossible to find in Schlectenberg. Haggard faces look out eagerly, eyes wide in amazement at the lush land before them, some laugh and others weep.
The marble-eyed gaze of General Granheim awaits the newcomers. Chiseled from rock, animated with magic, and rumbling with machinery, her voice booms out. This living testament to her life and legacy serves both as a warning and a promise to people of Moondew Watch. The automaton commemorates the Night of Hidden Blades. Etched in her cloak, the Granheim’s Stand Memorial lists the names of all four hundred and fifty-two who perished in the surprise attack on Moondew Watch.
“The path is ours to clear. We will tame this land. Conquer our future,” Granheim’s voice echoes across the camp. “We will protect and restore the legacy of Schlectenberg.” The living statue needs no guards. In one hand she grips a lantern, in the other a bayoneted rifle. When disgruntled settlers attempted to deface her in the night, she crushed them beneath the butt of her rifle.
Though some criticise the propaganda spewing from the mouth of the statue at all hours, and some question if the words even match the sentiments of the former general, none doubt that the automation will fight to protect the camp if ever another tragic attack occurs again. Mages and artificers maintain the powerful magic and machinery that keeps the memorial running, but from time to time something goes wrong and she speaks nonsense or threatens everyone around her. These circumstances, though rare, trouble her caretakers deeply.
Past the Granheim’s Stand Memorial, the path twists and leads to the valley below the falls. At the base of the pool below Eternity’s Gate, the Temple of First and Last Light stands. Unmistakable, this bowl-like temple houses a roaring fire that hisses and pops as practitioners drop their offerings from the scaffolding that surrounds the flames. The temple of clay and earth and reinforced steel is not unlike a great kiln without a roof. Attendants to the fire take vigils, watching and stoking the flames both from within the temple and without. The roar of the flames is only matched by the crash of the falls.
The Ashen Sect believes that they must bring the Last Light into Amaurea and all other worlds to keep it burning. Their followers seeks refuge from persecution spearheaded by the Voice of Light in Schlectenberg, where the Ashen Sect operated in secret for centuries. The Ashen Sect sings their praises to the the First and Last Light, which ushered in the world and will one day consume it. They offer blessings to artificers, armorers, and soldiers alike, praising them for their courage and offering them aid in their clearing of the Amaurean jungle. They offer numerous blessed oils for protection and incendiary purposes.
With kindling in their arms, many take part in the ritual burning and cleansing practices that occur in these hallowed halls. Here a traveler may find redemption and guidance from those who walk through fire without harm. When the visitors to the Temple of First Light reappear, their feet and hands darkened with ash. As an outward sign of faith, they take take torches with them to keep lit in their own homes.
Outside the jurisdiction of Schlectenberg, the Ashen Sect thrives with newfound freedom and an abundance of resources. Though General Paxon regards them with little kindness, he refrains from outright hostility. The guards set outside the temple likely protect it as much as they keep an eye on the priests. To Paxon’s chagrin, many of the soldiers ordered to keep watch over the temple return from duty with ash flaking from their uniforms. The sect’s teachings continue to provide hope and a sense of order for those troubled by the chaotic life in Moondew Watch. Nonetheless, the general refuses all invitations to take part in their services.
Not far from the temple, the stockyards rise up against the backdrop of a stump littered clearing. Steel fencing borders the pasture, holding cattle, chickens, and swine brought from Schlectenberg. They stay away from the edges of the clearing where the jungle looms. The smell of livestock and iron sticks unmistakably in the air. Apprentices lead the beasts toward the butchers, cooing gently. Most of the slaughterhouses are nothing more than large open spaces with tools and machinery inside for processing. Steam jettisons from the outside of the buildings, machines rumbling and whirring. Shrieks and squeals, mostly animal, emit from these structures, but sometimes the voices of men and women pierce through.
Butcher’s Row not only houses meat packers, but surgeons, too. Here the most gifted butchers go on to extend their studies into human anatomy. Their expertise allows them to skillfully grow into surgeons, further practicing and experimenting as they treat wounded soldiers. Surgeon General Lofin Beguaine oversees the ministrations to both animals and colonists. She ensures that the surgeons and butchers under her follow strict codes and methods for bloodletting, cauterization, and pain relief. She ensures that the animals and patients never suffer any more then they must.
Unbeknownst to all but a select few, she also serves as the eyes and ears of the Order of Silence. She recruits and trains a handful of her brightest pupils in the art of discretion. She hunts down an unknown menace that continues to claim lives in startling and puzzling ways in the camp.
In the center of camp, the civil servants clump together in ramshackle and roughshod long houses and shacks. Centuries ago, Schlectenberg devoured the nearby wilderness and with it the logging industries and woodsmen died, too. Now, approved citizens may help bring in a new dawn for Schlectenberg by aiding in the erection of facilities and the maintenance of the military forces contained within. With the aid of engineers and skillful craftsman, the military harvests the vast resources of the jungle and repurposes them. Beyond logging and construction, medical services are second only to the highly sought smiths taking refuge in Moondew Watch.
Travelers, soldiers, and aristocrats alike spend their time and money in the halls of the Iron Arms. Smoke and soot billow above the parlor’s domed roof. Hammers ring out along with bellowing voices. The facility rivals any barracks in terms of sheer size. In far better condition than the hastily built buildings that surround it, the parlor boasts multiple chimneys, forges, and a collection of weapons and inventions on the walls.
The parlor offers a taste of the architecture and culture of Schlectenberg for those who can afford it. It’s said that the original plans and stratagem for the first expeditions were written in the light from the parlor’s hearth. The company here is widely considered unmatched in all of Moondew Watch.
With broad shoulders and thick arms, there’s no mistaking the mistress of the forge, Madame Dobren. She favors a craftsman’s shirt and trousers and keeps a massive hammer on one hip and a blowtorch on the other. Her short hair is swept back beneath a pair of welder’s goggles. She runs the forge alongside the parlor and houses her main business here as well.
For a negotiable rate, one might spend an hour or even a night in the skilled hands of one of the madame’s Iron Arms. The Iron Arm Parlor is the worst kept secret in Moondew Watch. This illicit house of pleasure survives in part because it keeps morale up and in part because many of Moondew’s leaders personally enjoy the parlor for its company and Madame Dobren’s charm.
The parlor makes a significant amount of money actually repairing armor and smithing guns. Madame Dobren ensures that a sliver of Schlectenberg’s civility survives in the wild and untamed land of Amaurea. Most importantly, she offers several bits of information on the news and scandals in Schlectenberg. While few question Madame Dobren’s role in Moondew, some might wonder what she’s planning to do with the wealth she’s amassed.
After a soldier or civilian proves themselves, Madame Dobren may call them into her parlor for a meeting. Through her network of smiths and eyes and ears all over the camp she vets her guests. She finds out who they are and what they’re doing at Moondew Watch, and she often leverages a couple of their secrets in her dealings.
Her network reaches back into Schlectenberg where she finds families, failed businesses, or whatever else may have compelled a citizen to pass through Eternity's Gate knowing full well they may never return home. While these proceedings can be bizarre as she leads an unlikely candidate through the halls of her parlor, her subtle questions and suggestions hint at her own secrets as well.
Madame Dobren recruits soldiers, doctors, trailblazers, artificers, and more to take part in her own private expeditions. These expeditions are meant to be exploratory in nature, not invasive. She charges her recruits to make peace with the elven populations. She hopes that one day they may live in harmony, but fears that if the military leadership in Moondew Watch ever uncover the truth of her deception she’ll be forced to turn the camp into a battleground, and all of Schlectenberg and Amaurea will suffer for it.
On the eastern edge of Moondew Watch, the barracks cluster together. Unit heraldry hangs from the entrances marking the Bombardier Brigade, Incendiary Squads, and the Expeditionary Corps. Behind the barracks, the firing ranges stretch out, nothing more than scorched patches of dirt bordered by a row of dummies with pointed ears.
On the perimeter of the camp, the rusting fence groans as it sags beneath its own weight. Lichen climbs up the posts. From watch posts, fire lashes out from gleaming weapons, driving the jungle and its fearsome predators back, but it’s useless against the buzzing, gnawing insects that swarm the air. They hurtle towards ears and mouths. Hands swat and itch. The nuisance is only drowned out by the discharge in the shooting ranges as fresh recruits test experimental firearms.
The primary commander of the army at Moondew Watch, General Paxon, leads the campaign for expansion in Amaurea. With a cigar in his mouth, he travels the camp with a retinue of officers taking notes and implementing his orders. He often steps in to correct a sergeant in his instruction or remind the fresh recruits that their lives depend on their ability to obey without question. His age distinguishes him from the young faces that make up the bulk of his soldiers. With a pale and lined face, he often glares up at the sun. Seen almost always in his full armor and regalia, he stands taller than most. Few know that he can’t stand without the armor. The machinery encased within hums as it connects with his tissues and allows the gaunt, dying body within to continue well past its limits.
Recently brought out of retirement, Paxon grew infamous in his day for destroying Schlectenberg’s enemies as readily as he made new ones. He suspects that Madame Dobren might be organizing illicit business, but each time he goes to raid a suspected brothel he only finds her employees sweating over an anvil as they repair damaged armor and armaments. His outrage grows, but he’s not one to act without due process.
None would dare question Paxon’s military acumen, but his tactics resulted in the alliance between Schlectenberg’s enemies that finally stopped their expansion. There’s no doubt that previous failures have made Moondew Watch his final chance to prove himself. In Amaurea, he’s found renewed passion for warfare and the perfect enemy — the jungle — ever ready to resist him, only spurs him forward. His latest invention is an entirely new class of bipedal war machines armed with chainsaws and flamethrowers.
