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Cfg07005-Skaa Tin Ash
Cfg07005-Skaa Tin Ash
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CFG7005
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ADVENTURE GAME
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www.crafty-games.com
Mistborn Created by Brandon Sanderson
Game System Additional Material
Alex Flagg Alex Flagg
Josh Vogt
Product Development
Logan Bonner Cover Illustration
Tommy Arnold
Tin & Ash Writing
Logan Bonner Interior Illustration
Monica Valentinelli Ben McSweeney
Rob Vaux Hugo Solis
Special Thanks
to Amanda Valentine, our resident Tineye and hero of the people
Warning: This story contains major spoilers for the Mistborn trilogy, and it’s
best to read it after having read at least the early chapters of The Hero of Ages.
“Then, the Survivor of Hathsin’s lifeless body fell to the ground. I know this,
because I was there.”
Trest paused, threw his arms up to the sky, and stepped off the makeshift
podium to face the small assembly lingering in the dingy alleyway. The skaa
preacher realized his all-too-familiar story would not be enough to convince these
city-dwellers to join the Church of the Survivor. Every skaa in Luthadel had heard
what happened to Kelsier minutes after he attacked the Lord Ruler. Every skaa
knew, deep down inside, what the Survivor had done for them.
That wasn’t the problem, though. The skaa weren’t used to heroes and never
expected to be saved. Naturally, his people didn’t know what to do next.
The skaa preacher lowered his hands and scrutinized the crowd in silence.
Trest spotted wide-eyed urchins smeared with ash and skaa merchants huddled
together in conversation. Expectant mothers and well-dressed servants who likely
worked at one of the Great Houses were also present for today’s demonstration.
Though there were a few dozen people gathered in the back alley, Trest sensed
a strange undercurrent. It was as if the crowd wasn’t there for him; they were all
waiting for something — or someone — else. A miracle, perhaps?
No, Trest thought, what these traders, pilots, servants, and beggars needed
was permission to believe in a god other than the Lord Ruler.
“Please! Go on!” A thin girl dressed in a fraying, brown dress broke the ten-
sion; her high-pitched plea was followed by careful whispers urging him to finish
his story. Trest clasped his gnarled hands and sighed with relief. Deep down, he
feared the crowd’s silence almost as much as the mist. Almost.
The preacher stepped back up on his podium and continued: “Kelsier’s body
did not topple to the ground easily. His hardened skin had not been pierced by
arrows, nor had it been bruised by the Inquisitor he killed moments before. No...”
“No!” a trio of bums shouted at him; their skinny forms were covered with
raggedy layers of ash-stained clothes. “The Lord Ruler...”
“The Lord Ruler crushed one side of his face and stuck a spear through his
chest. But,” Trest lifted a finger and paused for dramatic effect, “the Survivor did
not die that day.”
The crowd gasped. Many listeners shook their heads in disbelief. Could he
blame them? Centuries of abuse, murder, and slavery at the hands of a petty god
had taken its toll. The skaa were easily manipulated and had been brainwashed to
succumb to the Lord Ruler’s absolute power. Regardless of how cruelly the Lord
Ruler had treated them, Trest understood he could not shake the skaa’s downtrod-
den attitude. They’d been treated worse than any animal or insect for far too long.
Instead, the preacher was forced to convince the skaa there was more than one
god — a fact that could inspire his people to take action.
“The Survivor lives,” Trest said, pointing at the center of his chest. “In here.”
“Where?” A heckler shouted, barging his way toward the front. Trest recog-
nized the skaa instantly. Though he didn’t remember his name, the preacher knew
the hunch-backed drifter had recently escaped to Luthadel from a nearby planta-
tion. “You pretendin’ to be him?”
Fresh doubt wormed its way into Trest’s mind, filling him with anxiety. Ever
since the soothing stations had been destroyed, they’d all been grappling with
feelings that had been suppressed for far too long. Was his sermon good enough?
How many believers would he recruit today? None? Or a dozen?
“Let me ask you a different question, brother.” Though he was nervous, Trest
pushed his feelings aside and kept his voice calm and steady. “What kind of a man
sacrifices himself for another?”
“A stupid one!” the man yelled back. “Skaa are born and die every day. Kel-
sier did not have to waste his life to prove a point.”
“You’re right!” Trest said, smiling. “The Survivor did not have to die. He
chose his fate. He didn’t know how he would fall, just that he had to.”
The preacher could tell his words were not spoken in vain. Many of his listen-
ers had finally stopped fidgeting and bowed their heads slightly, as if they were
hanging on Trest’s every word.
“Why?” the former plantation skaa asked, confused. “Why’d he let the Lord
Ruler murder him?”
It was a simple query, but one that Trest had prepared for. If he answered this next
question correctly, then the Church could expect more recruits by the end of the day.
“Because, brother, we were already dead. The Survivor sacrificed himself so
that we’d understand we are more than broken-down slaves.”
“What are we?” the tired man asked, shaking his head. “We’re nobody.”
Staring directly into the man’s eyes, the preacher said proudly: “We are skaa!”
At the height of the Final Empire, the skaa toil and suffer as slaves for lit-
tle reward. Victims of the brutal social hierarchy set in place by the Lord Ruler,
they’re legally inferior to the nobles and must obey their dictates. On the plan-
tations, the skaa tend the hardy brown plants. In the mines, they dig out metal
and stone in harsh and dangerous conditions. Along the canals, they pilot and
crew barges carrying the bounty from the countryside and ashmounts to the cities.
Within the cities themselves, they tend the noble estates and carry out all manner
of tasks that make the urban centers run. All this — all the skaa accomplish — is
done to line the nobility’s pockets.
At least, all that most skaa accomplish. Skaa also run thieving crews, black
markets, and information networks, trying to get something for themselves under
the noses of the Steel Ministry and the nobles. These bold few, who defy Lord
Ruler’s insistence that they obey, carve out their piece of the pie by whatever
means necessary. Because their disobedience violates the laws of the Final Em-
pire, these skaa often have to resort to violence, bribery, or intimidation to keep
their activities from reaching the Obligators’ notice. There are few true “good
guys” among these skaa lawbreakers — nearly everyone has some blood on his
hands. Even those with the best of intentions and the brightest hope for the future
of the skaa have few illusions about the true way of things in the Final Empire.
Accomplishing anything significant requires ruthlessness, the cost counted by the
bodies left behind.
Though some skaa fight for freedom and rights for their people, just as
many are villains in their own right, willing to step on their brethren in their
climb to the top. Especially among the thieving crews of the skaa slums, steal-
ing from or selling out one’s fellow skaa can lead to profit and prestige. Skaa
crime lords exploit and subjugate other skaa. Skaa who are on top of the heap
becomes targets for equally ruthless upstarts, so they often have to become even
more committed to cutthroat methods to keep their station. Though some regard
this self-destruction with the scorn it deserves, many others see it as just another
part of their lot; after all, it’s no different than what they’re subjected to by no-
bles or Obligators every day.
There are also idealistic skaa who strive to improve the lives of their people.
Some believe they can enact minor, reasonable changes to make things a little
bit better. Others follow bolder visions, striving to undermine or topple the Final
Empire to finally free the skaa from noble bondage. Ironically, the most powerful
tools to affect this type of change are those skaa with noble blood — the Allo-
mancers. Skaa Allomancers are quite rare, but they are the only ones who possess
the magical might to defy the Steel Ministry and go toe-to-toe with noble Mistings
and Mistborn. They are hunted ruthlessly by the agents of the Canton of Inquisi-
tion, and so must remain out of sight, working undercover or traveling at night
through the mists.
Creating change among the skaa population takes immense effort. Skaa are,
as a rule, poorly educated and reluctant to act against their masters. This is no ac-
cident — it was part of the Lord Ruler’s plan since the dawn of the Final Empire.
Using the Steel Ministry as his agents, the Lord Ruler suppresses the skaa with
widespread superstitions, unfair laws, Allomantic soothing, and his most devious
invention: a religion devoted to himself.
With the Lord Ruler as their god, the skaa come to believe that their place
is ordained — not inflicted upon them but part of a natural and holy order. True
change can come to the Final Empire only if the skaa see another way. The Lord
Ruler’s infallibility and immortality must be broken. Someone else must rise to
become a new focus for the worship of the skaa. And this person must rise from
the ranks of the skaa themselves.
Laborers, servants, and farmers, the skaa are the backbone of the Final Empire.
Often overlooked and taken for granted, the skaa are not just servants — they are
an entire branch of humanity shaped to work for the Lord Ruler and the nobles who
swear fealty to him. Despite their origins and the disdain the Lord Ruler, his Obliga-
tors, and the nobility have for them, the skaa can excel and achieve greatness. Like
many things in the Final Empire, the caste system under which the skaa toil is a
sham. There’s no longer any significant physiological difference between the skaa
and nobles, and the skaa have proven time and again that they’re not the listless,
weak wretches the Lord Ruler had intended them to be. Only by covering up a his-
tory full of rebellion can the Steel Ministry hope to keep the skaa docile and hopeless.
This section is written from the perspective of the assumed time period of
Mistborn games, just before the events of the first Mistborn novel. Any references
to “now,” the “modern era,” or the like refer to this time period, with the excep-
tion of a section at the end of this chapter detailing what happens after the events
of the first novel.
rather, both are the creation of the Lord Ruler himself. The first skaa were
created from those who dared oppose the Lord Ruler during his Ascension.
The skaa were designated as a servant class as punishment for their disloy-
alty. Those who supported his efforts became the nobles, blessed with wealth,
social status, and the gift of Allomancy in acknowledgement of his favor. On
this foundation, the Lord Ruler built a system of careful control over breeding,
strict social separation, and inequality, enforced by his Steel Ministry, to ensure
this division remained intact — a state of affairs that remains to this day, nearly
1,000 years later.
Though the skaa are biologically and mentally no different than any-
one else in the Final Empire, the nobility are taught that the skaa are a
lesser “race,” hardier and more fertile compared to nobles but inferior
in many ways. The Steel Ministry and nobility invented “inferiori-
ties” — such as alleged lower intelligence, lack of spirit, and
sloth — and made them a party line to justify the
social order they built. Though these traits have little
basis in fact, hundreds of years of institutional abuse
and enforced ignorance amongst the skaa have shaped
the skaa culturally into a more docile and easily intimi-
dated people.
A Secret History
The early art of the skaa — and some pieces they had found from before the
world changed — is all that’s now left to show how the world once was.
The Lord Ruler’s first set of decrees to break the spirit of the skaa were de-
signed to destroy the skaa’s individual and cultural identity. Though the Steel
Ministry’s practices have changed over time, the original precepts still guide the
course of society, and are now perceived as tradition, justice, or simply the law
of nature by most residents of the Final Empire. These initial decrees included:
• The Skaa Shall Be My Property: The Lord Ruler declared himself the
owner of all skaa, thereby placing himself at the center of the Final Empire’s
economy. Skaa lost their freedoms to move and participate in imperial cul-
ture, and the nobles their right to marry or even mingle with the skaa freely.
Strangely, this decree also extended a modicum of protection to the skaa:
while a nobleman’s position would allow him to abuse a skaa to whatever
degree he felt was justified, death or serious injury would require financial
reparations to the Lord Ruler that might give some pause.
• I Own the Skaa, Body and Soul: This decree declared the skaa shall revere
the Lord Ruler alone, and asserts that he is their maker and master. The deifi-
cation of the Lord Ruler enforced his infallibility, and by extension, the rule
of the nobility whom he had “blessed.” Defiance of noble rule or the Steel
Ministry was thus heresy against the Lord Ruler himself. Though the same
rules apply to the nobility, they have a slight bit more leeway if they’re diso-
bedient. The nobility are also explicitly charged with enforcing the obedience
and deference of the skaa.
• The Skaa Shall Be as Each Other: The Lord Ruler believed an emergent
skaa culture would present a threat to his new world, and so declared a po-
grom against skaa self-expression and learning. The skaa were formally
banned from receiving formal educations, apprenticeships in skilled trades,
or performing publicly. Men and women alike were forced to wear unremark-
able brown clothing, unless otherwise allowed by their noble masters. Skaa
caught with literature, art, music, or other creative expression were subject
to brutal, bloody punishments — often meted out in public, and involving
entire families.
• The Skaa Shall Have No Means: The skaa lost all rights to private owner-
ship, and nearly all access to private living spaces. Additionally, the Lord
Ruler instructed nobles to provide only essential amounts of food and rest
to keep their skaa alive, and no more. By putting the skaa perpetually on the
edge of ruin, he ensured their desperation and dependence on the nobility.
Although the fear of death, torture, and severe beatings are the preferred tactics
for controlling the skaa, the decrees of the Lord Ruler have had a greater impact in
the long term. By forcing the skaa to bow to the nobles, they carefully and delib-
erately eradicated the individual identity of the skaa to compel their fealty to their
masters — and, above all, to the Lord Ruler.
GENERATIONS APART
The passage of time and the erasure of cultural elements are huge factors
in how the spirit of the skaa was broken. This can be challenging to convey in a
role-playing game context, because in the days of the Final Empire the skaa as a
people may seem flat and unimpressive as a whole.
Yet any group of people, no matter how downtrodden, is made up of in-
dividuals with quirks and unique characteristics. One way to quickly draw out
character individuality is to mix up the ages of the skaa that the players encoun-
ter. Kids, by their nature, may not be as scared and as obedient as their parents
and guardians. How does a parent react when their child draws in the dirt when
an overseer is nearby? What is the punishment for a child who doesn’t lower her
eyes when a noble glances her way? By focusing on smaller personal details, the
suppression of the entire race will be more poignant.
At least some of the heroes are likely skaa, so contrast the way other skaa
react to them with the way they act toward noble heroes. Nobles usually see
the skaa as a uniform bloc with little differentiation, and the skaa quietly de-
fer to the nobility if they know what’s good for them. In contrast, a skaa ap-
proaches another skaa as a unique person, and isn’t afraid to show individual-
ity among fellows. A noble hero might find that her questions get only cursory,
respectful answers or cause the skaa to cower in fear. On the other hand, a skaa
questioning fellow skaa in the same way can get the straight story, along with
some colorful language.
These divisions are less obvious among the outlaw skaa who largely popu-
late city slums. These skaa might avoid nobles entirely, work only with known
business contacts, or viciously attack nobles they meet on their turf. Skaa in
these slums might face hostility — everyone’s fighting for their own share, after
all — but are more likely to be heard or have a chance of trading some informa-
tion or working with street skaa.
These decrees have proven so effective and are so widely adopted that the
Steel Ministry no longer indoctrinates the nobility into upholding them, and in-
stead focuses its attentions just on the few nobles who lapse in their rigor. These
rules remain in effect today, though few people outside the Steel Ministry are even
aware that how many of these are actually legal requirements.
Some rebellions did occur in these early days, but the skaa fought back
blindly, not knowing what murky future awaited them. The Lord Ruler’s laws
meant that even if the skaa could have escaped, they’d have no means of survival.
For more information about skaa rebellions, including many of the major
historical rebellions, turn to page 74.
A Secret History
Though the Lord Ruler believed he thought of everything, there were more
than a few areas he was short-sighted on — interracial mixing being one of
them. Skaa and nobility have always been able to produce offspring, since the
only real genetic difference between them at their inception was the capacity
for Allomancy.
Interbreeding between the nobility and skaa occurred almost immediately,
even within the first generation after the Lord Ruler’s Ascension. In most cases,
the mixing of the bloodlines was hidden. Children born of skaa women typically
just lived among the skaa, with no questions asked. It wasn’t until the first “skaa”
with Allomantic powers surfaced that the Obligators took notice. To the Lord
Ruler, the mingling of the bloodlines might present a danger to his new order, but
Allomancers coming from the skaa caste were the true threat. The Steel Ministry
acted swiftly and brutally, enacting severe laws against intermingling and dictat-
ing a skaa woman must be killed if there was any risk she might bear a nobleman’s
child. Lords who resisted were summarily silenced (often, permanently), and the
deed was done: the children of skaa and noble were sentenced to death without
remorse or exception.
Half-skaa and their place in society (or lack thereof) are detailed further in
Chapter 2, starting on page 27.
ment of the plantation system nearly 200 years ago, perhaps the most stable to
date. The skaa are commanded by and the responsibility of each Dominance’s
provincial lord, granting the nobility great latitude to raise armies and shift labor
as they see fit. Rather than freeing the aristocracy to challenge the Lord Ruler’s
reign, this freedom has actually led to harsher discipline as the lords work their
skaa harder in an effort to undo rival Houses. The suffering of the skaa has given
the Lord Ruler what he wants most: the plantation system has prevented a single
major uprising from occurring in the five inner Dominances since its inception.
MODERN DAYS
By the modern day — the time of Mistborn: The Final Empire — the skaa
are oppressed culturally, socially, and physically, but have managed to survive.
Many skaa are fearful of long-lasting relationships, and concepts like “friend-
ship” are rare. Instead they counteract their anxiety by ensuring they can make
the lives of their fellow skaa better in small ways, provided they can take action
without alerting an overseer or noble. This is true regardless of where the skaa
live, for though their treatment might be different depending upon their physical
location or which nobles “own” them, they are still fused together in the bonds of
slavery, whether they want to admit it or not.
Though their fates seem sealed, more than a few modern-day skaa attempt
to escape from their “homes” and try to eke out a life on their own terms. This
unquenchable desire for freedom has resulted in many skaa beggars, thieves, and
wanderers who survive on the margins of society.
After the Lord Ruler’s fall, the skaa gain their freedom, but most are unpre-
pared for the chaos that follows. The collapse of the Final Empire causes uncer-
tainty and pain for a great many skaa, as it shakes their belief system and takes
away the oppressive stability of the old ways. The skaa have to find their own
way, though many fall back into the same predictable routines of their old lives,
finding comfort in the familiar. Others become entrepreneurs, others leaders, and
still others turn violently against noble rule as the stranglehold of the Steel Min-
istry loosens.
Skaa remain divided geographically into groups that live in the cities, on
plantations, and along canals, as described in the chapters ahead. The power struc-
tures change radically, though, and many skaa migrants stream toward the cities
— especially Luthadel — from the plantations where they once lived. Some of
these skaa head to the capital in the hopes of seeking a better life, but most are
refugees, fleeing nobles plantation owners who have engaged in strict and violent
A Secret History
bolder and attack isolated communities.
Throughout the Empire, free skaa build small farmsteads using the skills they
learned on the plantations. These independent sites aren’t easy places to live, and
many skaa band together to form communes to make life easier, or, in some cases,
possible at all.
When it comes to family life — a new concept for skaa in many ways — the
skaa largely follow the basic family structures they’ve seen nobles use. Though skaa
have for a long time married (usually in secret), this is the first time they’ve been
able to form autonomous families without fear of noble intervention severing the
family through edict or violence.
Most skaa believed the Lord Ruler to be a god that could not be killed, and
the event of his death has spawned dozens of new faith movements. While a great
many follow the Church of the Survivor, other skaa still hold onto beliefs in the
Lord Ruler’s divinity. For more on skaa belief in the times of uncertainty, see
page 79.
For centuries, the skaa have been the true backbone of the Empire. While the
Lord Ruler may have created them out of spite, they serve a valuable economic
purpose in the form of cheap labor. Most skaa are rewarded with only their daily
allotment of food. Beaten into submission, skaa are lucky to live past 40 and are
often put to death once they’ve outlived their usefulness.
This section focuses on the skaa way of life before the Collapse.
POPULATION STATISTICS
Although casual murders, malnutrition, torture, and premature deaths caused
by sickness or other maladies have kept the skaa population in check, the skaa still
far outnumber any other racial group on Scadrial. There are approximately forty
“purebred” skaa for every noble, and approximately five to six hundred skaa for
every Terrisman. When taking into account people of mixed noble and skaa blood
— an illegal but nonetheless significant population — the numbers shift closer to
fifty skaa to every purebred noble, though some of these halfbreeds live as nobles.
The population difference results partially from the slightly higher fertility rate of
the skaa, combined with the incredibly low, controlled birth rate of Terrisman due
to forced castration.
the fields. The roles they’re forced into are primarily what distinguish one skaa
from another. In a way, the nobles have unwittingly created a caste-like structure
among the skaa based on location and employment. It is rare for skaa who work
on plantations to intermingle with a dockworker or a skaa butler. The only way a
skaa may escape their predetermined lot is to drop out and join the underground
ranks of beggars, thieves, and rebels (see page 63).
Skaa who become criminals often have a much higher standard of living than
other skaa, or even than the poorer nobles. If they can escape the control of the no-
bles who essentially own them, they can earn the freedom and resources to make
their lives far more comfortable. Consequently, the criminal underworld is home
to many of the Final Empire’s most ambitious and clever skaa — those smart
enough to see opportunity and gutsy enough to take
it. These skaa live on a knife’s edge, though. No-
bles and Obligators can ruin what any skaa has
built with enough effort — it just takes a bit
more time to do so to those living outside the
system.
APPEARANCE AND
PHYSIOLOGY
Despite propaganda to the contrary, the skaa
look just like nobles for the most part. They
tend to be a few inches shorter than most
nobles, primarily due to malnutrition in
their youth, but the truth is any skaa in
Kelsier’s time could pass for a member of
the nobility, provided he had the means, his
appearance were well cared for, and he had a
proper wardrobe. The only noticeable difference
is that fair hair is less common in skaa, and its
presence usually indicates some amount of no-
ble ancestry.
Nobility and skaa are born with similar fac-
ulties. Physically, their brains are almost identical at
birth. Yet years of abuse, poor nutrition, environmen-
tal factors, and emotional Allomancy from their no-
ble masters take a toll on the skaa. Though they’re
not born with any greater likelihood of illness than
nobles, skaa endure constant abuse and have few
means to get treatment for mental or physical ill-
nesses. Consequently, trauma, depression, and paranoia
are common among the skaa and often lead to suicide.
Beyond the basics, the needs of each house dictate what qualities the nobles
hope to find in a skaa. Physical attributes like attractiveness, strength, and size
are important to the nobility, along with obedience and humility. An agricultural
house prizes endurance and strength for workers, but a vainglorious Luthadel
house might want only the most handsome skaa to be part of their public face.
MINDSET
The nobility believes in their superiority and wields this assumption in com-
plex ways to rule the skaa, backed up by the Obligators and the Lord Ruler’s
doctrine. Living under that pervasive system of control, the typical skaa also be-
lieves he is inferior. The lack of their own culture and sense of history has crushed
their spirit. Their compulsory obedience is passed down from father to daughter,
mother to son.
Skaa aren’t born with this sense of inferiority, though, and only later learn
to shut their mouths and mind their masters. A common noble saying imparts the
advice, “The loose tongue of a skaa invites the sharp tongue of the lash.” Though
each noble may have his own way of ruling over their skaa, generally speak-
ing any outward displays of individualism or acting outside the norm will result
in punishment. The cruelty heaped upon skaa children can be extreme, though
However, they have no compunction about putting down sickly or weak skaa
children, and consider it deserved when a skaa child dies after a beating — that
child was clearly not strong enough. Ironically, some of this abuse doesn’t just
originate from the nobles; it also comes from other concerned skaa who try to help
the younger generations avoid beatings at the hands of an overzealous noble who
seeks to make an example out of a rebellious servant — regardless of age.
Most skaa are loyal to avoid being beaten or because they’ve simply accepted
their lot in life and are trying to work within their predetermined roles. Others
truly have faith in the divinity of the Lord Ruler, and believe that the social posi-
tion they hold is the one true order of the world. They don’t necessarily fear the
nobility, but their true owner: the Lord Ruler. As such, the skaa universally loathe
their masters for a variety of reasons, but are more diverse when it comes to their
feelings about the Lord Ruler.
The skaa are, on the surface, compliant and are fully obedient. Even those
who belong to the underground have to suppress their desire for freedom in public
or they’re likely be hunted down and killed. Many skaa have become set in the
old ways to avoid being harmed. Others slide into apathy. These skaa — most
skaa — choose to remain silent to avoid suspicion. They do not question what
lurks in the mist, and are afraid. They believe everything they’re told, regardless
of where the information originates from, because it’s easier to avoid questioning
the truth than face it.
Though this makes them vulnerable to opportunistic businessmen and
thieves, many skaa live within the moment, not daring to think about the future.
After all, it’s safer that way.
SKAA LEADERS
Skaa community leaders are usually designated elders on a plantation or in
a House. A skaa community leader doesn’t necessarily have to be intelligent or
charming to be well-respected by the community; the wisdom of old age alone
demands respect. They primarily ensure that peace is kept and younger skaa
stick to the rules. They don’t wield power like that of a noble, but their opinions
take on a greater weight because they’ve managed to survive so long against
the odds. Their amounts of autonomy and authority differ from place to place,
but typically speaking the Outer Dominances offer the skaa more chances for
legitimized leadership positions than those who live closer to Luthadel get. On
some plantations, a skaa’s deeds get them leadership roles with the blessing of
the ruling nobility.
Of course, some skaa, usually younger than the established leaders, have new
ideas that they believe would make them better leaders. Some of them end up run-
ning rebellions or thieving crews rather than playing into the established power
structure. Elders look on these youth with great skepticism — the “new ideas” are
frequently just the same old ideas that have gotten so many skaa killed in the past.
