Savage Worlds - Evernight - Campaign Setting

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description

Dark fantasy campaign setting for the Savage Worlds RPG system

Transcript of Savage Worlds - Evernight - Campaign Setting

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Evernightby Shane Lacy Hensley

The Darkest Fantasy

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CreditsWritten by

Savage Shane Lacy Hensley

Cover byZeke “Spiders?” Sparkes

Interior Art byThe Incomparable Cheyenne Wright

The ghost on page 105 appears courtesy of Kieran Yanner and Eden Studios

Cartography byThe Amazing Aaron Acevedo

Savage Worlds Rules byShane Lacy Hensley

Playtesting and Savage AdviceChristy “Fiona Frost” Hopler, John “Sir Reginald” Hopler, Chris “Kerreth--er, Gideon” Libey,Jason “Luther Kendrith” Nichols, Sarah “Arabella” Griffiths, Zeke “Jormot Stormgrinder”

Sparkes, Katarina “Kaksi” Tipton

DedicationTo Bob and Chris, for blowing up one world and creating another.

And of course to the fam—Michelle, KK, and RoRo.

Look for updates at:

WWW.PEGINC.COMThis electronic book is copyright Pinnacle Entertainment Group.

Redistribution by print or by file is strictly prohibited.Add 2 to all Page Number References to account for the cover of this Ebook.

Savage Worlds, Evernight, Smilin’ Jack, andall related characters, illustrations, andlikenesses within are Copyright 2003, GreatWhite Games.

Pinnacle, the Pinnacle logo, and thePinnacle starburst are Copyright 2003,Pinnacle Entertainment Group. All RightsReserved.

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ContentsCredits .................................................................................................. 2The Minstrel’s Tale ............................................................... 4

Player’s Section ..............................................6Nations of Tarth ...................................................................... 6Kings Port, City of Heroes ............................................ 7The Dragon and the Shadow ................................... 7The Seven ......................................................................................... 8The Wilderness .......................................................................... 8Religion ............................................................................................... 8Making Heroes ............................................................................ 8Dwarves ............................................................................................. 10Elves ....................................................................................................... 11Half-Elves ......................................................................................... 12Half-Folk ........................................................................................... 13Half-Orcs ........................................................................................... 14Humans .............................................................................................. 15Hindrances ..................................................................................... 16Edges ................................................................................................. 16-17Gear ........................................................................................................ 19Sa Karan Blood Stones ................................................... 25Magic in Tarth ........................................................................... 26New Spells ..................................................................................... 27Archetypes ............................................................................... 29-32

Evernight Part II .......................................... 33Your Goal ......................................................................................... 34Hindrances .................................................................................... 35Edges .................................................................................................... 36New Archetypes ..................................................................... 36The New Economy .............................................................. 38

Game Master’s Section.............................. 41The Sa Karans .......................................................................... 42The Scourge ................................................................................ 44Tarrian ................................................................................................ 44The Sa Karan Secret ......................................................... 45A Hero’s Fate .............................................................................. 46The Invasion ................................................................................ 46The Valusian Spike ............................................................. 47The Masters ................................................................................. 48Special

Rules ............................................................................................... 50Sa Karan

Blood Stones .......................................................................... 50Orcs .........................................................................................................51

The Dying of the Light Campaign .... 53

Act I: Heroes................................................... 55Scene One: The Message ............................................ 55Scene Two: Aragron ........................................................... 58Scene Three: The Savage Hills .............................. 60Scene Four: The Sa Karan Ruins ....................... 62Scene Five: The Mountain .......................................... 66Scene Six: The Savage Caves ................................... 68

Act II: The Fall .............................................. 73Scene One: Decisions ....................................................... 72Scene Two: Innocence Lost ...................................... 74Scene Three: The Worst In Men .......................... 74Scene Four: Fallen Hero ................................................ 76Scene Five: Valusia Razed .......................................... 76Sidebar—Crisis of Faith .................................................... 77Scene Six: Destinations .................................................. 78

Act III: Bondage ............................................. 81Scene One: Slavery .............................................................. 80Sidebar: Sa Karan Manacles ........................................ 81Scene Two: An Act of Kindness ......................... 86Scene Three: War of the Rats ................................ 86

Act IV: The Warrens .................................... 91Scene One: The Wolf ........................................................ 90Scene Two: The Lower Tunnels .......................... 94Scene Three: The Upper Tunnels ...................... 96Scene Four: The Wilderness .................................... 99Scene Five: Trials of the Red Woman .......... 107Scene Six: The Red Ravager ................................... 109Scene Seven: The Inferno ............................................ 112Scene Eight: The Vermin Lord .............................. 118Scene Nine: Revelations ............................................... 120

Act V: Rage..................................................... 125A Surprise Visitor ................................................................ 125Drugall’s Plan ............................................................................ 125Dwarven Demolitionists ............................................... 125The Tunnel .................................................................................. 125Upper Reaches ........................................................................ 128Princess Rayna ........................................................................ 129The Battle of Kings Port .............................................. 130A Bitter Defeat ......................................................................... 130

Epilogue ............................................................ 131The Overlord ............................................................................... 131

Bestiary ........................................................... 132Props .................................................................................................... 139

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The Minstrel’s TaleYou would like a story of the Seven? Of course! They are the most beloved heroes

of our land, and I have many tales of their brave deeds. Would you like to hear of thetime they slew Tirathrax the dragon? Or of when they fought a dozen giants in thehigh Mountains of Dread? Ah, wait! I have it. Let me tell one you may not have heardyet. I call it, the Seven and the Troll King.

King Kaden sat upon his throne, watching the boats in the channel below.One ship came in, its crew all affright, for some of its mates had vanished that

night.The ship’s captain, Katrina, spoke to the King, for help in fighting whatever dark

thing,Had taken her crew, and butchered them grimly. King Kaden agreed, and listened

intently.Comely Katrina spoke of the blood, they’d found on the deck leading down to the

mud.Scores of tracks down the beach, they followed, then reached,A cave, dank and dark, leading down to the heart,Of old caverns, half-flooded. They were called the King’s Tunnels.In ages past, the rulers above, had used them to bury the ones they had loved.Smugglers used the caverns in times more recent, for crimes against people of

Kings Port more decent.But a dozen years prior, the old king of the City, had cleaned out the caves with

no quarter, no pity.The King’s Tunnels sat empty for a number of years, until new horrors moved in,

and made them their lairs.Katrina said monsters, with blue skin and white hair, had taken up residence,

deep down in there.They’d taken their mates, ripped them to shreds, taken them, it seems, right out

of their beds.Sea trolls, they called them. Some said skags, some said manes. Flesh-eating

monsters everyone complained.Katrina’s sailors were brave men, honest and bold, but these horrors were too

much for their blades to scold.King Kaden smiled, his countenance most even, and said, “Don’t worry, Katrina.

I’ll send for the Seven.”The Seven had just returned from thwarting some evil, and were in the City to

enjoy their rewards, most ample.King Kaden’s call was never ignored, so the City’s greatest heroes put on their

armor and swords,They met with Katrina and heard her grim tale, then pledged her by morning,

this evil would fail.They went into the tunnels that very same night, intent on showing the trolls

how to fight.

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The dwarf known as Urich struck first it is said, lopping off over a dozen trolls’heads.

Next up was Sarrian, brave elven ranger. Her sword slew eight more withoutany danger.

Wygand the half-orc struck next, snick-snacking his blade through a troll’sthick blue neck.

Zelda, the Sun Priest, let the sun in the caves, and vanquished a score of fiendsin a fiery blaze.

Spyke it is said, had a very strange ride, ‘top a monstrous fish with sharp scalesand green hide.

Teeth long as greatswords, eyes shining like beacons, Spyke’s twin thievesclaws slashed it to ribbons.

Tyvek, the wizard, also drew fame, when he slew a young dragon with hisfavorite spell, Flame!

Finally the Seven found their way to the hall, where the king of the sea trollsruled over all.

Grimly, they pushed their way through the trolls, their weapons and spells tooka terrible toll.

A hundred monsters died in that room, deep in the King’s Tunnels, once again, adark tomb.

Of course it was Kerreth, brave Knight of the Sun, with whose magical blade,the battle was won.

The Red Knight slashed his way to the throne, where the troll king sat nibblingsome poor sailor’s bone.

His sword glowed with light, Fury was its name, and it struck down the trollking in furious flame.

The rest of the trolls scattered like ashes, into the tunnels, the caves, and thepassages.

The Seven returned to cheers and hurrahs. King Kaden offered them gold, butthe Seven, as always, accepted it not.

“Good Captain Katrina,” Kerreth then said, “we have done our duty and avengedyour poor dead.”

“The monsters below were savage and cruel, but they are gone now, and so safeis your crew .”

“We don’t ask for treasure, we don’t ask for fame. We ask only that youremember the flame.”

“For it was Solace, the Sun God, who blessed our fine blades, and allowed us toreturn to the warm light of day.”

Beautiful Katrina wept at the words. Love for Kerreth she proclaimed, and washeard.

But the Seven cannot live as you and I. They cannot settle down, raise children,have brides.

Their duty is sacred, to answer the call. To fight for the people. To fight for us all.

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TarthThe world of Tarth is filled with dwarven

strongholds, dark elven forests, valleys ofmerry half-folk, and scattered human cities.

But it wasn’t always so.More than a thousand years ago, a race of

savage spider-like creatures infested the land.Legend says the spiders nearly wiped out

the intelligent races. This time of troubles iscalled “the Scourge.” Fortunately, a greathuman heroine named Tarrian united theelves, dwarves, humans, and half-folk againstthem. The alliance banded together andbattled the arachnoids in the fields, in thevalleys, and deep within their very lairs.When the alliance was through, they hunteddown any stragglers and eventually drove theentire species into total extinction.

After the Scourge, with no commonenemy to fight, the races warred with oneanother. At least three Great Race Wars havescarred the lands of Tarth. The last was justover a decade ago.

Valusia, the middle kingdom, where ourtale takes place, is currently at peace,however, both with the races and with itsneighbors. This peace has existed for the lastdozen years, since the coming of KingCrassus Kaden.

Nations of TarthValusia is the crown jewel of Tarth and

the center of the known lands. It is a fairland with a good king. The farms in its greenvalleys are bountiful, its forests full of game,and its rivers full of fish.

All the races—except the barbaric orcs ofthe Dread Mountains—live in peace inValusia. The neighbors to the north, a looseconfederation of northmen called the WhiteTowns, are mostly kept at bay by the DreadMountains. King Kaden reinforces theirfriendship with lucrative trade agreements.When that doesn’t work, his all-volunteerarmy is more than up to the task of repellingthe disorganized barbarians.

The exotic and faraway land of Kos issimilarly allied. The bronze-hued people of“the Golden Kingdom” rule the seas, but theirallegiance makes them more a mercenarynavy for King Kaden than a rival.

Off the southern coast of Valusia are theDragon Isles, a chain of volcanic islandsknown for the scores of drakes that dwell intheir fiery bowels. Their people raid far andwide in their fire-spewing Dragon Ships,frequently battling with patrols from Kos. Buteven these tattooed warriors know betterthan to directly incur King Kaden’s wrath.

A World ofHeroes

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Kings Port, City of HeroesKings Port, the capital of Valusia, reflects

the prosperity of Valusia and the integrationof Tarth’s races and cultures. It is not thelargest city in the world, but it is the mostprosperous and the most peaceful. Its streetsare well-patrolled by an incorruptible CityWatch, and it has an exotic market for mostanything an honest heart desires.

For all its peaceful grace, Kings Port ismost famous for its heroes. Members of allthe humanoid races come to “the City,” as itis often called, to start their careers aslegendary heroes.

Humans are the most prevalent race inthe City, but thousands of elves, dwarves,half-folk, and demi-humans are found thereas well. They are mostly wanderers andcrafty adventurers who make frequentstopovers to spend the treasure they takefrom “dungeon delving,” thwarting goblinoidhordes, and of course, saving the world.

Those with troubles frequent the City ofHeroes looking for such adventurers as well.A great number of legendary wizards andwarriors, Red Knights and rangers, got theirstarts in Kings Port’s gleaming streets. Eventhe famous Seven began their careers inKings Port.

The Dragon and the ShadowThe place most young heroes frequent for

work is the Silver Dragon, an upscale tavernwhere no violence or unsavory types aretolerated. More experienced adventurers—those with reputations and plenty of suns tospend—can be found in the King’s Shadow, afar more exclusive and expensive tavern thatlies in the shadow of one of the royal castle’sgleaming white towers. This prestigiousestablishment lies on the King’s Road, whichleads directly from the prosperous farms ofthe lowlands into the city and on into thecastle.

The people of Valusia consider the City aspawning ground for new heroes who willsave them from darkness when times arebad. If a dragon rampages, the people fleetogether and wait for a savior. If the orcishhordes get too large or overbold, the citizenscall on King Kaden to assemble a band ofhardened warriors to defeat them.

Of course, many would-be champions gostraight to their dooms because of this oddrelationship, but many do eventually triumphand become renowned guardians of the morecommon folk.

A few sages worry that the reliance on“heroes” has made the average man toodependent on others to resolve his problems.

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Few listen to such advice though—they arefar too caught up in the awe-inspiring talesof legendary quests of larger-than lifeadventurers to pay the sages much heed.

The SevenBy far the most famous heroes to have

emerged from this relationship are the Seven.In truth, the “Seven” have often included

more heroes, and sometimes less, but theirgreatest deeds have occurred in the last fewyears with a core group of renownedadventurers. Everyone knows of Urich thedwarven warrior, Sarrian the elven ranger,Wygand the warrior, Zelda the Sun Priest,the mischievous rogue Spyke, Tyvek the one-eyed fire mage, and the most famous of all,Kerreth the Righteous, the most famous ofliving Red Knights.

The Seven’s tales are sung by minstrelsfrom Valusia to distant Kos. They arerecorded in historical texts and tawdryfiction. They grace the tapestries of athousand manors. Exquisite signed portraitsof the Seven even hang in the mahoganyhalls of the King’s Shadow.

The Seven’s effect on Valusia cannot beoverstated. Those who want to be greatheroes model themselves after the Seven.Those who do not crave such action rely onthe Seven and others of their ilk to savethem from Valusia’s darker inhabitants.

The WildernessFor the most part, the hills and dales of

Valusia are safe, with friendly villagersgenerously ruled by caring barons and theirtrustworthy knights. These men keep theirlocal areas cleared of hostile orcs and othermonstrosities, while the King’s own patrolskeep safe the roads and trails in between.

There are numerous dangers for thosewho stray from the paths, however. Orcs andother goblinoids still dwell in the DreadMountains barely a day’s ride from the City,and the occasional dragon from the southernisles is spotted terrorizing outlying villages.Old Sa Karan ruins, the hiding places ofhumans during the Scourge, also appearfrom time to time, just waiting—it seems—forhearty adventurers to explore and loot theirancient and forgotten treasures. Even withinthe City, the King’s Tunnels are occasionallyplagued by sea trolls, and the catacombsoccasionally give rise to gruesome undead.

More than one hero’s fortune has beenmade plundering these dangerous locales.

ReligionThe people of Tarth revere Solace, the Sun

God. His divine existence is not debated—theRed Knights and Sun Priests dedicate theirentire lives to Solace and are rewarded withvisible powers of fire and light in return.

Solace is present in the particularreligious beliefs of most races, thoughhumans are the only race who seem to beable to channel his divine powers, for onlyhumans may become Sun Priests or RedKnights..

Elves and half-folk revere Solace as a partof imana, the spirit of nature. They believeSolace is but one of these spirits, thoughwithout doubt the greatest of them.

Dwarves also revere Solace for his obviouspower, but like the elves, do not formallyworship him. The dwarves are notparticularly religious people, but when theydo pray, it’s to Terrax, Lord of the Earth andThe God in Darkness. Some dwarves believeTerrax has forsaken the world, or is perhapseven dead, for he does not grant powers tohis followers like the Sun God does.

Half-folk have no particular religion, butrevere Solace for his obvious power, andconduct their life-ceremonies in his name.

Orcs, and by extension some half-orcs,worship Kargak, a brutal, bestial god ofslaughter and savagery.

Some minor religions and cults claimfealty to other gods, and offer proof of theirexistence in the form of shamanic powers.Most sages believe shamans—such as thoseof the orcs—are actually mages, workingminor magic without any real understandingof where their power comes from.

Your RoleOverall, Tarth is a very typical fantasy

world. The settlements in enlightened andorganized kingdoms such as Valusia do quitewell, while those within the borders oftyrants, or too near savage creatures, mustfend off constant dangers.

Your character is a young man or womanlooking to become one of these heroes.

Your tale starts in the City of Kings Port.Let’s make your new hero now.

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MakingHeroes

PersuasionRepairShootingStealthStreetwiseSurvivalSwimmingTauntThrowingTracking

BoatingClimbFightingGamblingGutsHealingIntimidationKnowledgeLockpickingNotice

Making heroes for Evernight is as easy ascreating characters for any Savage Worldsgame. You’ll find a character sheet designedspecifically for this setting both in the backof this book and on Pinnacle’s website.

Here’s how to start.

1) RaceFirst choose a race. The major races of

Tarth, a brief description of their history,their benefits, and the rules for playing themare presented on pages 10-15. Choose a racenow.

2) TraitsNow it’s time to figure your hero’s

attributes and skills.You start with a d4 in each of your five

attributes: Agility, Smarts, Spirit, Strength,and Vigor. You then have 5 points todistribute among them as you choose.Raising an attribute a die type costs 1 point,and you may not raise an attribute above d12.

You also have 15 points to buy your skills.Raising a skill by a die type costs 1 point aslong as it’s no higher than the attribute it’slinked to. It costs 2 points per die type toraise a skill over its linked attribute.

The following skills are available inEvernight.

Secondary StatisticsCharisma is a measure of your hero’s

likability, and is added to Persuasion andStreetwise rolls. Your Charisma modifier is +0unless changed by Edges or Hindrances.

Pace is equal to 6 for all but dwarves,who have a Pace of 5.

Parry is equal to 2 plus half yourFighting.

Toughness is equal to 2 plus half yourVigor.

3) Special AbilitiesNow decide if you want any Hindrances. If

so, you may now use the points from themto gain one of the benefits below. You maytake one Major Hindrance (worth 2 points)and two Minor Hindrances (worth 1 pointeach).

For 2 Hindrance points you can:• Raise an attribute one die type.• Choose an Edge.For 1 Hindrance point you can:• Gain another skill point.• Gain an additional $500

4) GearA hero starts with the clothes on his back

and 500 golden “suns,” the currency of Tarth.You’ll want to spend some of that now onarmor, weapons, and whatever otherequipment you want. You’ll find a completelist starting on page 19. You might want tobuy only basic weapons and armor now, andsave a few suns for equipment particular tothe mission you’re about to embark on.

5) BackgroundFinish up by filling out your hero’s

background. Most characters in Evernightshould come from Valusia. Your hero may nothave been born there, but the last fewmonths of life at least should have beenspent somewhere near the City of Heroes.

The dark theme of the later stages of thegame has much more resonance if youspend a little time thinking about whereyour character comes from. Does she havefamily? If so, where? In the City? In one ofthe outlying villages? Was she celebratedwhen she left home for trying to becomeone of Tarth’s heroes? Or did her familychastise her for a fool?

A few notes about how your character gotwhere she is today may help you makecertain critical decisions later on.

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The four civilized races in the world ofTarth are humans, elves, half-folk, anddwarves. Half-elves are also common, and arare few half-orcs prowl the city-streets aswell. These races live in relative peace, butthe last Great Race War between the races isonly thirteen years past.

Characters in Evernight can be elven, half-elven, dwarven, half-folk, half-orc, or human.You can choose any race you’d like—all areequal in different ways. The racial abilities ofeach are discussed below.

DwarvesDwarves originally come from vast

caverns beneath the earth north ofthe White Towns. They are by andlarge a solitary race, madewarlike by their frequentbattles with the manybrutal creatures theyshare their subterraneanhomes with. Theirvillages are testaments tothe life-and-death strugglesof their past, for they arealways built in easilydefensible positionssurrounded bybarricades of sharpenedstakes, pit traps, andother hazards.

Later in their history,with the invention ofgunpowder, the dwarvesadded cannons, mines, andmore creative defenses totheir ancestral homes. Theyused these martialadvantages to great effectin the last Great RaceWars.

At some point in the past, some dwarvenclans moved forth and encountered elves andhumans. Their meetings were rarelyfriendly—the dwarves had littleunderstanding of the elves’ love of the“sticky, bug-infested” forests, their eclecticpoetry, alien music, or dainty manners. Theygot along only slightly better with thehumans, but could never understand theirwanderlust or need to expand their short-lived empires. “Half as long and twice asbright” is how humans view the world—according to dwarves.

Dwarves revere Solace and do not denyhis obvious power with humans, but theyworship Terrax, the King of the Mountain,the Earthen King, or the Dwarven Lord. Intimes past, it seems Terrax was also calledthe God in Darkness, but that term is rarelyused these days. Dwarves are not particularlyreligious anyway. They perform serviceablerituals to Terrax during births, marriages,and funerals, but little else. They are morelikely to curse in Terrax’s name, or raise acup to the Earthen King before battle or anight of heavy drinking.

Dwarves live upwards of 200 years. Theyhave ruddy skin and sport all typicalhair colors. Most all males growbeards, and are quite proud of them.There’s an unspoken ruleamong dwarves that the

size of their beardsis generally

representative of thesize of their…courage.

Elves say the dwarvesare trying to compensatefor their small stature.Among other things.

Racial Edges &Hindrances• Low Light Vision:

Dwarven eyes are accustomedto the dark of theunderearth. They ignorepenalties for darkness in allbut pitch black conditions.

• Slow: Dwarves have aPace of 5”.

• Tough: Dwarves arestout and tough. Theystart with a d6 in Vigorinstead of a d4.

Races

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ElvesElves are long-lived souls who originally

came from the deep forests. Their treetophomes are connected by walkways andswinging vines, which keep them safe fromthe terrible beasts that lurked below in agespast. This was particularly true thousands ofyears ago during the Scourge. Their homesare built of sticks and vines and naturallycamouflaged to blend into the thick canopiesof the deep woods. It is said that a strangercan stand beneath an entire elven villagewithout realizing it is there.

Life above the forest floor has made theelves cagey hunters. They prefer to fighttheir prey with guile and cunningrather than brute force. Theyfavor long spears as well asbows and arrows, but dislikeweapons that rely ongunpowder, believing thatsuch loud weapons maykill one beast but attracta dozen more. The elvesalso know the makingsof gunpowder are notfound in their forestsand do not wish tobecome dependent onthe dwarves lest anotherGreat Race War break out.

When young elvesreach 50 years old, they areexpected to venture out andexplore the rest of the worldfor a few decades. This iscalled their “Wandering Time.”They do this both to fulfilltheir own naturalcuriosity and to learnabout the world at large.They are also expected towarn their elders of any diredevelopments occurring outsidetheir arboreal homes.

Many wandering elves begin theirjourney in Kings Port, hoping to find agroup of heroes to join for a few yearsof adventure and travel. There is nobetter way to learn of one’s neighborsthan to fight by their sides.

Fortunately, most elves arewell-prepared for their travels.They are used to hunting preyand defending their homes fromthe high boughs of the trees and

so most are quite proficient with bows whenthey are but a few decades old. Older elvesclaim the younger generation are losing theirskills, however, because the dangers to theirhomes are not as great as in previouscenturies.

Elves believe all living things—from theearth to the animals to the trees—havespirits. These spirits form a collectiveconsciousness called “imana.” Elves don’tworship spirits or imana, they simply“respect” it. When an elf shoots a deer, forexample, he thanks it for its meat. When hechops down a sapling to make a new bow,he thanks the tree for its strength. Theybelieve in Solace, but recognize him as apowerful spirit of imana rather than a

separate entity.The “fair folk’s” belief in imana

has caused friction with theirneighbors in ages past. Whenhumans cut down too manytrees, or dwarves blast apartthe mountainsindiscriminately, the elvestake great offense. A few ofthese controversies haveresulted in violence, and oneled to the last Great RaceWar 13 years prior to thecurrent time.

Elves live upwards of 200years. They have fair skin andtheir hair includes all typicalcolors, plus shades of silverand blue. They never growfacial hair.

Racial Edges &Hindrances

• Agile: Elves aregraceful and agile. Theystart with a d6 in Agilityinstead of a d4.

• All Thumbs: Elveshave an inbred dislike ofmechanical objects(including crossbows andmuskets). They have theAll Thumbs Hindrance.

• Low Light Vision:Like dwarves, elves havecat-like eyes and so canignore lighting penaltiesfor all but total darkness.

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Half-ElvesHalf-elves are a solid mix of their two

parents. They gain the elves’ grace but noneof their elegant frailty. They are almostalways born of elven mothers and humanfathers. Male elves tend to think humanwomen are a bit coarse, but human men seeelven women as exotic and extremelydesirable.

It is difficult for humans to live in thearboreal world of elves, so most half-elvesmature in human settlements where theylearn the finesse of their mothers and theadaptability of their fathers. Many of thosewho wander do so when theirhuman fathers pass on andtheir mothers return to theirown families in the deepforests.

It is their long-livesthat often make otherhumans resent thehalf-elves. Elvenwomen in humansettlements are alsofrequent targets ofjealous suitors whentheir humanhusbands becomeold and unable toperform theirspousal duties. Manyof their children endup involved in theseawkward triangles, andmore than a few flee afterperforming reckless acts ofviolence in defense of theirfamily honor. Certainly this is notevery half-elf’s tale, but it is a fartoo common one.

On the elven side, half-elves arenot easily accepted. It takes quite afew years for a village to accept suchan individual, even if he or she isaccompanied by the elven parent. Itisn’t so much that the elves resent theperson’s human side, it’s more that theircommunities are very tight-knit anddon’t accept any strangers easily. Theparent is usually accepted more quicklyonly because she (or he) likely camefrom that settlement in the firstplace, and has now returned homeafter a few decades “tryst” with ahuman lover.

Half-elves’ life-spans are closer to theirhuman parent than their elven. Most live onlyto about 100 years. They don’t start feelingthe effects of age until they reach about 75however, which is when most settle down orwander into the forests to spend their finalyears among the elves. Half-elves have awide variety of hair colors, including all thevibrant hues of the elves. They never growfacial hair, however.

Racial Edges & Hindrances• Heritage: Some half-elves retain the

grace of their elven mother or father. Othersgain the adaptability of their human parent.

A half-elf may either start with a freeEdge of his choice (as a human), or a

d6 in Agility instead of a d4.The character’s features

match this dominance as well,so those who take the freeEdge look more human,while those with a higherAgility appear lithe andnimble.

• Low Light Vision:Half-elves ignore lightingpenalties for all but totaldarkness.

• Outsider: Half-elvesare never quite accepted byhumans or elves as one oftheir own. This tends to

make them wanderers withno hard roots. They suffer -2 to

their Charisma.Many have troubled pasts as

well, and are perhaps attemptingto be heroes now to overcomesome sordid mistake from theirearlier life. Most of their storiesvary in the details but share acommon theme ofabandonment and isolation.

Half-elves have foundthemselves particularly lonelyduring Tarth’s Great RaceWars, and branded traitorsby their foes afterwards.Perhaps worst of all, thosewho hail from humanvillages are brandeddeserters by theirneighbors should theyrefuse to be draftedinto service.

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Half-FolkHalf-folk are short, thin, nimble creatures

who hail from a single distant dale on thefar western shore of Valusia called Prank’sLuck. Sages believe the race was born hereand has not strayed far, for though half-folkare found everywhere, this is the only purelyhalf-folk village found anywhere in Tarth.

Most of the “little people” are quite happywith this arrangement and remain amongtheir own kind at Prank’s Luck, though theylove visitors from the “tall races.” Those whowander from home generally do so onlywhen they have forced to leave for somereason or another. A large percentage ofwandering half-folk are those who were runout of Prank’s Luck, so other racessometimes get the idea the entire race ismade up of nothing but mischievous thieves.Nothing could be further from the truthhowever, for it is the half-folk’s belief in fairplay that causes these few troublemakers tobe exiled in the first place (banishment is thehalf-folk’s most severe punishment).

The rest who wander tend to do so forsome noble purpose, such as to find a curefor some disease, or to seek help fromheroes or mercenaries when their villagesare threatened by orcs, pirates, or otherraiders.

Some human sages believe half-folk arethe offspring of elves and dwarves. Thereis some evidence to support this theory.Prank’s Luck features burrowsconcealed beneath the roots ofgiant trees, and the smallfolk have a penchantfor digging and gems.They also love toscamper into high limbsto pluck the freshest fruit orescape hungry predators.

Purists of the two races violentlyoppose such ideas. They point tooccasional odd couplings that still takeplace and the fact that no such unionshave ever borne children.

In either case, sages agree the half-folk’s distinct ancestral home at Prank’sLuck is evidence that whatever broughtabout their creation happened only oncein Tarth’s unrecorded past.

Half-folk themselves don’t seem tocare where they came from. Prank’sLuck seems to date from aboutTarrian’s time, but no recorded

histories exist to prove who their founderswere, who “Prank” might have been, or justwhat his “luck” was. The only time the half-folk seem to consider their origin has beenduring the race wars. They remainunofficially neutral, but members of the racehave fought as scouts and agents forhumans, dwarves, and elves alike.

Religiously, half-folk believe in the elvenconcept of imana, revering Solace as themost visible and important of the spirits.Like dwarves however, half-folk do notformally worship except during importantfestivities such as birth, marriage, or death.Unlike dwarves, these events are markedwith great celebrations enjoyed by the entirecommunity.

Prank’s Luck has a great centralgathering area for this very purpose. At thecenter of the old village is the stump of agreat oak tree where celebrators (or villageleaders in times of danger) can address theassembled crowd.

Half-folk accept their lot happily, and havean outlook and love of life far greater thantheir small stature might otherwise indicate.

For whatever reason, there arevery few surly half-folk.

Most half-folk live to bebetween 80 and 100 years old.Hair color ranges from blondeto dark black. If they are truly

descended from elves, theydid not inherit their exotic

hair colors. Neither dothey do grow facial hairas their allegeddwarven ancestors.Bushy hair and longsideburns are quitepopular these days.

Racial Edges &Hindrances

• Luck: Half-folk drawone additional benny per

game session. This may becombined with the Luck andGreat Luck Edges.

• Small: Half-folk averageonly about 4’ tall. Their smallsize subtracts 1 from theirToughness.

• Spirited: Half-folk aregenerally optimisticbeings. They start with ad6 Spirit instead of a d4.

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Half-OrcsNo human male would willingly couple

with a female orc, but male orcs have oftentaken human females during their frenziedraids. Belligerent orcs have been known torape elves and dwarves as well, but suchmatings don’t take.

Fortunately, half-orc babes are welcome inorcish settlements and thus are spared.Indeed, such children are treated nodifferent from othersof their kind. Half-orc young oftenhave a difficult timegrowing uphowever, as theyare physicallyweaker than theirfull-bloodedmates. Most makeup for anyphysicalshortcomingsthey may feel bybecoming thatmuch moresavage and brutal.Violence is howwarriors in the orccommunity provetheir worth to theirtribe.

Some half-orcseventually come intocontact withhumans, whether bybeing captured or leavinghome of their own accord.Of all the intelligent racesof Tarth, half-orcs are by farthe least common in anycivilized area. Even in anopen and enlightened citysuch as Kings Port, half-orcsmake up less than 1% of thetotal population.

Most who enter thecivilized world find workas soldiers or guards.Half-orcs tend to lovegunpowder and themassive carnagefirearms wreak ontheir victims. For this reason, half-orcs makeexcellent musketeers. King Kaden of KingsPort employs several dozen such warriors in

his army alone, and goes out of his way towelcome more when they can be found.

A few rare half-orcs leave their savagehomes when they realize just how barbaricthe orcs are in comparison to the “pinkskins.” These wanderers often leave theirhomes in the dead of night to join thecivilized races. They turn their backs on theirviolent roots and look to redeem themselves.These are perhaps the most heroic souls inall of Tarth, for they struggle daily with their

own inner-beasts and bloodlust.Orcs worship Kargak, the Lord of

Slaughter, so some half-orcs secretlycontinue to worship him as well.

Human sages agree that such abeing does not exist, andthat the power of the orcshamans comes from“hedge magic” ratherthan any divine source.

Half-orcs have skinthe color of theirhuman mothers withblack hair and smalleyes. Their featuresare harsh andangular, like that oftheir more savagefathers. Their naturallife-span is thesame as a human,though few livelong enough to dieof old age.

Racial Edges& Hindrances• Infravision: Half-

orcs can see in theinfrared spectrum,halving penalties (roundup) for bad lighting whenattacking living targets.

• Outsider: Half-orcsaren’t trusted by mostother civilized races,and so gain the

Outsider Hindrance(-2 Charisma).

• Strong:Half-orcs havesome of thestrength of their

fathers. They start with a d6 Strength insteadof a d4.

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HumansHumans are the standard by which all

other races are measured. Not because theyare the oldest, wisest, or strongest of theraces, but because they are the mostwidespread and varied.

Elves and dwarves, the two oldest races,aren’t sure where humans come from. Priorto the Scourge of the spiders, they wereknown as the Sa Karans, and had powerfulmagic. Proof of their past lies in the SaKaran ruins that arise from time to time, andthe mysterious blood stones that aresometimes found within.

During this time, Sa Karans were veryspecifically organized into different groupswith particular hair and skin colors.Sages know this today because currentgenerations with pure bloodlines retaintheir distinct looks.

For instance:• Valusians have brown hair and

green eyes.• People of the White Towns

have shock white hair withskin as pale as ice.

• Humans from theDragon Isles have darkbrown skin with jet-blackhair.

• Villagers of the farsoutheastern coasts ofValusia have red skin andblackish-blue hair.

• The most exotic humans comefrom the far northeastern land ofKos. They have dark bronzed skinwith brilliant red hair. Many havesettled in Kings Port where theywork for various guilds thattrade with their homeland.

After the Scourge, SaKaran humans left theirisolated retreats and gained anew-found love for buildingstructures in the wide-openplains. Perhaps because theysimply no longer neededthem, humans also forgot howto mine and craft theiramazing blood stones.

This is when humansstopped being “Sa Karans”and simply became“humans.”

In the thousands of years since the age ofthe Sa Karans, humans have intermarriedand interbred to produce wildly diverse skintones and hair colors. Sa Karan traits are stilldominant in many, but it is not uncommon tosee the pale skin of the White Towns mixedwith the fiery red hair of Kos these days.

In their relations with other races,humans view elven females as extremelydesirable. Many think of male elves aseffeminate and flighty because of their loveof music and poetry, art forms that aren’tappreciated by most “uncultured” humans.

Dwarves garner more respect, butgrudgingly. Their martial prowess is highlyadmired, as is their ability to manufacture

gunpowder, muskets, and cannons.Half-folk are “cute” to most humans,

but useful only as scouts and spies inimportant matters such as warfare.

Humans are unique in that they formnations rather than tribes, and even

create and maintain armiescomposed of all the races todefend them! This is odd for elvesand dwarves, who would neverthink of allowing the otherraces to help defend theirhomes. During the last Great

Race War, most humanarmies released theirdemi-human soldiers toserve with their ownhomelands. Only in rigidKos have nonhumans

been imprisoned duringsuch conflicts.Humans worship Solace, the

Lord of Light and Life. In fact,only humans seem able tobecome the servants of Solace,Red Knights and Sun Priests (seethe Professional Edges on page 17).

Most humans perish by their70th year, making them veryshort-lived compared to elves anddwarves.

Racial Edges &Hindrances

• Bonus Edge: Humans startplay with one free Edge of theirchoice. The character must meetthe requirements of the Edge asusual.

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HindrancesThe following Hindrances are not

appropriate for the world of Evernight:Enemy, Wanted.

All ThumbsThis Hindrance works as usual. The -2

penalty applies to Repair and Shooting rollsmade with crossbows, muskets, pistols, andall other black powder weapons.

EdgesThe following Edges are not appropriate

for the world of Evernight: Connections,Noble, Rich.

Characters may be young sons anddaughters of wealthy nobles, but only forstory purposes. These Edges will be uselessfor most of the scripted campaign, and socannot be taken. A character who needsextra funds to reflect such a background canstill gain 500 suns for each Hindrance pointas usual.

Background EdgesArcane Background

Weird Science, Super Powers, and Psionicsare not allowed.

Characters cannot take ArcaneBackground (Miracles) on its own, but thisEdge comes with the Red Knight and SunPriest Professional Edges (see below).

Mages are well-known in Tarth, thoughnot common. A character may take theArcane Background (Magic) Edge as usual.See page 26 for more on mages. Most magesare trained in the musty halls of Mizridoor,an academy for the magically-inclined inKings Port.

Edges &Hindrances

BerserkRequirements: Novice, HumanThis Edge may only be taken by humans

in the world of Tarth. Such humans areexclusively from the White Towns, andinvariably have white hair and pale whiteskin.

Combat EdgesDouble Shot

Requirements: Seasoned, Elf or Half-Elfwith Agility Heritage, Shooting d8+

The elves of the Great Forest arerenowned not only for their accuracy withthe bow, but for a number of incredible trickshots as well.

Double Shot allows an elf to fire twoarrows in his bow at once, firing both at thesame target at a -2 modifier to the archer’sShooting dice. The target must be withinshort range. If the attack is successful, botharrows hit, causing normal damage.

Double shot does not work withcrossbows or other ranged weapons—onlywith bows and arrows.

Improved Double ShotRequirements: Veteran, Double ShotThe elf may attack as above, but ignores

the -2 penalty.

ScamperRequirements: Seasoned, Agility d8+,

Half-FolkHalf-folk are small and quick. Some make

great use of this in combat too, scamperingabout like monkeys to avoid the furiousblows of their larger opponents.

Opponents of man-size or larger subtract1 from attack rolls against half-folk with thisEdge. The benefit only applies when thecharacter is aware the attack is coming, he isunbound and able to move freely, and has noencumbrance penalty.

SunderRequirements: Seasoned, DwarfDwarves have an instinctual knowledge of

materials. Those with this Edge know justwhere to strike objects or armored foes tocause the most damage.

Any hand or ranged weapon in the handsof a dwarf with this Edge ignores 1 point ofarmor (in addition to any AP value it may

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already have). A dwarf with Sunder and amaul, for instance, ignores, 3 points of armor.

The Edge applies against all forms ofarmor, whether it’s natural or crafted.

Improved SunderRequirements: Veteran, SunderAs above, but the dwarf ignores up to 2

points of armor.

War CryRequirements: Seasoned, Half-OrcOrcs and half-orcs both can bellow an

ear-splitting, nerve-wracking War Cry thathas been known to send lesser foes fleeingfrom the field.

When used, the character may make anIntimidation roll against all targets in an area(as opposed to a single victim as usual). Placea Large Boom Template adjacent to the half-orc (a 6” area of effect, with the edgeadjacent to the half-orc). Everycreature within the circle must rollagainst the half-orc’s Intimidationtotal.

WhirlwindRequirements: Veteran,

Agility d8+, Fighting d8+,two weapons

This incrediblemaneuver was developedby Spyke, the heroicrogue of the famousSeven. When used, awarrior with twoweapons spins anddances about, attackingevery opponent in hispath like a deadlycyclone. On the tabletop,the character makes arunning roll and mustmove that many inches.Every target adjacent to thefighter’s path, starting withhis initial position, is attacked at-4.

One small downside to this Edge isthat every adjacent target must beattacked—whether friend or foe.

Improved WhirlwindRequirements: Veteran,

WhirlwindAs above, but the penalty is

reduced to -2.

Professional EdgesAvatar of Solace

Requirements: Novice, Red Knight orSun Priest

Red Knights and Sun Priests eventuallygain the ability to enchant any weapon theyhold with the power of the sun. The bladebursts into flame on command and adds +2to the weapon’s damage. Though servants ofSolace call these “sun blades,” the ability maybe used on any weapon they wield with ametallic head.

An Avatar of Solace may use this abilityat will as long as he holds the blade in hishand.

Sun Blades illuminate an area 10” indiameter. They can be used to start fires, butthis is a slow process more suitable for

creating a small campfire thansetting someone alight.

Don’t check to see if afoe catches fire from a

hit unless the victimis particularly

flammable. Eventhen there isonly a 1 in 6chance ofsetting the foealight.

MusketeerRequirements:

Novice,Shooting d8+

Those whohave undergoneformal trainingwith a firearm

are drilledday andnight tofire andreloadtheir

weapons quickly andaccurately. Most did so

u n d e r King Kaden or byserving the dwarves as a mercenary.

Musketeers with this Edge can reloadfaster than normal, firing every other roundinstead of every third round. The charactermust follow all other restrictions forreloading and firing his arquebus as usual.

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Red KnightRequirements: Novice, Human, Spirit d8+,

Strength d6+, Vigor d8+; Faith d6+, Fightingd8+

Red Knights are holy warriors trained inthe martial arts and tasked with protectingthe people of Tarth from harm.

Becoming a Red Knight is a relatively easyprocess—at least at the start. The applicantmerely approaches a Sun Priest and asks tobe taken in. The priest then watches overthe young person for several weeks, or sendsher on an important mission. If the petitionerseems acceptable, the Sun Priest thenpetitions Solace for approval.

The knighting takes place beneath thebright sun, where the priest and theapplicant sit for an entire day ofmeditation and fasting. If Solacedecides the petitioner is pure of heart,the sun beams down brightly and theknight’s skin is forever singed red, aswith a light sunburn. Thechampion is now a Red Knight.

If Solace does not find theknight pure of heart, thesunspot disappears and thewould-be hero may not petitionagain until she performs somegreat and magnanimous deedto aid the people of Tarth.

On becoming a Red Knight,a character immediately gainsthe Arcane Background(Miracles) Edge. He may learnany of the miracles listed onpage 26, though the firstmiracle he learns must behealing.

Red Knights gain +2Charisma when dealing withcivilized folk who appreciatethe workings of the Sun God.

Sun PriestRequirements: Novice, Human, Spirit d8+,

Faith d6+Sun Priests are blessed men and women

who dedicate their lives to Solace, the lord ofLight and Life.

Becoming one of the Sun God’s Chosen isa long and difficult process. A young personstarts on the spiritual path by serving in achurch as an acolyte for at least five years.Most serve in the church at Kings Port,though there are other houses of worshipthroughout Valusia.

After that time, the senior priest of thechurch takes those he deems worthy on along walk in the bright sunshine to a high

point of some sort, such as amountain peak.

There the worshippers meditateand fast for at least 24 hours. Whenthe sun comes up the next morning,it shines down upon those applicantsSolace finds worthy and tinges theirskin a golden hue.

Those few who aren’t acceptedtyp ica l ly find their own way from

there, but areusually allowed tocontinue living inand serving thechurch if they sodesire.

The moment anapplicant becomes a Sun

Priest, his skin turns goldenbrown and he gains the ArcaneBackground (Miracles) Edge. Hemay choose from any of themiracles listed on page 26,though the first miraclelearned must alwayshealing.

Sun Priests add +2 totheir Charisma.

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Gear

Animals & TackItem Cost WeightKep Hound 250 -Horse 250 —Mule 150 -Saddle 10 10Kep Hound barding (+1) 50 3

ClothingNormal clothing 20 —Formal clothing 60 —Tailored clothing 100+ —Winter clothes 35 3

Common GoodsItem Cost WeightBackpack 25 2Bedroll 25 4Blanket 10 4Candle* 1 1/2Crowbar 10 2Flask (ceramic) 5 1Flask (metal) 10 1Flint and steel 3 1Grappling hook* 50 2Hammer 10 1Lantern* 25 3Lockpicks* 100 1Oil (1 pint)* 2 1Parchment (per sheet) 1 1/20Quiver (holds 20 arrows) 10 2Rope (10”)* 10 15Pick or Shovel* 5 5Soap 1 1/5Torch* 5 1Whistle 2 -Waterskin 5 1Whetstone 5 1

Exotic GoodsItem Cost WeightElixir of Mizridoor* 250 -Potion of Healing* 500 -Potion of Restoration* 100 -Potion of Strength* 250 -Sa Karan Blood Stone** 2000 -

FoodType (per serving) Cost WeightAverage meal 10 —Cheap meal 5 —Expensive meal 15+ —1 week’s rations 25 101 day’s water (1 quart) 1 2

*See Gear Notes on the following pages.**See Magic Items on page 25.

Now that you’ve made your character, it’stime to outfit him with arms, armor, andother gear. Below is a list of the mostcommonly sought-after goods and services,as well as armor and weaponry.

Your hero has 500 suns to purchaseequipment with.

Some of the items for sale are quiteexpensive because they are rare or on thecutting edge. Technology in Tarth is primarilythat of a medieval world. The arquebus hasonly recently come into common use, thoughcrude cannons have been in use for a fewyears.

CurrencyThough all the old races once minted

their own coins, the only currency used inValusia are golden “suns,” in honor of Solace.These are small golden disks about the sizeof a penny and half as thick. The frontshows an image of the sun, while thereverse shows an idealized version of Tarrian,the first Red Knight.

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ArmorType Armor Weight Cost Min Str NotesPersonalLeather +1 15 50 — Covers torso, arms, legsChain hauberk (long coat) +2 25 300 d6 Covers torso, arms, legsPlate corselet +3 25 400 d8 Covers torsoPlate grieves +3 10 200 d6 Covers armsPlate leggings +3 15 300 d8 Covers legsPot helm +3 4 75 d6 50% chance of protecting

against head shotSteel Helmet (enclosed) +3 8 150 d6 Covers headBardingKep hound barding +1 3 50 — Covers body and headShields*Small Shield (Buckler) — 8 25 d6 +1 ParryMedium Shield — 12 50 d8 +1 Parry; +2 Armor to ranged

shots that hitLarge Shield (Kite, Pavise) — 20 200 d8 +2 Parry; +2 Armor to ranged

shots that hitBlessed ArmorMantle of Solace +1 5 50 — Sold only to Sun PriestsArmor of Solace +3 40 300 d6 Covers torso, arms, and legs;

sold only to Red Knights*Shields protect only against attacks from the front and left (assuming a right-handed

character).

Hand WeaponsType Damage Weight Cost Min. Str NotesBladesDagger Str+1 1 25 —Great sword Str+4 12 400 d10 Parry -1; 2 handsLong sword Str+3 8 300 d6Rapier Str+1 3 150 — Parry +1Short sword Str+2 4 100 —Thieves claws Str+1 1/pair 100/pair — Worn on both hands; adds +1

to Climbing rolls as wellAxesAxe Str+2 2 200 d6Battle Axe Str+3 10 300 d8Great Axe Str+4 15 400 d10 AP 1; Parry -1; 2 handsHammers & MacesMace Str+1 2 25 —Maul Str+3 20 400 d10 AP 2 vs rigid armor (plate

mail); Parry -1; requires 2hands

Warhammer Str+2 8 250 d8 AP 1 vs rigid armor (platemail)

Pole ArmsHalbred Str+3 15 250 d8 Reach 1; 2 handsPike Str+3 25 300 d8 Reach 2; 2 handsStaff Str+1 5 10 d6 Parry +1; Reach 1; 2 handsSpear Str+2 5 250 — Parry +1; Reach 1; 2 handsLance Str+4 10 500 d8 AP 1; Reach 2Blessed WeaponsSun Mace Str+3 2 25 — Sold only to Sun Priests

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Ranged WeaponsType Range Damage RoF Cost WeightShots Min Str. NotesAxe, throwing 3/6/12 Str+2 1 75 2 —Bow 12/24/48 2d6 1 250 3 — d6Crossbow 15/30/60 2d6 1 500 10 — d6 AP 2;

Requires 1action toreload

Sling 4/8/16 Str 1 10 1 —Spear 3/6/12 Str+3 1 250 5 — d6Throwing knife 3/6/12 Str+1 1 50 1 — — Balanced to

add +1 toThrowing

Black PowderType Range Damage RoF Cost WeightShots Min Str NotesMusket 10/20/40 2d8+2 1 400 10 — d6 Reload 2Blunderbuss 10/20/40 1-3d6* 1 400 15 — d6 Reload 2 Bayonet — Str+2 — 20 1 — — Attaches to

musket orblunderbuss;Str+1 whenused as aknife

Pistol 5/10/20 2d6+1 1 250 3 — — Reload 2Cannon** 24/48/96 3d10 1 25 — — — Reload 1

with 4 crew;Reload 2with lessthan 4 crew

*A blunderbuss does 1d6 damage at Long range, 2d6 at Medium range, and 3d6 at Shortrange.**This is a very early, crude cannon. It fires only solid shot .