One day, when watching the construction of a new barracks, Paxon realized that the weapon he needed toiled before him. In a cloud of steam and smoke, hydraulic arms and legs whirred under the direct control of the workers strapped in the machines. With the slightest movement of their arms and feet, they propelled the machines as if they were extensions of their own bodies. The mechanized craftsmen and the machines they used to clear the land were refashioned. His engineers devised a new design for the machines with chainsaws and flamethrowers. He forceably reassigned the workers and trained them to serve as an elite unit under his watch. The mechanized infantry specialize in combat with these deadly machines. They operate under Paxon’s supervision alone, leaving a trail of ash and blood behind them. The machines and their pilots are called Brushcuts.
In the pit where they used to work, the Brushcuts train. It’s not unusual for a crowd of younger cadets and privates to line up around the edge of the pit, watching and cheering. With their weapons deactivated, the Brushcuts spar in the pit as they learn how to use their machines for war. Steel fists pound and smoke swirls in the air as the powerful machines lumber and lurch in attack. It’s incredibly dangerous and destructive, often enough that the training ends when one Brushcut is rushed to Butcher’s Row for treatment and the crowd disperses with equal amounts of concern and celebration as bets are won or lost.
In his own barracks, the second in command to General Paxon, Commander Valassar, organizes the expeditionary forces. Young for his position, he must constantly prove himself to Paxon. He disagrees on their method of expansion, namely how destructive Paxon’s tactics are, but he can only passively resist. He would never ignore the general’s orders, but he might offer his own conflicting orders to those below him. This is not purely out his respect for the jungle of Amaurea. Valassar knows that these resources are better utilized if they make it back to Schlectenberg in one uncharred piece.
Though he shields Madame Dobren from Paxon, giving her ample warning about possible raids, he’d likely arrest her if he knew the extent to which she undermined the military leadership in Moondew Watch. Of course, if Paxon knew that Valassar protected Dobren, he’d likely shoot the commander himself. This fact is not lost on Valassar.
Though much younger than Paxon, Valassar appears far more haggard, with dark circles around his eyes and a faraway look. Unlike a typical soldier, his long hair falls around his shoulders. He tends to slip out of Moondew Watch late at night to explore and forage on his own. A close circle of friends keep his secret, looking away as he passes. There’s no doubt that it’s a foolish and dangerous habit, but he’s discovered a number of berries, fibers, and beasts that have proved valuable to the encampment.
Valassar’s scouts keep Moondew Watch prepared for possible attacks, but they haven’t always been successful. An early failure led to the deaths of hundreds of garrisoned soldiers on the edge of the camp. Though the camp supports two thousand soldiers now, he remembers each and every one of the names of those who died in that early attack. From time to time, he recites their names without realizing it. The Night of Hidden Blades remains a stain on his otherwise spotless record as a commander. The memory of that night remains unshakeable, keeping him up in the late hours of the night.
A premier member of Valassar’s scouts, Lucien ‘Lucky’ Kane survived the Night of Hidden Blades. That puts him in the company of a few dozen out of the original five hundred stationed at the outpost. Returning from a routine trail-marking mission, he found the outpost in ruins and his comrades dead. While he and his men tended to the wounded, the assailants returned. The elves appeared masked unnaturally in the darkness of night. He still remembers how the light from his lantern appeared to shy away from their enemies and how the jungle itself rose up against him. This attack destroyed the original outpost in Moondew Watch and a poisoned blade split his face and took an eye.
The surgeons stopped the spread of the poison and an inventive artificer, Egris Nest, built him a new eye with iron and ingenuity. His new eye allows him to easily track his targets by the heat they give off. This enhanced eye turned a serviceable scout into one of Schlectenberg’s elite snipers. Though grateful to be alive, Lucien is troubled by the military’s strings that came attached to the eye. He once thought he might retire in a few years, but he knows that it will take decades to pay off the debt to the military.
Kane now trains and commands the technologically enhanced veterans, who find new purpose with new limbs and new debts to Schlectenberg. His unit, officially named the Reborn Brigade, is known around the camp as the “Debtor's Army.” Both looked down upon and pitied, they make soldiers and civilians uneasy and are sequestered in the northern tip of the outpost.
In part supported by Blowfeld’s and funded by the military, Egris Nest continues to advance their efforts, but she refused to create new weapons for them after she saw how they turned them recklessly against the native elves. She strives to build defensive technology, despite pressure from General Paxon. Though her peaceful ambition endangers her funding, support from Madame Dobren allows her research to continue.
In the Longshot Armory she works tirelessly with her research partner Vranz Taljier on their own secret projects in a barren fissure outside of Moondew Watch. Lodged in the earth, her lab looks like a iron egg caught between two cliff walls. Though rarely seen entering the camp, she meets regularly with Lofin and together they ensure that Paxon’s life-giving armor continues to keep him upright. If they were to sabotage his armor, they could end his reign over Moondew Watch and stop the destructive expansion of the camp, but they might also plunge Moondew Watch into chaos, martial law, or allow the elves of Amaurea the chance to finally wipe this Schlectenberg colony from their maps.
The Torchbearers lead the Ashen Sect, proudly displaying ash-covered foreheads and hands. These smudged and plain-frocked priests each maintain a torch they carry at all times, lit from the First and Last Light. Each carves their hopes and failures into their torches.
Their bowl-shaped temple houses a roaring fire atop it, surrounded by scaffolding they ascend with their followers. Sweating, they celebrate in front of the First and Last Light for hours at a time. This causes some discomfort to those in their proximity who have not yet acclimated to the blessed oils. These same oils, collected in rags and handkerchiefs, serve an important purpose in the recipes for their alchemical poultices and incendiary offerings.
To their followers, the Ashen Sect preaches the story of the First and Last Light. This fire ushered in the age of industry, but also threatens to consume mankind if it is not maintained. They believe that the Light they worship can be brought to new worlds and strengthened so that it never falters. They revel in the burnt offerings to the First and Last Light, singing with deep and joyful voices as they cast their possessions into it. They counsel against the adoption of rapidly expanding technology, warning that each new innovation further perverts the purity of flame, man’s first and most important achievement.
In Amaurea, the Ashen Sect sees ample fuel for their fires. They consider it a blessed and holy land, a gift for all their offerings and suffering in Schlectenberg. They believe Amaurea must be preserved and tended to with care. The wilds could keep their fires burning for thousands of years if they can convince those in power at Moondew Watch to reforest they areas they’ve harvested and take no more than they need.
Led by Kur Zwelen, the Bastards survive in the wilds outside of Moondew Watch. Former soldiers and defectors from Schlectenberg comprise the Bastards. General Paxon holds Kur and his defectors responsible for the the Night of Hidden Blades. Kur makes no excuses for his decision to abandon his post, but he will argue that the night-clad assailants would have slipped into Moondew Watch either way.
The Bastards live as nomads, wandering the jungle of Amaurea, but they’ve established a camp east of Moondew Watch in Valurien territory. They’ve hidden the majority of the weapons and armaments they stole at Camp Dragonsnout, named for the heat and steam that emanate from around the peculiar rocky mound.
The Bastards ditched their uniforms and crafted their own camouflage from the foliage. They hunt tuskrats and stitch their hides together for protection. The brown color of these hides and their distinct smell allows them to blend into the jungle of Amaurea in a manner their former comrades could never achieve. There’s no doubt that Kur and his Bastards could be swayed to aid either natives or adventurers if offered supplies or wondrous items. These soldiers’ loyalties remain to one another and they should be regarded with suspicion if you come across them.
Steam and smoke billow forth from these mechanical monstrosities. They stomp and stagger forward, their pilots encased in iron bodies like giant barrels. Through a hatch on top, pilots climb in and seal themselves inside. Through single shuttered windows, the pilots peer out from the torsos of the machines. Guns, saws, machetes, and improvised weapons protrude from their limbs. The iron-bellied machines lurch and hiss as iron gears turn and hydraulics and pistons propel them forward.
Composed of former workers who utilized industrious machines, the Brushcuts no longer resemble their former selves or any other soldiers. Paxon requisitioned them after he realized that the bipedal nature of the machines would be far better suited for the terrain in Amaurea than the wheels and treads common on most war machines. Military engineers retrofitted the machines to carry weapons and built heavy plating atop the skeletal frames.
The Brushcuts serve with discipline, though many lack enthusiasm. Severe consequences await those who fail to meet Paxon’s standards. He’s repurposed each civilian as a new and deadly soldier. When workers initially objected to the training, Paxon charged them with insubordination and executed them on the spot. A number of standard military personnel have attempted to join the Brushcuts, but their attempts to maneuver the unwieldy machines have been disastrous and costly. Military engineers work feverishly on a new design that will allow for easier piloting and allow for all soldiers to adopt them, but until that time the Brushcuts remain one of the most powerful and fragile experiments in military history.
The mages provided by the Council of Three oversee the planning and stratagem developed by General Paxon. They operate as advisors to the military leadership and provide support for expeditions. They also follow their own orders directly from the Council and oversee the prisoners. Currently, the Hands of the Council hold four Valurien elves in their cells. They wish to harness the energies that fuel the bloodsinging of the Valuriens, but they know little of its source or the full extent of its power.
