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An Appalachian apocalypse
By Tim Earley

Credits
Created and Written by: Tim Earley
Designed for Savage Worlds by: Tracy Sizemore and Tim Earley
Additional Material: Tracy Sizemore, Darrell Hayhurst, Shane Hensley, Brian Hocevar
Editing: Tracy Sizemore, Shane Hensley, Jessica Comola, Jessica Rogers, Gerard Valliere
Art Direction: Aaron Acevedo, Alida Saxon
Interior Graphic Design: Aaron Acevedo, Alida Saxon, Karl Keesler, Simon Lucas
Layout: Tracy Sizemore, Shane Hensley
Art: Francesco Chiappara
Production Manager: Simon Lucas

Playtesters & Contributors


David Anderson, Ron Blessing, Veronica Blessing, Malcom Barker-Kamps,
Jessica Comola, Jon Comola, Laura Comola, C Violet Eaton, Chris Fuchs,
Darrell Hayhurst, Shane Hensley, Cian Kinderknecht, Christopher Landauer,
Kieran Lyons, Tony Mancus, Mac McCallum, Sara Nicholson, Sean Nittner,
Jessica Rogers, Christopher David Rosales, Justin Sirois, Jessica Boof Sizemore,
Meghan Caves, Kiley Eberhard, Mallorie Mize, Mikal B. Copeland.

Special Thanks
Sueyeun Juliette Lee, Adam Fagin, Kieran Lyons, Christopher David Rosales, Mackenzie
Suess, Tony Mancus, Shannon Davies Mancus, Alicia Mountain, Mark Mayer, Ashley
Colley, Michael Joseph Walsh, Elisa Gabbert, John Cotter, Brian Foley, Emma Hyche, C
Violet Eaton, Sara Nicholson, Cian Kinderknecht, Collin Kinderknecht, Erinrose Mager,
Malcolm Barker-Kamps, Whit Barringer

www.oddbardgames.com

Savage Worlds, artwork, logos, and the Pinnacle logo are © 2022 Pinnacle Entertainment Group.
Savage Worlds, all associated characters, logos, and artwork are Copyrights of Pinnacle Enter-
tainment Group. All rights reserved.
Contents
Welcome to the Holler 3 Adventure Generator 83
The Rider’s Curse...................................................4 Holler Adventure Generator................................83
Where Things Stand...............................................5 Critter table.........................................................84
Mustering Heroes..................................................6 Uprising table......................................................86
Character table.................................................... 87
Making Heroes 7 Adventure Details................................................88
Complications.....................................................93
Sample Characters................................................. 7 Folks Generator...................................................94
Making Characters............................................... 10 Encounters by Regions...................................... 100
New Hindrances...................................................12
New Edges........................................................... 13
Blasted Beauty 102
Gear 17 Campaign Summary.......................................... 102
Shift boss Tips.................................................... 104
Barter System.......................................................17 Act One: The Cruelty of Finster Goad................. 105
Holler Gear.......................................................... 19 Act Two: Weaver Falls Fiddlers Convention..........111
Big Boys Equipment.............................................23 Act Three: Legend of the Boogeyman Tree.......... 116
Act Four: Incident atGalloway No. 3....................124
Life in the Holler 25 Act Five: Cherry Bounce......................................128
Act Six: Escape from Bondurant Asylum.............134
Gazetteer............................................................. 25
Act Seven: Tent City Blues...................................139
Folkways...............................................................31
Act Eight: Journey to Faefall................................142
Everyday Livin'.....................................................36
Act Nine: The Mustering..................................... 148
Act Ten: The Battle of Blasted Beauty.................. 150
Setting Rules 38
Conviction...........................................................38 Savage Tales 155
Gouging...............................................................38
Attack of the Meatyardians..................................155
Improvisational Fighters......................................39
The Badin Mountain Tunnel.............................. 160
Magical Divide.....................................................39
A Different Kind of Gouging...............................165
The Otherness.....................................................39
A Famous Outlaw................................................169
Jameson Went A-Courting..................................173
Wyrd Ways 40 Little Bandits...................................................... 177
Magic and Arcane Backgrounds...........................40 Rubbing is Racing.............................................. 180
Exorcism.............................................................45 The Sisters of Shuckstack Valley..........................185
The Swallowing Ground.................................... 189
Ye Old Machine Yard...........................................194
Setting Rules 46
The Blight............................................................46 Bestiary 197
The Otherness..................................................... 47
Exorcism.............................................................48 Big Boys.............................................................. 197
Notable Residents..............................................203
Folks..................................................................206
Legend and Truth 49 Critters...............................................................213
The Big Boys.........................................................49 Cryptids..............................................................218
The Sealing Off....................................................50 Demons............................................................. 229
Big Boys’ Intimidation and Oppression Tactics....50 Fae.....................................................................240
Some Other Uppity Groups................................. 52 Haints................................................................ 246
The Hidden Holler Gazetteer............................... 55 Machines O' Death............................................. 252
Index................................................................. 254
Welcome
to the Holler

Holler is a game about labor conflict, Though roleplaying games are often filled
Appalachian culture, and environmental with tropes and archetypes (and this one
apocalypse. The setting draws heavily from is, too), I believe these can be approached
the folklore and history of the region, but the with nuance and complexity. I consider this
game is a mythical recreation, not a historically game an homage to Appalachian people and
accurate one. their stories.
The setting is inspired by the sardonic humor The heroes in this setting are everyday
of Flannery O’ Connor’s short fiction; the Appalachians—miners, millhands, mothers—
haunted landscapes of Cormac McCarthy’s with some iconic and epic twists. This is, first
early Appalachian novels; the outlaw drama and foremost, a game, and we strive to honor
the Savage Worlds mantra of “fast, furious, fun.”
of the television series, Justified; Manley
Wade Wellman’s John the Balladeer stories; Moonshiners, Granny Women, gougers and
the growling bluegrass of Dock Boggs; the No Accounts all have roles to play in a world
unsettling domesticity of Ralph Eugene where stories become tales.
Meatyard’s photographs, and a host of other At the same time, we do not shy away from
regional influences. the harsher realities of the region, like pockets
of seemingly intractable poverty, domestic
Holler is a mixture of what I call Appalachian
strife, and substance abuse. These realities
Pulp Gothic, dark fantasy, and folk horror,
are fertile ground for storytelling, role playing,
with a focus on strangeness, mystery, and
and cultural and personal reckoning.
eccentricity.
The characters in Holler seek to survive in an
Cultural conflicts abound. Old-time religion isolated, blighted landscape. They create bonds
perseveres in a demon-tainted world. A longing with their neighbors and kin. They strive to
for escape pulls against deep connections to overthrow their industrial oppressors. They
the landscape and one’s kin. Veneration of the cast their demons back into the darkness. And
mines and mills as sources of material stability they do so with fierce-minded independence
clashes with the reality of their destructive and powerful expressions of creativity,
practices. ingenuity, and resilience.
I was born and raised in the foothills of —Tim Earley
western North Carolina and have lived in Lead Designer / Writer
several of its mountain towns as an adult. In
many ways, I have devoted my intellectual and
spiritual life to Appalachia—writing about it
through my creative and academic work as a
poet and professor, teaching its literature.