A WOMAN’S WORTH
You have room to roam when you’re considering how women are treated in
Mistborn. They’re not all treated alike — and their treatment doesn’t just depend
upon the race they hail from or whether or not they’re pregnant. Noble soci-
ety is highly sexist, and noblewomen are often used as assets to build alliances
through advantageous marriages or “heirs of last resort.” However, exceptionally
talented or cutthroat women can rise to power (whether through social or clan-
destine means), and noble Allomancers are incredibly valued no matter their
gender.
While skaa society is a reflection of the noble society as a whole, the role
of gender is less of a determination to a woman’s fate. Skaa women trapped in
noble control rarely have any power except as leaders of house staff, but with
the trust of their masters they can wield great influence. Outside the reach of
the nobility, however, talent, skill, and drive — not gender — matter far more,
whether a woman is working with thieving crews, plying the canals at the edge
of the Empire, or leading rebellions.
HALF-SKAA
Despite society’s condemnation of such unions, nobles and skaa can (and
often do) have children with no physiological ill effects. Societally, however, it’s
a far different story. Sex and interbreeding between skaa and nobles are expressly
forbidden, and those who violate the law suffer with some of the strictest punish-
ments meted out in the Final Empire. The possibility that a noble and skaa could
go even further — could fall in love — seems so far-fetched as to be unthinkable
among both noble and skaa circles. Such relationships do develop, of course, but
are incredibly rare.
As a consequence of these taboos, most half-skaa, half-noble children arise
from sexual violence by nobles against skaa — typically, those whom they re-
gard as their property. Though intercourse with skaa is illegal, the Obligators tend
to look the other way as long as a nobleman kills any skaa woman he violates.
What’s worse, these crimes are often cloaked as a “rite of manhood” for many
young noblemen, leaving deep scars on both sides of the social divide.
Noblewomen, on the other hand, get no such leeway from the Obligators if
they’ve coupled with skaa. Fortunately for the child, it’s much easier for half-
breeds born to noblewomen to go unnoticed; without certain proof that a child is
this rule typically do so with house servants who are trusted to be around them
without others’ supervision. This cultural taboo and family secrecy make it almost
impossible to tell how many half-skaa children are born to noblewomen.
On occasion, an infertile nobleman obsessed with leaving a legacy convinces
his wife to use a skaa to provide an heir, typically killing the skaa man afterward
under false pretenses. A noblewoman’s pregnancy is cause for celebration; even
if there’s a slim chance a male skaa might be the father, few inside a noble family
pursue their suspicions unless the mother has been extremely indiscreet — though
Obligators are another story.
Skaa women often become trusted midwives and nannies, taking care of
noble children. There have been a few cases of these caretakers swapping skaa
children for noble children, particularly when they knew that the noble child was
actually half–skaa.
Any child of mixed blood has a chance of being born with Allomantic abili-
ties, and this is the main reason the Lord Ruler outlawed breeding a mixed child.
Still, few children born of both noble and skaa blood actually develop such abili-
ties. The term “half-skaa” applies to any child with noble and skaa parenting,
regardless of whether they’re Allomancers, Mistborn, or neither.
SKAA ALLOMANCERS
Skaa Allomancers are the rarest subgroup of half-skaa — people who not only
have not only survived the perils of noble censure before they were born, but inher-
ited the rare mystical birthright of the nobility as well. To prevent skaa from devel-
oping Allomantic abilities and overthrowing his new order, the Lord Ruler decreed
that breeding between skaa and nobles was absolutely forbidden. Yet, no amount of
laws or restriction could prevent all children of nobles and skaa from being born.
Often, simple emotions like empathy and pride often complicated the decision to
take a life (or lives). When a noblewoman was unable to bear her husband’s child,
was it so wrong to continue their line with a half-breed from one of the servants they
owned and controlled? When a wife suspected her noble husband of infidelity and
confronted his pregnant skaa lover, what was she supposed to do when the soon-to-
be mother begged her for forgiveness? The enforcement of this rule by the Ministry
is what shifted through the centuries — not the Lord Ruler’s desire to keep it.
As time passed, the genetic lines between skaa and noble blurred, meaning
the gift of Allomancy the Lord Ruler gave to his noble followers appeared more
frequently among skaa as well. But the ins and outs of Allomancy are far more
complex that even learned people in the Final Empire suspect. It is widely as-
sumed that a skaa Allomancer indicates a transgression between one of her ances-
tors and a noble somewhere back in her family line. But the fact is a skaa with
no noble parentage could be Misting or Mistborn — it’s just rare to the point
that few think it even possible. The central difference between the manifestation
of Allomantic power is how skaa and nobles discover those powers: most noble
children undergo beatings and other stressful events at some point in their lives in
valuable of all skaa Allomancers would naturally be Mistborn, but they also
present a tremendous gamble to a noble house; when a half-breed skaa Mistborn
learns the true extent of her power, it’s just as likely she’ll turn on her masters
as stay in line.
CENTRAL DOMINANCE
The varied terrain, noble houses, and towering spires of Luthadel combine to
make the Central Dominance one of the more interesting (and dangerous) places
for skaa to live and work. Here, anything could happen. In addition to the city skaa,
plantation skaa work on large plots of land owned by wealthy, prominent noble
houses. Here, the canal skaa are primarily tied to a house and are only allowed to
travel between waypoints to extract or deliver cargo.
A devoutly religious skaa who leaves one of the other dominances is likely to
travel here, believing the close proximity to the Lord Ruler will bring good luck.
NORTHERN DOMINANCE
The Northern Dominance is primarily agriculture-based and its brown land-
scape is filled with large swaths of land tended carefully by plantation skaa. A few
miners, most of whom are owned by House Venture, dig deep for metals and other
goods in caves beneath clusters of rocks. The life of a miner is very similar to that
of the plantation skaa. They often keep the same hours and are rewarded similarly
— which is to say, very long hours for the bare necessities needed for survival.
The city of Urteau also lies in the Northern Dominance. This is the second
largest urban center in the Empire and the ancestral home of House Venture, the
most powerful noble house in the Final Empire. The Steel Ministry has a major
presence here, though their power is tempered by the massive influence Straff
Venture holds in the city. Because Urteau is an economic hub, many canal skaa
may be seen traveling up and down the canals to ensure goods are exported.
WESTERN DOMINANCE
This dominance claims to have built a cultural center — Tremredare —
within its rocky borders. The city is a tourist attraction for nobles who seek a
reprieve from the headaches of their rule and is surrounded by plantations of a
mediocre yield. Because of the high volume of nobility who travel here, skaa are
more tempered and a higher number of soothing stations can be found throughout
the city.
Unlike other skaa, most who live in Tremredare wear the uniforms of serv-
ants, chefs, and other workers befitting their specific station. In many ways, Trem-
redare is a fantasy for nobles and skaa alike, for the Steel Ministry’s heavy-handed
approach is muted here and murders are typically done behind the scenes. While
they still occur, blood rarely runs through the streets. In its stead is a heavily sani-
tized atmosphere with an emerging class of skaa artisans who are little more than
“pets.” These talented skaa are independently owned or sponsored by a specific
EASTERN DOMINANCE
The landscape in this dominance is wild and untamed. Despite the harsh cli-
mate and treacherous hills, a few plantations eke out a meager living to remain
self-sufficient. Unlike other plantation skaa, those from the east are worked down
to the bone. Life expectancy is shorter and the nobles here often keep a few female
skaa in a near-constant state of pregnancy to “replace” their dwindling numbers.
The nobles on these rustic plantations are very different from those in other
dominances, primarily because they have no real power to speak of and are con-
stantly running low on resources. They turn their frustration upon the skaa they
rule, pushing them to the breaking point to reach nigh-impossible goals of pro-
duction. When (and if) the crops yield enough food, the nobles then take a much
softer approach and reward their skaa with the comforts of a normal life.
SOUTHERN DOMINANCE
Bordered by the sea and a pair of tall ashmounts, the unique geography
of the Southern Dominance yields two highly sought-after exports: Alloman-
tic metals and seafood. Plantations close to the ashmounts sprawl organically
around the mines that provide their livelihood. The expansive plantations that
stretch along the coastline specialize in fishing. Skaa here are often ordered to
fill a quota for the day. If, by the end of the day, they turn over a certain number
of fish and other sea creatures, they are allowed to make an additional catch and
keep the fish for themselves.
Because of the dominance’s relative plenty, nobility and coastal skaa are less
disparate in social standing, health, and longevity than in other dominances. The
canal skaa, who work on the many docks zigzagging across the south bringing
fresh fish and precious metals back to Luthadel at a frenetic pace, are also health-
ier than those who live elsewhere. The only exception to this trend
are the skaa who work the mines. Though the nobles feed
them well, it’s only to keep them working long hours in
unsafe conditions, far from the light of the sun.
OUTER DOMINANCES
Far away from the imperial core lie the Outer
Dominances. Life on the fringe is different with-
out the ever-present touch of the Lord Ruler
or his Ministry, but not necessarily in a good
way. Here, Obligators are replaced with koloss
hordes, and savvy politicians with rogue bandits.
In some ways, it’s more dangerous to live in any
of the Outer Dominances, primarily because pre-
dictability is a luxury and chaos is to be expected.
FARMOST DOMINANCE
Skaa in this isolated territory have rights unheard of elsewhere in the realm.
Here, frontier skaa may participate in the bounty of a house and can own land or
be granted a noble title. Newly-ordained skaa nobles are loyal to their previous
masters and protect their former way of life. Often, these higher-ranking skaa are
whispered about and held up as examples of the fruits to be reaped by obedience.
SOUTHERN ISLANDS
Turbulent, stormy seas aren’t the only reason why nobles fear sailing through
the islands. Skaa pirates harry seabound merchants and fishermen ply their trade
in the region, plundering ther ships for spices, food, and metals. Some more crea-
tive corsairs have modified their ships to resemble a monsters or mistwraiths,
providing ripe fodder for stories that strike terror into the hearts of peasant and
noble alike. Many of these raiding ships have been altered to sail in the midst with
enclosed compartments smeared with sealant, a plant byproduct akin to tree sap,
to prevent the mist from entering the decks below.
REMOTE DOMINANCE
There is a place in the world considered worse than the Pits of Hathsin. Here,
the region is so wild and unruly nobles can barely maintain their dilapidated es-
tates, much less protect their skaa charges. Between the mistwraiths, koloss, and
untamed creatures, most skaa are lucky to survive their first year. Skaa sent here
fetch a low value and range from refugees to self-proclaimed liberators.
Few call the easternmost edge of the Empire “home.” A barren wasteland,
the sands in this dominance are primarily occupied by scores of nomadic skaa
tribes. The few outsiders who come are often fugitive skaa feeling persecution
or noble masters in the interior, and bandits whose brutal predation rivals that of
the koloss that wonder through from time to time.
The enduring image of skaa in the Final Empire is that of the country rube,
toiling endlessly in the fields, living a life one step better than livestock. While
these are stereotypes are grossly inaccurate for plantation skaa, they bear no re-
semblance to the lives of skaa who live in great cities like Luthadel, Fadrex City,
and Urteau. While a city skaa’s lot is not necessarily better than those on the
plantation, it is certainly different.
The mills and factories of Luthadel are full of skaa workers, engaged in
mindless repetitive tasks for hours on end and often worked until they are ready
to collapse. Streets and civic projects depend upon skaa labor for menial mainte-
nance tasks overseen by noble houses. The manors of the houses themselves are
staffed by skaa who cook, clean, and tend to the immediate needs of their masters.
Most country skaa work on plantations, where they have just one noble family
to deal with, but the cities contain numerous noble families, and with them comes
endless (and often deadly) political jockeying. The skaa often find themselves in the
middle of such power plays, trapped between the house that “owns” them and a ri-
val house sees them as just another resource to attacked or destroyed in order to hurt
their rivals. No one would dream of touching a rural nobleman’s skaa, but in the cit-
ies any number of nobles can kidnap or kill a rival house’s for any possible reason.
In many ways, the life of a city skaa is a far more precarious existence. Abuse
from both inside and outside the houses runs rampant, to the point where some
skaa are killed by nobles in a fit of pique with no consequence. Rampant poverty
and blighted slums have given rise to a thriving criminal underworld, where skaa
are just as likely to be the target as the nobles who oppress them. Pollution from
ash, overpopulation, hunger, and disease only adds to the urban skaa’s plight.
Only two routes of escape exist for most skaa. The first is to better one’s sta-
tion by apprenticing as an artisan or merchant. Demand for luxury goods such as
furniture, carriages, and even works of art is quite high in the cities, and a talented
skaa may be able to parlay that skill into a somewhat more comfortable position
for him and his family.
The other option is much more dangerous, but carries potential for greater
rewards: joining a thieving crew. Thieving crews and underworld criminals give
City Skaa
disgruntled skaa a chance to get their hands on the wealth and comforts the nobil-
ity and Steel Ministry deny them. Theives’ lifespans are often notoriously short,
but most would prefer a quick and violent demise to the death by inches that their
“legitimate” brethren suffer.
This section covers the lot of city skaa: their lives, their jobs, and the ways
that a precious few buck the system.
CITY LIFE
Like their country brethren, skaa in the city live beholden to their noble
masters. Almost all skaa are born under the auspices of a noble house, and that
house controls every aspect of their life, from the cradle to the grave. Most
skaa begin work very young, laboring in whatever hideous sweatshops their
masters chose for them until their deaths. Skaa children are set to work perform-
ing menial tasks like sewing or cleaning small pieces of factory equipment too
small for adults to reach. From there, they “graduate” to more intensive labors:
working mills, ceramics factories, street details, or in similar harsh locations
until they are no longer deemed useful. Skaa on noble estates have it somewhat
easier, but only just. The array of cooks, gardeners, maids, and other servants
must rise at dawn, working their fingers to the bone keeping their lords fed and
their homes clean.
Most city skaa work from sunup to sundown with only a few brief breaks in
between. Many canneries and workshops maintain late shifts where more skaa
continue to labor well into the night, increasing productivity at the expense of the
workers’ health. Skaa who work late hours typically sleep inside these businesses
to avoid going out into the mists at the end of their shift.
Though skaa do not, by in large, own any property or money, most noble
houses use a system where workers earn tokens they can exchange for food, cloth-
ing, and necessities at company stores or communal kitchens. Skaa who do not
work receive no token, and thus do not eat that day. Possessing forged or stolen
tokens is grounds for execution. The token system keeps the skaa living hand to
mouth, breaking their backs in hard labor or waiting on the noble houses hand and
foot every day simply to survive.
A few skaa earn actual pay for their work, especially skilled laborers whose
work is coveted by the nobility. Artisans, soldiers on active duty, and merchants
all get paid in coin so they have an incentive to do better work.
City skaa can roughly be broken down into the following categories:
City Skaa
bor— industrial machinery is limited — which means thousands upon thousands
of skaa labor within the blackened stone walls of city factories.
Nobles own every factory, warehouse, and industrial complex, and the skaa
who work there. Each owner decides how many hours their skaa have to work,
how much “pay” they receive, and what their working
conditions are like. There are no set labor laws or
protections in place, so some factory skaa have it
better than others, with extra food, shorter hours,
and a more humane working environment. This
disparity serves as the basis of the skaa economy,
as “lucky” factory workers can secretly exchange
their extra resources to less fortunate skaa to pro-
cure favors or rare goods (for more on that, see
“Black Markets,” page 46).
The life of a factory skaa is largely bleak and
filled with drudgery. Each skaa usually has one spe-
cialized task to perform, typically something mind
numbing and physically exhausting. As they grow
older, skaa children are often set to work at the
same tasks as their parents, creating strange family
“traditions” that often lead to de facto surnames like
“Stamper” or “Canner.”
There is some room for “advancement” within
the factories. Senior skaa often act as foremen or
managers, accepting less physically arduous tasks in
exchange for overseeing their fellows and ensuring
the factory’s quotas get met. In rare cases, they act as
respected representatives for their fellows, who can
lobby their noble masters for better working conditions
and protect the skaa from the worst abuses. But more
often they’re viewed as simpering toadies who have
sold out their kind. Such skaa are often targets for the
seething anger that occasionally bubbles to the surface
of the skaa community. One can’t attack a noble, but a
fellow skaa? Accidents happen all the time, and no one
would raise an eyebrow if a hated foreman fell victim
to a hazard in the factory floor. Beside, there’s al-
ways a replacement standing by…
ers within the city. These might be people she knew before she became a thief,
grateful skaa she helped out in the course of a heist, or contacts inside noble
houses who sell her information. Consider different areas of the city and the skaa
your Hero might know there. Is she a legend among certain skaa? Did she mess
up big-time in front of others and gain a bad reputation? Who has benefited
from her previous exploits, and who might have suffered?
Alternatively, you might want to make a Hero without a great deal of ex-
perience. She might have just escaped from a noble house, gotten pulled into
a criminal plot against her will, or be too young to have learned many skills yet.
In these cases, consider the different jobs for skaa when determining her back-
grounds and traits. How might one of these jobs shaped her? Would it have
made her tougher? Did it require a keen intellect? Does your Hero have an ear
to the ground from being around people? Is she more of a heavy lifter looking
to other people to call the shots? These considerations may add a whole new
dimension to your character’s concept and make her that much richer and more
interesting to play.
STREET WORKERS
Street workers perform the numerous necessary duties required to keep a
city functioning. They repair walls, sweep walkways, maintain the canal system,
perform dangerous work in the sewers, and handle any of the countless other tasks
dictated by the city’s controllers. Like their factory worker brethren, they serve at
the behest of a specific noble family, who determines which task each skaa per-
forms. Exactly which tasks these skaa perform depend upon which maintenance
contracts the family holds with the city, and how much funding is offered from
the city’s budget (gained through the taxation of the aristocracy and controlled by
the governing council).
The skaa, of course, receive none of those funds. Instead, they perform their
assigned duties under the watchful eye of the city’s guards: maintaining the road-
ways, public buildings, and similar locales in the name of the Lord Ruler. Their
work is often marginally easier than that of a factory skaa, with the added benefit
of working outdoors and stopping work once the sun goes down. On the other
hand, because they have the capacity for more mischief, they are monitored much
more closely, and face far more severe punishments for their transgressions.
This access to the public gives many street workers possess precious knowl-
edge that few others will ever have. Sewer workers discover long-forgotten pas-
sages leading under the city’s walls. Canal workers spot hidden openings just
MANOR WORKERS
Manor workers are employed in the homes and estates of the nobility, and
City Skaa
fulfill most of the duties one would expect at such a locale. A noble family’s
cooks, cleaning servants, gardeners… almost all come from the ranks of skaa.
Most nobles prefer to use Terris stewards for the most important positions, such as
teachers or personal attendants, but every now and then one may find a
skaa holding a position of true influence within a noble house-
hold, such as majordomos, accountants, groundskeepers,
head chefs, and so on. These “trustworthy” skaa often granted
control over a number of skaa underlings and charged with
directing the affairs of their fellows. Like factory foremen,
they can either parlay this into better circumstances
for all skaa beneath them… or survive the barely
contained resentment other skaa hold toward such
privileged positions.
Depending on the family, “noble” skaa of-
ten demonstrate a certain pride in their household.
Many of them would willingly die for the aristocrats
who exploit them so readily… and often do when
house politicking spills out into open conflict. Others
accept their lot as best they can, submitting to abuse
and quietly thanking the Lord Ruler that they’re not
stuck in the factories or streets.
Despite the close proximity of manor skaa to their
masters, horrific abuses sometimes occur. House Damdrel
ritually cuts out the tongues of their skaa so they would
never presume to speak out of turn. House Sesper keeps
theirs chained in a filthy stable when they’re not work-
ing. Most nobles, however, want their “house skaa” to
be presentable, and take steps to ensure their physical
(if not emotional) placidity. While it’s never pleasant,
but in a hopeless world, the lot of manor workers is
more than many can hope for.
Manor workers appear far more often in
large cities like Luthadel, whose grand es-
tates have ample room to house their servants
on-site. These estates often resemble self-con-
tained communities on their own, containing
scores of skaa with their own assigned social posi-
tions. Many of them spend their entire lives within
morning and returning just before sunset. Manor workers in these communities
tend to be much more insular and united than those of the big city, since their
numbers are smaller and conflicts within their ranks draw more attention. Accord-
ingly, manor workers in smaller cities display fewer differences from other skaa:
they’re typically cleaner and better dressed, but rarely put on airs the way their
big-city counterparts do.
ARTISANS
The arts are the purview of the nobility, but craftsmanship is often considered
too base for their refined sensibilities. Consequently, the nobility rely on a tiny
handful of skaa to perform those duties: creating exquisite furniture, clothing,
glassware, carriages, and the like. This small but vital class is the crux of some of
the greatest tensions between skaa and noble.
Artisan skaa for the most part occupy a social and legal grey area. Legally, an
artisan skaa cannot own property, and his or her noble master claims any profits
made from their works — but many artisans effectively own their workshops
without noble oversight. Consequently, many artisans operate their workshops as
elaborate fronts, with elaborate cover stories of working for an obscure noble to
avoid trouble with the law. They disappear in the rare times Obligators come by
for inspections, or — thanks to their impressive income — offer up large enough
bribes that the Obligators find everything in order. This arrangement allows arti-
san skaa to enjoy wealth and privileges undreamed of by their fellows: a private
living space, room to hone their craft, and even a few luxury items of their own. In
some cases, they even get the ability to develop their own creative voice.
Naturally, such privileges come with a price. Many nobles resent artisan skaa
for their “presumptiveness” and shackle them with restrictive demands on the
quality and type of materials used in their contracted goods. Other skaa, for their
part, often resent artisans who clearly cooperate with their oppressors. Artisans
walk a careful tightrope of appeasing the nobility while keeping good relations
with their fellow skaa — often by sharing food and other bounties afforded by
their privileged with their community.
An artisan’s status also affords them the freedom to (quietly) assist those who
resist the Final Empire. Their workshops provide the means for them to transport
both goods, or to smuggle contraband or fugitives into and out of cities. Their
increased freedom allows them to move about the city more openly, carrying with
them messages or black market goods to places normal skaa can’t go. And in a
few cases, they can use their craftsmanship to help their fellow skaa, either by do-
nating inferior creations or using the profits to alleviate the misery around them.
City Skaa
“stand in” for them at their normally assigned posts, while ohers simply sneak
away, since few nobles notice when one skaa disappears.
Once out on their own, without the patronage or “protection” of a noble
house, the escaped skaa must find new ways of surviving. Theft, robbery, and
violence soon follow, and from there “crime” transforms from a necessity to a
lifestyle. Most skaa criminals specialize in robbery or burglary, though a few of
the more daring ones dabble in smuggled goods, blackmail, prostitution, and even
low-level racketeering in areas where the law is more lax.
Unfortunately for most, the criminal lifestyle is often short, and most are
quickly caught and executed early in their careers. However, a cunning few man-
age to survive and thrive outside the bounds of the Lord Ruler’s society, often
by banding together into thieving crews. These crews use their numbers and
shared expertise to stay alive when others can’t. They typically hide out within
the shadows of skaa slums, taking over abandoned dwellings and blending with
the throngs of city-born skaa that pack the streets.
Life on a thieving crew is a constant game of cat and mouse between the
crew, the Steel Ministry and noble houses, where the likely outcome is a swift and
bloody death. Obligators and house guards are on perpetual watch for crew activ-
ity, and Obligators act swiftly and fiercely to bring them down. Successful skaa
criminals are very good at picking up stakes on a moment’s notice.
Though most skaa criminals do what they do for purely self-serving rea-
sons — better to live a short, exciting life than one under the boot of their
overlords — such rebellious acts are also essentially
political. By writing their own fate,
criminals deny the nobility a “sov-
ereign right,” and thus become dis-
sidents by default. More than a few
skaa criminals view their profession as
the only form of defiance available to
their kind, and use their operations to
disrupt the rule of the nobility (in
addition to lining their pockets).
The line between practical survi-
vor and political revolution-
ary grows very blurry at
times, and many criminals
honestly couldn’t tell you
which side they fall on.
titutes might band together, but typically the competition is too high, particu-
larly when factoring in the popular — and disgusting — whorehouses run by
ruthless whoremasters.
The vast majority of prostitutes are women who work in whorehouses, most
of whom are abductees sold into the trade. This system is cruel, exploiting the
most helpless women — sometimes, even fallen noblewomen (though even here,
noblewomen are kept separate from their skaa “inferiors”). Many whoremasters
are nobles of low station (especially in cities outside Luthadel), but others are
enterprising and cruel skaa with deep ties to the criminal underworld. See page 66
for more information on trafficking among skaa criminals.