Overseen by Headmaster Zerafin, the magical manipulation and plying of the Valurien psyche would likely drive Valassar against him. The treatment of these elves would trouble any but the truly callous. The process of bending the will of another living thing is incredibly painful. Mental domination is much worse than any cognitive dissonance and includes the added physical pain of having one’s body completely at odds with itself as well. This suppression of the self combined with the control of the body creates an excruciating experience. It’s one that all mages from Schlectenberg know well, as they are forced to experience it if they wish to learn these powers from the Council.
Paxon knows the full extent of what happens below his barracks and he believes it’s for the best if they are to survive the next attack by the natives. If he could find a peaceful way to bring the Valuriens to heel, he might accept another method. He takes no special pleasure in his visits to the holding cells. If an expeditionary force forged an alliance with the Valuriens, they could possibly persuade Paxon to release those already captured or at least move them to cells not controlled by the Hands of the Council.
The Iron Arms oversee the Iron Arm Parlor that serves both as a smith’s forge and receiving hall. Madame Dobren boasts a cadre of strong, gifted, and generous men and women who can navigate conversations about Schlectenberg politics as deftly as they can handle a blowtorch. Her own meetings often involve hints, machinations, and questions that test her guests. If they pass her probing, they often find themselves agreeing to missions and orders that clash with the standing orders at Moondew.
The Iron Arm smiths are easily identified by their heavy leather aprons, tool belts, and formidable physiques. Emblazoned on their aprons is the black silhouette of an arm lifting a hammer. They offer robust talents as smiths and will gladly repair broken arms and armor. For the discerning customer and the right price, they provide discreet company and pleasure of all kinds. They’re held in high regard compared to most in the camp.
Often, an Iron Arm will be assigned to an expeditionary force to provide maintenance on the weaponry and keep an eye on its progress in the jungle for Madame Dobren. Few understand the full extend of their deception. Many members of the military leadership in Moondew might be deceiving themselves out of convenience. Few view the Iron Arms as a true threat to the military leadership, but there’s no doubting that they know more about the secrets and schemes in Moondew than any other organization. The real question is to what degree have they shared these secrets or will they, given the right price?
Led by Lucien Kane, this squad of experimental soldiers takes on Valassar’s special missions. Outfitted with mechanical limbs, enhanced abilities, and their debts to the military, these scouts explore and secure the most remote and hazardous areas in Amaurea. Both looked up to and looked down on, these soldiers inspire fear and hope.
The “Debtor’s Army,” as they’re called by cynics, owe their lives to Schlectenberg’s mechanical marvels. The operations and the installations of mechanical hands, eyes, and hearts make the Reborn Brigade one of the most expensive units in the military besides the Brushcuts. To that end, the Reborn Brigade often must recover their own lost components in missions to rescue the parts that survive their owners when the unit suffers losses in the jungle.
By Egris Nest’s design, each upgrade includes a tracking device that can broadcast its location for up to thirty days after connection to its host is severed. This allows the Reborn Brigade to hunt down beasts who've swallowed the pieces or track the elves who’ve salvaged the mechanical remains. With Lofin Beguaine’s aid, these pieces are installed with only a small percentage of deaths during the surgery.
Hundreds of veterans await mechanical transplants, but the production of these parts takes months and has yet to be scaled for mass production. Artificers and mages work in tandem to craft each life-saving and enhancing piece of technology by hand and then refurbish it for the next host. Each member of the Reborn Brigade earns a second chance at their former life, but the advanced equipment that powers them will live on for decades.
Many of the inheritors of the life-saving machines report changes in their personality and even peculiar holes or additions to their memories. So far the quirks in these machines haven’t been the source of anything but confusion. Still, some artificers grow concerned that their artificial limbs and organs may take on attributes from their owners and pass them on with each repurposing.
The Bridge of Accord rises from the depths of the Blood River, but only if you know how to summon it. On both sides of the shore stand a pair of drasda trees, their roots exposed and extended into the river. Their branches stretch above the rushing surface. These ancient and massive trees have stood for thousands of years, from the time before the houses split. The runes grown in the knobby bark of the tree command in the ancient elven tongue: “Speak your truth unheard and unknown for all to hear.” In order to call the bridge, each traveler must reveal a secret they’ve never shared before.
If the bridge accepts the secret then the aerial roots of the trees will unravel and the branches will lower, dipping into the water. The roots below the river will rise and interweave between the gaps in the extended branches. Cradled in the interstitched limbs of the bridge, mud and stone from the bottom of the river form a path. Though this will likely make humans pause, elves will show little concern. The knitted bridge spans well over two hundred feet, allowing travelers to cross the narrow crook of the river.
Commonly, Rhuviel guards will roam the forest near the bridge. Often they remain hidden, acting only when they believe a threat to their ancient gift nears. They may even take pity on travelers from Schlectenberg and teach them how the bridge works, or if they’re vengeful they may ask the drasda trees to submerge the path and drown those traveling across it. Though the ancient trees do not relish violence they will answer the call when deserved.
In the southeastern jungle lies a Superiori outpost where the land buckles and quakes with regularity. Nivenilyan researchers monitor and control the populations that inhabit the Burrowtongue Warrens beneath the earth. The burrowtongue derives its name from the strange form it takes. Essentially, these beasts are of low intelligence and appear as massive writhing tongues that prefer to live below ground. When they injure travelers, it’s always an accident, albeit a terrifying one.
Early experiments in Nivenilyan laboratories produced this creature when they wished to replicate and exploit the rapid repairing properties of the tongue and modify the tissues of the body to mimic this valuable attribute. They hoped to build a new generation of Nivenilyans with rapidly regenerating organs and swift recovery from bodily harm. Some researchers even dreamed of besting death and creating an immortal generation.
The burrowtongue remains as a reminder to all young and ambitious Nivenilyans that not all of nature can be reengineered. These roughly padded creatures look something like an earthworm and tongue crossed together. They range from six-foot-long younglings to massive thirty-foot-long elders. They dig and absorb the nutrients below the earth, creating a series of ridges above their crisscrossing warrens. The Superiori officials here keep travelers at a distance, though they might allow them to visit their observation post deep within the earth if they were to earn their trust.
From time to time a burrowtongue escapes the boundaries of the warrens and begins destroying the jungle. Travelers must be wary of rows of uprooted trees and freshly tilled soil or they may find themselves falling into a burrowtongue pit and quickly being smothered beneath their squirming tubular bodies. These creatures recover from most forms of violence within seconds. Nivenilyan acids designed specifically to counteract the healing properties of the burrowtongue are essential for any who fall into a burrowtongue lair, though naturally this is not something most adventurers plan for.
This camp surrounds a rocky mound that the scouts named Dragonsnout for the warm steam that rises from the twin cracks in its surface. The smell of sulfur penetrates the otherwise pure
air of Amaurea. The Bastards favor this spot as a base of operations because the jungle thins and clears near the peculiar mound. Rudimentary tents fill the inner sphere of the camp, while tripwires, hidden pits, scrap traps, and sentries guard the perimeter.
The scouts here claim that you can hear an ancient dragon slumbering below. Kur dismisses these claims as the sort of fanciful talk that soldiers take to when they need to fill the long and uneventful hours that make up most of their days. Still, he respects whatever geological or fanciful events occur below Dragonsnout. For reasons unclear to him, both elves and creatures avoid this place as much as the foliage.
East of Moondew Watch, this lake is aptly named for the Dawnkin that gather nearby. Fiercely protected by a coalition of Rhuviel, Valurien, and Nivenilyan elves, the Dawnkin come in various forms, animal-like but also humanoid. Here jaguar, elk, snakes, and more walk like humans, but they retain many of their bestial qualities.
They gather peacefully along the shore each day to drink from the lake and hunt. The live in harmony, while the elves remain at a distance. They do not interfere, but protect the lake from prying eyes or worse menaces. The Rhuvielites believe this lake is sacred, while the Nivenilyans find it fascinating, and the Valuriens do not trust either house to properly protect the rare creatures here.
Though expeditionary forces have caught glimpses of the strange creatures and clashed with the elven guardians, they know little about the Dawnkin. Some believe the water of the lake transformed the creatures that drank from it while others believe they must have come from another portal like Eternity’s Gate. Those who attempt to find out more about Dawnkin Lake may find themselves facing a united warhost of the three elven houses.
Granheim’s Retreat lies deep within a hidden cave in the deep jungle northeast of Moondew Watch. Moss crowns the top of the cavern, the trickle of water echoes within. Stalagmites and stalactites almost meet at the entrance, making it nearly impossible for an adult to sneak through in full military uniform and armor. Discarded armor can be spotted outside as a soldier makes Granheim’s Pilgrimage.
The cave lies far below in a series of twisting and turning tunnels that fan out in multiple directions. Deeper within the cave, some of the tunnels bear claw marks. From time to time the walls shake. It grows incredibly dark within the cave, so light is a constant need for safe travel as the slippery and uneven footing can easily cause trouble even for seasoned explorers.
In many places, an explorer will be forced to slowly push between tiny gaps and cracks in the walls to continue any further. The hard surface and jagged edges of the raw cave often scrape and bruise those who aren’t careful. Following the flow of water leads to a shallow pool below the earth in a wide open expanse. The warm water invites repose and reflection. Translucent-skinned fish swim below the surface.
Granheim left a number of her possessions here. Soldiers and adventurers alike visit the cave both for the peace and tranquility offered within and because a number of rare keepsakes and cherished weapons were supposedly stashed here. Her private letters, if discovered, suggest that her views and the dialogue of her memorial are at odds. Her private journals reflect on the questionable ethics of expansion to Amaurea and hint at a deep guilt she never escaped. Granheim’s personal belongings may yet lie somewhere in the dark awaiting a brave explorer, but most who visit this cave return empty-handed and with much to consider.