AmmunitionAmmo Weight Cost NotesArrow 1 lb/5 1/2 May be recovered*Bolt 1 lb/5 1 May be recovered*Shot & Powder 1 lb/5 2 —Sling stone 1 lb/10 1/10 Stones can be found for free with a Notice roll and

1d10 minutes searching, depending on terrain

*Outdoors, arrows and bolts have a 4-6 on a d6 chance of being recovered. Underground orindoors, the chance is reduced to a roll of 5-6 on a d6 to reflect the increased chance ofbreakage.

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AnimalsNote that animals’ Smarts are relative, and

are marked with an (A) to remind you thatthis is animal Smarts. A kep hound with a d6Smarts, for instance, isn’t smarter than yourhalf-orc barbarian, but it is smarter thanmost horses with a d4(A) Smarts.

Horse, RidingSeveral large ranches in the long valley of

Valusia raise horses. The fertile grasslandsand temperate climate are ideal for thesefast beasts. Horse ranchers herd their stockto Kings Port once a year for sale. Those thataren’t bought in the horse markets there areshipped on to faraway Kos or the DragonIsles for export.Attributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d12, Vigor d8Skills: Fighting d4, Guts d6, Notice d6Pace: 10; Parry: 4; Toughness: 7Special Abilities

• Fleet Footed: Horses roll a d10 whenrunning instead of a d6.

• Kick: Str.• Size +2: Riding horses weigh between 800

and 1000 pounds.

Kep HoundKep hounds are large (4’

high) dogs trained frombirth to be loyal andobedient servants. Theyare gentle as lambs withtheir owners butbloodthirsty and savageto anyone they areordered to attack.

Kep hounds aretrained to obey mostsimple commands,such as attack, to me,heel, sit, and playdead.

Kep hounds are often armored withsimple leather barding that provides 1 pointof protection. This costs an additional 50suns.Attributes: Agility d8, Smarts d6(A), Spirit d6,

Strength d6, Vigor d6Skills: Fighting d6, Guts d6, Notice d10, Tracking

d6 (smell only)Pace: 8; Parry: 5; Toughness: 4Special Abilities

• Bite: Str+1.• Fleet Footed: Kep hounds roll a d10 when

running instead of a d6.• Go for the Throat: Kep hounds instinctively

go for an opponent’s soft spots. With a raiseon its attack roll, the animal automaticallyhits the target’s most weakly-armoredlocation.

• Size -1: Kep hounds are relatively smallcreatures.

MuleMules are used to carry the loot of Tarth’s

great heroes, as well as the bodies of thosewho were not able to finish their epic quests.Attributes: Agility d4, Smarts d4 (A), Spirit d6,

Strength d8, Vigor d8Skills: Guts d6, Notice d4Pace: 6; Parry: 2; Toughness: 8Special Abilities

• Fleet-Footed: A mule rolls a d8 instead of ad6 when running.

• Kick: Str.• Ornery: Mules are contrary creatures.

Characters must subtract 1 from their Ridingrolls when riding them.

• Size +2: Mules are stocky creatures weighingu p to 1000 pounds.

ClothingValusians are a proud

people, but rarely haughty.Those dressed in common

clothing are not often treatedpoorly, but those who dressin finery are generallyregarded as being of the“heroic” caste. Anyonewearing tailored clothing

may add +2 to his Charisma insituations where his status hasan effect.

Winter Gear: Characterswithout warm cloaks and bootcovers suffer -2 to their Fatiguerolls in cold weather, such as

that found in the highMountains of Dread.

GearDescriptions

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Common GoodsCandle: A candle provides clear light in a

2” radius for two hours. A candle blows outin a strong wind or whenever the characterholding it runs.

Grappling hook and line: A grapplinghook is attached to a light line of variablelength but usually no more than 15 yards inlength). The user throws the hook just as ifhe were attacking a target. It has a range of3/6/12. If it “hits,” the hook has set and canhold up to 200 pounds of weight.

Lantern: A lantern provides light in a 4”radius for three hours per pint of oil. There isa 50% chance the lantern breaks if dropped,and a 1 in 6 chance it sets normalcombustibles alight. (See the rules for Fire onpage 97 of Savage Worlds.)

Lantern, Bullseye: A bullseye lanternacts as a regular lantern, but also has ashuttered reflective hood that can focus lightthrough a small opening. When used in thisway, it provides a cone of light equal to theCone Template. There is a 50% chance thelantern breaks if dropped.

Lockpicks: A character who tries to picka lock without these tools suffers a -2penalty to his roll.

Oil (1 pint): Besides providing light whenused in lanterns, oil can also be used as aweapon. This is most commonly done byputting oil in a ceramic flask with a lit fuse.The flask is then thrown at the target whereit breaks and the fuse sets the oil alight.

Lighting a fuse requires 1d6 rounds withflint and steel (1 round with open flame), soit’s best to light the fuse before a fight starts(a fuse stays alight for 10 minutes).

The flask’s range is 3/6/12. Anything ithits is set alight on a d6 roll of 5-6, causing1d10 damage per round. The fire has a chanceof growing each turn as usual.

Pick: Picks are unbalanced as weaponsand so inflict a -1 penalty on the user’s Parryand Fighting scores. Their damage is Str+2.

Rope (15 yards): The rope can safelyhandle 300 pounds without worry. For every50 pounds over that, roll 1d6 every minute orwhenever the rope suffers a sudden stress.On a 6, the rope breaks under the strain.

Torch (3 hours): A torch provides clearlight in a 4” radius. Properly prepared torcheslast for one hour. Temporary torches can bemade with some wood, rags, and 1 pint of oilfor every 10 torches. These last half as long,however.

Exotic GoodsElixir of Mizridoor: The brilliant yellow

goo in this small vile restores 1d6 PowerPoints to those with the Arcane Background(Magic) Edge. The secrets of its formulationare known only by the master alchemists atMizridoor, though the potions are sold inalchemist’s shops from Kings Port to Kos.

The brew has no effect on any other typesof Power Points.

Potion of Healing: Tarth’s healingpotions are not particularly potent—it seemsonly Solace can provide truly miraculouscures. When consumed, this blue potionremoves one wound. Additional potions canremove additional wounds, but they neverremove permanent wounds.

Potion of Restoration: This magicalgreen tonic removes all Fatigue, even if acharacter is Incapacitated. Characters whoare Incapacitated from wounds arise, but donot actually heal any wounds.

Potion of Strength: The hero’s StrengthAttribute is raised two die types for the next10 minutes when this red potion isconsumed.

FoodKings Port is sometimes called the

“Garden” for its ripe fruits, fresh meat, andplentiful vegetables. There are several freshfood markets in the city, as well as severalrestaurants that prepare the bounty in mostdelectable ways.

Weapons & ArmorBelow are a few notes on Tarth’s

particular types of arms and armor.

ArmorArmor of Solace: This enchanted plate

mail is granted only to the church’s RedKnights. It is enchanted in rituals that takeweeks to perform, and tailored to theparticular knight. This process makes iteffectively lighter and more flexible thanregular plate mail (it actually weighs nearlythe same if carried).

Armor of Solace is actually given to RedKnights, but the “cost” reflects a donation thecharacter gives in exchange for the materialcost of the suit.

Should another try to wear the suit, itacts as regular plate mail, including theincreased weight.

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Leather: Leather armor is soft andsupple at the joints for maximum flexibility,with boiled “plates” attached to the forearms,chest, and upper legs.

Chain: Chain mail consists of thousandsof interwoven iron links. Many adventurerswear only the shirt, but stronger types canhandle the extra weight on their legs as well.

Kep Hound Barding: Those who investthe money—and more importantly time—intraining a kep hound want to protect theircompanions. This lightweight armor protectsthe animal’s neck and body.

Mantle of Solace: Sun Priests spendhours in contemplation and charitable works,and so do not develop the martial builds ofthe Red Knights. To protect their brethrenfrom the forces of darkness, the churchblesses sacred robes for protection.

These robes only offer protection for SunPriests. Others may wear them, but gain noarmor bonus.

Plate: The heaviest armor is plate mail,but it also provides the most protection. Thebreastplate, grieves, and leggings are allmade of tempered steel, providing excellentprotection against most all hand weapons.

Plate mail must be customized to fit aparticular person. This requires an hour oftime and a Repair roll. If non-tailored armoris worn, the user suffers a -1 penalty to allhis physical trait tests.

WeaponsBow: Tarth has not developed the

equivalent of the English long bow. Thisrepresents a more typical bow with amaximum range of about 200 yards. Bowscan be fired every round.

Crossbow: The crossbows of Tarth are“medium” versions of these deadly weapons.They require one full action to reload, andare quite useful at penetrating heavy armor.

Rapier: No special rules are requiredhere, but rapiers are somewhat rare inValusia. They are slightly more common infaraway Kos.

Great Sword: The snowy-hairedbarbarians of the White Towns are well-known for these heavy but awkwardweapons.

Sun Mace: These heavy maces arefashioned like blazing suns on the end of ashort staff. The heavy spiked ball causesgrievous damage to those it hits.

Only Sun Priests may purchase theseweapons (Red Knights are expected to use

heavier weapons). They are blessed towithstand fire and heat to better serve asthe flaming weapons of those whoeventually become Avatars of Solace.

Unlike the Armor and Mantle of Solace,these weapons aren’t enchanted, and can beused by others (though it’s considered veryrude to do so).

Thieves Claws: These are long bladesstrapped to the forearms by thick leather andmetal buckles. They are dangerous weapons,but also help to scale rough-hewn stonewalls and other surfaces that might keep thethief from his ill-gotten gains.

Throwing Knives: Several craftsmen inboth Kings Port and Kos pride themselves onmaking extremely well-balanced knives,perfect as back-up weapons for young heroesin emergencies.

AmmunitionIt can often become important to know if

arrows or bolts are recoverable whileadventuring. Outdoors, the chance ofrecovering an arrow is a d6 roll of 4-6. Thisrepresents some being lost or broken in theirtargets. Indoors, the chance is reduced to ad6 roll of 5-6, as stone walls and otherobstructions tend to break such missiles.

Example: After a battle, Tara hasmarked off 6 arrow shots. She wants torecover them, so she rolls 6d6. Half comeup 4-6, so she recovers half her arrows.The rest are broken or lost.

FirearmsThe firearms of Tarth are flintlock

devices. A paper cartridge contains powderand an iron ball. The “shot” is rammed downthe barrel, and when the trigger is pulled,the hammer falls onto a piece of flint. Thehammer simultaneously punctures the papercartridge inside the weapon, and the sparkignites the powder, sending the iron ball outat great velocity.

Only the dwarves on the far side of theDread Mountains currently manufacturepowder and firearms.

Moisture: Water is the enemy ofgunpowder. Any time powder gets wet, roll1d6 per shot. On a roll of 4-6 for dampconditions (drizzling rain, wading through adeep stream), the shot is ruined. If thepowder was soaked (heavy rain, swimming),each shot is ruined on a d6 roll of 2-6.

Overcharging: Both the musket andpistol can be “overcharged,” meaning the

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user puts an extra charge of powder in theshot. Overcharging adds an entire die to theweapon’s damage, but risks bursting thebarrel. A roll of 1 on the character’s attack die(regardless of the Wild Die for Wild Cards)means it has burst the barrel of the weaponand ruined it permanently.

In addition to ruining the weapon, theblast causes 3d6 damage to the user.

Blunderbuss: These heavy guns havetrumpet-shaped barrels that scatter severalshots at once in a deadly cone. Ablunderbuss must be loaded with three shotsat once to gain its full effect—otherwise itsstatistics are the same as a pistol. When fullyloaded, the blunderbuss acts as a shotgun sothe attacker may add +2 to his Shooting roll.

Blunderbusses cannot be overcharged—they rely more on the shrapnel effect of theirshot for their damage than the actual blast.

Powder as ExplosiveGunpowder can also be used as a low-

powered explosive. The people of Tarth callthese “powder bombs.” A standard bombrequires 10 rounds of shot & powder. This isexpensive given the dwarves’ high prices forpowder, but devastating if used correctly.

To make a powder bomb, the userbundles the shot and powder into a leathersack, pot, or other container, then sets asmall fuse into it. The fuse can be set to anydelay with a Smarts roll. Failure means thebomb detonates 10-40% earlier or later thanexpected.

Every 10 shots of gunpowder (about twopounds) causes 2d6 damage in a standardMedium Burst Template. A bomb made with20 shots does 3d6 damage and uses theLarge Burst Template. For larger bombs, eachadditional 10 shots increases the damage by+2 and the radius by 1”.

Magic ItemsMagic items are plentiful in the world of

Tarth. The personal gear of great heroes—andvillains—often becomes “charged” with thepower of their deeds, and specializedmages—such as those at Mizridoor—sometimes craft minor devices as well.

PotionsA few alchemists exist in the City, and are

able to concoct a few common brews. Healingpotions are strictly the domain of the Churchof Solace, however.

Potions are known by their colors (seeExotic Goods, above). Characters must expenda bit of spiritual energy (in the form ofbennies) to use more permanent relics.

RelicsEnchanted items besides potions come in

all shapes and sizes—rings, weapons, armor,and jewelry are all common.

Anyone who touches a magical iteminstantly realizes it is a thing of power. Evena casual touch alerts a person to the device’snature.

Those who want to actually use anenchanted device must simply open himselfup to the relic’s power and let its energy flowthrough him.

In game terms, if the device is usable bythe hero, he may spend a benny to learn andaccess a magic item’s abilities and bonuses.If another character wishes to use the item,he must spend a benny to access its abilitiesas well. No benny, no magical powers.

A character who cannot use the devicefor some reason cannot learn the device’spowers and does not “waste” a benny trying.A gem that grants additional Power Points,for instance, remains a mysterious butobviously magical relic to a warrior with noArcane Background.

Note that there are some exceptions tothis rule. Some devices may be obscured forsome reason, while others haveunpredictable results when used (like SaKaran blood stones). Characters cannot learnwhat these devices do until they use them,but no benny need be spent either.

Sa Karan Blood StonesThe early humans who once lived in

Tarth had powerful magic that is lost to theirdescendants today. Those who explore theirruins often find red gems called “bloodstones.” If the stone is placed against aperson’s raw breast, it burrows into the flesh,extending red tendrils of painful eldritchenergy throughout their body.

The stone then mystically fuses with itshost and charges his being with incredibleenergy. Most hosts become stronger, smarter,or more agile from the stone’s mystic energy,but some cannot handle the shock to theirmortal shell and perish.

A very rare few gain more bizarre powers.Some of Tarth’s greatest heroes have gainedthe ability to shoot beams of energy, turninvisible, move objects with nothing but theirminds, and more!

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Casting Miracles and SpellsRed Knights, Sun Priests, and wizards

alike make simple gestures with their handsto cast their spells. A character whose handsare bound tightly cannot access his arcanepowers.

A caster who wants to hide his motionscan do so with a Smarts roll. Anyonewatching the caster can make an opposedNotice roll to detect the action however. Theobserver may add +2 to his roll if he isspecifically looking for casting motions.

PriestsBoth Red Knights and Sun Priests are

capable of calling on the holy power of thesun, whom they call Solace, to cast divinemiracles. They are trained in the casting ofthese miracles by more senior priests whoare in the twilight of their traveling days.

Most young priests or knights areinstructed in the proper rituals for castingmiracles at the Church of Solace in KingsPort. Smaller churches exist in most everytown in Valusia and Kos, but their attendantsare usually too busy keeping up with theirconstituents’ demands to train youngapprentices. The White Towns and DragonIsles also worship Solace, but have no officialchurches and rarely produce priests orknights.

The first miracle a Sun Priest or RedKnight is taught is always healing. Thepeople of Tarth rely on the Church to healtheir injuries and cure their ailments.

Available MiraclesRed Knights and Sun Priests may choose

from any of the miracles listed at left.

WizardsMagic flows stubbornly in Tarth. It is

much easier, if one is pure of heart, to gainarcane power through the Church of Solace.

That said, some individuals have masteredthe eldritch arts, and their powers are quitephenomenal. Those who develop power ontheir own typically live in isolation and arecalled “hedge wizards.”

More formal schooling is available forthose who seem to have a penchant for thearcane. In Valusia, training is offered atMizridoor, an academy of secretive wizardson the cliffs at the northern end of town.

There are two types of spellcasters in theworld of Tarth—wizards and priests (whichincludes both Red Knights and Sun Priests).On the following pages you’ll find moreinformation about these heroes, as well astheir spell lists and several new spells.

The miracles and spells available to eachare detailed on the sidebar below.

Available Spells &Miracles

MiraclesArmorBlast**BoltBoost/Lower TraitDet/Con ArcanaDeflectionDispelFearFireburstGreater Healing**Healing*LightSolar Storm**SmiteStun

*must befirst choice**Sun Priests only

SpellsArmorBarrierBlastBoltBoost/Lower TraitCone of FlameDet/Con ArcanaDeflectionDispelFearFireburstFlyInvisibilityObscurePawn of MizridoorPuppetQuicknessSmiteSpeedStunTelekinesisWall Walker

Magic inTarth

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Tyvek of the famous Seven is theHonorary Head Master of the school, thoughin truth he rarely does more than visit forshort periods to pillage their magical stores.He has never been known to actually teachthe school’s two dozen or so pupils.

All characters who have the WizardProfessional Edge graduated from Mizridoor,or its sister school “Kos Arcanum” in far-offKos. No such academies exist in the WhiteTowns or the Dragon Isles, though hedgewizards abound.

Wizards are respected only due to theefforts of Tyvek and other famous sorcerers.Common folk are somewhat afraid of thesecharacters. It’s believed by simpler minds thatthese talented spellcasters should have giventheir service to Solace instead.

New SpellsFireburstRank: NovicePower Points: 2Range: Flame TemplateDuration: InstantTrappings: A shower of flames

A cone of flame is just that—a large fanof flame that bathes its targets in flame.

When cast, place the thin end of theFlame Template at the character’s front.Targets within the template may makeAgility rolls versus the caster’s Faith orSpellcasting roll to avoid the blaze. Thosewho fail suffer 2d10 damage.

Victims have a 1 in 6 chance of catchingfire as well (see the Fire rules in SavageWorlds).

Pawn of MizridoorRank: NovicePower Points: 3Range: SmartsDuration: 3 (1/round)Trappings: A chess pawn

Students who graduate from the wizard’sacademy at Mizridoor are given a final gift—apowerful spell called the Pawn of Mizridoor.

The spell requires a pawn from Mizridoor’schess set. If the pawn is lost, the spellcannot be cast. (Grand wizards of Mizridoor,it is rumored, can create guardians of theother pieces of the set.)

To cast the spell, the wizard merely pullsthe pawn from his pocket and speaks themagical words “From Mizridoor, I summon

thee!” When the piece hits the ground, ittransforms into a sturdy soldier who iscompletely under the wizard’s control.

When a pawn suffers a wound, itcrumbles to dust. Somewhere in the dust isan intact pawn, magically restored and readyto be summoned again.

When the owner of a pawn perishes, hispawn crumbles to dust as well. It is said thatthe original pieces of the set, which reside inMizridoor itself, are tangible artifacts, and donot crumble when their owner perishes.

Pawn of MizridoorAttributes: Agility d6, Smarts d6, Spirit d6,

Strength d8, Vigor d8Skills: Fighting d6, Notice d6Pace: 5; Parry: 5; Toughness: 10Gear: Short sword (Str+2), stone skin (+4)Special Abilities

• Construct: +2 to recover from being Shaken;no additional damage from called shots;piercing attacks do half-damage; constructsdo not suffer from disease or poison.

• Fearless: The pawns are immune to fear.

Solar StormRank: Seasoned, Sun Priests onlyPower Points: 5Range: Faith x 2Duration: InstantTrappings: A dazzling swirl of brilliant yellow

firePerhaps the most devastating display of

Solace’s fury is solar storm, a brilliant,swirling blast of destruction that scathes theSun Priest’s foes in a brilliant blast of sunfire.

The area of effect is a Large BurstTemplate. Every target within the blastsuffers 2d10 damage and runs the risk ofcatching fire (1 in 6 for most creatures, seeSavage Worlds page 97).

Wall WalkerRank: NovicePower Points: 2Range: TouchDuration: 3 (1/round)Trappings: No visible effect.

Wall walker allows a wizard to functionmuch like a human spider. He can stick toany surface, allowing him to climb walls andeven hang from ceilings.

The character can move along suchsurfaces at his normal Pace. He may also runas usual while skittering along suchsurfaces.

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Archetypes

On the following pages are a number of“archetypes,” the most common types ofheroes found in Tarth. These characters areNovices, and ready to play as-is. Their traitshave been purchased normally, as have theirEdges, Hindrances, equipment and powers.We’ve even figured their secondary statisticsfor you.

To play an archetype, simply write itsstatistics down on one of the blankcharacter sheets found on page 144. Giveyour character a name and you’re ready togo!

Customizing ArchetypesYou can customize these archetypes to

some extent by swapping out Edges andHindrances for equivalents, rearrangingskills, and of course, repurchasing theirequipment. If you decide to do manyadjustments, however, it’s probably easier tojust create your own character from scratch.

All of the adjustments to things like Parryand Toughness are already calculated for you.If a character has leather armor listed in hisgear, for instance, his Toughness has beenincreased by +1. If you alter his gear or traits,you’ll need to recalculate secondary traits aswell.

We’ve also figured the weight of eachcharacter’s gear, as well as his load limit andany penalties for being overly encumbered.Some of the archetypes, such as the slayer,can easily rid himself of his weight penaltyby dropping his crossbow once a fight breaksout.

We’ve purchased only basic arms andarmor for these characters. You’ll definitelywant to use their leftover suns to buy anyadditional supplies you might need, such asrope, winter clothes, and so on.

Human FencerAttributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6Skills: Fighting d10, Climb d6, Guts d6, Notice d6, Persuasion d4,

Stealth d6, Taunt d6Charisma: +2; Pace: 6”; Parry: 8; Toughness: 6Racial Abilities: NoneHindrances: Overconfident, Loyal, Quirk (Minor, pursues fine

wine, women,and high society)Edges: Attractive

Gear: Leather armor (+1), rapier (Str+1), 300 suns.Encumbrance: 18lbs.; Limit: 30; Penalty: 0

BackgroundYou hail from exotic Kos, far to the north east

of Valusia. You came here several months agoon a Kosian sailing ship, looking to make aname for yourself in the City of Heroes.

You love fine wine, women, and song, andmiss the delights of Kos, but perhaps while

you’re here you can bring a bit of culture to thebackward Valusians.

Quote: My, that is an impressive great sword, barbarian.Are you perhaps overcompensating for something? Let meshow you what a fencer of the Golden Kingdoms can do!

Archetypes

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Half-Orc MusketeerAttributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d8Skills: Fighting d8, Guts d6, Intimidation d6, Notice d6, Repair

d4, Shooting d8, Stealth d4Charisma: -6; Pace: 6”; Parry: 6; Toughness: 10Racial Abilities: Low Light Vision, Outsider, StrongHindrances: Bloodthirsty, Greedy (Minor), Vow

(overcome your savage heritage)Edges: Brawny, MusketeerGear: Blunderbuss with bayonet, 12 shots,

plate corselet (+3), 156 suns.Encumbrance: 44lbs.; Limit: 64; Penalty: 0BackgroundYou were raised by orcs, but soon realized raiding and

murdering were no way to live. You fled the clan, andeventually wound up in a Kings Port prison. The King’smen gave you an option, however—hard labor or join theKing’s musketeers. You served with honor there for nearlya year before your orcish nature got the better of you. Youmanaged to get discharged without being thrown in jail,and now you’re out to prove yourself once again.

Quote: Better not get too close to that thing. I’vejust reloaded.

Dwarven FighterAttributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8Skills: Fighting d8, guts d6, Intimidate d6, Notice d6, Stealth d4, Shooting d6Charisma: +0; Pace: 5”; Parry: 6; Toughness: 8Racial Abilities: Low Light Vision, Slow, ToughHindrances: Loyal, Overconfident, Quirk (Minor, constantly looking for strong ale,

spirits, and red meat)Edges: NoneGear: Chain hauberk (+2), battle axe (Str+3), pistol, 10 shots, 80

suns.Encumbrance: 40lbs.; Limit: 40; Penalty: -1

BackgroundSeveral months ago you left the dark bowels of the earth to

see the fabled City of Heroes. Now you’re here in Kings Portand looking for work that will bring you fame as well aschests full of golden suns!

Challenges are tougher to find here than you’dthought, however. You couldn’t swing a troll’s headwithout hitting a would-be hero.

Perhaps you’ll look for challenges the rest are tootimid to try. You’re afraid of nothing—the axe-masters ofyour home have taught you well.

Quote: Hah! I’ll be comin’ for you next, laddie!

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Human Red KnightAttributes: Agility d6, Smarts d6, Spirit d8, Strength

d6, Vigor d8Skills: Fighting d8, Faith d6, Guts d6, Healing d6,

Notice d6, Persuasion d6, Riding d4Charisma: +2; Pace: 6”; Parry: 7; Toughness: 9Racial Abilities: NoneHindrances: Heroic, Loyal, StubbornEdges: Red KnightPower Points: 10; Miracles: Armor, healingGear: Armor of Solace (+3), long sword (Str+3),

400 suns.Encumbrance: 44lbs.; Limit: 30; Penalty: -1Background

The day Solace shone down upon you andblessed you with the title of Red Knight wasthe proudest of your life. Now it is time to seekadventure and glory in the name of Solace; to

loudly proclaim the name of your deity to the savageorcs and foul bandits of the outlands.

Quote: Back, creature of darkness, or taste my flame!

Elven RangerAttributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigord6

Skills: Fighting d6, Guts d4, Notice d6, Shooting d8, Stealthd6, Survival d8, Swim d4, Track d8

Charisma: +0; Pace: 6”; Parry: 5; Toughness: 6Racial Abilities: Agile, All Thumbs, Low Light VisionHindrances: Cautious, Loyal, Poverty

Edges: WoodsmanGear: Leather armor (+1), bow, quiver of 20 arrows,short sword, 70 suns.

Encumbrance: 28lbs.; Limit: 30; Penalty: 0

BackgroundIt is your time of wandering. You’ve come to this city

of men to learn about them and the other races whovisit this place. Though you are far more comfortable inthe wilderness, this city is cleaner and more friendlythan you would have imagined.

But now it’s time to find work, to accept a dangerousand heroic mission with a band of companions and learn

their ways.

Quote: Two hundred yards? Yes. I can hit it.

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Half-Elven Street RatAttributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6,

Persuasion d4, Repair d4, Stealth d6, Streetwise d4, Throwing d6Charisma: +0; Pace: 6”; Parry: 5; Toughness: 6Racial Abilities: Heritage, Low Light Vision, OutsiderHindrances: Overconfident, Greedy (Minor), VengefulEdges: Ambidextrous, ThiefGear: Leather armor (+1), claws (Str+1; +1 Climbing), 4 throwing

knives (Str+1, +1 Throwing), 150 suns.Encumbrance: 20lbs.; Limit: 30; Penalty: 0

BackgroundYou were raised on the streets of Tarth, stealing food and

running from the City Watch. You’ve been in and out of prisonmore times than you’ve had birthdays, but the City Watch hasalways been quite forgiving—especially when you help them root outsome far more dangerous criminal.

Kings Port’s dungeons are becoming old, however, so it’s time to takesome slightly more legitimate work. Perhaps a spot of adventuring allthese “heroes” are always talking about. You’ve heard the treasure’s good,at least.

Quote: I rob from the rich and give to the poor. And right now, I’mpoor.

Human SlayerAttributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6Skills: Fighting d8, Guts d6, Investigation d4, Notice d6,

Shooting d6, Stealth d6, Survival d6Charisma: -2; Pace: 6”; Parry: 6; Toughness: 6Racial Abilities: NoneHindrances: Delusional (Minor, monsters are everywhere),

Heroic, MeanEdges: Level Headed, QuickGear: Leather armor (+1), short sword (Str+2), crossbow, quiver

with 20 bolts, 77 suns.Encumbrance: 33lbs.; Limit: 30; Penalty: -1

BackgroundThe people of Tarth are blind. They have not

realized foul things lurk in the darkness waiting todevour them—as the trolls did your parents long ago.That’s why you have taken it upon yourself to seek out thebeasts of the forests, the mountains, and even the sewersbeneath the “City of Heroes” itself.

Many call you heavy handed and worrisome, but you knowthe truth. The monsters are out there, and they are hungry.

Quote: Fool! Did you not realize these creatures lurkedbeneath the very streets on which you live?

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Human WizardAttributes: Agility d6, Smarts d8, Spirit d6, Strength

d4, Vigor d6Skills: Guts d6, Fighting d6, Intimidate d6,

Investigation d6, Notice d6, Spellcasting d10Charisma: -2; Pace: 6”; Parry: 6; Toughness: 5

Racial Abilities: NoneHindrances: Curious, Feeble, MeanEdges: Arcane Background, Power Points, WizardPower Points: 15; Spells: Armor, blast, fly

Gear: Staff (Str+1, Parry +1, Reach 1),495 suns.

Encumbrance: 5lbs.; Limit: 20; Penalty: 0

BackgroundWhile the other children played silly games with

swords, you trained in the great halls of Mizridoor. Yourhealth suffered for your long seclusion in its mustychambers, but at last you are ready to adventure forthand use your eldritch might to show those simpletonsyour true power.

Quote: Now you ask for my power? Very well. But Iget first pick of any relics we find in its lair.

Human Sun PriestAttributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6Skills: Faith d8, Fighting d6, Guts d8, Healing d6, Notice d6,

Persuasion d8Charisma: +2; Pace: 6”; Parry: 5; Toughness: 6

Racial Abilities: NoneHindrances: Heroic, Habit (Minor, you preach the virtues

of Solace constantly), LoyalEdges: Sun Priest, Power Points

Power Points: 15; Miracles: Bolt, healingGear: Mantle of Solace (+1), Sun Mace (Str+3), 425 suns.

Encumbrance: 7lbs.; Limit: 30; Penalty: 0

BackgroundYou served Solace for many years in the holy church of Kings

Port. After that you spent several more years aiding the sick inthe streets of the City. Now it’s time to venture out from thesafety of the City of Heroes. You have been instructed to bringlight to the people of Valusia, heal their wounds, and fight the

savage orcs and thieves who plague them.You’ve been waiting for this all your life.

Quote: Let’s shine a little light on the situation. Solace willshow us the way.

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Here’s where things get a little grim, children.Don’t read this section until you’ve been told you can do so by the

Game Master. Skip ahead and it’ll cost you an arm and a leg. Andmaybe your thick skull, too!

Evernight Part II

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Your world has changed.The mysterious Masters have taken over

the world you knew and are dismantling itbit by bit.

But in a world of heroes, there isresistance.

You’ve now spent a few days at KingsLanding and have learned quite a bit aboutwhat happened during the invasion andafterward.

The spike fell a few miles east of KingsPort sometime after midnight. A short whilelater, an army of spiders issued forth anddevastated the countryside. Most of themmoved west and attacked the City alongsidewither beasts, stompers, and other strangecreatures. The Masters led the attack fromtheir flying boxes, and dropped incrediblypowerful bombs on resistance strongpoints.

Afterwards, the Masters enslaved thosethey caught and put them to work lootingKings Port’s blasted corpse.

A large number of survivors found theirway into the sewers or the Upper King’sTunnels. Lord Herrek the Wolf leads thesesurvivors. He claims to be awaiting the returnof King Kaden, who was said to haveescaped during the fight.

Only Arwick the Magister knew his truefate, and you watched that unfortunate die in

the slave pits after uttering a single clue—”look for Valador.” No one knows what hemeant. Valador is a common enough name inTarth. There could be hundreds of suchindividuals in the realm.

It is obvious that the resistance must finda way to defeat the Masters. But now is notthe time. The survivors must learn that theycan no longer rely only on “heroes.” There aretoo few left. They must become heroesthemselves. They must learn to fight. Eventhe young, the old, and the infirm mustcontribute by assisting those who willeventually take up arms against the hatedMasters.

But even with this training, there are toofew. You know you must help find otherbands of survivors, rally them to your side,learn about the invaders, and eventuallyforge a plan that can send the Masters backto whatever hellish dimension they camefrom.

Your GoalFrom now until it is time to take the fight

to the Masters themselves, it is your job tobuild and bolster the resistance. You musthelp feed the survivors, arm them, providethem with light, and most importantly,inspire them with your great deeds.

Evernight

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You and your band should copy the scrollbelow and use it to keep track of“Resistance Points” you accumulate duringthis Act.

This represents the morale of the people,their health, and certain other factors thatmay arise during play. Exactly how to usethem will become apparent at the climax ofthis campaign, during the final battle forValusia.

Your First PointsYou can claim your first Resistance Point

right now if you give your group a heroicname. Some of the other heroic bands in theWarrens are the Spider Slayers, the StormGrinders, and the Golem Smashers.

Names like these inspire the common folkand help them feel safe. That’s veryimportant to these hardy refugees, becausethey’re now stuck in perpetual darkness, andeverything else they’ve ever known lies inruins hundreds of feet above their heads.

But farmers and merchants can’t beturned into great heroes overnight. First youmust inspire them with your own daringdeeds. Only then will they follow in yourfootsteps and help reclaim the light that wasstolen from them.

HindrancesIf you are making a new character after

the invasion, you have a few new Hindrancesto choose from.

Light Sensitive (Major)Some of the survivors have become too

sensitive to the light from their stay indarkness.

When in light equal to a torch’s strengthor greater (within its template), the charactersuffers a -1 penalty to all trait tests requiringsight.

The character ignores Dim light penalties,and suffers a -1 penalty from Darkness. He isas blind in pitch darkness as anyone else.

Moon Skin (Minor or Major)Elves, half-folk, and humans rely on

sunlight for certain necessary vitamins.Without it, their skin tends to becomeunhealthy and eventually even painful.

Those with this Hindrance are alreadystarting to suffer the effects of this condition,which the Sun Priests call “moon skin.” It isonly available to elves, half-elves, half-folk,and humans. Dwarves, those of orcishdescent, and other races do not requiresunlight and cannot suffer from moon skin.

The Deeds Of

(Permission is granted to photocopy this page for personal use.)

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In the first stage of the condition (a MinorHindrance), wearing heavy clothing(including all armor) is abrasive and painful.When wearing anything heavier than cloth,the unfortunate soul suffers a -1 penalty toall trait tests.

At the beginning of every game session,the victim must make a Vigor roll (she mayuse her bennies for this roll as usual). Failuremeans she moves into the advanced stage ofthe disease (see below). Alternatively, acharacter can start in the advanced stage ofmoon skin as a Major Hindrance.

In the second stage, moon skin is almostpure white except for scores of tiny soresand pimples. Wearing anything but pure silkis extremely painful. Armor may not be wornat all, and even non-silk clothes inflict a -1penalty to all actions.

Only the return of the sun—and thereforethe defeat of the Masters—can end thisappalling condition. Should that occur, theHindrance banishes with no additional illeffects.

EdgesThe survivors have learned to deal with

their banishment in the darkness. You maychoose these Edges as usual, either duringcharacter creation or during advancement.

Combat EdgesDark Fighting

Requirements: Novice, Fighting d8+The land above is cast in perpetual gloom,

and the Warrens are even darker. Somewarriors have learned to relax their relianceon sight and instead improve their sense ofhearing. This can be a lifesaver whenbattling some loathsome creature in thedarkness.

Characters with Dark Fighting halve allFighting, Shooting, and Throwing penaltiesfor bad lighting (round down). It is notcumulative with Low Light Vision orThermal Vision, but does work in pitchdarkness, so that even demi-humans such aselves, dwarves, and half-orcs gain somebenefit from it.

This nifty trick is accomplished by sound,so conditions which interfere with hearingnegate the Edge’s benefits. Spells thatdeafen, fighting beside a raging waterfall, ormagical stealth might all negate the Edge.

Tunnel FighterRequirements: Novice, Agility d8+,

Fighting d8+Tunnel fighters have learned to turn the

cramped confines of the Warrens to theiradvantage. These agile warriors run up walls,dart around stalagmites, swing fromstalactites, and otherwise use the very wallsand ceiling to maneuver his body inincredible ways.

Characters with Tunnel Fighting add +2 toacrobatic tricks (see Savage Worlds, page 70),as well as +1 to their Parry. Foes must alsosubtract 1 when shooting at them withranged attacks. These bonuses apply anytimethey are in underground tunnels or caverns.

Professional EdgesThese Edges may be purchased during

character creation normally. Existingcharacters must meet the additionalrequirements listed with each Edge.

ScroungerRequirements: Seasoned, Streetwise d8+;

at least one week in the WarrensScroungers are one of those rare

individuals who manage to get vital suppliesthrough a complicated network of contactsand favors. This can mean life or death in thedevastated refugee economy.

When purchasing items in King’s Landing,the character adds +1 to the number of itemsfound, and reduces the price by 25%.

SlayerRequirements: Seasoned; The character

must have fought a spider or a Master atleast once before.

The spider-creatures have several weakspots in their anatomies. Slayers have learnedwhere these sweet spots are. Instead ofgaining +2 damage per raise on an attackroll against them, a single raise (or more)doubles the character’s damage againstthem.

This Edge has no effect on any other typeof creature, nor does it function with areaeffect attacks.

New ArchetypesYou’ll find two new archetypes on the

following page: Dark Fighter and Light Finder.They may be tailored to your particular tastesas usual.

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Human Dark FighterAttributes: Agility d10, Smarts d6, Spirit d6, Strength d6

Vigor d6Skills: Fighting d10, Climb d6, Guts d6, Intimidate d6,

Notice d6, Stealth d8Charisma: 0; Pace: 6”; Parry: 8;Toughness: 6

Racial Abilities: NoneHindrances: Light Sensitive, Loyal,

VengefulEdges: Dark Fighting

Gear: Leather armor (+1), twin short swords(Str+2), 250 suns.

Encumbrance: 23 lbs.; Limit: 30; Penalty: 0

BackgroundYou retreated beneath the earth with the rest of the

refugees, but unlike them, you relished the darkness.You cloak yourself in its embrace, hiding the blacknesslike an assassin. You quickly learned how to fight bysense and sound, and your eyes have quickly grownaccustomed to the perpetual night.

Quote: Lights out!

Elven Light FinderAttributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6Skills: Fighting d8, Climb d8, Guts d6, Notice d6, Stealth d8, Taunt d6,

Swim d6Charisma: 0; Pace: 6”; Parry: 7; Toughness: 6Racial Abilities: All Thumbs, Low Light Vision.Hindrances: Light Sensitive, Loyal, Quirk (she actually likes the

darkness)Edges: Tunnel FighterGear: Leather armor (+1), trident (Str+2; Parry +1), 200 suns.Encumbrance: 18lbs.; Limit: 30; Penalty: 0

BackgroundYou miss the sun, but there are other sources of light if you

know where to look. Firefish are plentiful, and gulper eyes allowyou to see in the dark without giving yourself away to the things

that lurk in the endless night.Providing light for the people of Kings Landing is an

important one. The common folk have all but lost hope, anduntil it’s time to slay the things that blotted out the sun,someone must provide them with light.

Quote: Let me show you the way.

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The New EconomyThe destruction of Kings Port sent

hundreds of refugees into the Warrens. Mosttook very little besides what they had ontheir persons at the time of the attack. A fewhave since crept back into the City to recoversome belongings, but most who do so fail toreturn. Others have scavenged treasures fromthe tombs in the Upper King’s Tunnels orfrom the wilderness.

Those who have excess goods attempt tosell or trade them for other goods, so a smallbut critical market has grown in the refugeesettlement at King’s Landing. You’ve alsolearned that a dwarven band deeper in theWarrens is creating gunpowder and selling itto anyone with suns to spare.

Prices for things that can be easilyscavenged, found, made, or done without arefairly reasonable. Things that require refinedmaterials and experienced artisans, such asweapons or armor, are in short supply andthus very expensive.

Good food is also very expensive as fruitsand vegetables grow only in the wildernessabove. There is no beef or wild game to behad, but a few chickens have been broughtbelow and do fairly well in the dark. Mostsurvivors get by on seaweed and cavefish.

CurrencyThe survivors continue to use golden suns

simply because that’s what they’re used to.Coins can’t be eaten, of course, but as longas both Lord Herrek and Drugall’s Dwarvessupport their use, so do the people.

Those who risk their lives gathering food,goods, and light want lots of gold to partways with their treasures. Weapons are inparticular demand, as are fresh fruits andvegetables which are extremely difficult tocome by in the underworld.

Buying and SellingGoods are now rated in rarity as well as

price: either Common, Uncommon, or Rare.This represents how many of a particulargood can be bought or sold in the Warrenseach “day.”

If a character makes a Streetwise roll, headds +1 to the roll for each success and raise.

Rarity Number AvailableCommon 1d6

Uncommon 1d3Rare 1d2

AnimalsKep Hound 5000 RHorse - -Mule - -Saddle 100 RElaborate saddle - -Kep Hound barding (+1) - -

Common GoodsItem Cost RarityBackpack 100 UBedroll 150 RBlanket 50 UCandle (4 hours, 2” radius) 25 UCrowbar 20 RFlask (ceramic) 25 RFlask (metal) 25 UFlint and steel 100 UGrappling hook 200 RHammer 25 ULantern 300 ULockpicks 750 RManacles 200 ROil (1 pint) 100 CParchment (per sheet) 20 RRope (10”) 200 UShovel 5 USoap 10 RTorch (3 hours, 10” radius) 100 CWhistle 10 RWaterskin 25 CWhetstone 25 C

ClothingNormal clothing 20 CFormal clothing 60 RSilk clothing 1000 RTailored clothing 300+ RWinter cloak 300 UWinter boots 400 U

Exotic GoodsItem Cost RarityPotion of Health* 1000 RPotion of Restoration* 500 RPotion of Strength* 1250 RGulper Juice (5 per eye) 500 RTroll liver 200 U

FoodType Cost RarityBare necessities (provided) — CAverage meal 50 —Cheap meal (troll, rancid fish) 25 —Expensive meal 15+ —1 week’s rations 25 10

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ArmorLeather 200 UChain hauberk 400 UChain leggings 300 UPlate corselet 1250 RPlate leggings 800 RSteel helmet 200 UBardingKep Hound barding - -Plate barding - -ShieldsSmall shield 100 CMedium shield 150 CLarge shield 300 R

WeaponsHand WeaponsDagger 50 CGreat sword 800 RLong sword 500 CRapier 600 RShort sword 300 CAxesAxe 300 CBattle axe 500 UGreat axe 1000 RWarhammer 500 UMaul 1000 RPole ArmsHalbred 800 RLance - -Pike 750 RStaff 25 CSpear 500 U

Ranged WeaponsAxe, throwing 300 CBow 600 CCrossbow 750 USling 20 CSpear 500 U

Black Powder WeaponsArquebus 1250 RBlunderbuss 1500 RPistol 600 RBombard - -

AmmunitionArrow (per 5) 5 CBolt (per 5) 10 UShot & Powder (5 shots) 25 CSling Stone (per dozen) 0 C

SelectedDescriptions

FoodThe common folk of King’s Landing

provide fish from the Druskan River andmushrooms from the “Knot,” a large chambera few hundred yards from the settlementwhere fungus grows a plenty. Everythingelse must be foraged from the surface, orgathered from the sea caves of the LowerTunnels. Such items are sold by those braveenough to gather them

Fruit is essential to staving off moon skin,and so is especially prized. A foraging tripinto the dangerous wilds can make a personrelatively wealthy should they find an intactsource of fruit.

Gulper EyesGulpers are big, nasty, tentacled fish that

sometimes feed in the cold waters of theLower King’s Tunnels. Their meat ispoisonous, unfortunately, but theirluminescent eyes provide a much-neededweapon against the darkness.

Each eye can be smashed and turned intoa viscous brew. Those who drink it gain theability to see in the dark!

Each eye creates enough elixir for fivedoses. Humans and half-orcs who imbibe adose gain the Low Light Vision ability ofElves and other demi-humans for four hours.Demi-humans who already have Low LightVision gain the ability to see normally evenin pitch darkness. Humans can never gainthe latter ability.

Troll MeatDesperation has caused several important

discoveries. One is that troll meat is asnourishing as any other meat, though toughto swallow for most. Troll steaks are simplynourishing food.

Their green, gamey livers are especiallydisgusting, but store some of the troll’slegendary regenerative powers. Those whotry to eat them must make a Vigor roll at -2.Failure means the meat is thrown up andruined. Success means the characterinstantly recovers one wound. Multiple liversmay be digested to recover more wounds, butthere must be an hour between each forthem to have any effect.

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Game Master’sSection

You can read, can’t ya? If you’re not the Game Master, split! There’s aton of Ghoulish Goodness in the rest of this book, but it’s only forthe goombah who’s going to run this masterpiece. Look past thispage and you’ll run all the fun. So amscray!

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The elves of Tarth come from the forestswhile the dwarves hail from beneath theearth. But few have ever asked exactly whatthey were hiding from in those dark retreats.

The answer lies in Tarth’s past—over fivethousand years ago when the elves were stillwild things crawling in the treetops anddwarves were savage flesh-eaters burrowingthrough the dirt like ghouls. Humans andhalf-folk—as you will see—hadn’t even beeninvented yet.

What the Sages BelieveSages of Tarth know the world was once

inhabited by horrendous “spider-men.” Thesecreatures devoured everything in their paths,and nearly drove the civilized races toextinction. The “Scourge” is why the elvesremained in the forests, the dwarves in themountains, and the humans in scatteredcaves. It is likely the spiders would havedestroyed all life on the planet had Solace notcreated a mortal champion to defeat them—Tarrian. This woman, the first Red Knight,led a band of heroes made up of all theraces—including a legendary half-orc namedGarl. It is largely because of Garl that half-orcs are accepted throughout Tarth today.

After many battles against the spiders, itis said that Tarrian discovered the monsters

had a queen. The Red Knight and her bandof champions eventually discovered the “greathive,” which it is said was located nearpresent-day Kings Port, and battled their wayinside. After an epic struggle, the heroesfound the queen, destroyed her, and thusended the scourge of the spiders for all time.

The Sa KaransThe elves hid in their trees during the

Scourge, and the dwarves within the earth.The humans however, hid themselves awayin isolated lairs scattered throughout Tarth.Sages know this because they have founddozens of these remote dwellings over theyears. These early, cave-dwelling humans arecalled “Sa Karans.”

When the Scourge ended, the humans lefttheir isolated caves and ventured out into theworld where they began to make the townsand villages that exist today.

In the caves they left behind, the SaKarans also left strange secrets theirchildren seem to have forgotten. Chief amongthese secrets are the blood stones, foundlittered throughout their ancient lairs. Thesestrange devices “graft” with mortal flesh andblood, granting incredible arcane powers tothe fortunate, but driving a few stark ravingmad.

Game Master’sSection

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What is TruthThe sages are correct that Tarrian was

the first Red Knight, and that her band ofheroes waged a war of survival against thespiders. But the Sages are completely wrongabout the Sa Karans. They were not reclusiveancestors of humans—they were the spiders!

Hidden MastersThe sages say the spiders that once

infested Tarth were four-armed, two-leggedcreatures—not true spiders of course, but“spider-men.” A few drawings in ancientcaverns and in the trees of the elvessubstantiate these tales. History also portraysthe spiders as cunning but not trulyintelligent, and ravenous to the point ofracial suicide.

But what the sages do not know is whatfew survived to tell. The spiders were but thedying children of an ancient and far moreintelligent race—the Masters.

Secrets of the Sa KaransThe frenzied spider-men that plagued

Tarth were all most of the races ever saw.But some men and women were taken tohidden lairs in remote areas where they metthe spiders’ “Masters.” These creaturesreferred to themselves as “Sa Karans,” whichmeans “the Masters” in their mental “tongue.”

The Sa Karans were far more intelligent,could “speak” through visual and emotionaltelepathy, and possessed incredible psionicpowers. They had developed weapons andflying “boxes,” and most of all, couldmanipulate genetics and evolution.

One of their proudest achievements wasto do away with the uncertain process oftheir own births. The Masters had long sinceabandoned the messy, unpredictable, andembarrassing mating process in favor ofscience. New Sa Karans were created withinblack “seed pods” in the Birthing Chambersof the Great Hive. The creatures did not evenhave to raise their progeny, for new SaKarans were born into the world as fully-formed adults in only a few months, andinstructed in their racial history by fantastic“teaching stones” that broadcast the race’smost important milestones to theirdeveloping minds.