Prostitution is not precisely legal in the Final Empire, but whoremasters usu-
ally get a pass from the Obligators provided they follow the normal laws against
skaa and nobles reproducing. This means prostitutes can service wealthier skaa
with no legal complications, but nobles present a trickier problem. Whoremasters
often charge their patrons for the service of murdering the skaa woman after the
act, keeping the nobility of the customer a secret from the prostitute herself. Often
the whoremasters simply pocket the extra fee and relocate the woman to another
whorehouse or trade her to another whoremaster. Alternatively, a whoremaster
might kill off his skaa prostitutes from time to time to keep the Inquisitors from
coming down on him. A prostitute working on her own doesn’t get this same
amount of leeway from the Obligators. If she doesn’t keep her work and identity
secret, she’s often flirting with death.
BEGGARS
Some nobles — either out of a sense of mercy or because they simply can’t
be bothered — don’t kill a skaa who is no longer able to work. Instead, they cast
him out, trusting the harsh world to finish him off. But skaa are tougher and more
resourceful than many nobles give them credit for. Those without means often
turn to begging, exposing their frailties and suffering on the street in the hopes
of mercy from passersby. Begging may be ignoble, but it can be enough to sur-
vive… and in truth, it’s often no worse than the lot of skaa in any other position.
Nobles and officials often leave beggars alone provided they don’t make a
nuisance of themselves, making them effectively invisible to those in power. This
makes beggars useful assets to thieves and other criminals, who employ them as
inconspicuous lookouts and go-betweens to avoid drawing attention to their activ-
ities. Large criminal crews often have at least a few beggars on their payrolls, and
the more ruthless organizations deliberately maim or injure their own members to
help them blend in with beggars on the street.
City Skaa
about one less vagrant on the streets. Beggars
tend to survive either by allying with a larger
group or exploiting the pity of others. Either
way, life on the streets remains a precarious ex-
istence, but even at the very bottom of the Final
Empire, everyone knows death needs no excuse
to claim another soul.
SKAA SLUMS
Unless they work directly on noble es-
tates, city skaa must dwell in one of the nu-
merous districts specifically set aside for them.
These crowded slums set new standards for
squalor, overcrowding, and hopelessness. Noble
landlords have carte blanche to cram as many
occupants into their buildings as they choose,
and since skaa are forbidden from owning prop-
erty, the residents have no legal alternatives.
Communal houses dominate the slums,
most barely serviceable tenements rising up
to eight or nine stories and each packed with
skaa living in appalling conditions. Each
room contains dozens of residents, who share
common cooking and cleaning areas — and
even sleep in hard bunk beds with three or four
of their fellows. A few of the oldest skaa may have
a private bed or even a private room if they command enough respect. Artisans,
too, gain some modicum of privacy by using their workshops as living and sleep-
ing quarters when possible. What little space might be left is often carved out as
safehouses for thieving crews who use the crowds and squalor to provide cover
for their illicit activities.
Naturally, tensions often reach the breaking point in such conditions. Theft
and violence take place nightly on every block of a given skaa slum, often with
no more motivation that someone looking at the perpetrator the wrong way. The
nobles rarely raise an eyebrow at such incidents, save when it interferes with work
in the factories. There are always more skaa, after all, and one expects little from
such animals.
City Skaa
the massive criminal, political, and economic players, there’s plenty of jobs for
an enterprising Crew to get into, but it’s also more difficult to create positive
change. For urban Crews, pulling off a job against a urban noble house requires
far more effort, preparation, and luck, and creates much more intense heat from
the Steel Ministry — but most think the reward is well worth the risk.
No discussion of urban Mistborn adventures is complete without address-
ing Luthadel. It is the heart and soul of the Final Empire, ruled by the schemes
and whims of the cosmopolitan Great Houses, policed by the most powerful
members of the Steel Ministry, and populated by diverse skaa trying to get by in
the long shadow of the Lord Ruler’s palace of Kredik Shaw. It’s a city of spectacle,
but this spectacle contrasts sharply with the desperation and destitution of most
skaa who live there. The skaa fill the streets, pack into communal housing, and
beg for scraps from their noble masters. One look at the true face of Luthadel
makes it easy to see why skaa join thieving crews.
Moving your adventures to new cities can make for even more exciting ad-
ventures. The dry canals of Urteau or the rock formations around Fadrex City give
them a distinct aesthetic from the packed cobblestone streets of Luthadel. Look
for similar ways to differentiate these new cities from the capital; since Luthadel
is the most defined city from the books, other cities need iconic and interesting
features of their own to stand out in players’ minds.
Also, consider how location and distance from Luthadel changes the life
of the city and its inhabitants. For instance, in cities of the Eastern Dominance,
the patter of Eastern street slang echoes among the skaa in the streets, while in
the Southern Dominance, the skaa learn boating and fishing skills and are bet-
ter nourished thanks to the plenty of the land. Start by cribbing notes from the
descriptions of the dominances beginning on page 29 of the Mistborn Adventure
Game, and use them to make these new locales all your group’s own!
Some skaa plan such escapes for years, searching tirelessly for word of safe
haven or building relationships that might help them slip free. In other cases, a
skaa finds himself on the run quite suddenly, usually with either noble guards or a
disgruntled fellow skaa in pursuit. If a fugitive skaa is smart or lucky, they simply
disappear without a trace, reemerging elsewhere in the city without anyone on
their trail hoping to drag them back to their former lives.
Most escaped skaa come from the plantations, but nearly all end up in the
Final Empire’s largest cities, since cities provide the anonymity that most rural
estates lack. Such skaa drift into the slums, looking for what shelter they can, and
istry takes a…dim view of skaa who shirk their duties, and makes
an example of them whenever they are caught. To reduce
their chances of being found out, escapees form pacts
with fellow skaa who shelter them, offering vital ser-
vices (such as protection from local goons, their skills
as a craftsperson, or scrounging for needed supplies) in
exchange for their hosts’ tolerance and silence. Others
join thieving crews or other underworld organizations,
which are willing to offer save haven so long as the
escapee has useful skills to offer. These arrangements
are by necessity long term, since Obligators never
stop searching, and almost no skaa can afford to bribe
their way to look the other way.
Skaa who slip through the cracks are cautious
almost to the point of paranoia, lest they be identi-
fied and returned to their former lives (or more likely
killed). Many of them develop elaborate backstories
to explain their freedom, such as working as a messen-
ger for their house or being freed by a liberal lord. Oth-
ers simply become adept at fading into the background
through disguise or misdirection. Most free skaa be-
come adept at moving from one spot to another, never
staying put long enough to be caught. This makes fugi-
tive skaa excellent candidates for recruitment by thiev-
ing crews, who value both their skills and desperation to
avoid capture (which is leveraged against the fugitive
as needed).
BLACK MARKETS
Generally speaking, nobles only give skaa the bar minimum they need to sur-
vive: a few scraps of clothing, food tokens for hard bread and greasy stew, harsh
soaps for washing and simple utensils for eating. But even skaa aspire to have more
in their lives, and to get these “luxury items,” they turn to the black market. Every
city in the Empire has a thriving black market, where skaa seek a few small com-
forts at the risk of arrest or death.
Since skaa rarely have more than a clip or two to their name, most black
markets also accept food tokens and barter. Barter comes in two forms: an offer
City Skaa
and baked sweets are especially coveted, particularly by those who have spent a
lifetime eating crusty bread and flavorless mush every day. Alcohol, perfume, and
hallucinogenic fungus are popular, though far more dangerous to possess, since
their effects are harder to hide.
Durable goods, on the other hand, present a problem. Fine clothes, furni-
ture, and books stand out in skaa slums, drawing unwanted jealousy and atten-
tion, so owners of such goods tend to keep them well hidden and share them
only with trusted friends and colleagues. Clever skaa learn to disguise their
treasures with chipped paint, grime and filth, rendering them indistinguishable
from permitted items.
The most dangerous and expensive contraband is that which directly threat-
ens the Final Empire: weapons; large sums of money; purified Allomantic met-
als; and forbidden books. Possession of any of these items is ogrounds for ex-
ecution in most districts, since only skaa who are actively plotting rebellion,
illegally practicing Allomancy, seeking to escape, or a planning for an assas-
sination of a noble or rival could have need for such items.
The demand for black market goods has led to the development of elabo-
rate smuggling networks, overseen by underworld crews. These crews pressure
servants in noble estates, bribe bakers and vintners, and hire street urchins to
beg, borrow, and steal items that can be fixed up and resold on the black market.
Smuggling and theft are a dangerous business, but the rewards can be great for
those willing to risk it to bring themselves a little comfort. Many Obligators
are keenly aware of this underground economy, but most are willing to look the
other way if doing so eases tensions in the skaa community and prevents more
serious social unrest.
them together into something resembling a sentence. “Of the wine the cup with
the filling,” “Wasing the filling of the cup with the wine,” and “In the cup with the
wine wasing the filling” could all mean “I filled my cup with wine.”
To convey negatives, the speaker uses the words “not” or “notting” rather
than words that convey a lack or absence. For instance, “in the cupboard with the
notting of the being” is a way to say “missing from the cupboard.”
Rather than embellishing a phrase with descriptive adjectives, slang speakers
incorporate nonsense words — verbal red herrings to make those who don’t know
Eastern street slang interpret the meaning incorrectly. Likewise, nicknames and
euphemisms often take the place of more direct references to people, places, or
times. Interpreting this slang requires the listener to mentally cutting through the
verbal chaff to find the kernel of information within.
While boggling for most who hear it, street slang remains an intriguing and
strangely beautiful invention. The poetry of this dialect comes not from clarity
and evocative language, but from syncopation and the beauty of a convoluted and
perplexing turn of phrase.
Most plantation skaa, also known as rural skaa, are little more than slaves
who spend most of their time toiling endlessly in ash-strewn and brown fields out-
side the cities. Despite their hunched bodies, they are the backbone of the Empire,
for it is the literal fruits of their labor that feed its citizenry, noble and skaa alike.
Plantation skaa massively outnumber their noble masters — sometimes, as
much as 50 to one — but as a group they suffer worse treatment and are less likely
to rebel than their urban cousins. Many rural nobles take advantage of infrequent
visits by Obligators to mistreat their skaa with impunity. Most plantation skaa live
in constant fear that they’ll be sold, traded, beaten, or killed for even minor trans-
gressions like wiping a tear from a child’s face or scratching one’s back without
the overseer’s leave. Even when word of great cruelty reaches the Obligators,
nothing is done unless the nobles operating the plantation fail to deliver enough
food. In the end, results are everything, and the plight of the skaa matters less than
the ledgers to those with authority.
Beyond fear and abuse, a lack of education also keeps skaa on the planta-
tion from living fuller lives. Though skaa don’t receive formal education, the
skaa of the cities develop amount of street smarts, learn the basics of a trade
through their work, and are exposed to many more different people and situa-
tions than those on the plantation. Plantation skaa are insulated almost entirely
from the outside world, so superstition runs rampant and worship of the Lord
Ruler is almost uncontested.
The typical day on a plantation is monotonous and grueling. Most skaa be-
gin their days at daybreak, toiling in the withered fields and hardened earth. It is
thankless, backbreaking work trying to coax the stunted brown plants from the
ground, and each harvest yields less and less. Low yields do not change the mas-
ters’ quotas, however, so each year of dwindling returns also comes with longer
hours and greater brutality from the overseers.
The few that work in the house are charged with keeping the estate and its
residents clean, fed, and happy. While this may seem a plum assignment com-
pared to working the fields, the traditional lifestyle of a noble house simply isn’t
Plantation Skaa
sustainable given the resources of the plantation, and it is up to the house skaa to
maintain the illusion of wealth and plenty no matter what. When the façade fails,
as it inevitably does, the blame (and often the lash) often falls on the servants.
These factors contribute to a general malaise amongst plantation skaa, who
have good reason not to hope for their future. To escape means a skaa must out into
the barren wilderness alone, unequipped and ignorant of the ways of the world.
Nobles pursue fugitives and often catch them easily, for they have no easy hiding
places or networks of friends to shelter them as they might in a populated city. Those
who are caught are typically beaten within an inch of their lives, if not killed, as an
example to others. In their world, a skaa can’t look out and see other skaa who own
their own businesses, learn crafts, ply trades, or have a little
family of their own; all they see is the plantation.
The harsh life of the plantation means most
skaa living there focus on basic survival. Sim-
ple things like being able to read, wearing clean
clothes, getting a full night’s sleep — these are
luxuries that only the nobility or city skaa can
afford. Still, that doesn’t prevent plantation skaa
from banding together and helping each other
when they can. On most plantations, the skaa have
a de facto community leader. Usually one of the
older skaa, this leader sees to disputes and personal
matters among the skaa, but doesn’t attempt to deal
with the nobility in most cases (for more about skaa
leaders, see page 24).
ESCAPE
Despite the lack of fences or guards, escape from
a plantation can be a lot more difficult than it seems.
Overseers keep careful watch on the skaa in the field
to make sure none try to sneak away, and hovels
are typically locked at night to prevent skaa from
wandering off in the night. When a skaa does
run, she must decide which she’d rather risk:
travel by day risks capture by the overseers;
travel by night, the dangers of the mist.
Once the skaa escapes the atten-
tions of his or her masters, they then
Plantation Skaa
Even assuming the fugitive skaa isn’t tracked down and manages to survive
the wilds before reaching civilization, his or her journey is not over. For instance,
many escaped skaa have to leave friends or family members behind, who may
either be used as bait to lure the fugitive to the plantation or tormented for infor-
mation on where the fugitive has run off. The newly-free skaa also must quickly
integrate into the new community without drawing suspicion, since there’s always
a chance that the skaa’s former controllers will hunt him down.
Those few skaa that do escape, however, give hope to those left behind, and
discover valuable resources as safe havens or sympathetic villages which may be
of use to free their friends and families. Getting this information back to other
skaa who can use it poses a challenge: written missives are rarely an option since
literacy is so low, and returning in person presents the risk of capture and, very
the worst of what nobles are capable of, and the scars of his time there remain
deep. Most likely, the Hero’s Tragedy happened on the plantation. Think about
the specifics of the plantation and how they might feed into his or her tragedy.
Which house owned the plantation? Who was in charge? Was it focused on farm-
ing or did it have a mine? What kind of work did your Hero do? What weakness
in the plantation’s setup allowed your Hero to escape — or was getting out a
gruesome and bloody ordeal? Is he still pursued by his owners?
A plantation skaa likely starts out somewhat naïve compared to his fellows,
lacking the typical skills possessed by traditional recruits to a Crew. When think-
ing on your Traits, consider how long ago your Hero escaped the plantation, and
use that to determine how developed his skill set is. The Hero’s age could vary
greatly, too, since nobles work skaa from the day they can work the fields to the
day they die.
Your rural Hero might also have some misconceptions about how the world
works outside the plantations, especially when it comes to the Lord Ruler and
the Obligators, religious faith or folk superstitions. For example, does he still be-
lieve in the godhood of Lord Ruler, or expect the Lord Ruler to punish him using
divine powers? Is he still afraid of the mists and mistwraiths? Think on some of
the experiences that first upset his worldview — they could lead to all kind of
good stories in play.
A plantation skaa’s experiences shape him from a very young age, no doubt
influence his outlook on the nobility. How do those early experiences affect your
Hero? Does he still harbor resentment against his former master, or the nobility
as a whole? Does he seek revenge wrongs committed to him? How does the
Hero see urban nobles as less cruel, or simply cruel in a different way? Thinking
on these deeper questions will make your plantation Hero an even more inter-
esting and unusual character at the game table.
likely, death at the hands of the master. Those willing to risk returning do so only
once, to save those closest to them. The few who do repeatedly return to help skaa
escape usually form alliances with rebels or with canal skaa so they have a way
to fight back against the masters or transport refugees once they have escaped.
LIBERATION
Liberating skaa from the plantation skaa is not as easy as it sounds. Despite
their brutal oppression and mistreatment, fear — of the noble master, of capture
by the overseer, of the mists, of the Lord Ruler’s divine wrath, of the unknown
Plantation Skaa
and thin gruel they eat. Given that, one can understand why many plantation skaa
might rather take their chances on the estate than venture outside its confines.
This fear is the long-term result of denying the skaa communication, educa-
tion, and contact with the outside world — a mental prison locking them in a
place that has no fences or bars. The nobles have carefully manipulated them into
believing a life of slavery is better than taking a risk. Given that, would-be libera-
tors should not be surprised the notion of freedom might be taken with a grain of
salt by a plantation skaa. Freeing plantation skaa requires more than strong-arm-
ing nobles or infiltrating houses — it requires liberators to educate and negotiate
with a people who might fear freedom more than the system that oppresses them.
Often, the best (or only) way to liberate these skaa is necessity — by undoing
the plantation itself, and calling upon the plantation skaa’s well-honed survival
instinct to do the rest.
Though one plantation’s skaa live in the same general conditions as their fellows
on other plantations, look for ways to twist their situation to make it unique.
A good place to start is with the plantation’s location and the interests of the
noble house that controls them. A plantation in the Western Dominance might
be more rugged and have to find innovative ways to keep crops going. A noble
house devoted to craftsmanship might grow trees for furniture and trade for
their food. An ambitious but small house might try to teach their skaa more eti-
quette to make the house seem more genteel.
Once you’ve established these basics of the plantation, it’s vitally important
to determine how the skaa exist within their bounds, both rationally and emotion-
ally. In the above examples, skaa on the western plantation might be trained in
advanced forms of plant husbandry and so are less disposable because of their
knowledge. For the house of craftspeople, the skaa might take a bit of pride in the
beautiful works they help create, or could have easier lives since they’re tending
trees rather than constantly toiling for shorter-lived crops. In the upwardly mobile
house, some skaa might go along with the noble plan to develop their etiquette,
while others resent those who “take on airs” like the hated nobles.
Every plantation is its own small community, with its own social strata, so
invent interesting skaa extras for your group to interact with at different levels of
prestige. The Heroes might engage with simple workers with big dreams, elderly
skaa leaders, and children just learning the rules that will govern their lives —
and each could have a different emotional impact on the Heroes and their story.
Since a plantation operates at a scale so much smaller than a city, any job the
Crew pulls off could endanger or otherwise affect all the skaa they meet. Think
about how these risks affect the different levels of a plantation’s community to
drive home the impact the Crew’s schemes could have on their new friends.
If any skaa Heroes within the group came up on a plantation, make sure to
get details about their origins and try to create parallels to their histories. For
instance, if a plantation-born Hero had a particularly hated noble adversary or
especially close skaa friend, place a similar villain or extra in the adventure. Be-
cause skaa sometimes get traded between nobles, the Hero might even encoun-
ter that old friend again, or possibly that friend’s child or other relative.
of mistwraiths into vague myths about creatures that steal the bodies of those who
enter the mists and return to their victims’ homes to cause harm.
Some plantation skaa believe all Obligators have supernatural powers, par-
ticularly the ability to detect lies or see into the souls of others. These beliefs
likely originate from stories of the Steel Inquisitors, belief in the divine mandate
Plantation Skaa
each plantation also have their own superstitions, typically influenced by their lo-
cale, the estate they live on, and their shared experiences and history. For instance,
the skaa of a plantation whose lord is a Rioter might believe that all lords possess
the ability to cause irrational fear or obedience with a single word. Other rumors
might claim that members of a rival noble family hunt their skaa for sport, or that
anyone leaving the plantation without an escort will fall off the edge of the world.
Clever nobles selectively encourage beneficial supersti-
tions — or deliberately plant the seeds of new
ones — as yet another way of keeping their skaa
distracted, afraid, and in line.
fields, especially considering discovery of a vein of pure tin, copper, or iron can
turn the fortunes of an estate around almost instantly. Typically, an overseer is
responsible for the skaa’s productivity, who is in turn visited infrequently by a
noble representative or member of the Steel Ministry. The overseer is given carte
blanche to “motivate” the skaa in whatever manner he sees fit, though he does so
under the watch of armed guards who have sworn fealty to the mine’s owner —
ultimately, the overseer, like the skaa he supervises, can easily be replaced.
The canals that criss-cross the Final Empire are crucial routes for travel and
commerce in all its forms. The crews of these boats and barges are called canal
skaa, who are tasked with taking tourists, messengers, medicine, precious cargo,
and messages to every corner of the Final Empire. The typical canal skaa is par
sailor and part cattle, sometimes piloting a boat from the rudder and other times
pulling it by rope or rein from the shoreline. Canal skaa also maintain the docks,
landings, and boats of the nobility, they are kept clean and ready for visiting lords
and ladies.
Skaa on the canals are granted by necessity more levels of autonomy and au-
thority than their urban and country brethren, for their work by necessity requires
them to travel quickly and beyond the direct reach of their masters. Most nobles
simply can’t be bothered to understand every nuance that affects shipment speed,
and are willing to give up a bit of control so long as timetables are met and ship-
ments arrive safely. Those canal skaa who prove to be reliable may be even placed
in charge of barges and crews of their own. These skaa pilots take their steward-
ship very seriously, and they often have emotional ties to the craft they navigate
through the waterways.
The canal trade is hectic, and many of the most industrious people in the
Final Empire work the canals. A delayed boat can mean the difference between
life and death for a noble or an entire plantation, making timetables and proper
supply of ships to avoid unplanned stops vital for success. The price of autonomy
thus comes with a commensurate increase in accountability, and the penalty for
canal skaa who fail their noble masters is high. Punishment for late delivery or
loss of cargo ranges from a severe beating to banishment to the mines to torturous
execution. However, even these punishments do absolve the nobles from blame,
and the Canton of Resource exact their price from a ship’s owner as if the noble
themselves caused a delay or the loss of a shipment.
The canals are owned by the Lord Ruler, whose soldiers defend them from
banditry and noble skirmishes, but the system is vast enough that not all stretches
are equally protected. Any trouble on the canals that does happen typically takes
place far from transportation hubs, and the troublemakers take great pains to leave
no witnesses or evidence in order to foil Obligators’ investigations — up to and
including killing the crew and sinking the vessel. Trade barges laden with goods
are favorite targets of skaa thieving crews and rebel soldiers, and attacks on them
often find skaa fighting skaa in defense of the noble regime. For skaa on both
Canal Skaa
sides, these fights are about survival: for the canal skaa, to survive their masters’
fury at the loss of cargo; for the thieves, to survive the inevitable manhunt should
the barge’s crew turn them in.
Covertly, many canal skaa use their freedom to traffic in another comm-
modity — passing news and information around the Empire. Pilots are always
on a lookout for valuable facts, such the location of a rebellious uprising or
where the Steel Ministry will strike next, which can command a handsome price
CANAL ADVENTURES
Unlike so many of their fellow skaa, the only thing a canal skaa can count on
is that her life is never the same from one day to the next. Broken (or sabotaged)
ships, forbidden trysts, stolen cargo, dead bodies, slow-moving dock workers,
kidnapping, mistwraiths, sadistic nobles — each day brings with it new prob-
lems or excitement. This aspect of canal life provides fertile ground for adven-
ture lasting an evening or an longer story arc.
Consider how you want to incorporate the canals into your game. Having
the Crew travel on a barge is a good way to show the full life of canal skaa, and
take them from one adventure to another fairly simply. This can allow for a series
of unconnected, smaller heists and adventures if you want to present a whirl-
wind tour of the Final Empire, showcasing many different types of people and
events. They can spend the long trips between stations conversing with the ca-
nal skaa, planning their next heist, or just taking a Breather.
Alternatively, the Crew could pull a heist targeting a cargo-laden barge or
important waystation. Drive home the impact of the collateral damage of such
a heist. The crew of the barge are mostly skaa, and sure to face punishment. Yet
an especially valuable shipment (especially if it contains atium or other valuable
metals) will likely be escorted by a noble and a few guards who make good vil-
lains. Waystations present a promising target for different reasons. They’re the
key to controlling travel and trade, and taking over a waystation can give a Crew
a great way to spread and collect information.
Canal Skaa
PILOTS
Timeliness is everything to the canal
skaa ordered to navigate a boat for his no-
ble lord. Corner any pilot, and you’ll likely
learn a great deal of statistics, including
how long it takes to travel from the South-
ernmost Dominance to Luthadel, the aver-
age number of trips in a month, what boats
are the fastest, and which pre-scheduled
routes are best for certain types of cargo.
In many ways, a skaa effectively owns
the craft he pilots, setting his own shipping
schedule based on his expertise. Especially
skilled ship pilots might contract work for
multiple houses, commanding an additional
fee for their speed or discretion. Legally, this
fee goes back to the skaa’s noble master,
though many canal pilots skim a bit off the
top. Most nobles don’t ask too many ques-
tions about a good pilot’s comings and go-
ings, as long as the pilot ensures the barges
arrive at their destinations on time and with all
cargo accounted for.
SUPPORT CREW
Support crew for the bulk of each ship’s skaa,
tending to jobs ranging from cooking to scouting and maintenance to pulling the
vessel itself. Unlike pilots, who are usually adult men, support crew can be any
age or gender so long as they are willing to work hard and follow orders. A barge
typically carries as few support crew as necessary to make more room for cargo,
but some pilots give rides to plantation escapees or criminals on the run in ex-
change for a little extra help. Members of the support crew tend to bond, and may
develop romantic relationships since they spend so much time together.