The heavily guarded workshop, lodged in the gorge, houses Egris Nest and Vranz Taljier. The half-machine researchers conduct dangerous and explosive experiments in relative seclusion. No longer in the service of Blowfeld, Nest and Taljier courted the military leadership and offered their assistance in exchange for financing the armory. The guards posted to this outpost nicknamed it “Longshot,” which Egris and Vranz embraced with a wry and ironic glee.
Taljier specializes in experimental weapons, while Nest builds new safeguards against them. Due to the delicate and dangerous nature of their work, they earned some amount of autonomy— especially given their brilliant and tragic reputation. Vranz developed a number of incendiary weapons for clearing the jungle. Nest built the helmets and masks that keep the gases from these weapons from choking their wielders before the vapors ignite.
The Longshot Armory resembles an egg lodged in a deep fissure south of Moondew Watch. Steam wafts from the vents on its domed roof. From the entrance, a retractable ladder extends below or above depending on the research conducted that day. The desolate and rocky nature of this location keeps prying eyes away and ensures that they don’t harm civilians with their experiments. Stationed above the fissure, guards remain on alert. If ever under attack, the armory can detach and crash into the depths of the fissure, ensuring that their research remains out of the wrong hands.
Now if Paxon or Valassar caught wind that these researchers intended to rehabilitate and rebuild a deeply injured Rhuviel elf in their compound then they’d likely be executed for treason. This secret remains unknown to all but Lofin Beguaine, who has offered her assistance. Together they work tirelessly to develop lifesaving technologies not unlike those which maintain Paxon’s fragile life.
An illegal camp, built along the southwestern coast, formed by civilians who fled Moondew Watch during the Night of Hidden Blades. It’s unclear to most why Schlectenberg forces have not raided and arrested the camp, but in a written missive to Valassar, Paxon makes clear that he believes nature will take its course and destroy the camp in due time.
The survivors who founded this colony believe they will create a new utopia, learning from the ills of Schlectenberg society. They believe that The Winged One invited them to claim the coastline as their new home. They worship this creature as their savior and new god. Here they offer sweet fruit and flowers from the surrounding wilds to lure their god of many wings to manifest again in their midst.
This emerging spiritual and social phenomenon forms the basis of New Schlectenberg, where these new and bold citizens believe they will prosper in harmony with the wild. So far, they believe their offerings bring peace, but if they were discovered by a Schlectenberg expedition or by the native elves they might find mercy or ruin.
This carnivorous stretch of woods lies on the edge of the Mournvale Swamp where shallow waters and tall grasses thrive. Within the brush and water, terrors hide. Vines slither along the bottom of the wetlands snaring unsuspecting travelers and hanging them in warning. When scavenging beasts and travelers search the dead, rotbriars spring forth from the bodies of elves and humans alike.
As the rotbriar matures it consumes the flesh and organs of its victims and burrows into the marrow of their bones. Connected to these bones, the rotbriar scurries and shuffles across the moor in strange and startling configurations of bones and thistle. They often chase hapless victims into the searching vines, continuing the cycle of death and renewal in Shamblemoor.
The Reborn Brigade tirelessly mapped this stretch of woods, losing a dozen of their company in the process. They’ve provided a rough map and guide for the military. Kane will freely give these secrets to travelers who might need to cross this perilous stretch as well. When Kane speaks of the Shamblemoor, there’s a hint of respect in his voice and obvious skepticism toward anyone who seeks to cross it. There’s no doubt that beyond the Reborn Brigade and the Valuriens this swampland offers little but certain death to most.
An abandoned garrison in the foothills west of Moondew Watch, Trueview Outpost was founded as a sister camp to Moondew Watch. Trueview’s vantage point meant that the soldiers could easily survey the land and plan missions from a safe distance. Contact from Trueview ended abruptly. An exploratory force was dispatched to investigate, but they were never heard back from. Only weeks later did a lone scout return with an unbelievable tale.
The scout claimed that Trueview was anything but abandoned. When their company arrived at the outpost they hailed the soldiers at the entrance, but they remained silent. They didn’t move or even blink. As they approached, still they received no response. The soldiers stood frozen as if bound by invisible restraints. They pushed and prodded, but couldn’t move the soldiers from their posts.
They traveled further into the mountain outpost and found more soldiers and civilians equally frozen, some while cleaning rifles and others still in their bunks. Everyone they found remained eerily still. No breath escaped their lips. As they kept searching, the light begin to dim though it was only midday. The shadows grew long and quivering.
At first the scouts assumed it was a strange quirk of Amaurea, but then the shadows started slithering and sliding across the ground, leaving the soldiers they’d been attached to behind. The shadows shrieked with the distorted voices of men and then rose in twisted forms and attacked the scouts. The scouts fled, but the shadows multiplied and dragged them into their premature darkness. The lone survivor remains locked within the cells administered by the Hands of the Council where they continue to test and extract his memories. The movement of any shadow, even that of a flickering torch, sends this lone survivor into fits of sobbing and madness.
North of Moondew Watch lies an uncharted stretch of uncompromised beauty, near the western edge of the Rhuviel Territory. Unblemished white blossoms and icy blue flowers carpet the floor of this lightly wooded area. Golden flakes of pollen drift through the air, collecting on tree trunks and filling the air with the sweet taste of honey. Those who visit and return, both fondly and bitterly name it the Whispering Garden.
After ten or fifteen minutes within this wildflower patch, one will hear the whispers to which it owes its name. At first only in a murmur, easy to dismiss, but the longer one stays among the wildflowers the louder the whispers grow. The voices, at first unkown, grow into a swelling and familiar tone. They take on the voices of the dead, cooing and calling to their visitors. One might hear a parent, child, lover, or former comrade that’s dear to them and certainly passed on. These voices will urge the visitor to travel further into the garden and breathe deeply of the pollen.
As one travels into the heart of the garden, the naked bodies of elven men and women drift through the flowers with bowls of water in their hands and songs on their lips. Further in, one might catch a glimpse of their beloved dead urging them deeper into the garden. As the visitor travels the flowers grow taller and the pollen thickens in the air until the blossoms rise above their heads and the pollen causes the visitor to cough and splutter.
In this moment, when pollen turns eyes red and itchy, and throats rough and scratchy, the visitor may realize that they’ve been lured far from the path they set out on. They might find themselves alone, companions nowhere in sight. Or they might plunge further seeking the ones they loved. In the tales of the garden, this brief moment of clarity comes with equal amounts of horror and longing, but those who escape end up unharmed. Some may wish to return for another chance to glimpse those they lost, but few take the second chance.
Few return from the Whispering Garden, but those who do exhibit an amount of tolerance toward it. In Rhuviel lands a traveler may find a tonic or tincture derived from the pollen of these flowers that they can use to protect themselves from their lure, or that they can use to entice unwary beasts and humans alike into their traps. Whispersnuff, as it’s known, provides a far less concentrated dosage for those who wish to purchase it for personal trips of nostalgia.
Notably, Commander Valassar served under General Granheim. Though haunted by his past failures, he remains popular among civilians for his kindness though many soldiers serve him begrudgingly. One night, as he tells it, when the moon shone bright and the dew glistened on the leaves of the trees, he realized that this land would always be his home and thus he named Moondew Watch. A failed poet in Schlectenberg, he continues to write and study the land as he serves the Schlectenberg military faithfully.
The Night of Hidden Blades granted Granheim her spot in history and ensured that Valassar would never serve as a general. Many view him as soft and inappropriately, if not dangerously, compassionate toward the elves native to Amaurea. While Valassar would be quick to defend himself and point out numerous occasions on which he fought and defeated elven aggressors, the shame in his voice stands out in comparison to the pride that swells in his comrades when they boast about the number of ears they’ve collected.
In his youth, he grew up with every privilege, but found that Schlectenberg’s Flair and their frippery brought him no joy. He abandoned his post as the heir to his family’s fortune and joined the Schlectenberg military in an act of rebellion. This delighted his younger sister and enraged his parents, but he hasn’t spoken to them in years.
He shares a special affinity for the Rhuviel elves and their miraculous control of wildlife. The woven canopies and hanging villages in their territory captured his imagination. Each night he searches for them, trying to decipher their language and make peaceful contact. The elves chase him away, displeased to discover an invader tracking them. He wishes to preserve the beauty of Amaurea, but he must reckon with his duties as a soldier and the danger present in every corner of the jungle.
Commander Staven Valassar
(Level 6, Medium size, 40’ speed)
Attributes: Agility 6 (2d8), Fortitude 4 (1d10), Might 3 (1d8), Learning 4 (1d10), Logic 5 (2d6), Perception 4 (1d10), Presence 4 (1d10)
Hit Points: 30
Feats: Multi-Target Attack Specialist II (melee), Evasive Footwork, Combat Momentum, Combat Follow-Through, Untrackable, Fast Tracker, Master Tracker, Fleet of Foot II, Knowledge I (Amaurea)
Glaive Sweep (damaging attack, 2 targets, 10’ reach): Agility vs. Guard. With his Schlecten steel, Valassar easily slices through the underbrush and his foes.
Cleaving Strike (free action): Agility vs. Guard. When Valassar reduces an enemy to 0 hit points, he can move up to his speed and make an attack. Both are free actions.
Reposition (inflict forced move, 2 targets, 10’ reach): Agility vs. Guard. Valassar repositions enemies as he himself also improves his position on the battlefield.