3
Holler: An Appalachian Apocalypse

in the middle of their sermon and said, flatly


The Rider’s Curse and firmly, “Over my dead body.” Folks liked
Bascom, tall and proud and completely free of
The old-timers claim they remember when nonsense. His word was all it took.
the rivers ran clear, the forests deep, the earth The crowd set upon the Riders with whatever
produced bountiful food, and you could trust was handy, pocketknives and pieces of timber,
your kin and neighbors. holy books and iron knuckles. It was a fight.
That was before the Riders came, leering The Riders seemed to billow up larger than
down from their enormous stallions, eyes themselves, and the wind drew to them. Their
aglow with fiendish light. The Riders hands might as well have been claws, and their
announced themselves as prophets sent by the eyes bore right into your soul. We lost a good
Big Boys from the City to spread the gospel of a many fine folks.
new god—Industry. They said we lived among By the end of the night those Riders were laid
natural riches that we could neither appreciate out in the street, each one dead as mutton. But
nor fathom— we were incapable of harnessing before the last one died, before Bascom picked
them for our own good. up a shovel to deliver the killing blow, that
They said the Big Boys had decided to save us Rider let out a baleful moan and spoke, as clear
from our poverty and ignorance. The Riders’ and unbothered as you please, these words:
voices thundered big as the sky, deep as the “I curse this holler with a quandary of demons.
valley. The night winds seem to grow stronger Neither bird nor bush nor butterfly. Neither hope
with their wild gestures and declarations. nor joy nor beauty. Pit and prison and...” Thump!
The Riders took their industrial tent revival Bascom did him in, but those words stayed in
from town to town, promising a future of all that heard them, and all that didn’t. And
wealth and convenience—no more back- they are still inside many of us today.
breaking labor in the fields, our crops at the It wasn't long until the Big Boys came anyway.
mercy of the weather; no more ramshackle The mills went up, the mines went in, the days
living with dirt floors and rotting roofs; no darkened, and the mountains closed in around
more sick children; no more loved ones dying us. “No way in, no way out,” the Big Boys told
before their time. No more hunger and no us. They could come and go as they pleased,
more grief. but sure enough, we could not. Any that tried
All we had to do was mark an X on a little disappeared into the trees or the mist or the
paper, saying the Big Boys were welcome maw of something evil.
among us, were welcome to what was beneath What could we do? We went to work for
our land, were welcome to our labor. And a the Big Boys, into their mines and mills, into
right good many of us thought that sounded our woods to cut down our trees, into our
like a fine deal. A right good many of us were mountains to strip away the earth so those
tired of scratching and pecking at the ground riches would come falling out. We gave the
to scare up what little bit of living we had. Big Boys everything we had. They gave us little
But deep down, some of us knew one of in return.
Old Scratch’s deals when we heard one, and The rivers ran sludgy and dark. The trees spit
when the Riders came together in Charhold their leaves and grew crooked. The ground
to sing the praises of the coming Industrial gave bad fruit. Black, gaseous clouds roiled
Utopia, Bascom Hawkins stood straight up through the sky and covered mountain peak
and windowsill alike with ashy soot, and some
“If I was a bl ue gr as s say it sifted into our lungs and settled in our
e d ev il
picker, I’d sell th ck
bones. Everyday critters became something

my ticker, so I could pi
else altogether. Demons of every sort gibbered

my tunes quicker and


in the dark with their hungers and perversions.

drink mys el f sicker”


Folks changed. They became tough. Mean-
spirited. Turned their anger on their kin and
their neighbors and themselves. What could we
—folk saying

4
Contents

do? We kept working for the Big Boys. We kept temperaments settle into agreement on a
humming into the bottle or under our breaths. crucial point—they want to grow even richer
One day Ella May Hawkins (some say a and more powerful, fleecing the Holler for
descendant of Bascom), gathered a group of everything it is worth. This means maximizing
fellow workers in Stump Bumpers, an illegal worker production while minimizing worker
speakeasy, after a shift at the Saxon Textile freedom, which in their minds leads directly
Mill. She got right in the middle of them and to malingering and rebelliousness.
said, firmly and flatly, “Enough. We have had The company town system provides the
enough. This is what we’re a-going to do.…” perfect economic and social structure for their
The other folks looked at her with dull eyes. goals. Workers live in small houses, crowded
One or two murmured assents, but there has together, making it difficult for them to
been no doing yet. establish a sense of privacy or keep secrets from
It's hard to rouse people who have had so their neighbors. It also makes it easy for the
much put upon them—the Big Boys working Big Boys’ minions, the fearsome Kramer-Holt
on their minds every day, their bodies bound agents and venal company guards, to surveil
beneath the earth and molded to machines. the workers even when their shifts are over.
The soot of long years covers everything that is The workers must pay rent for their hovels,
and everything that was. Until there are those which is deducted from their paychecks before
brave enough to wipe it clean away. they ever see it. On top of that, the workers are
paid in scrip, a form of currency redeemable
only at the company store. The Big Boys
Where Things Stand sometimes provide scant schooling and small
places of worship, but these institutions are
The Big Boys are an association of eight staffed by their cronies, with the teachers and
tycoons and their powerful families ministers espousing nothing more than the Big
who hail from the City, an Boys’ approved dogma—
almost mythical construct in “Keep your head down.
the imagination of Holler Work hard. Do not cause
residents, a place of trouble. The company is
scarifying hustle and all you have.”
bustle and untold riches. Inside the mills and mines, the
The Big Boys pooled shifts are long, the work is
their enormous dangerous, and the punishments
resources to for any deviation from the
seize control of foreman’s standards swift
the Holler and and violent. These company
effectively separate towns dominate the
it from the rest of Sootstone Mountains
existence, giving them and Hogback Hills, with
sole access to its vast logging camps of similar
store of natural resources. arrangement scattered throughout the
They rule their company Ghost Ridge and Great Craggies.
towns and coal camps with In places where the Big Boys have
impunity and sadistic intent, having not yet established their operations,
created the Holler as a perfect life is no less difficult, as rural folks
experiment in capitalist are besieged with toxic Blight from the
colonialism, extractive Big Boys’ industries, the harshness of
industry, labor exploitation, the Holler’s landscape, and the demons,
and environmental cryptids, and haints that populate
manipulation. the woods.
They are far from a Further afield, to the south, the
monolithic entity, but their fae rule the Faefall Mountains,
various philosophical leanings and