CLEANERS
Cleaners are landbound skaa who live on banks, and are responsible for
dredging the warterways and cleaning the waystations and docks that line the
canal system. Those assigned to a waystation supervise cargo shipments, and of-
ten have enough literary skills to write up shipping manifests and receipts. Other
cleaners roam from camp to camp, traveling miles in either direction to clean, as-
sist with maintenance, and help barge crews in need of extra hands. The distance
these skaa travel depends upon which noble owns them, as they are often are tied
to a plantation near the canal route.
WAYSTATIONS
Waystations are small camps or tiny warehouses set up at key locations,
Canal Skaa
such as the intersections of canals, important bridges, sources of fresh water, or
SMUGGLING
Smuggling thrives along the ca-
nals. Most smuggling is ordered by
nobles themselves, who ship goods
like wines, cloth, and weapons hidden
amongst legitimate goods in order to
avoid taxes imposed by the Canton of
Resource. When an Obligator discov-
ers contraband, a noble owner often
lays the blame on the skaa themselves,
though these ruses rarely work — ei-
ther because the Obligator knows the
skaa don’t have the money to operate at
such scale, or because they think the skaa
too stupid or cowardly to take the risk.
Though canal skaa pack the barges as densely as possible to make each ship-
ment count (unless the recipient is paying extra for a rush), they also find ways to
include clandestine cargo of their own. These smuggled goods include illicit items
for friends and family, black market items smuggled for criminal gangs, and mes-
sages and caches moved at the behest of rebels. Barge pilots take the many stops
for contraband when making shipping estimates for their noble masters, ensuring
the system remains intact and undetected.
Most drop points are run by a collection of skaa who act like independent
contractors, sharing in the risk and reward in equal measure and going their own
way when needed. To facilitate business and share the blame should anything
happen, each of these contractors typically use the same name. This way, a skaa
supervisor can be in multiple places at once, no questions asked, and an informant
can only rat out one person, rather than take down the entire operation.
Nobles aware of skaa smuggling rarely reveal this to the Obligators, prefer-
ring to ask for tribute or services in exchange for leaving the waystations unmen-
tioned. After all, it’s better for everyone to keep shipments running on time and
skim off the top than to let the Obligators bring everything to a halt.
Outside the gaze of the Steel Ministry and beyond the reach of the nobility,
skaa secretly struggle to thwart the Lord Ruler’s orthodoxy. Some, like thieving
crews, organize and band together, while others act independently to disobey their
“betters” in their own way.
THIEVING CREWS
Thieving crew is a band of skaa criminals who cooperate on various types of
criminal activity. While theft (particularly of noble houses and shipments) is the
favored enterprise of most crews, they take on any number of illicit jobs to make
ends meet. Crews depend on a constant stream of income and a variety of targets
for their schemes, so they are most common in Luthadel and other large cities
where such work is plentiful.
But being a thief is a dangerous profession in the Final Empire, and crews
also live in constant fear of discovery, capture, and execution. The nobility and
Steel Ministry ruthlessly prosecute any captured thieves, sending them to prison,
labor camps, or even the dreaded Pits of Hathsin (see page 56). Murder and be-
trayal, both from inside and outside their ranks, are a constant threat — most
crews barely last a year. Those that do are hardened, savvy veterans whose skill
and teamwork are essential to their success and survival.
Hierarchy in most crews is largely meritocratic, based on a thief’s reputation,
time in the underground, and record of success (or failure) on the job. However,
particularly ruthless thieves rise to the top of their crews by ruling with intimida-
tion, fear, and outright violence. Being a crew leader is not a particularly enviable
position, as one must constantly deal with backstabbing, informing to the authori-
ties, ego clashes, and other competitive squabbles which constantly threaten to
tear even good crews apart.
Women rarely join thieving crews; in some, they’re treated just as poorly
as they would be on a plantation or in a noble house. Sure, there are plenty of
more enlightened and egalitarian crews, of course, but there are no guarantees
in the criminal underground. Whatever the risks, a thieving crew may offer a
greater opportunity for a woman to take hold of her own fate and rise above the
The Skaa Underground
station dictated to her. While she must vigilantly protect herself against her fel-
low crewmembers as much as against outside threats, a female thief can also rest
assured she won’t be raped and killed by noble masters with the blessing of the
Lord Ruler’s laws. Clever women band together for mutual protection, often by
joining a larger crew with women on their roster, or in some rare cases joining an
all-female crew.
While Kelsier’s crew is the foremost example of a crew from the Mistborn
novels, most crews have no Allomancers and operate more like Camon’s crew.
Though the underground is the perfect place for a skaa Allomancer to hide their
abilities from the Steel Ministry, they still require special training and purified
metals, and often demand a large fee for their services. Still,
recruiting even a single Misting is a major coup for most
crews; crews with more than one Misting are quite rare, and
those with a skaa Mistborn are virtually unheard of. More
likely than not, any crew that boasts about its many Allo-
mancers is simply trying to spread its legend and strike
fear in rival groups.
SMUGGLING
Some canal skaa moonlight
as members of a thieving crew.
Weapons, Allomantic metals,
drugs, and illegal books are fa-
vorite types of contraband. Smug-
gling over the waterways can be extremely profitable,
provided the pilot can dodge a surprise inspection.
Typically, smugglers take payments as a percent-
FORGERY
The Final Empire runs on contracts, which provides plenty of opportunities
for a crew who is good at faking signatures or who work with a not-so-loyal Ob-
BURGLARY
Robbing a Great House or plantation is a high-risk job with immediate
rewards. Thieving crews typically steal food and coin, though crews that are
more sophisticated also take larger and more valuable items to sell on the black
market. Burglary requires physical aptitude, social manipulation, and mental
deftness, so crewmembers tend to have diverse set of skills to ensure all their
bases are covered.
Useful Traits: Brute Strength; Keen Eyed; Cat Burglar; Deft Hands; Lock-
smith.
HARASSMENT/BLACKMAIL
The nobility often wage war against each other in the shadows by distracting
their opponents with petty problems or personality conflicts. They often do so
by using “cut-outs” or mercenaries to cause trouble for their enemies while they
position themselves to curry more of the Steel Ministry’s favor. A thieving crew
hired for one of these jobs might be tasked with riling up a rival house’s skaa or
to spread rumors about the house through the underground. This dangerous work
demands thieves well versed in subtlety, social manipulation, and cunning; after
all, if the crew is caught or killed, the noble doesn’t have to pay them! For this rea-
son, most crews demands to be paid small amounts over a longer period of time,
often in food — a price most noble clients pay from the mouths of their own skaa.
Useful Traits: Rumormonger; Cunning Plans; Backbiter; Underhanded;
Dirty Secrets.
MURDER/KIDNAPPING
Thieving crews are no strangers to violence; rival gangs, nobles, nosy serv-
ant skaa, house guards, and the occasional Allomancer have all died at the hands
of crews in the past. While necessary violence is part of most thieving crews’
modus operandi, there are times when a crew is explicitly hired to murder or kid-
CLEANUP
The underhanded doings of both skaa and nobles tend to make a mess, and of-
ten there are bodies or other evidence which must be removed before the Ministry
The Skaa Underground
pokes around. When these events happen on private estates, a noble might have
their skaa clean up, but for more extraordinary situations they may turn to the un-
derground for assistance. Cleanup jobs are risky and tend to involve disposing of
corpses, removing signs of violent struggle or death, and otherwise erasing signs
of foul play. Very often, some cagey nobles attempt to entrap crews by pretending
to hire them, then calling the authorities shifting the blame onto the “renegade
skaa” instead. For this reason, the price for hiding a body is extremely high, and
many crews err on the side of paranoia by establishing multiple plans in place in
case of a double-cross.
Useful Traits: Detail-Oriented; Paranoid; Smuggler; Dirty Deeds Done Dirt
Cheap.
TRAFFICKING
Considering the popularity of the skaa black market and reliable network
of smugglers working on the canals, many crews also make money by traffick-
ing in contraband and illicit assets. Prostitution, Allomantic experimentation,
and illegal skaa trading are just three of the most common forms of trafficking,
and all result in far worse conditions for women, potential Allomancers, and
escaped skaa. While few skaa rarely engage in trafficking with the intent of
harming their fellows, there’s good money to be had in these operations, and
that — not the morality of their actions — determines where most thieving
crews put their efforts.
• Prostitution: The most attractive skaa are often kidnapped and sold as high-
priced commodities for the sex trade. Many female skaa commit suicide or
scar themselves to avoid such a life, though disfiguration doesn’t stop the
thieving crews from snatching skaa to sell them to a local whoremaster for
coin. Some thieving crews are so callous as to sell their own to whoremasters
if the boss doesn’t think those crewmembers are pulling their weight.
• Allomantic Trade: The nobility need a steady supply of metals to keep
their Mistings and Mistborn functioning. Crews bold enough to rob a metal-
lurgist or otherwise get their hands on sufficiently pure metal can always
find a buyer amongst the houses — typically by unloading the metal at a
massive discount from market price. The discovery of atium (especially
more than one or two beads) is enough to set a skaa up for life — pro-
vided his crewmates don’t kill him to keep the fortune all for themselves.
The Steel Ministry takes trafficking of Allomantic metals (particularly atium)
CREW NAMES
Most crews take a collective name, either chosen based on the locations
where they operate or named after the leader (especially if the leader operates un-
der a pseudonym). Some look for a fierce or punchy name that others will remem-
ber. You can generate a shortlist of crew names using this Crew Name Generator,
putting together one adjective and one noun. Roll one die for the row and one for
the column to determine each word, or simply pick the ones you like best.
to better broker deals and trade against all sides. Some rely on disguises to keep
their anonymity, and others deliver their information only through couriers and
go-betweens so they never interact directly with clients. Most informants oper-
ate out of skaa slums or travel from place to place to prevent a disgruntled client
from hunting them down. However, some noble houses keep particularly reliable
informants on retainer, providing them with food, shelter, and a modest salary so
long as they provide the house with information on their rivals and protect the
house’s secrets.
With the Lord Ruler’s restrictions thrown off, skaa culture expands and the
skaa underground comes out into the light. Just like Kelsier’s crew transformed
from rebels to saviors, many of those who had long lived outside the laws and rules
of the Lord Ruler find themselves the de facto (and perhaps unwilling) leaders in
their spheres. Younger and more passionate skaa, tired of the old ways, look to these
rebels and outsiders as icons of how to shrug off the chains of skaa bondage. The
“community” that barely existed prior to the Collapse fractures as skaa tentatively
explore the boundaries of what they can and can’t do in society.
Immediately following the Collapse, many strong personalities emerge, like
Fatren, who manipulates the existing political system by mimicking other oppor-
tunists riding the waves of change. Other skaa express their pent-up rage through
public speaking and, like The Citizen, attract an audience by spewing anti-noble
rhetoric on behalf of the Church of the Survivor.
No skaa is born believing they are a slave. The subservience that many attrib-
ute to the skaa is beaten and ground into them from childhood under the watchful
eyes of Obligators, the merciless whips of their taskmasters, and the numbing
pulses of Soothers. Yet for all these efforts, skaa may retain a kernel of resist-
ance deep within their hearts and minds, a refusal to wholly accept their fate or
an identity as a “lesser” person. However, it takes drastic circumstances to push
skaa to truly act on their discontent — and the Steel Ministry is forever alert for
such dissidence, ready to squash restive skaa as soon as they’re sniffed out. Most
rebellious skaa tend to come in one of two forms: desperate, or dead.
While there have been violent clashes between the skaa and nobility over
the centuries, they are rare, and usually begin on rural estates. A rebellion can
begin in any number of ways, where as a spontaneous riot in reaction to an unjust
incident, to an insurgency organized by local rebel groups, to a desperate attempt
by starving skaa to escape the whips of their masters. Most plantations maintain
enough guards and overseers to put down uprisings before they expand beyond
their boundaries, but from time to time an entire plantation falls — and when they
do, the Steel Ministry takes notice.
HISTORICAL REBELLIONS
In the early days of the Final Empire, the Lord Ruler didn’t fully account for
the frequency or ferocity of skaa uprisings. The conquest that built his empire had
been a long and violent struggle, and in its aftermath, the nobility, obligators —
and to a smaller extent the Lord Ruler himself — fell into complacency. When
the third generation of skaa born under a united Final Empire began to defy their
masters openly, the Lord Ruler’s belief that a coordinated rebellion existed was
confirmed. However, instead of preventing the impending rebellion, he allowed
it and instead gave the nobles free rein to deal with the insolent skaa as they saw
fit. The Steel Ministry left the noble houses to police their own affairs, stepping
in only when an uprising threatened to destabilize a larger region — an extremely
rare occurrence. Many lives — both noble and skaa — were lost in the crackdown
that followed, but many obligators saw the bloodshed as just deserts, for it was the
nobles’ own permissiveness that allowed the revolts in the first place.
Over the centuries, the skaa have rebelled more often then they realize or re-
member today. With no written records, skaa history is passed down from genera-
tion to generation through ever-changing stories and cloudy recollections, losing
many details over the generations. Not that there is much to remember about those
Skaa Rebellions
rebellions; few have been even remotely successful, and all have been brutally put
down. Regardless, the nobles and Steel Ministry and have made a point of sup-
pressing any history of skaa uprisings, except for use as examples of the futility
of skaa resistance.
Though isolated rebellions on plantations happen regularly, and more organ-
ized, large-scale resistance movements spring up every decade or so, there are a
few notable rebellions which affected minor changes within the Empire. That’s
not to say these revolts actually made the lives of the skaa better, but they did lead
to new forms of social engineering by the Steel Ministry and Lord Ruler.
MINER’S CLIMB
Though House Venture is the most powerful family in the Empire, there are
still those skaa who dare defy them — and one act of defiance in their mines
changed the way mining is conducted throughout Scadrial.
Once, skaa miners were treated better than field skaa, incentivized and re-
warded for discovering new veins of ore with food and relative comfort. But as
more houses entered the mining business, competition increased, driving down
metal prices and, in turn, the profits of all nobility involved in mining. Some
houses tried further incentivizing the skaa to work harder, but at the Venture-
owned facility at Miner’s Climb, they took a different approach: forcing the skaa
to spend longer and longer hours in the mines, cutting corners on safety, and low-
ering the workers’ compensation for their labors. The skaa tolerated the abuses
and deteriorating conditions at Miner’s Climb, moving the facility to profitability
and success. But even skaa can only take so much, and eventually the miners
banded together, attacking and overwhelming their overseers at the mine site to
escape. Though none of the overseers were killed during the escape, these ren-
egade skaa were hunted down ruthlessly by the Steel Ministry, and eventually
butchered by koloss as an example to others with similar ideas.
After the events of Miner’s Climb, the Ministry enacted a new law to increase
competition and undermine unity between miners: all skaa miners are forced to
work for their daily allotment of food. Today, mining rebellions are rare, and
Skaa Rebellions
in groups , many nobles didn’t go out of their way to
stop these children, fearing acting against the children
would earn them a reputation as callous, or perhaps
out of some moral objection against harming those
so young. But when the group were discovered by
Obligators, they were rounded up and taken exactly
where they wanted to go — to the Lord Ruler’s palace.
No one saw the children emerge from Kredik
Shaw once they went in. Most nobles insist the
children were legally and righteously executed,
but some Obligators insist the Lord Ruler accepted
the children as a sacrifice or somehow transformed
them into Steel Inquisitors. Following their disap-
pearance, the Lord Ruler declared all nobles must
capture or kill dissidents, regardless of age or gen-
der, under punishment of death, as a hedge against
future “moral weakness.”
MODERN
RESISTANCE
The most common type of
rebellion in the modern day is
subversion made by an individual
or small group, rather than outright
revolt or a bold attempt at creating
large-scale change. These subversives are typi-
cally part of the larger skaa underground, plying
their trade in thieving crews, black markets,
smugglers, or blackmail operations (see
page 63). After all, stealing from a noble
skaa by legally accorded means. He’s dug up a slew of archaic skaa laws from
Steel Ministry archives that haven’t been enforced in centuries, and tries to return
them to public process. Most nobles he’s petitioned for support have discarded
his ideas as too idealistic, but a few noble houses from the Farmost Dominance
have given small amounts of backing or promises of protection. Folosst has also
taken to educating skaa on how they can exploit loopholes and claim legal protec-
tion against various abuses or overreaches by their masters. Those who oppose
Folosst’s efforts are hesitant to eliminate him directly since his petitions are tech-
nically backed up by the Lord Ruler’s own decrees, and don’t want to risk turning
the Steel Ministry’s wrath back on themselves.
When reform efforts fail — as they always have — the next step is revolu-
tion. Violence is the most extreme method of skaa resistance, as it brings swift and
Skaa Rebellions
freedom is just a brief respite from the inevitable. Brutal massacres, factory and
plantation fires, and wanton destruction are their primary tactics. Sunderers claim
that any skaa killed in these clashes have gone on to find their true peace.
YEDEN’S REBELLION
Warning: This section contains major spoilers for the Mistborn trilogy. This
section is best read upon completion of the first book: The Final Empire.
When Kelsier contacted Yeden’s rebels, he knew they were destined to fail
without his help. The Lord Ruler was prepared for such a rebellion, which was
headed along a predictable and easily thwarted path. Kelsier’s involvement put a
point on an ages-old problem; to take on the Lord Ruler, the rebellion needed to
be more sophisticated and better use the resources at hand.
Prior to Kelsier, the skaa participating in the rebellions had no true leader-
ship other than to recognize a “man in charge.” Battle tactics and other forms of
warfare were foreign to these groups; they knew they wanted to rebel, but didn’t
know how. Kelsier’s experience in thieving crews made him uniquely suited to
teach the rebels the tactics they so desperately needed to learn — not just how to
fight, but when to fight, when to ambush, and when to cut their losses and run.
Combat training turned Yeden’s rebellion into a force worthy of the Lord Ruler’s
attention, but it could not solve problems at the top. Despite a successful attack
on the Holstep garrison, Yeden was rash and failed to account for the nearby Val-
troux city, leading to the obliteration of the vast majority of the rebellion’s forces,
including Yeden himself.
After the Collapse, the skaa rebellions shifted to fit what was happening
around them. Instead of weapons, skaa wielded sharp words. Instead of bursting
into action when the nobility least expected it, the skaa spoke at the right moments
or protested when it would be most effective. The rebellion found legitimacy upon
the memory of the Survivor and under the weight of Elend Venture’s noble name.
To learn how to gain Yeden’s Rebellion as a Network, see page 94.
The Lord Ruler’s policies are designed to keep the skaa in a state of pro-
found ignorance in order to reinforce his control over the Final Empire. Much of
this ignorance relies upon a denial of education and encouragement of religious
doctrine, false rumor, and superstition. Some of these beliefs originate within the
Steel Ministry to enforce the social controls that hold the Empire together, but just
as many are passed down through the skaa themselves. While most skaa commu-
nities have their own beliefs and superstitions, there are commonly-held beliefs
throughout skaa culture…particularly those that help maintain social order and
the status quo.
SUPERSTITION
Uneducated skaa hold a staggering number of superstitions, particularly on
the plantations (see page 50). Though superstition aren’t direct religious doctrine,
they serve as a method of control just the same. The Lord Ruler and his Obligators
see no reason to set the skaa straight, since skaa who live in fear are also easier to
manipulate. For instance, skaa who fear the mists remain indoors at night, which
in turn reduces the likelihood they will attempt to of escape or revolt, as well as
ensuring they are well-rested for the toil of the next working day.
Though the Steel Ministry and the nobility planted the seeds that gave rise
to many skaa superstitions, most have their roots in mundane events which have
been blown out of proportion through retellings and the passage of time. The
most pervasive superstitions surround the mists, which skaa believe harbor hor-
rific form-stealing mistwraiths and ghosts or can even consume them body and
soul (some more specific examples of these folk superstitions can be found on
page 53).
Anything rare or exotic witnessed by a skaa could become the subject of su-
perstition, ranging from a sighting of a lone koloss to sight of a Mistborn using the
full extent of their abilities. Rural skaa, with their strong tradition of oral history
and insular communities, are particularly prone to these beliefs, though they tend
to end at the borders of their masters’ estate. In the cities, on the other hand, skaa
are more likely to interact with those from other houses, leading to less-frequent
but more widely held superstitions capturing the local imagination.
The strange irony of skaa superstition is that these myths are, if one digs deep
enough, based on fact. Many skaa’s (incorrect) idea of what a mistwraith derives
from the truth of what a kandra is, and the animalistic wandering mistwraiths are
Skaa Belief
skaa faithful. While questioning
the divinity of the Lord Ruler
aloud courted death at the hands
of the Steel Ministry, they couldn’t
control what happened in the minds of
the skaa. Centuries of abuse and flimsy
religious excuses for it provided fertile
ground for the seeds of distrust; what
Kelsier planted there grew into the
Church of the Survivor.
The Church of the Survivor devel-
oped naturally out of the events leading up
to the fall of the Lord Ruler. Kelsier’s death
and the religion that sprang up after it stemmed
from multiple political and cultural forces —
only some of which he had planned for. As
OreSeur went out in Kelsier’s guise,rumors
spread about the Survivor’s resurrection,
and his legend grew. Eventually, priests of
the Survivor organized around a basic
dogma, wearing simple smocks and
scarring their arms in the manner of
the Survivor to display their faith.
These priests, like many skaa after
the Collapse, came to their faith as a
vocation rather than ordination by an au-
thority, and took the word out to skaa
throughout the New Empire.
Some sects that emerged in the early days of the Church express more devel-
oped and specific sets of beliefs, as described below.
DAUGHTERS OF HATHSIN
The Daughters of Hathsin is a sect of female believers who regard Kelsier
as their divine husband and liberator. They share stories of their mothers, grand-
mothers, and great-grandmothers to strengthen their resolve and heal from cen-
turies of abuse. Members of this group are marked by painted patterns designed
to look like arm scars or mistcloak tassels, and take a vow of abstinence. They
believe they no longer have to succumb to the whims of the nobility or allow
themselves to be taken advantage of. They view Vin, the Heir of the Survivor, as
a role model and holy figure.
Skaa Belief
cooperation with the Steel Ministry, nobles, or anyone
else claiming the “old ways” were better.
THE PUNISHED
Some skaa blame themselves for the Lord Ruler’s death and seek atonement
for their sins. These skaa believe the deteriorating stability in Luthadel and be-
yond is a sign the skaa have helped bring about the end of the world by forgetting
their place and cooperating with Kelsier. These devout believers seek to sacrifice
themselves through a series of rigorous tests and self-inflicted torture to save the
skaa people from the oncoming wrath of the fallen god — and thereby liberate
the entire world.
A skaa’s lot is not an easy one. Centuries of despair have left their mark and
rare is the skaa who dares to fight for a better life. But those who fight also serve as
badly needed beacons of hope among their fellows: proof that resisting the nobles
and the Lord Ruler is not futile and that hope can survive, even in the bleakest of
circumstances.
This section provides you new insights as you create, play, and advance your
skaa Hero, including new rules for Stunts, equipment, and networks uniquely
suited to the skaa.
Professions
Beggar Canal Pilot Cleaning Person
Coachman Con Artist Courier
Factory Worker Farmer Gangster
Informant Laborer Merchant
Overseer Rebel Servant
Shepherd Smuggler Spy
Survivor Thief Tinkerer
Specialties
Black marketeer Can hide anything Canal traveler
Dodges trouble Easily overlooked Expert craftsman
Eye for detail Flatterer Good with tools
Guerilla fighter Hard to read Hidden strength
Skaa Heroes
Features
Always dirty Blunt speaker Brawny
Calm and collected Disheveled Flexible
Good listener Hardy Heavily scarred
Jittery Practical dress Resembles a noble
Scrawny Speaks in street slang Sturdy build
Superstitious Team player Tireless
Unbroken will Unmemorable Unreadable face
Personality
Cautious Crafty Cunning Dedicated
Deferent Determined Docile Duplicitous
Haunted Humble Meek Naive
Obedient Orderly Pliable Rebel with a cause
Resentful Respectful Suspicious Vengeful
Skaa Heroes
The kinds of Destinies and Tragedies skaa characters have may depend on
whether they live in urban or rural areas. In the cities, opportunities abound and
ambition is rewarded. On the plantation and along the canals, there’s less to work
with; goals tend to be simpler and usually involve escaping or surviving the noble
owners’ control. Some of the sample Destinies and Tragedies below might be bet-
ter suited to a city or rural skaa.
Skaa Heroes
Starting a revolt also means stoking the fires of rebellion in one’s fellow
skaa (quietly, in order to avoid suspicion) and collecting weapons (quietly, though
some can be disguised as farming tools). When it occurs, the rebellious skaa need
to keep word from getting out, usually by killing everyone who can talk. Assum-
ing it succeeds, the skaa must then determine whether they will keep their liber-
ated status to themselves or encourage other plantations to follow their example.
luckily for you, she managed spirit you away before. Your friends or caretakers
told you the tale as you grew older, and now you are left to wonder. Is this noble-
man your father or not? Are you an Allomancer or not? Ultimately, the question
is academic: if your father or the Steel Ministry learn who your mother is, they’re
going to kill you… if you don’t take a little bit of revenge yourself.