Not only did this avoid the randomness ofcoupling, but genetic manipulation allowedthe Sa Karans to control their race’s veryevolution!

Origin of SpeciesThe Sa Karans captured thousands of

primitive elves, dwarves, and orcs—the onlysentient races on Tarth at the time—andused their blood and seed to create new andmore “useful” species. No living man orwoman knows this dark secret, but bothhalf-folk and humans were created in theabominable lairs of the Masters.

Half-folk were a mix of dwarf and elf thatsomehow gained the worst of both species—the former’s stature and the latter’s frailty.This made them poor servants, so the SaKarans wiped them out. Had a small bandnot escaped and reproduced, the half-folkwould almost certainly have been eaten toextinction.

The Masters’ next creations made muchbetter slaves. Humans gained the strength ofdwarves, the ferocity of orcs, and the statureof elves. They were so successful, in fact,that each Sa Karan hive began to “color”their humans so that they could not beclaimed by their neighbors. This is whyhumans from certain areas of Tarth havesuch distinctive coloration—the particularcombination of skin and hair color is their“brand.”

SunriseThe unfortunate captives of the Sa Karans

were dissected, forced to commitblasphemous couplings, and inevitablyconsumed by their captors. The only thingthat seemed to bring them hope was the dimlight of the sun that peeked through thegloomy mists of Tarth on occasion.

Over time, the sun became something ofa god to these sad folk—especially thehumans. It gave them peace in these dismaldays, and so they called it Solace.

Solace brought hope and life to thedesperate slaves praying in the darkness.Tarth itself, once a dark world cloaked indense fog, began to change as well. The sunslowly grew brighter, burning off the mistsso that its rays shone down brilliantly overall the land.

The Sa Karans realized the land waschanging, but they were not a religious raceand so did not connect the “pagan” rituals oftheir slaves to the growing brilliance of thesun. At first Solace just made the Sa Karansuncomfortable. A few generations later, itactually poisoned their seed.

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DevolutionTwo thousand years ago, 99 out of 100

new Sa Karans were born malformed. Thesegenetic mutants emerged from the seed podswith four arms, mottled carapace, and in aperpetual and ravenous frenzy. Thesecreatures were the spiders the racesremember from so long ago.

The spiders proved useful to the SaKarans, however, so they created thousandsof them and turned them loose on thegrowingly combative lesser races.

The ScourgeThe spiders overran Tarth, turning the

wild forests and distant mountains red withblood. The elves retreated further into theirdark forests and the dwarves burroweddeeper beneath the earth. Only the warlikeorcs stood strong, protected by their martialnature, their high mountain caves, and apeculiar immunity to the Sa Karans’ mentalability to control minds.

The races remember this time as theScourge.

TarrianThe Scourge threatened to wipe out the

races until a girl named Tarrian began tofight back. She gathered anyone who wouldcome to her banner and began using guileand raw courage to kill the horrid things bythe score.

Tarrian prayed to Solace during her quest,and took the sacred sun as her personalsymbol. During one pitched battle, when itseemed all hope was lost, Tarrian’s swordexploded with brilliant fire. The heroinewaded into the spiders and cut them down tothe last screaming abomination. When thebattle was over, Tarrian’s skin was singedforever red by the heat of her blade, butnearly two dozen of the vile spiders lie deadat her feet.

Tarrian had become the first Red Knight.

CrusadeAfter the battle, thousands fought their

way through the wilds to rally beneath herbanner. In time, some of the most fanaticalbecame Red Knights as well. Others withTarrian’s devotion but not her martialprowess became Sun Priests.

Eventually, Tarrian learned of theexistence of the Masters themselves. Soonthe Sa Karans’ isolated lairs became the sites

of vicious and bloody battles, pitting blazingsunlight and raw savagery against psychicsorcery, mad spiders, and the Masters’ othermonstrous creations.

One by one, the Masters’ strongholds fell,and with each victory, her army grew. Finally,Tarrian learned of the Great Hive and theBirthing Chambers hidden within.

The Great HiveThe surviving Sa Karans and their spider

hordes gathered for the final defense of theGreat Hive and the all-important BirthingChambers. The battle was nothing less thana final bid for survival. For the victors, life.Defeat meant certain extinction.

The battle was long and bloody, but thealliance pressed into the Great Hive and tothe very doors of the Birthing Chambersitself. Then disaster struck. The last of theSa Karans triggered a massive explosionwithin the hive, burying Tarrian’s army andthe last of the spiders alike.

With Tarrian and her core followers dead,the remaining warriors fell to fighting overleadership. Eventually the brawl turned into adeadly, week-long war. The first great racewar left thousands dead, but wentunrecorded in history as the races had onlyjust invented writing.

The survivors were no masters ofdiplomacy, so they decided to go theirseparate ways to avoid more bloodshed. Theelves returned to the safety of the trees, thedwarves to their tunnels, and the few half-folk to a single isolated glen far from theruins of the Great Hive. Only the humanshad nowhere to go, so they built a newsettlement on the nearby cliffs. This smallvillage eventually became Kings Port, the Cityof Heroes.

Forgotten LoreWith their destruction, the Sa Karans

faded from memory, but the Scourge is still apart of Tarth’s legends, as are the spiders.People know that Tarrian was the first RedKnight, and that she led a band to defeat thespiders. They also know that she eventuallydiscovered some sort of lair near present-dayKings Port where a great battle was fought.The legend of a great queen is untrue, buthas come to be part of the lore becausenone of those who went inside the GreatHive returned to tell the truth.

With Tarrian and her warband’s death,details about the Great Hive and the very

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existence of the Masters themselves hasbeen forgotten. Neither did the races everdiscover the true origins of humans andhalf-folk. They believe “Sa Karans” wereancient humans who lived in isolated lairs.

But the Masters have not forgotten. Thehumiliating defeat at the hands of crudecreatures of their own making has burned intheir powerful psyches for two millennium.

The Sa Karan SecretThe destruction of the Great Hive crushed

the birthing chamber and the rebelliousraces inside, but the surviving Sa Karans’had a secret. One of their number hadcreated a fail-safe to protect their race—aportal to another world.

The last Sa Karans transportedthemselves to a distant, alien planet. Therethey established a new Great Hive,dominated the strange creatures that livedthere, and began to plot their revenge.

The portal still exists today, in a darkcavern deep below the City of Heroes. Overthe last millennium, the descendents of thelast Sa Karans have created new technologyand new servants, but they have yet to find acure for the degenerative disease thatcreates the spiders.

As the campaign opens, there are lessthan 100 true Sa Karans left.

Enter the SevenThe Masters still use the portal on

occasion, secretly spying on the growingraces and snatching occasional subjects forexperimentation. Their victims are indigentsfrom the streets of Kings Port, lost souls whowon’t be missed by the meddling “savages”above.

Five years ago, the Masters made themistake of taking a rebellious young noblewho had taken to the streets. The famousSeven were hired to find the teen, andeventually came face-to-face with an actualMaster—the first seen by anyone but theirrare captives in over two thousand years.

The Master seared Kerreth, nearly killingthe Red Knight with a blast from his ebonstaff. His friends quickly rallied and mortallywounded the Sa Karan, but then somethingtragic occurred. Sarrian the Rangerapproached to try and learn something ofthe horror, but the wizard Tyvek blasted itwith flame so hot that nothing was left ofthe mysterious figure but ashes.

Had the Seven managed to somehowquestion the thing or even followed its tracksto the portal, the invasion of Tarth couldhave been prevented and the Sa Karanstrapped on their alien home world for alleternity.

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A Hero’s FateKerreth’s wounds were quickly healed by

Zelda the Sun Priest, his friend and lover.The errant youth they’d entered the tunnelsto rescue was found nearby, and with littleelse to report, this tale of the Seven receivedlittle play from Tarth’s minstrels.

The Cure!Unknown to the Seven, the Master they

killed had a companion waiting in theshadows beyond. The spy investigated hisfallen comrade and sensed something farmore fascinating nearby—Kerreth’s blood.

The spy’s highly-attuned psychic sensesdetected an odd energy about the RedKnight’s life-fluid. It was infused with theholy radiance of Solace. He took as much ashe could gather back through the portal andturned it over to other Sa Karans whospecialized in such things.

Several years later, a Sa Karan scientistlearned that a drop of Kerreth’s blood wasthe cure that would save the entire race!When injected into a seed pod, the bloodmade the growing creature immune to thedegenerative disease that turned a Sa Karaninto a spider.

The Masters had already penetrated theKing’s court in Valusia and knew exactlywho Kerreth was, so it was a simple matterto plant a false lead directing him and therest of the Seven into a deadly trap.

The TrapLord Herrek, a frequent pawn of the

Masters, called for the Seven. He told themthere had been a disturbance in the ancienttomb of Valador, a long-dead king of Tarth.The proud Seven rushed down into theCrypts, found Valador’s tomb mysteriouslyopen, and eventually found a secret passageto an unexplored cavern below.

Sa Karan assassins were waiting for them.Three of the Seven died on the spot.

Spyke, Tyvek, Zelda, and Kerreth werecaptured. After a day had passed, King Kadenasked Lord Herrek where he had sentValusia’s greatest heroes. Oddly, Lord Herrekcould remember only that he had sent themto the Crypts. He couldn’t remember why, norexactly where within the maze-likecatacombs he had instructed them to go.

King Kaden was no fool and realizedsomething sinister was afoot. He tasked hismost powerful court mage, Arwick, to find

some way to retrieve the location from LordHerrek’s mind. He also sent several squads ofthe City Watch to the Crypts to look for theSeven, but they returned empty-handed.

King Kaden always trusted his instincts,and at that moment, they told him the Sevenwere in dire peril. To save them, he decidedto summon some of his greatest heroes andsend them into the Crypts.

The Story To ComeThis is where the scripted campaign

begins, with the player characters deliveringa secret message to the renowned ScarletRiders to answer King Kaden’s call.

The following events happen during yourcampaign, but it’s important that you, theGame Master, have a good overview of thebig picture. That way you can fill in thedetails and work out any complications thatarise. The player characters must discoverthe story in pieces as it happens to them.

Their tale begins with a summons toGalstaff Manor, where they are charged withfinding and delivering a message to TrabianGalstaff. The young noble is the leader of agroup of heroes called the Scarlet Riders.

Trabian’s trail leads the party to the DreadMountains and an ancient Sa Karan ruin.They are there when the Masters strike, andso are safe from the devastation that rollsover the rest of their fair home.

The InvasionThe invasion occurs just as the heroes

finish up Scene Two in Act I. The playercharacters glimpse only small bits of theaction and so are saved from almost certaindeath, but a full account of the action isrevealed here for your reference.

The Sa Karans knew Tarth must betransformed for them to reclaim it. The sunmust be blotted and the sky darkened. Thiswould not only make the world morecomfortable for the Masters, but also, it wasbelieved, kill the savage’s god as well.

The Sa Karans also needed a way totransport their army of spiders and otherminions to Tarth. (The portal beneath theCity is only usable by the Masters—not theirminions.)

To accomplish both these goals, the SaKarans created the “spikes.” These massiveconstructs serve both as transports for theirminions and massive smog factories.

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The lower portion of the spikes containthousands of spiders and other minions. Twomassive smokestacks run from deep in theground up through the spike and into thesky nearly two hundred feet up. Through thepipes billow clouds of thick black smokedesigned to blot the sky and kill the sun godhimself.

The Valusian SpikeFour spikes were launched from the

Masters’ home world, shot through space,and slammed into Tarth like knives in thehearts of Valusia, Kos, the White Towns, andthe Dragon Isles.

The tale that unfolds in The Dying of theLight deals with the Valusian spike. The fateof the rest—and of Tarth itself–depends onwhat happens here.

The crash of the 300 foot tall spikesundered the earth and could be heard for ahundred miles in every direction. Thousandsof villagers, soldiers from the King’s patrols,and more than a few wandering adventurerswandered out to investigate. What they sawwas a giant tower of blackened steel coveredin rippled tubes and belching vents standingin the middle of a giant crevasse.

An hour after it landed, the spike beganto hum. Hidden machinery began to thumpand bang somewhere deep inside. Dark, gray

smoke belched from flumes high above. Thesmoke was so great it blackened the stars inless than an hour.

Some of the people stirred. Someapproached the spike. A few brave souls evenventured to strike it with their weapons—buteven magical blades had little effect on themassive structure.

Another hour passed. Strange soundswere heard within. Minutes later, agangplank opened. The crowd stared into thedark portal beyond but could see nothing.

Suddenly, thousands of ravenous, four-armed, spider-men erupted from the opening.They had backward legs, cloven hooves, andlong snouts that writhed like hungry snakes.Beady black eyes rolled madly in theirwarped skulls, and four horrible arms endingin lanky fingers and jagged black nailsslashed murderously at whatever they foundbefore them.

Soon other bizarre beasts emerged fromthe spike as well. The alien army quicklyspiraled out toward the nearest towns andvillages, and finally headed toward Kings Portitself!.

Valusia RavagedScattered bands of survivors raced back to

the City to warn the authorities. King Kadencalled up the militia and stationed himself

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and the Kings’ Guard at the gates. Many ofthe heroes he had summoned to help findthe Seven stood beside him as well, nowcommitted to Kings Port’s defense whetherthey chose it or not.

Kaden raged at the thought of hisbeautiful kingdom at the monsters’ mercy,but wisely kept his strength at the castle.

Hours later, the air was thick with thespikes’ gray fog. The Kings’ archers waitednervously on the walls alongside hismusketeers, mercenaries, and those heroeshe could keep from running off to save theirfamilies. His swordsmen and the militia stoodin the courtyard behind the walls, ready torepel the mysterious invaders should theybreak through the gates.

Madness StrikesHours later, madness struck. Scores of

those drafted to help fight in Kings Port’sdefense suddenly began attacking thosearound them. Though they did not know it atthe time, the pure-breed Sa Karans hademerged from the portal beneath the Cityand lurked among them. The “traitors” werevictims of the Masters’ incredible psychicpowers—puppets made to dance a bloody jigat the City’s most vulnerable moment.

King Kaden had long proved resistant tothe Sa Karan infiltrators, but his mosttrusted champion, Lord Paulus Herrek, wasnot so mentally adept. “The Old Wolf” wentmad and turned on his liege, and wouldcertainly have slain him had not juniormembers of the King’s Guard sacrificedthemselves to allow the King’s escape.

It was then that the spider-men struck. Athousand “spiders” skittered across the fieldsof Kings Port to its walls. Archers andmusketeers rained death down upon them,but there were far too many. They climbed upthe walls like their namesakes and torethrough the surprised defenders like firethrough cobwebs.

King Kaden and his daughter Rayna werelost in the fighting, but secretly made theirway to where they hoped the Seven still lived(their fate is revealed in Act IV).

The walls cleared, the spiders boundeddown into the courtyard below to ravage thegathered swordsmen and militia.

Always Watch the SkiesThe survivors of this initial onslaught

retreated into various strongholds throughoutthe City. Within minutes, flying black craft

the size of rowboats drifted overhead.Strange new invaders leered out over thesides—tall humanoids in strange blackarmor—the Masters. These creatures droppedsmall cannisters onto the survivor’sstrongholds from their flying craft. Thecannisters detonated on impact with theforce of a wagon-load of black powder.

Slaves to the MastersIn the days to come, the survivors were

gathered together and forced into slavery.The slaves now know bits of the truth. Theyknow the ancient spider-men have returned,and that they are led by far superior Masters.They do not yet know these are the SaKarans, nor that they were here long before.

The Masters do not speak to their slaves,but communicate thoughts and ideasthrough visual and empathic telepathy.

In the City, the slaves have been put towork excavating the old Sa Karan tunnels toclear out and reconstruct the ruins of theGreat Hive. Outside the City, the slaves aremostly herded together to provide food forthe Sa Karans, or used in the Masters’favorite pasttime—cruel genetic and breedingexperiments.

A few survivors, the most ruthless andtreacherous vermin of the races, betrayedtheir own kind. The “Hunters” were given thebest arms and armor of King Kaden’s ruinedarmy and sent out to track down anyremaining survivors. These scum are fittedwith special collars that amplify the Hunters’thoughts, allowing the Masters to constantlycheck their loyalty—and melt their brains ifthey betray their new overlords.

The MastersNon-degenerative Sa Karans—the

Masters—are tall, thin creatures with lankyarms, double-jointed elbows, and back-bending legs with cloven hooves. Only malesremain—females were bred out of the racemany millennia ago when the seed podsmade their reproductive capabilitiesunnecessary.

Physically, the Masters’ splotchy skin isshaded in various hues of dark purple, blue,or mauve. It stretches tight over their ribs buthangs in loose flaps over their potbellies—where their abhorrent food is digested andstored.

The Masters breathe air, but don’t like the“taste” of clean air. They prefer dark, sootyatmospheres and actually become notably

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nauseous on the rare occasions the air isn’tpolluted enough for them. For this reason,they wear black breathing masks. They alsowear light leathery armor for protection andto keep the clean air off their skin.

When their horrible visage is revealed,their awesome aspect is worse than onemight suspect. The aliens’ skulls are bulboustoward the back to accommodate theirmassive brains, and their beady black eyesare pupiless—like those of shark’s. They haveno noses, just two thin slits below their eyes.Their most disturbing feature, however, istheir accordion-like snouts—almost likepalsied elephants’ trunks.

The snouts normally remain retractedon the horrors’ faces where they looklike fat, wrinkled eels collapsed inupon themselves.

PowersMasters are deadly in

physical combat, but arefar more frightening fortheir phenomenalpsychic powers. They canread thoughts, dominateweak-willed foes, and evenchannel psionic blaststhrough special “ebonstaves.” All Masters havealso trained tocommunicate with andcontrol any and allspiders within 25” (50yards).

SpidersSpiders are

twistedmockeries of theMasters. Theirmottled purplishskin is coveredin hard, blackcarapace. Weirdblue veins pulesjust below thesurface, givingthem an insect-like appearance. Between this, their bloatedbellies, and their inexplicable four-arms, thethings do truly resemble some sort ofgrotesque spider-men.

Spiders are inferior to their pure-breedbrothers only in intellect. Physically, theirrabid aggression, four arms, and voracious

hunger make them far more deadly in a fairfight. Of course, the Masters don’t believe infair fights.

Spiders have none of the psionic powersof their purebred brothers besides that whichis required for feeding (see below). Theiratrophied minds are muddled mazes of chaosfilled with a raw, burning hate for everythingthat lives.

Spider HivesSpiders form hives in whatever dark

spaces they can find. There they excreteblack goo that slowly hardens into brittleblack walls. Over time, the oddly-shaped

excretions become harder than stone.The spider’s high metabolism andmassive excretions use immense

amounts of energy. This iswhat causes their insatiablehunger.

FeedingAll Sa Karans, both

Masters and spiders,feed in a mostgrotesque manner.Once prey is withintheir grasp, the Sa

Karan’s massive potbelly acts like a bellows.

It takes in a deepbreath, thenquicklyexhales topropel its longsnout forward,suctioningonto its prey

with the forceof a vice.

A half secondlater, a sharp blast

of violet psionicenergy races down

the snout and sears a hole inthe target’s flesh. Then the Sa

Karan’s pot belly contracts, siphoningout the victim’s tasty innards.Masters have skittish appetites and often

leave their dying prey to waste. Spiders rarelyleave anything but shriveled husks.

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Evernight

Below are a few special rules andreminders you should be aware of beforerunning Evernight.

LightObviously, light—and the absence thereof—

are a large part of the Evernight story.Because most of the campaign takes

place in darkness, you need to make sureyou’re familiar with how light works in theSavage Worlds game system.

Light SourcesLight sources provide normal illumination

within their listed range. A candle, forexample, provides clear light in a 2” radius, atorch in a 4” radius.

These sources cast Dim light (-1) at up totwice the listed radius. Anything up to threetimes the listed radius is in Darkness (-2).Anything beyond that cannot be seen.

Characters with Low Light vision see thesame ranges, but ignore the penalties forDim and Dark light. They are just as blindbeyond that range as humans.

Infravision works somewhat differently.The character sees as described above, butcan also see any source of warmth in thepitch darkness area beyond.

Sa Karan DarkvisionSa Karans have “darkvision.” Their actual

eyes have Low Light Vision, and their mindsproject a sort of psionic “sonar” as well. Thisallows them to see normally even in pitchdarkness. In short, Sa Karans never sufferpenalties due to lighting.

Unfortunately for them, light brighter thana torch—such as the light spell or the sunitself, blinds them completely. They suffer -6to all actions requiring sight when soblinded.

Sa Karan Masters wear masks to protectthemselves from sudden flashes of light. Aslong as they wear their masks, they sufferonly a -2 to their actions when faced withbright light.

Sa KaranBlood Stones

These small red gems were once “psychicbatteries” for the Masters. Several dotted eachSa Karan’s lair and provided their owner withadditional power for their incredible psionicabilities.

When pressed against the skin of asentient non-Sa Karan (except for orcs), thestone burrows into the host’s skin and graftswith his very essence. The lucky herobecomes smarter, stronger, more agile, ortougher. Less fortunates see a dramaticdecrease in their abilities, and sometimesdeath. Very fortunate individuals might evengain “Wild Powers,” psychic powers unleashedfrom unknown corners of their minds.

A hero who wishes to merge with a bloodstone need only place it upon his bare chest.The thing then burrows into the flesh andgrafts into the host’s flesh, bone, and muscle,as well as his soul.

The process is extremely painful—the herosuffers an automatic wound that only healsthrough the passage of time, not by magic.Over the next few agonizing seconds apowerful transformation takes hold. Theexact result of the merger is determined byfate. In game terms, shuffle your Action Deckand let the hero draw a single card, thenconsult the table below.

Characters should consider the oddscarefully before gambling with such terribleconsequences.

Card DrawCard EffectJoker Choice of

Wild PowerAce Wild Power*

Queen-King +1 VigorTen-Jack +1 Agility

6-9 +1 Strength3-5 +1 Smarts2 Permanent

Crippling Injury

*Roll on the Wild Power table on page 51.

SpecialRules

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Wild PowersA character with a Wild Power

gains one innate supernaturalability from the list below. He has5 Power Points with which to usethis power, and may purchase thePower Points Edge for it whenleveling as he wishes. The powerand its Power Points are separatefrom any existing ArcaneBackground, and cannot beexchanged. The character maynot take any other Power Edgesfor his Wild Power.

The character uses his Spiritto activate the power. It neversuffers backlash—failure simplyresults in no activation of thepower (though the points arespent as usual).

1d20 Wild Power1 Armor2 Blast3 Bolt4 Boost Trait5 Lower Trait6 Conceal Arcana7 Detect Arcana8 Dispel9 Fear10 Fly11 Invisibility12 Light13 Obscure14 Puppet15 Quickness16 Smite17 Speed18 Stun19 Telekinesis20 Wave Runner

Adding +1 to an attribute meansincreasing it a die type. A d12 becomes ad12+1, and a d12+1 becomes a d12+2.

Crippling injuries are permanent andunavoidable—sometimes the strain is just toomuch for a person to bear.

White StonesWhite blood stones are occasionally found

as well. These stones are less harmful to thepeople of Tarth, and much less risky. When acharacter merges with a white blood stone,his player draws two cards from the deckand chooses which one affects his hero.

Needless to say, white blood stones arehighly prized. Those who find them becomeinstantly wealthy. The market price for sucha stone is 5,000 suns.

Multiple StonesA character may merge with as many

stones as he wishes. He risks misfortuneevery time he does so, however.

OrcsOrcs are immune to the Sa Karan’s mental

powers of detection and domination (but notthe blasts of their ebon staves). This sameimmunity keeps them from merging withblood stones as well.

StaticBlood stones grafted into a mortal body

also grant the host minor passive resistanceto psychic attacks. A character with a singleblood stone adds +4 to any resistance rollsversus Psionic powers that are opposed, andhas +4 armor against psychic attacks as well(including blasts from ebon staves and thelike).

Additional stones have no further effect inthis regard.

Wild powers gained by blood stones arenot powerful enough to overcome Sa Karanmanacles—see page 81. They do not functionwhen a character is shackled by theseincredible devices.

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Evernight

The remainder of this book is a five actcampaign starting before the Masters invadeand ending with (hopefully!) their overthrow.

Needless to say, most roleplaying books ofthis sort are more open-ended. You’re given asetting, detail on its threats and inhabitants,and then are left to your own devices tocome up with adventures and end thecampaign whenever you get bored with it.Some Savage Settings are like that as well—they’re an open sandbox for you to dowhatever you choose with them.

This book is something different. It’sintended for you to run your group throughfrom start to finish and then be done with it.You can certainly go on after the final battlewith the Masters, and we’ve provided anEpilogue for that very purpose (see page 131).In general, however, the main tale ofEvernight ends after the last scene in Act V.

Each short adventure in this epic saga isdesigned so that you can read it just beforeyou’re ready to run the game with very littleadditional preparation. You should at leastglance over all the scenarios in advancehowever so that you have a strong ideawhere things are going in case your groupdoes something completely unexpected.

Here’s a quick summary of the adventurethat awaits.

Act I: HeroesScene One: The Message: The heroes

are hired by the well-known Galstaff familyto deliver a message to their wandering son,

Trabian Galstaff. Trabian is a member of anadventuring group known as the ScarletRiders. Trabian is currently in the DreadMountains exploring a newly-found Sa Karanruin.

Scene Two: Aragron: The party travelsto Aragron, a village a day’s ride from KingsPort. There they discover the exact location ofthe Sa Karan ruins, and meet a famous bardknown as Everheart.

Scene Three: The Savage Hills: Theheroes have their first major combat on theway to the ruins when they discover an orcencampment and several captivelumberjacks.

Scene Four: The Sa Karan Ruins: Theparty finds the ruins and explores its depths.After battling an ancient guardian, theydiscover the corpses of the Scarlet Ridersand an incredible treasure—a Sa Karan bloodstone!

Scene Five: The Mountain: Just as theheroes finish their epic fight, the spike landsin the Valusian plain outside King’s Port,causing massive tremors all the way to theDread Mountains. The earthquake causes theruins to collapse, trapping the adventurersunderground. Fortunately, a new exit opensup, and after an arduous trip, the group findsa way out of the earth.

Scene Six: The Savage Caves: The paththrough the mountain takes the heroes to asmall series of caves inhabited by a large orctribe. The party must battle or sneak theirway past these foes to escape.

The Dyingof the Light

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Act II: The FallScene One: Decisions: The heroes now

see that Valusia lies in ruins and mustdecide where to go.

Scene Two: Innocence Lost: A younggirl named Tam is discovered in the shell ofa ruined house. She is mute, but provides afew scant clues to what happened in theValusian plains.

Scene Three: The Worst in Men: Agroup of bandits take advantage of the chaosto stage an ambush.

Scene Four: Fallen Hero: The corpse ofRagulon, a well-known hero of the GolemSmashers, is found on the banks of smallstream, crushed by some titanic foe.

Scene Five: Valusia Razed: The groupwanders about Valusia and eventuallyencounters the true identity of Tarth’sinvaders.

Scene Six: Destinations: The act endswith the warriors’ inevitable capture.

Act III: BondageScene One: Slavery: The adventurers

become captives of the Masters, but learnsome very important secrets in the process.They also meet a mysterious prisoner namedArwick. The King’s former mage whispers“Valador” before he dies, a name that has nomeaning until Act IV.

Scene Two: An Act of Kindness: Thegroup learns what being a hero really meanswhen another prisoner risks his life toprovide them with food and information.

Scene Three: War of the Rats: Arescue party looking for Arwick helps killthe slaves’ overseer, frees the adventurers,and leads them below Kings Port to theWarrens.

Act IV: The WarrensScene One: The Wolf: Sarah the Sun

Priest introduces the former slaves to therefugee settlement of King’s Landing and itsde facto ruler, Lord Paulus Herrek—the Wolf.

Scene Two: The Lower Tunnels: Theparty is tasked with gathering much-neededred kelp from the lower sea tunnels, andwind up doing battle with vicious sea trolls.

Scene Three: The Upper Tunnels: Thecrypt of a long-dead barbarian has beendiscovered, and the adventurers are givenofficial permission to loot his tomb for usefulmagical items that might help in the comingfight against the Masters.

Scene Four: The Wilderness: Badly inneed of fruit, Lord Herrek sends the teamout into the wilderness to the orchards atOldham Farms. The former asylum isinhabited by a Master and its servants, aswell as the ghosts of the lunatics who diedthere.

Scene Five: Trials of the Red Woman:After their escape from Oldham Farms, theheroes meet a huge warband of orcs. Theorcs take them to their lair in the mountainsand force them to engage in an ancientritual—three deadly combats. If the warriorssurvive, the orcs release the group andpledge their help in the comingcounterattack.

Scene Six: The Red Ravager: Back inthe Warrens, the heroes search for gulpereyes in the lower sea tunnels. There they runinto a deadly villain called the Red Ravager,and learn his dark secret.

Scene Seven: The Inferno: Drugall thedwarf’s niece has been kidnapped by Garonthe Raider. If the adventurers can return her,Drugall’s dwarves vow to join the fight.

Scene Eight: The Vermin Lord: Alongwith Drugall’s niece, the heroes discover amap leading to an ancient tomb—Valador’s.There they find another creation of the SaKarans—the Vermin Lord—and a secretentrance into the ruins of their ancient hive.

Scene Nine: Revelations: In the rubbleof the Great Hive, the party learns the trueorigin of the Sa Karans and otherfrightening secrets. They do battle with agroup of assassins and other guardiansbefore uncovering the holy sword and armorof Tarrian herself.

Act V: RageThe grand finale comes as Drugall—won

over by the saving of his niece—comes upwith a plan. The bulk of his dwarves willaccompany the people of King’s Landing andthe orcs in the assault on King’s Port. A smallteam of dwarven demolitionists, guarded bythe player characters, will head to the spikevia a secret tunnel.

At the spike, the heroes discover one lastsinister secret—the final fate of Tarth’s mostfamous hero—and rescue Princess Rayna. Thebrave dwarves sacrifice themselves to finishthe mission, and the spike is demolished.

From there the heroes race back to thecity ruins and join the assault on theremainder of the Sa Karan’s force. The battlewon, one of the heroes is crowned King ofValusia.

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Evernight

The first act of Dying of the Light beginsat the twilight of Tarth’s prosperity. Thefamous Seven have stumbled onto theMasters’ plans deep beneath the earth, andare eventually drawn into a trap that doomsthe very people they were trying to save.

King Kaden of Valusia summons aid inthe form of the land’s many heroes. Theplayer characters aren’t known yet, butthey’re hired to find and bring home a groupof champions called the Scarlet Riders.

The Riders are nearly a day’s ride awayfrom the City exploring Sa Karan ruin. Theplayer characters track them there, explorethe ruins, and discover several secrets thatlater help them understand the cruel natureof Tarth’s coming invaders.

Further in the ruin, the heroes discoverthe bodies of the Scarlet Riders. They havebeen overcome by ancient guardians leftages ago by the Sa Karans.

Just as the heroes defeat what remains ofthe guardians, the Sa Karan spike strikesValusia. The tremor rocks the DreadMountains and causes massive cave-ins inthe Sa Karan ruins where the bloodiedheroes fight.

When the tremors finally end, theexpedition must exit via a rerouted creek bed.After an arduous journey over manyhazardous obstacles, the party emerges inthe rear of an orc lair. Fortunately, the largeclan that lives there is outside watching thebattle on the Valusian plain. With stealth andluck, the party can slip by without incident.

The epic tale of Evernight begins as mostheroic tales do in Tarth—in the city of KingsPort.

The heroes have answered a discrete adto work for the well-known Galstaff family,and are now standing at the gates of thefamily’s manor. It’s 10 am on a bright Fallmorning.

This is a good time to let your groupdescribe their characters to one another, andtell you why they’re here looking for work.Most should simply be looking to make aname for themselves and become greatheroes—that’s what the City of Heroes is allabout, after all. Others may have morenefarious purposes, or are looking to make afew suns to pay the rent.

Some of the adventurers may already becompanions, or they may all be completestrangers. Let your group make up their ownminds about that now. If some of the group

Act IHeroes

Scene OneThe Message

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already know each other and are looking tobecome famous warriors, you might want tohave them come up with a group name. Thisis the fashion in Valusia, with the mostfamous of all heroic bands being therenowned Seven.

A common knowledge roll notes theGalstaffs are frequent patrons of the Seven,so this is a great place for anxious heroes tobegin their journey into legend. A raise onthe roll remembers Galstaff’s oldest son,Trabian, is a hero himself—a member of theup-and-coming Scarlet Riders.

The ManorThe Galstaff family home sits on the cliffs

of Kings Port, just south of King Kaden’scastle. The families closest to the castle havethe highest prestige, and the Galstaffs areonly a half-dozen doors down. It is owned byJacob Galstaff, a very successful spice-dealerand senior member of the Merchant’s Guild.

After your group has introducedthemselves, they are eventually noticed by aguard. He asks them their business and thenescorts them up a short path and into themanor. There they are shown into a parlorand asked to wait.

Read the following as the party enters themanor.

You’re escorted into the stately home,through a set of beautiful hardwooddoors and into a massive ballroom. Theguard points to a stately parlor to theright and you move to fill the beautifulcrushed velvet seats within.

You’ve barely managed to sit beforeservants enter and offer you hot tea—spiced with some exotic and unusualscent you’ve never smelled before. A fewminutes later a tough-looking white-haired man in his early ‘50s enters theroom. He is dressed in black pants and asilk scarlet shirt—the Galstaff familycolors. “Greetings good sirs and madams.My name is Simon Rutledge. I am JacobGalstaff’s personal advisor.

My master, Jacob Galstaff, needs anurgent message delivered to his son,Trabian. Two days ago, Trabian set outto explore a new Sa Karan ruin found inthe foothills of the Dread Mountains. Wedon’t know exactly where the ruins are,but a friend of Trabian’s, a rangernamed Bareena, will.

You will likely find her in the King’sShadow.

Find Bareena and get directions tothe ruins. Master Trabian and hiscompanions are accomplishedadventurers, so they should have clearedout whatever dangers they might havefound there themselves. You need onlyworry about the possibility of orcs orbandits along the way.

Deliver the message as quickly aspossible and get the Scarlet Riders backhere by no later than dinner timetomorrow and we will pay you 50 sunseach. Success may also mean you arehired for more challenging tasks in thefuture. I’m sure I don’t need to tell youthat my master is quite wealthy andpowerful. In fact, it was the Galstaffswho gave the Seven their start.

This is a matter of great importance,so please deliver the message as quicklyas possible.”

Simon then hands the most respectable-looking character in the party (a Sun Priestor Red Knight if one is present) a messagesealed with wax. “This is to be opened onlyby Trabian,” he warns.

Rutledge knows little else, but answerswhat questions he can. He’s not willing toprovide equipment or negotiate on the price—he can easily find more adventurers in theCity to perform the task if this bunch isn’tinterested.

Simon is willing to loan the group a horseeach if they are in need to get to the ruins intime, but expects them returned unharmedor the damage will come out of the hirelings’pay. It is not acceptable that the heroes walkto the ruins, as that would take far too long.

The LetterOnce out of sight, some parties may

decide to read the letter. Doing so withoutruining the seal requires a Smarts roll at -4.

The text of the letter is below, and is ahint that something big is going on beneaththe City. You’ll also find a prop for this letteron page 138 that you may hand to yourplayers. We recommend folding the prop andtaping it shut, or perhaps even dripping alittle candle wax on it to act as an actualseal. If the character opens the letter, theplayer must also break the seal. This willlikely make your group take such an actionmuch more seriously than simply saying “Iopen the letter.”

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The King’s ShadowThe heroes should now look for Bareena

the ranger at the King’s Shadow. This is anupscale tavern which lies directly in theshadow of one of King Kaden’s towers—hence the name.

You’ve passed by the King’s Shadowbefore. Everyone who visits the Citycomes to see its famous doors. Few havebeen inside, however, for the fee is steep,and its hallowed halls are meant forheroes and their employers.

Standing before the legendaryentrance way is a single guardsmandressed in an impeccable green uniform.He wears no weapons nor armor.

The doorman only allows in customerswho are relatively clean, and then only for 20suns a piece (heroes with reputations are notrequired to pay). Mentioning that the partywas sent to deliver a message to Bareenafrom the Galstaffs also gains admittance fora single character with a successfulPersuasion roll.

When one or more of the party enters,read the following.

The door opens into a long hallwaymade of dark wood. Along the wall arepaintings. Your eyes grow wide as youspot some of the most famous heroes ofValusia. You see a picture of Kerreth theRed Knight, Spyke the thief, Ragulonthe Golem Smasher, and more. With alittle luck, perhaps your own picturewill hang upon this wall someday!

At the end of hall is a set of doubledoors with ornate brass handles. Youopen them into a dim room filled withbeautiful round tables. Above each tableare chandeliers mounted with what canonly be Sa Karan glow stones.

None of the tables are occupied atthis time of day, but you can smellsomething delicious cooking in the rear.A quick glimpse at the Specials boardreveals the cheapest thing on the menuwould set you back at least 20 suns.

To your left is at least one familiarscene at least—a burly bartender withwhite hair smiles at you as he cleansglasses.

“Mornin’ folks,” he says. “Can I helpyou?”

Prices for food inside the King’s Shadoware generally three times the normal rate.

The bartender is Jonas Sulk, an amiableman who is friendly unless given a reasonnot to be.

While Jonas is overall helpful, he is at firsta bit evasive about Bareena. He says that shehad breakfast this morning and then went toperform a small favor for the owners. It is thefavor he is reluctant to share. If his attitudeis improved by a successful Persuasion rollhowever, he finally admits the following:

“The King’s Shadow has been havingvermin problems. The owner hiredBareena to go underground and wipethem out. She went in just an hour ago,but hasn’t come back yet. I’m sure she’sfine though—they’re just rats—and she’sa hero, after all.”

If Jonas is asked why the City Watchwon’t take care of the rats, he replies thatthe Shadow has a long history of hiringheroes. The Watch is also a bit thin thismorning, though Jonas doesn’t know why(they’re combing the tunnels beneath KingsPort for the Seven).

If the team wants to find Bareena, Jonasrecommends going in through the entrancebehind the Shadow. The area is normallyclosed off with a locked gate, but he quietlylets them in and urges them not to discussthe problem with others.

Into the SewersRead the following as Jonas removes a

latched manhole cover to let the heroes intothe sewer.

Jonas points south—away from thecastle, and bids you good luck. An easyclimb later finds you about 20’ down ina sloping passageway that runs north-south.

The sewers of Kings Port aresurprisingly clean. There are walkwayson either side to keep the worst of thefilth in the channel between, and thewater itself is perfumed once a week tokeep the smell down. It is still a sewerof course, so there is a stench, but all inall, this could be much worse.

As the group makes their way down thesewer, they hear the chittering of rats. Theyarrive at a fill chamber to see a strangesight.

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Ahead of you is a spill chamber, asquare room designed to slow the flowof the sewage from above. The walkwaycontinues on around the edge, and oninto the tunnel on the southern side.

Sitting on the floor in the southerntunnel is an odd sight. A young woman,almost certainly Bareena, rests againstthe wall with a small shield at her back,surrounded by perhaps a dozen deadrats. She waves you toward her as youapproach.

“Thank Solace!” she says. “I didn’tthink anyone would ever find me!”

Bareena has found the crack the rats areusing to travel up from somewhere deeper inthe sewers.

“I’m glad you came, friends! I’vefound a crack in the earth that seems tobe vomiting rats. I killed the first groupthat came through, but there are lotsmore. I seem to have them blocked withmy shield now, but the moment I get upthey’re going to pour out of there likewater.”

Bareena is willing to go along with mostany plan the party might have to help herout. Most likely, this involves simply lettingthe rats through. This should be an easyfight for the heroes and a good introductionto combat for those who haven’t playedSavage Worlds before. The rats fight to thedeath. They’ve been driven out by a largeparty of Masters moving through the Cryptsbelow, but no one knows this yet.

Rat SwarmThe swarm pours out of the hole the

moment Bareena stands. When “killed,” theswarm disperses.Attributes: Agility d10, Smarts d4(A), Spirit d12,

Strength d8, Vigor d10Skills: Fighting d10, Notice d6Pace: 10; Parry: 7; Toughness: 7Special Abilities

• Bite: Every target within the swarm suffers2d4 damage.

• Swarm: The swarm is the size of a MediumBurst Template. Characters can attack eachround by stomping, causing their damage inStrength with a successful hit. Cutting andpiercing weapons cause no damage to theoverall swarm.

BareenaBareena is a beautiful, slim, dark-skinned

woman with long golden hair (a native ofKos). She wears green leather armor with ascarlet cape. She is a frequent member ofthe Scarlet Riders.Attributes: Agility d8, Smarts d8, Spirit d8,

Strength d8, Vigor d8Skills: Climb d12, Fighting d10, Knowledge

(Valusia) d8, Notice d8, Stealth d10, Survival d8,Tracking d10

Charisma: +2; Pace: 6; Parry: 7; Toughness: 8Hindrances: Heroic, Loyal, Vow (protector of

nature)Edges: Attractive, Block, Combat Reflexes,

Woodsman (+2 Tracking, Survival and Stealth)Gear: Magic leather armor (+2, +2 Stealth), long

sword (Str+3)

AftermathOnce the rats are defeated, Bareena is

happy to help the heroes find her friends.“They went to Aragron. You know it?

Someone discovered a Sa Karan ruinthere. Trabian has always wanted to bethe first inside one of those.”

=2”

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Bareena already knows the Scarlet Ridershave been summoned (she received themessage as well). She doesn’t reveal thishowever, and if asked to accompany theteam, says that she needs to visit theCompanion’s Hospital to get her rat bitestreated for disease.

Anyone who makes a CommonKnowledge roll knows Aragron lies at thefoothills of the Dread Mountains about eighthours distant by horse. It’s a small loggingtown surrounded by a palisade to protectagainst frequent orc attacks.

Make sure the players know exactly whattheir characters are taking with them ontheir trip—their supplies are going to have tolast them a long time.

If they want to go shopping before leavingtown, they can find anything on theequipment list on page 19.

Read the following when the party finallyheads out of town.

It’s a bright and beautiful day. Solaceshines bright upon the world and thebrilliant hills and dales of Valusia fillyou with pride. Here and there arescattered farms, with contented peoplewaving as you ride by. You see mencontentedly working in the fields, smellfresh bread and pies cooked by women,and smile at small children playing inthe meadows and streams as you rideby. Truly this is a blessed land.

There are a few dark clouds on thedistant horizon, small but rumbling.With any luck, you should be able todeliver your message and find lodgingin Aragron before the storm comes.

About halfway through yourjourney, you spy a band of ridersheading your way. You nod at them,then smile as you recognize the symbolon their shields and breastplates. Theyare a famous band of heroes known asthe Golem Smashers. The stories saythey destroyed a living warrior of stonecreated by some mad wizard. The leaderof the band, a dwarf named Ragulon,still wars a magical ring made from thegolem’s hide.

Perhaps one day you and yourcompanions will become a renownedteam of monster-slayers such as these.Now you see Ragulon himself. Thedwarven warrior nods at you as youpass!

Today, you feel like a hero.

Aragron is small logging village at thefoothills of the Dread Mountains. There areabout 300 souls here, most of whom arelarge, happy, lumberjacks. The orc tribes livein the foothills as well, so the village iswalled and the people well-skilled infighting, but they don’t seem overly worriedabout it as they have contended with thegreenskins since the town was founded.

Read the following as the adventurersarrive.

You arrive in Aragron around dinnertime. The village is walled in withwooden palisades, a common defensenear the foothills where bands ofsavage orcs sometimes raid.

It is dark now in this early Augustair, but you can see torch- and lanternlights emanating from the houses.

The gates are guarded by a pleasant mannamed Sarrel Fallon. Allow any Red Knightor Sun Priest a Common Knowledge roll at -2to know him as a former Red Knight. Sarrellost an arm fighting orcs in the hills nearhere. He staggered into Aragron and hasstayed ever since.

Unless the heroes seem dangerous, Sarrellets them in. If they tell him why they’rehere, he suggests they talk to EmilKeswraith, the dwarven prospector whofound the ruins. Keswraith is almost certainlyin the town’s main tavern, the Axeman’s Rest.

Read the following as the heroes enterthe tavern.

The Axeman’s Rest is a typicaltavern. There are a dozen or so longtables and benches and scores oflumberjacks to fill them. The walls aredecorated with old sawbands, slices oftimber, and stuffed fish likely caught inthe brook you passed over on your wayhere.

Scene TwoAragron

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The locals quiet down for a momentas they look you over, but then mostsmile and raise their cups, welcomingyou in.

The barkeep, an older woman withwhite hair and a motherly figure, smilesat you. “First drink’s free for your news,friends!” she says.

“Mother Harkness” is true to her word ifthe heroes exchange in a little gossip andsmall talk. She also asks if the grouphappened to see a couple of lumberjackswho haven’t come home yet. No one’s reallyworried at this point, but if they don’t makeit here in the next few hours they may haveto put together a search party.

As long as the characters are friendly,Mother is too. She even ponies up a bowl ofdelicious quail stew—the evening’s meal forthe lumberjacks it seems—and eventuallypoints out Keswraith.

KeswraithThe dwarf has only started drinking, so

he’s still quite lucid. He’s reluctant to revealthe location of the Sa Karan ruins at first—hedoesn’t want to send “claim jumpers” afterthe heroic Scarlet Riders. If he can beconvinced that the heroes are not interestedin the ruins (most likely by telling the truthand making a Persuasion roll), he eventuallyrelents.

“Them young heroes left just a fewhours ago, so you’ll have no troublefinding them at the ruins.”

Keswraith then leans in close andwhispers.

“Follow the river upstream to GriffonRock, then head due east up themountain. There should be an old billygoat’s trail there. Be careful, for there areorcs about. At the top of the mountain,you’ll see an overgrown cave entrance.You’ll also have an incredible view ofValusia all the way to Kings Port. Thewhole trip shouldn’t take you more’nsix hours or so. You can make it faster ifyou ride up the goat trail, but I wouldn’tadvise it unless you were born onhorseback. You got all that?”

Keswraith has little else to add exceptthat the heroes had best beware of orcs.They usually start coming down from thehills in the fall to raid for the winter, he says.

Everheart’s TaleJust as Keswraith finishes his tale, a well-

known minstrel known as Everheart entersthe room.

The crowd suddenly becomes quiteloud. Benches squeak as people stand,glasses are spilled, and there’s evensome applause. “Everheart!” the villagersyell! You’ve never seen the manpersonally, but you’ve heard of him.Everheart is a famous minstrel whotravels these lands.

The man is tall and lanky, with coalblack hair, a big nose, red cheeks, andthe most penetrating eyes you’ve everseen. He talks with the locals for a bit,then eventually takes a chair in thecenter of the room. The crowd becomesquiet, and you realize that to leave nowwould be very rude. One song, youthink. Then you’ll need to get on yourway if you’re to return to Kings Port bydinner tomorrow with Trabian Galstaff.

Now it’s time to read “The Seven and theSea Trolls” from the front of this book. TheSeven figure prominently in the story ofEvernight and your players need to knowwho they are to deduce some of themysteries that appear later on.

If you want to make the scene a littlemore memorable, pass the poem around andlet each of your players read a section or twoin character. It doesn’t make any sense ofcourse—Everheart is telling the tale, not theheroes—but it might be more fun, and is agood way for your shy players to get a littleface-time.

After the tale, the crowd is friendly andgenerous. As long as the heroes are alsopleasant, they’re treated to a few morerounds. Perhaps Fallon even comes in afterhis duty to reminisce with his friends. If anyof the characters have their own stories totell, the crowd is eager to hear them,including Everheart, who is always on thelookout for new tales of high adventure.

This camaraderie is very important, sospend a little time with it. Encourage yourplayers to socialize a bit with the villagers.You need to establish that Tarth is a veryspecial world, one that is filled with goodpeople and friendly faces. Play it right andthe tragedy that is to come will have a lotmore meaning. The light can only die if itshines brightly in the first place.

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Eventually the heroes must set off intothe foothills. They’re warned not to go atnight by the locals, but the Galstaff’sdeadline gives them little choice.

The river Keswraith mentioned is close byand easy to follow. The weather is muchcooler now than it was earlier in the day, butthe heroes probably welcome it as the trekup the hillsides are quite tiring.