5
Holler: An Appalachian Apocalypse

untouched, pristine, and inscrutable to most


Holler folks, though a few free spirits have Mustering Heroes
been allowed by the fae to take up residence
there. To the north, beyond the Stygians, Piney This is where you come into the picture.
Dirge Plateau stretches ever horizon-ward, Whether you take the role of an exalted holy
barren and scalded, home to competing clans roller, a rakish bluegrass picker, or a crusty
of religious zealots. moonshiner with a heart of 100-proof liquid
This is the world that Ella May Hawkins— gold, you’re in a world where your survival is
balladeer, weave room worker, mother of constantly under threat. Trouble is everywhere,
six—finds herself in. Like Bascom, she sees right from the Big Boys and their ruthless underlings,
through the Big Boys’ fancy words and empty to demons, haints, and cryptids with strange
promises. She refuses to be brainwashed like powers and stranger motivations. Even
other folks, who do not seem to fully recognize many of your fellow Holler residents have
that the earth they walk upon has been grown cold and amoral under the Big Boys’
transformed into a hell that seems to want oppressive regime.
nothing more than to torture and erase them. If you survive long enough, maybe you can
After that evening at Stump Bumpers, when win the hearts and minds of workers and
she tried to stir up some folks who just would farmers. Vanquish a legendary creature and
not stir, she kept trying, kept working, kept learn the secret of its existence, granting you
reaching out. Eventually, she discovered newfound power. Haggle a legendary talisman
some other ornery folks who thought like she from the clutches of a tinker or steal a shipment
did—the Big Boys are a pitiless scourge whose of those fast-firing guns from the City.
malice-fueled reign must come to an end. The Build a coalition of like-minded folks, the
Holler, and everything within it, rightfully people rising up behind you, their hearts
belongs to Holler folks, and they deserve to filled with hope. Charge into a factory, a hell
live, dance, love, and fight upon its earth on of noisome gears and whirring machines, with
their own terms. your rag-tag army close behind, hungering
One by one, small meetings popped up in for justice. Walk back out with the face print
safe houses in Marrow and Boscage. Some of a dandy from the City on the bottom of
loggers in the Great Craggies refused to clear your boot.
a patch of demon-infested woods. A miner in Maybe the Blight clouds lift, the skies clear,
Ruin popped his shift boss right in the mouth. and the mountains once again glitter with
A Kramer-Holt vehicle exploded, the lucky greens and golds. Or maybe not. Stories like
agents who had not yet reached the car gazing these are mostly fairy tales. Actual history
on this act of unimaginable insurrection with doesn't usually work like that, but there's only
something like wonder. one way to discover your story.
The brush back from the Big Boys was swift
and violent. The threat of imprisonment
or worse hangs over even trifling acts of
insubordination. Granted, these small acts
of rebellion didn't amount to much, but it's a
start, and Ella May’s looking for a few dissidents
of truly uncommon resourcefulness, valor,
and skill to step out of the shadows and help
everyday folks discover the strength inside
them. And if these dissidents are just a touch
on the shady or nefarious side, well, that just
might come in handy.

“I ain’ t no man for troubl


but I’ll die before I run.” e,

6
Chapter 1:
Making Heroes

Welcome to the Holler! This is your starting Curious Youth: The Curious Youth’s hope
point for discovering a unique place and optimism have not yet been extinguished.
characterized as much by its residents’ He questions everything—the Big Boys’ power,
indomitable human spirit as the terrible the submissiveness of the workers, where
hardships that afflict it. In the Holler we call the demons came from and how they can be
the Game Master the Shift Boss—a reference sent back. He constantly seeks adventure, and
to the day-to-day overseers of the company rushes headlong into any mystery—yearning,
mines and mills at the turn of the 20th century. perhaps naively, for a better world.
While all heroes are already dissidents and Gouger: Gougers take part in wild, barely
none of them currently work for the Big Boys, regulated bare-knuckle brawls, a popular
many of them have backgrounds that include pastime in the Holler. They fight for money,
those experiences. Though not an exhaustive food, honor, and pride. A flurry of wagers
list, here are some ideas to get you started. (scrip, livestock, tools, weapons) surrounds
most bouts. Gougers are fearsome hand-
to-hand combatants, and get their name
Sample Characters honest, as gouging out an opponent’s eyes is
considered the ultimate form of victory.
Aggrieved Mother: Loss is constant in the Granny Woman: The cultural heart of
Holler. Some women have experienced almost many communities, the granny woman is a
unimaginable misfortune. An aggrieved walking tome of folk lore, a midwife, a healer,
mother has suffered the loss of her children a storyteller, and an arbiter of common sense
(and possibly her life partner as well) and now and goodness. A granny woman does not have
feels seeking justice for their deaths is her to be elderly, but she has done a good bit of
sole duty. living and knows more about the Holler than
Bluegrass Musician: The Big Boys have long most. Don’t let her age and generosity deceive
outlawed public performances of Bluegrass you—she can do more damage in a dust-up
music because of its rebellious lyrics and than you might think.
power to inspire. Still, secret “stomp parties” Hell-Raiser: Some folks are born with a wild
in the woods and all-night kitchen table jam streak. Whether it’s rage or rebelliousness, hell-
sessions are common. Truly skilled bluegrass raisers are always causing a ruckus. The first
musicians are part mystic, part minstrel, to brawl, the first (and last) to party, and the
and their virtuosity beggars belief. From the first to speak his mind, a hell-raiser’s presence
banjo, to the mandolin, to the mouth harp— ensures there is never a dull (or safe) moment.
these instruments become weapons in the
right hands.

7
Holler: An Appalachian Apocalypse

Holy Roller: Holy rollers believe in the Lord Miner: Miners are by necessity physically
with all their might. They have a light in their and mentally tough. Their lives are constantly
eyes and a fire burning in their soul. They threatened by wall collapses, dust or gas
often engage in charismatic practices like foot explosions, lack of oxygen, and black lung.
washing, snake handling, speaking in tongues, Very little fazes or frightens miners. They are
wild dancing, and singing to high heaven. highly skilled at underground survival and
Their religious practices are disallowed by the exploration.
Big Boys, so they must practice their faith in Minister: Most ministers are instruments
secret. Holy rollers do their best to live lives of of the Big Boys. Every company town has a Big
compassion, altruism, and forgiveness. Boy-sponsored church where the ministers
Linthead: Lintheads work in textile mills mix their sermons with platitudes about hard
where brown lung, lost fingers, and repetitive work, clean living, and the beneficence of the
motion injuries are common. However, they Big Boys. Some ministers, however, hold the
often have above average manual dexterity and principles of their religion over profit and
tireless energy due to their work with high- secretly work to undermine the Big Boys’ grip
speed machinery in the weaving and spinning on the people. Ministers believe in a more
rooms. Their work ethic, determination, and temperate expression of faith than holy rollers,
mechanical skills prepare them for many which often causes friction between them.
challenges. Moonshiner: Moonshiners are masters
Logger: Felling and hauling timber in demon- of their craft, distilling concoctions that zip
infested woods is not an easy job. Loggers are down your gullet and into your head quicker
capable of amazing feats of strength and are than a hummingbird hums and with more
handy with an axe. The constant threat of kick than a mule. Shiners fiercely guard their
death has made them a grim lot. Many of them recipes, their stills, their trade routes, and
feel deeply conflicted about their role in razing their thoughts. They are loath to trust anyone,
the Holler’s majestic forests. and are about the most stealthy, cunning, and
ruthless rascals around.