SKAA NAMES
Skaa have given names that are somewhat similar in length and structure
to noble names, though they are less grandiose and lack the history or prestige
that comes with a noble name. Skaa are more often called by shortened “street
names” they pick up from friends or colleagues, typically once they start working
while still children. Skaa street names are usually simple and short, either an ab-
breviated form of the skaa’s given name or a nickname based on obvious traits or
events from the skaa’s life.
Skaa names aren’t differentiated by gender, and they vary little by region or
birthplace. City skaa do tend to have a little more flourish to their names, though
this is likely that because more skaa live in closer proximity in the cities, the need
for distinction is greater. Ciry skaa are also more likely to use names with a bit of
poetry to them: names taken from heroes of long-ago stories, for example, or just
names with a lyrical sound to them.
Families are rare amongst the skaa, so few have last names, and none are bold
enough to take the names of their noble owners. Skaa surnames function solely to
distinguish one skaa from the other, so a skaa with a rare or unique name likely
won’t have a surname at all.
The following is a list of both rural and urban skaa names, for use with your
Heroes, Extras, or Villains. It is by no means comprehensive, but can provide
inspiration or a quick name when you’re put on the spot. The names on these lists
Skaa Heroes
Geltier Grenteen (Gren) Horss Joxxan (Jox)
Kernn Kistaris (Star) Lemm Plessadon (Pless)
Quinlee (Quin) Retinile (Ret) Shadd Sharps
Slips Tressix (Six) Wraiths Yost
SKAA ADVANCEMENTS
This section covers new Advancements available only to skaa Heroes, which
reflect the unique skills they’ve learned as part of living at the bottom of the Final
Empire’s food chain.
NETWORKS
This supplement uses the rules for Networks — influential organizations
which Heroes can tap for support and information during their exploits. A Hero
doesn’t necessarily have to join or otherwise contribute to a Network in order to
access it (though it may help); having a Network simply represents the Hero’s
clearest and most valuable relationship to one of these organizations at the mo-
ment. Thus, it isn’t unusual for a Hero to change his Network over the course of
his career, or for members of the same Crew to have different Networks from one
another. These rules originally appeared in Terris: Wrought of Copper, but are
repeated here in full for convenience.
GAINING A NETWORK
A Hero may gain a Network they qualify for by spending Advancements,
just as they would gain a new Trait or Power, which represents the expenditure of
time and goodwill necessary to forge their connections. Because Networks often
USING NETWORKS
Unlike other Advancements, however, a Hero can only take advantage of a
Network (gain its Benefits and use its Network Trait) while he or she remains
in good standing with its leadership (following the Network’s Rules); Networks
rarely stick their neck out for those who don’t respect their methods and dictums.
If a Hero breaks a Network’s Rules, as defined in its description, he loses its
Skaa Heroes
Network Benefits and Network Trait until the next Long Breather (at which
time he smooths things over with his contacts).
Example: As noted under the Silk Charade, one of the Network’s Rules is
“Don’t allow a failed mission to be linked back to the Silk Charade” and its Ben-
efits include a bonus die when buying equipment. Peter can continue to buy gear
as though he were wealthier unless he screws up a job but still leaves the group’s
calling card behind.
CHANGING NETWORKS
As a Hero’s priorities change, so do his or her relationships. To represent this,
a Hero can change his Network by spending 2 Advancements. While doing so
takes time, there are no lasting penalties or lingering animosity for changing one’s
Network, and a Hero can choose to regain a previous Network at a later time by
spending a further 2 Advancements.
SPENDING ADVANCEMENTS
Skaa Heroes can choose any of the following Advancements, following the
rules for Spending Advancements as described on page 121 of the Mistborn Ad-
venture Game.
SKAA ADVANCEMENTS
Improvement Cost Description
Change your Network 2 Switch your loyalties from one Network to another.
Develop a Network 4 Gain the benefits of a single Network
Gain a new Skaa Stunt 4 (Skaa only) Add a Skaa Stunt to your Hero
4 ADVANCEMENTS
Develop a Network: Your Hero fosters a relationship with a powerful organi-
zation, exchanging his loyalty to take advantage of that Network’s training and
contacts. Add your new Network to the Powers section of your character sheet;
as long as you follow the Network’s dictums, you gain its benefit (see Networks,
page 91). You may only have one Network at a time, though you may change it
by spending 2 Advancements, as noted above.
Networks available to Skaa characters include:
Skaa Heroes
nicer one than most skaa plantations.
Rules: Spread the lie that the Veyton family still holds full control in Black Hill;
protect the Veyton heirs as long as they remain compliant; fend off any bandits sent
to attack Black Hill; shepherd escaped skaa to Black Hill if they’re able to work.
Network Trait: Friend of Black Hill
Benefits: Once per session, you may choose a skaa Extra or noble Extra of a
house allied with House Veyton and make a Charm 3 Challenge roll; with success,
the Extra agrees to assist you in your current task. The Extra assists you until the
task is complete or the next Breather (whichever comes first).
Gain a Skaa Stunt (Skaa Heroes only): Your Hero embraces or typifies some
of the strongest aspects of his or her people. Each time you choose this improve-
ment, choose one Skaa Stunt from the following and add it to the Powers section of
your Hero’s sheet. You may only gain each Stunt once, unless otherwise specified:
Skaa Heroes
make it more difficult for those not fluent to understand; another character
who does not know Eastern street slang only understands you with a Wits
3 roll. You may take this Stunt a second time, which reduces the Difficulty
for anyone you designate to understand you by 1 (representing “off-screen”
language training of friends, other types of covert messaging, etc.).
• Face in the Crowd (Skaa Only): You have a way of vanishing into the ranks
of your fellow skaa, making it extremely difficult to pinpoint or track you
among skaa. Any roll for an attempt to locate you in a crowd of skaa or follow
you within a skaa community fails unless the hunter spends a Nudge.
• Folk Medicine (Plantation Skaa Only): Living on the plantation, you learned
which herbs have medicinal properties, and can use them to treat the ailments
of others. During a Short Breather, choose another character; that charac-
ter either recovers all lost Health during that Breather if he or she sits the
Breather out, or recovers half if he or she does not. During a Long Breather,
choose either yourself or another character; that character may from a serious
or grave Burden even if he or she does not spend the entire Breather resting in
bed (see “Recovery” on page 189 of the Mistborn Adventure Game).
• Friends in Low Places (City Skaa Only): Your name and reputation is known
throughout the thieving crews and gangs of the city. You gain 2 additional
dice on all Charm and Influence rolls when dealing with members of the skaa
underworld.
• Make the Best of It (Skaa Only): As a skaa, you’ve spent your whole life
learning to make due with what little you have. Your dice pool never shrinks
due to adverse conditions (see the Mistborn Adventure Game, page 143).
• See No Evil (Skaa Only): Superstitions you learned at a young age protect
you from frightening things through your sheer stubbornness or hatred of
magic. You gain one bonus die when defending against a supernatural at-
Game, page 198). Note that you can’t give up your dice to take three steps,
however!
• Well-traveled (Canal Skaa Only): You’ve seen more of the world than most
noblemen, and you have comrades in ports and waystations all over. Once per
session, you may spend 4 hours checking the locale for contacts, then make a
Difficulty 3 Influence roll. With a success, you find one skaa Extra of average
threat or lower who can help you with a non-combat task. The Extra assists
you until the task is complete or the next Breather (whichever comes first).
SKAA EQUIPMENT
Skaa are well-accustomed to getting by with
what little they have, and have come up with
inventive uses for even the most rudimen-
tary items. Thieving crews also have spe-
cialized gear to use in their heists. The
types of items skaa are likely to have
vary depending on the location and oc-
cupation of the skaa. Those on the canals
are more likely to have quant and fishing
poles, and those in the cities might more
frequently have need of forged paperwork.
This section covers the various types of com-
mon and exotic equipment skaa might have,
above and beyond those items listed in
the Mistborn Adventure Game.
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time. If the target is exposed to a poison via an attack which would also inflict
a Burden, the attacker must choose which Burden he or she wishes the target to
suffer (either that from the attack or the poison, but not both).
Once exposed, the victim suffers this Burden until the next Short Breather, at
which time he or she automatically recovers (in addition to any other healing or
activities which he or she may be engaged in).
SKAA WEAPONS
Item Props Difficulty Damage Min/Max Range
Melee Weapons
Farm implement 1 1 +1 Touch / Striking
Used by villagers only in defense (and desperation)
Quant pole 1 1 +1 Striking / Striking
Wooden pole with a metal prong on one end, used to push barges down the canals
Sheathkives 1 1 +1 Touch / Touch
Thin knives which are easily concealed in sleeves or other clothing
SKAA ARMOR
Item Props Difficulty Description
Concealed armor 2 2 Simple padded armor concealed under layers
of furs to look like peasant’s clothing; absorbs 1
damage from physical attacks; contains no metal
Fast-Acting Poisons
Gray Fester (1 1 4 Hallucinogen made from mushrooms on
dose) canal banks; Burden (Hallucinating)
Lesser Birchbane 1 4 A minor form of a potentially deadly poison,
(1 dose) causes tremors rather than killing; Burden
(The Shakes)
Lesser Gurwraith 1 4 Can only be delivered by a cut or injection,
(1 dose) not by ingestion; Burden (Spasms)
Lesser Tompher (1 1 4 Uncommon poison derived from fern spores;
dose) Burden (Dulled Reflexes)
Shuteye Spirits (1 1 4 Soporific made from a blend of distilled
dose) leaves; Burden (Drowsy)
Unfell 1 4 Made from powdered chalk found in deposits
at the base of Torinost; Burden (Raging Fever)
Veltrane (1 dose) 1 4 Partial paralytic derived from a weed
found in the Eastern Dominance; Burden:
(Coughing Fits)
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Forged noble 1 3 Identification papers to appear as a noble
papers (along with a proper disguise)
Forged Obligator 1 4 Identification papers to appear as an
papers Obligator (along with disguise and tattoos)
Hunter’s traps 1 2 Snares and other traps useful for catching
small game
Lockpicks 1 2 Useful for picking locks
Medicinal herbs 1 2 Simple poultices and other folk cures, use
for treating injury
Pipeweed 1 2 Pouch of dried aromatic leaves + pipe;
smoked when relaxing or socializing
Salts 1 3 Sea salt used to help preserve food, helping
it last longer
Survivorist Tract 2 3 Holy “book” of the Survivorist faith, often
heavily-illustrated for the illiterate
This chapter contains a brief description of the most notable skaa in the Final
Empire, including several prominent ones discussed in the Mistborn novels. The
following sections include information that’s revealed and plot developments that
occur over the course of those novels, so beware of spoilers if you have not yet
read those novels.
SPOOK
Time Frame: Midway through The Hero of Ages
Once, Spook was nobody: a child his own parents tried to kill to save their
own skins; a street-talking urchin no one could understand; a useless Misting in a
crew filled with real heroes; a coward who left his uncle to face a siege alone; and
a love-struck kid Vin never noticed.
He sought a purpose, and started constantly flaring Tin to push his limits, to
help his friends... and somewhere in the middle of it all he found himself changed.
He could see the finest details, he could feel changes in texture and temperature
through cloth, and soon he became overwhelmed by smells and sounds and tastes...
Now Spook wears a blindfold to keep out the light, and a heavy coat to guard
against the slightest chill. He moves only at night to avoid the searing rays of the
sun. He needs Tin like other people need food or water, and if it helps him learn
something new or valuable to Vin and her crew, all the better.
Spook’s ability with Tin isn’t the only extraordinary thing about him. When
he was stabbed and left in a burning house to die, he heard the voice of Kelsier
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and saved himself by burning Pewter — a power he shouldn’t have, and one he
has no idea how he acquired. Nonetheless, it’s given him a much-needed boost of
confidence, along with the sense of purpose he’s always needed.
Finally, maybe, he can be somebody.
POWERS (ALLOMANCY)
Tin 8 (enhances the five senses)
• Tin Savant: Spook gains two “free” Nudges with Tin rolls, but also loses 1 die
with Wits rolls relying on the senses whenever he isn’t burning Tin.
• Blindsight (Trait): Spook’s senses are so acute that he can feel vibrations
through the floor, use sound as a sort of “sonar,” and sense the movement of
air on his skin. This lets him move and act normally even in complete dark-
ness, when blindfolded, and any other time he’s left sightless. He still cannot
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take actions that require sight, however, like reading or distinguishing color.
He also gains the “Blindsight” Trait.
• Focused Sense (Hearing, Sight): While burning Tin, Spook adds one addi-
tional die with rolls relying on hearing and/or sight.
• Piercing Sight (Trait): While burning Tin, Spook can see twice as far through
mists, and may also see clearly through thin objects like sheer curtains, dirt-
ied windows, or murky water. He also gains the “Piercing Sight” Trait.
• Slow-Burning Tin 2: Spook’s Tin burn rate is 4 hours per charge.
POWERS (HEMALURGY)
1 Steel spike (grants Pewter Allomancy 3)
PLAYING SPOOK
Ever since you first joined the crew, when you were still called Lestibournes
and spoke in slang, you’ve been the least useful of them. The others have always
had all the power and experience. What could you offer? Maybe now, with these
new gifts, you can finally prove worthwhile.
Kelsier was a great man and an inspiration. He even gave you your nick-
name! It’s so very strange that he speaks to you now. Could the Church of the
Survivor be right? Does your one-time friend now watch over his followers?
Kelsier wants you to take revenge on Quellion, the Citizen, but you’ve
fallen for his sister Beldre, and she wants you to save him. How do you make a
choice like this?
Your greatest regret is leaving Luthadel before the koloss attack. You feel
like a coward. How could you leave Clubs to die? He saved you when you were a
child... How could you be so weak?
SPOOK AS AN ALLY
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Spook genuinely, desperately wants to do good, and readily joins up with any
crew if he thinks he can be useful. His heightened senses and his ability to burn
Pewter make him a strong addition to any team. The drawbacks of his condition
are many, though — he’s most effective at night, when the light won’t overwhelm
him, and he’s constantly in need of tin.
SPOOK AS AN ENEMY
When Spook obeys “Kelsier,” he often acts for less than altruistic causes.
Some of the things he hears in his head match his memory of the man, but others...
Spook doesn’t want to kill, but Kelsier’s voice never lets up and it may eventually
be too much for Spook to ignore.
KELSIER’S CREW
Time Frame: These descriptions continue the original descriptions from the
Mistborn Adventure Game, updating them for events that occurred up to the end
of The Hero of Ages.
Kelsier gathered talented individuals from all corners of the Empire, pro-
vided they shared his goal of overthrowing the Final Empire. While most of he
recruited were skaa, Kelsier’s crew also contained a smattering of noblemen
such as the Soother Breeze (even though Breeze passed himself off as half-
skaa). The members of Kelsier’s crew are described in detail in the Mistborn
Adventure Game, but a brief refresher of each one follows. In addition to these
• Kelsier: The half-skaa Mistborn hell-bent on bringing down the Lord Ruler,
Kelsier was a practiced and bold thief. With the support of his loyal crew, his
master plan laid the groundwork for the only successful skaa rebellion. He
was famous among the skaa, with his scarred forearms marking him as the
“Survivor of Hathsin,” the only person to escape the hellish pits where Atium
was mined. Kelsier died in combat against the Lord Ruler, but appeared to
live on thanks to the kandra OreSeur. Kelsier’s legend does live on, even in
the distant future.
• Cladent, aka “Clubs:” Clubs was a skaa craftsman, army veteran, and
Smoker Misting. Clubs also owned his own workshop, which acted as a front
for the crew’s operations and employed several other Smokers as apprentices.
Clubs considered himself a pragmatist (many would call it “cranky”), and
often voiced uncomfortable facts that the rest of the crew would rather not
acknowledge. Clubs was killed by koloss during the Siege of Luthadel.
• Dockson, aka “Dox:” Dox was Kelsier’s closest confidante and chief lieu-
tenant. Though he possessed no Allomantic ability, he was a genius at logis-
tics and administration — two skills that kept the crew running, and proved
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critical in the wake of the Lord Ruler’s fall. Dox’s kind demeanor served as
a counterpoint to Keslier’s occasional ruthlessness, but this mirth vanishes
following the death of his friend. Like Clubs, Dox perished during the Siege
of Luthadel.
• Hammond, aka “Ham:” Ham was a Pewterarm, with a soldier’s mentality
and a quiet stoicism that belied a deep and thoughtful personality. Unlike
many Pewterarms, he was pragmatic and cautious, preferring to use his pew-
ter judiciously lest he find himself without it someday. After the fall of the
Lord Ruler, he served as Elend Venture’s Captain of the Guard, though true
to his characteristic humility, he refused to wear a uniform.
• Lord Edgard Ladrian, aka “Breeze:” A well-spoken and charismatic
Soother, Breeze hid his noble birth to pretend he was just one of the skaa.
His council in politics and relationships proved invaluable to many of his
crewmates. He and the noble Allrianne Cett began a relationship that lasted
through Harmony’s Ascension.
• Marsh, aka “Ironeyes:” Kelsier’s brother Marsh believed more strongly in
the rebellion, but found himself in an ancillary part of the crew. When as-
signed to infiltrate the Steel Ministry, Marsh was recruited by the Steel In-
quisitors and turned into one of their monstrous kind. The Hemalurgic metal
spikes inside of him made him exceptionally powerful, and he assisted Vin
at a crucial moment to help her defeat the Lord Ruler. After the god’s fall,
Marsh fell under the sway of Ruin, which eventually took control of him to
carry out a dark agenda. During a showdown to Vin, Marsh managed to gain
just enough control to pull Vin’s earring from ear, allowing the mists to flow
into her and achieve her destiny.
In the wake of the Lord Ruler’s death, cities became unmoored from the
power structure they’d relied on for centuries. In Urteau, the second-largest city
of Scadrial, a single person stepped in to fill this power vacuum: Quellion. A dy-
namic man with military bearing, Quellion rapidly won the allegiance of the city’s
enormous skaa population by acting as a herald of the Church of the Survivor and
casting a vision of a united nation — one ruled by the skaa themselves. Now he’s
called the Citizen, and is readily identified by his outfit of red-dyed skaa trousers
and work shirts.
To further secure his power, Quellion did the unthinkable; declaring the
nighttime mists a manifestation of the Survivor, he marched into them and urged
others to do the same. He claimed the faithful and pure would be spared, while
those with evil in their hearts would be purged. Eventually, he enacted a law re-
quiring everyone to enter the mists to prove their loyalty, pointing to any resulting
deaths as proof that wickedness still existed in the midst of Urteau.
Quellion leads a relentless crusade to rid Urteau of both nobles and Allo-
mancers (whose power is derived from noble blood), systematically hunting them
down and burning them alive in grisly public executions. At his decree, all traces
of nobility are systemically purged from the city, including tearing up ornamental
gardens, whitewashing murals, and shattering stained-glass windows. He’s also
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POWERS (HEMALURGY)
1 Bronze spike (grants Bronze Allomancy 4)
POWERS (ALLOMANCY)
Bronze 4 (senses nearby Allomancy)
EQUIPMENT
Torch (Damage +2; Melee Range: Touch/Striking, contains no metal), Red-
dyed skaa clothing
DEMOUX
Time Frame: After The Hero of Ages.
Demoux was one of the true believers in the skaa rebellion, confident that
Kelsier could lead them to success. He was small and not particularly skilled
in war, but possessed a keen tactical mind. During Kelsier’s initial rebellion, he
stood up to fight another follower who was convinced the rebellion would fail.
Kelsier surreptitiously used Allomancy to help Demoux defeat the man, cement-
ing Kelsier’s reputation among his followers. Demoux remained behind in the
caves, as Kelsier wished, rather than marching out with Yeden’s forces. He thus
survived their massacre, and went on to fight against the Lord Ruler’s forces on
the night the tyrant was finally slain.
After the fall of the Lord Ruler, Demoux became a general in Elend’s army,
helping to maintain law and order as the Empire collapsed. He became one of
Mare was Kelsier’s wife and fellow thief who worked with him in a criminal
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crew. She and Kelsier were caught during a heist in Kredick Shaw and sentenced
to labor in the Pits of Hathsin. She sacrificed her own life to save Kelsier’s, which
led to Kelsier Snapping and adopting his mission of overthrowing the Lord Ruler.
For a time, Kelsier suspected Mare had betrayed his crew to the Lord Ruler. He
eventually learned otherwise — Mare was a Tineye, and the Lord Ruler had de-
tected her burning by piercing the crew’s coppercloud.
Mare always expressed a hopefulness and optimism for the future that Kel-
sier didn’t share. She expressed a fascination with ancient culture and artifacts
at an early age, an obsession that led her into a life of thievery. She collected as
many artifacts as she could, as well as books detailing the history and culture
of the world before the Final Empire. The fact that such objects survived was
proof to her that the Lord Ruler was not all-powerful. She even adopted the
Larsta religion, and was convinced that she would one day be able to practice
it openly. Kelsier fell in love with her hope and optimism, even though they ar-
gued constantly about the nature of the world. Her death devastated him, and he
embarked upon his rebellion as much from a desire to see her optimism justified
as a need for revenge.
EQUIPMENT
Obsidian daggers (Damage +2; Melee
Range: Touch/Striking; Thrown Range:
Striking/Close; contains no metal);
Misting vial (3 charges of Tin); An-
cient books and artifacts
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Yeden was the leader of a long-time skaa rebellion, a loose organization of
outlaws dedicated to overthrowing the Lord Ruler. He possessed middling lead-
ership qualities, but his extreme insecurities eventually doomed him and almost
destroyed Kelsier’s rebellion.
He ran away from Luthadel at an early age, learning to survive in the wilder-
ness and surreptitiously slipping onto plantations for food and supplies. He earned
the aid of various skaa leaders and his continued survival outside of the nobles’
authority convinced others to join him. They moved cautiously, sticking to the
wilderness but occasionally making trips into the cities to bring in more recruits.
Yeden guided them well, but often despaired that he couldn’t do more. He and his
followers wanted to believe that they could overthrow the Lord Ruler, but they
couldn’t figure out how.
He became familiar with Kelsier and had many dealings with him and his
crew over time. Eventually, he grudgingly admitted they had the skills to make
the rebellion a success, and that Kelsier’s unbelievable escape from the pits of
Hathsin could make him a figurehead for skaa to follow. He approached Kel-
sier to help him overthrow the Lord Ruler, a plan that hinged upon the theft of
Atium and a few other tricks the Survivor had up his sleeve. Yeden was initially
uncertain of his partner’s ideas, but grew bolder once the early stages of the plan
succeeded.
Unfortunately, he overcompensated for his previous lack of confidence by
jumping the gun on the plan. He led his troops to open battle for the first time,
winning a great victory but ignoring a large garrison that easily interposed itself
between Yeden’s forces and their hiding place. He and his forces were wiped
FOLOSST
Time Frame: Concurrent with The Final Empire.
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thus avoid unjust punishments).
A dapper man with silvering hair and hawkish features, Folosst wears outfits
of black and grey with white trim, cut in severe lines, and carries a stone-capped
cane he uses to gesticulate when talking.
TREST
Time Frame: Concurrent with The Well of Ascension.
Called “The Witness of the Survivor,” Trest was a minor player in Yeden’s
rebellion who witnessed Kelsier’s death at the hands of the Lord Ruler, and later
saw what appeared to be him, risen from the dead. Following this encounter, Trest
became the loudest voice proclaiming the Survivor’s gospel among the skaa. He
learned all he could about the Survivor from other people in the rebellion, and
was instrumental in founding the Church of the Survivor. As word spread about
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PLIN (AVERAGE THREAT)
Attributes: Physique 6, Charm 2, Wits 4
Standings: Resources 3, Influence 4, Spirit 4
Resiliences: Health 5, Reputation 2, Willpower 4
Traits: Rebel Leader; Obsessed with Chaos; Ex-Artisan; All Shall Fall;
Slightly Insane
Equipment: Mallet (Damage +2; Melee Range: Touch/Striking; contains no
metal); Chisel (Damage +2; Melee Range: Touch/Striking); Steel plate (absorbs
3 damage from physical attack); Small metal shield (adds 1 die to defense rolls
against physical attack)
SETTING
The plantation itself is nothing remarkable: a collection of buildings sur-
rounded by modest fields, fed by the continual rain of ash from the nearby mount.
It contains approximately 300 skaa, along with what remains of the Veyton family
(numbering about a dozen individuals). The mansion at the center of the plan-
tation is depleted and run down. One wing has collapsed completely and now
serves as a de facto barn for horses and livestock. The rest of the mansion has
been stained black by the ash, with sagging balconies and a few moss-covered
fountains speaking to better days long past. The family’s quarters are modest, with
each Veyton living in a small room of their own on the second floor. Two common
rooms contain a fireplace, a collection of books, and a jury-rigged office for han-
dling the plantation’s meager accounts. A kitchen and pantry sit off the main wing;
the family usually takes their meals in front of the fireplace in one of the common
rooms. The mansion is drafty, and many of its luxury items were pawned long ago
to fend off the debtors. The remainder has the stink of despair. Inhabitants remain
there because they literally have nowhere else to go.