Two hours ride up the trail, have everyonemake Notice rolls. The highest total hearsvoices and barking dogs somewhere in thedistance. If the group would like toinvestigate, have them make Stealth rolls. Ifanyone fails, the orcs ahead are alerted.

Otherwise they can be taken completely bysurprise. Read the following when the groupgets within 40 yards.

In a small depression off the left-hand side of the trail are a half-dozen orso beings gathered around a large fire.Two human men lie beside the fire,seemingly bound, while three very largedogs or wolves on chains bark at themferociously.

A Common Knowledge roll recognizes thecaptors as orcs. The “dogs” are dire wolves.

Orc, ChieftainThe chief of this small tribe races to

attack the toughest-looking opponent assoon as the battle starts, while trying tomake best use of his Sweep ability.Attributes: Agility d8, Smarts d6, Spirit d6,

Strength d10, Vigor d10Skills: Fighting d10, Guts d8, Intimidation d10,

Notice d6, Shooting d8, Stealth d6, Throwingd8

Pace: 6; Parry: 6; Toughness: 12Gear: Plate chestplate (+3), great axe (Str+4; AP 1;

-1 Parry); throwing axe (Range: 3/6/12; Damage:Str+2)

Special Abilities• Brawny: Orc chieftains are always the

largest of their clans. +1 Toughness.• Size +1: Orcs are slightly larger and fatter

than humans.• Sweep: May attack all adjacent foes at -2

penalty.• War Cry: The chieftain may Intimidate all

foes within an adjacent Medium BurstTemplate.

Orcs (6)One of the orcs’ first moves is to release

the dire wolves. The rest rush to attack theweakest-looking foes first—usually archersand spellcasters. They leave their chief to tieup any heavily-armored foes until they canmop up their weaker foes and join him.Attributes: Agility d6, Smarts d4, Spirit d6,

Strength d8, Vigor d8Skills: Fighting d8, Guts d8, Intimidation d8,

Notice d6, Shooting d6, Stealth d6, Throwingd6

Pace: 6; Parry: 6; Toughness: 7Gear: Leather armor (+1), short sword (Str+2);

knife (Str+1)Special Abilities

• Size +1: Orcs are slightly larger and fatterthan humans.

You may notice Tarthis a little heavy on thesunshine and roses.Even the sewer smells

good for cripe’s sake.That’s because we want to beat your

players over the head with just howgood the people have it right now.That’ll make the bad mojo that’scoming that much worse.

It’s also a moral lesson about theprice of liberty being eternalvigilance an’ all that jazz.

So whatever else comes up that wedidn’t cover, make nice. That doesn’tmean store owners give them magicalplate +50—it just means they’reactually friendly as long as they’retreated decently.

Don’t worry. We’ll get back tobeating down those upbeat do-gooders soon, slugger!

Scene ThreeThe Savage Hills

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Dire Wolves (3)Dire wolves are large, feral canines used

by orcs as attack dogs. They head for thenearest target and attack.Attributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d8, Vigor d8Skills: Guts d8, Fighting d8, Intimidation d8,

Notice d6Pace: 10; Parry: 6; Toughness: 6Special Abilities

• Bite: Str+2.• Go for the Throat: Wolves instinctively go

for an opponent’s soft spots. With a raise onits attack roll, it hits the target’s mostweakly-armored location.

• Fleet-Footed: Dire wolves roll d10s insteadof d6s when running.

LootIn the chieftain’s tent is a pile of suns

(2d6x10 in total), as well as a couple ofknives, whet stones, and other personalbelongings he’s taken off the locals.

The two captives are prospectors fromAragron captured by the orcs earlier today.They’re grateful to the heroes and promise tospread the tale of their rescue to all who willlisten.

Pressing OnIt should be sometime between 11pm and

3am when the group finishes their fightwith the orcs. Due to the deadline of theirmission, they have little choice but to presson and find the Scarlet Riders this very night.

The long walk up the steep goat trailtakes four hours to complete. It’s a verydifficult task to ride a mount here—anyonewho tries must make a Riding roll at -4.Failure results in a rough tumble and 3d6damage to both horse and rider.

Walking a horse requires no roll, but thoseon foot (with or without a mount) mustmake a Fatigue roll after each hour of thesteep trek. Those who fail are Fatigued untilthey are able to rest for at least 10 minutes.The climb isn’t deadly, just tiring, socharacters can’t go beyond Exhausted.

The point of all this isn’t really to wearout your heroes, it’s just to make themrealize they’re heading far up into the coldmountains., and it’s a long way back down tothe bottom.

The heroes are finally in the high peaksof the Dread Mountains, where they discoverthe Sa Karan ruin and a few hints aboutTarth’s ancient history.

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Read the following when the heroesfinally reach the entrance to the Sa Karanruins.

You finally reach the top of the peak.As Keswraith promised, you can justmake out the distant lights of KingsPort twinkling in the distance.

Loosely tied in a small copse of treesnearby is another welcome sight—fourhorses. Each bears a saddle andsaddlebags, the latter stamped with theimage of a red horseman. Below thesymbol are the letters “SR.” You haveobviously found the Scarlet Riders’mounts.

In the saddlebags are personal effects,bread, cheese, and other rations. A CommonKnowledge roll notes the food is of above-average quality and perishable—meaning theriders didn’t plan on being out in the wildsfor long. More than a cursory search of theScarlet Riders’ personal belongings isimpolite and unheroic.

This would be a good time for the tiredclimbers to take a quick rest and ridthemselves of any Fatigue they may haveacquired during the climb.

EntranceNear the horses is a small tangle of

vegetation atop a small knoll. A littleprodding discovers the cave entranceKeswraith described leading down into theearth at a sharp angle. The entrance issomewhat hidden by a tangle of thick vines,but someone has recently disturbed them solittle effort is needed to spot the opening.

Inside the dark crack are a fewscattered animal bones and piles ofleaves—all recently disturbed. It’s pitchdark within.

A Tracking roll reveals a party of fourpeople in sturdy boots recently went insidethe cavern, but the tracks fade as they enterthe stone floor beyond.

The walls of the lair are carved from thenatural stone of the mountain by slaves andso appear somewhat crude—particularly todwarves and other artisans.

Light: Don’t forget that it is pitch darkthroughout this lair. The heroes must have alight source of their own to avoid the - 6penalty for any action that requires sight.

K’ThyraaaA single Master lived in this lair over 1,000

years ago, along with a few dozen spidersand a handful of slaves. This particularMaster was called K’Thyraaa (pronouncedkithraah).

K’Thyraaa specialized in blending themore savage races of the hills. Ogres andfrost lords are the product of his life’s work,and still roam the surrounding mountains tothis day. K’Thyraaa abandoned his lair duringTarrian’s time to defend the Great Hive. Hetook his minions with him, but mercilesslyleft his slaves trapped inside their squalid pitwhere they died slow miserable deaths.

1) EntranceRead the following as the heroes venture

deeper into the lair.Ahead of you is a y-shaped junction.

To the left lies across a long-sprung pittrap. At the bottom are old rustedspikes, a few bones, and pieces ofrubble. Atop the pit, on the other side, isan iron portcullis. It has long ago beenbusted open, so it should be a simpleclimb up the rubble through the holeshould you decide to move that way.

The passage to the right was alsoblocked by a portcullis once, but it toohas been bashed open long ago.

The cave opening leads to a y-shapedjunction. The right-hand passage leads to theslave pits; the left to the rest of K’Thyraaa’slair. The left-hand passage was onceprotected by a heavy iron portcullis, but ithas long since rusted away. Just in front of itis a 10’ deep pit trap, long since collapsed.

A character with a background in trapswho makes a Common Knowledge rollrealizes the pit was triggered when someoneattempted to raise the portcullis without theproper key.

Scene FourSa Karan Ruins

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The pit is full of rotted wood (once spikes)and broken stonework from the collapsedfloor, but is otherwise empty. The team mustnegotiate this minor obstacle to proceed.Should anyone happen to fall into the pit, shesuffers 2d6+3 damage from the fall and therough debris.

The pit is fair warning to the heroes thatthe lair they are about to enter was trappedby its former occupant.

2) Slave PitThe right hand passage leads to an

ancient rusted portcullis of crude iron. It wasbusted open ages ago.

Beyond the jagged bars is a steeply slopingpassage into darkness. This is whereK’Thyraaa kept his pathetic captives.

Read the following as they wiggle throughthe twisted bars.

From somewhere below you comesthe sound of water. You stop beforepressing on however, as not 30 feet fromthe portcullis lie three fat, humanoids.

The sound of trickling water comes fromthe back of the cavern where a deepunderground stream runs. It was once asource of fresh water to K’Thyraaa’s slaves.

Near the entrance are three bloated whitecorpses. A closer look reveals these stubbyhumanoids have bulging pink eyes, pale,clammy flesh, and frog-like jaws filled withrazor-sharp teeth. The things wear crudearmor and carry wooden spears. A CommonKnowledge roll reveals these to be cavegnashers, a race of subterranean carnivorousfrog-like creatures.

Further down, the floor is covered innumerous bones, old rags that may oncehave been clothes, and long wooden poles.The bones are of two varieties. The first arethe ancient bones of K’Thyraaa’s prisoners,left to rot here. Anyone who cares to searchthrough the debris and makes a CommonKnowledge roll determines a few of thebones are very ancient. The rest are morerecent additions (brought here by the cavegnashers). The latter are mostly those oflarge fish from the underground river.

The poles are saplings dragged throughthe stream and into the chamber to makenew spears. The gnashers often camp here,and bring the poles with them to sharpen asthey lair.

A Notice roll detects faint marks carvedalong the back wall. They are simple lines inlong rows. Altogether, there are 912 of them(this is how a prisoner marked his time).

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Watchers in the StreamSix gnashers escaped into the frigid river

when the Scarlet Riders attacked hoursearlier. They gathered up a few of theircompanions lurking in other parts of themountain and have returned to reclaim theircampsite.

Just as the party finishes investigating theroom, the gnashers return and attack. Theyare cowardly beasts at heart, so if half theirnumber are slain, the rest attempt to diveinto the stream and escape. They won’treturn this time.

The gnashers watch the heroes from thestream for a while, and strike only whenthey believe they have surprise.

Gnashers (6)The gnashers start their attack by

Bounding with their spears, then quickly leapfrom one foe to the next, risking the freeattacks their opponents get for the +2/+2attack bonus.Attributes: Agility d6, Smarts d4, Spirit d4,

Strength d6, Vigor d6Skills: Climb d6, Fighting d6, Notice d4, Swim

d10Pace: 4; Parry: 6; Toughness: 6Gear: Crude spears (Str+2; Parry +1; Reach 1)Special Abilities

• Aquatic: Pace 6. Gnashers aren’t trulyAquatic since they are amphibians, but canstay under water for over 30 minutes.

• Armor +1: Warty skin.• Bite: Str+1.• Bound: A gnasher can leap 1d6+2” in a

straight line to attack with +2 to its Fightingroll and +2 to damage.

3) Spider HiveThis strange tunnel leads more or

less straight down. The walls are blackand form odd tubes and holes, like thenest of some bizarre bees. You haveheard of such places. Spiders once lairedhere in the time of the Scourge. Thecreatures must have killed the SaKarans who dwelled here and takenover.

These was indeed a spider hive, thoughthey were K’Thyraaa’s minions—not squatters.The tunnel descends at a near-vertical anglefor over 50’. Anyone who touches the oldnests notes that they have fossilized and arenow as hard as diamonds.

4) ParlorThis chamber is longer than most.

Two openings lead further on into theruin—one directly ahead of you and oneto the left.

Both tunnels that lead off this area aretrapped. K’Thyraaa was wary of the creatureshe created, so he traded some of hiscreations with a Master who specialized intraps. Flecks of psychically chargedgemstones are embedded in the floor.Anyone who steps on them and doesn’t havepsychic powers themselves suffers a terriblemental shock and 3d6 damage.

The heroes can either run the gauntlet,taking damage every round they’re in thisarea, or they can straddle the walls and avoidstepping on the gem shards. The latterrequires a successful Climbing roll each timethe trap is traversed.

5) K’Thyraaa’s ChamberThere appears to be nothing inside

this ancient chamber but a stone slab,which may once have been some kindof table.

Even the keen intellects of the Mastersmust occasionally rest. About four hours outof every 48, a Master must lie dormant. Theydo so on cold stone slabs, with their back-bending legs hanging over the sides.

There is nothing else of interest in thisbarren chamber. K’Thyraaa took his personalbelongings with him when he fled.

6) K’Thyraaa’s LaboratoryThere’s something not quite right

about this room. Your skin crawls a bitas you enter. You can see threehumanoid corpses sprawled about theroom—almost certainly the ScarletRiders.

Mixed among them are two massivethings—dead from the green ooze thattrickles from their cracked shells. Theyare some sort of giant crab-likecreatures, though each has three spikedlegs that lead to a central body. A gapingmaw surrounded by three smaller clawssits in the middle of the creature’s mass.The things have been cracked open inseveral locations. Their green bloodforms a common pool around the heroeswho obviously killed them.

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The room that houses thiscarnage is fairly long andvery tall. There are four tablesof some sort. Two sit parallelto each other at the rear ofthe room, and another hasbeen carved from the verystone along the left and rightwalls.

The ceiling is much morerough than the rest of theruin. There are deep pocketsof darkness and even a fewstalactites in here. Lyingabout the floor is a jumbledmess of ancient wood,shards of glass, and ofcourse, blood—both greenand red.

Above the corpses,embedded in the rear wall, isa softly glowing gem. There’sno doubt it’s a Sa Karanblood.

Millennia ago, this roomserved as K’Thyraaa’slaboratory. The two slabs inthe rear were once operatingtables where countlesshumanoids were vivisectedand studied. The tables to theleft and right were oncecovered with beakers, vials,vats, and other scientificapparatus, but those weresmashed or cleaned out whenK’Thyraaa fled. The blood stone served topower his experiments.

When the group moves to the rear of theroom, perhaps to fetch the stone, theremaining guardian attacks.

SpinnersThe Scarlet Riders suffered greatly before

they figured out how to bypass K’Thyraaa’straps. They were already hurt and out of luckby the time they ran into the lair’s timelessguardians—a trio of “spinners.”

The guardians won the battle, but two ofthem were slain. The last has retreated tothe ceiling with its prey—the last ScarletRider. It remains hidden until one of theheroes pass beneath it, then drops from theceiling and tries to center itself so as toattack as many foes at once.

Attributes: Agility d8, Smarts d6, Spirit d6,Strength d12+2, Vigor d12

Skills: Climb d4, Fighting d10, Notice d8Pace: 8; Parry: 7; Toughness: 12Special Abilities

• Armor +4: Carapace.• Empathic: Spinners “see” by projecting mind

waves (for inanimate objects) and readingminds (for prey). They ignore all darknesspenalties.

• Claws: Str+4; AP 2.• Improved Sweep: Spinners may attack all

adjacent foes at no penalty by spinning inplace. This makes a loud “clack-clack-clack”sound as their legs strike the stony groundin disturbing rhythm.

• Level-Headed: Spinners draw two cards andact on the highest.

LootAfter the fight, the heroes can search the

mangled bodies of the three Scarlet Riders(the fourth is nearly-digested inside thesurviving spinner’s stomach). One is a youngfemale Sun Priest, another is a large half-orc,

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and the last is a handsome young human inshining armor—no doubt Trabian Galstaff.

Altogether, the group finds 73 goldensuns, 50’ of strong cord (holds 300 pounds),two small knives, and a flint and steel set.Trabian also wears a signet ring with theGalstaff family emblem (a stylized “G”). TheSun Priest wears the Mantle of Solace andcarries a Sun Staff. A pouch on her side onceheld several healing potions. A character indire need can attempt to lap up the thickblue gunk to restore one wound. It can alsobe scraped up and stored if someone has avial or similar container to keep it in.

The half-orc wears a large chain mailhauberk and has a magical maul.

Trabian wears chainmail and has amagical sword. He also wears a magicalamulet given to him by none other thanKerreth the Red Knight.

It is not proper for the heroes to takethese possessions as their own. Bodies andbelongings are expected to be taken back totheir families. This will all change at the endof the next scene, however.

Amulet of Luck: Whoever wearsTrabian’s amulet gets one extra benny pergame session (and the first time it is worn aswell). It is gold with a red gem in the middle.

Bonebreaker: The half-orc’s maul causesStr+5 damage, is AP 2 against rigid armor,and weighs only 15 pounds. It inflicts a -1Parry penalty as usual.

Legend Maker: In Trabian’s bloodstaineddeath grip is an ornate magical long swordgiven to him on his 18th birthday. Inscribedon the pommel is the name “Legend Maker.”A character who picks it up can instantlyfeel its magic and know its purpose. It adds+1 to the user’s Parry and damage rolls.

Potion of Healing: The Sun Priest hadseveral such potions, but their containers aresmashed (see above). Anyone who consumesthis potion instantly heals onenonpermanent wound.

The Blood StoneOf course, the greatest prize in the room

is the Sa Karan blood stone stuck on theback wall. Prying it loose requires just a fewminutes work with a dagger or other blade.Who binds with it (if anyone) is up to theplayers themselves, of course.

It’s a good idea to grab it now, because itwill be lost by the end of the next scenewith this entire wall.

The invasion begins a few moments afterthe spinner has been defeated. Read thefollowing to your group as the cave complexsuffers from the aftershocks of the Valusianspike’s impact.

A bone-jarring rumble suddenlyrocks the mountain. Shockwaves slaminto the ruin from what could only bean earthquake. Rubble starts to fall allaround you—it’s a cave-in!

The heroes can try to run out the waythey came if they’d like, though they mustcross the trap again to leave this chamber. Ifthey do so, they arrive at the entrance just intime to see it collapse completely.

The safest place is the spider hive. Thecrystallized walls are hard as diamonds andunlikely to collapse. Allow heroes a CommonKnowledge roll to realize this. After ten longminutes, the deadly quake finally subsides.

If the group waits anywhere else in thelair, they each suffer 3d6 damage from fallingdebris (modify this if they have a particularlyclever plan to avoid the debris).

If they remain in the lab, they hearcrashes throughout the complex, then seethe back half of the room collapse and slideaway into darkness. Anyone standing in thatarea must make an Agility roll or be sweptinto the slide for 3d6 damage.

Trapped!When the characters have finally settled

down, they find that the entrance to the caveis sealed. A little searching reveals a newentrance has opened up at the back of thelaboratory area. They can follow the slopingdebris down into the bowels of the mountainand away from the ruins.

The cavern leading out of the mountain isa creek bed that stretches for miles. See the

Scene FiveThe Mountain

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map for the important sections of the bedthe group must negotiate. The journey aheadis tedious and demanding, both for dramaticeffect and to slow the group down. Whilethey’re trying to find a way out of theirearthen tomb, a trek that lasts over eighthours, the Masters are destroying Valusia.

1) The CliffThe room you visited before has

suffered a tremendous collapse, but ismore intact than most of the others.

The entire back wall has given way,sending the stone slabs spilling into thedarkness beyond. A closer look revealsthe room has collapsed into a longslope, and you can just hear rushingwater somewhere far below.

The collapse at the rear of the lab hasformed a long, sloping cliff nearly 100’ high.Large chunks of stone dot the slope, and canbe used to anchor climbers as they descendinto the darkness. Let the group discuss thebest way to make the climb. Make sure to letthem make their own plans—that makes theobstacle feel more “real” rather than justasking them all to make Climbing rolls.

When the group is eventually ready tomake the descent, each character mustmake a Climbing roll, at -2 penalty if theydon’t use a safety line of some sort. Thosewho fail are Fatigued from bumps andbruises for the next 24 hours. Anyone whorolls a 1 on his Climbing die (regardless of theWild Die) and doesn’t have a rope tumbles tothe bottom and suffers 2d6+4 damage.

At the bottom of the cliff, the group findsa shallow, frigid stream. The tunnel it runsthrough is just high enough for half-folk towalk normally—everyone else must stoop forseveral hundred yards until they come to thenext obstacle.

2) RockfallYour luck has run out a bit. The

earthquake that hit the mountain hascaused a small cave-in. The water stillflows through it, though slowly, so thetunnel must continue onward, however.You’ll have to dig for a bit to keep going.

The shockwave has caused a largeportion of ceiling to collapse here. The groupmust dig out a hole large enough to crawlthrough before pressing on. This requires a

total of four man-hours (so four people cando it in one hour, one man in four, and soon). Everyone who takes part in the diggingmust make a Fatigue roll for each hour ofwork. Fatigue gained from this chore isremoved by a small meal and a short nap (30minutes or so).

3) Waterfall The trek is starting to wear on you.

You’re constantly stooped over, wet, andtired. At least traveling seems a biteasier. The stream is moving faster andcarrying you along. You go with it,letting the water do your work for you.Now you hear rumbling ahead, like thesound of rushing water. You try to slowyourself. . .

After following the creek bed for nearlytwo grueling miles, the party comes to a ten-foot deep bowl where the water pours inrather quickly. Each character must make aStrength roll (or a Swimming roll at -2 if theydecide to swim) or be swept into the bowl.

On the other side of the bowl, where thestream once ran, the tunnel is now mostlydry. The stream has been diverted down anew crack in the wall to the right, and iscertain death to non-aquatic beings.

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Allow those who weren’t swept into thebowl to figure out how they want to cross it.Most likely, they will slip one character downthe falls with a rope and have him climb upthe other side. This is a Climbing roll at -2. Acharacter who fails takes the damage asoutlined above.

Of course, there’s more here than just atricky rapid. A group of gnashers havegathered in the bowl to wait out the cave-in,and hide when they hear the heroesapproaching. When the first character entersthe water, they attack.

Non-aquatic creatures suffer a -1 penaltyto physical trait tests in the bowl as theyfight the rushing water and struggle to keeptheir balance.

Gnashers (2 per Hero)The gnashers wait for the first victim to

enter the pool, then attack with surprise. Ifthey can Incapacitate their prey, they draghim off into the depths via the stream’s newpath to certain doom.Attributes: Agility d6, Smarts d4, Spirit d4,

Strength d6, Vigor d6Skills: Climb d6, Fighting d6, Notice d4, Swim

d10Pace: 4; Parry: 6; Toughness: 6Gear: Crude spears (Str+2; Parry +1; Reach 1)Special Abilities

• Aquatic: Pace 6. Gnashers aren’t trulyAquatic since they are amphibians, but canstay under water for over 30 minutes.

• Armor +1: Warty skin.• Bite: Str+1.• Bound: A gnasher can leap 1d6+2” in a

straight line to attack with +2 to its Fightingroll and +2 to damage.

4) Belly CrawlThe stream bed is incredibly low on

the other side of the bowl—maybe twofeet high if you’re lucky. You’ll have tocrawl for a ways.

The passage continues for some timebefore the old stream bed vanishes into ashort, wide tunnel. It’s nearly 20’ across, butonly two feet high. Since the stream wasrerouted, however, there’s no water otherthan a few scattered—but freezing—pools. Theheroes have to crawl on their bellies for afew hundred yards before they finally finishtheir trek.

The heroes are almost out of themakeshift escape tunnel. As fate would haveit, they arrive in the rear of an orc lair.Fortunately for our beleaguered adventurers,the orcs are currently outside watching thebattle on the plains of Valusia below.

1) River BedThe adventurers enter the lair from the

creek bed at the rear—where the orcs oncegot their water and hunted for cavefish. Afew of the ivory-scaled fish still lie twitchingin the shallow pools where they have beenstranded by the diverted stream.

The heroes can see they’re entering aprimitive lair of some sort, but there are noinhabitants currently present. Allow thegroup to make Stealth roles or preparethemselves as they see fit. When theyemerge, they are in area 1, the River Bed.

You’ve crawled for hundreds of feet—the oppressive weight of the mountainpressing on you every inch of the way.Frigid pools of water from the dryingstream have soaked you to the bone andruined your clothing, and yourfingernails are cracked and bleedingfrom pulling yourself along the stonybed.

But now there’s hope. There’s light upahead. Could it be the glorious light ofthe sun?

You crawl with new energy, in anear panic to flee this death trap beforethe mountain settles once more.

A few more bloody feet.The light flickers. It is a fire—not the

sun. You listen, but hear nothing. Youcrawl on and begin to see a cavern lit bya small camp fire. Piles of straw andrags lie about, as does the carcass of abutchered horse.

Scene SixThe Savage Caves

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long swords, a plate of meat of some sort(horse), an elaborate stein full of water, achest, and a “chamber pot,” the contents ofwhich are best left to the imagination.

The chest is locked, and requires aLockpicking roll to open quietly. It can bebroken open with little effort. Inside are twopotions of healing wrapped in a red scarf.

There is a fair amount of stolen bootystuffed under the mattress. A character whosearches there finds 1d6 x 10 suns, a silverdagger (not magical but actually made ofsilver), and a blood stone! There is also asmall gold ring with the inscription “ToTannith Eiselon, Giant Slayer.”

Giant Slayer’s Ring: Anyone wearingthis magical ring adds +4 to their damagewhen fighting creatures at least twice thewearer’s size. The ring’s bonuses do stackwith the Giant Slayer Edge.

Potions of Health: When consumed,each potion removes one wound.

4) Shaman’s TunnelThe entrance to this chamber is

hidden by a “curtain” of small bonesand other trinkets dangling from catgutand frayed strands of rope. A weird,pungent smell comes from somewherewithin.

2) CommonsWhatever lives here, there are lots of

them. There are well over a dozen nattybeds in this room alone.

You also see scattered flatware ofvarious types, buckets of water, oldblankets, and plates of small bones andother scraps.

A camp fire has just about burneddown in the center of the chamber,giving the place a smoky red glow. Nearit is a withered old horse with severallarge chunks messily carved out of itsflanks. One entire leg has beenremoved—pulled off by something withgreat strength.

Nearly twenty orcs live and sleep here.Their beds are made of straw, weeds, leaves,or rags, and most have a fur hide for ablanket. A few old and rotting humanblankets can also be found. Numerous smallbones whittled into tools, crude clay cups,and buckets of fresh water litter the floor. Afew items of loot lay about as well—decorative plates, silver forks, and the like.These aren’t really valuable to civilized folk,but are marks of the raider’s culture.

A camp fire burns in the middle of thecommon area. It is small enough that itssmoke eventually dissipates or wafts out themain entrance.

Beside the fire is a dead horse. Thecreature is emaciated and looks to have beena captive of this clan for some time. Largechunks have been removed from its back,and one of its legs has been pulled from itssocket by the ogre.

3) Chief’s ChamberThere’s an actual bed here, though it

is covered in meat scraps and otherwaste. The crude headboard is alsodecorated with cheap trinkets and otherjunk. Beside the bed is a large silvermirror, a small chest, several weapons, astein full of some dark liquid, and areeking chamber pot.

The tribe’s chief and his concubines sleephere. He has an actual mattress (thoughgrotesquely stained) and a head board he’sdecorated with bones and odd trinkets takenin his various raids.

Around the bed is one large silver mirror(tarnished but usable), a broken spear, two

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The tribe’s shaman makes her home inthis cul-de-sac. A number of crude fetishesdecorate her tunnel, though most are simplycollections of bones, buttons, and other oddbits. She has a straw bed, a chamber pot, anda plate with two eyeballs on it (the horse’s).

On a crude nightstand is an ornateincense burner worth 50 suns. The shamanclaimed this “treasure” from one of theirraids and burns the stolen incense in itwhen she must meditate on matters of greatimportance. It is not currently lit, however.

Above the shaman’s straw bed on anatural shelf is also a silver dagger worth 50suns (but nonmagical).

5) Ogre’s BedA large pile of dirty furs lies on the

floor in this room, as does the missinghaunch of the dead horse. There areseveral large spears here as well, and amassive club made from a tree trunkwith iron nails driven throughout. Thisis surely the cave of an ogre or otherlarge creature.

A single ogre lives with the clan. It sleepshere on a pile of matted furs. The missinghorse haunch lies on the floor nearby.Several large bites prove something big liveswith this clan.

6) StoresIt seems that whatever lives here is

fond of raiding, for the boxes and barrelsstacked in this room have obviouslycome from different places and differenttimes.

A wide assortment of stolen foods, driedmeats, and other stores are kept here. Fivepeople could easily live off it for up to amonth. Of particular interest is a barrel thatcontains 10 pints of oil. There is also a singlelantern and four prepared torches.

When the heroes get this close to theentrance, they begin to hear growling fromaround the corner in area #7. The dire wolvescan’t help but catch the party’s scent fromthe breeze that wafts out of the cave. If thewolves are allowed to bark for too long, theorcs outside eventually come to investigate. Ifthey are fed—perhaps with some horsemeat—they quieten down for at least 15minutes.

7) Wolf PenYou glance quickly around the corner

at the sound of the barking. There’s acrude but sturdy pen a few feet downthe passage. A number of dire wolvessnarl at you from behind it.

The orcs keep a pen of five dire wolveschained to the wall in here. A crude butsturdy wooden gate is wedged across theentry and held in place by iron spikes.

If the heroes want to sneak by, they mustbeat the wolves in an opposed Stealth versusNotice roll. If failed, the wolves begin to barkand eventually draw the attention of the orcsoutside.

Rock and a Hard PlaceThe heroes can see that it’s daylight

outside when they reach the far northernedge of the common room. It should be sometime in the early morning barring any majorchanges to the storyline presented here. ACommon Knowledge roll notes that it mustbe very overcast outside as the light is muchmore dim than it should be.

The orcs are outside at the edge of a highcliff nearly 20 yards from the cave entrance.They’re sitting on rocks and watching thestrange sights below. There are 19 warriors(males and females) and a handful ofchildren who scatter should a fight breakout.

What the heroes do here is completely upto them. If the group attempts to slip by theorcs, let them make Stealth rolls. As long aseveryone succeeds, they can slip behind thedistracted greenskins and over into anoutcropping of rocks further beyond.

If they decide to fight, the battle takesplace on the small plain outside the orc’s lair.It’s not really a good idea for the heroes totangle with the clan—they’re very likely tolose or at least suffer a few casualties unlessthey’re a large party tailored for combat.

Orc, ChieftainThe tribe’s chieftain is crafty and cruel.

He heads straight for the weakest fightersfirst, such as mages or Sun Priests.Attributes: Agility d8, Smarts d6, Spirit d6,

Strength d10, Vigor d10Skills: Fighting d12, Guts d8, Intimidation d10,

Notice d6, Shooting d8, Stealth d6, Throwingd8

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Pace: 6; Parry: 7; Toughness: 11Gear: Plate chestplate (+3), great axe (Str+4; AP 1;

-1 Parry); throwing axe (Range: 3/6/12; Str+2)Special Abilities

• Brawny: Orc chieftains are always thelargest of their clans. +1 Toughness.

• Sweep: May attack all adjacent foes at -2penalty.

• War Cry: The chieftain may Intimidate allfoes within an adjacent Medium BurstTemplate.

Orc ShamanThe shaman’s first target is anyone who

demonstrates magical abilities. After that,she goes for the strongest-looking warrior.Attributes: Agility d6, Smarts d8, Spirit d6,

Strength d6, Vigor d6Skills: Fighting d6, Guts d8, Intimidation d8,

Notice d6, Shooting d6, Spellcasting d8,Stealth d8

Pace: 6; Parry: 5; Toughness: 6Gear: Leather armor (+1), spear (Str+2; Parry +1;

Reach 1)Special Abilities

• Spells: The shaman has 15 Power Points, andknows bolt, fear, and smite.

Dire Wolves (5)As soon as the heroes are spotted, two of

the orcs try to break into the cave and let thedire wolves loose. The ravenous animalshead straight for the nearest foes.Attributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d8, Vigor d8Skills: Guts d8, Fighting d8, Intimidation d8,

Notice d6Pace: 10; Parry: 6; Toughness: 6Special Abilities

• Bite: Str+2.• Go for the Throat: Wolves instinctively go

for an opponent’s soft spots. With a raise onits attack roll, it hits the target’s mostweakly-armored location.

• Fleet-Footed: Dire wolves roll d10s insteadof d6s when running.

OOOOOgreThis ogre is a brooding creature. He

watches his opponents for a round beforethrowing himself into the fight against thelargest, most powerful-looking foe.Attributes: Agility d6, Smarts d4, Spirit d6,

Strength d12+3, Vigor d12Skills: Guts d8, Fighting d8, Intimidation d8,

Notice d4, Throwing d6Pace: 7; Parry: 6; Toughness: 12Gear: Thick hides (+1), massive club (Str+3)

Special Abilities• Size +3: Ogres are over 8’ tall with potbellies

and massive arms and legs.• Improved Sweep: May attack all adjacent

foes.

Orcs (15 Warriors)The orcs are defending their home. They

run only if their chieftain is dead and theirnumbers are reduced to five or less. Thetribe’s noncombatants scatter at the first signof real trouble. At least one of the orcs runsto free the dire wolves should a fight breakout.Attributes: Agility d6, Smarts d4, Spirit d6,

Strength d8, Vigor d8Skills: Fighting d6, Guts d8, Intimidation d8,

Notice d6, Shooting d6, Stealth d6, Throwingd6

Pace: 6; Parry: 5; Toughness: 9Gear: Leather armor (+2), short sword (Str+2)Special Abilities

• Size +1: Most orcs are slightly larger andfatter than humans.

The ViewWhen the orcs have been evaded,

defeated, or otherwise dealt with, the heroescan get finally get a look out into theValusian plain.

You look out into the valley and seewhat you first believe to be a giantplume of smoke. You squint—for it isquite dark out—and realize the “plume”is something else entirely. It looks likesome sort of giant “spike” drivenstraight into the heart of Valusia. Thething is black or rust brown and mustbe hundreds of feet high.

It’s covered in some sort of massivecoils—like writhing intestines—andvanishes into the unnaturally darkclouds high above.

The rest of the valley is a ruin ofburning villages. Tiny plumes of blacksmoke and pinpricks of dancing flamesare visible throughout the Valusianplain.

Yesterday, you could clearly see thewhite walls of Kings Port, but today it isobscured in the gloom.

You feel nauseous. What could havewreaked such havoc in such a shortamount of time?

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Act IIThe Fall

Our heroes begin this act in the DreadMountains, where they have either just fledthe orc clan or defeated it. Afterwards, theymust make a decision as to what to do next.

Eventually, they will descend from theDread Mountains and head for a destinationof their choice—whether it’s Aragron, KingsPort, or their own home towns.

Along the way, the heroes are slowlyexposed to the devastation the Masters havewrought. They begin by finding a little girlnamed Tam near the ruins of her family’scottage. They must take care of the younggirl for quite a while thereafter, and protecther from the horrors they discover.

Next they discover a ruined village andgather clues as to the type of horrors theymust soon deal with.

Further along the way, the heroes areambushed by a group of highwaymen andlearn that not all the people of Tarth are ofgood will. Some have taken advantage of thesituation for personal profit.

Next comes their first encounter with theinvaders. A wither beast spots the party andtracks them from afar. The creatureeventually reports the group’s movements toits Master and seals the heroes’ fate.

The end of the act concludes as theheroes dodge and evade the Sa Karans andtheir horrific minions. The Masters vigorouslypursue all who escaped their initialonslaught and seek to turn them into slaves.

If the group decides to stay in themountains for a while, they must first findfood and shelter. If they defeated the orcsand found the stolen wares in their lair, theyhave enough food, shelter, and water forseveral weeks.

If they fled the orc’s lair, they must findfood and shelter each day they spend in themountains. Use the Survival skill as usual. Aseparate roll must also be made to findadequate shelter, though a single successfinds a spot for the entire group.

The group may also decide to circle up themountain to find their horses. Unfortunately,both their animals and the Scarlet Riders’were swept away in a massive rock slidewhen the mountain shifted. They are deadand any possessions left upon them are lostforever.

Scene OneDecisions

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The benefit to staying in the mountains isthat the party is relatively safe. There aremany wild creatures still lurking in thepeaks, but they are far less dangerous thanthe horrors currently roaming the Valusianplains.

Each day the group spends in themountains, roll on the Dread MountainsEncounter Table (see sidebar) to see if any ofthese fell beasts cross the heroes’ path. Thestatistics for all of these creatures can befound in the Bestiary.

Eventually, the group must descend andfind out what has happened to the rest ofValusia. This must happen to move the gamealong, but don’t rush it. It’s perfectlyacceptable for them to spend several days oreven weeks in the mountains if they choose.The drastic changes to Valusia, such as theMasters’ slave camps and the new society inthe Warrens, is much more believable ifthey’ve had a little time to happen.

If the heroes decide not to leave themountains at all, you’ll have to run the restof the scenes in this act in the mountainsinstead of in the plains—perhaps as thegroup scouts about for food, water, or shelter.

The DescentIt took six hours for the heroes to get

from Aragron to the Sa Karan ruin, but halfthat was by horse. On foot, with severalprecarious rockslides now in place and theperpetual gloom, it takes nearly twice aslong. Be sure to emphasize that though it isdaytime, the dark clouds above make it looklike dusk.

Have each hero make an Agility Fatigueroll to avoid bumps and bruises on the waydown. Should a character roll a 1 on hisAgility roll, he trips and sprains his ankle forthe next 1d4 days, reducing his Pace by 1.Fatigue lost to this trek can be recovered bytwo hours rest and a bite to eat.

Once the heroes reach the bottom of themountain, ask them if they want to travel viathe main roads or take the more secludedback trails. Their decision has no real impacton the series of events to follow, but don’ttell them that. If they take the main roads,raise your eyebrows, pretend to roll somedice, and act as if they got lucky. If they takethe back roads, nod approvingly and simplytell them that seems a wise choice, though ittakes longer. It’s important to stretch the tripout whenever possible to give the situationin Valusia more time to develop and thus bemore believable.

Dread Mountains Encounters2d6 Encounter2 Avalanche!: While scouting

for food, the heroesaccidentally trigger adeadly avalanche. Theymust make threesuccessive Agility rolls at -2(for the deep snow) to getout of the way. Characterswho miss the first rollsuffer 5d6 damage (and donot roll again). Those whomiss the second suffer 4d6,and those who miss thethird suffer 3d6. Those whomake all three rolls find asafe spot and evade thelandslide.

2-5 Chinook: A massive chinookhas been displaced from itslair elsewhere in themountains. It wanders intothe heroes’ hideout lookingfor a new home. Thecreature does not attack tothe death—it’s just lookingfor a new home.

6-9 No major encounter.

10-11 Orcs: A band of 3d6 orcs, achieftain, and their “pet”ogre crosses the heroes’path. They want the group’sgoods, and attack untiltheir chieftain or half theirnumber are slain.

12 Frost Lords: A pair ofgigantic frost lords descendfrom the high peaks to findout why the sky has growndark. All that walkingmakes them hungry, andthe party looks especiallytasty.

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Tam is nine years old with the typicalfeatures of Valusian humans—brown hair andgreen eyes. She can’t talk anymore anddoesn’t know how to write, but if shebecomes comfortable with the group later on,she draws disturbing pictures of spider-likemen dragging away her family. She knowsvery little more than that.

Taking care of Tam is an important taskfor the heroes. She’s a smart girl, thoughuneducated, and stays out of trouble for themost part. She clings to strong female typesif at all possible, followed by Sun Priests andRed Knights if not. She also has a little girl’svision of elves. She thinks the fair folk are asbeautiful as the fairy tales portray—unlesssomeone gives her a reason to thinkotherwise.

TamTam is at first reclusive, but may become

outgoing and even useful if well-treated.Attributes: Agility d6, Smarts d6, Spirit d8,

Strength d4, Vigor d6Skills: Climb d6, Guts d6, Notice d8Charisma: 0; Pace: 5; Parry: 2; Toughness: 4Hindrances: Small, YoungEdges: AlertnessGear: None.

The heroes are moving through thefoothills of the Dread Mountains to theireventual destination when they come upontheir first ruined home. Allow the charactersto make Common Knowledge rolls at -2when they smell smoke to realize there areno villages near here, but there are manyisolated homes. Further up the road, just afew dozen yards from the rutted path, readthe following:

Just off the road is a half-burnedcottage. From what’s left it looks like atypical home. You guess it’s beensmoldering through the night.

You’re about to move on when youhear the slightest noise fromsomewhere behind the blackenedframe—as if something moved.

Have the group make Notice rolls. Thehighest success detects quiet movementfrom somewhere around the back of theruined building.

If the heroes call out threateningly, there’sno response. The young girl hiding behindthe house in the bushes remains frightenedand does not answer. If someone sayssomething that might alleviate her fears, thecharacter may make a Persuasion roll at -4. Ifsuccessful, a small girl slowly picks her wayout of the woods from behind the home.

This is Tam. She’s been hiding in her treehouse a few dozen yards out back since herfamily was killed. She saw the whole tragicthing, and the trauma has made herpermanently mute. The party can discoverher name from embroidery on her hand-sewn dress—dirty and frazzled but otherwiseserviceable.

If Tam isn’t convinced to come outverbally, the group might spot her hiding inthe bushes out back, or follow her smalltracks into the treeline.

Scene TwoInnocence Lost

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In any conflict, there are those who willuse the chaos and confusion to takeadvantage of their fellow man. The heroesare about to meet such a group.

Sometime while walking through awooded lane, the heroes spot a wrecked cartlying across the muddy road. It is raining, andit appears the cart slid off into a ditch,crushing its owner and entangling onebroken down old horse.

Read the following to begin this scene:It started raining about an hour ago.

It’s cold and slimy, as if the dropletswere laden with the soot now cloudingTarth’s skies.

You’re following a little-used road,trying to stay off the beaten path, whenyou come upon an unfortunate scene. Afew dozen yards ahead is a wreckedcart. A dead horse lies at the head of themess. It appears the cart slid in themud—perhaps in great haste—andtoppled into the ditch. Perhaps there aresurvivors beneath the wreckage.

The cart and its rider were indeedattempting to escape the invaders andwrecked in this ditch. The driver was takenby the spiders and devoured.

Since then, a band of highwaymen haveset up an ambush around the cart to waylayanyone who investigates it. They’ve beenhere for a day or two (depending on yourtimeline), and find the deep woods as safe aplace as any right now.

When the party approaches the cart, theydo indeed see a person lying in a deeppuddle. This is Reg, the bandits’ de factoleader. He has two overcharged pistolscovered by his robe, and turns to reveal themwhen someone comes to give him aid. Thisgives him the drop on his “rescuer,” meaninghe’s on hold and has +4 to hit and damage

should he fire. On the plus side, because Reghas been lying in water, there’s a 1 in 6chance his pistols won’t fire (they may bereloaded normally, however).

The bandits in the woods around thewreck are armed with crossbows, and revealthemselves once Reg has sprung the trap.

The bandits’ demands are simple—theheroes must turn over all their weapons,armor, and loot. If they do, they’re allowed togo unharmed. If they fight, the bandits startwith the drop on them (on hold with +4 tohit and damage).

Note that the heroes will likely be on holdas well before attempting to fight. Use thestandard rules for a “standoff” as usual(Savage Worlds, page 63) to resolve who actsfirst. The bandits still have the drop whenthey attack, even if they go last (unless agiven attacker is Shaken).

Highwaymen (6)Reg’s highwaymen were cutthroats and

thieves before the invasion. The fear andhorror of the aliens has brought out theworst in them. Once they’ve fired theircrossbows, the bandits draw their swordsand charge in to the attack. They retreat ifReg is killed or if down to the last two men.Attributes: Agility d6, Smarts d4, Spirit d6,

Strength d6, Vigor d6Skills: Fighting d8, Guts d6, Intimidation d6,

Notice d6, Shooting d6 (d8 for Reg), Stealth d6,Throwing d6

Pace: 6; Parry: 6; Toughness: 6Hindrances: MeanEdges: Combat Reflexes (Reg only)Gear: Leather armor (+1), short sword (Str+2),

crossbow (Range: 15/30/60; Damage: 2d6; AP: 2;One action to reload), knife, 2d10 gold sunseach. Reg also has two overcharged flintlockpistols and three additional shots for each.

If the bandits are fought and any survive,they tell only what they know—that theywere simply trying to take advantage of theconfusion to make a few quick coins. Theyknow something has devastated Valusia, buthaven’t actually seen the attackers yet. Theyfound this cart just a day or two ago andhave ambushed a number of people fleeingtoward Kings Port.

If someone wins an opposed Intimidationroll with a raise, a survivor also reveals thatthe gang has a small camp nearby. Pilferedjewelry is kept in a bag in the hollow of anold tree to sell later. The collected treasure isworth 215 golden suns.

Scene ThreeThe Worst

In Men

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The next scene occurs as the heroes crossa small bridge along their path. If they areheading east (perhaps toward Aragron, thismight be the river that led them to the SaKaran ruins. Read the following aloud whenyou’re ready to begin:

Ahead of you is a small but fast-moving stream. The bridge across it hascollapsed under some tremendousweight—as if a frost lord had stompedacross it. It’s no great task to cross thewhite water and rounded gray stonesbelow, but what you see in the rushingwreckage of the bridge below gives youpause.

Smashed beneath the timbers lies adead white horse and its rider. Bothhave been savaged by some voraciouspredator. Slowly drying streams of bloodstill dribble into the watering hole.

Getting to the corpse requires no specialroll—a hero need merely climb down theembankment. Once there, it’s obvious therider was attempting to cross the bridgewhen it collapsed.

The rider is a dwarf. Both he and hismount were smashed by a stomper and theneaten by spiders. A Common Knowledge rollrecognizes the dwarf as Ragulon, the leaderof the Golem Smashers, who the partypassed on their way to Aragron in Act One.

Most of Ragulon’s personal effects havewashed away, but he does have a magicalstone ring on his finger among some otherrandom jewelry. His armor is ruined, but aNotice roll at -2 finds his hammer a fewyards downstream.

Anyone who looks for prints nearby findsplenty with a Tracking roll. Most have onesmall pod at the rear and two long claws atthe front. Very large indentations are also

present. These are the massive prints of thestomper (see page 137).

Several other horse prints show that atleast a few other riders continued ridingwest towards Kings Port.

Ragulon’s Hammer: The dwarf’s magicalhammer ignores 2 points of rigid armor, suchas plate mail or carapace (rather than theusual 1).

Ring of Protection: Ragulon made thisring from the golem that gave the group itsname.

The wearer adds +1 to his Toughness.

OnwardCrossing the stream by jumping across the

stones is mildly tricky and requires an Agilityroll. Failure means the character slips in thestream and suffers minor bumps and bruisesfrom the stones. He gains a Fatigue level.

Watcher in the WoodsAs the heroes cross the stream, allow

them to make Notice rolls. The highestrolling character sees a strange sight far offin the nearby woods. This works best atnight, but can take place in the day since thegloom makes shadowy areas such as theforest nearly black anyway. Read thefollowing to this player only:

Off in the distance you think yousaw the strangest thing. The gloommakes the forest dark as night, and fora moment you saw tiny yellowpinpricks of light—like a cat’s eyesreflecting light. Strangely though, therewere three of them.

The adventurers have spotted the gaze ofa wither beast hiding in the woods. Thecreature is patrolling and tries to stay withthe party as long as possible. It tries to stayfar out of sight, though the group mightoccasionally see its eyes staring at themfrom the darkness, or hear its large shapemoving through distant woods.

The moment anyone starts approaching,the thing runs away and then doubles backto find its prey several hours later.

The beast’s Master psionically scans itsthoughts about once a day (wither beastscan’t send telepathic messages). Once it does,the Master organizes a hunting party totrack down these errant savages (seeCapture in Scene Six).

Scene FourFallen Hero

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If the heroes headed to Aragron first,that’s where this scene takes place. If theyheaded elsewhere and Aragron is not ontheir path, this is some other village alongthe way. The text below assumes this isAragron, so be sure to change the details asneeded if they headed elsewhere.

Ahead of you is Aragron, where youfirst set out for the Sa Karan ruins. Itswalls are intact, though the main gatesare ominously open. Several plumes ofthick, black smoke rise from inside.

The village is in ruins and corpses lieeverywhere. The deceased’s wounds aremostly claws and odd two inch diameterpuncture wounds. A Healing roll notes thatthe wounds have been cauterized, as if theywere caused by a fiery bolt of some sort. Thecorpses are shriveled, and furtherexamination (and another Healing roll revealstheir innards have been drawn out!).

Several splotches of greenish goo (spiderblood) can also be found, suggesting theattackers suffered wounds if not actualcasualties. None of the attackers’ corpsesremain, however (they are taken away by theMasters for recycling).