8
Making Heroes

Mountaineer: These rogue individuals propagate the Big Boys’ propaganda. However,
would rather die than work in a mill or mine there are a few subversives among them who
or be subject to the expectations of small- care about the welfare of the children and
town society. They live in relative isolation and teach them things they are not supposed to
carve a difficult existence out of the Holler’s know. These teachers believe raising awareness
increasingly harrowed environment. Whether is the best way to empower the people and
mountaineers take to the wilds primarily out eventually send the Big Boys back where they
of a hatred of the Big Boys, a love of nature, or came from.
an inability to fit in with everyday folk, they Seer: Seers are often different from birth—a
develop into expert hunters and survivalists. wen on the forehead, differently-colored
No-Account: No-accounts (“no-counts”) eyes, a fairy-shaped ear. They tend to keep to
just can’t seem to “get right.” Folks deem them themselves, spend long hours staring at the sky
allergic to work—too lazy or too weak to get or wandering through the woods. Some have
their hands dirty. No-accounts have grand nightmares and some have day-lit visions, but
schemes and plans, and secretly pursue their
obsessions (gadgets, book learning, unraveling
the Big Boys’ conspiracies), or possess a wild APPALACHIAN
imagination that’s so noisy and vibrant that STEREOTYPES &
it demands their full attention. Sometimes
it’s better when folks count you out. It makes CULTURAL AWARENESS
it easier for you to do the real work when no The people of Appalachia have long been
one’s paying attention. subjected to negative stereotypes and
Peddler: The Big Boys control the Holler’s unflattering depictions in mass media. On
economy, and the official flow of goods in and one end of the spectrum, they are depicted
out of its borders, but peddlers are masters of as simple rustics, beneficent but backwards.
the black market. They know the back alleys On the other, they are shown as ignorant
and junkyards, and how to make all the right hillbillies, venal and vicious, whose accent
deals with all the wrong people. is synonymous with a lack of intelligence.
Rabble-Rouser: While hell-raisers are good In Holler, we strive to create stories and
at getting themselves stirred up, rabble- characters that show the depth, complexity,
rousers are good at stirring up other people. and cultural richness of the region.
Fiery speakers, gifted with charisma and a We intentionally play with stereotype and
deep understanding of human nature (and caricature. Sometimes we reinvent them,
how to manipulate it), rabble-rousers are often sometimes we revel in their absurdity,
found recruiting members to the resistance, and sometimes we go in a completely new
organizing a picket line, or standing on top of a direction. Everything we offer here is
soap box to hear the thunder and glory of their presented with love, affection, and joy. Not
own voices. only is Appalachia’s landscape beautiful, it’s
Rake/Jezebel: It is said that charming people people are as beautiful, complex, and varied
live to the edge of their charm and behave as as people anywhere.
outrageously as the world lets them. Rakes The author of this game is a native of
or Jezebels get by on their good looks and Appalachia, teaches Appalachian literature,
magnetic personalities. Social manipulators and has published books of poetry that
and climbers, with an irresistible compulsion wrestle with issues of representation, class,
for roguishness, rakes are as likely to steal your race, labor and social change within the
coin as your heart. The bigger the stage, the region.
bigger their interest in being on it— they fancy The game is not an attempt to create
themselves as romantic heroes who can always an accurate cultural or historical
save the day, if they feel like it. representation, but rather to weave a
Schoolteacher: Most schoolteachers mythic/gothic Appalachia drawn from many
are brought in from the City. They run historical, literary, artistic, and musical
rudimentary grammar schools and dutifully influences that’s multi-layered and fun to
play in.

9
Holler: An Appalachian Apocalypse

they all claim to pierce the veil that seals us off 3) Attributes
from the “other world.” Next, assign your rowdy’s attributes. A
character begins with a d4 in each of his five
Tinker: They’ll raise a fence, bore out an
attributes: Agility, Smarts, Spirit, Strength,
engine, and rig booby traps for a still. If
and Vigor.
it’s broke, they’ll fix it. If it needs breaking,
consider it broke. Masters with conventional You have five attribute points to distribute
and improvised tools, Tinkers are the among these abilities. Raising an attribute a
perfect monkey wrenches to short circuit die type costs one point to a maximum of d12.
the Big Boys’ industrial machine. Also called You may also spend two of your Hindrance
handymen, handy-dandies, jury-riggers, or points to raise an attribute a die type.
menders, depending on what part of the Holler
you’re from. 4) Skills
Every character has a d4 in the “core skills”
of Athletics, Common Knowledge, Notice,
Making Characters Persuasion, and Stealth.
After that, you have 12 additional skill points
Once you’ve developed a concept and
to raise core skills or buy and raise new skills
background for your freedom fighter, you can
as you see fit.
begin figuring out her game statistics. Holler
follows the character creation rules in Savage Buying a new skill costs one point and gives
Worlds, with a few minor changes to skills and a it to the character at d4. Each die type after
complement of new Hindrances/Edges. that costs one skill point as long as it’s equal to
or less than the attribute to which it’s linked
1) Race (see Savage Worlds). If a skill exceeds the linked
Every player character in Holler is human. They attribute, it costs two points per die type.
receive one free starting Edge at character Skills may not be increased above d12 during
creation as usual. character creation.
You may spend 1 Hindrance point to gain an
2) Hindrances additional skill point.
All the Hindrances from Savage Worlds are
available except Poverty. All Holler residents HOLLER SKILL LIST
suffer this affliction (see Gear below). Here are the skills available in Holler. Note
You can take up to 4 points of Hindrances. that skills like Weird Science, Spellcasting and
A Major Hindrance is worth 2 points, and Focus may be used by Big Boys, fae, demons,
a Minor is worth 1. A hero could thus take and other malcontents, but aren’t normally
two Major Hindrances, four Minor, or any available to Holler residents.
combination that adds up to 4 points. (You New skills are shown with their linked
can take more Hindrances but the maximum Attribute.
benefit is 4 points). Athletics Notice
Taking Hindrances not only helps you define Battle Occult
and play your troublemaker, but also allows
Common Knowledge Performance
you to use the additional points to purchase
the benefits detailed below in future steps of Distilling (Smarts) Persuasion
character creation. Driving Repair
FOR 2 POINTS YOU CAN:
Faith Riding
• Increase an attribute one die type (see Step
Fighting Shooting
3), or
• Choose an Edge (see Step 6) Folklore (Smarts) Stealth
FOR 1 POINT YOU CAN: Folk Magic (Smarts) Survival
• Increase a skill one die type (Step 4), or Gambling Taunt
• Take one Uncommon item from the Holler Healing Thievery
Gear tables (see step 7).
Intimidation

10
Making Heroes

5) Derived Statistics
The following stats are based on the Traits you KNOWLEDGE
chose, or are common to all characters unless
modified by Edges or Hindrances. You may notice there’s no Research skill.
That’s because knowledge in the Holler is
• Pace is equal to 6. passed along through tales and first hand
• Parry is equal to 2 plus half your Fighting accounts, not generally documented in
die. If you haven’t taken the Fighting skill, books. With that in mind, knowledge skills
it’s 2. in the Holler are separated into distinct areas.
• Toughness is equal to 2 plus half your Vigor Common Knowledge: Covers general
die. knowledge of the character’s world,
including the Big Boys’ law enforcement
6) Edges and labor practices, history, famous legends,
Edges are what set your hero apart from other geography, weather, flora and fauna, and
folks in the Holler. All the Edges from Savage notable persons and clans.
Worlds are available except Rich and Filthy Rich,
Folklore: Covers knowledge of folk customs
and only the new Arcane Backgrounds listed in
and superstitions, folk magic rituals and
New Edges on page 13 are available to player
talismans, herbalism, farming, midwifing,
characters.
domestic practices (cooking, weaving,
Humans get one free starting Edge. quilting), and weather signs. Folklore also
deals with legends/knowledge surrounding
7) Gear cryptids.
Your character begins with a few sets of ragged
Occult: Covers knowledge of the ways of
but serviceable clothes and any three Common
demons, haints, fae, and witches, along with
items from the Holler Gear tables (starting
knowledge of legendary magics (some foes
on page 19).
have access to Arcane Background (Magic),
for instance) and rituals and texts that have
8) Grudges & Goals a scope/derivation beyond that of ordinary
Every player character has a Grudge against folk magic.
the Big Boys caused by the trauma of a heinous
event. Roleplaying your Grudge not only helps Survival: In addition to its normal uses,
define personality and backstory, but may also covers specialized knowledge about
occasionally get you rewards (in the form of critters, cryptids, landscape, and weather.
Bennies) from the Shift Boss!
Your outlaw’s Grudge is what drives her to
stand up against the ruthless Big Boys. Perhaps
she lost her brother to a mine collapse in 9) Background
Charhold. Maybe her home was flooded Finish up by adding any relevant details about
when the Big Boys dammed the river and her your hero’s background. What part of the
abandoned village is now at the bottom of Holler is he from? What are his relationships
a lake, rotting and haunted. Maybe she was like with his kin? What is his history of
unfairly detained in a company jail or roughed working for the Big Boys, if any? What are his
up by Kramer-Holt agents. obsessions? Who are his friends and enemies?
Your Goal directly results from your You don’t have to write an elaborate
Grudge. What action or condition does your backstory, but a sense of the forces that have
malcontent want to bring about to settle her formed your character to this point can aid
Grudge? The more specific and personal the greatly in role playing and the development of
better, and you can refine it as you play and interesting story arcs.
begin to understand your character and the
setting. The Goal is an opportunity to make
your character’s story personal, and offers the
Shift Boss a way to engage her passions and
convictions throughout play.