The skaa quarters, on the other hand, seem surprisingly well tended for the
homes of slaves. They consist of four large, long houses, constructed of crude wood
and stained just as black as the nobles’ mansion. Upon closer inspection, however,
they appear sturdier and better maintained, with signs of recent repair and solid
roofs for fending off the constant rain of ash. Inside each long house, every skaa gets
his or her own bed in the common room, as well as an individual set of utensils for
eating. Meals are served from a central fire pit, tended by several older skaa women,
and the sounds of singing sometimes emerge from the buildings after the workday is
done. Though they still live in conditions inferior to the nobles’ amenities, the skaa
of Black Hill have it much better than skaa on other plantations.
Black Hill Plantation
The reason for this situation is rooted in the slow decline of the Veytons’
fortunes. Their hated rivals, the Coreese family, periodically sent spies to the Vey-
tons’ skaa, promising good food and better treatment if they would flee to the
Coreese plantation a few miles away. After a number of defections, which the
Veytons were powerless to prevent, the skaa leadership struck a bargain. They
would take care of Coreese spies and ensure that the defections stopped, but only
if the Veytons agreed to give the skaa privileges of their own. Over the last forty
years, these benefits have increased until the skaa practically run the farm and pay
only lip service to the Veytons’ authority. This has proven a difficult pill for the
noble family to swallow, but they have little choice. Crushing their skaa would
invite the Coreese to strike them down once and for all, so they tolerate the indig-
nities of liberated skaa as a lesser evil in the hope that their fortunes will eventu-
ally change.
As the skaa press for more rights — and invite escaped skaa into their ranks
regularly — the Coreese smell blood in the water. Bandits in Coreese employ
routinely harass Veyton wagons traveling from the plantation to the nearby canals,
stealing the supplies for themselves and beating or killing anyone on the wagon
— skaa and noble alike. The Black Hill plantation has responded by hiring merce-
naries to guard their shipments, since the plantation is not properly trained armed
to defend themselves. It’s an ongoing game of cat-and-mouse, with the Coreese
still unwilling to strike the finishing blow and the Veytons just a few hijacked
shipments away from total collapse.
Other, more recent developments also threaten Black Hill. The Veyton family
matriarch, Tellsa, has recently returned to the plantation after many years spent
securing a series of badly needed contracts in the east. She’s appalled by the con-
dition of the plantation and has made serious efforts to wrest control back from
the skaa, unaware of just how serious the problem has become. Her efforts have
IMPORTANT FIGURES
The following represent the major Villains and Extras at the Black Hill plan-
tation. Narrators should feel free to swap any of them out with Villains and Extras
of their own, or even Heroes if the player is willing and the scenario fits his or her
character concept.
TELLSA VEYTON
The leader of the Veyton clan has spent much of her life away from the plan-
gets some serious help from somewhere, she might never be able to achieve it.
SASMEDE
Sasmede is the leader of Black Hill’s skaa, and effectively the leader of the
plantation as a whole. He was secretly educated by the plantation’s old patriarch,
Mirus Veyton, who needed someone practical to help him run his business. Sas-
mede started out organizing the other skaa into work parties, then moved up to se-
cretly balancing the books; before anyone knew it, he and his coterie knew every
aspect of the plantation’s business, leaving Mirus’s flat-footed siblings powerless
to act without his help.
Like Tellsa, he’s been one of the few forces preventing the plantation from col-
lapsing like a house of cards. He somehow found the money to hire mercenaries to
protect the plantation’s shipments, and he’s been instrumental in ferreting out spies
in the ranks of the skaa. And on top of all this, he’s also the one who ensures ferti-
lization, tending, and harvesting happen on schedule. Without him, the plantation
would grind to a halt and the house’s enemies would move in for the kill.
In exchange for his timely assistance, he demands ever-increasing rights for
the skaa beneath him. Thanks to his efforts, the skaa now work in shifts instead
BRETTNADE
Brettnade is a Terrisman, the only one in Black Hill, who acted as a faithful
steward for Mirus before the old man passed away. He’s quite old himself, and se-
nility has begun to creep in around the edges. But he’s absolutely dedicated to the
preservation of the plantation, and could be the one person who can get Sasmede
and Tellsa to work together for the good of all.
It was his idea to bring Sasmede into the family business. He knew that
none of the Veytons could run the plantation successfully, and that the cunning
skaa was smarter than the lot of them put together. He also urged Mirus to will
leadership of the plantation to Tellsa, rather than one of the other Veyton family
members (who would have brought the whole thing down within the year). He
hoped that the two would form a coequal partnership to bring Black Hill back to
prosperity. Even more, he thought perhaps that they could serve as an example
of skaa-noble cooperation and perhaps help ease the burden of oppressed skaa
everywhere.
His hopes proved somewhat foolish. Tellsa and Sasmede don’t trust each
other and constantly jockey for control. If one of them stumbles, the other will
pounce without mercy — likely to the doom of all. Brettnade has done his best
to ease tension between them, and to point out common causes for them to tackle
RIA
Ria is one of Black Hill’s numerous dark secrets, a skaa Pewterarm who
Snapped at an early age and now secretly hones her power to a fine point. She ar-
rived from another plantation with her mother as a very young girl, on the run from
her noble father, who tried to have them both killed before the Obligators learned
of her existence. Sasmede took care of the foolish father — the noble vanished en
route to the plantation and bandits were blamed — then protected Ria from any
inquiries that might reveal her true nature. She works in the fields like her brethren,
and while a few comment on her hardiness, no one suspects its true nature.
Her mother has since died from a wasting sickness she contracted on the
road, and Ria now looks to Sasmede for guidance. He has given her metal to burn
and provided what instruction he can on its use. She’s grateful for the help and has
demonstrated her loyalty by quietly protecting the plantation’s shipments against
Black Hill Plantation
bandit attack. On the other hand, she also sees how ultimately self-serving Sas-
mede is, and her loyalty has its limits. If she ever feels that he is using her solely
for his own ends, she may flee the plantation, or even turn her power against him.
Ria uses the statistics for a Pewterarm (see page 540 of the Mistborn Adven-
ture Game).
POINTS OF INTRIGUE
Tensions run high in Black Hill, and not just because the skaa seem to have
the upper hand. The area contains a number of ongoing situations that could ex-
plode into violence at any time. It’s up to the Narrator (or the Heroes) to determine
which of these could set the powder keg off… and either restore the plantation’s
fortunes or bring it down once and for all.
THE BANDITS
The Coreese attacks on the plantation’s caravans mark the biggest external
threat against Black Hill. Every shipment to the distant canals now travels with
armed escorts — both Black Hill skaa and mercenaries — with Ria the Pewter-
arm moving in secret alongside them. Most of the time, they’re able to fend off
any trouble, but the Coreese are getting bolder and more brazen in their efforts to
drive their rivals to ruin. Tellsa has begun searching for allies to turn against the
Coreese, hoping to stop the attacks at their source. Until she does so, however, the
plantation is perhaps two to three serious attacks away from ruin.
THE MATRIARCH
Ironically, Tellsa and Sasmede possess the right tools to truly resurrect the
Black Hill. The matriarch has political contacts and diplomatic savvy enough to
THE MISTING
The skaa have another secret — one they haven’t revealed even to the nobles
sharing their estate. One of their own, Ria, is a Pewterarm, stronger and tougher
than her tiny frame lets on. Sasmede considers Ria his ace in the hole, a weapon
he intends to unleash upon his enemies. Unfortunately for him, Ria has her own
ideas and may demand some significant favors before she helps him. She almost
died the night her father came for her; now, she fears very little. If Black Hill ever
boils over, you can bet that she’ll find some way to turn it to her advantage.
THE OBLIGATOR
The city of Austrex contains one of the more unique — and dangerous —
skaa slums in the Empire. It runs parallel to a series of warehouses near the
city’s border, and once served as a huge canal route directly to the civic center.
The canal was drained when the Lord Ruler commanded that the canals be re-
built in a more secure location closer to the city center. Many barracks were
slated for demolition in order to bring the new canal through, so nobles turned
their skaa out of their housing to find their own shelter and food. However, the
nobles still needed the skaa to remain in Austrex and continue working in the
factories and mills. This led to an unorthodox arrangement and gave birth to
Two-Fist Slum.
The crux of the noble plan was a financial arrangement that let them provi-
sion a paltry share of their revenue from trade to go directly to feeding the skaa
workers. The skaa could be fed, then sent home…but the deal included no provi-
sion for housing the workers. With no prospects of shelter, the skaa took refuge in
familiar terrain: the old canal. A ramshackle series of shacks and buildings sprung
up, some on the canal’s bottom and others dug into the deep walls like caves. Only
the lowest of the low settled here, those tasked with menial labor in Austrex’s
noisy mills. Crime followed soon enough, and today, “Two-Fist” is a watchword
for getting killed needlessly because you wandered into the wrong place.
Two thieving crews hold dominance over the slum. They bribe officials to
look the other way, seizing whatever they can from Two-Fist’s despairing popula-
tion. Those under their protection enjoy lives of comparative comfort (for skaa
anyway). The rest exist in a state of perpetual terror, living at the mercy of either
of the two crews as well as the nobility who ostensibly hold sway over them all.
To make matters worse, the two
gangs are perpetually at each other’s
throats. The first group, the Mist Rid-
ers, enjoy a reputation as supernatural
killers, moving only at night and perpet-
uating rumors that they can command
the mistwraiths themselves. The second
crew, the Boxings, focuses on more
practical criminal enterprises: running
protection rackets and staging the oc-
casional quiet robbery at the behest of
noble houses who pay them to make
trouble with their rivals.
Both gangs hate each other’s guts,
and neither is willing to leave the slum
to their enemies. Clashes are infrequent
but brutal, leaving bodies strewn across
the canal floor and further feeding their
sinister reputation. The nobility gener-
ally leaves them be — perfectly content
to let the skaa kill each other off — but
the gangs’ battles have begun attracting
the wrong sort of attention. Every now
Two-Fist Slum
IMPORTANT FIGURES
The following represent the ma-
jor Villains and Extras in the Two-Fist
slum. Narrators should feel free to swap
any of them out with Villains and Ex-
tras of their own, or even Heroes if the
player is willing and the scenario fits his
or her character concept.
Two-Fist Slum
Wraithkiller first became active. The accounts, all based on different gossip, dif-
fer in regard to the scandal itself. Many suggest she was consorting with a skaa.
POWERS (ALLOMANCY)
All Metals 4 (including Pewter, which
boosts Physique and Health as shown in
brackets)
POWERS (SKAA)
Face in the Crowd (Stunt): If Baz’en
is unmasked, any roll for an attempt to
locate her in a crowd of skaa or follow
her within a skaa community fails un-
less the hunter spends a Nudge.
THE PURSE
The man known only as The Purse stands as the leader of the Boxings, and
Baz’en’s primary rival for control over Two-Fist Slum. He made his money as a
merchant, thought to be a noble before word of his skaa mother leaked out among
the houses of power. Fleeing for his life, he made his way to Austrex
with most of his fortune intact, coming to rebuild a criminal
empire beneath the noses of his so-called “betters.”
The Purse specializes in financial crimes —
racketeering, protection rackets, and blackmail
— with a few flat-out robberies just to keep
things interesting. Unlike Baz’en, he lacks any
Allomantic powers, and maintains only a few
Mistings on his payroll. (They attract at-
tention that he doesn’t like.) He counters
her prowess with sheer financial might:
bribed officials, well-paid spies, and an
army of thugs paid to stand their ground
Two-Fist Slum
Two-Fist Slum
IMPORTANT FIGURES
The following represent the major Villains and Extras at Kav’s barge. Narra-
Kav’s Barge
tors should feel free to swap any of them out with Villains and Extras of their own,
or even Heroes if the player is willing and the scenario fits his or her character
concept.
KAV
Kav is the barge’s skipper, an amicable, short fellow. Polite and well man-
nered, Kav knows when to keep his mouth shut and when to talk. His demeanor
has earned him the right to pilot his boat somewhat autonomously. Lord Venture
allows him to conduct business with other houses to attain goods like spices,
foodstuffs, and fibers. The exchange of weapons, contracts involving affairs of
state, and other more sensitive matters remain beyond Kav’s reach. Kav doesn’t
mind that some of the crew don’t like each other much, but won’t hesitate to pay
Lily a little extra to find out what his shipmates are up to.
EQUIPMENT
Quant Pole (Damage +1; Melee Range: Striking / Striking); Barge
EPSA
Epsa is the most literate crewmate and has been given permission to deal
with Obligators when necessary. A Tineye, this short, black-haired skaa also
excels at forgery. Though she could pull off more elaborate cons, the
documents she fakes help the crew become a little more profitable.
Of all the crew, Epsa is also the most valuable, for her new con-
tracts are the primary reason why Kav’s barge has been such
a lucrative endeavor. Naturally, Epsa is aware of her prow-
ess and the reason why everyone’s so nice to her. A bit of
a romantic, Epsa falls in love easily and dreams of one day
becoming a noble’s wife.
POWERS (ALLOMANCY)
Kav’s Barge
Tin 5 (enhances the five senses)
• Focused Sense (Sight): While burning Tin, Epsa adds one additional die with
rolls relying on sight.
EQUIPMENT
Sheathknives (Damage +1; Melee Range: Touch / Touch); Forged noble papers
WOLF
Wolf is the crew’s enforcer and is a brute of a man. Wolf takes his job extraor-
dinarily seriously and barely tolerates his other shipmates for fear he’ll reveal his
strong ties to the skaa rebellion. Only Kav knows Wolf’s true feelings, and helps
him divert his earnings to Yeden’s skaa rebellion. Kav is in charge of all commu-
nication with the rebellion, and has forbidden Wolf from contacting them. Wolf’s
not a subtle or cautious man, and could very well attract unwanted attention to the
barge if left to his own devices. However, even Kav’s prohibition won’t keep this
determined skaa from trying. Like Crow, he hates the nobility and sometimes has
a hard time tolerating them. While he’s protective of Lily, he wouldn’t hesitate to
get rid of her if the situation called for it.
POWERS (SKAA)
Skaa’s Toughness: Wolf’s Health is increased by 2, and he may recover
Health during a Short Breather without sitting the Breather out.
EQUIPMENT
Spear (Damage +2; Melee Range: Striking / Striking); Padded armor (Ab-
sorbs 1 damage from physical attacks)
LILY
Lily, the incurable gossip, is a teenage girl who remains below deck spying
on the nobility and listening in on their conversations. Her small frame and excel-
lent memory allows her to remember details and pick up on social cues that no one
else does. Lily then sells these tidbits at a discount to Kav who in turn shares them
at different opportunities. The runt on the ship, Lily is protected by the crew as
part of her payment and is rarely seen. Not much else is known about Lily, other
than the fact that she always disembarks at the same waystation once a week.
Lily uses the statistics for an informant (see page 534 of the Mistborn Adven-
ture Game).
CROW
Kav’s Barge
Crow, the lookout and sometimes pilot, is the quietest member of the group
and a recent transfer from a plantation. Long, thin, and heavily scarred, Crow
has taken Wolf’s lead and diverts a portion of his earnings to the skaa rebellion.
Though he does believe the Lord Ruler is a god, he feels that the Lord Ruler has
abandoned the skaa. He has not forgiven his previous master for murdering his
wife, and wants to take out his anger on any members of the nobility.
Crow uses the statistics for a canal skaa (see page 529 of the Mistborn Ad-
venture Game).
FELSI
Felsi rounds out the crew, acting as part-lookout, part-strategist who brings
with him a bevy of contacts from the underground. A former member of the Twin
Sun thieving crew, Felsi grew uncomfortable with his leader’s killing spree and
wound up turning him into the Ministry. As a reward, he was whipped and handed
over to House Venture. None of the other crewmates know that Felsi is now a
Ministry informant who may turn on them one day.
Felsi uses the statistics for a thief (see page 534 of the Mistborn Adventure
Game).
It’s often said that a mute skaa lives longer than one who’s not, simply be-
cause saying the wrong thing could get a skaa killed. But most skaa are not mute;
rather, they prefer to listen and observe, saving their words for private conversa-
tions among their fellow skaa. Skaa quickly come to understand the commerce of
secrets that touches every corner of the Final Empire. Since they’re so frequently
ignored, they’re also in the perfect position to learn things their masters would
rather have remain hidden from other nobles.
Though there is considerable danger involved, gossip and rumors are the
lifeblood of the skaa, particularly in the cities. Part entertainment, part news, the
exchange of rumors is a favorite pastime, and city skaa often trade juicy tidbits
whenever possible. Some, however, pay a severe price for their loose tongues; nei-
ther nobles nor the Steel Ministry take kindly to having secrets spilled, and has
no qualms about punishing skaa wholesale for indiscretion. When information can
determine if one skaa survives and another perishes, it’s assumed that most skaa will
turn on one another to protect themselves and their loved ones from such retribution.
The skaa know how narrow a tightrope they walk, and how risky any act of
rebellion truly is. Out of necessity, they’ve turned to secrets as methods of rebel-
lion beyond physical combat and thievery. Here are some of the ways the skaa
work to thwart the Lord Ruler and the nobility.
SKAA ALLOMANCERS
The possibility of skaa Allomancers is no secret within the Final Empire.
Indeed, the practice of killing skaa women after a nobleman sleeps with her, and
the very raison d’être for the Canton of Inquisition, is
to keep the power of the Misting or Mistborn out of
the hands of the skaa (see page 28). What most folk
don’t know is that, despite these draconian meas-
ures, skaa Allomancers actually exist.
Experts estimate about one in 10,000 half-skaa
children born become Mistings; if the ratio of 1 in
100 Allomancers being Mistborn holds true,
then half-skaa Mistborn are literally one in a
million, though very few skaa Mistborn beyond
Kelsier and Vin stand out in history. This incred-
ible rarity means very few people — even those
who work with skaa every day — ever come into contact with
a skaa Allomancer, and even when they do, the subtlety of most
Metallic Arts means they are rarely detected.
While the anonymity of skaa Allomancers often serves to protect them, it also
makes them the subjects of fear, prejudice, and exploitation. Most skaa commu-
nities have little to no understanding of Allomancy at all, so children exhibiting
Misting powers are seen as witches or mistwraiths by their superstitious neigh-
bors, to be driven out or killed. Though Mistings and Mistborn are incredibly
valuable to noble houses, a skaa Allomancer approaching a noble sire is tanta-
mount to suicide for the Allomancer and a death sentence for the sire. Even in the
skaa criminal underworld, where Mistings are treasured as pointmen, muscle, or
lookouts, they are ruthlessly used and sacrificed when doing so would save a crew
leader’s life or line his pockets. To be a skaa Allomancer is to know true loneli-
Secrets of the Skaa
ness, stuck with powers you barely understand and caught in a world where no
one seems to understand or care to help you, where you most likely end will either
be in a jail cell or at the end of a Hemalurgic spike.
For the fortunate few, however, there is hope. In recent centuries, as cities
have grown and the numbers of skaa Allomancers has grown, an informal frater-
nity of skaa Mistings has formed to help train and protect those who have recently
Snapped. Young Allomancers are paired with one or more experienced Mistings
(preferably with the same abilities) much like an apprenticeship. These mentors
teach their charges about the depth and limitations of their powers, where they
can get safe metals to burn, and how to avoid the ever-watchful eyes of the Steel
Ministry. The only thing the fraternity asks in return is that, when the day comes,
the apprentice mentor another young Allomancer in the way of the Metallic Arts,
so that their gifts may never be snuffed out. As a result of this pact, the quality of
Allomancy used by the skaa has improved by leaps and bounds, with many half-
skaa using their abilities as well as any formally-trained noble Misting.
KHALFI
A bastion of skaa control hidden from the forces of the Final Empire, Khalfi
is one place where skaa can live a peaceful life free from the yoke of the nobles.
(The city of Khalfi is described in brief on page 34, and the Citizens of Khalfi can
be chosen as a Network as described on page 93.) The town remains small, with
safe haven for their skaa lovers or children. Khalfi has little to bargain with, but
Fell could offer refuge. The nobles who brought these skaa to Khalfi have direct
orders to never return, but it’s only a matter of time before one will. Fell has re-
solved to show no mercy the second time around, but fears the nobles will arrive
with numerous troops or Allomancers as backup.
FELL’S STORY
Fell is the object of constant speculation by the citizens of Khalfi: the mas-
sive scars across his face and neck, his rumored Allomantic powers, and his curt
manner all contribute to his air of mystery. Contrary to popular belief, Fell wasn’t
among the original few settlers of the Hidden City. He was born to the noble
Arendre Urbain, master of a plantation in the Southern Dominance and part of
a bloodline strong with Allomantic potential. Arendre, through huge bribes and
clever manipulation, enacted the ruse that Fell — then called Emerset Urbain —
was a nephew who’d come to live at his plantation.
Arendre hoped Emerset would be an Allomancer, but when the boy Snapped,
his father felt only disappointment. The child was a Soother — the same as Aren-
dre’s older child Darleth. Arendre set Emerset to menial work. Emerset grew to
resent his father, and longed for a way out. When tasked with capturing some
unimportant, menial skaa who had escaped, he overheard his quarry talking about
BEASTS OF BURDEN
INTRODUCTION
Introduction
and attack them at their vulnerable points. This to-and-fro between the Crew and the
Narrow Men becomes a dangerous game of subtlety, manipulation, and leverage.
The Narrow Men’s top lieutenants are essentially their own Crew, just as clever and
uninhibited by the law as the players’ Crew is. The main difference between them
is approach: the Narrow Men engage in the lowest forms of criminal enterprise for
pure profit while the Crew has more complex motivations and morals.
The Crew’s counterattack can take many forms. Much like the Crew’s vul-
nerabilities stem from its members’ own motivations and weaknesses, the Nar-
row Men have the same problem. Not only are their lieutenants vulnerable, but
they have countless more business dealings to disrupt. The Narrow Men’s leader,
Vengen Straight, keeps her identity hidden. Pierz, the lead muscle of the Narrow
Men, is an inconsiderate lout whose pride can undo him.
The Howler is a Soother who keeps the drug mules in
check. He fancies himself a skilled romantic and is any-
thing but. Jean operates an extensive series of money
laundering fronts that keeps the Narrow Men rich and
eliminates the evidence of their criminal spoils,
and is also in charge of producing the drug “black
tack.” Slade has a respectable façade that keeps
the Narrow Men well informed and the Obliga-
tors busy, but he has a secret that even he is una-
ware of. Finally, the Narrow Men’s base of opera-
tions is run by the enigmatic Mila Straight and
functions as neutral ground for all the various
powerbrokers of the city’s underworld.
Once the Crew’s counterattack dam-
ages the Narrow Men’s enterprises, they can
move to shut down the drug muling operation
once and for all. This inevitably brings them
into direct conflict with Vengen Straight.
Calculating and clever, she rose to
power without a drop of Al-
lomantic ability, and she
doesn’t surrender eas-
ily. She’s too smart to
engage in a conflict she
has no hope of winning,
but also too stubborn to
let the Crew’s transgressions against the Narrow
Men go unanswered. The final confrontation can
come in many forms, but make no mistake:
the city isn’t big enough for both the
Crew and the Narrow Men!
The adventure takes place in Luthadel, though it could take place in any large
city in the Final Empire with minor tweaking. The Crew is contacted by Tevigger,
an informant with deep connections. A mysterious illness has befallen a pillar of
the thieving community: the friendly drunkard and lookout, Smelter. Practically
everyone in the Crew knows, or knows of, Smelter, and would be sad to see him
die of illness. His undiagnosed condition causes concern in many circles: some
are worried of plague, while others fear spoiled alcohol or a concerted attack
against the underworld community.
Early in the day, Tevigger knocks at the door of the Crew’s hideout. If the
Crew’s had previous dealings with Tevigger (such as in the “Justice, Like Ash”
adventure from Terris: Wrought of Copper) Tevigger greets them and commends
them for work well done during their previous enterprises. If the Crew has never
met Tevigger before, read the following:
As you prepare to leave to start your day, a tall skaa wearing a stovepipe hat
and a rumpled suit introduces himself. “Pleased to see you, friends. Name’s Tevig-
ger, and if you’ll just share a drink with me, we can discuss a mutually beneficial
business arrangement.”
Tevigger produces a fine vintage of wine and pours a glass for any of the
Crew who accepts the offer. He seats himself without any hesitation, crossing his
lanky legs with grace and poise. Read the following to the players:
“I respect a Crew that I have difficulty finding. It means they value privacy
and discretion. Privacy, discretion, and good pay are the foundation upon which
my business is built. These very same traits are what my employers look for when
hiring freelancers — and my employers would very much like to be your employ-
ers for a time.
“My proposal, you might be glad to know, intersects the needs of my em-
ployers with your personal interests quite nicely. A humanitarian crisis brews, my
friends! The skaa, already under the yoke of the Final Empire, are being stricken
by sources unknown. No doubt you know Smelter, the underworld’s favorite
lookout and most-accomplished reveler. Well, our dear friend Smelter is very sick,
and the reasons for this are of grave concern to my employers. Smelter’s illness
is tied to something bigger, and something they would very much like to see
ended. We wouldn’t want the herd to fall prey to the very same problem facing
Smelter now, would we?