Physical evidence of the attack is alsoplentiful, but raises more questions thananswers. The wall is smashed in only oneplace—the Sa Karans simply climbed thewalls. Only the wither beasts and stompersused the breach.

The houses are mostly intact, thoughdoors and windows are shattered, as are afew walls. Some of the homes have burntdown, likely due to a struggle knocking overa lantern or some such. Most valuables,weapons, armor, foodstuffs, and evenlivestock have been taken. (The Sa Karansforce their captives to carry as much food asthey can manage.)

A Tracking roll reveals a number of oddthree-clawed prints (spiders) as well as largeryet still unidentifiable prints (wither beastsand stompers). A raise also reveals somethingelse of interest. Several carts laden withstolen valuables and a small number ofsurvivors were gathered up and marched outof town in the general direction of KingsPort. The Masters kept the strongestsurvivors as slaves. Their valuables—weapons,armor, art, tools, metal objects, and so on—were loaded on carts and taken forreclamation and recycling. What the Mastersaren’t interested in is destined to becomefuel for the spike’s incinerators.

The Axeman’s RestIf this is Aragron, the Axeman’s Rest was

the scene of a doomed last stand. (If this isanother town, substitute a similar tavern.)The building has been blasted from above, asif by a massive powder bomb. Sarrel Falonand Keswraith both are present, theircharred corpses still holding their ruinedweapons.

Mother Harkness is gone, though it’spossible her remains simply can’t be located(she was actually taken as a slave).

Crisis of FaithThe sun, and therefore Solace, is

gradually being shunted out of theworld by the Sa Karans terraforming.

The spike’s thick black smokemakes it harder for Solace to shinedown radiant energy on his mostfaithful. This causes Sun Priests andRed Knights’ Power Points torecharge more slowly.

The base time for regaining aPower Point is now two hours(instead of one). Rapid Rechargerecovers a point every hour (insteadof every hour), and Improved RapidRecharge has a 30 minute interval.

Scene FiveValusia Razed

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Your heroes likely have one of threedifferent destinations in mind afterdiscovering the fate of the first village: theirown home towns, Kings Port, or the spike.The sections below detail what your heroesfind. Along the way, they should occasionallyget the feeling they’re being followed. Letthem take actions to avoid being detected,but they are eventually spotted—by flyingbrains if nothing else. When this occurs, a SaKaran and his minions attack and attempt tocapture the heroes. See Capture for moredetails.

Home TownsSome players may have written up a few

details about their characters’ families. Goodroleplayers may decide to risk life and limb tocheck on their loved ones. This makes forgreat roleplaying and shows that your playerscare about Tarth and what has happened toit. Unfortunately, they are destined to bedisappointed. The towns of Valusia areravaged and the heroes’ families slain orcaptured. Award good roleplayers with abenny should they make it to theirhometowns.

For those with family in Kings Port, seebelow.

Other LandsIt’s possible some of the group wants to

cross the Dread Mountains into the WhiteTowns, head northwest to distant Kos, oreven sail to the Dragon Isles. The groupshould be allowed to begin traveling in thatdirection, but somewhere along the way, theymust be spotted (see Capture).

So that you know, Valusia’s neighborshave been invaded and have their ownspikes as well. See page 127 for moreinformation on their fate.

The SpikeIt’s a really bad idea to approach the spike

at this point. The creatures that werereleased from it still prowl the surroundingcountryside and attack anything that moves.

If the group insists, they’re detected byflying brains about halfway to the spike. Ifthey should somehow escape from their firstencounter with the Sa Karans, they canventure on to the spike. There’s no wayinside and no way to hurt it at this point, butthe group can at least verify that it’sresponsible for the dark cloud enveloping theland. Read the following if they get closeenough to see it:

The thing looks like a giant spikedriven straight into the heart of yourbeautiful valley. The impact has openedup dark fissures all around it andcaused the earth itself to ripple andcrack. There is no doubt this is whatcaused the cave-in at the Sa Karan ruinthat nearly buried you alive.

The spike must be over 200 feet high.It seems to be made of steel, perhapsscorched black by the fires of Hell itself.Vents dot the surface and spew steamand noxious green gas. Odd rippledtubes hundreds of feet long run in andout of its surface like the guts of somemonstrous beast turned inside out.

From the very top of the spike, nearlyhidden in the choking clouds, greatplumes spew black smoke into the air,darkening the sky and blotting out theprecious sun. There is little doubt thisblasphemous creation is responsible forthe gloom that has already settled overValusia.

Some might think to scale the tower andclimb in through the tubes or the vents.Neither are possible—the concentrated fumeskill living creatures in seconds.

When the group leaves, they are attackedagain as outlined under Captured.

Kings PortThe heroes will almost certainly decide to

head for the City of Heroes at some point.Read the following as they approach:

Kings Port still stands! You can seeits tall walls have resisted whateverpathetic attack these invaders musthave—no, wait. Thick plumes of black

Scene SixDestinations

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smoke rise from within the City ofHeroes. Kings Port has either fallen or isunder attack from within.

The walls of Kings Port are intact sincethe spiders merely climbed them. TheMasters flew in via their flying barges, andother minions were let in through the maingate.

Entering the City is tricky if the groupdoesn’t want to be seen. The sea tunnelsbelow Kings Port eventually connect with thesewers, and are an obvious thought.Everyone knows they exist, but they areunmapped, stretch for miles, and are filledwith trolls and other horrors. The partywould also have to detour days out of theirway to the north or south to find a boat outof sight of the city walls. If the group insistson this course, you’ll have to be a bit heavy-handed and have them spotted, chased, andcaptured before they reach the tunnels (seeCapture).

The party can simply walk up to KingsPort’s single gate on foot, but they are sure tobe spotted by whatever forces wait within.The land in front of the City is dotted withruined farms, but in between are little morethan open fields.

Climbing the walls isn’t very likely either—they’re sheer and over 100’ high.

All this means the heroes are most likelyto simply walk up to the front gates. If thisproves true, have everyone make Stealth rolls.If anyone fails the roll, the group is about 300yards from the front gate when they see ahorde of spiders climb down the white wallsand race toward them. A single Master andhis two wither beasts also emerge in a flyingbarge, but they remain unseen in the gloomhigh above. The heroes cannot outrun thespiders, so their only real option at this pointis to find a ruined farmhouse or some otherlocation to make a stand in. (If the spidersattack in a farmhouse, remember that theycan climb up and drop down through thethatch roofs!) See Capture for thecomposition of the force.

Hall of MurderShould the group make it to Kings Port’s

gates, they find the smaller doors within thegreat gate unlocked and partially open.Unfortunately, many refugees have beenwandering in, so the Sa Karans have createda trap here in the formal entry hall.

The long, 40’ hall seems empty except fora few corpses, arrows, and other signs ofbattle. As soon as the entire party is within,a dozen spiders scale down the outside walland move in behind them. Another dozenmove in from the front and corner theheroes in this deadly trap. A Master watchesfrom a distance, and heals any foes who donot immediately die in combat to use asslaves. Should this happen and the party bedefeated, move on to Act III.

In the unlikely event the heroes make itinto the City, the heroes can play cat andmouse in the ruins for a bit, spying a fewslaves, stumbling into spider hives, and so on.In the end however, they are attacked by thepursuing Master and his reinforcements.Eventually, the heroes must fall. When thisoccurs, move on to Act III.

CaptureAs the heroes travel about Valusia, they

are eventually spotted by the Masters. The SaKarans use their spotters to keep tabs on theparty, then send out a group of minions tocapture their prey.

The Master eventually tasked with findingthe heroes is able to gather new minionsand attack about once every 12 hours shouldit have to try more than once to bring theparty down. His initial force consists ofhimself, 15 spiders, and three wither beasts.These creatures attack normally during thefight, but the Master heals any heroes whodon’t perish outright to use as slaves.

Should the Master’s attack fail, he tracksthe party with flying brains and returns withwhatever minions he feels is necessary tobring the fugitives in.

Those who are conscious when they arecaptured are shackled with Sa Karanmanacles and marched to the City.

Act III begins when the party is finallycaptured and delivered to the ruins of KingsPort.

TamWhen the heroes are finally defeated, Tam

runs away as fast as she can. The Mastersaren’t interested in children—they maketerrible slaves. She escapes, but will returnlater in the tale.

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Act IIIBondage

The heroes are now captives of theMasters. Fortunately, their time in the slavepens is destined to be short—though theywon’t know this, of course.

During this episode, the heroes are forcedto do hard, dangerous labor for severalweeks. They must quietly attempt to bondwith the other slaves and most importantly,survive long enough for their eventualescape. This part of the tale shows ourheroes just how vile the Masters and theirminions truly are, and reminds them justwhat stakes they’re playing for.

The act begins as the party awakens inthe cold, damp ruins of someone’s formerhome. Their first grueling task is therecovery of the workers they’re replacing.One of the slaves isn’t quite dead, however,and imparts an important clue to the groupbefore he finally passes on.

Later, the team is assigned to collect thetreasures of a familiar home—Galstaff Manor.Inside they discover another important cluethat reveals where the invasion truly began.

As the days drag on and hope fades, thegroup must contend with a lack of adequatefood and water, and are eventually helped byyet another slave who shows them themeaning of true heroism.

The act ends with a climactic battle in thedark between swarms of rats, their overseerand his minions, and a band of rescuers fromthe resistance living beneath the City.

Regardless of where or how they werecaptured, the group ends up shackledtogether in the shell of a modest home inthe center of Kings Port. The party’smundane and magical items have beentaken, and they wear nothing but theirunderclothes and footwear.

The heroes also wear Sa Karan manacles,and are chained together by a 12-foot lengthof looped chain ending in a sturdy padlock ofhuman origin. The padlock can certainly bepicked, but as soon as someone tries, he’sstunned and paralyzed through his manacles.

Your senses slowly return. You arealive, but it is hardly a cause forcelebration. You’re cold and damp, yourwounds ache, and you realize you’re ina dark room wearing nothing but yourunderclothes and shoes.

Scene OneSlavery

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Worse, you are bound. On yourwrists are black manacles connected bya short chain. In the center of the chainis an iron ring, through which a heavierchain runs and connects you to yourcompanions.

Your eyes slowly adjust to thedarkness, but a crack in the wall lets ina small sliver of dull light. You begin topick out odd details of your room.Besides your fellow captives, there arepaintings on the walls, a simple bed, anightstand, and a single wooden door.One of the paintings shows theunmistakable white form of a unicorn.A bright rainbow is barely visible inanother. The bed is covered in apatchwork blanket of many colors.You’re in a child’s room!

You hear very little besides yourcompanions. No, wait. Somethingshuffles outside. A guard, perhaps?

The heroes have as long as you care togive them to explore their surroundings. Thebed is intact, though small, and thenightstand is filled with pieces of paper andcolored sticks of wax (like crayons).

The slaves in this section of the city ruinshave been assigned to Master Na’Theratix(NAH-ther-AH-tix). The Sa Karan has beentasked with combing the ruins nearest thecliff for interesting art or artifacts.Na’Theratix has been assigned two dozenslaves. Some of his last batch were killed in acave-in just half a day earlier, and our heroesare their replacements.

Na’Theratix’s slaves live in a small blockof homes near the center of the city. Tools,weapons, valuables, food, and other usefulobjects have been removed by Collectors, butsome materials remain, such as beds,furniture, a few plates and dishes, and so on.Like most homes in the City, these belongedto the relatively prosperous middle class.

Directly to the east is a large buildingwith hundreds of smaller apartments forKings Port’s less affluent. A great number ofspiders have turned this towering ruin intotheir hive. Scores of the creatures prowl therest of the devastated city looking for prey,but Na’Theratix keeps them away from hisslaves.

At least until they are needed.

Sa Karan ManaclesSa Karan manacles look like black bracers connected by a short length of chain.

Between the manacles, also on the chain is an iron loop. A longer chain runs throughthe loop of all the slaves in a work group (typically 6).

The manacles are made of spider excretions, and are psychically charged tobroadcast each slave’s thoughts. This doesn’t mean the Master in charge “hears”everything the slave thinks. In fact it ignores most of the constant chatter of the“primitive’s” mind. Strong emotions catch the thing’s attention however, so plans forattack, escape, and other plots are quickly detected and put down. The moment such athought is detected, the Master sends a psionic charge to the manacles that instantlyparalyzes the wearer for 1d10 minutes. The Master uses this to condition his slaves, sohe is particularly attentive to new servants.

The manacles also drain arcane energy. Users cannot cast any sort of spells,miracles, powers or even use magical items while bound.

The GM must also use this plot device to condition the heroes and move the actalong. They can’t escape or the rest of the story won’t work, so it’s best not to let them

try very much. Otherwise they’ll just become more frustrated than they alreadywill be at their predicament.

The whole “capture you and take your solid gold goodies” bit isn’t much fun forthose players with delusions of grandeur. This act is important though, ‘cause it’s the

only way they’re going to learn enough about the masters to defeat ‘em later on, andthe only way they’re going to find the resistance. So be a little heavy-handed and cut short anyplans of escape. Otherwise your loser friends will keep trying and just get more frustratedwhen it becomes obvious “it’s just written that way.”

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Chain GangHours go by with no contact from the

heroes’ captors. The group occasionally hearssounds from outside their quarters—theclinking of chains, shuffling feet, and oddgrunts—but nothing intelligible.

If the heroes call out, there is no answer—the other slaves nearby can hear, but theyknow better than to answer. Should theparty cause too much trouble, make toomuch noise, or try to contact the otherslaves, Na’Theratix eventually hears thecommotion and teaches his new minionshow Sa Karan manacles work (see page 81).

After a few hours in the dark, they heardull plodding footsteps coming toward them.Read the following aloud when you’re readyto start this section.

You hear dull thumping footstepsoutside. They stop, and then somethingbumps against the door. It swings openslowly, and standing in the opening is amassive creature. It has no discerniblehead but three amber, unblinking eyespeer from its chest. Its left arm is oddlyshriveled, while its more normallyproportioned right holds a single ironkey. The creature tosses the key at yourfeet, then points to the lock at the end ofthe chain.

As you ponder what to do,something very strange happens. Animage forms in your mind—crystal clear,like a waking dream. You can see thatthe same thing has happened to yourcompanions. In this image, you seeyourself opening the lock at the end ofthe chain.

When the heroes unlock the chain, thewither beast grabs the other end and dragsthem out onto Wygon Street.

There they are gathered with the otherslaves (24 total counting the heroes), wholook at the new arrivals with a mixture ofhope and despair. Read the following whenthe party first meets their fellow slaves.

The creature drags you out of thehome and into the street outside. Threeother creatures are also there, each witha half-dozen slaves chained andmanacled as you. Most seem to berelatively strong men and women—thereare no children and few adults withsmall frames. They look you overquickly, then glance nervously about, asif they are afraid of being punishedshould they attempt to speak to you.They seem to be waiting for something.

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After a few minutes, Na’Theratix appearsand silently communicates with his witherbeasts. The creatures turn and drag theirchained work crews down Wygon Street tothe King’s Road work sites. Any heroes whotry to resist are stunned through theirmanacles and roughly dragged along anyway,automatically suffering Fatigue.

Eventually, all of the slaves reach theKing’s Road. The rest of the slaves are sentsouth to other manors, but the playercharacters are ironically taken directly toGalstaff Manor, where their journey began inAct I. Na’Theratix wants all of the preciousobjects he believes must be inside. Whenthey have been carted away, the very manoritself will be torn down and sent to thelandfill around the spike.

Grisly PortentsThe wither beast leads the player

characters to the front gates of the manorand then silently shuffles away. If the heroesattempt to leave, Na’Theratix shocks themagain. If they are completely uncooperative,he shocks them all and has them draggedback to their quarters. They are brought backagain a few hours later, and the dramarepeats itself until the heroes complete thetask at hand. It’s important to note that theheroes only receive food and water if theycomplete their daily tasks (see 85).

Read the following as the slaves begintheir chore.

Galstaff Manor lies in ruins. Theouter facade seems intact, but you cantell the interior has collapsed. Theentrance has been blockaded from theinside, but a rotting hand protrudingthrough the charred doors tells you thedefense did not hold.

As you stare dumbfounded at whatwas once a grand home, another imageforms in your mind. You see your owntwo hands digging through the rubbleof the manor. You sense you are lookingfor precious metals, gems and jewelry,objects of art, and other valuables.

The invaders are looting the dead.

The easiest way into the manor isthrough the main door. The group must pushaside the bodies of the Galstaff defenders todo so and slip through the once-ornate doors.When they finally move inside, read thefollowing description.

It’s obvious how the defenders fell.There is a huge hole in the roof above,and a charred circle of destruction hintsthat a powerful charge of gunpowderor some strange magic exploded in theparlor. The defenders before you areburnt horribly. They still hold theirweapons, and even their armor ismostly intact.

Now another bizarre mental imageforms in your mind—a door and ashattered bust. The image fades quickly,and you see the real thing ahead of youand to the right, down a long hall.

Assuming the heroes move towards theirassignment, continue with the following.

The door leads to a room that lookslike it was once a gallery of some sortby the portraits on the wall. The centerof the floor has collapsed, however, andamid a tangle of smashed paintings aresix pitiful slaves, chained together justas you are.

The slaves appear to be dead, buttheir blood is still somewhat wet. Theyare emaciated souls, thin and gaunt.Rats have been at some of the corpses,but fortunately something seems tohave kept the worst of the vermin away.

As your stomach curls in revulsion,you suddenly see yourself dragging thebodies out of the crater and piling thembefore the gates of Galstaff Manor.

The heroes’ first assignment is indeed toremove the corpses of their predecessors. It isdifficult work, for they must first lowerthemselves into the 8’ deep crater while stillmanacled together. Then they must strain todrag the bodies out. The corpses are similarlychained together, so this should prove anexercise in problem solving. Let your groupdebate how to handle this unique task for awhile. At worst, call for Strength checks andFatigue those who fail. If they come up witha fairly clever plan, simply describe thelaborious process and skip the check.

In any event, when the first characterslides into the pit, she discovers why the ratshave been slow to devour the carrion. One ofthe slaves is still alive!

Arwick’s Last WordsThe survivor is an elf named Arwick. He

just happens to be one of King Kaden’sadvisors and court wizard. He was a powerful

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mage and fought well during the invasion,but afterward became yet another slave,robbed of his powers by the Sa Karanmanacles.

Arwick lies in the middle of the bodies.He rouses when someone steps down intothe crater and rolls over just enough towhisper the following:

“Arwick…look for…Valador.”

That cryptic clue is all the party getsbefore the elf fades into unconsciousnessand cannot be revived. He’s Incapacitated andat death’s door. (An explanation of Arwick’sclue is found in Act IV.)

Arwick’s ability to cling to life is a trickydilemma for the heroes. Let them debatewhat to do with the unfortunate elf for a bit.When the debate slows, or if it goes on toolong, they hear something clambering towardthem—their guardian wither beast. It iswaiting for them to bring the corpses to theGalstaff courtyard.

The thing cannot communicate, so pleasand protests do no good. There’s really noway to hide Arwick either as he’s firmlychained to the other six corpses. Ifthe group resists, they can fight thewither beast for 1d6 rounds beforeNa’Theratix realizes what’s going onand shocks the unruly slaves.

Assuming the bodies areeventually brought outside, theheroes are directed to pile theminto a cart. Another wither beastthen hauls the cart off towardWygon Street. The heroes won’trealize it at this point, but thebodies are being taken to feed thespiders. Poor Arwick’s fate is to beeaten alive, though mercifully he is too fargone to realize it.

If it seems dramatically appropriate, theparty can hear excited hissing from thetenements south of Wygon Street a fewminutes after the cart creaks out of sight.

Back To WorkAfter this grisly task, the party is put

back to work. Read the following whenyou’re ready to move on.

Those damnable images creepinto your mind again. This timeyou see the Galstaff defenderslying just beyond the front door.Images of their rings, their

weapons, and other personal items fillyour head. You try to clear yourthoughts, but doing so brings a sharppain like a nail being driven throughyour brain. Now you see the items piledin front of the manor—where youroverseer waits for the loot like acommon thief.

The slaves must now recover moremundane treasures. The bodies of JacobGalstaff’s servants still have their weaponsand armor, and Na’Theratix wants toexamine them. The slaves are expected tobegin clearing away the rubble, picking outany valuables, and piling them up outside.This goes on for 12 long hours.

It is likely the heroes will try and pocketsmall items or weapons. Their overseer won’tpick up on it yet, but the Collector will later(see below).

The CollectorWhen the shift is over, the slaves’ wither

beast stumbles into the manor and grabs theend of their chain. It drags them outward

into the street and directs them to sitagainst a ruined wall opposite the

home. Once they are seated, readthe following:

You and the other slavessit in the rubbled King’s Roadfacing Galstaff Manor. Theother slaves are alreadypresent, and sit along thewall to your left, close towhere a group of three witherbeasts stand motionless.

Piles of pillaged goods liein the street. Several longmoments go by before astrange lanky creaturewith bluish skin and wideblack eyes appears fromthe gloom. It walks

through the piles,letting its long arms

and rope-likefingers dragthrough thecollectedtreasures. Oneof the otherslaves, anolder manwith grayhair and

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black eyes, hastily whispers to you: “ACollector. If you took anything, throw itinto the street now!”

Your overseer stands beside theCollector impatiently, waiting for it tofinish whatever task it is performing.Finally, the lanky creature points toseveral items—swords, rings, and otherartifacts gleaned from the Galstaff’swreckage and wherever the other slaveswere sent to salvage.

The overseer gathers the objects upin a large leather bag of some sort andplaces them aside. He then pointstoward the slaves and the Collectorglides forth.

Let the group react if they wish—theCollector is checking for stolen objects.

The creature walks down the line ofslaves, letting its disgusting blue fingersdrag across their faces.

If anyone pocketed any loot from thehouse, the Collector stops, turns, and opensits wide black eyes. Na’Theratix uses themanacles to stun the unruly slave, thenmentally directs his fellow slaves to search

the paralyzed character and remove theoffending items. This continues until all“contraband” has been confiscated. Anyonewho took something is now punished withthe crippling touch of a wither beast!

When this process is complete, the heroesare given one last image for the day.

Another picture comes unbidden toyour mind. The items left lying in thestreet are in one of the handcarts, andthe handcarts are manhandled back toWygon Street. The other slaves rise andbegin shuffling toward the piles.

Once the objects are loaded, the prisonersdrag the carts back to Wygon Street. Thecarts are left in front of the slave quartersand the slaves ordered to shuffle inside.Anyone who watches sees a fresh cadre ofwither beasts drag the carts off somewhereto the east. Na’Theratix claims what hewants and sends the rest on to trade withother Masters, or to the landfill surroundingthe spike.

An hour after the carts are taken away,the heroes’ guardian beast sets down abucket of rancid water and a trio ofsmashed rats. See the sidebar below.

Food and WaterThe slaves must make a Fatigue roll at the end of every day due to the lack

of sufficient food and water.Every six slaves are given a bucket of rancid water (about one gallon). The

slaves must share about four pounds of food per day. The Sa Karans bring theirservants whatever they happen to come across. Most foodstuffs have long sincespoiled, so the only sustenance easily found now are rats and carrion.

Unfortunately, the people of Tarth have not experienced such hardships in along while. Eating the “meal” and holding it down is quite difficult and requiresa Vigor roll at -4. Those who fail suffer a -1 penalty to their nightly Fatigue roll.The penalty is reduced by 1 every week spent in captivity as the character getsused to the rank meat. Those who fail suffer a -1 penalty to their daily Fatigueroll.

A Host of MaladiesEating the unclean, uncooked meat causes a host of health conditions. Any

time a character rolls a 1 on his Vigor roll to eat his food (whatever it happensto be), he must make a second Vigor roll. If this is failed, he has contracted adisease of some sort (dysentery, worms, and other maladies). His Vigor stat istemporarily reduced a step until he receives proper food and rest. If Vigor fallsbelow 0, the hero becomes Incapacitated for 1d4 days, then perishes.

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The next few days go by withoutparticular incident. Read the following aloud.

The next few days go by like thedreams of the walking dead. Youcontinue clearing out the massiveGalstaff Manor, looting the bodies thatwere too charred or blasted for theinvaders and removing statues,furniture, and objects of art. The lousyfood, putrid water, and little sleep in thecold gloom will eventually kill you, butyou’ve so far seen no way to escape.

After you read this bleak summation,have each character make their daily Fatigueroll. When that’s resolved, simply say“Another dreary, exhausting day goes by,” andhave them roll again. Do this until one of theplayers is Exhausted, then move on to thenext event.

The GiftThe day after a character succumbs to

Exhaustion, the following event occurs.You finished clearing items from the

Galstaff estate several days ago. Nowthe invaders have you and the otherslaves chipping away at the rubble andleveling this once-magnificent house.You’ve been given picks and shovels, butyou know what will happen shouldyou try and use them as weapons.

Another of the slave groups has beenmoved in to help you tear the manordown. You spot the gray-haired manwho warned you about the Collector onyour first day. As you drearily chip awayat the parlor walls, the man clears histhroat—as if to get your attention. Youturn and see him pointing to a bundleon the floor wrapped in a handkerchief.The gray-haired slave is Gralen, a former

sergeant in the City Watch. He’s noticed thatone of the player characters is Exhaustedand knows that means certain death. “Takeit. For him,” he whispers, and points to theExhausted player character.

Inside the bundle is a small flask of cleanwater and a hand full of dried fruits andnuts—most likely scavenged from other partsof the manor in the last few days and hiddensomewhere within. Consuming the giftrestores one Fatigue level, but there’s onlyenough for three people. If one personconsumes the entire bundle, he may removetwo Fatigue levels. Go ahead and tell theplayers how this works so that they candecide this moral dilemma. In the game ofcourse, their characters don’t know aboutFatigue levels and the precise quantities thatcan be restored. The group’s decision issimply a reflection of what the characters do.

Question and AnswerThe heroes now have a chance to ask a

few questions. Here are their most likelyquestions along with Gralen’s answers—allwhispered quietly and patiently throughoutthe long day. His answers are short and terse.Slaves who talk too much catch theoverseer’s attention and are paralyzed via theSa Karan manacles for a time.

Q: Who are you?A: Gralen. Sergeant. City Watch.

Q: What are these things?A: (Shrugs.) They came from the spike.

Q: Is there any way out of thesemanacles?

A: (Shrugs. Shakes his head “no.”)

Q: Can the overseer read our thoughts.A: (Nods.) Like a bar. Lots of noise. It hears

everything, but only pays attention when weplot to escape or attack.

Q: Are we all that’s left?A: (Shakes his head.) Some escaped.

Underground somewhere.

Q: Who was Arwick?A: King’s mage. He knew where the king

went.

Q: Have you found any way to escape?A: I’m no hero.Q: Where did you find this food?

Scene TwoAn Act ofKindness

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A: A few days ago. Eat it when you find itor hide it in the rubble for later.

Q: What is the creature in the robe?A: They call themselves “The Masters.”

Q: What are the big creatures called?A: We call them wither beasts. Avoid the

right arm.

Q: What are the spiders?A: (Shrugs.) Spiders.

Q: Are these the spiders of old?A: (Shrugs.)

Q: Why are the things darkening the sky.A: (Shrugs.) Don’t like the sun? Don’t seem

to like light.

Q: What happened at Kings Port?A: Thousands attacked. Swarmed over the

walls. We fought. Lost. Dropped bombs fromflying barges. (Long pause.) We scattered. Hid.Were found. Weak were eaten by spiders.Strong used as slaves.

Q: What are the Masters doing here?A: (Shrugs.) Taking over the world, I guess.

Don’t know about Kos, White Towns, orDragon Isles.

Q: What’s in the spike?A: (Shrugs.) Landed the day before they

attacked the City. Some say spiders wereinside.

That’s about all Gralen knows. He knowsnothing about the fate of any importantpeople, such as Lord Herrek the Wolf or KingKaden. He assumes they either died in thefighting, or were perhaps taken by theMasters as captives.

Gralen’s TaleGralen himself fought within the City,

commanding a company of the City Watch.His men didn’t last more than 10 minutesagainst the spiders. The sergeant was left fordead, then crawled away after the thingsmoved on to other prey.

Good KarmaThis little bit of human contact is enough

to help the heroes forego their Fatigue rollsfor the day.

The final event of the act happens thenight after the heroes spoke with Gralen.Several hours after they’ve gone to theirprison cell, a wave of rats surges up fromsome hidden subterranean passage andwashes over the slave pens. Read thefollowing as the attack begins.

You’re awakened by yelling andscreaming. It’s late and dark as pitch soyou can’t see anything. There’s anothersound too—almost like—rain—andsomething else. Chittering…rats!Thousands of them! You can feel themswarming through your pen now!They’re racing over you, caught by thewalls in their own stampede. They beginto bite…

The party certainly won’t know this, butthe rats are actually a good omen. A rescueteam has tunnelled its way up through thesewers. In doing so the rescuers releasedthousands of rats trapped below since theinvasion. Their numbers swelled immediatelyafter the invasion when meat was plentiful,but now the vermin are starving.

The problem, of course, is that the heroesare manacled and chained together, so theyeach suffer -2 to their Fighting rolls, andcannot move outside their small home. Inaddition, it’s pitch dark—inflicting another -6penalty to humans and those with Low LightVision. (Half-orcs with infravision suffer a -2penalty due to darkness instead.)

Fortunately, this is Savage Worlds, so yourheroes have a surprise asset. Though theirown characters suffer a grueling -6 penalty(plus whatever Fatigue or wounds they’resuffering), they have allies to fight in theirstead! The wither beasts are tasked withprotecting the slaves, and so become allies ofthe heroes for this fight! As long as theslaves don’t attack the creatures, they are

Scene ThreeWar of the Rats

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allied NPCs under the control of the heroes.The creatures’ withering ability has no effecton the rat swarms, but they’re still strongenough to stomp and smash like mad. Thewither beasts protect the slaves only bykilling the rats—they won’t attempt to breakthe captives loose.

The heroes also get each of the otherthree slave groups for this massive fight.They won’t be much help, but it may be veryinteresting to see if the group sends thewither beasts to help themselves or theother unfortunates.

It’s best if you go ahead and write upthese troops on a Savage Worlds ally sheet forquick reference.

Rat Swarms (6)The swarms are ravenous for fresh meat.

The bloody nicks and cuts on the slaves drivethem into a frenzy. One swarm attacks eachof the slave pens. The rest head straight forthe wither beasts.Attributes: Agility d10, Smarts d4(A), Spirit d12,

Strength d8, Vigor d10Skills: Fighting d10, Notice d6Pace: 10; Parry: 7; Toughness: 7Special Abilities

• Bite: Every target within the swarm suffers2d4 damage.

• Swarm: The swarm is the size of a MediumBurst Template. Characters can attack eachround by stomping, causing his damage inStrength with a successful hit. Cutting andpiercing weapons cause no damage to theoverall swarm.

AftermathNa’Theratix remains out of sight during

the battle with the rats but emergesafterward to survey the damage to his“property.” Any surviving wither beasts dragthe slaves out of their hovels and into thestreet.

The Master walks about a bit, then movestoward one of the wounded nonplayercharacters where it reveals its true face atlast—and makes a fatal mistake. Read thefollowing aloud once you’ve determined howmany slaves have lived and how many havepassed on.

The wither beasts drag you and yourcompanions out into the street. Thereyou see thousands of smashed rats. Theother slaves are dragged out too—mostsuffering from scores of ragged bites.You shiver as you notice the hooded

creature is present as well. He seems tobe looking to find out how many of youwere lost in the attack. The thing walksup and down the line, looking over hisdamaged goods. He carries a simpleblack staff and uses it to occasionallyprod a wounded slave to see if he or shestill breathes. The Master stops at one ofthe most grievously wounded and doessomething you’ve never seen it dobefore—it drops its hood and removes itsmask!

A horrid face—like that of the spidersyou saw earlier but with far moresinister intelligence—seethes at the slave.Now the thing unfurls a long, snake-like snout, then takes in a deep breathof air, filling its bloated belly like abellows. Then it exhales, snaking itssnout out like a striking cobra into theslave’s chest. Next the creature retractsits belly, sucking out the poor man’sblood and innards with a long wetslurp!

The Master stands and glares at youwith its yellow, hate-filled eyes. It seemsto be relishing the moment, basking inthe glory of its superiority over you.

What you’d give to be rid of thesedamnable manacles and grasp cold steelagainst this thing…

Go ahead and have everyone make Gutschecks. A good phobia for this event, shouldsomeone get that result on the Fear Table, isa fear of the Masters themselves. This goesagainst the usual rule of not using theparticular trigger as a literal phobia, but itmakes sense in this case because the heroesmust confront the same foes again andagain.

Rebellion!Moments after the rat attack, read the

following aloud.The Master hisses and you feel a

sharp pain shoot through your skull.The tremor passes quickly, but you’releft with an unnatural sense ofinferiority. It is clear this creature is theMaster and you are nothing but a lowlyslave barely fit to be its fodder.

Strange. As you sift through yoursudden emotions, you notice there’s along stick pointing out of the Master’sforehead. It almost looks like the shaft

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of a crossbow bolt. The Master reelsback and raises its staff—firing off ablast of violet energy into the darkness.

The rescuers are here! A group of heroesunder Lord Herrek the Wolf have been sentto retrieve Magister Arwick. That goal isdoomed, of course, but the rescuers don’tknow that, and would insist on rescuing therest of the slaves in this small camp anyway.

The heroes now get some additionalallies—Sarah the Sun Priest and sixResistance fighters. The wither beasts areback on the enemy side and Na’Theratix hasalready suffered two wounds.

The rescuers head straight into battleagainst Na’Theratix and the wither beasts.One of the fighters heads for the prisoners.He shouts “Which of you is Arwick?” andbegins cutting the manacles apart with abolt cutter. Assuming the heroes tell the manthat Arwick is dead, he echoes theinformation to Sarah, the Sun Priest leadingthis attack, and grimaces. Sarah answerswith “Finish it. No one gets left behind!”

Sarah the Sun PriestAttributes: Agility d8, Smarts d8, Spirit d10,

Strength d8, Vigor d8Skills: Faith d10, Guts d8, Intimidate d8, Fighting

d10, Notice d8, Riding d8, Stealth d8Charisma: +2; Pace: 6; Parry: 7; Toughness: 7Hindrances: Heroic, LoyalEdges: Command, Champion, Quick, Sun PriestMiracles: Fireburst, healing, greater healing,

light, solar storm; Power Points 15Gear: Mantle of Solace (+1), Sun Mace (Str+3)

Resistance Fighters (6)Attributes: Agility d6, Smarts d6, Spirit d6,

Strength d8, Vigor d8Skills: Climb d6, Guts d6, Intimidate d4,

Fighting d8, Shooting d6, Notice d6, Riding d6,Stealth d6

Charisma: 0; Pace: 6; Parry: 6; Toughness: 7Hindrances: Heroic, LoyalEdges: Command, Champion, Quick, Sun PriestGear: Leather armor (+1), small shield, long

sword (Str+3)

Na’TheratixThe Master starts the battle Shaken and

with two wounds. As long as he remainsShaken, he cannot activate the manacles andparalyze the slaves.

Attributes: Agility d8, Smarts d10, Spirit d8,Strength d10, Vigor d8

Skills: Climb d8, Guts d8, Fighting d8, Noticed8, Psionics d10, Shooting d10

Pace: 6; Parry: 7 (with staff); Toughness: 8Edges: Combat Reflexes, Level HeadedGear: Master’s Armor (+2), Ebon Staff (Range 10/

20/40; Damage: 3d6; RoF: 1; uses no PowerPoints).

Special Abilities• Great Leap: Masters can leap 2d6” in a

straight line with their incredibly strong legs.• Psionics: Masters have 25 Power Points and

typically know bolt, deflection, puppet, andtelekinesis. They rely on their ebon stavesfor the bolt power.

• Wall Crawling: Masters crawl on wallsusing minor telekinetic powers at theirnormal Pace. This requires no casting roll orPower Points.

Wither BeastsThe number of wither beasts remaining

are whatever survived the previous fight.They fight against the slaves this time.Attributes: Agility d6, Smarts d4, Spirit d4,

Strength d12+2, Vigor d12Skills: Climb d6, Guts d10, Fighting d10, Notice

d6Pace: 8; Parry: 7; Toughness: 10Edges: Ambidextrous, FrenzySpecial Abilities

• Claw: Str+4 with right arm; Wither with left(see below).

• Size +2: Wither beasts are over 8’ tall.• Ultravision: Each of the beast’s eyes sees in

a different spectrum, giving it both LowLight and Infravision. It suffers a -2 penaltyonly in pitch darkness.

• Wither: The creature makes only touchattacks with its left arm (+2 to hit). Extraswho are touched are wounded. Heroes sufferan automatic roll on the Crippling InjuryTable. The Vigor roll to see if the effect ispermanent is made at -2.

AftermathThe rescuers have no additional arms

with them, but their spies scouted the campand know where Na’Theratix lairs. They needthe loot he’s gathered there and spend nomore than five minutes raiding the place toget it. Fortunately, the heroes’ gear is stillstored here as well. Sarah tells them togather their things, then leads them off intothe sewers and the next scene.

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Act IVThe Warrens

The next act is the most critical one of all,for here the heroes must not only continueto improve their own skills for the battle thatis to come, but must build the morale andstrength of the resistance as well.

You’ll have to “break character” here a bitand reveal a bit of what’s going on behindthe scenes, but it’s worth it to get the groupas involved in aiding the Resistance as theyshould be.

Let your players read Chapter Two now.This explains exactly what their charactersmust do during this next Act, and providessome game mechanics to track theirprogress.

Specifically, the group is looking to gain“Resistance Points.” This represents not onlyalliances made with other factions, but alsothe morale of those survivors alreadypresent. The latter is affected by keeping foodstores high, retrieving relics to aid in thefight against the Masters, and generallyinspiring the masses.

After the group is introduced to thecurrent leaders of King’s Landing, they’reoffered a number of tasks to complete forLord Herrek. During the course of the act,they’ll explore a haunted asylum, findancient and powerful treasures, battle savagesea trolls, encounter numerous minions ofthe Sa Karans, and eventually learn the fateof King Kaden and the origins of their veryspecies!

The heroes are taken through a maze oftunnels to the Upper King’s Tunnels. Readthe following to describe their long trip.

Your rescuers lead you downthrough a sewer tunnel a few dozenyards from your former prison anddown into the darkness. At the bottomof the ladder you see a barrel of powder,and a long fuse leading away into thedarkness. The Sun Priest says “Blow it!”,and one of the others lights the fuse.“Let’s run!” she barks, and the survivorsstart running down the tunnels andinto the darkness.

You keep running through thesewers, the only light provided by a fewtorches your rescuers provided. Thegroup runs for what feels like hours,down the main sewer tunnel, to the left,

Scene ThreeThe Wolf

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down a ladder, through an empty spilltank, and finally through a grill cleverlydisguised to look welded in place.

The journey continues throughnatural caverns. You are in thelegendary King’s Tunnels beneath theCity. You travel through windingpassageways, crawl through tightsqueezes, climb over cliffs, and evenwade through freshwater streams.Fortunately, your rescuers seem toknow their way. They guide youthrough the labyrinthine tunnels as ifthey’d lived here all their lives instead ofonly a few weeks.

Finally, hours later, the Sun Priestglances back at you and says “Almostthere, friends.” You walk through alarge, rounded chamber dotted withthousands of stalagmites. You stick tothe right-hand wall and see dozens ofexits vanishing into the gloom. Therescuers stay within the chamber untilthey eventually get to one particularpassage that looks just like all theothers to you. After a few dozen moretwists and turns, the passage opensonto a cold, underground river.

The stream runs along the southernborder of a massive cavern. Thousandsof luminescent shapes swim within

and provide shifting, dappled light to thecave. They are called firefish, you think.

Across the river, you can just makeout dozens—perhaps hundreds—ofpeople. The light from the river does notextend far, but you can just make outmakeshift shelters crafted fromblankets, curtains, and odd pieces ofwood.

Your rescuers plunge right into theriver and wade across it quickly. Itswater chills you to the bone, but feelsalmost refreshing after the long trip tothis place. “It’s called the Druskan,” oneof the rescuers says.

The heroes are now in King’s Landing,home of Lord Herrek the Wolf and twothousand odd refugees loyal to old Valusiaand King Kaden.

The former slaves are taken into the heartof the shanty town where they stop at a tentwith a yellow banner sporting a freshlypainted red sun upon it. This is Sarah theSun Priest’s spot. Read the following as shecares for the new members of her flock.

The Sun Priestess motions for you tosit by a yellow tent with a red sunemblazoned upon it. She goes insidewhile the rest of your rescuers vanish

Lord Herrek’sCamp

Sarah’sTent

Stormgrinders

Spider Slayers

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into the darkness. You collapse on theground, exhausted and relieved to be outof the slave pens and the grip of thosehorrible creatures.

Scores of people gather to take alook at you. Most smile and nod,perhaps in sympathy with your recentplight. A few stare accusingly as well.

The priestess steps out of her tent afew moments later, wearing a dry robe.“Let’s go, people,” she barks to thecrowd. “I need clean clothes and somefood for each of our new guests.”

The people vanish quickly. The SunPriestess begins to inspect each of you,uttering words of comfort and magicalhealing to the most grievously injured.

Sarah heals the most seriously injuredcharacters first. She has only six PowerPoints remaining since the attack on theslave pen, so she only gets two attempts.When she is done, move on with the rest ofthe narration.

As the Sun Priestess finishes withyour wounds, a few of the peoplereturn. Some have dry clothes, a fewothers have scraps of meat and basketsof some sort of green weed.

“This will keep you alive. We’llprovide you with a fish and amushroom every day. Sometimes more,depending on what we find.”

Food, water, and clothes are now providedfor all the surviving slaves. They are given ablanket (unless they have their own), a knife,a dried, cooked fish, and an ediblemushroom the size of a fist. This mealrelieves all Fatigue they may haveaccumulated in the previous act.

After the group has eaten, Sarah invitesthem to rest for a few hours. Then she takesthem to the rear of the chamber andintroduces them to Lord Herrek the Wolf,who is in charge of the village.

Sarah leads you to the back of thecavern where a makeshift barricade ofcrates, barrels, and stones has beenthrown up around four large tents. Youare escorted through the barricade,which is guarded by two knights inyellow and black—the King’sChampions! Has the king survived?

You are taken to the largest of thetents where a tall thin man in full platemail stands above a table. On the table

is a map of what look like tunnels.Several other men and women standabout, obviously discussing some sortof war plans. The tall man turns at yourapproach.

Sarah speaks first. “These are theprisoners we rescued, Lord Herrek. Itseems Arwick did not survive. Thesefolks saw him before he died, however.His last words were something about a‘Valador.’”

Lord Herrek. You know that name. Heis the King’s Champion. The Wolf. Theman looks you over, then speaks in agravelly voice.

“Greetings, friends. I’m glad yousurvived your ordeal. I can’t imaginewhat you’ve been through. Life has beenhard for us all lately, but we willpersevere.

I am Lord Herrek. The King’sChampion. We’ve taken to calling ourtown King’s Landing, for we anticipateour liege’s return most any day. I see byyour faces you had hoped the King washere. I’m afraid not, But we believe he isalive and working to free us of theseinvaders. Reports claim he and PrincessRayna were escorted to safety justbefore the City fell.

King Kaden’s last contact was withhis mage, Arwick. We had hopedArwick knew the King’s plans. I don’tknow who “Valador” is, but we’ll figureit out. Eventually.

For now, I bid you to join ourresistance. There are other groups hidingdown here in the tunnels, but they seemto care more for their own well-beingthan for that of the common folk.

When you have rested, I would askthose of you who consider yourselvesheroes to come to my camp here andseek out Aden the Scribe. There aremany tasks we must complete tosurvive, gathering food and the like, andwe need every able-bodied soul who canswing a sword to help.

May the sun return to you.”

Help WantedLord Herrek returns to his war plans. As

he does so, a young elf with moppy blackhair and pale skin appears. Aden the Scribehas a mousy voice, but listens intently and isvery respectful of all the survivors here.

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A young elf clutching sheaves ofpaper, ink, and pens, emerges as LordHerrek retires. “A moment, if you please”he says. “I am Aden. One of my manyduties is to gather knowledge on ourfoes. I would like to speak to each ofyou about what you saw.”

Aden begins chatting with each characterin turn. Allow the heroes to tell Aden whatthey know about the Sa Karans. This notonly provides a good opportunity to roleplay,but also helps the players sort through whatthey’ve learned so far in their own minds.

When he’s done, Aden adds the following:“Lord Herrek controls and rations all

the food we gather from this area.Everyone gets at least one fish and onemushroom a day. The Wolf splitseverything else we come into dependingon need.

The common folk gather enough fishand fungus for us to survive—for nowanyway. Everything else we need has tocome from further afield. If you’rewilling to help by adventuring out forforage, the rewards are substantial.

We pay in suns because that’s whateveryone is used to. You can use thosesuns to buy extra rations or any othergoods we have that you might want.

Get a good rest, heal your wounds,then come see me when you’re ready foranother adventure.

May the Sun return to you.”

More on King’s LandingWhile the party rests, they may interact

with the people of King’s Landing and learna bit more about what’s going on here. Here’sthe information for you, the Game Master.You’ll have to disperse it to the playercharacters through Sarah or other contactshere as you see fit.

People of NoteTam: The girl who escaped capture

earlier found her way into the Warrens. She’snow training to be a Sun Priest with Sarah.Her progress is miraculously fast—she canalready cast the healing miracle, and has 10Power Points. She’s always willing to help theheroes (assuming they treated her well).

Tawny Downs: A troublemaker whoseems to resent Lord Herrek’s rule. Somethink he’s a spy for Garon. (He’s not.)

The Golem Smashers: What’s left ofRagulon’s band is here. Sarah was one ofthem but has decided to operate alone andserve Lord Herrek directly. The threeremaining survivors are Rafe, a sly thief;Bromwyn, a female fighter; and Dara,Ragulon’s dwarven mate and sorceress.

The Spider Slayers: This band venturedup into the City to rescue some slaves andwound up killing nearly two-dozen spiders!Their members are Parapus, a mage ofMizridoor; Kara, an elven ranger; Grak, ahalf-orc musketeer; and Callop, a halflingscout.

Red Knights and Sun Priests: ThreeRed Knights have found their way into theWarrens. They are Tolvek Killingsford, IronaDonin, and Trevor Galstaff (Trabian’s uncle).Two Sun Priests (besides Sarah) alsoescaped, Rada Hillsman and JillianRavenswood.

Lord Herrek rarely sends these heroes onmissions—he needs to save their strength forthe final battle.

The knights and priests are willing toheal wounds for the common folk, RedKnights, and Sun Priests, for free. Those whocan pay (such as adventurers) must tithe thechurch 200 suns for magical healing. (Faithd10, 10 Power Points each for the knights and20 for the priests).

RumorsLord Herrek was taken by the Masters in

the fight for the City. Word is he tried to killKing Kaden himself! (True)

Lord Herrek is still controlled by theMasters! (False)

Lord Herrek sends out heroes to gatherloot and treasure and keeps the best of it forhimself. (False—spread by Tawney Downs)

Some of us think maybe we should justsurrender. It’s better to be a slave than tostarve to death. (An opinion, but false)

A creature called the Red Ravager lurks inthe Lower Tunnels. It is said it is the blood-spattered ghost of an ancient pirate king!(The Red Ravager exists, but is no ghost. Seepage 107.)

It seems the rats in the Catacombs havetheir very own protector, a shape-changingwererat called the Vermin Lord. (The VerminLord exists but is no wererat. See page 116.)

DeathWhen a hero dies, he’s eulogized and then

his corpse is sent down the Druskan. Seepage 111 for more information.

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end of the trail you’ll find yourself inthe Lower Tunnels. You’ll have tonavigate from there as you see fit untilyou find a shallow pool of red kelp.Fortunately for us, it grows in darkness.

Beware of the sea trolls when youare in the Lower Tunnels. The area hasmany deep pools and channels to theopen sea, and these creatures often lurkwithin them. They use weapons madeof black coral that can paralyze a man,so beware of that.”

Following the trail takes about threehours. The tunnels are a dark maze and thetrail isn’t too overt—Herrek’s people don’twant to guide the invaders back to King’sLanding.

Kelp BedsOn reaching the Lower Tunnels, the

heroes explore for about an hour beforecoming to a spot where they must wade abit. The water is salty and open to the sea.