11
Holler: An Appalachian Apocalypse

NEW TAKES ON New Hindrances


OLD HINDRANCES
A lot of common idiosyncrasies Holler folks
Can’t Hold Yer Likker (Minor)
If this roustabout drinks the hard stuff, well,
are afflicted with map easily to existing
it comes right back up. This is a true social
Hindrances in Savage Worlds. Here are some
malady. He can’t hold it down and doesn’t
ideas to tie those maledictions a little more
derive any benefit from drinking moonshine
into the world of Holler.
concoctions (see Moonshiner on page 44).
Clay Eater (Habit): Some folks actually Thrown concoctions still work normally.
eat dirt. Why? No one seems to know for
sure, but a few speculate the Rider’s curse Feud (Minor)
poisoned the earth and it now has a powerful This freedom fighter has a long-standing feud
sedative effect. It ruins most folks’ lives, with a nonplayer character “nemesis” of her
leading them to spend their days in escapes choice. The player can invent the nemesis and
of lassitude or outright stupor. the history of enmity between them during
Fancy (Quirk): Some Holler folks like to put character creation, or the Shift Boss can allow
on airs, forget their raising, and get all fancy. her to choose from a few nonplayer characters
They adopt affectations in dress, speech, or in the setting after the first session. If the
manners that draw the ire of the Holler’s nemesis is killed, the player can choose a new,
no-nonsense residents who know the Fancy different Hindrance or start a new feud with
Dan is no different from them, so where does another nemesis.
she get off acting like her feet don’t touch the Both the hero and her nemesis are obsessed
ground? with each other, constantly engaging in
Fatalistic (Death Wish / Impulsive): A oneupmanship, often at the expense of their
lifetime of hard knocks have led some own well-being or that of their friends.
Holler residents to believe they’ve got little Feuds often become especially heated
control over their own fates. Sometimes during times of high emotional triumph or
this manifests as apathy, but other times it tragedy. Whenever your freedom fighter gains
induces bouts of foolhardy bravery and a Conviction, your nemesis is guaranteed to
willingness to take great risks. show up within one game session to cause
Maudlin (Quirk): Maudlin outlaws are trouble for her. Figures.
prone to self-pity or bouts of sentimentality.
They often wallow in their emotional funks, Hainted (Major)
and make no secret of their feelings to others. This troubled soul is a psychic magnet for
Varnish Head (Habit): Strangely enough, the Holler’s many haints. They whisper in his
some folks become addicted to the Big Boys’ ear, appear to him in visions, and play evil
industrial chemicals. Most any chemical tricks on him.
does the job—degreasing agents, turpentine, When the player rolls a Critical Failure, in
gasoline, paint thinner — and the Habit addition to any other narrative effect the Shift
Hindrance simulates this well. Boss deems appropriate, the character is “full
Wayfarer (Quirk): The Wayfarer believes hainted” (possessed) by a spirit or demon for a
there must be a way to escape the Holler. He 24-hour period. Roll on the Hainted Table to
pursues any lead in that direction, exploring see what kind of trouble the rube gets into. This
caves, crevasses, root cellars, stagnant pools, doesn’t have to happen right away. The spirit
and well-trod paths in search of passage. can lurk a while, waiting for an opportune
moment to cause the most mayhem.

12
Making Heroes

HAINTED TABLE

D6 RESULT APPALACHIAN
1
The trouble-maker destroys one of ACCENT & DIALECT
the party’s important possessions.
Appalachian accents and dialects are rich
The rebel runs headlong into and varied. There’s way more detail and
2
great danger. nuance than could ever be canvassed in a
The afflicted purposefully sidebar, but here’s a few quick and dirty tips
3 injures themselves in some way, for adding Appalachian speech to your table.
taking a Wound.
Put the “a-” pre-fix in front of your
The character acquires a temporary verbs on occasion: “I was a-going to knock
4
Hindrance. that Sheepsquatch on his noggin’, but he
The possessed attacks another knocked me first,” or, “Hold ye horses, I’m
5 a-fixing to heal ye.”
party member.
The ne’er-do-well attempts to “Y’all,” which is ubiquitous in the South,
6 sabotage the party’s mission at a is “yuns” in older forms of Southern
crucial juncture. Appalachian speech. “You” becomes “ye.”
Add an “h” sound to “it.”

Heathen (Minor) Embrace the double modal and the


double negative. The double modal is laced
Some hardened souls spurn the Good Book,
with circumspection and doubt about the
quarrel with or flat-out refuse communion
nature of fate and possibility, “I might could
with any sort of higher power, and scoff at
get over that mountain, but it ain’t going
those who claim divine inspiration. If anyone
to be easy.” The double negative is tinged
attempting to cast a beneficial Faith-based spell
with a touch of fatalism and regret, “I never
on a Heathen fails, that failure automatically
got none of those fresh apples they was
becomes a Critical Failure and triggers all the
a-talking about.”
effects that come with it.
Use “His’n,” “Her’n,” “Your’n,” to denote
Raw Nerves (Minor) possession.
Maybe this outlaw beat an addiction to varnish “Like” becomes “lahk.” “Wash” becomes
or saw something humans were never meant “warsh” and “Hollow” becomes “Holler.”
to see. Whatever it was, the worst of it is behind Repeat this phrase: “Thar’s a barrh (bear),
him but its effects still linger. Subtract 2 from whar? Over thar.” “Done” it up a bit—“I ain’t
any roll that requires fine manipulation with done it,” or “They done got themselves into
the hands (i.e. picking a lock, tying a tie or a fix.”
rigging explosives). This stacks with the All A bag is a poke, posion is pizon, deaf is deef,
Thumbs Hindrance! a piece of wood sticking out of the ground
for no apparent reason is a stob, a leaning
structure is sigoggled or sigoggling. A sick
New Edges person is a bit peaked (that’s two syllables)
or “poorly-looking.”
Background Edges Pepper your speech with colorful phrases,
like “That’s handy as a shirt pocket,” “I’m
Arcane Background (Blessed) a-going to snatch you bald headed,” “flat as
Requirements: Novice, Spirit d6+, flitter,” “slick as a butter bean.”
Faith d4+ Plumb is a descriptor — “he was plumb
Blessed folk have a strong connection to the crazy!”
Lord and perform wondrous miracles or call Oh, and it’s pronounced App-uh-latch-un,
on the Almighty for protection and healing. A not App-uh-layshun.
blessed character can be anyone from a snake- Have fun!
handling holy roller to a soap-boxing traveling