As Nest hunches over her worktable, the mechanical anatomy of her left arm retracts and reconstructs itself. Intricate parts disassemble into smaller components. Panels open, retracting unnecessary pieces or providing new parts until her hand reconfigures or transforms into a new tool. Two fingers may fuse and take the shape of a screwdriver. Moments later that same hand may split apart to reveal a blowtorch.
Below her throat, the fan in her chest whirrs and steam emanates from the exhaust vent in her left shoulder. By the end of the day, she’ll often be obscured by a cloud of fog as more vents open in her body and the fan squeals from exertion. She often draws sour looks or wide-eyed stares from civilians and soldiers in Moondew. Her bare head and missing eyebrows do little to ease those who are polite enough to not stare at the mechanical parts of her body. She deflects discomfort with grim humor and focuses on her research. If she’s not at the Longshot Armory, it’s likely she’s visiting and consulting with Beguaine in her private chambers in Butcher’s Row.
Born with both a silver wrench and a greasy tome in her hands, Egris Nest developed unique talents from her Taelen father and Mopbrow mother. They split before her fifth birthday, but she remained in contact with them both until her departure to Amaurea. She spent the brunt of her time with her mother. Young Nest accompanied her all over the city to workshops, foundries, and citadels of artifice. There she witnessed prototypes of unimaginable inventions before they became household items. Her father remained busy with new wives and academic research. When she visited him, she hid in her father’s library, spending her time reading voraciously.
She began in the lowest position at Blowfeld’s Arms & Armaments, supporting their engineers as a steel shaper. Seeing the value in each invention and the need to keep them secure, she crafted her own innovation in her spare time, borrowing the equipment she needed from Blowfeld’s and staying late in their workshops after hours.
Her first innovation saved Blowfeld an untold fortune and earned her a prompt promotion. She developed a detection device and tracking system for fleshware, that is, implants and devices that connect to humans. Her tracking, aptly named the Nest Detection System, allowed for the recovery of lost and stolen goods. Engineers stole prototypes and projects overnight during this time, then they’d flit to the highest bidder. Through a series of increasing tones, the user of the NDS can create a sonic map that leads them to the missing machine. She adopted this technology to make it easier to recover the mangled artificial limbs and organs in the jungles of Amaurea.
Nest’s success at Blowfeld Arms & Armaments brought her into a circle of researchers tasked with developing advanced automatons. They sought to replace the current models made popular by the Scaethwhitte Enclave, their rival in the personal weaponry market. Blowfeld lost ground to Scaethwhitte after they unveiled semi-sentient models that followed simple instructions. Blowfeld’s models followed only preset instructions and cost a fortune in comparison.
In Blowfeld’s advanced workshops and labs, Egris met Vranz Taljier along with a number of other leading engineers, inventors, and mages in their respective fields. Somehow the proprietor of Blowfeld’s gained a large barrel of “Dawnspring Extract” as Darwinia Cartblanche called it. What that substance is or was exactly is unclear to Nest. In the first test trials with this substance, the unexpected results leveled the entire lab and killed all but herself and Vranz. Both have gaping holes in their memory regarding the particulars of this experiment.
(Level 5, Medium size, 30’ speed)
Attributes: Agility 3 (1d8), Fortitude, 3 (1d8), Might 2 (1d6), Learning 5 (2d6), Logic 6 (2d8), Perception 4 (1d10), Will 3 (1d8)
Hit Points: 16
Feats: Craft Extraordinary Item III, Craft Mundane Item II (Engineering), Knowledge I (Engineering)
Notable Equipment: Blow Torch (Extraordinary Item: Weapon [Flamethrower], Energy 7, Area [20’ cone], Baneful [Persistent Damage], Potent, Special [Requires 10 min. recharge after 5 uses]), Hydraulic Arm (Extraordinary Item: Might 8, Baneful [Stunned], Special [Depletes Egris’ arcane core. For every 3 uses, it inflicts 1 level of the Fatigued bane.]), Mechanical Multi-tool (Extraordinary Item: Agility 5, Reliable [Heal], Special: Heal only works on allies with mechanical additions to their physiology.])
Blazing Inferno (damaging attack [Blow Torch], 20’ cone): Energy 7 vs. Guard. Also inflicts persistent damage bane on 5 damage or more. Targets affected by a bane from Egris’ flamethrower suffer disadvantage on resist rolls against that bane. Egris’ flamethrower is one function of her most beloved invention, her own mechanical arm, which she continually improves. Though she loathes to use it as a weapon, Egris will defend herself when she must.
Patch Up (invoke heal [Mechanical Multi-tool]): Auto-success via Reliable property. Shifting her arm to “repair mode,” Egris clamps, twists, and hammers her mechanical allies into better shape.
Bell Ringer (damaging attack [Hydraulic Arm]): Might 8 vs. Guard. Also inflicts stunned bane on 5 damage or more. For every 3 uses of this attack, the hydraulic system (powered by the same core as Egris’ heart) depletes the core’s power, causing Egris 1 level of the fatigued bane.
With a cigar hanging from his mouth, General Ellias Paxon barks orders and ensures Moondew Watch never falls again. The bulky armor that encases his body serves the dual purpose of protecting him and preserving his ailing flesh. This specially crafted set of interlocking plates houses an array of medical equipment, artificial organs, and wires that stimulate his muscles and internal organs. His armor is one of a kind, an experiment manufactured by Blowfeld’s artificers. Each internal piece of the armor connects directly to Paxon’s tissues. Each night Nest and Beguaine assist the general, slowly taking apart the armor piece by piece and then connecting him to a nutrient-rich and enzyme-laden vat in his quarters that allows him to live long beyond the natural lifespan.
General Paxon’s fifty-year record of service began in the turmoil of the wars that marred Schlectenberg’s past and prevented their complete dominance of the world. The discovery of massive deposits of iron ore and rare minerals, in what is now the northern ward of Schlectenberg, set off a series of conflicts that escalated into three separate wars. Eventually, the treaty between Schlectenberg and the outlying nations ended the conflict, but not until after many of the riches to the north were destroyed or consumed to fuel the war. During this period, Schlectenberg boomed as industry, magic, and man united behind the conflicts and devised new methods of destruction.
Ellias Paxon enlisted when the recently annexed northern ward exploded with unrest and violence. A youth raised in the western slums, Paxon saw this as his chance to get out and eventually find a new home for his aging parents and younger siblings. In the northern battlegrounds, he fought in what was by far the worst of the Vein Wars, when the innovations from the first war were used without restraint. Bullets that exploded into acidic clouds, magical contagions that turned orderly squad into animals that tore each other apart limb by limb, and fissures that swallowed entire armies into the dark blighted the land and scarred all who survived. Still to this day the northern ward of Schlectenberg suffers from the toxic air and damaged land.
Paxon only survived the war because his unit was captured early. This made him one of the lucky few in a war that claimed nearly a third of Schlectenberg’s population. He and his unit traveled throughout the outlying lands, being traded between nations as they slowly perished. After eleven years, the warring nations forged a peace and exchanged prisoners. He never speaks about what happened in the prison camp. Scars and blotchy skin document his experience.
His time spent in each camp gave him ample time to study and learn the organization and prevailing techniques of the outlying nations. When it appeared a third war was on the horizon, he reenlisted. With his war hero status, he’d gained many friends in the higher ranks of the Schlectenberg military and in the political sphere.
Paxon rose in rank during a series of skirmishes in the east and when that escalated into an all-out war, he commanded a sweeping military victory across that front. In what would be known as the Final Vein War, Paxon earned his rank as general given his vast knowledge tactics on and off the battlefield. With each nation agreeing to no longer use their most terrible weapons, his knowledge allowed his armies to conquer the northern lands with calculated and brutal efficiency. He mercilessly targeted civilian support systems and cut the supply lines to his enemies to weaken them. This would be later classified as a war crime, but at that time the military leadership encouraged the tactic for its effectiveness. This approach to warfare finally drove the outlying nations to unite, creating a ring that contained Schlectenberg’s expansion.
Paxon took the blame, but retained his rank. His service and his status as a war hero protected him from outright dismissal and imprisonment. In part, military and political leaders who outwardly condemned him knew that his ruthless efficiency might be needed again. In the uneasy peace after the Final Vein War, Schlectenberg grew restless and desperate once again. After fifteen years they called on him to command the forces in Moondew Watch after a devastating defeat left the encampment without a leader. The controversial decision drew criticism from the a portion of the Council, but they failed to stop the appointment.
General Paxon lived through the worst wars in Schlectenberg’s history and he’ll do everything in his power to ensure Schlectenberg retains its power and place in the world.
General Elias Paxon
(Level 10, Medium size, 40’ speed)
Attributes: Agility 1 (1d4), Fortitude 9 (3d10), Might 1 (1d4), Learning 3 (1d8), Logic 3 (1d8), Perception 7 (2d10), Will 6 (2d8), Deception 3 (1d8), Presence 3 (1d8)
Hit Points: 46
Feats: Armor Mastery II, Multi-Target Attack Specialist III (Melee), Battlefield Opportunist I, Battle Trance, Deathless Trance, Destructive Trance, Diehard, Indomitable Endurance II, Attack Specialization I (Blowfeld MP1000)
Notable Equipment: Blowfeld MP1000 (Extraordinary Item: Weapon [Sawed-off Shotgun, Great Axe], Deadly 2, Area [15’ cone]), Nexus Power Suit (Extraordinary Item: Armor [Power Armor], Might 9, Agility 7)
Neurochem Trance (free action [Nexus Power Suit]): On the rare occasions Paxon meets a worthy adversary, he invokes a neurochemically induced battle trance with chemicals from his Nexus Power Suit. Paxon gets advantage 1 on attack rolls, is able to keep fighting after reaching 0 HP, dice for attack rolls explode on maximum and 1 below maximum, and defenses increase to: Guard 31, Toughness 28, Resolve 22.