This pond has only small fronds of redkelp in it—it’s obviously been picked clean bya prior expedition.

Halfway across the “pond,” the leadcharacter feels something pull at his leg, asif he’s stepped into a tangle of kelp. Shouldhe investigate, he finds he’s actuallyentangled in old fishing wire (catgut). Thetangle is easy enough to step out of, thoughthe characters may think they’ve triggered atrap and should be allowed to take whateverprecautions they feel are necessary.

In truth, the old line isn’t a trap—it’s analarm. The wire leads out into the depths fora few hundred feet. At the far end of the lineare strung a number of hollow seashells andother noisemakers. When the line is tripped,the shells make noise which can be heard bythe sea trolls below. The trolls then move upto an ambush point a few hundred yardsahead of the alarm, giving them plenty oftime to prepare.

The AmbushFurther down the corridor, the heroes

come to a shallow tidal pool full of red kelp.The water looks to be about 3’ deep in mostspots, and the thick seaweed wafts lazilyupon the surface.

This is where the sea trolls have set theirambush. There are three of these creaturesper hero, one for any allied Extras who havetagged along, and a leader.

When the group is ready, they canapproach Aden and see about performing amission for King’s Landing. Aden happilyaccepts their offer of service, scans throughhis book, and says the following:

“It seems we’re most in need of freshvegetables right now. We’ve gotmushrooms, but the people cannot liveon fungus forever.

There are large supplies of red kelp inthe Lower Tunnels that addtremendously to our diet. If you will gothere and gather it, we will pay you 50suns per basket.

You’ll find a trail to the lower tunnelsis marked by blue spots. Look carefully,we don’t make them too obvious. At the

Scene TwoThe LowerTunnels

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The sea trolls wait in ambush beneath thekelp until a few of the heroes are halfwayacross the pond. Adventurers who fail Noticerolls at -2 are surprised and do not get cardsin the first round.

As the sea trolls attack, two more swiminto the shallow pool marked B, most likelybehind the adventurers. These two have their“pet” crocodiles with them. The “salties”slither up onto the solid portion of thetunnel and attack anything that doesn’tsmell like troll.

Sea TrollsRoughly half of this bunch move to

Medium Range to hurl their throwing sticks.The rest attack in melee. They retreat whenover half their number are slain and theirleader is dead.Attributes: Agility d6, Smarts d4, Spirit d4,

Strength d8, Toughness d8Skills: Fighting d8, Notice d6, Stealth d6,

Swimming d10Pace: 5; Parry: 7; Toughness: 7Gear: Coral Spear (Str+2; +1 Parry; Poison);

Throwing Sticks (Range: 4/8/12; Damage:Str+1; Poison (see page 136)).

Special Abilities• Armor: Leathery hide (+1).• Claws: Str+2.• Kelp Suit: +2 Stealth when hiding.• Regeneration (Fast): Downed trolls

make Vigor rolls to regenerate eachround. Fire stops their regeneration, asdoes cutting off their heads.

Sea Troll LeaderThis creature leads from the

front,attacking thelargest hero toprove its worth tothe rest. The leaderdives into the water andattempts to escape if he’s thelast troll left standing.Attributes: Agility d6, Smarts d6,

Spirit d6, Strength d10, Toughness d8Skills: Fighting d10, Notice d8, Stealth

d6, Swimming d10Pace: 5; Parry: 7; Toughness: 7Gear: Coral Spear (Str+2; +1 Parry; Poison

(see page 136)); Throwing Sticks (Range: 4/8/12; Damage: Str+1; Poison (seepage 136)). The chieftain alsowears a ring of quickness hefound in an old shipwreck.

Special Abilities• Armor: Leathery hide (+1).• Claws: Str+2.• Relic (Ring of Quickness): The sea troll

found this magical ring in the wreck of anold ship off the coast of Kings Port. Thewear may keep drawing initiative cards untilhe has at least an 8 or higher!

• Regeneration (Fast): The troll rolls toregenerate any wounds each round, evenafter being put down. Fire stops hisregeneration, as does cutting off his head.

Marine CrocodileThese voracious predators head straight

for the nearest targets.Attributes: Agility d4, Smarts d4(A), Spirit d6,

Strength d10, Vigor d10Skills: Fighting d8, Guts d6, Notice d6, Swim d8Pace: 4; Parry: 6; Toughness: 9Special Abilities

• Armor +2: Salties have thick skins.• Aquatic: Pace 5• Bite: Str+2• Rollover: (The crocs can only use this

ability in water 3’ deep or more.) If a crochits with a raise, it rolls with its

victim and causes an extra 2d4damage to its prey in addition

to its regular Strengthdamage.

LootThe Kelp Bed: It

takes about one hourto fill each character’sbasket.

Troll Livers: Thelivers from each trollare worth 100 suns.

ResistancePoints

The heroes gain aResistance Point for

bringing back the redkelp.

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If the heroes agree, Aden lends themcrowbars, picks, and hammers, and givesthem a map to the tomb of Tragor.

PortentsThe first time the group enters the

Catacombs, they stumble upon a gruesomescene. Bloody, gnawed bones lie about achamber, scattered among blankets, clothing,and other bundles of personal possessions.It’s obvious the bones are not from the pileslining the Catacombs. In truth, they wererefugees who did not find King’s Landing,but were found by the Vermin Lord and hisrat hordes (see page 116).

A casual glance notes there are morethan 20 corpses here. A more careful counttakes about 10 minutes and places the totalat near 30. Careful examination of the bonesreveals they have been picked clean. Tinymarks indicate they were gnawed on by rats.Whether this caused their death orhappened post-mortem is unclear.

The CatacombsThe Catacombs are only a few hundred

feet below the City—in a region called the“Upper Tunnels.” When Tarrian and her bandfirst fought the Masters in the ancientBirthing Chambers, they left many of theirdead behind in these labyrinthine tunnelsjust below the City. The few survivors lefttheir dead in the tunnels where they hadfallen. Later generations continued to burytheir dead here as well.

Common dead are placed behind iron barsalong the corridors. Former kings, greatheroes, and wealthy merchants are interredin private crypts.

The Undertakers Guild protected thecrypts by creating hundreds of facades. Whena crypt was purchased, the door wasremoved and a chamber carved out behind it.The door was then replaced but leftunmarked, making it indistinguishable fromall the other “false” doors. Of course, theUndertaker’s Guild was destroyed, and itsvaluable maps along with it.

The crypts were further protected by thedead themselves. The common deadoccasionally rise when they hear the soundsof tombs being opened. Valusia’s finest alsorise on occasion, most often when theirtombs are disturbed. These are much morepowerful entities, complete with theweapons and armor they were buried with.

Aden’s second task is a trip into the UpperTunnels, home of Tarth’s Catacombs. Hecomes to the party about a day after theheroes complete Scene Two.

“Lord Herrek sends his thanks infeeding our people. If you are ready, wehave need of additional help.

If the group agrees, continue with thefollowing:

“As I’m sure you know, the UpperTunnels are where the wealthiestmerchants, nobles, and even royaltywere buried. The trail to this area ismarked with yellow paint.

Those areas were once off-limits,both to keep out grave-robbers and toprevent the dead from rising—which I’mtold happened on several occasionsbefore the invasion.

Since the aliens came, the dead risethere much more often. These arepowerful creatures, not mere zombies assome expect.

The Catacombs are filled with falseand empty tombs, and their doors arespiked shut to the stone walls. Thatmakes it extremely tiring to just gopoking around hoping to find anoccupied crypt. It’s quite dangerous aswell. It’s said the dead rise when theyhear the sounds of ‘grave robbers.’

We know of one true crypt, however,that of Tragor the Wild, a barbarian ofthe White Towns who is said to beburied with his own magical sword. Ifyou can recover the weapon, and anyother relics he might have on his person,you may keep them with the officialblessing of Lord Herrek. We require onlythat you continue to pledge your skillsto our fight against the Masters.

Scene ThreeThe UpperTunnels

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The Heroes of Kings PortAt the center of the Catacombs is an

ancient monument to the battle that oncetook place here. Four 12’ high statues standaround a rounded chamber at the very heartof the Catacombs. One is a human womanwho most accept as Tarrian. The identities ofthe rest, an elf, a dwarf, and a halfling, arelost to the mists of time. A fifth statue ismissing, obviously shattered hundreds ofyears before. Though no one livingremembers it, the fifth statue was that of anorc, torn down by an angry king hundreds ofyears ago.

The statues are collectively known as“The Heroes of Kings Port.”

The CryptsAs the heroes explore the crypts, they

come upon rows upon rows of massive stonedoors. Nine in ten of these are false, but themap directs them to the tomb of Tragor.

Opening the tomb is still a difficult task.The door has a lock set well over head-height, and is extremely complicated. Pickingthe lock requires a Lockpick roll at -6, and atleast one hour per attempt.

The lock is not the only protection,however. A long iron band has been bolted toboth the door and the wall, requiring a crowbar and 1d6 man-hours to remove from thestone wall (the doors open outward).

Eventually, the door does give however,and the heroes see a stone room with asimple sarcophagus in the center.

The moment the sarcophagus is opened,the creature inside awakens. Tragor is now ahorrid wight. He rises in his stone coffinswinging his magical sword and screaminglike death itself. 1d6 of these creatures perhero shamble down the hall. Half arrive theround after Tragor awakens, the other halfarrive the round after that.

TragorTragor is a mindless wight intent on

slaying those who violated his tomb. Hereturns to his rest only when he or the“thieves” are slain.Attributes: Agility d8, Smarts d4(A), Spirit d8,

Strength d12+4, Vigor d12Skills: Climb d6, Fighting d12, Notice d4Pace: 6; Parry: 7; Toughness: 12Edges: Improved Block, Improved SweepGear: , Tragor’s Mantle (+1 Strength), Tragor’s

Sword (Str+4; see below)

Special Abilities• Berserk: Tragor rises berserk. He adds +2 to

his Fighting and Strength rolls, as well ashis Toughness. His Parry is reduced by 2.

• Fear (-2): Tragor is a fright to behold.• Fearless: Tragor has no human emotions.• Relic (Tragor’s Mantle): Tragor’s armor

increases the user’s Strength by one dietype, or to Str+2 if it’s already a d12.

• Relic (Tragor’s Sword): If the user hits hisfoe with this weapon, the target is always atleast Shaken regardless of the damage roll.

• Undead: +2 Toughness; +2 to recover frombeing Shaken; No additional damage fromcalled shots; Arrows and other piercingattacks do half-damage; Ignores WoundModifiers; Immune to disease and poison.

• Wail of the Dead: At the beginning of eachof Tragor’s actions, the wight lets loose abloodcurdling scream. Every character withinthe wight’s tomb must make a Guts checkat -2. Those who fail are automaticallyShaken.

SkeletonsThese lost souls are the bones of Valusia’s

commoners, brought to unlife by Tragor.Attributes: Agility d8, Smarts d4, Spirit d4,

Strength d6, Vigor d6Skills: Fighting d6, Intimidation d6, Notice d4,

Shooting d6

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Pace: 7; Parry: 5; Toughness: 7Gear: VariesSpecial Abilities

• Bony Claws: Str+1.• Fearless: Immune to fear and Intimidation.• Undead: +2 Toughness. +2 to recover from

being Shaken. Called shots do no extradamage to such creatures. Arrows, bullets,and other piercing attacks do half-damage.

LootTragor’s Mantle: Tragor’s first quest of

manhood was to kill a rabid chinook preyingon his tribe in the White Towns. After ahorrible struggle, he killed the thing andmade this cloak from its hide. The wearer’sStrength rises by one die type, or by +2 if hisStrength is already d12 or higher. (Use thecharacter’s actual Strength when advancingStrength-related skills, however.)

Tragor’s Sword: This massive bastardsword requires a minimum d8 Strength towield. Any foe struck by it is at least Shaken,regardless of the actual damage roll.

Resistance PointsThe heroes gain 2 Resistance Points if

they return with Tragor’s Mantle and Sword.

The HuntersJust a few minutes after leaving Tragor’s

crypt, the heroes stumble upon six well-armed men with a dead spider.

The six men are Hunters, treacheroushumans who have agreed to hunt down theirfellow Valusians in exchange for specialtreatment from the Masters. They are led bya crafty warrior named Jack. He greets theheroes cautiously when he first spots them,then says the following when he’s able tospin his lie.

“It’s good to see you. We’re the IronMen. We were mercs before all thishappened. We were up hunting orcs forbounty in the Dreads when these thingsattacked. We heard there were othersgathering down here somewhere. Readyto fight back. We want in. We broughtthis thing for study if you’ve got anyonesmart enough to do it.”

Jack is lying through his teeth, of course.The Masters knows the frequent raids ontheir slave camps are coming from beneathKings Port somewhere, so they’ve sent theHunters to infiltrate and find it.

Jack is a clever fellow, so feel free to playhim anyway necessary to get him back toKing’s Landing. If the heroes are more clever,they can defeat the Hunters or lose themsomewhere in the caverns.

If the Hunters manage to get to King’sPort, they play it calm for a while, but arelater taken to Lord Herrek’s tent. There theyare found out and a fight ensues. Sarahintervenes for Lord Herrek however, catchinga double-charged musket ball in the gut. Shedies heroically, and then the rest of theHunters are brought down.

If the Hunters are exposed and captured,Lord Herrek spends a few hours questioningthem, then gathers the people of King’sLanding. Read the following once the crowdhas assembled:

Lord Herrek’s face looks as if it’sabout to burst. His skin is red, his veinsbulge, and his eyes twitch maniacally.

“These…things…are the Masters’ dogs.They’ve turned on their own kind to lickthe boots of the aliens.”

Herrek draws his sword and snarlsat the prisoners. He nods and his menput them on their knees. The Old Wolfshakes with rage and raises his sword.“Let all those who would join thedarkness see their fate!” With that hehacks off the prisoners’ heads one at atime. The last blow he strikes is notclean—the unfortunate man twitchesand shakes. Herrek raises his sword tofinish him, but then decides otherwise.He kicks the shuddering prisoner overand storms off to his tent.

Hunters (6)The Hunters shoot the most dangerous

foe first. They’re smart enough to retreat intocover and use their bombs and muskets.Attributes: Agility d6, Smarts d6, Spirit d6,

Strength d6, Vigor d8Skills: Climb d6, Guts d6, Fighting d8, Notice

d8, Shooting d8Pace: 6; Parry: 6; Toughness: 8Hindrances: Bloodthirsty, Mean, Sa Karan

Manacles.Edges: MusketeersGear: Chain shirt (+2), musket (Range: 10/20/40;

Damage: 2d8); two pistols (Range: 5/10/20;Damage: 2d6+1); bayonets (Str+2); 10 total shots;1 powder bomb, knives (Str+1).

Resistance PointsLose 1 Resistance Point if Sarah is killed..

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The next step in the story takes place inKing’s Landing. Read the following sometimeafter the party has completed Scene Two:

You’re napping when you’reawakened by the sound of a boy’s voice.“It’s the Spider Slayers! They’re backwith the apples!”

“Apples for everyone,” Lord Herrekpromised a few days ago. The people arehungry. What else could the Old Wolfsay? Firefish are getting old and anothercase of moon skin is breaking out everyday. Aden sent the Spider Slayers out toan apple orchard and Herrekoptimistically promised to sharewhatever the Slayers found witheveryone. Now they’ve returned, but thepacks on their backs lookdiscouragingly small.

Allow the heroes to take whatever actionsthey want, if any. The Spider Slayers headstraight for Herrek’s camp, but are mobbed byhungry people along the way. Let anyonewho pays attention overhear people sayingthings like “That’s not enough!”, “Thoseapples are rotten!”, and “Lord Herrekpromised!”

This is a crucial crossroads for King’sLanding. Lord Herrek is a fine tactician, butisn’t as skilled in handling the common folk.

Sarah and others who might have takencontrol of the situation are out on a mission.The Spider Slayers are skilled fighters, butshort on diplomacy. This means the heroesmust stand up and quell the growing mob orKing’s Landing will suffer a serious blow.

Lord Herrek emerges from his campwith several men, each carrying thesacks the Spider Slayers brought in.

The Old Wolf quiets the crowd withhis hands, then says “Line up, people.We’ll give you what we got.”

The first few line up and are given half anapple each. The fourth man in line, atroublemaker with severe moon skin by thename of Tawny Downs, holds up his appleand says “Look ‘ere! I got a bonus! ‘Alf aworm, as well!” Tawny then throws the appleat the soldiers and turns to the crowd.

“The Old Wolf promised us apples.These rotten things ain’t fit for an orc!The Wolf told us we’d have food if westayed together! He told us we’d be safe!I ain’t got food, and I ain’t feelin’ safe,neither! An’ I wonder why our goodLord Protector ain’t got moon skin yet?Maybe it’s ‘cause he gets the pick o’ theloot what comes in, eh?”

Maybe we oughtta just offerourselves up to the spiders. Maybe wecan make peace with ‘em! Hell—LordHerrek already did once!”

The Old Wolf’s eyes grow wide atthis. His skin turns red and his lipsquiver. He reaches for his sword—thenturns and storms off for his tent. Fourof his soldiers remain—obviously unsurehow to handle what could easilybecome a riot.

Tawny is unrelenting. He turns to thesoldiers and screams “We want fruit!” hesays. “We want fruit!” Some in the crowdbegin to join him.

There’s no particular course thisencounter must follow, but if the heroesdon’t stop Downs, he eventually gets quite ariot going. At some point, he and his menrush the soldiers, take the apples, and smashthem in protest (after pocketing a few forthemselves). The heroes lose 1 ResistancePoint.

If one of the player characters takescharge of the situation and make a few keyPersuasion rolls, Tawny and his men areshunned and no Resistance Points are lost.

Aden’s RequestA short while after this near-disastrous

incident, Lord Herrek demands Aden fulfillhis promise quickly. The elven scribe tracksdown the heroes and asks them to help.Assuming they do, he asks them to travel toa former estate in the foothills north ofKings Port—Oldham Farms. The farm oncehad a well-known citrus orchard, and thefruit would go a long way toward staving offmoon skin and placating the dissenters ofKing’s Landing.

Scene FourThe Wilderness

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Oldham FarmsOldham Farms rests on a clearing at the

top of a long, winding trail about midway upthe Dread Mountains. It’s a large mansionsurrounded by a tall wrought stone wall,most likely to keep roving bands of orcsaway. The wall is intact in all but one spotwhere a stomper most likely smashedthrough.

The party won’t see any activity from theoutside, but there are quite a few residentswithin. Master Illithax has chosen theasylum as his lair. He has two dozen spidersand a single wither beast to serve him.

If the heroes enter through the mansion’sfront or back door, a Tracking roll detectsnumerous spider tracks in the grass. A raiseon the roll reveals the tracks of a witherbeast as well.

Dr. Oldham and his closest companionsran when they heard about the invasion,leaving the rest of the staff on their own.They died in these halls and bloodstains areevident everywhere. Master Illithax has hadtheir withered husks (sucked dry by spiders)taken to the copse out back however, so nocorpses are immediately apparent.

The Coach House: There were once twocarriages here, but both were tethered upand raced away shortly after the invasion.

The Copse: Nearly thirty dried husks rothere, untouched by beasts. Some are staffand some are patients.

The Ghosts of Oldham FarmsThe staff freed the asylum’s “paying”

guests, but the psychotic inmates belowwere too dangerous to release and left intheir cells. A Master named Illithax attackedthe asylum, wiped out the staff, and thenfinished off the unfortunates below withcruel experiments.

The ghosts of these homicidal maniacsnow reside in the manor, but they are still“afraid” of the invaders and so leave Illithaxand his dim-witted minions alone. The playercharacters are fair game, however.

When the heroes first set foot in thehouse, the ghosts watch them, occasionallyleaving signs of their passing—bloodyfootprints, cold spots, fog on the glass on theinner arboretum, or whatever your owndevious mind can come up with. If you reallywant to creep the heroes out, they mightoccasionally catch quick glimpses of themaniacs’ reflections in the glass. A few of

Oldham Farms may be familiar to some.Anyone who makes a Common Knowledgeroll at -4 knows it was an asylum before thewar. Those with money were treated there inrelative comfort. The criminally insane fromKings Port’s jails were also sent there, butstayed in much less “civilized” conditions.

The estate sits midway up the easternDread Mountains in relative isolation in caseany of the more deranged inmates everbroke free. It was self-supporting, and had asomewhat famous citrus grove in themanor’s interior courtyard. It’s very likelymany of the oranges, lemons, and otherfruits there are still good.

The TrekThe trek through the tunnels to the

wilderness is marked with green splotches,and takes nearly six hours. Eventually, theparty emerges in a natural cave in thefoothills north of town. From there they havebeen given a map that directs them north foranother 10 miles into the western reaches ofthe Dread Mountains.

Their journey starts in the early morningunless the group alters this schedule of theirown accord. This should put them at theasylum around 10PM at night.

Roll three times on the WildernessEncounter Table (right) during this trip, orinsert an encounter of your devising.

Wilderness Encounters2d6 Encounter2 Master: The heroes are spotted by a

Master. He gathers an appropriate-sized force to deal with the partywithin 1d4 hours.

3-5 Flying Brain: A flying brain detectsthe heroes. It trails the group anddirects a Master and a suitable partyof spiders to their spot within 1d10hours.

6-8 No encounter.9-10 Spiders/Chinook: A band of 3d6

spiders happens upon the heroes. Ifthis is the last encounter chance ofthe day (meaning the heroes arenear the mountains), the attackcomes from a massive chinookinstead.

12 Stomper: The heroes chance upon amassive stomper looking for thingsto step on. You can find theirdescription on page 137.

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these sights are listed in the encounters, butyou should insert a few of your own whereappropriate. The ghosts have no real powerother than minor illusions for now. WhenIllithax is defeated, however, the release ofhis massive psychic energy turns the ghoststo semisolid phantoms. The madmen attackand must be “slain” to be laid to rest. Theirattack comes on page 105, but foreshadowthe madmen’s coming with a few creepyencounters until then.

Ground Floor1) Reception Area: The staff used to

receive visitors here. The chairs are intact,though a few have been knocked over. Alarge pool of black blood has dried onto thewhite tiles. Oddly, several potted plants havebeen removed from their containers andtossed on the floor here. Their pots can befound in the Asylum level at area 2.

2) Dr. Oldham’s Office: The director ofthe asylum treated his paying patients quitewell. More psychotic inmates taken fromKings Port’s jails were not so fortunate.

His office contains numerous texts onpsychology, anatomy, and general medicine.He also has a large chinook skin, a fireplace,and a large map of Tarth. The chinook’s eyesseem to follow the party wherever they movein the room. Files on the right-hand wallcontain hundreds of notes and studies of hispatients through the years.

It’s obvious someone has carefullysearched the room, but seems to haveignored the books. (Illithax cannot read thecommon language of Tarth).

3) Staff Offices: Dr. Oldham’s interns,nurses, accountants, and otheradministrators worked in these rooms.Illithax has searched this area as well. Alarge blood stain beneath one of the deskshints that someone tried to hide here, butwas detected. Just before the party enters,they hear a chair slide across the tiled floor,leaving marks in a sticky blood stain.

4) Mess: The staff took their meals atthese long tables. The windows along thewall were broken in by the spiders duringtheir attack. Some of the food looks edible,but bursts with maggots if touched (this isreal, not a ghostly illusion).

5) Kitchen: Everything edible has beeneaten by the spiders or rationed to theinmates below. A Notice roll detects lots ofhooks for large pots and pans, but there isno sign of the utensils themselves.

6) Asylum Entrance: These doors arekept locked by Illithax. They are heavy doorsmeant to keep inmates in and troublemakersout. A Lockpick roll at -2 is required to pickthe lock. Once inside, the party sees a coupleof overturned guard’s chairs, a few brokencrossbow bolts, and huge bloodstains leadingfrom the chairs down the dark stairwell.

7) Staff Quarters: Dr. Oldham’sgardeners, cleaning staff, and other servantsshared these rooms. They’re quite nice, andhave not been much disturbed. Blankets, afew suns, combs, clothes, and the like are allplentiful.

8) Guest Rooms: Family members weresometimes allowed to stay over at OldhamFarms to visit their relatives. These deluxerooms feature elaborate beds, dressers, washbasins, and so on. Illithax has taken most ofthe more valuable or decorative accessories—silver candelabras and the like.

Only one room seems to have beenoccupied when the invaders struck. A trunkwith a week’s worth of clothes for a manand a woman are present, along with theirpersonal items and a hidden stash of 334suns (Notice roll at -2 to find). A humanimprint remains in the bed sheets.

The trunk has a mirror in it as well.Anyone who looks in the mirror has a briefimage of a maniac in an iron mask shiveringwith rage behind him, blood dripping fromhis pointed teeth. Those who see it mustmake a Guts check at -2.

9) Sunwalk: Dr. Oldham called this the“sunwalk.” The interior wall of the manor islined with windows from the waist to theceiling, and allows one to look out on thecourtyard. From within, one can see thearboretum is immensely overgrown withstrange flora (see area 10).

As the heroes walk along its length, theysee a spot of “fog” appear on the glass, as ifsomeone on the other side were breathingon it. Moments later, a dozen more patchesappear. This requires a Guts check.

10) Courtyard: Illithax specializes inmanipulating flora. He brought quite a fewspecimens from the Sa Karan’s adoptedplanet with him, and has successfullytransplanted them here. The courtyard is histesting and seeding ground for his bizarrecreations. Many of his fastest-growinginventions have already been seeded in thesurrounding countryside to kill anywandering refugees who have somehowmanaged to escape detection.

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A Common Knowledge roll instantlyrealizes the bizarre plants in the courtyardaren’t quite right. A Notice roll also detectsseveral citrus trees still struggling within.

As soon as the heroes begin to pick fruit,a tall, thick tree with no limbs shambles outof the growth. It shudders for a moment,then launches harpoons at its prey. Theharpoon tree is intelligent, and hides in thethick vines and other growth until as many“prey items” as possible have entered theroom. The corpses of several inmates areimpaled about its base, the first “meals” thetree was fed by its creator.

Harpoon TreeThis tree is a very aggressive specimen.

Illithax keeps it ravenous so that it stayshungry for rewards and creates seed pods asrapidly as possible. He uses the pods to seedthe surrounding wilderness with more of thedeadly flora.Attributes: Agility d4, Smarts d10(A), Spirit d6,

Strength d12+2, Vigor d12Skills: Climb d10, Fighting d10, Notice d8Pace: 4; Parry: 7; Toughness: 15Special Abilities

• Armor (+4): The harpoon tree has a 6” thicklayer of wood and bark surrounding a coreof viscous red blood. The armor can bebypassed by targeting an empty harpoonhole (-4).

• Harpoons: Though the harpoons seem likeranged attacks, the tree actually uses itsFighting with a Reach of 5. It can attackwith 1d6+2 spears each round. A victim hitby a harpoon suffers Str+2 damage. If theattack hits with a raise, the victim isimpaled as well. The vine can be cut with adamage roll of 6 (Parry of 2), but the barbitself is thick and jagged, so the only wayto get free once impaled is to cut it off andpull it through the “exit” side. This causesan automatic wound, so a healer should bestanding ready.

• Size +3: The harpoon tree is nearly 24’ feettall.

LootThere’s a full backpack per hero of

reasonably fresh fruit here. Each load takesabout 30 minutes to pick.

Upper FloorThe spiders have completely taken over

this level. Nearly every room is coated intheir excretions, forming brittle black wallsdotted with green glowing veins of dried

slime. Spiders lair in each room, the exactnumber are noted on the map. If the partyfails a single Stealth roll while moving aboutup here, the spiders in the nearest roomattack. Assuming there are loud sounds ofbattle, the rest of the spiders spill out intothe hallways (and ceilings!) over the next tworounds.

If the sleeping spiders can be killed in oneshot in each room, they die without a soundand don’t alert their neighbors.

1) Personal Quarters: These rooms wereused by the staff. A few lived in a town a fewmiles south and commuted daily, but mostlived right here on the farm.

Peeling away the chitin in every roomreveals the obvious—blankets, pillows,grooming utensils, and so on, plus 1d10 x 10suns in each room.

2) Patient’s Quarters: Dr. Oldham kepthis paying patients in this area, though theirdoors were locked tight at night.

The walls blocking off this portion of thefloor were obviously added after the originalbuilding’s construction for this very purpose.

3) “Master” Bedroom: This was Dr.Oldham’s room, and it offers a grand view ofthe Valusian plain below.

Illithax has taken over, and the corpse ofa recently-demised halfling lies chained atthe foot of his bed. Masters do not create

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homes of chitinous goo like their degeneratebrothers, so the room seems strangelynormal.

Many of Dr. Oldham’s things have beensent to the recyclers in Kings Port, but quitea few remain carefully piled in a corner forIllithax’s own study. A Smarts roll reveals thecollected texts are heavy with pictures(because Illithax cannot read the commonlanguage). Some of Dr. Oldham’s illustrateddiaries are among them. They’re interestingand grotesque, but not particularly importantto this adventure. A few expensive nicetiescan also be recovered (1d6x50 suns at currentmarket values).

The AsylumThe lowest level of Oldham Manor once

housed the criminally insane. Illithaxscanned their minds after the manor fell andfound them amusing but useless as slaves.He performed grotesque experiments on theunfortunate maniacs, turning their alreadypsychotic minds even more mad.

Most of the patients lie in their rooms invarious poses of their final insanity. Some liein fetal positions, some have hangedthemselves with bedsheets, one scratchedhis own eyes out, another tried to claw openthe door with his fingernails, and so on.

Their rooms are made of stone andfeature a single cot (missing in some), pillowand blankets, iron loops (for shackles), and awaste bucket. The doors are made of ironand feature a single barred window to let insome small light.

Torch sconces line the walls, but none arelit. A single torch (near the entrance to area4) provides plenty of light for Master Illithax.

1) Entry: The door at the bottom of thestairwell is made of iron, but it has beensmashed open.

2) Laboratory: Illithax prefers to do hiswork here. The walls between these cellshave been knocked down to allow moreroom, but the doors remain intact.

Tables from upstairs have been placedalong the eastern wall, and odd collections ofpots, pans, and other containers housebizarre plants the heroes have never seenbefore.

The plants are of all shapes and sizes.Curious heroes see harpoon tree seedlingsshiver and convulse as they sense prey, spinyround puffer plants spew choking gas iftouched (Fatigue check at -2), and weirdfungus sing and shriek if exposed to light.

A corpse has also been shackled to thewall here. It’s covered in odd green buds, ahost for some sort of parasitic plant.

3) Therapy Room: Dr. Oldham conductedhis “conditioning” here. A table with a rack,pliers, and other torture implements rest onrolling trays. A pitiful victim is still bound toa chair where he was left in the staff’s hasteto leave. His fingers are smashed flat in cruelvices. The poor man died with his eyes wideopen and his teeth gritted in pain.

4) Fear Chamber: Dr. Oldham tried tocure phobias by placing his patients in thislarge, glass tank in total darkness. There thepatients’ overactive imaginations couldexperience the terrors in their minds overand over until they became jaded to them.

That was the theory anyway.Tragically, a patient was left in here when

the staff was slaughtered. Illithax found thepoor man but merely watched him tire andslip beneath the water, eventually drowning.

If the heroes open this door, they see aglass tank with a long-haired, male corpsechained within. Its bare skin is wrinkled andwhite. The chains are just above the tank onthe left and right so that the patient coulduse them to help keep his head above water.

6) The Holes: Dr. Oldham used thesehorrid holes both as punishment and as“therapy” for those with claustrophobia. Theholes are little more than a foot tall, two feetwide, and seven feet deep. “Patients” wereplaced in the holes for days at a time whenthey misbehaved.

One of them still bears a corpse, anunfortunate victim left to rot in darkness.

Illithax has heard the party and waitshere in ambush. His wither beast standsagainst the far wall as a distraction, while heuses his telekinetic powers to “stand” abovethe doorway and quietly summonsreinforcements from upstairs. He lets the firstcouple of heroes in, then shuts the door withtelekinesis and attacks. The spiders attackfrom the rear the round after Illithax isdiscovered. Use the stats for Na’Theratix forIllithax (page 89). When Illithax is finallydefeated, read the following to your players:

The Master hisses as he falls to thefloor. You feel incredible waves ofpsychic energy wash over you as theangry thing dies.Give the group a few moments, and then

slip one of them a private note that reads“You hear the rattle of chains.” Give theheroes about 10 seconds to react.

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Inmates (8)Illithax’s death sparks the ghost of the

inmates to unlife. They materialize as quasi-corporeal phantoms and attack every livingthing they see.

The inmates are bloodthirsty maniacswho hate everything still drawing breath.Some wear straightjackets and attack withtheir teeth, others have meat cleavers andother improvised weapons.

When an inmate is “slain,” its spirit isfinally laid to rest and fades to the netherrealms.Attributes: Agility d8, Smarts d4,

Spirit d8, Strength d10, Vigor d8Skills: Climb d6, Guts d10,

Fighting d8, Notice d4, Stealthd6, Throwing d6

Pace: 6; Parry: 4, Toughness: 8Hindrances: BloodthirstyGear: The phantoms have a

variety of improvised weapons,meat cleavers, knives,clubs, chains, teeth, orclaws. All cause Str+1damage.

Special Abilities• Berserk: The inmates

are murderously insane.They add +2 to theirFighting and Strengthrolls, as well as theirToughness, thoughtheir Parry is reducedby 2.

• Ethereal: Ghosts areimmaterial and canonly be harmed bymagical weapons andattacks. These particularphantoms can certainlyeffect the physicalworld, however.

• Fear -2: Ghostscause Guts checks at-2 when they letthemselves be seen.

• Fearless: Theinmates do not knowfear when attacking,but suffer from itconstantly betweenthese episodes.

Out of theFrying Pan

Though finding the fruit is extremelyimportant, an even greater opportunityawaits the heroes as they make their wayhome. Read the following as the heroes walkout of the manor (whether through the frontgates or the hole in the wall).

You’re tired and beaten, but also a bitexhilarated. You’ve not only defeated aMaster, but a horde of restless spirits aswell. Even better, you’ve got a fresh loadof fruit for the good people of King’s

Landing.You limp out of the manorwith your treasure, quietlycongratulating each other ona battle well-fought, andreminding each other that it’sstill a long way home throughspider-infested lands.

You reach the hole in themanor wall and grimace. Yourtrip may be shorter than youthought. Over a hundred orcsstand around the exit,crossbows ready and swordsdrawn.

Your group needs to go withthe orcs to unlock a crucialpart of the plot, but you don’thave to beat them over thehead with the inevitable. Thereare actually three ways you canget the result you want withoutforcing the issue.

The Hard WayThe first way is to let the fools

fight it out. If they do, the orcs aredestined to win—there are 125 orcwarriors, five chiefs, eighteen direwolves, six ogres, and sevenshamans. Even if the group tries torun back toward the mansion andhole up there, there’s just no waythey’ll stop a horde this size.

Fortunately, the orcs aren’t interestedin killing the heroes. Those who outright diein battle can’t be saved, but the shamansheal up anyone who goes down but doesn’tdie right away (after binding them, of course).

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The Easy WayThe second way is to let the heroes try to

talk their way out of it. The leader of thislarge band is Grokk, the son of the orc“king,” Kargan the Red.

Grokk is looking for the “pinkskin army.”Many of his peers violently disagreed, butGrokk persuaded his father, Kargan, to lookfor “pinkskin” survivors and forge an allianceto defeat the spiders.

Just like in the old days. In Tarrian’s time.Kargan agreed, but only if the pinkskins’

champions could repeat the amazing trialthat took place two thousand years ago.

“Me Grokk. Me speak pinkskin. Grokklooking for pinkskin army. Maybepinkskins hiding from spiders likeorcses.

Grokk father am Kargan. King of allorcses. Kargan said pinkskins can joinorcses’ attack on spiders if pinkskinchampions pass Three Trials of RedWoman.

There’s an important but subtlepiece of history to uncover here. Thesages of Tarth have no record ofthe orcs being part of Tarrian’salliance during the Scourge.The orcs remember it well,however. The Three Trialsof the Red Woman are animportant ritual to thisday in their culture. Awarrior must passthese tests himselfbefore he may becomethe clan’s new king(which happens onlywhen the old kingdies).

This revelation mightgo right past yourheroes unless youprod them a bit. Youmight simplymention that noneof them are aware ofany link between orcs andTarrian. Grokk, like all orcs,believes humans not onlyknow about the oldalliance, but know aboutthe Trials of the RedWoman as well. Ifasked, here’s hisreply:

“You not know about Red Woman?What they teach you in pinkskin tribes?

Red Woman was brave pinkskinwarrior. Long time ago, she and orcsfight spiders. Red Woman say weakhuman minds taken over by spiderwizards, but not orcses. Orcses toostrong for spider wizards. So we helpfight.

Orcses and pinkskins find spider’snest. Kill them all. Many orcses die. Manypinkskins die. All spiders die.

But now spiders and spider wizardsback. How this happen?

The heroes don’t know at this point, ofcourse. When they say so, Grokk merelyshrugs.

Either way, he finishes the “conversation”with “Pinkskins must come with Grokk now.”It they purport to speak for the pinkskinarmy, they’re taken as guests. If they aren’twilling to accompany Grokk, the orcs willsubmit them to the trials by force. Grokk

knows his only chance to form an allianceis to have someone survive the trials, and

these champions look more fit than thefew pitiful refugees they’ve come

across.

Into the HillsThe heroes are now

“escorted” high into theDread Mountains. They’reallowed to keep their

fruit, armor, and weaponsif they came as“representatives.” Theorcs don’t want MasterIllithax’s corpse broughtalong though, if theheroes happen to belugging it around aswell.

If the group was takenby force, their weapons areconfiscated, but the orcsleave their armor on them fornow.

It’s a long walk into thecold mountains. Haveeveryone make Fatigue rolls,

and subtract 2 of theyaren’t wearing wintergear.

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The orcs have gathered in a massivecavern in the Dreads. Thousands of thegreen-skinned creatures are there, alongwith hundreds of ogres and even a couple offrost lords.

Read the following as the heroes enterthe cave.

Before you is a massive cavern, well-lit by a dozen or so fires. You see literallythousands of orcs, as well as ogres andeven a couple of frost lords!

The smell is somewhatoverwhelming, but there’s real hope hereas well. If the orcs are truly immune tothe Masters’ ability to control minds,they would make powerful allies for theeventual counterattack.

If you can survive these mysterioustrials.

Grokk escorts his guests/captives throughthe smelly throng to the tent of Kargan theRed, a massive orc with more battle scarsthan one could count. Kargan doesn’t speakthe common tongue, but Grokkcommunicates for him, and “volunteers” theheroes for the trials.

Kargan looks over the heroes carefully,inspecting their muscles and looking deepinto their eyes. Finally, he nods his approvaland addresses the crowds.

Most heroes can’t make out the crudegrunts of the orcs, but Kargan basically tellsthe crowd that the pinkskins are here toattempt the Three Trials of Red Woman. Hedoesn’t necessarily believe they’ll survivethem, but it will at least provide theassembled clans some decent entertainment.

PreparationThe heroes cannot wear any armor during

the fight, nor may they use their ownweapons. They are given three healing

potions beforehand though, and can usethese as they see fit. The orcs leave theheroes in nothing but their underclothes.They even take rings and the like. Personalmagic—such as that of wizards and SunPriests—is allowed, however. You might wantto remind them that they have three trials tosurvive however, so it would be wise to savesome Power Points for the later tests.

The combats that are about to take placeoccur within a flat circle of the cave, ringedby orcs, ogres, and the like, so no map isprovided. If any of the heroes attempt toleave the circle, they are disqualified.

There’s a small loophole here that weakercharacters might exploit, though the orcsdon’t think to point it out because such anact does not occur to them. Only one heroneeds to survive the trials. It doesn’t matterif the others quit or die—they’re simply seenas “servants” to those who happen to surviveall three tests.

Trial the FirstThe first test is fairly simple, and designed

more to soften the heroes up for the latertest rather than kill them. A number of direwolves equal to the heroes are released intothe circle and must be defeated.

Dire Wolves (1 per hero)The wolves don’t play fair—they fight in

pairs instead of spreading out as expected.Attributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d8, Vigor d8Skills: Guts d8, Fighting d8, Intimidation d8,

Notice d6Pace: 10; Parry: 6; Toughness: 6Special Abilities

• Bite: Str+2.• Go for the Throat: Wolves instinctively go

for an opponent’s soft spots. With a raise onits attack roll, it hits the target’s mostweakly-armored location.

• Fleet-Footed: Dire wolves roll d10s insteadof d6s when running.

Trial the SecondThe next trial is much more difficult, but

the heroes are given a spiked club (Str+2)each this time. The clubs are quite large andunwieldy, however. They cause Str+2 damage,but have a minimum Strength of d8.

Their foe this time are a pair of verylarge, very surly chinooks. (Add a thirdchinook if your party has more than sixmembers.)

Scene FiveTrials of theRed Woman

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Chinook (2)The chinooks attack the closest foe.

Attributes: Agility d6, Smarts d6(A), Spirit d8,Strength d12+4, Vigor d12

Skills: Fighting d8, Guts d10, Notice d8, Swim d6Pace: 8; Parry: 6; Toughness: 12Special Abilities

• Bear Hug: Chinooks don’t actually “hug”their victims, but they do attempt to usetheir weight to pin their prey and rend itwith their claws and teeth. A chinook thathits with a raise has pinned his foe. Theopponent may only attempt to escape the“hug” on his action, which requires a raiseon an opposed Strength roll.

• Claws: Str+3.• Size +4: These creatures can stand up to 15

tall and weigh over 10,000 pounds.

Trial the ThirdThe final trail is to prove the heroes are

able to fight the spiders in their nativeelement—the dark. Grokk gives them all theirgear, then douses all light in the cavern. Hethen instructs the combatants not to makelight or they will automatically lose the finaltrial.

The orcs can see with infravision, so theycan watch the fight just fine. So can theogres, which they release on the heroes.Don’t tell the heroes what they’re fighting,just tell them they hear heavy footstepsstomping toward them in the darkness.

OOOOOgre (1 per 2 Heroes)The ogres attack the closest foes.

Attributes: Agility d6, Smarts d4, Spirit d6,Strength d12+3, Vigor d12

Skills: Guts d8, Fighting d8, Intimidation d8,Notice d4, Throwing d6

Pace: 7; Parry: 6; Toughness: 12Gear: Thick hides (+1), massive club (Str+3)Special Abilities

• Infravision: Ogres halve penalties for badlighting when attacking living targets.

• Size +3: Most ogres are over 8’ tall withpotbellies and massive arms and legs.

• Improved Sweep: May attack all adjacentfoes.

Victorious!Assuming at least one of the heroes

finishes the three tests, Kargan himselfleads a rousing cheer! Orcs have no love ofpinkskins, but they admire such courage andskill when they see it.

When the cheering is over, Karganinstructs his shamans to come forward andheal the warriors. They rid the champions ofall wounds, but can do nothing aboutcrippling injuries or death (they don’t knowgreater healing). Kargan then brings thegroup a most valuable prize—one white bloodstone each! The things don’t work on theorcs, but Kargan knows their power, andgrants them as prizes to these bravewarriors.

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A day after the heroes return with freshfruit from Oldham Farms, Aden comes tothem with another request.

“Lord Herrek once again sends histhanks. We’ve begun to formulate a plan,but we have need of a few special items.Are you ready for another assignment?

Excellent. Have you ever heard of afish called a ‘gulper?’ It’s a largecreature, with four tentacles. They live inthe open ocean, but often come into theLower Tunnels to feed on matingfirefish. The flesh of the fish itself ispoisonous, but the eyes can be mixedinto powerful potions that allow one tosee in the dark just like elves anddwarves! We’ll need that for our humanallies when we attack the Masters, forthe world above has grown quite dark.

If you feel capable of completing thistask, you’ll need a small amount offirefish musk. I have some here in thisvial. Pour it in one of the deep pools thatopen to the sea. Gulpers look for schoolsof mating firefish, and should beattracted to the musk within a fewhours.

Beware, for they have tentacles theyuse to grasp their prey, which they thenstuff into their massive mouths. If oneof you should happen to get swallowed,it will begin to crush you with itsstomach muscles. You’ll also begin todrown. I’m told that if your mates cankill it and cut you out, the survival rateis quite good. Nearly one in four.

If you manage to slay the fish, cutout its eyes, pack them in brine, andbring them back here to me. We’ll payyou 300 suns per eye. Or you can keepthem for yourself if you need them forthe counterattack when it comes. Eitherway, it helps the community.”

Kargan then takes an old amulet fromone of many about his neck and gives it tothe hero who seemed to fight the best.Grokk explains its purpose for his father.

Kargan’s amulet is an old, red stonecarved into a radiant sun. It is chippedand worn, but intact. Grokk places it onyour neck.

“Long ago, pinkskins and orcsesfight spiders. Red Woman gave this toKargan’s father’s father. She said thismake orcses and pinkskins friends forgreat battle.

Another orc approaches with a largeraven in a cage. Grokk hands it to you.

“Put stone on bird, let bird fly. Not incave though. Bird fly back to Grokk withstone and orcs attack human city. Oneyou call Kings Port. It take us 10 hoursto get from mountains to city. If we havered stone, orcs not attack pinkskins.Only spiders.”

Grokk pauses for a moment. “Onemore thing. Attack must come beforefive sunrises or orcses attack anyway.”

Grokk smiles. “Kargan not patient.”

Kargan is insistent on attacking the city.His mind cannot be changed on this pointregardless of the heroes’ plans. The orcswon’t attack the spike either—they’ve triedand the frost lord’s couldn’t make a dent in it.

In case we haven’t been clear, the orcs aregoing to attack the spiders in King’s Port infive days, or sooner if the heroes send themTarrian’s amulet.

HomeWith that, Kargan sets the heroes free,

and even returns their fruit. Grokk guidesthem out of the mountains, and from therethey are able to work their way back towardthe Warrens. Don’t hit them with any moreencounters on the way home—they’ve earneda break.

Resistance PointsThis is the big payoff. The heroes gain one

Resistance Points just for surviving the threetrials. They gain an additional point if andwhen they send Tarrian’s amulet to the orcs,and two if they manage to get Lord Herrek’sattack to coincide with the orc’s assault (seeAct V for just how that all comes together).

Scene SixThe Red Ravager

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Return to theLower Sea Tunnels

As before, the party can follow the bluemarks into the Lower Sea Tunnels. Thejourney takes about three hours, and thenthe group must make three total Notice rollsto find a pool appropriate for catching agulper. Each attempt takes about an hour ofexploration.

During their wandering, the heroeshappen upon a gruesome scene. A party ofadventurers, two dwarves, an elf, and afemale warrior—the Grimfang Band—lie deadin the passageway. A long bloody trail leadsto a nearby pool. A Tracking roll finds thestill-wet footprints of two sea trolls leading tothe hole. It should be obvious from thetracks that only two trolls were present, andthey would not have been powerful enoughto take down the Grimfangs.

Investigation of the bodies reveals they’vebeen dead a few hours. They’ve been slashedto pieces—not stabbed, clawed, or bitten asmight be expected if they’d been killed bytrolls. The wet sea troll tracks must be lessthan 15 minutes old, however, or they wouldhave dried by now.

The truth is that a pair of sea trollshappened upon the latest victims of the RedRavager and have already dragged two ofthem away to share with their tribe.

The sea trolls have already looted thebodies of weapons, jewelry, and trinkets—infact one of the heroes’ fingers has beenbitten off to take a ring. The elf still wearsleather armor, and the two dwarves wearchain mail. The lady warrior’s plate has beentaken as well. The fallen heroes’ money isstill there however—sea trolls have no use forcurrency. A careful search of their pouchesreveals 2d6 x 10 suns per corpse. One of thedwarves also has a pistol and 6 shots in hisdead hands (another item of little use to thesea trolls).

If the group waits for at least 10 minutes,the two trolls who found the bodies return.There’s no way to communicate with thebrutes, however, and no information to begained as they just happened on the scene.

The Ravager ApproachesThis works best if it happens just as the

party surprises the returning sea trolls. Justas the pair realize they’ve been discovered, astrange sound, like metal on stone, echoes

down the corridor. The trolls panic and doeverything in their power to escape. Theyknow the Red Ravager approaches.

The Red RavagerThe Red Ravager was once the hero

known as Spyke, one of the famous Seven.He has been driven mad by the Masters,implanted with a cerapede, and set loose inthe tunnels to kill any sentient beings whocross his deadly path.