13
Holler: An Appalachian Apocalypse

preacher to an unassuming but pious caregiver. recipes, shiners brew concoctions that do
Blessed use Faith as their arcane skill. See much more than give a feller a pleasant buzz
Blessed on page 41. after a long day on the factory floor. Some
say moonshiners’ elixirs are magic. Some
Arcane Background (Folk Magic) say they’re downright unstable and prone
Requirements: Novice, Smarts d6+, Folk to combustion. Moonshiners use Distilling
Magic d4+ as their arcane skill. See Moonshiner
Some folks have preserved the old ways— on page 44.
practices passed down through generations,
the origins of such knowledge lost in time. Folk Blight Resistant
magic is steeped in myth and legend, but some Requirements: Novice, Vigor d6+
say their magic is what makes stories come true. The Blight is an unpredictable toxin, affecting
Talismans, herbs, and other trinkets some folks much more strongly than others.
characterize the practice of folk magic. A rowdy with this Edge is more resistant than
While its effects are primarily protective or most. He gets a free reroll when resisting Blight
instructive, its power, when necessary, can also (see page 46) and ignores 2 points of any
be harnessed to harm foes. Folk Magicians use Blight-related Vigor penalties.
Folk Magic as their arcane skill. See Folk Magic
“Y ou a r e th e c ompany. The ,
on page 42.
. You will die
company is youny lives on.
Arcane Background but the compa company is
(Moonshiner) Therefore, the, your paradis e,
your af terlife
Requirements: Novice, Repair d6+,
Distilling d4+
Moonshiners are a breed apart. Fiercely your legacy.”
oy
— From a Big B manual.
independent and famously protective of their

indoctrina ti on

14
Making Heroes

Combat Edges Weird Edges


Don’t Get ’im Riled! Augur
REQUIREMENTS: Novice Requirements: Seasoned, Danger Sense
The hero with this Edge can be a real curly wolf Some folks are born with “the sight.” They can
when he gets roughed up. When causing melee occasionally “auger,” or foretell, future events.
damage, he adds his Wound levels to the roll. A In Holler, this kind of prescience only occurs
hero with three Wounds, for instance, adds +3 in life or death situations, so once during any
to his melee damage rolls! dangerous encounter (GM’s call, but generally
combat), a prognosticator with this Edge can
Gouger spend a Benny to gain three Auger tokens. This
Requirements: Novice, Vigor d6+, is a free action.
Fighting d8+ Until the end of the encounter, the seer
Gouging fights are nasty, brutish affairs where may spend a token to allow herself or anyone
two combatants stand in a ring and try to whup else within 12” (24 yards) to reroll a Trait or
each other into submission. They get their damage roll.
name from the unfortunately frequent habit A Trait or damage roll may only benefit from
of the winner ripping out the other feller’s a single Auger Token, even if there are multiple
eye! You’ll find all you need to know about this characters with this Edge present.
atrocious activity on page 38.
Auger tokens aren’t Bennies, don’t trigger
When making an unarmed attack, a fighter Edges that use Bennies (such as Elan), and
with the Gouger Edge may ignore up to 4 can’t be used as such in any other way such as
points of Called Shot penalties. drawing new Action Cards or Soaking Wounds.

Professional Edges
TELL IT LIKE
Miner FOLKS TELL IT
Requirements: Novice, Spirit d6+,
Vigor d6+ For all its other trappings, Holler is a
The experience gained from repeatedly facing game about stories—true ones, false ones,
the dangers of the mines gives this character an small myths, and great legends—and the
edge in dark environments. connections between the human beings that
breathe them into being. The more energy
The miner may ignore up to two points of
you put into crafting your character’s story,
Illumination penalties as long as there’s at least
the more the world will give back.
some light—even a match or a couple of fireflies
in a Mason jar. Bluegrass pickers sing impromptu
ballads and ditties. Granny Women create
Pickin’ and Grinnin’ their own folk tales. Miners recount their
Requirements: Novice, Performance d8+ harrowing experiences beneath the earth.
Holy rollers opine about their mystical
Whether she was born with her scintillating
experiences. Moonshiners brag about their
talent, practiced until her fingers bled, or
greatest escapes and most devilish batches
struck a deal with a demon to reach virtuosic
of shine. Gougers intimidate with tells of
heights, this natural entertainer lays down
their most gruesome fights. These stories
fancy licks and gets folks’ feet a-moving.
add layers of depth and fun to a game that
The maestro gets a free reroll on Performance the Shift Boss alone could never generate.
rolls as long as she has an instrument in hand
Of course, in-game actions define a
or a voice to sing with.
hero’s essence—how you scheme, triumph,
dream, fight, fail, and negotiate moral
dilemmas — but the Holler becomes a
special place when a character takes an
active role in constructing her own legend.

15
Holler: An Appalachian Apocalypse

Faith Healer
Requirements: Novice, Performance d8+
Faith Healers don’t actually heal Wounds (not
with this Edge, anyway), but can make others
believe they’re cured.
As an action, a Faith Healer may touch a
friendly character, say a few words, and make a
Performance roll minus the victim’s Wounds. If
successful, the victim may ignore the Wounds’
penalties for the next five rounds.
No individual may be affected by this Edge
more than once per encounter.

Sooth-Savior
Requirements: Heroic, Auger
Once per session and at any time, even
in the middle of another character’s
turn, the Augur may give a Benny to any
other character and describe a flashback
wherein he foretold a fellow teammate of
danger relating to the present situation. This
warning is enough to turn that Benny into a
point of Conviction.

ARCHETYPES AND EDGES


While lots of different character types fit well in the Holler, we’ve offered a bunch of
archetype ideas at the beginning of this chapter to help (see Sample Characters on page 7).
It’s sometimes also helpful to know what core Edges in Savage Worlds (in addition to the new
ones listed in this chapter) might capture the feel of the character you want to play. Here are
a few ideas to get you started.
Alertness: Those with this Edge are particularly wary of all the critters and demons that
populate the old woods. Whether paranoia fuels their attention or simple talent, Alertness is
a common trait among Holler residents.
Arcane Resistance: Some Holler folks have a natural resistance to magic and the supernatural.
Maybe they’re blessed in a different way, or maybe they’re just stubborn enough that their lack
of belief in the arcane manifests as resistance to it.
Charismatic: From skilled peddlers to big hearted school teachers to captivating preachers,
this Edge can go a long way to emphasizing the feel of any character who talks well and often.
McGyver / Mr Fix It: Moonshiners, gearheads and tinkers are all over the Holler, and
although they don’t understand the Weird Science of the Big Boys, they can sabotage Big Boy
equipment, soup up jalopies, and often improvise explosives with just a few spare metal rods
and some chemicals they find outside a textile mill.
Soldier: While few people in the Holler have fought in an organized military, the effects of
this Edge are on point for any freedom fighter whose determination and experience in the
face of tough conditions is front and center.
Strong Willed: Holler residents are often very proud people. Granny women who’ve seen it
all or tough miners who can sniff out a flim-flam man as sure as they can a rigged coal-scale
are not easily bamboozled.