MP1000 Scattershot (damaging attack [Blowfeld MP1000], 15’ cone): Agility 7 vs. Guard, advantage 1. In the shotgun configuration, Paxon fires without concern for collateral damage, be it a building or bystander.
MP1000 Great Cleave (damaging attack [Blowfeld MP1000], 3 targets): Might 9 vs. Guard, advantage 1. A thick steel blade extends from the barrel as Paxon raises the MP1000 in both hands.
This powerful automation may be one of the greatest achievements of Schlectenberg sorcery and ingenuity. Enchanted rock and machinery allows this statue to speak and move, though her legs remain rooted firmly where she was carved. She serves both as a guardian and as a proud symbol of Schlectenberg’s tenacity.
This living memorial celebrates the brave defense of General Granheim, who fought desperately to protect Moondew Watch during the Night of Hidden Blades. Outnumbered and underprepared, she ordered her remaining soldiers to set fire to everything they’d built and burn their enemies down with them. Their sacrifice bought enough time to allow the remaining soldiers and civilians to open the portal and retreat, but not without incredible losses.
At times, the magic behind this wonder fails. On rare occasion she lashes out wildly or even lets out a shrill and tortured howl. This causes plenty of concern to local leaders, but overall these outbursts have been downplayed or blamed on disgruntled settlers. No one knows what causes these “accidents” nor do they want to know. The military leaves this matter in the hands of the mages and artificers who maintain the memorial.
Granheim’s Stand Memorial
(Level 4, Large size, 0’ speed)
Attributes: Fortitude 6 (2d8), Presence 6 (2d8), Will 5 (2d6), Might 4 (1d10)
Hit Points: 54
Feats: Defensive Mastery, Inspiring Champion I, Natural Defense III, Tough as Nails II
Dutiful Defense (damaging attack): Might vs. Guard, advantage 1. With a rallying cry against perceived invaders, Granheim brings her oversized greatsword down in a overhead slash.
Weight of Justice (inflict knockdown) Might vs. Guard. Naming the transgressions of her enemies, Granheim smashes her shield into her foes.
Spirit of Schlectenberg (inflict provoked) Presence vs. Resolve. With a rousing speech, Granheim invokes the superiority of Schlectenberg from her time and inflames the hearts and minds of her enemies.
The name “Gideon Graves” is typically found only on the lips of the soon-to-be-dead, whether they know it or not. Some say he is an angel of death, sent to collect the souls of those who defy the grave. Others say he is Schlectenberg’s greatest gunfighter, a terrifying thaumaturge with an inexplicable mastery of steel. They say that Gideon warps the trajectory of bullets with his mind, crushes armored foes like crustaceans in their shells, and rips metal stairwells out of walls when his targets attempt to escape.
Most know Gideon by longstanding reputation, but Schlecteners with the longest memories cite a time before Gideon made a name for himself, a time when his hat, belt buckle, and boots told the story of a poor villager from the desolate wastelands of Sawtooth Hills. In a lonely mining town on what might as well have been the edge of the world, Gideon’s father worked as a destitute iron ore miner, essentially an indentured servant at Blowfeld’s Arms & Armaments. As a child in the mines, Gideon lost his arm in an accident that nearly claimed his life. Blowfeld’s crafted a masterful, yet inoperable, mechanical replacement for the boy, but it left his family in even more crippling debt than before. Something about the nearness of steel to Gideon’s bones awoke new senses within. In time, he found he could control the metal prosthesis, not to mention metal objects would sometimes dance and pulsate in his presence. On occasion, forks would unexpectedly shoot from his hand at lightning speed, driving deep into the wall.
Miles away, hiding out in another sleepy town, Master Jin felt the call of another with power over metal. Once Abbot of the Circle of Steel Nettles, he trained an order of monks to refine and hone their internal energy, manifesting it as control over metal. Master Jin was ousted by his own pupils, led by senior student Kushu. Bored by the notion of a quiet life of self-refinement, Kushu and his band determined to sell their power to the highest bidder. They found the Blowfelds’ were happy to oblige. Kushu formed the elite Inverted Helix, while Master Jin went into self-imposed exile to avoid the Blowfeld’s watchful eye. Despite this exile, Gideon’s auspicious powers called out to Master Jin.
Word of the boy in Sawtooth Hills also reached the Inverted Helix, the Blowfeld’s elite task force responsible for crushing rebellious workers and machines alike. Seeking to add the boy’s gift to their ranks, they thought it generous to zero out Gideon’s family’s debt in exchange for his service to the Inverted Helix. His father refused. As Gideon lay hiding in the cellar, gunshots pierced the silence, followed by a slow trickle of blood through the floorboards above as he cowered, paralyzed with fear.
Master Jin took in the now-orphaned boy, raising him as his own son, teaching him to bend steel to his will, and instilling in Gideon the code of honor of the Circle of Steel Nettles. As his power grew, Gideon gained unsurpassed control over all metal, particularly his arm as he found he could move it at the speed of thought, even faster than the clumsy muscle and sinew of his good hand. With his power at its peak, he disappeared without a trace, headed for Schlectenberg, the desert squalls wildly tossing his trench coat as he faded into the wastes. For many, the story of Gideon Graves ends there.
Despite Gideon’s disappearance, year after year the ranks of the Inverted Helix grew smaller. Whispered rumors cited the legend of Gideon Graves. While he gunned down the Inverted Helix one by one, the vengeance he thirsted for most, the life of their leader Kushu, evaded him. In his wake he left villages in splinters and smoldering ruins. Misfortune struck the innocent as he hunted the guilty, but he found himself unable to contain his rage. To this day, his head hangs low with the weight of those mistakes. Finally Gideon found a letter on the body of one of his quarries, a letter from Kushu about a clandestine mission for Blowfeld’s in Amaurea, the New World. And so, Gideon vanished from memory again.
In Moondew Watch, Gideon’s search continues. He’s set himself up as a private investigator named Jerrold Dawes so as to keep an ear to the ground. Despite his thirst for vengeance, and his urge to restore the Circle of Steel Nettles, he’s found unlikely allies in Moondew Watch. Though he initially confused Egris Nest’s mastery over metal and her own arm as something like his, he quickly realized his mistake, but grew fascinated with her work. In time, he revealed his abilities, and used his powers to arrange metal in impossible configurations while Nest welded his designs together. His heart grows warm around Nest. Finally he’s found something he can contribute beyond pain, but still revenge clouds his thoughts when he’s not working with her. The citizens of Moondew Watch claim that on some nights, they see the legendary Schlectenberg assassin, Gideon Graves, as he prowls through back alleys in search of anyone who might have information about his sworn enemy.
Attributes: Agility 7 (2d10), Fortitude 3 (1d8), Might 2 (1d6), Logic 3 (1d8), Perception 4 (1d10), Will 4 (1d10), Deception 3 (1d8), Persuasion 1 (1d4), Presence 3 (1d8), Movement 7 (2d10)
Feats: Attribute Substitution II (Movement > Agility), Bane Focus (Immobile), Attack Specialization III (Movement), Multi-Attack Specialist I
Steel Mastery (special): Gideon’s mastery of steel is such that he can manifest it as either precise attacks via Agility and his revolver, or as Movement area attacks via telekinetically projected metal in various forms. Area attacks should only be employed if there’s metal for him to manipulate.
Steel Caress (damaging attack [Revolver], 75’ ranged): Agility vs. Guard, advantage 3. Also inflicts Immobile bane on 5 damage or more. Gideon’s telekinetic power allows him to extend the range of his revolver attacks to 75’ instead of 50’.
Steel Rain (damaging attack [Revolver], 75’ ranged, 4 targets): Agility vs. Guard. Also inflicts Immobile bane on 5 damage or more. Gideon’s telekinetic power allows him to extend the range of his revolver attacks to 75’ instead of 50’. Thanks to his power over steel, he can throw a handful of bullets and telekinetically send them at a variety of targets in range.
Steel Crush (damaging attack, 20’ cube): Movement vs. Guard. Also inflicts Immobile bane on 5 damage or more. Used against opponents in armor or when metal is nearby to be hurled at them.
Steel Blast (damaging attack, 40’ line): Movement vs. Guard, advantage 2. Also inflicts Immobile bane on 5 damage or more. Gideon hurls a focused blast of metal debris at blistering speed, creating a kind razor-like hail. When no metal is available, he’ll multi-target attack with his gun.
The headmaster runs his fingers through his long white beard as he ponders. He keeps mostly to his private library in the barracks, but is sometimes seen on the edge of Moondew Watch before he disappears into the jungle. Sigils decorate his robe, in striking geometric patterns. A triangular helix of intersecting runes in bold white ink surrounds his left eye, blighted and pupiless. The ink flows down his cheek and neck, disappearing beneath the cowl of his robe.
As a Hand of the Council, no one holds more power in Moondew than he. With his knowledge of the arcane he could easily destroy the entire camp with a single invocation. Though he works closely with General Paxon, they often clash before Paxon is reminded that he has no jurisdiction over the affairs of the Council. This irks the General, though he will never admit it.
Zerafin’s demeanor remains calm and stoic, even when challenged. He is self-assured without arrogance. He speaks with confidence, though he prefers to remain silent on most occasions. Most will only ever receive the slightest nod of his head in reply and those few will consider themselves lucky to have been granted an audience with him.