“Your task is simple. Find out what’s wrong with Smelter and then put a stop
to whatever, or whoever, is causing the problem. Helping Smelter isn’t enough;
we want whoever created this mess put out to pasture, permanently. Now, now,
Introduction
this problem. Your Crew has a reputation for handling things, so I leave the how
to your discretion. We have a results-oriented employer, you know! They would
handle it themselves, but they don’t want to be tied to anything that goes on.
Hence, the need for a reliable cadre of loyal freelancers to aid on this generous
mission of humanitarian aid.”
Tevigger reaches into his jacket and produces a small pouch that he tosses
to the nearest Crewmember. Inside is a silvery sphere of metal and a small menu
from a local taproom with a few notes scrawled on it.
“Our employers understand this may become complicated. They offer you
this donation as a down payment toward their civic-minded goal. A bead of
atium certainly goes a long way toward helping the downtrodden, eh? Take this
job, and it’s yours to do with as you like; finish the job, and there are more waiting
for you. Take a close look at the menu as well; it has a few tips to get you started.”
Tevigger finishes his pitch and arches his eyebrow expectantly, awaiting any
questions the Crew may have.
“OUR FRIENDS”
Tevigger stays tight-lipped about the Crew’s new employer. The identity of
the employer depends on the Crew’s cause, method, target, or composition, and
Tevigger doesn’t reveal this information until the end of the adventure. The
Narrator can come up with an ideal employer for the Crew. Here are a few sug-
gestions based on common Crew attributes or connections:
...If the Crew has aided the Steel Ministry in the past:
The Canton of Resource has become aware, through the reports of a number
of its sources, that a local criminal organization has the gall to blackmail a number
of low- to mid-ranking Obligators. The canton was concerned about what secrets
might be leveraged against it and, fearing a loss of prestige to other rival cantons
been blackmailed. The Canton of Resource thus learned the Narrow Men were
responsible. By using Anton’s relationship with Slade to gain information on the
gang, they discovered the Narrow Men’s weaknesses and have decided to attack
the gang using a third party — the Crew — so that any failure doesn’t point back
to the canton. Anton was instructed to find a proper Crew, and he chose Tevigger
to deliver his message. If the plan fails or leads to the revelation of the Ministry’s
secrets, Anton will take the blame as penance for his indiscretions; should it suc-
ceed, however, Anton stands to clear his name and reputation within the Ministry.
Note: Though the Canton of Resource is used here, Anton could work for any
canton the Crew previously had dealings with. Likewise, Anton could be replaced
with another Obligator, such as Obligator Kensen from “Justice, Like Ash,” found
in Terris: Wrought of Copper.
...If the Crew is mostly skaa and has strong ties to local skaa merchants:
The Jewelers Guild ostensibly makes fine baubles suited for the grandest
noble all the way down to the lowliest skaa, but a part of their business has be-
gun to suffer greatly. The Narrow Men sell stolen jewelry at a sizable discount,
most of it scammed off of the shopkeepers they harass. A consortium of jewelers
pooled their resources to hire the Crew to disrupt their unscrupulous competitor.
The spokesperson for the organization is Rin, a local jeweler who has a personal
grudge against the Narrow Men and is willing to go all-out to see them fall (see
page 188 for more information on Rin).
THE NOTE
As is his common method of delivering a job, Tevigger leaves behind a small
leather pouch containing vital clues to get the Crew started on the job. In the
pouch next to the bead of atium is a tightly wound piece of parchment. If the play-
ers read it, they find a set of notes scrawled in shorthand:
What we know:
Introduction
The Heroes know a few pieces of information beyond what was enclosed in
the note and their conversation with Tevigger:
• The Narrows is “neutral ground” for the various thieving crews and well-to-
do skaa of Luthadel. The Narrows often provides a safety guarantee when
parties in disagreement meet at the location.
• Smelter is a confirmed and unrepentant alcoholic, but also a steady hand at
blending in and listening for good gossip. He’s affable and too small a player
to know anything important enough to be the subject of such a big job.
• Welder’s Apothecary has the expertise and personal knowledge to assist you
with any health problems.
SCENE OVERVIEW
Having accepted a contract from Tevigger, the Crew must locate and inves-
tigate Smelter, the stricken skaa. Tevigger and their employer provided a few
pertinent leads:
Crew be too tentative or miss some obvious points, you can always have someone
approach them with information once word of their inquiries spreads through the
skaa slums.
By the end of the chapter, the Heroes should have…
You should emphasize the mix of fear and hope among the poorest of the
city. Some skaa are missing, some suddenly reappeared with a dash of wealth, and
everyone is on edge because no one’s talking. Rumors swirl about a champion of
the downtrodden while others insist that there’s a new monster in the mist, steal-
ing people away. If the Crew engages in any obviously suspicious behavior within
a block or two of The Narrows, a group of toughs (see the Narrow Men Toughs
entry on page 171) shows up to disperse them. If the Crew refuses to leave, the
bodyguards fight them.
Once the Crew has uncovered these important facts and made a few public
inquiries into them, increase their sense of paranoia by noting some locals are giv-
ing them hard stares. None of these parties will fight or offer anything particular
useful if confronted, but try to give the impression that their investigations are
drawing notice. Suggest that the Crew may want to retire for evening, and move
on to the next scene.
worked with Pierz as a street enforcer. He has quite the criminal past and the
entanglements that go along with it.
• The Narrows is owned by the Narrow Men and operates as a front for
their base of operations (Minor Secret): Pierz’s affiliation with the Narrow
Men, Griller’s past, and a host of other elements could clue the Crew in to the
fact that The Narrows is strongly tied to a local criminal enterprise.
PRIMARY EVENTS
INVESTIGATING THE SICK SKAA
No one in the city has reason to care about one particular skaa suffering
through an unknown illness. Even so, people are taking note of the rising fortunes
of the slums as well as he disappearances of the poorest skaa. Many are pleased to
see the street less congested with impoverished skaa, while others are contemptu-
ous of many of the poor’s gaudy displays of wealth amidst the relative squalor of
their existence. Tevigger’s note lays out the best leads the Heroes have to uncover
this mystery. The locations can be encountered in any order, but The Narrows is
the most obvious starting place and it’s unlikely that the Heroes would end up
in the Narrows Apartments before any other investigation occurs. Don’t forget,
you can draw on some of the vignettes from “Setting the Scene” on page 152 as
the Crew travels between locations to hint at the larger forces at play and to fore-
shadow the power and reach of the Narrow Men.
Q: Who’s Pierz?
A: “Some big shot with a gang of thugs. He does some minor protection stuff
and provides security for The Narrows.”
Q: Who’s Mila?
A: “Mila runs this place. She owns it with some partners of hers. She calls
the shots when she cares to, but she spends half her time moping around her ash
heap of a private office. You’ll recognize her from the scarves she wears and the
sour look on her face.”
If the Crew tries to knock on the door marked PRIVATE, there’s no answer.
It’s locked and the staff informs them the office is off limits. If the Crew lingers
around the door, or tries to enter by force, at least one Hazekiller (see page 536 of
the Mistborn Adventure Game) accompanied by one Narrow Men tough (see page
171) per member of the Crew make it clear that they’ll violently stop them from
entering. The appearance of a Hazekiller in such an establishment should be a
clue there’s a lot more money behind the Narrows than it would appear. If a brawl
ensues, the goons shy away from using lethal weapons or deadly force; they don’t
want to kill anyone at the establishment, lest it draw unwanted attention.
Q: Who is Pierz?
A: “How’d you hear about Pierz? He’s got a few rackets he runs, including
security and protection for this place. He’s mean and so are his men. I wouldn’t
ask around too much about him unless you want to run into him or his boys’ fists.”
Griller excuses himself if the Crew becomes repetitive with their questioning
or if an excessive length of time passes. He is, after all, working at the moment.
Before he leaves he says, “Talk to Doc Welder. Maybe he can help out. I think we
all want to make sure Smelter recovers and keep him from getting sick again.”
THE CAST
GRILLER
A beefy, wide man, Griller has an easy manner and surprising charm, con-
sidering his slovenly clothes accessorized with a greasy apron and bowler cap.
He laughs often and, even alongside the Crew’s most imposing members, doesn’t
Griller simply wants to cook and run a taphouse. The Narrow Men’s crimi-
nal enterprises are making that increasingly risky. Griller started out as Pierz’s
second-in-command, but eventually pulled out of active strong arming in favor
of looking after headquarters. Griller’s attitude has softened with time, and no
longer has much in common with Pierz or the other members of the Narrow
Men. Though he’s still a member of the group, he keeps his involvement to a
minimum. He’s a Pewterarm, though that fact is mostly forgotten by and now
entirely unadvertised to the locals. Griller lives above The Narrows. He knows
the look of a seasoned Crew when he sees one — he only has to decide whether
or not they can help him. Griller believes that if he can displace Mila as the
owner of The Narrows, he can remain profitable without the danger and disrup-
tion of old criminal ties.
POWERS (ALLOMANCY)
Pewter 5 (boosts Physique and Health,
as shown in brackets)
• Unconscious Burning: The character auto-
matically burns Pewter when unconscious,
though only if also injured (i.e., he doesn’t
automatically burn Pewter when sleeping).
Each Pewter charge burned in this fashion
lasts for three hours, and the only ben-
efits it conveys are increased Health, ac-
celerated healing, and avoiding Pewter
drag. It has no effect on Physique rolls or
dice pools. This special Pewter burn stops
immediately when he regains consciousness.
“Smelter is likely staying with Griller above The Narrows. Griller was wor-
ried that someone might be out to get him or Smelter, but I don’t think your group
is out to hurt those folks.
“Come to think of it, I’ve had quite a few cases of people coming in with
jaundice lately. Very strange.”
LOVE POTION
Neither Doc nor Ellie are prudes or disinterested in romance — in fact,
they’re both seeing a special someone, but just happen to think the Howler is a
creep. If any of the Crew seems like a good match for one of the Welders, Doc or
Ellie might make their interest known to that Hero or pass word along through
a different member of the Crew. If this is a plotline the player wants to pursue,
it also gives the Narrow Men leverage over the Crew later in the adventure, so
don’t be afraid to explore this option.
Q: Why didn’t you tell anyone what was wrong with you?
A: “Me getting sick, hiding from them — it’s a death sentence. I didn’t want
to put that on Griller, too. He’s been good to me. Even if you fix me up, fact is I’m
still a loose end. Nothing can change that now.”
“I was hoping I could keep it together until they told me where I needed
to go and I could make things right, but I kept getting sicker. If we pull out the
tack, then I’ve failed to deliver them to the right place. They’ll track me down.
Even I take them their drugs back, they’ll most likely kill me. You all are my
only hope.”
AWARDING ADVANCEMENTS
This scene is full of investigations and setting development. Advancements
should come from discovering information and driving the plot forward.
SCENE OVERVIEW
Armed with the knowledge that Smelter’s illness was caused by his drug muling,
the Crew now knows to focus their efforts on a criminal conspiracy. They may even
have an idea about who’s responsible (“the Narrow Men mentioned by Smelter).
In this scene, the Narrow Men remove all doubt as to their existence and cul-
pability in Smelter’s state, moving to take him outand strike directly at the Crew
where they’re most vulnerable. Consequently, this scene is structure as a list of
suggested actions the Narrow Men can take to blackmail, intimidate, and thwart
the Crew. How it playd out will largely depend on the composition of the Crew,
their affiliations, and background of individual Heroes.
The scene is intended to put the Heroes on their back foot, and may even
be frustrating for the players as they suffer a rival crew’s wrath. However, each
action the Narrow Men take against the Crew also allows for an opportunity to
contain the damage and learn about their mysterious foes. Choose actions that will
strike at each Hero’s vulnerability, while leaving plenty of clues for how to fight
back amidst the chaos that follows.
THE LIEUTENANTS
The five Narrow Men lieutenants
who do Vengen’s bidding each have
their own specialties. However, their
foibles and weaknesses can prove
useful to Heroes who find out how
to exploit them. The lieutenants
are Pierz, Slade, the Howler,
Jean, and Mila Straight —
Vengen’s sister.
SLADE
Slade’s criminal ties are known only within the upper echelons of Luthadel’s
underworld. Ostensibly an accountant with a number of crooked clients, Slade
is the mortar that holds the Narrow Men together and allows them to tower over
their rivals. Slade reviews all criminal activity within the Narrow Men and looks
over every scrap of paper they come across. He’s professional to the point of ab-
surdity, keeping his cool even in the most despicable circumstances.
Slade is taller than average, with gangly limbs that makes him look cramped
at his desk and awkward walking the streets. Slade’s punctuality and dapper dress
is a bit of a joke, and many chuckle about his copper-plated pocket watch, but few
he himself does not know the truth. Slade is actually is part Terris, born to a rare
union of a Terriswoman and an obligator who served at the breeding compounds
in Tathingdwen. Slade’s incredible memory is not simply the result of a keen
intellect; in truth, he is a Copper Ferring, capable of using storing and drawing
forth memories in copper objects (specifically, his pocketwatch given to him by
his mother before her death). Thanks to the Lord Ruler’s prohibition on Terris and
non-Terris relationships, Ferrings like Slade are completely unknown in the Final
Empire (and won’t be common the Alloy of Law novels and game supplement),
and the use of his powers are completely subconscious.
Should the Heroes steal any of Slade’s incidental metalminds, he will quickly
find himself befuddled and unable to rely on the knowledge he
relies on so heavily. In the very unlikely circumstance the
Heroes discover the truth of Slade’s “skills,” they could
even rat him out to the Steel Ministry, which would make
him an immediate high priority target for the Steel In-
quisitors. Such a bold move would force the fixer to flee
or risk immediate capture, removing a valuable cog in
the Narrow Men’s criminal machine.
POWERS (FERUCHEMY)
Slade Copper 5 (stores memories; note he is unaware
of his abilities)
EQUIPMENT
Dueling cane (Damage +2; Melee Range: Touch / Striking; contains no
metal); Copper-plated pocket watch; Copper ring; Notebook and pen
THE HOWLER
In an organization that largely eschews Allomancy, the Howler is an excep-
tion. An expert Soother, the Howler personally ensures the Narrow Men’s smug-
gling operations run smoothly by sedating unruly abductees and persuading reluc-
tant mules. The Howler is responsible for doling out shipments and has contacts
all across the Final Empire to obtain and sell illicit drugs.
POWERS (ALLOMANCY)
Brass 7 (Soothes the emotions of others)
• Push Emotions: The Howler subtly Soothes
nearly everyone around when burning Brass.
At these times he gains one die with Charm
rolls. This bonus isn’t gained with any roll that
also gains dice due to Soothed emotions (i.e.,
the Howler may not stack this benefit with the
basic use of Brass).
• Enduring Emotions: Emotions the Howler
Soothes linger for up to an hour after he stops
focusing on the victim.
EQUIPMENT
Dueling Cane (Damage +2; Melee Range: Touch /
The Howler
Striking; contains no metal); 3 Misting vials (3 charges of
Brass each); Bowler hat
JEAN
Jean is a master of the mundane; she legitimately knows baking, butchery,
cobbling, and a host of other practical skills. She dresses well for her supposed
station and keeps her greying brown hair in a bun. She’s a corpulent woman, a
harsh taskmaster, and overly proud of the fronts she runs for the Narrow Men.
Jean takes great pains to make sure they can withstand scrutiny by experts in the
field and works even harder to cook the books with devious aplomb that can with-
stand scrutiny from the best of the Lord Ruler’s bean counters.
MILA STRAIGHT
The Narrows tavern began as one of Jean’s simple
money laundering operations until Vengen Straight
introduced a new lieutenant to the Narrow Men’s fold
— her twin sister, Mila. Under Mila’s leadership, The
Narrows became a clearinghouse for all sorts of un-
derworld activity. Part sanctuary, part inn, the Narrow
Men use their considerable sway to keep one build-
ing and the block surrounding it neutral ground for
the tumultuous underworld elements of the city. Be-
tween Pierz’s protection crew and a rotating host of
Mistings for hire, The Narrows is a dangerous place
to cause trouble in the city — and Mila works hard to
make sure it stays that way.
Mila
Straight
for your Crew, then play out the Narrow Men Action. The Crew Opportunities
section shows how the Crew might be able to mitigate the harm they face or gain
an advantage against the Narrow Men later on through that scenario. You can cre-
ate your own primary events if these don’t fit your group well, but remember to
include potential opportunities for the Crew in whatever scenario you create so
the events don’t dead-end for the players.
POWERS (ALLOMANCY)
Steel 5 (Pushes metal objects)
• Multiple Targets: The character has finer control of his or her Steelpush-
ing, and may simultaneously Push up to 5 individual metal objects, or at-
tack up to 5 different targets. When attacking multiple targets, the character
makes a single Steel roll which each target must defend against individu-
ally. Nudges are ignored (they may not be gained) when using Steel to at-
tack multiple targets.
EQUIPMENT
Sack of copper clips (Damage +1; Thrown Range: Striking / Medium); Mist-
ing vial (3 charges of Steel)
ful Wits 5 roll. Any captured minions can be pumped for information about their
bosses (see page 179).
Assuming the burglar gets away with the treasured item, the Toughs will im-
mediately break off their invasion and flee back to The Narrows with their prize.
Shortly after the “attack,” the Hero in question will discover her prized possession
missing, with a note indicating it will be destroyed or sold unless she “does what’s
good for her.” There is no indication of who has the item, or why.
POWERS (ALLOMANCY)
Steel 5 (Pushes metal objects)
• Multiple Targets: The character has finer control of his or her Steelpushing,
and may simultaneously Push up to 5 individual metal objects, or attack up
to 5 different targets. When attacking multiple targets, the character makes a
single Steel roll which each target must defend against individually. Nudges are
ignored (they may not be gained) when using Steel to attack multiple targets.
EQUIPMENT
Sack of copper clips (Damage +1; Thrown Range: Striking / Medium); Mist-
ing vial (3 charges of Steel)
send a message. The rest of the Crew discovers the absent player’s Hero uncon-
scious and unable to assist in the adventure. If you use this option, the Hero in
question returns without penalty when the player resumes playing his character
(the Hero’s incapacitation only serving the plot, not as a penalty for the player).
Crew Opportunities: If you’d like some action, some or all of the Crew could
arrive toward the end of the Narrow Men’s attack on the Hero in question. Use a
single Pewterarm and one Narrow Men Tough(see page 171) per Hero present.
Pierz laughs and leaves his men to clean up the mess. Any Narrow Men defeated
can be questioned as well (see page 179).
POWERS (ALLOMANCY)
Pewter 5 (boosts Physique and Health, as shown in brackets)
• Unconscious Burning: The character automatically burns Pewter when un-
conscious, though only if also injured (i.e. he or she doesn’t automatically
burn Pewter when sleeping). Each Pewter charge burned in this fashion lasts
for three hours, and the only benefits it conveys are increased Health, accel-
erated healing, and avoiding Pewter drag. It has no effect on Physique rolls
or dice pools. This special Pewter burn stops immediately when he or she
regains consciousness.
EQUIPMENT
Dueling cane (Damage +2; Melee Range: Touch / Striking; contains no
metal); Misting vial (3 charges of Pewter)
General information:
• The Narrow Men were responsible for the actions against the Crew.
• The name and physical description of the lieutenant who was in charge of
the operation.
• The Narrow Men use The Narrows as their headquarters.
• The Crew “did something” yesterday to draw attention to themselves.
Much of the adventure assumes that the Narrow Men’s lieutenants will be
the major antagonists going forward. If the Crew is luckier or smarter than antici-
pated and defeats a lieutenant during this scene, you have two options:
First, you can allow them to capture, interrogate, and/or use the lieutenant
as leverage against the Narrow Men going forward. While this gives the Crew a
valuable edge (and may undo certain parts of Vengen’s empire), this does NOT
uncover the secrets that were meant to be uncovered in the next scene (the
lieutenants are very loyal and tight-lipped).
Second, the Narrow Men could send reinforcements to free or recover the
lieutenant. The Narrow Men are much more likely to use force in this scenario,
and will even sacrifice their lesser members to ensure the lieutenant’s escape.
Even if the lieutenant escapes, be sure to give that Villain a Burden as a result of
having lost to the Heroes.
AWARDING ADVANCEMENTS
This scene is full of actions against the Crew. Advancements should come
from withstanding or thwarting the Narrow Men’s assault and gleaning informa-
tion about their adversaries.
• For each action by the Narrow Men that was thwarted: 1 Advancement
• If any Narrow Men gang members were interrogated: 1 Advancement
• Discovering key personal information about a Narrow Men lieutenant:
1 Advancement
• If any Narrow Men lieutenant was captured, killed, or otherwise elimi-
nated from the Adventure: 1 Advancement.
SCENE OVERVIEW
Having uncovered a drug smuggling ring using hu-
man mules, the Crew was assaulted at their most vulner-
able points by the gang responsible for the op-
eration, the Narrow Men. After weathering
the Narrow Men’s assault, the Crew now
has the daunting task of undoing that dam-
age and striking back against the Narrow
Men. Part of this scene depends heavily
on the results of the last scene and suggests
what the Crew can do in light of the Narrow
Men’s actions. The rest of the scene details in-
formation, actions, and ideas for the Crew to turn
the tables on the Narrow Men’s lieutenants.
• Overcome some of the fallout resulting from the Narrow Men’s offensive.
• Undermined at least two, if not more, of the Narrow Men’s operations (see
page 186).
• Learned of the existence (and ideally, the name) of the Narrow Men’s leader,
Vengen Straight.
• Pierz is skimming off the top (minor Secret): Pierz routinely takes extra
money, goods, and other items from the shops he “protects,” but he doesn’t
report these to Vengen or his comrades. If his peers or bosses discovered
he was effectively cheating them out of a share of that money, he could be
kicked out of the Narrow Men or killed.
• Slade is a Feruchemist (major Secret): Slade’s apparent eidetic memory
is a direct result of him subconsciously using copperminds to store vast
amounts of blackmail information.
• Jean is nearly broke thanks to her lavish spending habits (minor Secret):
Despite being the financier of the Narrow Men, Jean has shown remarkable
inattentiveness to her own finances. On the verge of being unable to pay her
share to Vengen and desperate enough to begin thinking about loans or steal-
ing from her fronts, she and her operation are now vulnerable.
• Mila Straight and Vengen Straight are identical twins (major Secret):
Mila Straight’s life and career were ruined when a rival gangster mistook her
for the Narrow Men’s shadowy leader. When it became obvious Mila wasn’t
RECOVERY
In this situation, the Hero tries to find or retrieve something taken by the Nar-
row Men, making it ideal if a loved one was kidnapped or an item was stolen in
the previous scene.
Regardless of what was taken from the Hero, the Narrow Men have hid-
den it at The Narrows under lock and key. Stolen goods are likely held in Mila
Straight’s personal offices while hostages would be stowed in a windowless
apartment upstairs.
Casing the joint reveals The Narrows’ typical complement of Narrow Men
guards and Allomancer mercenaries: two Hazekillers, a Coinshot, and four Nar-
row Men Toughs, who make regular rounds of the area surrounding the tavern.
POWERS (ALLOMANCY)
Steel 5 (Pushes metal objects)
• Multiple Targets: The character has finer control of his or her Steelpushing,
and may simultaneously Push up to 5 individual metal objects, or attack up
to 5 different targets. When attacking multiple targets, the character makes a
single Steel roll which each target must defend against individually. Nudges are
ignored (they may not be gained) when using Steel to attack multiple targets.
EQUIPMENT
Sack of copper clips (Damage +1; Thrown Range: Striking / Medium); Mist-
ing vial (3 charges of Steel)
RUMOR CONTROL
In this scenario, the Heroes must face down rumors — true or not — about
PRIMARY EVENTS
In addition to reacting to the Narrow Men’s attacks, the Crew still has a job
to do. The Crew was hired to stop whatever made Smelter sick, and the culprit is
now obvious: the Narrow Men’s drug muling operation. The following informa-
tion outlines each lieutenant’s personality, criminal enterprise, and a weakness the
Crew can exploit.
The lieutenants of the Narrow Men are notorious in the criminal underworld.
Discovering who they are isn’t difficult, but uncovering the details of their opera-
tion should require some effort. Consider how any reasonable or clever approach
the Heroes take might uncover vulnerabilities within the Narrow Men. Also, keep
in mind any advantages the Crew may have gained through their actions in the
last scene.
Action against the Narrow Men can take many forms. The Crew might focus
on investigating a lieutenant’s biographical information, habits, or social acquaint-
ances to undermine each member of the Narrow Men’s leadership group. Or they
might investigate the Narrow Men’s criminal enterprises and attack their criminal
machinations directly. These sorts of confrontations will likely bring them with
only one lieutenant at a time, as each has their own operation to manage.