Attributes: Agility d12, Smarts d8, Spirit d10,Strength d8+2 (for Berserk), Vigor d8

Skills: Climb d10, Fighting d12+2 (for Berserk),Notice d10, Shooting d8, Taunt d10

Pace: 6; Parry: 7; Toughness: 8Hindrances: — (he’s an insane killing machine)Edges: Ambidextrous, Combat Reflexes,

Improved Block, WhirlwindGear: Spyke’s Claws (see below); Armor of the

Red Ravager (see below)Special Abilities

• Berserk: Spyke is in a permanent state ofberserker rage due to his mental illness. Headds +2 to his Fighting and Strength rolls, aswell as his Toughness, but subtracts 2 fromhis Parry.

• Relic (Armor of the Red Ravager): Thisred suit of leather grants its wearer +3Toughness. It’s coated in sticky blood,however, and must be washed before it canbe worn.

• Relic (Spyke’s Claws): These claws causeStr+1d10 damage.

When Spyke is slain, the cerapedeburrows out of his neck and dies. If the thiefis merely rendered unconscious, the thingremains—forcing him to attack again whenhe regains consciousness (there’s no way totalk to Spyke).

If he is unmasked, anyone who makes aCommon Knowledge roll at -2 recognizes thehandsome half-elf as Spyke—one of thefamous Seven.

The Ravager’s LairClever players may realize the Red

Ravager’s lair must be close for him to havereturned so quickly. They are correct. Anyonewho makes a Tracking roll at -2 is able tofollow a trail of blood through a few hundredyards of twisting caverns to a tall, verticalchute. Getting up the five-foot wide, 70-foottall chute requires three Climbing rolls. At thetop is a small ledge covered in dried blood

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where he (rarely) sleeps. Anyone with a lightsource can make out mad scrawls all overthe walls here. The number “7” iseverywhere. Crude drawings of thousands ofspiders surround them.

The GulperFortunately, the pool near where the

Grimfang’s perished is perfect for a gulper.Assuming they use the vial given to them byAden, a gulper comes along in 1d4 hours.There’s also a 1 in 6 chance a party of 2d6sea trolls and one leader happens by eachhour!

When the gulper finally shows up, readthe following.

You wait for hours, watching thepond rock rhythmically with the tides.Eventually, a wave washes into thepond and splashes quietly on the bank.Another follows, then another, thenanother. Now the quiet ripples are highenough that they lap out of the pool andlick at your feet.

You snap out of your malaiseinstantly. Something big has entered thepool.

If any of the heroes are visible, the fishnotices the prey and attacks. Those on Holdcan attempt to interrupt its action andattack, retreat, cast spells, and so on.

GulperThis creature is hungry and won’t retreat

until it has prey in its gaping maw.Attributes: Agility d4, Smarts d4(A), Spirit d6,

Strength d12+3, Vigor d12Skills: Guts d8, Fighting d10, Intimidation d10,

Notice d6Pace: —; Parry: 6; Toughness: 12Special Abilities

• Aquatic: Pace 6• Bite: Once inside its massive gut, a victim is

helpless and suffers 2d4 damage per round.• Size +6: Gulpers are the size of whales.• Tentacles: Four sticky, 8” long tentacles

extend from the gulper’s mouth. A characterwho is hit is tangled in the tentacle. With araise, his arms are trapped as well (meaninghe cannot free himself—someone must helphim). The creature stuffs entangled prey inits mouth on its following action. Eachtentacle has a Parry of 4, and can besevered with a damage roll of 8 or higher bya cutting weapon.

Resistance PointsIf the heroes tell the people they have

defeated the Red Ravager, they gain aResistance Point. If they reveal his trueidentity as one of the famous Seven, thepeople are demoralized and the group loses aResistance Point.

The heroes gain another point if theyreturn with the gulper’s eyes.

The Death of HeroesWhen Herrek hears about the Grimfangs,

he gets the player characters to lead a groupof his soldiers back to their bodies. Thefallen champions are then brought back toKing’s Landing and given a proper send-off.

The funeral starts with a recounting oftheir deeds by those who knew them. Afterthat, their bodies are set on makeshift rafts(made of wood—quite valuable given thecurrent state of the world) and set alight.The rafts are then sent down the Druskanuntil the light of their fire passes intodarkness.

Use this to set the mood, but repeat itshould any of the player characters fall. Theother players should then step up andeulogize their fallen comrade for the crowd.This is a great way to help ease a player’spain when he’s lost his favorite character.

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Lord Herrek, fearful that King’s Landingmight be discovered, has moved up his attackschedule. To do so he requires moregunpowder. Aden the Scribe is tasked withmaking the arrangements.

“Greetings again, friends. I know youhaven’t had much rest lately, but thingsare moving faster than we’d hoped. Weneed gunpowder from the dwarves.They won’t sell to Lord Herrek or anylarge caravans they think are allied withthe Old Wolf—only to small groups likeyourselves. The King’s Men had a sortof—falling out—with the dwarves awhile back about when and how toattack the invaders.

If you will undertake this mission,we will give you golden suns withwhich to buy black powder and bring itback here. If you can negotiate acheaper rate, you may keep whateversum is left over. Try to bring back a fullbag of shot and powder each. That’s 100shots. It should cost you 500 suns.”

If the party agrees, Eden vanishes for a bitthen returns with a pouch of 500 goldensuns for each. This amount normally buys 100shots with powder at Drugall’s (where acharacter may purchase as many shots as hecan afford)..

When this is settled, Aden gives theheroes directions to the Inferno, the home ofDrugall’s dwarves.

“The trail to the Inferno is marked inred. It should take you about six hoursto reach the Inferno. This is one of themore traveled corridors, so you’ll likelymeet some of the other smaller clansalong the way. Beware though, forGaron’s Raiders frequent this trail aswell.”

The Wormley FamilyAn hour after the heroes set off for the

Inferno, have everyone make Notice rolls. Thehighest-rolling character hears a distantrumbling. It could be a cave-in, or possiblyeven gunshots (the latter is true). If theycontinue onward, they hear odd sizzlingsounds. Mages in the group instantlyrecognize the sound of bolt and blast spells.As they press on, another Notice roll detectsthe sounds coming from a small side-passage off the main trail. If the groupdecides to take this detour, they arrive justas a small skirmish ends between a numberof Hunters and two-dozen unarmoredhumans. Read the following as the grouphappens upon the scene:

You quietly turn the corner and gaspat the scene before you. A number ofmen in chainmail lie blasted to pieces inthe middle of a wide passage coveredwith stalagmites. All around them are adozen or so people with jet black hair,pale skin, and purple pants, shirts,dresses, or robes with yellow stars.

Somewhere in the rear, you see amad woman with a meat cleaverfinishing off the wounded. The rest ofthe purple-clad people eagerly pull bootsand other possessions from the dead.

“Hurry up, boys,” says a tall, blood-spattered boy with long, greasy hair. Wegot dozens o’ grown mouths to feed. Getta cuttin’.”

Anyone who makes a CommonKnowledge (automatic for mages ofMizridoor) recognizes these individuals as theenigmatic Wormley Family. For some strangereason, every member of their bloodline is anaturally gifted wizard.

The sane ones study at Mizridoor, butmost are “home schooled.” Rumor is thefamily maintains its magely might byinbreeding, but few have the guts to questionthe ill-tempered clan.

Jacob Wormley is the first to speak to theheroes if they let themselves be spotted. He’sthe eldest brother of the clan, and it was histurn to pull guard duty in their “ambush”chamber. He’s surrounded by five brothersand two sisters, all powerful mages.

Jacob issues a “Who are y’all?” to theexpedition, then starts moving both hands insmall circles to hit them with a blast if hedoesn’t like their answer.

Scene SevenThe Inferno

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Jacob knows the Hunters are working forthe Masters. If he thinks the heroes are inleague with the invaders as well, he ordersan attack. This isn’t what you want, however,so try to walk a fine line between keepingthings tense and starting a real fight.

A High PriceThe heroes know they’re looking for allies,

so it’s likely they’ll try and convince theWormleys to join their cause. Jacob isskeptical, and talks openly about Herrekalready being controlled by the spiders once.

The trick to getting the Wormleys to jointhe cause is to question the family’s magicalpowers. Anyone who hints the Wormleysmight not be so powerful after all gets asingle chance to make a Persuasion roll. Ifsuccessful, he offers the following deal.

“Okay. I reckon them things’ll justcome down here after they’re throughwith y’all anyway. But here’s what Iwant. When this is all over, I wanna bethe Headmaster of Mizridoor.”

If the heroes consent (perhaps later afterthey’ve consulted with Lord Herrek, whohesitantly agrees), the Wormleys are in andadd +1 to the group’s Resistance total.

The WormleysThe Wormleys are quite a bit alike in their

statistics and spell-casting abilities, but quitedifferent in their various lunacies. Feel freeto make up different creepy and fantastictraits or habits for each of the dozen or sofamily members present here. Another dozenrelatives can be found deeper in the cavesbeyond this entrance.Attributes: Agility d8, Smarts d8, Spirit d8,

Strength d8, Vigor d8Skills: Climbing d6, Fighting d8, Guts d12,

Intimidation d10, Knowledge (Arcana) d10,Notice d8, Spellcasting d10, Stealth d6

Charisma: -2; Pace: 6; Parry: 6; Toughness: 6Hindrances: Delusions (various), Ugly, VengefulEdges: Arcane Background (Wizard), New Powers,

Power Points, WizardSpells: Bolt, any four other spells, a few know

Pawn of Mizridoor as well; Power Points: 20Gear: Hand weapons (Str+1)Special Abilities

• Wormley Blood: The Wormleys aresomewhat insane, but their pure bloodlineadds +2 to all their Spellcasting rolls.

The InfernoRead the following when the heroes

eventually reach the Inferno.You’ve felt the heat grow for the last

few minutes. Now your sensitive eyescan just make out shifting patterns oflight ahead.

You venture forward, turn a corner,and find yourself standing in a chamberdotted with pools of glowing, bubblingmagma!

Across the chamber, on a naturalledge before a much larger cavern, is alow barrier of hewn stone. Behind it area number of steel helmets andprotruding muskets. Surely, this must bethe Inferno.

The entrance to Drugall’s domain lies up acarved staircase to the right. Ten gunners(mostly dwarves, but at least one is a half-orc) cover the party’s approach. They don’task for weapons—they simply let their guestsknow they’re being watched.

The dwarf in command of the guard is aformer City Watchman named StrongemThroak. “Greetings,” he says gruffly. “Stateyour business.” As long as the characters letStrongem know they’re here to spend money,

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he asks to see their gold (or wares if they’reselling) and lets them in. Most any otherreason is declined. They’ve no need forgossip, proposed alliances, or other excuses.

Atop the stairs, Strongem looks the groupover one last time, grunts, then passes themon to a dwarven trader named Esom Perth.The dwarf is a natural salesman with acheerful personality, though he’s a bittroubled right because a recent disaster hasbefallen their community (see below).

“What can I help you with? We’ve gotpowder, of course, and a few guns forsale. We also purchase goods if you’relooking to part with some of whatyou’re carrying.”

If any sort of transaction is proposed,Perth states the company line—powder andshot are now 50 suns for 5 shots, and no onemay buy more than 50 shots at a time. WhenPerth is asked why the sudden increase, hescowls:

“Sorry. The boss is in a bad mood. Ican’t do nothin’ without Drugall’s say-so, and he ain’t here right now.”

If Perth is pressed and someone makes aPersuasion roll, he says:

“Sorry friends. Things are a littletense right now. Drugall’s niece, Darla,has been kidnapped. Only one of hisfamily left. Twelve hours or so ago. Noone knows exactly how long. Looks likeit was one of Garon’s men. A dwarf.”Perth spits.

“Smuggled her out in a bag ofpowder. I’m tellin’ you this ‘cause youlook like honest folks, and word’s likelyto get out anyway. Maybe you can findher. I’m sure the boss’d make it worthyour while if you did.”

Unfortunately, no one has any idea whereGaron’s Raiders hole up. The few who havebeen caught live in their own lairs and aregathered by messengers when they’reneeded.

If the heroes don’t get this informationfrom Esom Perth, you need to stage anencounter in the tunnels on their way backhome. A party of six heavily-armed dwarvesare out looking for Darla and question theheroes to make sure they’re not part ofGaron’s thieves. They are satisfied quickly ifthere is a Sun Priest or Red Knight in the

bunch. Otherwise, they make take someconvincing (at least a successful Persuasionroll). They impart the information, and addthat a number of Drugall’s friends are outhere risking their lives for him. It’s quiteobvious Drugall is well-respected by hisfollowers.

Catching the RaidersIt’s up to the heroes to figure out a plan

and save the day. There’s no set way for themto find Garon’s Raiders, so they’ll have tocome up with something on their own.

Perhaps the best way to catch Garon’sRaiders is to simply travel back and forthbetween King’s Landing and the Inferno withvaluables. It won’t take long—maybe 1d4trips—before the bandits attack.

The bandits usually attack from darkspots overlooking the main paths. The firstfew throw powder bombs while the rest waitwith crossbows to see if anyone continues toresist. The bandits travel in packs of about 10.

BanditsThe bandits work for themselves, and are

far more interested in easy loot than gettingthemselves killed.Attributes: Agility d6, Smarts d4, Spirit d6,

Strength d6, Vigor d6Skills: Fighting d8, Guts d6, Intimidation d6,

Notice d6, Shooting d6 (d8 for Reg), Stealth d6,Throwing d6

Charisma: -2; Pace: 6; Parry: 6; Toughness: 6Hindrances: Greedy, MeanEdges: —Gear: Leather armor (+1), short sword (Str+2),

crossbow (Range: 15/30/60; Damage: 2d6; AP: 2;One action to reload), knife, 2d10 gold suns.

Unfortunately, Garon’s henchman don’tactually know where the big boss lairs. Ifsuccessfully threatened (a raise on anIntimidation roll), one of the thief’s revealsthe following:

“Look ‘ere, mate. We don’t ‘ave nocontact with Garon. He jus’ sends hisman around. Don’t even know his name.We call him Gray Coat. He comes andtakes ‘alf of anything we…find.Sometimes he comes to fetch us and weget together with others to take onreally big targets.”

“None of us know where Garonhisself stays though. He knows one ofus’d rat him out for the reward if wedid.”

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One likely way to proceed is to accompanythe thieves back to their own small lair andwait for “Gray Coat.” The thieves have a setof code words worked out to see if it’s safethough, so the group must play this verycarefully.

If this is the plan, the bandit’s lair is asimple small cave just a few hundred yardsoff the main route between King’s Landingand the Inferno. When Gray Coat approaches(actually a half-elf named Ferak), he firstcalls out “Are there spiders about?” Thecorrect reply is “More than a few, friend.” Ifthis reply is given, the gray coat approaches.Otherwise he retreats, then sends anothergroup of raiders to come check on (andpunish) the bandits a few hours later.

Ferak can be caught by giving the properreply or simply chasing him down as he triesto retreat. The latter is quite difficult asFerak knows the nooks and crannies of thisarea much better than his pursuers. Fordramatic purposes, however, let him getcaught but have the pursuers make a fewAgility rolls first to run him down.

Finding GaronCracking Ferak is a little tougher than the

other thieves. He knows goody two-shoes(like Red Knights and Sun Priests) won’ttorture him, and appeals to them if they’represent even if someone else does the actual“questioning.” Rougher types might have alittle more success with this rough customer.Exactly what happens is up to thetemperament of your group, but theinterrogator must present a real threat orappeal and get at least a raise on an opposedIntimidation roll.

When Ferak finally cracks, he says:“Aw’right, aw’right! Stop! You want

Garon, you got ‘im. Bastard ain’t paid memy due anyhows. They’s an ol’ shipdown in the Lower Tunnels. The GrayCoarser. Garon’s in there. Good luckfishin’ ‘im out.”

Of course the heroes need Ferak orsomeone to lead them to the ship. Smartheroes probably realize there are codes andalarms to approach the ship. If they forcethese procedures from Ferak, and threatenhim bodily should he leave anything out, hetells them everything. If he thinks he canwarn Garon and save his own skin, he“forgets” a few details and leads the partyinto danger.

Garon’s RaidersGaron keeps only a small contingent of

his most trusted lieutenants in his lair, thewreck of the Gray Coarser. The wreck looksuninhabitable—and it is—but the wreck hidesa perfectly dry and safe cave behind it.

Approaching the Gray Coarser is easierthan it looks thanks to a sandbar sitting afew feet beneath the dark water. Anyonewho knows the way—or takes their timefeeling it out—can cross to the ship in onlyabout two feet of water.

A fragile tripwire runs under the water infront of the entrance. The string runs underthe water and into Garon’s cave, where it’sattached to a small pile of cans. Whentripped, the cans make only enough noise toalert Garon—not those who tripped the alarm.

1) The Gray Coarser: The ship is on itsside and against the wall, the victim of astrong wave that once swept into this formerpirate’s cave. There’s little inside except a fewskeletons (placed there to scare awayintruders) and creaky, rotten floorboards.

Anyone moving through the hulk mustmake two Stealth rolls at -2 to avoid alertingGaron and his band within.

The entrance to the cave is hidden by alarge piece of tattered sail hanging downthrough the smashed deck above.

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2) Spikes: Garon is a paranoid thief. Hekeeps sharpened coral sticks buried in thesand here. Anyone who moves through thearea and doesn’t know to keep to the right-hand wall has a 50% chance of stepping on astick. Those who do must make a Vigor rollor fall to the floor paralyzed for 2d10 minutes.

3) Stores: Most of Garon’s ill-gotten gainsare kept here. This includes perishables,fresh water, clothing, and so on. The reallygood stuff is in the back (area 5).

4) Lieutenant’s Barracks: This is whereGaron’s mates sleep. There are four beds hereof comfortable furs and blankets. Each alsohas a locked chest with the bandit’s personaltreasure inside (2d6x100 suns worth ofjewelry and other items).

5) Garon’s Cave: This is where themaster thief himself lairs—and currentlyDelilah as well. He has an actual bed coveredwith fine quilts, a tall mirror, and threechests of various loot worth 3d6x100 sunseach. His magic items are on his personexcept for a suit of full plate mail whichnone of the bandits cares to wear.

Drugall also has a hand-drawn map of thetombs nailed to his wall. One of the tombs islabeled “Valador.” If asked, the bandits saythey had been exploring the catacombs forplunder when they came across this strangevault. The door was open, though designed tolook as if it were sealed. No treasure wasfound within.

Darla Helsongold, Drugall’s young niece, isusually shackled to the bed here, thoughshe’s likely unchained for use as a hostage ifthe thieves are alerted.

A large dresser and hutch on the backwall can also be used to block Drugall’s roomoff for a last stand as well.

Armor +2: Anyone wearing this magicalplate mail adds +5 to his Toughness.

Dealing with the PiratesMost likely, the heroes alert the bandits

one way or another. If so, Garon tasks hislieutenants with defending him while hebrings Darla forward as a hostage.

Sam BonesSam is a dwarven musketeer. He’s the one

who snuck into the Inferno and made offwith Darla—in a sack full of gunpowder! Hestands back and fires his musket. If thegroup moves back to Drugall’s room, he firesthrough the back of the dresser.

Sam prides himself on his marksmanshipand always shoots for the head.Attributes: Agility d8, Smarts d6, Spirit d6,

Strength d8, Vigor d8Skills: Fighting d10, Guts d8, Intimidation d10,

Notice d6, Shooting d10, Stealth d6Charisma: -4; Pace: 4; Parry: 7; Toughness: 9Hindrances: Greedy, Mean, SlowEdges: Low Light Vision, Improved Arcane

Resistance, Marksman, MusketeerGear: Chain shirt (+3), musket (Range: 10/20/40;

Damage: 2d8), bayonet (Str+2).Special Abilities

• Relic (Chain mail +1): Sam’s chain mail isenchanted and offers a total of +3 protectioninstead of the usual +2.

• Relic (Musket of Speed): Sam’s musket ismagically enchanted for quick reloading. Itcan be reloaded in one round, or can befired every round if the user has theMusketeer Edge.

DelilahLilah is a black-hearted witch if there

ever was one. She’s a tall, beautiful half-elfwith raven-black hair and pale skin. She’sGaron’s frequent paramour, though the twoare lovers more to keep tabs on each otherthan for love.

Delilah’s tactic is to use barrier toconstantly seal characters in as they pushforward, exposing them to Tuck’s axe andSam’s shots.Attributes: Agility d8, Smarts d6, Spirit d6,

Strength d8, Vigor d8Skills: Fighting d6, Guts d8, Notice d6,

Persuasion d12, Shooting d10, Spellcasting d12,Stealth d6

Charisma: +3; Pace: 6; Parry: 5; Toughness: 6Hindrances: Greedy, Mean, VengefulEdges: Arcane Background (Wizard), Attractive,

Low Light Vision, New Powers, Power PointsSpells: Barrier (stone), blast, detect/conceal

arcana, fear, wave runner, zombie; PowerPoints: 25 (counting her Power Stone)

Gear: Bracelets of Defense (Toughness +2), 75suns, dagger (Str+1)

Special Abilities• Relic (Power Stone): Lilah wears a necklace

with a small ruby. It contains 10 PowerPoints which the wear can draw from as ifthey were her own. It recharges 1 point every8 hours.

• Relic (Ring of Beauty): Delilah is alreadybeautiful, but this ring enhances her beautyeven more, and adds +2 to her Charisma(already figured in above).

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Tuck the RedThis massive half-orc is Garon’s brutal

enforcer. He’s the one who brings lesserthieves in line and ensures Garon rules allthe lesser gangs that hide in the Warrens.

Tuck moves forward to block the narrowchokepoints in the passageway (such asbetween areas 2 and 3). This should make itimpossible for attackers to gang up on him.Attributes: Agility d8, Smarts d4, Spirit d8,

Strength d12, Vigor d12Skills: Climbing d6, Fighting d12, Guts d8,

Intimidation d10, Notice d6, Stealth d6,Throwing d10

Charisma: -5; Pace: 6; Parry: 8; Toughness: 11Hindrances: Greedy, Infravision, Mean, Loyal,

Outsider, UglyEdges: Block, Brawny, Combat Reflexes, First

Strike, Improved Sweep, Mighty Blow, Nervesof Steel

Gear: Chain shirt (+2), great axe (Str+4; AP: 1;Parry -1), 4x throwing axes (Range: 3/6/12;Damage: Str+2)

FerakFerak won’t likely take part in the battle,

but if he does, his stats are below. He’s moreof a negotiator than a warrior, but he’s stillmore than capable of sticking a knife in acareless guard’s back if given half a chance.Attributes: Agility d6, Smarts d8, Spirit d6,

Strength d6, Vigor d6Skills: Fighting d8, Guts d8, Intimidation d10,

Notice d10, Persuasion d10, Shooting d6,Stealth d10, Taunt d10

Charisma: +2; Pace: 6; Parry: 5; Toughness: 6Hindrances: GreedyEdges: Alertness, Charismatic, Danger Sense,

InvestigatorGear: Ferak normally wears only an old gray

cloak (magical), and carries a dagger and apistol with 6 shots.

Special Abilities• Relic (Cloak of Skullduggery): The cloak

adds +2 to the wearer’s Stealth rolls. Inaddition, ranged attacks against the herosuffer a -2 penalty.

GaronGaron was once a member of a secret

thieves’ guild in Kings Port. He wasn’t theleader—that fellow actually offered hisservices to the king in the City’s last hours.Garon thought this was ridiculous, and

stabbed the fool in the back before he couldmake off with some of the guild’s besttreasures—which Garon now wears.

In a fight, Garon first fires his pistols, thenmoves out of sight to reload. The cowardlythief moves to use Darlon as a shield if theheroes get past Lilah’s barrier and into thecave. While held in front of Garon as cover,attacks against him suffer a -4 modifier.Attacks that miss by 4 points or lessautomatically hit Darla (as do any naturalrolls of 1 on the attack die as usual).

Garon saves his ring of invisibility as alast resort should he have to flee.Attributes: Agility d8, Smarts d6, Spirit d6,

Strength d8, Vigor d8Skills: Fighting d10, Guts d8, Intimidation d10,

Notice d6, Persuasion d8, Shooting d10, Stealthd6, Streetwise d12, Taunt d10

Charisma: -1; Pace: 6; Parry: 8; Toughness: 6Hindrances: Greedy, MeanEdges: Alertness, ThiefGear: Sword of Parrying (Str+3), two pistols

(Range: 5/10/20; Damage: 2d8), knife (Str+1).Special Abilities

• Relic (Coward’s Blade): +4 to hit anddamage when attacking with surprise.

• Relic (Leather Armor): Garon’s light armorweighs 10 pounds and adds +2 to Toughness.

• Relic (Ring of Invisibility): The ring actsas the invisibility power. It is automatically“cast” with a raise (-6 to hit the wearer), andhas 10 integral Power Points (the wearer mayonly use the ring’s Power Points—not hisown).

• Relic (Ring of Protection): +1 to Toughness.• Relic (Sword of Parrying): This short

sword adds +1 to its user’s Parry, and causesStr+3 damage.

AftermathIf Drugall’s niece is saved and returned to

the Inferno, the dwarf’s help in the comingfight is guaranteed.

If she was slain, the heroes mustconvince Drugall they did their best anddidn’t needlessly endanger the girl’s life justto win his favor. This requires a retelling ofthe tale and Persuasion roll at -4.

Drugall doesn’t promise anything specificright now, but he appears again later (seepage 122) and fulfills an important part ofthe story to come.

Resistance PointsThe heroes gain 2 Resistance Points if

Garon’s band is defeated. Herrek pays a 5000sun bounty as well.

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The Vermin Lord entered the roominvisibly and watched those who killed hisprecious companions with hate-filled eyes.When his swarms are in place, he opens theattack with a cone of flame.

Use the map of Tragor’s tomb from page97 for this fight.

Dark SecretsThe Vermin Lord is none other than

Tyvek the Mage, one of the famous Seven.He and his companions fell in battle with theMasters before the invasion. Most were killed,but a few were captured and put to use bythe cruel Sa Karans.

Tyvek’s mind revealed a fear of rats, anexplosive and irrational temper, and afascination with fire. The Masters performedunspeakable acts on the wounded mage,placed a cerepede on his neck, and turnedhim loose. Ironically, Tyvek became themaster of that which he detests most—rats.

Now Tyvek prowls the crypts and slaysanyone he comes across. He has a psychiclink to any rat within a hundred yards. Whenone is slain, he and his swarms quickly rushforward to punish the “murderers.”

The Vermin LordThe Vermin Lord wears ragged bandages

around his face and hands, and wears aswarming coat of rats.

He has an odd relationship with the rats.The cerepede in his brain tells him he is thelord of all vermin, but what’s left of hisatrophied human mind still fears and revilesthem. He sends his swarms to attack hisfoes, but simultaneously blasts away with hispowerful fire spells—”accidentally” killing hisown subjects in the process.

Tyvek begins the attack invisible(spending 3 of his Power Points to do so). Hethen casts obscure to cast the area into totaldarkness.Attributes: Agility d8, Smarts d12, Spirit d8,

Strength d6, Vigor d6Skills: Climb d12, Fighting d6, Notice d12,

Spellcasting d12+2Charisma: -2; Pace: 6; Parry: 5; Toughness: 7Hindrances: Bad Eyes (one eye), Phobia (Rats),

PyromanaicEdges: Expert (Spellcasting), Master

(Spellcasting—Wild Die is a d10), New Powers,Power Points, Soul Drain

Gear: Robe of rats (Tyvek wears a robe ofswarming vermin that offer +2 protection).

Garon’s map points to a location in theCatacombs. The heroes have been to theUpper Tunnels before, so navigation to thecrypt isn’t a problem.

When the heroes finally arrive, they findthe crypt’s heavy door is mysteriously open!Close inspection reveals the bolts on thecave-side of the metal strip have beensheered away (long ago—by Sa Karan spies).The lock is also permanently jammed.

Inside, the tomb of Valador contains asingle stone sarcophagus. The seal has beenbroken so the lid can easily be slid aside.When it is, a rush of a dozen or so ratsswarm out!

Rats in the WallsAt least one of the rats is killed in the

rush—let a player do it if he wants, otherwiseit just happens as someone jumps aside andaccidentally lands on one of the rodents.

As the pest lies twitching, a few more ratsbegin to gather in the corners of the roomfrom holes along the walls. They chitterexcitedly, stand up on two legs, and sniff theair. More come. A few minutes after the firstrat is slain, hundreds of rats have gathered.

There is no doubt something strangeis happening. First a few rats showedup—perhaps just hungry for the meat ofthe first one you killed. But then morecame. Dozens, then hundreds. Now theremay well be a thousand of thechittering vermin. But they do notapproach.

Something is happening. The ratsdirectly across from you part, as ifsomething were moving through them,yet you see nothing. The rats shrieksuddenly and surge forth, just as a goutof brilliant orange flame streaks fromsomewhere behind them!

Scene EightThe Vermin Lord

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Anyone in close combat with the Vermin Lordsuffers 2d4 damage every round as the ratsstrike out at everyone around them.

Special Abilities• Ultravision: Tyvek can see in total

darkness.• Spells: Tyvek can still cast blast (a fireball),

cone of flame, invisibility, obscure, shapechange (rat only—Cost 3), and telekinesis. Hehas 50 Power Points. He knew many morebefore his brain was cut on by the Masters.

Rat Swarms (1 per 2 Heroes)The Vermin Lord’s swarms cause 2d6

damage when their lord is present.Attributes: Agility d10, Smarts d4(A), Spirit d12,

Strength d8, Vigor d10Skills: Fighting d10, Notice d6Pace: 10; Parry: 7; Toughness: 7Special Abilities

• Bite: Every target within the swarm suffers2d4 damage each round.

• Swarm: The swarm is the size of a MediumBurst Template. Characters can attack eachround by stomping, causing his damage inStrength with a successful hit. Cutting andpiercing weapons cause no damage to theoverall swarm.

LootIf the Vermin Lord is slain,

he collapses in a heap and hiscerapede eats a bloody hole outof his neck. His coat of ratsdisperses on his death, revealinga natty purple robe of Mizridoorbeneath. An inspection of hisface reveals that his right eye ismissing. It is an old wound, andcleanly healed.

If the bandages on his headare peeled away, the heroes maymake Common Knowledge rollsat -2 to recognize him as Tyvekthe Mage. Mages of Mizridoormay add +2 to their rolls.

Tyvek’s many magical itemshave been taken by the Masters,but his addled mind caused himto wander to the ruins ofMizridoor. There he found a reliche recognized instantly—aknight from the great chessboard of Mizridoor.

If the spell Pawn of Mizridooris cast upon it, the knightbecomes a guardian with thefollowing statistics:

Knight of MizridoorAttributes: Agility d6, Smarts d6, Spirit d6,

Strength d10, Vigor d10Skills: Fighting d8, Notice d6Pace: 5; Parry: 6; Toughness: 11Gear: Long sword (Str+3), stone skin (+4)Special Abilities

• Construct: +2 to recover from being Shaken;no additional damage from called shots;piercing attacks do half-damage; constructsdo not suffer from disease or poison.

• Fearless: The pawns are immune to fear.

Resistance PointsIf the heroes tell the people they have

defeated the Vermin Lord, they gain aResistance Points. As with the Red Ravager,if they reveal his true identity, they lose one.The people of King’s Landing are not thrilledto learn that their world’s greatest heroeshave been turned into monsters.

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Once the Vermin Lord is defeated, theparty can return to searching Valador’ssarcophagus. A Notice roll reveals scuffmarks on the floor below. Pushing the heavyblock aside requires at least a few heroes(combined Strength of 15), but no roll isrequired. Once aside, a dark hole drops downinto darkness. There are no stairs or othermethods of climbing—this hole was made bythe Sa Karans, and they can climb walls.

The drop to the ground below is over 100feet (33” or 2d6+15 damage), and ends in apile of jagged stones. From there, the tunnelleads on into the very past of Tarth itself.

1) EntranceYou slide down the rope into

darkness. Gradually, you see you are ina large cavern covered in rubble andstone from an ancient cave-in. As youdescend, you can just make out amassive statue at the far end of thechamber. From the debris along eitherside, it looks like there were once eightof these gargantuan sculptures—fouralong each wall. The others have fallenand crumbled to large chunks of blackstone now, but the last seems mostlyintact.

Something glows at the feet of thestatue—a blood stone! These are SaKaran ruins!

When the group gets closer to the lastremaining statue, they can make out itsfeatures in the pale red light.

The statue is a grotesque figure witha long snout, bloated belly, and clovenhoofs. There can be no doubt that this isone of the Masters. But the statue isobviously ancient, and is fitted with aSa Karan glow stone. But that wouldmean…

Let the players figure this one out forthemselves. This is their proof that theMasters were the Sa Karans, and were herelong before the invasion. Hopefully, thiscomes as a shocking revelation. The firstplayer who says this out loud gets a benny.

In addition to the statues, there areancient pieces of carapace (spiders), andnumerous bones scattered amid the rubble.These are the ancient skeletons of Tarrian’swarriors.

2) The King is Dead. LongLive the King.

As the heroes move about the chamber,they see a startling sight. There’s a fairlyfresh body here. It is untouched by spiders,but a single, small hole in the chest marksthe work of a Master. The figure wearstailored clothes—the kind one normally wearsunder armor. Anyone who inspects the bodynotices a few other important things as well.

The corpse is that of a handsomeand powerful man with golden hair. Hiseyes are open, and stare maddeningly atthe ceiling above.

You move closer and note pieces ofleather and two buckles beside him—itseems his armor was removed bysomeone or something with morestrength than patience.

The remains of a torch lie beside him,as does a ripped satchel of red velvet—now empty. Several documents lieabout, many bearing the royal seal ofValusia. Written on the backin blood—are the words: “Save my daughter andthe kingdom is yours.”

This is the corpse of King Crassus Kadenof Valusia. The satchel has been ripped openand looted, but many royal documents(unimportant now) and a map showing theroute to the tomb of Valador lies nearby.

The king and his daughter came herewith several other heroes hoping to find theSeven. They ran into a group of Sa Karanwarriors guarding the portal instead. Theking was slain, but Princess Rayna wastaken as a captive by a perceptive guard whorealized the pair’s importance. The King couldnot know where they would take her, ofcourse, but he watched them drag her awayas he lay dying. (The party discovers PrincessRayna’s fate in Area 5.)

Scene NineRevelations

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The offer is legitimate. Whoever rescuesPrincess Rayna will become the rightfulruler of Valusia—assuming there’s anythingleft to save.

3) Last StandThere was once a four-way junction

here, but the paths left and right areblocked by old cave-ins. As you moveahead, you see a gruesome sight. An elf,a dwarf, and a half-orc lie dead in thepassageway. They wear onlyundergarments, and their skin iswithered and wrinkled—obvious victimsof the Masters.

This is where the Masters sprang theirambush on the Seven several months ago.Five of the creatures attacked from here,while five more—who had hidden on theceiling of area 1—attacked from the rear.

The Masters riddled their trapped preywith psychic blasts, mortally wounding thesethree. They were devoured a short time laterwhen the rest of the Seven had beendefeated.

The three heroes are Wygand the half-orc,Urich the dwarf, and Sarrian the elf. Theircorpses are shriveled and hard to recognize,but anyone who looks carefully finds a

mundane necklace around the neck of thehalf-orc. Scraping off the dried blood revealsthe words “To Wygand, my noble savage.Katrina.”

Hopefully, the players will remember theballad of the Seven and realize who this is. Ifnot, allow them Common Knowledge rolls torecognize Wygand’s name.

4) Another Truth RevealedAhead of you is a strange purple

glow. It seems to come from an alcove toyour left.

You edge around the corner and seean iron portcullis blocking a medium-sized room. Not a speck of debris hasfallen in this room, but more amazingthan that is the massive violet disc atthe rear of the chamber.

The disc is upright and pulses withodd energy.

This is the portal the Masters use to travelfrom this world to their planet of exile. Theyhave used it since their banishment nearlytwo thousand years ago, creeping up into thehollow spaces of the world above to readminds, scout out the land for their imminentinvasion, and even to quash the memory oftheir very existence.

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Only the Masters themselves can use theportal—not even their minions have theproper psionic abilities to transportthemselves.

The portcullis is locked firmly in place—the catches are beneath the floor itselfwhere they can only be released withtelekinesis, making it impossible to open forall but Sa Karans. The bars themselves canbe forcibly removed by determinedadventurers with proper tools and 2d20 man-hours of work, however.

Once through, the portal can be destroyed.It has a Toughness of 20, so it is likely onlyan explosive can destroy it. Characters canusually break anything given time, but theportal is a magical relic and requires a bitmore effort. It uses the rules for breakingthings—meaning whatever is used against itmust be capable of doing more than 20points of damage without acing on thedamage roll. A large amount of gunpowdermight do the trick.

5) The Birthing ChamberThe old ruins have one last startling

revelation.The room before you was obviously

once vast, but it has suffered greatlyfrom whatever cave-in rocked this placelong ago. Huge piles of rubble coverjumbled masses of old machinery andscattered bones. Here and there you canalso make out what look like scores ofman-sized black eggs.

In the center of the room, jutting upfrom the chaos below, is a black pillarcapped with a brilliant white glowstone.

You gaze upon it when…

This is the big “reveal.” The stone atop thepillar is the Teaching Stone. It collects theracial memories of Sa Karans and, beforethis place was destroyed, broadcast them tothe developing seed pods below. True SaKarans were born with complete and totalknowledge of their racial history—spidersretain only the selfishness and hatred oftheir fathers.

The problem is that the heroes’ minds arenot capable of properly decoding the signalsthe Teaching Stone gives out. Instead, they’rehit with a jumble of images that make littlesense. Each character is able to grasp a fewmemories, however, and collectively, theseoffer a complete picture of Tarth’s past.

Mix up all of the props labeled “TheLearning Stone” and hand them out to yourplayers. The players may only read their propsto themselves—not aloud. If they want toshare their memories they must retell themin their own words. The point here is tosimulate a bunch of scattered memories andallow your players to piece them together.Give them plenty of time to do so. The morethey figure out, the more involved in thestory they’ll be.

Be strict about the no-reading bit though.Make the players retell their memories incharacter—in their heroes’ own words. Youmight even take away each prop after it’sbeen read.

GuardiansThe Sa Karans have not left their ancient

lair unguarded. Five assassins and threespinners hide in the dark shadows of theBirthing Chamber. The assassins watch theheroes for a bit, then creep into attackpositions while the party experiences thememories of the Teaching Stone. Make sureto let the heroes finish discussing theirmemories first so that the full extent of theplot is revealed. When it seems they’re finallysettled, the Sa Karans attack.

One of the assassins descends from thehigh pillar, the rest close in on the partyfrom the wall behind them. The Sa Karanssimultaneously awaken three spinnersthey’ve brought down to guard the ruins.

If the Sa Karans seem to be losing, one ofthem might attempt to escape via the portal.It takes the creature one round to open theportcullis, and another to slip in and activatethe device. Both efforts count as actions, sothe assassin can’t use his attack powerswhile so engaged, making him quitevulnerable.

If a Sa Karan escapes, the heroes lose twoResistance Points as the forces in the Cityare alerted that something is going on. Moreimportantly, the assassin returns with 10more of its brothers in 2d10 minutes, so theheroes had best make their escape quickly.

Sa Karan AssassinSa Karan assassins are stealthy killers.

They make use of their telekinetic wall-crawling abilities to sneak up behind theirfoes and strike with surprise (usually with“the drop”).

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Attributes: Agility d8, Smarts d10,Spirit d8, Strength d10, Vigor d8

Skills: Climb d8, Guts d8, Fightingd10, Notice d8, Shooting d10, Stealthd12

Pace: 8; Parry: 10 (with staff);Toughness: 10

Edges: Improved Block, CombatReflexes, Improved Frenzy, Quick

Gear: Assassin’s Armor (+2), Ebonblade (Str+6; Parry +1; or Range 5/10/20; Damage: 2d6; RoF: 1; uses noPower Points)

Special Abilities• Great Leap: Assassins can leap

2d10” in a straight line with theirincredibly strong legs. They gain+2 damage with a successfulstrike if they leap more than 10”to attack. Characters who takefree attacks on them as they exitmelee do so at -2.

• Wall Crawling: Assassins canscale any surface using minortelekinetic powers at their fullPace. This requires no casting rollor Power Points.

SpinnersThe spinners drop from above

then move to make best use oftheir Sweep ability.Attributes: Agility d8, Smarts d6,

Spirit d6, Strength d12+2, Vigor d12Skills: Climb d4, Fighting d10, Notice d8Pace: 8; Parry: 7; Toughness: 12Special Abilities

• Armor +4: Carapace.• Claws: Str+4, AP 2.• Empathic: Spinners “see” by projecting mind

waves (for inanimate objects) and readingminds (for prey). This lets them “see” theirfoes even in pitch darkness.

• Improved Sweep: Spinners may attack alladjacent foes at no penalty by spinning inplace. This makes a loud “clack-clack-clack”sound as their legs strike the stony groundin disturbing rhythm.

• Level-Headed: Spinners draw two cards andact on the highest.

A Worthy PrizeWhen the last spinner is put down, it

reels back and crashes against the centralpillar holding up the teaching stone. Theentire structure shudders then falls backwardinto the rubble pile. A Notice roll sees theglint of metal lying beneath amid the newlydisturbed stones. Whoever investigates finds

an amazing discovery. An ancient breastplatewith the image of the sun painted on it liesamid the debris. Within are ancient bones,now mostly dust. A little more digging revealsan old blade as well. This the breastplate andsword of none other than Tarrian, the firstRed Knight.

Tarrian’s Breastplate: This ancientarmor provides +4 protection, or +6 to a RedKnight or Sun Priest. It also adds +2 toattempts to resist mental attacks, such asthe Masters’ puppet power.

Tarrian’s Sword: The weapon grantsStr+6 damage. In the hands of a Red Knightor Sun Priest, a single Power Point and asuccessful Shooting roll also projects abrilliant bolt of sunlight that causes 2d10damage. Its range for this powerful attack is24/48/96.

Resistance PointsIf a Sa Karan escapes, the heroes lose two

Resistance Points as the forces in the Cityare alerted that something is going on.

Returning with Tarrian’s sword and armorgrants 2 Resistance Points.

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Act VRage

The heroes are taken straight to LordHerrek’s tent upon their return to King’sLanding. The Old Wolf, Aden the scribe, andSarah the Sun Priest are all present, andgasp in awe at the sword and breastplate ofTarrian. That and the discovery of KingKaden’s fate are taken as a sign that it’s timeto act.

Lord Herrek tells his men to readythemselves. “It’s time,” he says. “We’d bestsend your bird on to the orcs.”

The heroes can let one of Herrek’srunners do this for them, or they can do itthemselves. The shortest route to the surfaceis about two hours, so it’s best to letsomeone else do it, but in the end it’s notreally important as long as it’s done.

Once that’s settled, Herrek goes out toinform the common folk that it’s time tofight. Unfortunately, the Old Wolf is notparticularly diplomatic, and the party’s aid isonce again required.

Lord Herrek exits his tent and calls for thepeople of King’s Landing to gather round.

“Now is the time to strike, goodpeople. We move at the morrow’s firstlight. Gather your weapons and makeyourselves ready!” Lord Herrek movesback to his tent, but the common folksimply stare dumbfounded at the news.

A minute later, one of the people (TawneyDowns if he’s still around) steps forward andsays “We ain’t no heroes. We can barelygather fish and fungus without gettin’ourselves killed.”

The crowd agrees. They never thoughtthey’d be attacking the spiders. They thoughtthey’d just be working for the “heroes” whowould make the final assault.

This is a critical moment, for without thecommon folk, the attack is almost certainlydoomed. The people of Tarth have relied fortoo long on the sacrifices of the few. It’s timefor everyone to do their duty and realize thehigh price that must sometimes be paid forfreedom.

It’s time for one of the player characters tostep up and make a grand speech, one thatinspires the people to gather up whateverarms they have and fight back.

Make the player roleplay this one out.Inflict a 1 to 2 point penalty to his eventualPersuasion roll (see below) if his moment onthe soapbox is less than enthusiastic. Givehim a one or two point bonus for a reallyrousing speech that emphasizes the fact thatevery man and woman must be a hero.

Add +2 to the roll if the hero shows thesword and breastplate of Tarrian to thedubious crowd.

In the end, the character must make asingle Persuasion roll at -4. With a success,about half the people will fight and thegroup gets one Resistance Point. With araise, the entire population vows to do whatthey can and adds two Resistance Points.

Failure is fairly disastrous—the heroesactually lose four Resistance Points, both forthe lack of actual bodies and the terribleeffect it has on the morale of Lord Herrek’swarriors.

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A Surprise VisitorA few hours after the scene above, read

the following:You’re sharpening your sword,

adjusting your armor, or simply restingwhen you hear excited noises comingfrom the river-end of camp. You rise andsee a bright light approaching—torchesby the look of them. Someone in thecrowd says “It’s the dwarves!”

You move forward and indeed seeDrugall himself leading a group of fiftyor more dwarven warriors into King’sLanding. Drugall sees you and motionsyou over. “Take me to the Old Wolf,” hesays. “We’ve got a plan.”

Drugall’s PlanRead this next section carefully, because

you may need to alter some details to makeit fit the history of your particular campaign.

Herrek summons the Red Knightsand Sun Priests, your group, the GolemSmashers, and the Spider Slayers to histent to hear Drugall’s proposal. Thedwarf nods to the assembled crowd andcuts right to the chase.

“I know you’re probably surprised tosee he here, but my friends in your campsaid you’re about to attack. We’re all forit, but we’re afraid any gains you makein the city ruins will be lost when thespike belches out a wave of newspiders, stompers, and other horrors.

So we’ve been working on a littlesurprise. We’ve tunneled all the way tothe spike.”

Drugall smiles. Evidently, he expectsyou to be impressed at this great feat ofengineering.

“We’re ready to blast a hole in the sideof the thing, enter it, and then detonateenough powder to destroy it. That’llkeep the monsters from reinforcing thecity when we attack, and maybe takeout their leaders—if they have suchthings.

There’s one major problem. It’ll takemy men a while to find the spike’sweak spots and place the explosive.That means someone has to keep thespiders off their backs while they dotheir work. I’ve got ten volunteerswho’ll carry the powder, but we wantan escort from King’s Landing. Someonewe can trust.”

Drugall looks directly at you, thencontinues.

“The rest of my dwarves will serveunder me in the assault on the city.We’re armed to the teeth and ready tofight, but our guns are better wherewe’ve got room to shoot and reloadinstead of cramped up in the spike.”

Lord Herrek swallows his pride andnods grimly. It’s a good plan. Then helooks to you.

Drugall insists on having the playercharacters escort his dwarven demolitionists,and Herrek is in full agreement. They knowthe spike is going to be a tough nut to crackand they want their best fighters inside tomake sure the mission is accomplished.

The heroes must leave immediately to getto the spike in time. The assault on the Citywill be waiting just below the earth untilthey feel the tremor from the spike’sdestruction. When they do, they’ll attack—hopefully about the time the orcs arrive.

Dwarven DemolitionistsThe dwarf in charge of the demolitionists

is Esom Perth, who they met when they firstapproached the Inferno.

Each one has a hand axe, chainmail, anda keg of powder strapped to his back. Thelatter makes them heavily encumbered,reducing their Pace to 4 and inflicting a -1penalty to all their actions.Attributes: Agility d6, Smarts d6, Spirit d6,

Strength d8, Vigor d8Skills: Fighting d8, Guts d8, Knowledge

(Demolitions) d8, Notice d6, Shooting d6,Stealth d6

Pace: 5; Parry: 6; Toughness: 8Gear: Chainmail armor (+2), axe (Str+2), powder

keg (2d6+18 damage in a 15” radius).Special Abilities

• Low Light Vision: Dwarves ignore penaltiesfor all but pitch dark conditions.

The TunnelEsom leads them to the tunnel and off

into the darkness. It takes nearly two hoursto reach the spike, leaving the heroes justabout an hour to get the spike destroyedbefore the orcs are set to arrive at the wallsof King’s Port. This isn’t a strict timetable, ofcourse, but every additional 15 minutes thegroup delays lowers their Resistance Pointsby one as the waiting orcs are attacked bythe Sa Karan minions in the field.

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BreechThe tunnel eventually ends at a “raw” spot

in the left-hand side where a wall of blackmetal peers through.