Though he’s well aware of the elves held by his mages, his attention seems focused elsewhere. It’s clear that he’s searching for something, but what he seeks remains shrouded in mystery.
(Level 7, Medium size, 30’ speed)
Attributes: Agility 2 (1d6), Fortitude 2 (1d6), Might 1 (1d4), Learning 5 (2d6), Logic 5 (2d6), Perception 3 (1d8), Will 5 (2d6), Alteration 8 (3d8), Entropy 8 (3d8)
Hit Points: 24
Feats: Attribute Substitution II (Entropy > Alteration), Attack Specialization III (Entropy), Bane Focus (Stunned), Boon Focus I (Insubstantial), Boon Focus I (Resistance)
Square the Circle (damaging attack, 75’ ranged): Entropy vs. Guard, advantage 3. Also inflicts stunned bane on 5 damage or more. Breaking the fundamental geometry of living matter, Zerafin turns the laws of nature against his foes.
Asymmetrical Presence (invoke 10’ aura: fatigued): Entropy vs. CR 22 (PL 6). Zerafin’s tattoos absorb the light around him as he unravels the essential patterns of all living creatures around him.
Dissociative Theorem (invoke insubstantial): Auto-success at PL 7 via Boon Focus I. Theoretically, the geometric tapestry of the mind may unlock the key to everlasting life, but so too, Zerafin discovered it can unlock entirely new dimensions.
The Wanted King, as his comrades call him, leads the Bastards against the Schlectenberg military excursions outside Moondew Watch. His likeness gazes reproachfully from the wanted posters plastered on nearly every edifice in Moondew Watch. The breach in security that led to the Night of Hidden Blades lays squarely on his shoulders.
He no longer bears the clean-shaven look in the posters. Since departing in the night, his beard has grown bushy and unkempt. His hair is pulled back in a ponytail. No longer clad in his military uniform and regalia, he wears Valurien-crafted lacquer wood armor that allows him to meld into the woods and disappear.
The story of how he gained the armor changes with each telling. He’s claimed that he drank blood with tribal elders. Another time he said he challenged and defeated a Valurien warlord. And even that he himself wrestled a tree demon and crafted the armor from its hide. Though his stories elicit skepticism, even from his Bastards, none question that the tactics he learned in the Amaurea wild are powerful and deadly. In truth, he traded weapons and armor in exchange for trust and guidance.
With the Bastards, he harries the forces at Moondew Watch. His guile and down-to-earth demeanor make him a natural leader. He’s likely to welcome adventurers with open arms as his Bastards stealthily surround them. If a brave adventurer finds him and survives, Zwelen might speak of the sickening treatment of the first elven prisoners at the hands of General Granheim. Now what he’s king of — no one seems to know or care.
Kur Zwelen, the Wanted King
(Level 4, Medium size, 30’ speed)
Attributes: Agility 5 (2d6), Fortitude 4 (1d10), Might 3 (1d8), Logic 2 (1d6), Perception 4 (1d10), Will 2 (1d6), Deception 4 (1d10), Presence 4 (1d10)
Feats: Evasive Footwork, Fast Tracker, Lethal Strike II, Master Tracker, Silencing Strike, Untrackable
Notable Equipment: Heirloom Armor (Extraordinary item: Armor [Elven Plate Mail], Persistent [Invisibility]), Longshot Carbine (Extraordinary Item: see Special Equipment chapter)
Ambush (damaging attack [Longshot Carbine]): Agility vs. Guard. Also inflicts silence when damage is dealt via Silencing Strike. This pilfered Longshot Carbine changes modes as a major action to have a different ranged weapon type.
Tanglethorn Snare (inflict immobile): Agility vs. Guard. Kur tosses one of his handcrafted snares at his enemies. The tanglethorn wraps itself tighter the more his target struggles.
The chief surgeon in Butcher’s Row, Lofin trains field medics, oversees the meat processing operations, and performs fleshware implementation procedures alongside Egris Nest. She wears deep crimson garb to hide the blood splatters and keeps her hair in a knot atop her head. Though rough and cold in demeanor, she’s never rude, only incredibly focused. Her collection of knives and tools proves invaluable to the surgeons in Moondew and her expertise allows her to mend the most tragic wounds.
Her partnership and friendship with Nest stands out as an example of how Moondew Watch unites bold adventurers and great minds alike in purpose. Her purpose at the camp is not as simple as it appears.
None but the Hands of the Council know her skills originate from her training in the Order of Silence. Currently, she’s tasked with discovering who in the camp is responsible for the bizarre deaths and disappearances of soldiers who were otherwise healthy and safe. Paxon knows that there is member of the Order of Silence in his camp, but even he is not privy to her identity.
Currently, she investigates Nest and the Longshot Armory, slowly building trust until one day she can uncover what they work on in secret. Her suspicions are not unfounded, but what she’ll find in the Armory will surprise her. What she might do with such knowledge is difficult to say. Her mission pertains specifically to uncovering the killer in Moondew, though her orders could always change. The Order of Silence conditions their assassins from a young age to eliminate threats to the Council discreetly. If her handlers view Nest or anyone else in the camp as a potential enemy to the magocracy then her mission could easily evolve to include new targets.
Along Lofin’s spine, a multi-segmented piece of metal is embedded into her skin, though few have seen it. This is the trademark weapon of an assassin trained by the Order of Silence. This is no machine, but a magical creature of dubious origin. The centipede-like legs allow for agility and quickly dispatch unsuspecting targets. Its body can bend and flatten, fitting into almost any space. The weapon links with its master, granting them extraordinary strength and speed, but if they harm any but their designated target the assassin’s life is sapped dramatically. This ensures that the assassins complete their missions with precision. This also means that the Order of Silence goes through their lesser recruits quickly. She is well versed in these matters, of course.
Attributes: Agility 6 (2d8), Fortitude 3 (1d8), Might 3 (1d8), Logic 4 (1d10), Perception 2 (1d6), Will 3 (1d8), Deception 5 (2d6)
Hit Points: 22
Feats: Bane Focus (Persistent Damage), Death Blow, Knowledge (Anatomy), Lethal Strike I, Skill Specialization I (Deception), Vicious Strike
Surgeon’s Knifesaw (damaging attack): Agility vs. Guard. Also inflicts persistent damage bane on 5 damage or more. Lofin’s expertise and knowledge of the human body allows her to easily exploit veins and arteries.
Suture (invoke heal): Logic vs. CR 12 - 18 (PL 1 - 4) With thread, needle, and a carefully crafted salve, Lofin quickly dresses her wounds in battle.
Silent Master (inflict persistent damage): Agility vs. Guard. Telepathically linked to her Silent Master, Lofin gains advantage 2 when invoking this bane.
The artificial eye in Kane’s right socket swivels independent of his left eye as he speaks, always on alert. The lens within refocuses, shining a bright red light onto surfaces as he scans them. It’s with grim humor that his comrades call him “Lucky” these days.
When Lucien Kane originally found himself rising from the rank of private to commanding special forces, many called him lucky, and he couldn’t disagree. He scored incredibly high on marksmanship tests and quickly gained a reputation for surviving deadly situations by a hair. When he managed to secure passage for his family to Amaurea, his friends noted his luck. While his comrades attempted bribes, forged documents, and their children and spouses remained on long waiting lists, Kane enjoyed the company of his two daughters and wife. Surviving the the Night of Hidden Blades with a ghastly scar across his face and the mechanical circuitry installed where his eye once belonged, he earned a spot on a very short list. Unfortunately, his family ended up on the list of those who disappeared that night. Newer recruits look with amazement at “Lucky” Kane, but most aren’t foolish enough to call him that to his face.
During his operation, a team of surgeons led by Lofin Beguaine and Egris Nest saved him from the poison on the blade that struck him, and he gained a new debt to the Schlectenberg military. He serves with equal contempt for the elves of Amaurea and the military and artificers in Moondew Watch and in Schlectenberg. He no longer fights against his nickname. He even believes his luck might allow him to find his family one day.
With grim determination he leads the Reborn Brigade into the most hostile sections of Amaurea. With his advanced eye, he spots his enemies well before they notice him. With a scopeless rifle, he utilizes his eyes to snipe his targets from afar. There are few more deadly near Moondew Watch.
Though he carries out Valassar’s orders without comment, he searches in private for the Bastards and his family. He will execute them on the spot if he ever finds their camp. He knows well that this would lead to a military tribunal and likely imprisonment, but that no longer matters to “Lucky” Kane.
Lucien “Lucky” Kane
Attributes: Agility 6 (2d8), Fortitude 3 (1d8), Learning 4 (1d10), Logic 3 (1d8), Perception 4 (1d10), Will 5 (2d6), Presence 4 (1d10)
Hit Points: 40
Feats: Attack Specialization III (Sniper Rifle), Diehard, Master Tracker, Resilient
Notable Equipment: Kane’s Rifle (Extraordinary Item: Weapon [Sniper Rifle], Deadly 1), Egris’ Eye (Extraordinary Item: Truesight 8, Persistent [Truesight], Special [Lucien is immune to the Blinded bane]).
Deadeye Mark (damaging attack, 300’ ranged): Agility vs. Guard, advantage 4. Each time Lucien successfully damages an enemy, they are marked and lose 1 Guard against his next attack. This effect stacks.
Magnetic Extraction Device (inflict disarmed, 10’ cube): Agility vs. Guard, advantage 2. Lucien fires a payload of magnetized metal particles that attach to opponents’ weapons, only to be recalled along with the particles via his rifle, disarming them.