A CREW OF OSTRICHES
If the Crew has been frightened or intimidated to the point that they fear
pursuing the Narrow Men, gently guide them back around to the inevitability
of confrontation. The Narrow Men may not want to murder the Crew, but they’ll
keep harassing them until the Crew leaves the city. If the players remain squeam-
ish, try having the Crew stumble upon an easily disrupted attack on them to
emphasize the point that the Narrow Men won’t ever stop coming after them, or
find a valuable clue that reveals a potential chink in the gang’s armor.
anyone else if they fail to pay. The Crew could damage and destroy those under
the Narrow Men’s “protection” either to draw out Pierz or to purely undermine his
business. Of course, this could have fallout as (relatively) innocent shopkeepers
suffer due to the Crew’s actions.
Liability: Pierz has been taking advantage of discounts and “loans” from a
number of businesses without properly reporting that money to Vengen. If he was
discovered, she would likely see that as stealing out of her own pocket and decide
to fine, hurt, or even kill Pierz.
Locations: Pierz doesn’t keep one base of operations. He usually gathers up
his toughs near The Narrows, then goes from business to business to shake down
the owners. Any encounters are likely to go down while Pierz is in the midst of
shaking down a shopkeeper (perhaps Rin the jeweler, below), out in the street, or
in the confines of a back alley.
Potential Ally: As part of a protection deal, Rin the jeweler has offered to
“sell” Pierz a beautiful ring for an exceptionally low price. When Pierz decided
not to pay for it, Rin began looking for a way to recover his loss from — and get
a bit of revenge on — the bellicose brute. Rin has a list of the Narrow Men’s
“clients,” knows the routes the protection teams take, and will offer the Crew
information in exchange for a chance to get back at Pierz.
Nudging the Crew: If the Crew encounter Pierz, but do not put together
the idea that discrediting him will undermine his racket, plant a seed using a
little indiscretion on the part of Pierz and his cronies. Perhaps the Heroes might
overhear them discussing “saving a little more myself” and “what she doesn’t
know won’t hurt her” within earshot, or witness them pocketing a few boxings
from each pickup before depositing the rest in their delivery bag. If all else fails,
a Wits or Spirit 3 roll could give them the intuition or lucky break to see the
theft in action.
Should the Crew’s actions lead to Slade’s arrest, they can also follow up with
Anton. Anton reveals during the conversation that under torture and Allomantic
persuasion, Slade had no knowledge of the information used to blackmail his
targets. Anton adds that the only thing he’s seen like it are certain Terris — Terris
who quickly disappear into the clutches of the Steel Inquisitors — and that after
his interrogation, Slade agreed to provide information to the Steel Ministry in
exchange for escaping further prosecution. Anton claims that he secured this deal
in exchange for Slade keeping his indiscretions secret.
In truth, Anton paid his penance for his indiscretions to the Steel Ministry
long ago, and he and the other obligators have been working Slade as an informa-
tion source all along. Though Slade hasn’t turned in any information about the
Narrow Men themselves, he has revealed the illegal activities of some of their
JEAN’S OPERATION
Jean’s role in the Narrow Men may seem small to outsiders, but her ability to
give criminal enterprise the veneer of respectability is key to the Narrow Men’s
enduring success. Taking down one of the many legitimate front businesses she
runs, or the black tack cooking operation she runs out of the bakery, would seri-
ously harm that success.
Liability: Jean’s penchant for partying is partially her way of trying to
stand equally with a group of hardened thugs; however, it is an expensive habit
that keeps both her and her businesses on a perpetual financial cliff. If the Crew
disrupted her cash flow, or dramatically increased her personal expenses, Jean
would find herself with a severe debt problem and becoming a liability to the
Narrow Men. Losing their fronts would also undermine the Narrow Men’s abil-
ity to keep their operations a secret — particularly the bakery, where Jean cooks
the black tack.
Location: Most of Jean’s days are occupied with travels from shop to shop,
where she appears to perform relatively mundane tasks and work with the staff.
Though she’s ostensibly there to manage the day to day business of each front,
she’s really there to keep an eye on the employees and make sure they don’t dis-
cover the criminal enterprise in which they’re unwittingly engaged.
In the evenings when she’s not cooking black tack, Jean throws one to three
parties in a typical week, usually in the homes of well-off skaa or poor nobles,
who she’s paid off. When she’s particularly strapped for cash, she uses the back
rooms of the Narrow Men’s front businesses — a fact Vengen would be none too
happy to discover.
Potential Ally: A number of store managers have recently become aware
their businesses are possibly affiliated with organized crime. One of these is Fil
the Butcher, who has built a loyal client base over the course of years, only to
have that upended when Narrow Men thugs beat a shopper near to death right
in front of the store. Fil is more interested in selling meat than being a tool of
the Narrow Men, and he and those like him would prefer break away from the
Narrow Men if they can do so safely. This is where the Crew comes in; if they
can offer Fil (or other managers) a way of getting rid of Jean without exposing
him to her wrath, he’ll gladly help. Fil offers anything he knows to this end,
MILA’S OPERATION
Mila Straight controls every aspect of The Narrows — She manages the staff,
the menu, the liquor, the guards, and the meetings between various criminal par-
ties. That control, and the establishment’s rise to prominence, has earned Mila
great respect and sway in the gang that extends wall beyond her blood relationship
to Vengen.
Despite her success, Mila is not satisfied with her position as a subordinate.
Of all the Narrow Men’s lieutenants, Mila is the only one that would dare en-
tertain turning against Vengen. Mila desperately wants to take the Narrow Men
from her sister, just the way Vengen took Mila’s career and life from her during
the assassination attempt that left her scarred and unable to perform, so many
years ago.
Liability: The Narrows business is not without risk. Since Mila personally
guarantees other criminals the The Narrows is neutral ground, a sit down that
ends in violence would cause the Narrow Men to lose credibility (if not making
them new enemies). The Crew could easily sabotage a meeting at the Narrows by
spreading rumors of two parties planning a meeting there, or by simply kicking
in the door and attacking whoever’s there. Damaging the Narrows’ profitable bro-
kerage business will put the tavern on the ropes, and what’s bad for The Narrows
is bad for Mila.
Another liability the Heroes can exploit is Mila’s ambition. She harbors a
deep-seated resentment towards her sister (which might even be the reason they
got into the adventure in the first place — see page 147), and stirring up trouble
between the Straights can drive the wedge even deeper into their relationship. If
the Crew are aware of any of Vengen’s vulnerabilities, passing these on to Mila
may spur her to act.
of her existence.
Location: Mila almost never leaves The Narrows. She sends gofers to fetch
anything she needs, and favors running “the family business” to having any
social life.
Potential Ally: The Narrows’ chef, Griller, used to be in charge of the entire
bar before Vengen moved in. Griller lives in a small apartment near The Nar-
rows, and is secretly hiding Smelter there (see page 161). With a bit of coaxing,
he admits he would love to resume ownership and control of the establishment
and make it respectable. Even though Griller is a Pewterarm, he doesn’t want to
resort to violence to oust Mila Straight, and he asks the same of the Crew. His
insider knowledge could offer key intelligence for disrupting the safe haven’s
operation.
Nudging the Crew: Should Mila be the person to hired the Crew (see page
147), she might come clean to them in The Narrows where she’s protected by
bodyguards and the discretion of patrons. She might simply offer suggestions on
how to “sabotage” The Narrows as part of striking back at her sister, or could even
give them information on her sister Vengen directly, which will probably move
them directly on to the next scene.
Assuming that Mila is not the one that hired the Crew, Griller could be a
much more knowledgeable member of the Narrow Men than described. He knows
not only about Mila and Vengen’s relationship — he knows about the Narrow
Men’s entire operation, and can provide useful tips on how to attack its pillars.
He’s even willing to drop Vengen’s name, though he’s nervous to do anything that
clearly exposes him to her wrath in case they fail.
SCENE OVERVIEW
In this scene, the Crew makes its final confrontation with the Narrow Men
and thier secretive leader, Vengen Straight. By this point, the Crew should have
undermined a number of the Narrow Men’s criminal activities. The lieutenants
responsible for running those operations are likely disgraced or destroyed. After a
number of scenes highly dependent on the Crew’s background and own impulses,
the adventure has toward its inevitable crescendo — confronting Vengen directly.
Now it’s time to see who, or what, emerges from this clash of two of the city’s
most competent Crews.
PRIMARY EVENTS
As always, Vengen Straight
has a plan. Having seen the Crew
in action, she is playing de-
fense, trying to keep them
off-balanced or injured until
she can recover for a counter-
attack. She may be down, but
she’s most certainly not out.
• If Pierz is still loyal and trusted and his criminal operation is intact, one Pew-
terarm (see page 217) accompanies the toughs.
• If the Howler is still loyal and trusted and his criminal operation is intact,
each tough gains the “Utterly Fearless” Trait.
The toughs (and the Coinshot, Pewterarm, and/or Obligator Anton, if along
with them) make no attempts to hide their numbers or intent. Be sure to point out
that whatever additional resources are applied against the Crew are likely coming
from the functioning parts of the Narrow Men’s criminal operations (e.g. brand-
new dueling canes in the toughs’ hands, or a crazed look in their eye that is clearly
the work of Soothing).
In the very likely event that a battle ensues, it’s a no-holds-barred street fight.
However, give the Crew an opportunity to interrogate one of the defeated thugs
after the fight (even if you have to allow one to survive despite the best efforts of
bloodthirsty Heroes!). While the thugs are well-paid by Vengen, they value their
If the Crew agrees to go without a fight (or are beaten by them in a fight),
the Narrow Men bind the and haul them off to The Narrows. The toughs don’t
bother to gag the Heroes, though they are tightly bound (breaking or slipping out
of the ropes requires a successful Physique 3 roll). Any attempts to escape are
Leader of the Pack
immediately apparent, and the toughs will beat a restive Hero savagely to ensure
the Crew’s compliance.
Regardless of the resolution, the Crew should proceed from the confrontation
with Vengen’s “emissaries” to The Narrows, where the gang’s leadership awaits.
The Narrows is unusually quiet and empty — only a handful of people are
present, all of them sitting together at the bar sharing a bottle of wine. You im-
mediately recognize many of the faces in the group as the Narrow Men’s leader-
ship, but one face you do not recognize: a slim woman with high cheekbones,
who you might call pretty if not for the palpable menace she radiates. Her coal-
black hair is pulled back in a utilitarian bun and she wears the well-made, but
humble, garb of a tradesman. She has a thin nasty looking dagger at her hip. She
smiles, but her grey eyes are cold. When you see Mila Straight sitting beside her,
you know immediately the two women must be related.
The Crew has an opportunity to confer before they respond. They are likely
poised for a final confrontation with Vengen Straight and her remaining lieuten-
ants, so the offer of an alliance may throw them off. Their motivations for de-
clining the offer are pretty clear: they accepted a job (and payment) from Tevig-
ger; the Narrow Men have attacked them and their loved ones; black tack stands
fends her.
poised to ravage the skaa community if they do nothing; and the people they’ve
been working with, including Smelter and any allies they made along the way,
will be in danger if they enter into an agreement with Vengen. The adventure as-
sumes the Crew declines this offer; if not, see “A Tight Squeeze” sidebar for ideas
on how things might play out.
Assuming the Heroes turn Vengen down, things can go down in a number of
ways, based on the Crew’s approach. The most likely are either a social confronta-
tion, or a physical one, as follows:
Mila stands up from the table and faces down her sister. She grips her scarf
tightly in one hand, and her fidgeting fingers betray her nervousness. She begins
to speak, in her rasping voice, “Sister, I warned you that smuggling that trash was
• If Pierz is still loyal and hasn’t been defeated, then a Pewterarm (see page
217) emerges alongside the Mistborn to confront the Crew.
• If the Howler is still loyal and hasn’t been defeated, then one Bodyguard
emerges alongside the Mistborn to confront the Crew.
• If Jean is still loyal and hasn’t been defeated, then one Bodyguard emerges
Leader of the Pack
Mila Straight, for reasons enumerated previously, isn’t truly loyal to her sister
and stays out of the combat. She may act the part, but avoids exposing her true
agenda until it becomes obvious she can do so without risking her life. If the Mist-
born and most of the lieutenants are defeated, she may join the fray alongside the
Heroes — ideally hoping to strike the killing blow against Vengen. However if the
fight is going against the Heroes or they are merciless during the combat, she’ll
flee rather than let herself be captured by the Crew.
POWERS (ALLOMANCY)
All Metals 4 (including Pewter, which boosts Physique and Health as shown
in brackets)
EQUIPMENT
Obsidian dagger (Damage +1; Melee Range: Touch / Touch; Thrown Range:
Striking / Close; contains no metal); Sack of copper clips (Damage +1; Thrown
Range: Striking / Medium); 3 Mistborn vials (1 charge each of Brass, Bronze,
Copper, Iron, Pewter, Steel, Tin, and Zinc)
AWARDING ADVANCEMENTS
While the scene plays out largely based on the Crew’s actions earlier in the
story, the best way to earn Advancements is to destroy Vengen Straight so she can
never hurt the Crew again.
• Finding a way to spare the surviving Narrow Men (such as giving Mila
control of the Narrow Men): 1 Advancement
• Making sure the drug muling operation ends: 1 Advancement
• Setting up the Crew to profit from the fall of the Narrow Men: 1 Ad-
vancement
• Toppling Vengen Straight’s leadership of the Narrow Men: 1 Advancement
SCENE OVERVIEW
With Vengen likely defeated, and perhaps dead, and her lieutenants are bro-
ken, scattered, or wary, the Crew faces tough decisions about what to do with
the remaining Narrow Men. Though the lieutenants have provided strong (and
sometimes wicked) competition to the Heroes, none likely them any long-lasting
ill will — these sorts of things are simply part of the business, and they are more
interested in their survival than getting revenge.
PRIMARY EVENTS
PARLEYING WITH THE NARROW MEN
Following the showdown, Mila offers to “take care” of everything at The
Narrows — including her sister. She promises if the Crew leaves things to her,
they can count on the “new Narrow Men” as allies; this offer is sincere, since she’s
perfectly aware that she owes the Crew for her new position, and is smart enough
she won’t stand toe-to-toe with them anytime soon. The other lieutenants are less
enthusiastic, but they’re willing to follow Mila’s lead.
If the Heroes take Mila up on her offer, they can put as many conditions on the
deal as they want, so long as they don’t call for her or the lieutenants to relinquish
their control of the gang. Requesting an end to the practice of drug smuggling and
black tack production should be fairly easy, since Mila has always thought the prac-
tice ill-advised; asking for the end of profitable ventures like extortion and protec-
tion rackets will likely be met with more resistance. Ideally, the Heroes should not
get everything they want, but they should feel assured they’ve been able to complete
their employers’ wishes and protected themselves from future aggression.
If the Narrow Men continue onward in some form, the new Narrow Men
wrest control of all the businesses affiliated with the gang and continue on in a
stable (albeit less aggressive) form. The Narrows and the slums surrounding it
continue to function largely as they have before, less the kidnappings and avail-
ability of black tack on the street. Sympathetic characters like Smelter, Griller,
and the Welders are likely freed from the obligations and threats posed by their
former oppressors, for which they are quite thankful.
• Jonesing: Without the Narrow Men smuggling their drugs, skaa addicts des-
perate for a fix start to become dangerous, sticking up lone individuals and
breaking into businesses in search of a rumored cache of black tack (Jean’s
old cooking operation).
• Staying Alive: The businesses that were once under the thumb of the Narrow
Men are free, but also without protection. Will other, even worse gangs move
in to intimidate them? Can these businesses even remain solvent as legitimate
businesses, without the support of a successful money laundering operation?
• The Narrows: Mila Straight may not be a friend, but she’s not an enemy
either, and The Narrows offers a safe haven for dangerous meetings going
forward. If Mila fled or was killed, The Narrows may lose its treasured status
as neutral ground. Without such a space, does the city’s underworld turn more
violent? Or could the Crew somehow step into this void?
• Who’s the Boss?: Without Vengen or Mila to wrangle the strong personalities
of the Narrow Men’s lieutenants, the erstwhile colleagues may turn on one
another or start up their own gangs that are even more savage or dangerous
than the Narrow Men. What sort of effect might this have on the Crew or
the city in the long run? Will any of them come back, stronger than ever and
looking for revenge?
Aftermath
When you finally return to your hideout for some much deserved rest, you
see a familiar lanky-framed man waiting for you — the fixer Tevigger, along with
a guest whos features you have trouble making out in the shadows.
Tevigger doffs his hat to all of you and says, “Greetings, my friends! It seems
that you’ve done as asked, and the source of poor Smelter’s illness has been
stopped. Sorry to be vague about the whole thing, but in case the assignment
did not go as planned, our employer didn’t want the Narrow Men to have an
obvious reason to suspect them. Surely, you understand the need for caution
and discretion in these situations. Now that the assignment has been a success,
our employer wants to clear things up with you, so we all know where we stand.”
…If Mila hired the Crew (and did not flee or die)…
Read the following to the players:
Mila Straight emerges from the shadows. The scarf she normally wears is
noticeably absent, revealing a wicked scar across her neck. She smirks with a hint
of apology.
“You could never know who was watching The Narrows. You understand I
could never be caught hiring you to take down my own gang — were I to be
caught, Vengen and the rest would have surely buried me in a shallow grave. To
Rin the Jeweler steps out from behind Tevigger. He smiles and wrings his
hands nervously.
Aftermath
“I know what you’re thinking: if I had the money, why didn’t I just hire you
deal with Jean and the Narrow Men outright, instead of using all this guile? Truth
is, it was more complicated than that. Us merchants, we simply could not abide
by the Narrow Men’s methods, but we had no way out. They were stealing our
products and undercutting us on the black market, hurting our businesses. They
took food from the mouths of our families, endangered everything we’d built.
They’d robbed our customers — I would see a piece one day and find out the
next the buyer had been shaken down. I only come to you as a representative of
our cabal of concerned businessmen, and in the defense of our clients. You did
a good thing for my business, and this city. Take your well-deserved payment.”
Obligator Anton steps forward. He nods to the Crew, a mix of admiration and
disdain playing across his face. “The Lord Ruler bless you for your services to the
Final Empire. It is true Narrow Men were engaged illegal trafficking of drugs, and
their removal was necessary for the stability and safety of His people. But even
more egregiously, these…gangsters dared believe could coerce and manipulate
agents of the Steel Ministry. Such arrogance was sorely misguided and could not
stand. I long ago confessed my sins to my superiors; Slade never had any real
leverage on me.”
“Although you had no way of knowing your cause was righteous, the Lord
Ruler works in mysterious ways. In thanks for your service, seek me if you need a
Tevigger doffs his cap one last time and hands over a small pouch to the
Crew. Tevigger and his employer leave and allow the Crew to examine their
pay. Inside the bag the Crew finds four more beads of atium. The atium is worth
a small fortune — assuming the Crew hasn’t burned any during the adventure,
they have five beads total. Unlike other loot, these beads don’t “vanish” after
the next Long Breather as normal, and the Heroes can keep these beads until
they use them or sell them. Any Hero may sell a bead to increase his Resources
by 1 die, or may trade it for any number of items with a total Difficulty of 5 or
less (e.g., five items with a Difficulty of 1; an item with a Difficulty of 2 and
another with a Difficulty of 3; etc.); both these benefits last until the next Long
Breather as normal.
Aftermath
WHAT COMES NEXT?
At this point, the Heroes can take control of the story once again, and start
their next scheme (see the Mistborn Adventure Game, page 419), hopefully with a
few new hooks for adventure under their belt. A few possible next steps following
the events of Beasts of Burden include:
• If Slade survived the adventure, the Crew may realize he has Feruchemical
ability. The Crew may realize how important an unregistered Feruchemist
could be to the Terris people on the Synod and may wish to find a way to get
him safely into the hands of those that can teach and train him.
• If the Crew befriended Griller, they may come to hear about his formerly
ferocious reputation. With the Narrow Men destroyed or weakened, some
enemies may emerge to settle the score with Griller. Griller just wants to
stay legitimate, but without help, he may find himself with no choice but to
resume his criminal ways to protect himself.
• Unbeknownst to the Crew, the Narrow Men shut down many of their rivals’
illegal drug trade. The underworld will be clamoring for a new source of
drugs, leading to a potential war amongst various faction. The Crew could
investigate a way to safely navigate or end this conflict.
• If the Crew became attached to the Welders, a lieutenant of one of their un-
derlings could seek revenge on the Welders, either purely for their connection
to the Crew, or because they discovered the assistance the Welders provided
Smelter, Griller, and the Crew.
POWERS (ALLOMANCY)
Steel 5 (Pushes metal objects)
• Multiple Targets: The character has finer control of his or her Steelpushing,
and may simultaneously Push up to 5 individual metal objects, or attack up
to 5 different targets. When attacking multiple targets, the character makes a
single Steel roll which each target must defend against individually. Nudges are
ignored (they may not be gained) when using Steel to attack multiple targets.
EQUIPMENT
Sack of copper clips (Damage +1; Thrown Range: Striking / Medium); Mist-
ing vial (3 charges of Steel)
DOC WELDER (MILD THREAT)
Attributes: Physique 3, Charm 4, Wits 4
Standings: Resources 4, Influence 3, Spirit 2
Resiliences: Health 7, Reputation 7, Willpower 6
Traits: Herbal Expert; Looking for Love; Overprotective
Equipment: Dueling cane (Damage +2; Melee Range: Touch / Striking, con-
tains no metal); Medical supplies; Medical book
POWERS (ALLOMANCY)
Pewter 5 (boosts Physique and Health, as
shown in brackets)
• Unconscious Burning: The character
automatically burns Pewter when
unconscious, though only if also
injured (i.e., he doesn’t automati-
cally burn Pewter when sleeping).
Each Pewter charge burned in this
fashion lasts for three hours, and the
only benefits it conveys are increased
Health, accelerated healing, and avoid-
ing Pewter drag. It has no effect on Phy-
sique rolls or dice pools. This special
Pewter burn stops immediately when
he regains consciousness.
NPC Summary
THE HOWLER (SERIOUS THREAT)
Attributes: Physique 3, Charm 3, Wits 4
Standings: Resources 5, Influence 6, Spirit 4
Resiliences: Health 8, Reputation 9, Willpower 8
Traits: Terrible Laughter; Smuggler; Lecherous; Callous
POWERS (ALLOMANCY)
Brass 7 (Soothes the emotions of others)
• Push Emotions: The Howler subtly Soothes nearly everyone around when
burning Brass. At these times he gains one die with Charm rolls. This bonus
isn’t gained with any roll that also gains dice due to Soothed emotions (i.e.,
the Howler may not stack this benefit with the basic use of Brass).
• Enduring Emotions: Emotions the Howler Soothes linger for up to an hour
after he stops focusing on the victim.
EQUIPMENT
Dueling Cane (Damage +2; Melee Range: Touch / Striking; contains no
metal); 3 Misting vials (3 charges of Brass each); Bowler hat
POWERS (ALLOMANCY)
All Metals 4 (including Pewter, which boosts Physique and Health as shown
in brackets)
EQUIPMENT
Obsidian dagger (Damage +1; Melee Range: Touch / Touch; Thrown Range:
Striking / Close; contains no metal); Sack of copper clips (Damage +1; Thrown
Range: Striking / Medium); 3 Mistborn vials (1 charge each of Brass, Bronze,
Copper, Iron, Pewter, Steel, Tin, and Zinc)
NPC Summary
Traits: By the Book; Hard to Intimidate; Respected; Cagey; Illegitimate Father
Equipment: Pen and blank book; Formal clothing
POWERS (ALLOMANCY)
Pewter 5 (boosts Physique and Health, as shown in brackets)
• Unconscious Burning: The character automatically burns Pewter when un-
conscious, though only if also injured (i.e. he or she doesn’t automatically
burn Pewter when sleeping). Each Pewter charge burned in this fashion lasts
for three hours, and the only benefits it conveys are increased Health, accel-
erated healing, and avoiding Pewter drag. It has no effect on Physique rolls
or dice pools. This special Pewter burn stops immediately when he or she
regains consciousness.
EQUIPMENT
Dueling cane (Damage +2; Melee Range: Touch / Striking; contains no
metal); Misting vial (3 charges of Pewter)
POWERS (FERUCHEMY)
Copper 5 (stores memories; note he is unaware of his abilities)
EQUIPMENT
Dueling cane (Damage +2; Melee Range: Touch / Striking; contains no
metal); Copper-plated pocket watch; Copper ring; Notebook and pen
NPC Summary
Traits: Secret Leader; Criminal Mastermind; No Conscience; Always Has a
Backup Plan; Angry
Equipment: Fine sword (Damage +2; Melee Range: Touch / Striking); Two
obsidian daggers (Damage +1; Melee Range: Touch/Touch; Thrown Range:
Striking / Close, contains no metal); Reinforced laborer’s garb (absorbs 1 damage
from physical attacks)
BRANDON
SANDERSON
returns to the world of Mistborn with the sequel to Shadows of Self
Brandon
Sanderson
COM E S T H E M I S T B O R N T R I L O G Y B O X E D S E T
“Sanderson’s saga
of consequences
offers complex
characters and
a compelling
plot, asking hard
questions about
loyalty, faith and
responsibility.”
—Publishers Weekly
on The Hero of Ages
“Intrigue, politics,
and conspiracies
mesh complexly in
a world Sanderson
realizes in
satisfying depth
and peoples
with impressive
characters.”
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