16
Chapter 2:
Gear

The Holler corresponds roughly to 1930s


Depression-era Appalachia in terms of mood Barter System
and feel. A stark technological gap exists—the
Big Boys have access to electricity, telephones “Cash money” is rare in the Holler. Sure, the Big
and telegraphs, luxury automobiles, radios and Boys have stacks of it, but most of them make
record players, and their mills and mines are only brief visits to oversee operations before
powered by industrial machinery. returning to the safety of the City.
Holler residents are paid in “scrip,” a form
Local railroads run through the Sootstone
of currency that can only be redeemed at the
Mountains and the coal operators (the
company store. It has little value outside the
Galloways and Bondurants) have plans for
company town economy.
expanding those Holler-wide. The Tommy Gun,
known colloquially as the Tommy Deadman, is Most trade in the Holler is based on barter,
the weapon of choice for the Big Boys and their with the parameters of any exchange relying
heavily on the relative wants and needs (and
associates.
sometimes desperate circumstances) of seller
Holler residents live in company towns and buyer.
constructed by the Big Boys or dirt floor cabins
Livestock, horses of questionable merit,
in the woods. The typical company house
fruits and vegetables, potable water, tools,
consists of one or two rooms and does not have
knick-knacks, and good walking boots are
indoor plumbing or electricity.
often traded, along with favors and promises.
Holler residents don’t have access to The Big Boys’ various prohibitions mean
telephones, radios or record players. Most there’s a contraband market as well—vehicles,
residents travel by foot or broken down horses. corn likker, weapons, and radios are among
Cars that are in possession of residents have the most treasured items, but possessing them
usually been illegally salvaged from the Big brings unwanted attention from both the Big
Boys’ junkyards by moonshiners or racers. Boys and local thieves.
Regular folks’ firearms, if they have any, are While cash and coins can’t be redeemed in
mostly old shotguns or hunting rifles, passed the Holler, some criminals count exotic lucre
down through the generations, though a few from the City as a status item. Unsavory types
have managed to steal Tommy Deadmen and consider it much more valuable than scrip in
other weapons from the Big Boys’ storehouses. lawbreaking circles.

17
Holler: An Appalachian Apocalypse

The Company Store food and make aspirational purchases, such


Every company town has a company store, as pieces of furniture “manufactured in the
one of the only places where workers can buy City.” This leads to a cycle of perpetual debt for
goods (traveling tinkers fill the gap a bit, but many workers. Most Holler folk are honorable
their inventories tend to be scattershot and and don’t want to leave their accounts
even eccentric). unsquared, so they feel they must continue
working, regardless of the conditions, to pay
The average worker makes five scrip per week
off their debt.
after the company deducts for their rent and
village maintenance. This is barely enough to Some workers supplement their diets by
keep the worker and his family fed. tending backyard gardens, keeping chickens
or other small livestock or hunting and fishing
The company store is more than happy to
in the nearby woods, but such activity is
extend credit to workers so they can buy more
frowned upon by the Big Boys and prohibited
in some towns.
“Early to bed and early to
rise/ keeps a worker in Availability/Barter Values
the vise.” The Big Boys’ tight control over the availability
of goods is undercut by the work of peddlers,
—The Almanac of Richard thieves, and smugglers, who regularly pilfer
the Sod. from Umberkirk Requisition Yards and rob
supply trucks from the City.
Some families, especially those who live
outside of company towns, have deeply
cherished (and fiercely protected) heirloom
objects passed down through the generations,
and a good many Holler folks are mechanically-
inclined, leading to a preponderance of
jury-rigged weapons and contraptions.
All these factors lead to a consistent
inconsistency in terms of how difficult it is to
procure supplies, weapons, and specialty items.
All goods are rated for Availability, which
also roughly corresponds to their barter value.
Goods commonly available at a company store
are listed in terms of their value in scrip.
Common (C): A few eggs; a knick-knack; a
genial disposition
Uncommon (U): A chicken; few jars of likker;
skinning knife; a small errand or favor
Scarce (S): A goat or two; a nice pair of boots;
a good bow; a difficult errand or big favor
Rare(R): A very good horse or very junky car;
wads of scrip plus a new guitar; a few good
rifles; an adventure-level errand or something
highly illegal
Very Rare (VR): An exotic critter or juiced
up car; significant cash money and Big Boy
technology; a stash of automatic rifles or
explosives; a quest-level adventure or revenge
killing. Are you willing to trade your life?

18
Gear

Flour C 1/Bag 1
Holler Gear Good Book C 1 1
Greens (canned) C 1/can 1
This is a rough guideline. Barter values depend
largely on the immediate needs and desires of Haircut C 2 –
seller and buyer. Hot Shower C 2 –
CLOTHES Kitchen
S 15 25
ITEM VALUE WEIGHT
Table/Chairs

Boots (Good) S 1 Matches (box) C 1 –

Boots (Ratty) C 1 Milk C 1/Gal. 1

Boots (Steel-Toed) S 3 Oil Lamp C 3 2


Notes: +1 to Unarmed damage. Oil C 1 –
Coat (Ratty) C 1 Pork C 1/Lb. 1
Coat (Heavy) S 2 Simple Tools S 25 5
Notes: +1 Vigor rolls vs. Cold Wall Calendar C 2 –
Dungarees (Jeans) U 1
TINKER/SMUGGLER GOODS
Overalls C 2
ITEM VALUE WEIGHT
Peasant Shirt C 1
Awl U 1
Sack Cloth Dress C 1
Backpack U 3
Slack Pants (blousy cloth) C 1
Banjo U 5
Sunday Clothes S 1
Bedroll U 4
Fancy Dress R 2
Blasting Caps S –
Business Suit R 1 Notes: Required for controlled use of
dynamite for blasting in mines or tunnels.
HATS
Playing Cards U –
ITEM VALUE WEIGHT
Playing Cards (Dirty) S –
Ball Cap U – Notes: +2 to card-based Gambling rolls when
Cloche S – used. A Critical Failure reveals the cards as
dirty.
Derby C –
Playing Cards (Rook) C –
Farmer's Hat C –
Canteen U 1
Fedora S –
Dobro (a type of guitar) S 5
Pillbox S –
Dope (carbonated soda) S –
Porkpie S –
Dulcimer S 5
Skimmer C –
Flint and Steel C 1
Stovepipe R –
Gasoline (1 Gallon) S 6
COMPANY STORE GOODS Guitar R 5
ITEM VALUE COST WEIGHT Likker U –
Beans (Dried) C 1/Bag 1 Lockpicks R –
Bed C 10 30 Notes: +1 to Thievery rolls when picking locks.
Cornmeal C 1/Bag 1 Manacles S 4
Luxury Couch R 10 30 Mouth Harp C 1
Eggs C 1/Doz. 1 Possibles Bag C 1

19
Holler: An Appalachian Apocalypse

Poultice U 2 Holler Food


Notes: +2 to Healing; one time use. Food is much more than sustenance in the
Powder Horn U 1 Holler. It’s a means of communication. It
Notes: Required for storing powder for black loosens tongues and builds relationships. It
powder weapons. Holds enough for 10 shots. heals people’s woes and brings folks together.
Even the most ornery shift boss or toughest
Quilt U 2
company guard has been known to soften
Radio VR 1 when confronted with a delicious offering of
Notes: Under just the right conditions, these home-cooked heaven.
Big Boy devices can pick up spotty broadcasts
from the City. FOODSTUFFS
Record Player VR 7 ITEM VALUE WEIGHT
Notes: Record players are contraband in the Bacon U –
Holler, and the records they play are only
Beef Stew U –
made in the City.
Biscuits and Gravy C –
Rope (20 yards) C 10
Bass U –
Sewing Needles C –
Butter Beans C –
Skillet U 2
Carp C –
Spectacles S –
Catfish U –
Trail Rations (1 week) S 2
Chicken Dumplings C –
Thread C –
Fruit Cobbler U –
Tin Cup C 1
Coffee R –
Walking Stick U 3
Cornbread C –
CRITTERS Chow Chow
U –
ITEM VALUE (pickled relish)
Bull R Grits C –
Old dog (Str and Vigor –1) C Hoe Cake C –
Hound dog C Iced Tea S –
Billy goat U Milk (goat or cow) C –
Broke down horse (Str Fried Pork Chops U –
U
and Vigor –1) Poke Salad C –
Good horse R Preserves C –
Thoroughbred horse VR Rabbit U –
Mule U Squirrel C –
Ox R Tater Fritters U –
Songbird C Trout S –
Turnip Greens C –
Whistle Pig
U –
(groundhog)
Venison U –