The host of many influential meetings and conversations in Moondew Watch, Madame Dobren settles squabbles and finance new businesses. Her vast wealth and knowledge distinguishes her from most of her company. The weapons and art decorating her halls serve the dual function of attracting guests and incentivizing support. Always firm but tactful, she operates her illicit business with grace and shrewdness. While the Iron Arm Parlor may be the worst kept secret in Moondew Watch, she never flaunts her privileged position. She ensures that her employees receive generous compensation and that their safety remains a top priority. The goodwill she built keeps her protected from her enemies. Those who cross her or abuse her employees have disappeared tragically in the jungles of Amaurea.
Though many suspect she pays soldiers to turn a blind eye to her illicit business, few know that she’s hired key figures to go on expeditionary missions with civilians. Her greater hope is to establish contact with the elven tribes and establish peace between them and Schlectenberg. Enlisting the aid of Egris Nest and Lucien Kane, she hopes to study the local elves and unravel their perplexing languages. So far, she’s been unsuccessful, but she continues to recruit and send diplomatic forces into the wild.
Stout and broad-shouldered, her frame suggests years spent in the forge before rising to the position of Burgharr in Schlectenberg. She’s happy to explain that she found no joy in the drudgery of overseeing operations in Schlectenberg, but her knowledge of political schemes and machinations suggests more. She disdains the Voice of Light and makes her allegiances to Magdalena Tressen and the Council of Three clear. Inquiries into her past will prove difficult as Madame Dobren, at least by that name, graces no documents in Schlectenberg.
Attributes: Fortitude 5 (2d6), Might 6 (2d8), Will 2 (1d6), Deception 3 (1d8), Persuasion 5 (2d6), Presence 5 (2d6), Influence 5 (2d6)
Hit Points: 39
Feats: Attribute Substitution II (Persuasion > Influence), Ferocious Minions III, Hospitaler, Longshot (Maul), Overpowering Strike, Tough As Nails I, Wealthy
Madame’s Seal (damaging attack): Might vs. Guard, advantage 1. With the embossed head of her two-handed hammer, Madame Dobren crushes her sigil in wax and bashes skulls.
Favor for Favor (inflict dominated): Influence vs. Resolve. Madame Dobren makes an offer that is hard to resist. With her wealth and extensive contacts, she can make anyone turn against their allies.
Friends in All Places (invoke summon creature): Influence vs. CR 18 - 20 (PL 4 - 5). Madame Dobren’s allies are everywhere. And even where they are not, someone is bound to owe her a favor.
Numerous reports describe Nanki rustling in the underbrush near the Moondew Watch. In encounters with her, soldiers often note her childlike aura. She frequently uses the word “no” when speaking Schlecten. Though not entirely understood by the colonists she’s encountered, she appears consumed with her own mission.
As a former member of the Gatherers, she seeks to study and capture rare creatures. Due to the drastic augmentations to her anatomy, Nivenilyan elves no longer welcome her back in Amaranth. Still, she maintains contact with the Gatherers and often works alongside them, sometimes without their knowledge.
Leaves sprout from her body, growing as naturally as hair from one’s head. Insects take refuge on her bark-like skin and birds commonly land on the branches extending from her head. Clad in nothing but her leafy hide, she wanders in search of new specimens to bring back to Amaranth. With surprising adaptability, she may reach out and touch a stranger or creature and immediately communicate with them in their own tongue. With equal ease she can learn and use Schlecten technology. Her natural intuition allows her to easily befriend creatures and beasts of all sizes and shapes.
If a human learned to speak with her they’d realize that Nanki is not her name, but a misunderstanding of the common greeting in the Nivenilyan tongue, “Naan ki.” If they inquired further they would quickly realize that she means no harm to the humans she stalks. She’s simply fascinated.
Nanki observes and occasionally abducts humans to learn more about them and their strange behavior. If pressed, she may even reveal that her pursuit of human visitors is in part motivated by her desire to return to Amaranth one day with a specimen that will force the Gatherers to accept her back in their ranks.
(Level 2, Medium size, 30’ speed)
Attributes: Agility 2 (1d6), Fortitude 2 (1d6), Learning 3 (1d8), Logic 3 (1d8), Deception 4 (1d10), Presence 3 (1d8), Creation 5 (2d6)
Banes: Fear 5 (2d6)
Hit Points: 20
Feats: Boon Focus I (Bolster), Natural Defense II, Well-Rounded
Jungle’s Roar (inflict fear): Fear 5 vs. Resolve. The coloring on Nanki’s leaves turns bright and fearsome as she recreates a roar only made by the scaldbacks of the Parched Steppe.
Empowering Pollen (invoke bolster): Auto-success on single target via Boon Focus I. Nanki’s flowers release a sweet golden pollen that grants confidence and inspiration to her allies.
Nature’s Touch (invoke restoration): Creation vs. CR 12 - 20 (PL 1 - 5). One touch from Nanki’s bark-like fingers can ease away fatigue and worse maladies.
This strange creature reportedly appeared three days before the Night of Hidden Blades. To speak of it is considered bad luck by many, but it’s unclear if the creature means to warn or threaten those it appears to. Each tale speaks of the wind picking up and the leaves roaring as if to herald its arrival. Thousands of wonderwings swarm and swirl together in a fluttering mass. The shimmering and colorful hide of the The Winged One enchants as much as it terrifies those who report glimpsing it.
The rumors and tales of this creature often claim they saw a single butterfly pass, and then a dozen, before a mad cloud of wings formed into the shape of large humanoid creature with six arms and a dazzling set of eight eyes, each in a shifting shade. The leadership in Moondew Watch makes no official statements about the veracity of these claims. Many take the silence as tacit but unspoken support. Undoubtedly, many repeat the stories they’ve heard to gain attention from those who’ll listen, spreading the tale all across Moondew Watch
It’s even rumored that the inhabitants of New Schlectenberg worship the The Winged One as a god manifested.
The Winged One
(Level 5, Large size, 30’ flying speed)
Attributes: Agility 5 (2d6), Fortitude 3 (1d8), Might 3 (1d8), Perception 3 (1d8), Will 4 (1d10), Presence 4 (1d10), Movement 7 (2d10)
Hit Points: 33
Feats: Flying, Natural Defense II, Multi-Bane Specialist (Forced Move, Disarmed)
Pelt (damaging attack): Agility vs. Guard. The Winged One breaks apart and the insects that make it up blow like a strong wind, pelting its foes with their sharp bodies.
Gale Winds (inflict forced move & disarmed:) Movement vs. Guard. The air near the Winged One suddenly turns into a threatening gale that rips weapons from hands and blows lesser beings away.
Tornado Aspect (invoke haste): Movement vs. CR 14 - 22 (PL 2 - 6). The innumerable winged bodies that make up the Winged One spiral into a dizzying and deadly twister.
Formation of Rebuke (invoke resistance): Movement vs. CR 16 - 24 (PL 3 - 7). The winged bodies that comprise the Winged One spread out, increasing its Guard by 9 against bladed weapons and projectiles.
Once the chief engineer at Blowfeld’s, he now partners with his former pupil, Egris Nest, in the Longshot Armory. A wiry and wrinkled gentleman whose long coat obscures mechanical legs, though they clang heavily against the reinforced iron floor of his lab. White hair drapes across his shoulder and stubble dots his brown chin. Solemn and thoughtful, he diligently creates experimental weapons for the Schlectenberg military, but little do they know that he’s also incorporating switches into them so that they can all be deactivated from the Armory.
A refugee who sought asylum during the Second Vein War, he specialized in mechanical engineering, but found that the suspicion and prejudice in Schlectenberg kept him out of the labs he’d once admired. Bitter and desperate, he made a bid to join the Superior Armament division at Blowfeld’s. Overqualified compared to his peers, he quickly rose to the top in an industry many engineers disdained.
If his modifications to Schlecten weaponry were ever discovered he’d likely be imprisoned on the spot, but Vranz is not as averse to violence as Nest. He’s saved the most lethal weapons for himself and he’ll use them if the need arises.
Attributes: Fortitude 3 (1d8), Might 5 (2d6), Learning 6 (2d8), Logic 6 (2d8), Perception 2 (1d6), Will 3 (1d8), Persuasion 2 (1d6)
Feats: Craft Mundane Item II, Craft Extraordinary Item III, Knowledge I (Explosives), Wealthy
Notable Equipment: J.A.V.E.L.I.N. Launcher (Extraordinary Item: Weapon [Missile Launcher], Might 9, Area [10’ cube], Baneful [Stunned, Forced Move, and Knockdown], Special [Requires one major action to reload before firing again.]), 3 Boompack Charges (Extraordinary Item: Reliable, Boon [Flight], Expendable, Special [Creates damaging attack, Energy 5 vs. Guard in 5’ radius when activated), De-escalation Device (Extraordinary Item: Might 9, Area [10’ cube], Baneful [Disarmed], Special [No effect against non-gun weapon types and doesn’t remove weapons from hands.])
Explosive Barrage (damaging attack, 10’ cube [J.A.V.E.L.I.N. Launcher]): Might 9 vs. Guard, disadvantage 1. Also inflicts stunned, forced move, and knockdown banes on 5 damage or more. Takes one major action to reload.
Fiery Chariot (invoke flight [Boompack Charge]): Auto-success at PL 5 via Reliable property. Also, make a damaging attack on any creature within 5’ of Vranz when he activates his boompack. Treat the explosive impact as Energy 5 vs Guard.
Deactivate (inflict disarmed, 10’ cube [De-escalation Device]): Might 9 vs. Guard. This bane may only be used against guns and has no effect against all other weapon types. Does not remove weapons from hands.