Perth pulls out a weird “chain” of powderbags, forms a circle about 3’ wide indiameter, then patches over the bags withclay and metal plates. This creates a shapedcharge he hopes will blow a “door” into thespike. The rest of the dwarves scurry backabout twenty yards while he gets this ready.Perth tells the heroes to do the same, but beready to charge through if it works.

Fortunately, Perth’s skills are without flaw.The charges go off as designed and the“door” requires only a push from adetermined hero to get it open.

TerraceThe door opens into the side of a massive

nesting chamber. The first thing the heroesnotice is the thick, heavy soot. Every 10minutes they spend inside, the heroes mustmake a Fatigue roll. Anyone who thinks toput a wet cloth across his face can add +1 tothis roll.

1) Birthing Chamber: From the bottomof the terrace to the very top are black,

chitinous seed pods. Several are crackedopen and empty, and a few malformedspiders droop from a few more.

About 100 of these are new Sa Karans,their genes protected by a “secret ingredient”(see area 1 in the Upper Reaches). The heroesaren’t likely to know this however, as there isno obvious difference from the outside of theseed pods except for a number of thin, darktubes leading into them.

As soon as the hole in the side of thechamber is blown, a host of almost-hatchedspiders burst from their seedpods and race toattack.

Above the floor, nesting in the pipes andcables, are a dozen more spiders with oddblue shells. This is an experimental new“batch” created by one of the scientists. Theycome racing down the walls and attack fromthe rear the round after the fight with theregular spiders begins.

Spiders (5 per Hero)The spiders attack the closest prey. They

are newly hatched and a bit disoriented, andso start the fight Fatigued.Attributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d6, Vigor d6Skills: Climb d12, Guts d8, Fighting d6, Notice

d6Pace: 8; Parry: 6; Toughness: 7Edges: Combat Reflexes, Improved FrenzyGear: NoneSpecial Abilities

• Armor (+2): Spiders are encased in hardcarapace.

• Four Arms: The spiders’ four arms givethem the Improved Frenzy Edge, and add +1to their Parry.

• Great Leap: Spiders can leap 2d10” in astraight line with their incredibly strong legs.They gain +2 damage with a successfulstrike if they leap more than 10” to attack.Characters who take free attacks on themas they exit melee do so at -2.

• Wall Crawling: Spiders can scale anysurface using minor telekinetic powers attheir full Pace. This requires no casting rollor Power Points.

Sa Karan Spiders, Blue (12)These creatures remain hidden until the

fight starts in the control room, then attackfrom behind.Attributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d8, Vigor d8Skills: Climb d12, Guts d8, Fighting d8, Notice

d6

Defending the DwarvesEsom and the rest of the

dwarves accompanying the heroesdefend themselves if necessary, buttry not to get involved. One strayspark or wrong move and not onlywill the entire group die, but Tarthitself might be doomed.

The heroes’ real goal for the firstfew fights isn’t just to kill theinvaders, it’s to keep them awayfrom the dwarves and their powderkegs.

Anytime a dwarf must fight forhimself, roll a d20 and shake yourhead ominously. The powder won’texplode—we don’t want the story toend with a random die roll—butdon’t let your players know this.Keep them nervous so that they’llprotect the dwarves.

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Pace: 8; Parry: 7; Toughness: 9Edges: Combat ReflexesGear: NoneSpecial Abilities

• Armor (+3): Spiders are encased in hardcarapace.

• Four Arms: The Spiders four arms givethem the Improved Frenzy Edge, and add +1to their Parry.

• Great Leap: Spiders can leap 2d10” in astraight line with their incredibly strong legs.They gain +2 damage with a successfulstrike if they leap more than 10” to attack.Characters who take free attacks on themas they exit melee do so at -2.

• Wall Crawling: Spiders can scale anysurface using minor telekinetic powers attheir full Pace. This requires no casting rollor Power Points.

2) Breeding Chambers: Two large doorslead into the space beneath the terrace. Thedoors have crystal keypads and can’t beopened without the proper codes. Behind thedoors is a large space where wither beasts,stompers, and other creatures were “frozen”in thick goo for the landing. After the spikehit, the goo melted (some can be seendripping out from under the doors) and freedthe Masters’ minions. The Sa Karans nowbreed more of these creatures in this space,and use super-serums to hurry their growth

along in just a few weeks. The first crop ofreplacements have already moved on. Shouldthe heroes somehow get inside, they findtwo Sa Karan breeders (Masters) andhundreds of seed pods of various sizesgrowing everything from half-formed witherbeasts to stompers.

3) Smokestacks: Left and right aremassive pipes that lead to the landfilloutside. The incinerators pipe smoke andfumes up through the spike and into theatmosphere, blocking Solace from the skyand gradually killing the God of Light andLife.

As the heroes survey the scene, thedwarves frown. If asked, they say that eventheir massive load of powder won’t make adent in this place. Allow any dwarves orcharacters with a mechanical background tomake a Common Knowledge roll at -2. If theroll is made, the character recognizes thepurpose of the long pipes leading up into theceiling. (If the heroes fail this roll, Esom Perthsuggests it instead.) If these could be closedat the top somehow, they’d build up withsteam and smoke and explode—leveling thespike. Whoever thinks of this must go higherto know for sure.

4) Staircase: A spiral staircase with apole in the center leads into the upperreaches of the spike. Looking up, the heroes

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can see crisscrossed gantries, tubes spewingsteam and soot, and various machineries ofalien origin.

The staircase ascends nearly 150 feet up(15 stories!), so climbing it takes some timeand at least one Fatigue roll.

Upper ReachesThe left and right wings of the upper

reaches of the spike are filled with strangemachinery beyond the ken of Tarth’s currentgeneration. Lurking within the darkestshadows of these smog-belching devices area squad of assassins, assigned to protect thescientists within the spike’s control room.

Sa Karan Assassins (5)The assassins attack the

most powerful-lookingheroes. They mighteventually focus on thedwarves and their powderkegs it if feels dramaticallyappropriate. Don’t let them killmore than five, however.Attributes: Agility d8, Smarts d10,

Spirit d8, Strength d10, Vigor d8Skills: Climb d8, Guts d8, Fighting

d10, Notice d8, Shooting d10,Stealth d12

Pace: 8; Parry: 10 (with staff);Toughness: 10

Edges: Improved Block, CombatReflexes, Improved Frenzy,Quick

Gear: Assassin’s Armor (+2),Ebon blade (Str+6; Parry+1; or Range 5/10/20;Damage: 2d6; RoF: 1;uses no PowerPoints)

Special Abilities• Great Leap:

Assassins canleap 2d10” in astraight line withtheir incredibly strong legs. Theygain +2 damage with a successfulstrike if they leap more than 10” toattack. Characters who take freeattacks on them as they exit meleedo so at -2.

• Wall Crawling: Assassins can scaleany surface using minor telekinetic powersat their full Pace. This requires no castingroll or Power Points.

1) Control Room: Read the following asthe heroes top the spiral staircase:

At the top of the staircase is a blackchamber. Fortunately, its door is open.Inside are a variety of odd metal panelsinset with glow stones, levers, and otherodd glass panels. To either side are darkwindows looking out over Valusia.

In the left-hand corner, shackled andlying in a broken heap, is a beautifulyoung woman with long blonde hair. Itcan only be Princess Rayna.

But what really catches yourattention is a large metal slab at thefront of the room. Shackled to the slab isa frail, shriveled man. He wears onlydirty undergarments and has scores ofdark tubes inserted into his pale flesh.

This is the control room for theentire spike. Only two

Masters are onduty here(there aremore in thebreedingchamberon levelone, buttheywon’tmake it

to thefight in

time).Allow the

adventurers aCommon Knowledge

roll at -2 (due to hiscurrent shape) to

recognize the form onthe slab as one of Tarth’s

greatest heroes, Kerreth theRed Knight. (Zelda isnowhere to be found—amystery we will resolve in afuture tale).The tubes on Kerreth’s left

pump in raw protein to keep himalive. The tubes on the right drain

his blood and feed it into the SaKaran seed pods far below. Removing

him from the machine kills him, butKerreth nods gratefully at whoever pulls himdown, thankful for the eternal rest.

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Sa Karan Scientists (2)The two Sa Karan scientists are trapped

and angry that these “primitives” somehowgot into the spike. They move behind thecontrol panels and try to puppet minds or firetheir ebon staves while waiting for theassassins to attack from behind.Attributes: Agility d8, Smarts d10, Spirit d8,

Strength d10, Vigor d8Skills: Climb d8, Guts d8, Fighting d8, Notice

d8, Psionics d10, Shooting d10Pace: 6; Parry: 7 (with staff); Toughness: 8Edges: Combat Reflexes, Level HeadedGear: Master’s Armor (+2), Ebon Staff (Range 10/

20/40; Damage: 3d6; RoF: 1; uses no PowerPoints).

Special Abilities• Great Leap: Masters can leap 2d6” in a

straight line with their incredibly strong legs.• Psionics: Masters have 25 Power Points and

typically know bolt, deflection, puppet, andtelekinesis. They rely on their ebon stavesfor the bolt power.

• Wall Crawling: Masters crawl on wallsusing minor telekinetic powers at theirnormal Pace. This requires no casting roll orPower Points.

Princess RaynaThe Masters haven’t quite figured out

what to do with the unfortunate PrincessRayna yet. They know she is important, andrealize she might be useful in drawing outthe refugees below the City, but haven’ttaken action on it yet.

She’s alive, though malnourished andmentally exhausted from her long, torturousimprisonment among these horriblecreatures. Consider her Incapacitated fromFatigue should it matter, and won’t recoveruntil the final scene of this act. She canwhisper a bit, but that’s about all.

Princess Rayna mutters “thank you” asher rescuers give her aid but can say nothingelse at this time. She’s too weak to walk onher own, so someone must carry the 100-pound young woman on his or her back.

The DwarvesThe dwarves must stay out of the fight

again, though the attack of the assassinsfrom behind puts them in instant danger.

A few rounds into the fight—when itseems dramatically appropriate and there areonly a few left, the dwarves huddle up for amoment, then split into two groups (ofhowever many remain) and run off into theleft and right wings.

The first few plant their packs in the bestplaces possible and detonate them. The stackon the right fills with rubble and begins torattle. The stack on the left is blockedsomewhere below, however. One of thedwarves (Perth if he’s alive) grimaces anddives into the hole. He barely manages toland on the debris blocking the collapse,drags the pack off his back, and lights it. Thehero salutes his mates, then allows himselfto fall into the abyss. Moments later, his packexplodes and blocks the left-handsmokestack.

The heroes must get out of the spike fast.The exact amount of time depends on howlong it takes the party to get clear—we don’twant to kill them in the big finale’spyrotechnics, after all. The heroes know thetunnel isn’t safe (the blast will channel intoit), but a Common Knowledge roll realizesthey can slip through one of the manyexhaust vents to the outside.

As soon as the heroes are a few hundredyards away, read the following aloud:

You can feel the very groundrumbling. The pressure is building up inthe spike. The plan is working!

There’s a mass of rocks just ahead.You run, diving behind them just as amassive, ear-splitting, bone-jarring roarseems to shake all of Tarth. A shower ofsteel rushes past you, knocking hugechunks out of the stones that barelymanage to protect you. Now a greatwave of black smoke washes over you,stinging your eyes and castingeverything into blackness.

You hear a rain of debris falling allaround you. It lasts for minutes. Finally,the smoke clears a bit. You open youreyes, stand, and look behind you. Whereonce stood the spike is a massive tangleof metal wreckage in a crater nearly aswide as Kings Port itself.

You have destroyed the monster’sspike. Now it’s time to take your cityback.

A Kingdom For A HorseThe heroes should start moving toward

King’s Port as fast as possible. About 15minutes after they’ve left, they see a smallgroup of commoners led by Tam driving ateam of horses! Tam smiles, then her eyesgrow wide as she spots Princess Rayna.

The girl hands the reins of the leadhorse—a beautiful white stallion—over to the

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player character who holds Rayna in hisarms. Then she bows her head and speaks(remember that she was mute before). “F-form-my King,” she stutters.

The other villagers gasp, then hand thereins of the other horses to the rest of thegroup “For heroes!” one says.

The posse can now do whatever theywant. Tam and the others are more thanhappy to take care of the beloved PrincessRayna while the adventurers run off to jointhe battle for Valusia—their kingdom.

The Battle ofKings Port

It’s time for the grand finale using therules for mass battles presented on page 106of the Savage Worlds rulebook. Reread thatsection before running the final battle sothat you are clear what the various termsbelow mean.

The Masters start with 10 tokens. Thisrepresents the Sa Karans themselves, spiders,wither beasts, stompers, spinners, and otherminions.

The heroes start with 2 tokens, plus onemore for every Resistance Point they earnedthroughout Act IV.

The heroes cannot take part in the firstround of the fight as they’re making theirway back from the spike. They can join thefight in the second round if they want,though the danger of the Masters inflicts acruel -4 to their attack rolls each round.

Assuming the heroes win, read thesection below. If they lose, the Masters stillretreat due to the loss of the spike. See ABitter Defeat, below, in that event.

The last Sa group of Sa Karans rallyin the Great Hive. The resistance fighterslead a final charge into their midst,slaughtering scores of spiders. You andyour companions battle a trio ofspinners while Lord Herrek and his mentake down a massive stomper.

To your left you see Grokk and aband of savage orcs circling a woundedMaster. Beyond them, the GolemSmashers scream Ragulon’s name asthey tear apart a stunned wither beast.

Finally, a thundering salvo ofdwarven musketry drops the lastdefender. There’s a long moment ofsilence. Only now do you taste the blood

in your mouth and feel the burningscent of gunpowder in your nose.

Suddenly, without provocation, atremendous cheer surges through theranks. Hundreds of beaten humans,elves, and dwarves cheer! You look andsee Tam leading Princess Rayna towardyou. The two young women ridesomberly toward you. Lord Herrekshrugs a spider off his sword andambles over quickly. “My queen,” hesays, and falls to a knee.

Princess Rayna draws close andwhispers to you quietly. “We have one agreat battle here today. But I havewitnessed the invaders’ machines. Thereare other spikes. One in Kos, the WhiteTowns, and the Dragon Isles. We mustdestroy them all or they will one dayreturn to Tarth. Are you ready to acceptthat responsibility?”

Rayna waits for one of her rescuers toaccept the responsibility and claim thethrone of Tarth. If given a choice, she picksthe male adventurer who seems best-suitedto rule her father’s nation (most likely a RedKnight). It is possible for a woman to ascendthe throne of Valusia, however. In that case,Princess Rayna abdicates to honor the dyingwish of her father, and the female rescuerbecomes the nation’s new queen.

Assuming one of the heroes eventuallyaccepts Valusia’s throne, Rayna turns abouton her horse and yells to the masses:

“Do not bow to your Queen. Bow toyour King!”

Queen Rayna and her new King arebetrothed in a short but impressive ceremonya few days later. This part of the tale is nowover. See the Epilogue on the following pageto find out exactly what happens next.

A Bitter DefeatIf the refugees should happen to lose the

Battle of King’s Port, the remaining SaKarans kill as many as they can, then flee intheir flying boxes to the White Towns towarn their fellow conquerors.

The scene above still takes place asdescribed, and someone still becomes Kingor Queen of Valusia. The major difference inlosing the battle is that the Masters aren’tdestroyed—just chased off for a while.

They’ll be back, however. And this timethey won’t play so nice. See the Epilogue formore.

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EpilogueThe Masters have been defeated in

Valusia and their spike destroyed.The battle is won, but the war isn’t over.There are three more spikes—one in the

White Towns, another in Kos, and the last inthe Dragon Isles.

The Sa Karans in these regions learn ofthe fall of Valusia within days of the battle,and start taking precautions against similarrebellions. They breed new creatures, createnew weapons, and work harder to captureand interrogate members of the resistance.

The elves are the main threatin Kos. They hide in the thicktrees of the Great Forest andambush the horrors sent againstthem. A few buccaneers from theGolden Kingdom survive as well,for the Masters seem littleconcerned with the sea as yet.

The dwarves also present athreat in the White Towns. As inthe Warrens, they live in deeptunnels and dare the invaders toenter their domain. They defendtheir homes with muskets,cannons, and cave-ins.

The people of the Dragon Islesare finding ways to control thedrakes and use them againsttheir overlords. The great lizardsare not easily trained, however, sothe resistance there goes slowly.

The OverlordThe Masters are an

autonomous group for the mostpart, but there is a central leaderwhose will must be followed.This is the Master of Masters, theOverlord of the Dark, and theRuler Who Sleeps. The Overlordis an ancient being kept alive bystrange magic, incredible psychicabilities, and perhaps raw hatred.This creature above all other SaKarans despises the races, for itwas here two thousand years agowhen the “savages” overthrew its

age-old empire.The Overlord sleeps because its body lies

dormant in a secret location known only to aselect few Sa Karans. Its mind is awakethough, and seethes with hatred toward theprimitive monkeys it helped create.

The Overlord is now a shriveled thing,plotting and scheming from its hidden lair.Only by defeating this creature anddestroying the remaining spikes can Tarthtruly be free of the Sa Karans’ reign of terror.

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ChinookThese massive

bears are extremelyaggressive meat-eaters with longclaws—even longerthan those ofgrizzlies and otherlarge bears. They arefairly common in themany caves of theDread Mountains,though they rarely venture very deep.A few orc clans have managed to trainchinooks for war.Attributes: Agility d6, Smarts d6(A), Spirit d8,

Strength d12+4, Vigor d12Skills: Fighting d8, Guts d10, Notice d8, Swim

d6Pace: 8; Parry: 6; Toughness: 12Special Abilities

• Bear Hug: Chinooks don’t actually “hug”their victims, but they do attempt to usetheir weight to pin their prey and rend itwith their claws and teeth. A chinook thathits with a raise has pinned his foe. Theopponent may only attempt to escape the“hug” on his action, which requires a raiseon an opposed Strength roll.

• Claws: Str+3.• Size +4: These creatures can stand up to 15

tall and weigh over 10,000 pounds.

Frost LordsThe giants that live in the Dread

Mountains are known as “Frost Lords” by thelocal orcs. While they are by no meansdeities, the brutal creatures realize the orcsrespect them as such and use the tiny greenmen as their footsoldiers.

Frost lords are cruel, stupid giants whoenjoy eating their followers or any othersentient beings—particularly once roasted onsticks.Attributes: Agility d6, Smarts d4, Spirit d6,

Strength d12+3, Vigor d10Skills: Climb d8, Guts d8, Fighting d8, Notice

d6, Throwing d8Pace: 8; Parry: 6; Toughness: 11Gear: Spiked club Str+5, thrown boulder (Range

5/10/50/75; RoF 1; Damage 3d6).Special Abilities

• Clueless: -2 to Common Knowledge rolls.• Size +4: Frost lords are over 15’ tall.• Improved Sweep: Frost lords can attack all

adjacent foes with no attack penalty.

Dire WolfDire wolves are large, feral wolves used by

orcs as attack dogs. They may also be foundroaming in packs in the deepest, darkestwoods.Attributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d8, Vigor d8Skills: Guts d8, Fighting d8, Intimidation d8,

Notice d6Pace: 10; Parry: 6; Toughness: 6

Bestiary

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Special Abilities• Bite: Str+2.• Go for the Throat: Wolves instinctively go

for an opponent’s softspots. With a raise onits attack roll, it hitsthe target’s mostweakly-armoredlocation.

• Fleet-Footed: Direwolves roll d10s instead of d6swhen running.

Flying BrainThe so-called flying brains

have a single purpose—to patrol the skies ofTarth and detect livingthoughts for the Masters.Attributes: Agility d4,

Smarts d8, Spirit d4,Strength d6, Vigor d4

Skills: Fighting d6, Fly d6,Notice d12+2

Pace: —; Parry: 5;Toughness: 4

Special Abilities• Fly: Pace 6. The brains

tend to hover about 300’ up in the air andjust sort of waft about until they detectprey.

• Mind Sense: Flying brains can detectsentient brainwaves up to a half-mile away.Once they’ve found it, they stalk their preyuntil they’re contacted by a Master.

GnashersThese squat frog-creatures have pale skin,

pink eyes, and large gnashing jaws—hencethe name. They have a very rudimentarylanguage of clicks and chirps, and use a fewsimple tools such as sharpened sticks forspears.Attributes: Agility d6, Smarts d4, Spirit d4,

Strength d6, Vigor d6Skills: Climb d6, Fighting d6, Notice d4, Swim

d10Pace: 4; Parry: 5; Toughness: 6Gear: Crude spears (Str+2)Special Abilities

• Aquatic: Pace 6. Gnashers aren’t trulyAquatic since they are amphibians, but canstay under water for over 20 minutes at atime. They have

• Armor +1: Warty skin.• Bite: Str+1.• Bound: A gnasher can leap 1d6+2” in a

straight line to attack with +2 to its Fightingroll and +2 to damage.

GulperGulpers are massive creatures from the

deep seas west of Tarth. They occasionallyslip into the Lower Sea Tunnels to feast onmating firefish.Attributes: Agility d4, Smarts d4(A), Spirit d6,

Strength d12+3, Vigor d12Skills: Guts d8, Fighting d10, Intimidation d10,

Notice d6Pace: —; Parry: 6; Toughness: 12Special Abilities

• Aquatic: Pace 6• Bite: Str+6. The creature swallows a victim

hole with a raise. Inside its massive gut, thevictim suffers 2d4 damage per round. Hemay cut himself by killing the creature.

• Size +6: Gulpers are the size of whales.• Improved Sweep: May attack up to 6 foes

with a Reach of 5.

Harpoon TreeHarpoon trees are intelligent, ambulatory

trees with numerous barbed thorns setwithin their trunks. The thorns are the sizeof spears, and are attached to the interior ofthe tree by strong vines. The tree tries to killits victims with its “harpoons,” then drainsthe nutrients from the corpse.

This tree is a very aggressive specimen.Illithax keeps it ravenous so that it stayshungry for rewards and creates seed pods asrapidly as possible.Attributes: Agility d4, Smarts d10(A), Spirit d6,

Strength d12+2, Vigor d12Skills: Climb d10, Fighting d10, Notice d8Pace: 4; Parry: 7; Toughness: 15Special Abilities

• Armor (+4): The harpoon tree has a 6” thicklayer of wood and bark surrounding a coreof viscous red blood.

• Harpoons: Though the harpoons seem likeranged attacks, the tree actually uses itsFighting with a Reach of 5. It can attackwith 1d6 different spears each round.Subtract one from this roll for each victim itcurrently has speared.

A victim hit by a harpoon suffers Str+2damage (a total of Str+4 given the creature’shigh Strength). If the attack hits with a raise,the victim is impaled as well. He’s instantlypulled toward the tree and smacked againstit for an additional 2d4 damage. The barb isthick and jagged, so the only way to get freewithout ripping out one’s internal organs isto cut it off and pull it through the pointedend. This causes an automatic wound, so ahealer should be standing ready.

• Size +3: The harpoon tree is nearly 24’ feettall.

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HuntersThe most treacherous minion of the

Masters are the Hunters. At first it wasbelieved these men and women werepuppets of the aliens—much the way LordHerrek and others were controlled during theinvasion. It didn’t take more than a fewencounters to learn otherwise.

These despicable traitors sold their soulsto the Masters in exchange for life and alifestyle far above that of the slaves.

Hunters have their pick of “useless” lootscavenged from the City, and so wrapthemselves in chainmail, which they stainblack in an effort to please their newoverlords.

Hunters arm themselves with handweapons and arquebuses—technology itseems the Masters do not fear. That’s wheretheir trust ends, however, for every Hunter isfitted with a black collar that can constrictwith but a thought from any of the aliens.Attributes: Agility d6, Smarts d6, Spirit d6,

Strength d6, Vigor d8Skills: Climb d6, Guts d6, Fighting d8, Notice

d8, Shooting d8Pace: 6; Parry: 6; Toughness: 8Hindrances: Bloodthirsty, Mean, Sa Karan

Manacles.Edges: MusketeersGear: Chain shirt (+2), musket (Range: 10/20/40;

Damage: 2d8); two pistols (Range: 5/10/20;Damage: 2d6+1); bayonets (Str+2); 10 total shots;1 powder bomb, knives (Str+1).

OOOOOgreOgres are some kin to orcs and lesser

giants. They are often taken in by orc clansas champions against their rivals.Attributes: Agility d6, Smarts d4, Spirit d6,

Strength d12+3, Vigor d12Skills: Guts d8, Fighting d8, Intimidation d8,

Notice d4, Throwing d6Pace: 7; Parry: 6; Toughness: 12Gear: Thick hides (+1), massive club (Str+3)Special Abilities

• Infravision: Ogres halve penalties for badlighting when attacking living targets.

• Size +3: Most ogres are over 8’ tall withpotbellies and massive arms and legs.

• Improved Sweep: May attack all adjacentfoes.

OrcOrcs are savage, green-skinned

humanoids with pig-like features, includingsnouts and sometimes even tusks. They havefoul temperaments, and rarely take prisoners.

Attributes: Agility d6, Smarts d4, Spirit d6,Strength d8, Vigor d8

Skills: Fighting d8, Guts d8, Intimidation d8,Notice d6, Shooting d6, Stealth d6, Throwingd6

Pace: 6; Parry: 6; Toughness: 9Gear: Leather armor (+1), short sword (Str+2)Special Abilities

• Infravision: Orcs halve penalties for badlighting when attacking living targets.

• Size +1: Orcs are slightly larger and fatterthan humans.

Orc ShamanOrcs worship Kargak, the god of

Slaughter. Their shamans personify thisimage, and while they are usually thesmallest members of a clan, are often themost savage.

Orc shamans drape themselves in crudefetishes, bones, and other occult trappings toappear more menacing to their foes.

Their power is simple hedge magic,however, and is not divinely inspired despiteseveral millennia believing otherwise.Attributes: Agility d6, Smarts d8, Spirit d6,

Strength d6, Vigor d6Skills: Fighting d6, Guts d8, Intimidation d8,

Notice d6, Shooting d6, Spellcasting d8,Stealth d8

Pace: 6; Parry: 5; Toughness: 6Gear: Leather armor (+1), spear (Str+2; Parry +1;

Reach 1)Special Abilities

• Infravision: Orcs halve penalties for badlighting when attacking living targets.

• Spells: Shamans have 15 Power Points, andtypically know bolt, fear, and smite (whichshe usually uses on the chieftain first)

Orc, ChieftainThe leader of small orc clans is always

the most deadly brute in the bunch.Attributes: Agility d8, Smarts d6, Spirit d6,

Strength d10, Vigor d10Skills: Fighting d12, Guts d8, Intimidation d10,

Notice d6, Shooting d8, Stealth d6, Throwingd8

Pace: 6; Parry: 7; Toughness: 11Gear: Plate chestplate (+3), great axe (Str+4; AP 1;

-1 Parry); throwing axe (Range: 3/6/12; Str+2)Special Abilities

• Brawny: Orc chieftains are always thelargest of their clans. +1 Toughness.

• Infravision: Orcs halve penalties for badlighting when attacking living targets.

• Sweep: May attack all adjacent foes at -2penalty.

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• War Cry: The chieftain may Intimidate allfoes within an adjacent Medium BurstTemplate.

Rat SwarmsThe swarms are ravenous for fresh meat.

The bloody nicks and cuts on the slaves drivethem into a frenzy. One swarm attacks eachof the slave pens. The rest head straight forthe wither beasts.Attributes: Agility d10, Smarts d4(A), Spirit d12,

Strength d8, Vigor d10Skills: Notice d6Pace: 10; Parry: 4; Toughness: 7Special Abilities

• Bite: Every target within the swarm suffers2d4 damage.

• Swarm: The swarm is the size of a MediumBurst Template. Characters can attack eachround by stomping, causing his damage inStrength with a successful hit. Cutting andpiercing weapons cause no damage to theoverall swarm.

Sa Karan AssassinsSa Karan assassins are stealthy killers.

They make use of their telekinetic wall-crawling abilities to sneak up behind theirfoes and strike with surprise (usually with“the drop”).Attributes: Agility d8, Smarts d10, Spirit d8,

Strength d10, Vigor d8Skills: Climb d8, Guts d8, Fighting d10, Notice

d8, Shooting d10, Stealth d12Pace: 8; Parry: 10 (with staff); Toughness: 10Edges: Improved Block, Combat Reflexes,

Improved Frenzy, QuickGear: Assassin’s Armor (+2), Ebon blade (Str+6;

Parry +1; or Range 5/10/20; Damage: 2d6;RoF: 1; uses no Power Points)

Special Abilities• Great Leap: Assassins can

leap 2d10” in a straight linewith their incredibly stronglegs. They gain +2 damagewith a successful strike ifthey leap more than 10” toattack. Characters who takefree attacks on them as theyexit melee do so at -2.

• Wall Crawling: Assassinscan scale any surfaceusing minor telekineticpowers at their fullPace. This requires nocasting roll or PowerPoints.

Sa Karan MastersThe upper echelon of Sa Karan society

are their scientists. They are typically olderand wiser than assassins, and rely on theirmore developed mental powers in combatrather than their physical prowess.

Like all Masters, they wear black armorand masks to keep the clean air of Tarth offtheir skin. They carry ebon staves that letsthem cast the bolt power for free.Attributes: Agility d8, Smarts d10, Spirit d8,

Strength d10, Vigor d8Skills: Climb d8, Guts d8, Fighting d8, Notice

d8, Psionics d10, Shooting d10Pace: 6; Parry: 7 (with staff); Toughness: 8Edges: Combat Reflexes, Level HeadedGear: Master’s Armor (+2), Ebon Staff (Range 10/

20/40; Damage: 3d6; RoF: 1; uses no PowerPoints).

Special Abilities• Great Leap: Masters can leap 2d6” in a

straight line with their incredibly strong legs.• Psionics: Masters have 25 Power Points and

typically know bolt, deflection, puppet, andtelekinesis. They rely on their ebon stavesfor the bolt power.

• Wall Crawling: Masters crawl on wallsusing minor telekinetic powers at theirnormal Pace. This requires no casting roll orPower Points.

Sa Karan SpiderAttributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d6, Vigor d6Skills: Climb d12, Guts d8, Fighting d6, Notice

d6Pace: 8; Parry: 6; Toughness: 7Edges: Combat Reflexes, Improved FrenzyGear: None

Special Abilities• Armor (+2): Spiders are encased in hardcarapace.• Four Arms: The spiders’ four armsgive them the Improved Frenzy Edge,and add +1 to their Parry.• Great Leap: Spiders can leap 2d10” ina straight line with their incredibly

strong legs. They gain +2 damagewith a successful strike if theyleap more than 10” to attack.Characters who take free attackson them as they exit melee do soat -2.

• Wall Crawling: Spiders can scaleany surface using minor telekinetic

powers at their full Pace. This requires nocasting roll or Power Points.

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Sa Karan Spider, BlueAttributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d8, Vigor d8Skills: Climb d12, Guts d8, Fighting d8, Notice

d6Pace: 8; Parry: 7; Toughness: 9Edges: Combat ReflexesGear: NoneSpecial Abilities

• Armor (+3): Spiders are encased in hardcarapace.

• Four Arms: The Spiders four arms givethem the Improved Frenzy Edge, and add +1to their Parry.

• Great Leap: Spiders can leap 2d10” in astraight line with their incredibly strong legs.They gain +2 damage with a successfulstrike if they leap more than 10” to attack.Characters who take free attacks on themas they exit melee do so at -2.

• Wall Crawling: Spiders can scale anysurface using minor telekinetic powers attheir full Pace. This requires no casting rollor Power Points.

Sea TrollsBeneath the King’s Tunnels live fearsome

creatures called sea trolls by some, skragsand manes by others. They are flesh-eatinghorrors as at home in the sea as they are inthe moist tunnels beneath the City.

They dress in numerous soft kelps,seashells, and other natural materials thatadd +2 to their Stealth when they sit quietlyin small pools or piles of detritus from thesea.Attributes: Agility d6, Smarts d4, Spirit d4,

Strength d8, Toughness d8Skills: Fighting d8, Notice d6, Stealth d6,

Swimming d10Pace: 5; Parry: 7; Toughness: 7Gear: Coral Spear (Str+2; +1 Parry; Poison ((see

below); Throwing Sticks (Range: 4/8/12;Damage: Str+1; Poison (see below)).

Special Abilities• Armor: Leathery hide (+1)• Claws: Str+2.• Infravision: Orcs halve penalties for bad

lighting when attacking living targets.• Regeneration (Fast): The troll’s roll to

regenerate each round. Fire stops theirregeneration, as does cutting off their heads.

• Sea Suit: +2 Stealth when hiding.

Sea Troll LeaderThe sea trolls leaders are the most mean-

spirited, cruel creatures.

Attributes: Agility d6, Smarts d6, Spirit d6,Strength d10, Toughness d8

Skills: Fighting d10, Notice d8, Stealth d6,Swimming d10

Pace: 5; Parry: 7; Toughness: 7Gear: Coral Spear (Str+2; +1 Parry; Poison ((see

below); Throwing Sticks (Range: 4/8/12;Damage: Str+1; Poison (see below)).

Special Abilities• Armor: Leathery hide (+1)• Claws: Str+2.• Infravision: Orcs halve penalties for bad

lighting when attacking living targets.• Regeneration (Fast): The troll’s roll to

regenerate each round. Fire stops theirregeneration, as does cutting off their heads.

• Sea Suit: The trolls wear strands of kelpadorned with seashells and other detritusthat adds +2 to their Stealth rolls whenhiding. They typically use these to attackfrom ambush, rising up and ditching thesuits as they make their first strikes.

Sea Troll Coral SpearsThe sea trolls make their weapons, armor,

and other gear from natural materials foundbeneath the waves. Their spears andthrowing sticks are made from black coralsthey harvest from the ocean depths.

A foe who receives a Shaken result orworse from one of these weapons mustmake a Vigor roll. Those who fail suffer greatpain all along their central nervous systemwhich inflicts a kind of palsy. These victimssuffer a -1 penalty to all actions, cumulativeto a total penalty of -3. If another hit isscored, the victim collapses and suffers anepileptic-like fit that lasts for 1d6 minutes.

Once harvested, the natural poison in thecoral lasts for 1d6 days. After that, theweapon “dies” and becomes too brittle to useas a weapon. Sea trolls actually “replant”their spears, rotating the weapons out sothat they replenish and regrow.

SkeletonThe skin has already rotted from these

risen dead, leaving them slightly quickerthan their flesh-laden zombie counterparts,and making them particularly resistant tocertain kinds of weapons.Attributes: Agility d8, Smarts d4, Spirit d4,

Strength d6, Vigor d6Skills: Fighting d6, Intimidation d6, Notice d4,

Shooting d6Pace: 7; Parry: 5Gear: Claws (Str) or by weapon

• Fearless: Skeletons are immune to fear andIntimidation.

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• Undead: Undead add +2 to all Vigor rollsmade to resist damage. Called shots do noextra damage to such creatures. Piercingattacks do half-damage.

SpinnersThese horrors look something like

gigantic, three-legged crabs encased in astony carapace that usually blends with therocks they hide in. They sit completelydormant except for a dull psionic sense ofthe environment around them.

Spinners have no eyes, but sense withtheir minds much like Sa Karans. Their threelegs end in massive, scythe-like points thatcan penetrate plate mail. The spinner’s disk-like middle holds a voracious circular maw ofteeth surrounded by three pointed mandibles.

The creatures kill their prey with theirdeadly legs, then tear away pieces of fleshfor consumption with their mandibles. Intheir dormant state—with only minute brainfunctions to detect prey—the meat theyconsume can last for centuries.

When attacking, the creature “spins” onits three legs, allowing it to attack alladjacent foes if it does not otherwise move.Attributes: Agility d8, Smarts d6, Spirit d6,

Strength d12+2, Vigor d12Skills: Climb d4, Fighting d10, Notice d8Pace: 8; Parry: 7; Toughness: 12Special Abilities

• Armor +4: Carapace.• Claws: Str+4, AP 2.• Empathic: Spinners “see” by projecting mind

waves (for inanimate objects) and readingminds (for prey). This lets them “see” theirfoes even in pitch darkness.

• Improved Sweep: Spinners may attack alladjacent foes at no penalty by spinning inplace. This makes a loud “clack-clack-clack”sound as their legs strike the stony groundin disturbing rhythm.

• Level-Headed: Spinners draw twocards and act on the highest.

StomperThese massive creatures

serve one purpose for theMasters—to stomp and crushtheir foes.Attributes: Agility d8, Smarts

d4, Spirit d6, Strength d12+5,Vigor d10

Skills: Climb d4, Fighting d10,Notice d6

Pace: 8; Parry: 7; Toughness:15

Special Abilities• Armor +4: Carapace.• Size +4: Stompers are nearly 20 feet tall with

feet the size of large tree trunks.• Stomp: Strength +4. The creature is naturally

adept at using its full weight to smash itsfoes. Non-rigid armor (leather, chain mail)offers no protection against the stomp.

Wither BeastThe Masters created these horrid

monsters on Wrastaloth, their adopted planetfor the last two millennia. They have thebodies of giants, three eyes that can see indarkness as well as thermal vision, and onescrawny arm that cripples anyone it wounds.

A number of these creatures have beenreleased into the wilds of Valusia. They areallowed to roam freely to chase down anyrefugees they come across. Wither beastswon’t attack spiders or Masters, but all othercreatures—including other Sa Karancreations—are fair game.

The monsters get their names from thehorrid power of their gnarled left hands. Ahit with this nasty appendage causes thevictim’s affected area to wither and atrophy.Their immense size and power means mostvictims die from the attack anyway, but eventhe strongest heroes can be broken by theirinsidious attacks.Attributes: Agility d6, Smarts d4, Spirit d4,

Strength d12+2, Vigor d12Skills: Climb d6, Guts d10, Fighting d10, Notice

d6Pace: 8; Parry: 7; Toughness: 10Edges: Ambidextrous, FrenzySpecial Abilities

• Claw: Str+4 with right arm; Wither with left(see below).

• Size +2: Wither beasts are over 8’ tall.• Ultravision: Each of the beast’s eyes sees in

a different spectrum, giving itboth Low Light andInfravision. It suffers a -2penalty only in pitchdarkness.• Wither: The creaturemakes only touch attackswith its left arm (+2 tohit). Extras who aretouched are wounded.Heroes suffer anautomatic roll on theCrippling Injury Table. TheVigor roll to see if theeffect is permanent is madeat -2.

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Our good friend, Citizen Jacob Galstaff,

Please send your son and his companions to the King immediately.We have a very delicate situation that requires the help of the city’s mostprestigious adventurers.

We ask that you not reveal this to anyone save the Scarlet Ridersthemselves, but the Seven have gone missing. I know that you are closefriends with these great heroes, so I do not mean to alarm you, but itseems they have stumbled into some grave danger deep beneath the City.I am sure of their safe return, but we must take no chances with theirwell-being. I’m certain I don’t have to tell you that should somethinghappen to the Seven, the good people of Valusia would most certainlylose heart.

Please instruct your son to come ready for immediate battle. T hereis no time for them to dress for the court. We expect them no later thanthe dinner bell tomorrow, at which time our expedition shall ventureforth to find the Seven.

You would be well-advised to arm your son and his companions withthe full weight of your stores, both magical and mundane. I’m sure I donot need to note that any fiend that can challenge the Seven may prove avery terrible adversary indeed.

If you can provide men-at-arms as well, the King will happilyreimburse you for their service at the usual rate as well.

May the Sun shine upon you,

Arwick Erodale,

Court Magister of King Crassus Kaden

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You are a child.You see the face of a Master—

somehow your father but not yourparent. You sense he is laughing—no,smiling—at you. He welcomes you, butchallenges you as well.

He fills you with pride, for you are asuperior being. He shows you thesavages you will one day rule asslaves—stunted dwarves and feralelves.

You see other Sa Karans performinggreat accomplishments—mapping thestars, manipulating the geneticmakeup of organisms, even craftingodd red gems from raw minerals byinfusing them with psychic energy.

You will rise to be the greatest ofthem. You will rule over thousands ofslaves, and perhaps create new onesas well. You will be a Master. A SaKaran.

You are a hunter.You walk over Tarth’s gray fields,

enveloped in her cold mists. Your ebonstaff fills your claws. Now you smelldirt and filth and ignorance—a dwarf!You bound through the mists, homingin on its feral thoughts. The wretch isfeasting on one of its own kind. Yousnatch it from its hole before it canscramble away, holding it up by thelegs and laughing as it struggles.

The chase was too short. You letthe pitiful thing go—away from itshole—and then track it through themists.

For fun.

You are a spy.You stand on a dark, alien world

filled with dim gray fog. You stepthrough a portal of energy, using yourpsychic powers to propel your atomsthrough the stars to the world yourrace left behind thousands of yearsago.

You creep through forgottentunnels into a city filled with cluelesssavages. You take a few here andthere, feast on their tasty innards, andchew on their memories.

Now you see them building a greatwhite castle where the Great Hiveonce stood. You hide in the shadowsand watch them for years,manipulating the builders to createsecret passages for you. You return asthe years roll by, skittering throughthe walls like a rat and reading theminds of their greatest leaders.

PropsThe mock scroll on page 137 is the

message given to the heroes in Act One,Scene One (page 55). It should be sealed withwax or tape if possible so that the playersmust actually break the bond whenever theircharacters do the same in the game.

The scrolls on page 138-141 representfragments of memories revealed to theheroes by the Teaching Stone (page 122).Shuffle them up and hand them outrandomly (and as evenly as possible) to thegroup.

Note that they are not supposed to readthe text aloud, but should repeat their talesin their own words.

Permission is granted tophotocopy pages 138-144 for

personal use.

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You are an overseer.You peer through the tinted

glass of a Master’s mask—its lensesdarker now than just a few yearsago. Before you is a great pyramidmade of black stone. Thousands ofhumans, elves, and dwarves dragmassive stones upon it.

The pyramid stands on a cliff.Another part of you recognizes thelocation—this is where Kings Portwill one day be built.

The world is less comfortablethan it was. Brighter. Warmer. Thesun is cutting through the dim fogof Tarth, making it almost painfulto remain outside.

The slaves are restless. Insolenteven. You’d best teach them alesson. You send for a wave ofspiders to devour a few.

You are a great engineer, andthis is a great day.

The last of the “gendered” oneshave died. Now there are onlybrothers. The Birthing Chamber hasnot only ensured the survival ofthe race, but your engineering hasmade new Sa Karans stronger andbrighter than ever.

Now you see Sa Karansgathered about the BirthingChamber. Lying in a pool of yellowichor is a Sa Karan, yet it is not.Something is wrong.

You fill with overwhelmingdread. Their seed is poisoned.

You have damned your entirerace.

You are a great scientist.In your pens are dozens of primitive animals—elves and dwarves. You force them to

couple, churning out litters of malformed creatures to prove your theories true.Finally you create an entirely new creature from an elf and a dwarf. You wait a

generation, then travel to the Great Hive to show your new servant to your peers.They laugh and scorn your work. They pile stones into your slaves’ arms, threateningto kill the creature if he drops a single one. The creature tries with all its might, butits frame is too small. Its bones crack and it falls wimpering to the floor.

Hate fills your mind. You scoop up the remains and return to your lair far, far away.Generations later, your skin is old and cracked. But you have done it.You return to the Great Hive. Your peers gather, ready to scorn your work once

again. You reveal your cage. Inside it stands your greatest creation, your life’s work.A man.As before, the others pile weight upon your slave, but he stands strong. He

struggles, but does not give in. He resists, but does not fight. He is the perfect slave.The other Sa Karans buy the secret from you. You give each a unique formula so thatyou can track their creation. White-haired, pale-skinned slaves are raised in the north,bronze-skin and red hair from the east, and brown skin with black hair in the south.

Years later, you watch with pride as your creations continue work on the GreatHive. Now you are on your deathbed. There is a commotion in the hall. You hear thehissing of the spiders. The sounds of battle. A human slips into your room—murder inits primitive eyes. You take its mind with a thought, but more follow. The memoryends.

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You are a great astrologer.The rebels are at the gates of the

Great Hive. The general says the hivecannot hold. For generations, you havebeen working on a secret project, onethat might save your race fromdestruction.

You gather the elders in your darkchamber. There you unveil a largeviolet disc coursing with energy. Youconcentrate, gather your psychicenergy, and step through!

Moments later, you return with awiggling worm-like creature—ananimal from another world! You suckthe thing up through your long snoutand feel its juices run down yourgullet. There is a world on the otherside of this portal, you tell the elderswith a thought. A world of dim light,plentiful food, and fantastic newspecies to discover and enhance!

The elders grimace, but nod.

You are a great general.The attacks started with the orcs. The scientists turned loose the spiders—

mutated versions of your own race—to destroy them. You warned them, but no onewould listen. The spiders bled into the forests and the tunnels, where the elves anddwarves hid. They over-hunted, and now the savages have no choice but to fightback. Now even the slaves are revolting. Your brothers have even found half-folkamong the rabble—a mistake thought to have been long destroyed.

Time passes. The impudent rebels now attack Sa Karans in their very lairs!Scouts tell of red warriors turning their slaves’ tools to flaming swords and strikingdown spiders by the score. The very world itself is different. You must now wear amask to filter out the sickening air, and goggles to protect your eyes from thegrowing power of the hated sun.

You call in your isolated brothers. They must abandon their reclusive ways andgather at the Great Hive until the revolt is put down.

More time passes. You stand before a legion of spiders and Sa Karan warriors.On the plains to the east come the dust clouds of the rebels.

It sickens you, but the Great Hive cannot stand.

You are a spy.Your brother has captured a human

from the streets above and is about tofeast upon him. You are scouting aheadwhen you hear a noise behind you.Seven savages have discovered yourcompanion! You are about to teachthese animals a lesson when you spyone of Tarrian’s brood.

Your brother strikes first, spillingthe sun-man’s blood in a radiantsparkle. A one-eyed human strikesnext, using primitive sorcery to charyour companion to cinders!

You remain hidden and watch. Thereis no danger of discovery now—thesavages have no way of extractingsecrets from the dead.

They leave, dragging the dying sun-man with them. You move to retrievethe body of your fellow spy and sensesomething odd. The sun-man’s blood. Itglows with psychic energy. You gatheras much as you can and take it homewith you. To the scientists.

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You are an assassin.The elders have lured a group of

soft-skins into the ruins of the GreatHive back on the home world.

Now you wait for them to arrive.You and your companions cling to theceiling of a dark chamber.

You hear the stone above slideaway. Cursed light shines through, butyou are too far away to be seen. Nowseven savages descend through thehole to the floor. They regroup andhead down the only tunnel left open—drawn by the violet light of the portal.

You and your fellow assassinsdescend the walls behind them—likethe spiders they believe you to be.

Sounds of battle echo down thehallway. The trap is sprung. You repeatthe elder’s orders to yourself: Capturethe sun-man, kill the rest. Hide belowground until we arrive.

You are a psychologist.You stand beside your elders,

listening to the report of a woundedassassin. The trap worked perfectly, hereports. Two brothers were lost in theambush, but four of the primitiveswere slain. The rest still live, and arebound in the darkness waiting forliberation.

The elders have plans for the sun-man and woman, but perhaps youmight try a little “conditioning” on theother two? The elders nod and youeagerly make your way to the portal.

You find your victims in thedarkness—a wiry half-elf mutt and aone-eyed human. You tear into theirminds for hours, telekinetically tearingaway bits of their brains until yourelease their bloodlust. When you aredone, you place a small worm on theback of their necks, and turn themloose. This should prove an interestingdistraction.

You are a warrior.The glorious liberation of your home has begun! Yet you seethe with

hatred—trapped here beneath the savages’ city guarding the portal.But wait. Softskins descend from above. There are a dozen of them—hardly

even a challenge. You use your telekinesis to climb the wall and watch themfrom the shadows.

You instantly think your plans to your mates, seeing the battle’s outcomebefore it even begins. Some blast away with ebon staves, others dominate theprimitive slaves and make them fight each other. You leap into the fray withyour bare claws, eager to take out your anger on the impudent beasts’ softflesh.

The battle is won in seconds. You stand over the defeated animals andclaim your prize—the gold-gilded armor of their leader. The slave resists, butyou feast on his innards and leave him to die. He grasps at your cloak as youdrag away the remaining captives as slaves—you sense he is especiallyconcerned with the female. She wears golden armor as well.

Ah! They are rulers of some sort! The male cannot live, but the femalemight. You will take her to the spike. Perhaps then you will be allowed to jointhe glorious battle above.

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Spider

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