20
Gear

ARMOR
TYPE ARMOR MIN STR. WEIGHT VALUE NOTES

Animal Hides +1 d4 5 U Torso and legs


Head, Ignore
Miner's Helmet +1 d4 2 U
Illumination Penalties

MELEE WEAPONS
TYPE DAMAGE MIN STR. WEIGHT VALUE NOTES
Big Ol’ Ball Bat Str+d8 d8 5 S
Does not count as a weapon for
Brass Knucks Str+d4 d4 1 C
Unarmed Defender
Hatchet Str+d4 d4 3 U
Hoe Str+d4 d4 4 C Reach 1
+2 to break objects
Logging Axe Str+d6 d6 5 U
with two hands
Mining Pick Str+d6 d6 5 U
Pitchfork Str+d6 d6 5 S Parry –1 Reach 1, AP 2
Skinning Knife Str+d4 d4 1 U −2 to be noticed if hidden
Scythe Str+d8 d8 6 S Reach 1, AP 1, Two Hands
Shovel Str+d6 d6 5 C
Sign of being rustic and
Wooden Club Str+d6 d6 5 C
ill-mannered

RANGED WEAPONS
MIN
TYPE RANGE DAMAGE AP SHOTS ROF STR. WEIGHT VALUE
Axe (Throwing) 3/6/12 Str+d6 — 1 d6 3 U
Bow 12/24/48 2d6 — 1 d6 4 S
Crossbow 15/30/60 2d8 2 1 d6 6 R
Notes: Reload 2
Knife (Throwing) 3/6/12 Str+d4 — 1 d4 1 C
Sling (with Stones) 3/6/12 Str+d4 — 1 d4 1 C
BLACK POWDER WEAPONS

Black Powder Weapons are Reload 3 unless noted.


Maw Maw's Pistol 5/10/20 2d6+1 — 1 — d4 3 U
Old Smoky 15/30/60 2d8 2 1 — d6 4 R
Paw Paw's Rifle 15/30/60 2d8 — 1 — d6 11 S

“When in doubt, fry up so


pie. When in a patch of fieme fatback. When in despair, bake a
ld demons, bust some go
urds.”
—From A Granny Woman
Cookbook.

21
Holler: An Appalachian Apocalypse

PISTOLS
MIN
TYPE RANGE DAMAGE AP SHOTS ROF STR. WEIGHT VALUE
Hideout Pistol 3/6/12 2d4 — 2 1 d4 1 U
Peacemaker 12/24/48 2d6+1 1 6 1 d4 4 R
SHOTGUNS
Seed Sower 12/24/48 1–3d6 — 2 1 d6 11 R
RIFLES
Deer Rifle 24/48/96 2d8–1 — 4 1 d6 9 R
Notes: Snapfire

AMMO
Ammunition in the Holler is difficult to get. For Holler weapons, it’s considered Rare, for Big Boy
weapons it’s Very Rare. A fair number of folks who’ve gotten their hands on a Tommy deadman
often find getting ammo for it a fair piece harder than it was finding the weapon itself.

DYNAMITE
Dynamite is used primarily for blasting in the mines of the Holler, but it comes in handy when you
need to blow up one of the Big Boys’ armored cars too. Dynamite has a 1 in 4 chance of exploding
if it takes 6 or more points of damage. Throwing dynamite uses Athletics, and setting it uses Repair.
Seven or more sticks of dynamite are usually set to explode rather than thrown. Dynamite is
considered an Uncommon item, and a Heavy Weapon.
TYPE RANGE DAMAGE WT BLAST NOTES
1–2 sticks 4/8/16 2d6 0.5/1 MBT +2 damage for 2 sticks/pints
3–4 sticks 3/6/12 3d6 1.5/2 LBT +2 damage for 4 sticks/pints
5–6 sticks 2/4/8 4d6 2.5/3 6” Radius +2 damage for 6 sticks/pints
Each additional stick — +2 0.5/1 See Notes +.5” Radius per stick

VEHICLES
Almost all jalopies and pickups in the Holler require a Repair roll to get started if you’re pressed
for time (say, during a combat round).

GROUND VEHICLES
TOP SPEED
TYPE SIZE HANDLING MPH TOUGHNESS CREW VALUE
Junky Jalopy 3 −1 50 7 1+3 R
Fair to Middling Jalopy 3 0 70 8(1) 1+3 R
Juiced-Up Jalopy 3 +1 90 10(2) 1+3 VR
Junky Pick-Up 5 −2 40 11 1+10 R
Juiced-Up Pick-Up 5 −1 80 14(2) 1+10 VR
Notes: Secret cargo space. –4 to Notice on search.

is a be au tif ul th ing . . . it remakes the very air,


“An explosion iling
ard th e da rk he av en s full of fire and fury, boit
flies tow us booms! The very though
t of
with rage and thundero!”
gives me gl eeful shivers
en s, Dem olitions Ma n / Combustible Codger
—Stormy Pick
22
Gear

Big Boys Equipment


The Big Boys and their associates have access to everything Holler folks have access to, though
they usually have no need for it. Value represents how difficult the piece of equipment is for the
freedom fighters to locate/steal. The names are the nicknames they have earned among Holler
residents.

ARMOR
MIN
TYPE ARMOR STR. WEIGHT VALUE NOTES
Entire body. Ignore 2 points of
Vigor Penalties in Blight Storms/Fog.
Blight Suit +1 d6 9 VR
Immune to Blight Fatigue. Reduce
Pace by 2.
Bullet Proof Vest +2 d4 5 R Torso.
The ultimate protection for the Big
Environmental Boys. This surprisingly lightweight
Protection +5 d4 7 VR full-body suit was developed by
Suit (EPS) Samuel Ashdown. It completely
protects the wearer from Blight effects.
Head. Ignore 2 points of Vigor
Gas Mask (head) +1 d4 3 R
Penalties in Blight Storms/Fog.
Kramer-Holt
+1 d4 4 S Torso, arms.
Detective Coats
Riot
+1 d4 2 S Head.
Helmet (head)

GRENADES/GAS CANISTERS
TYPE RANGE DAMAGE AP ROF BLAST WEIGHT VALUE
Smoker 5/10/20 — — — LBT 1 U
Notes: Obscures vision. –4 to all sight based skills. –2 to Athletics.

Choker 5/10/20 — — — LBT 1 S


Notes: Vigor roll at –2. Failure results in target becoming Distracted and Vulnerable.

Blaster 4/8/16 3d6 — — MBT 1 R

MELEE WEAPONS
MIN
TYPE DAMAGE STR. WEIGHT VALUE NOTES
Billy boy Baton Str+d4 d4 1 C
With a successful hit, target must
Shocker Stick Str+d6 d4 1 S make a Vigor roll (–2 with a raise) or be
Stunned.
Attitude
+2 Damage when wielded with two
Adjuster Str+d8 d6 4 R
hands.
(Studded Club)

23
Holler: An Appalachian Apocalypse

RANGED WEAPONS
PISTOLS
MIN
TYPE RANGE DAMAGE AP ROF SHOTS STR. WEIGHT VALUE
Silent Sam .22 10/20/40 2d4 — 1 9 d4 2 R
Notes: Equipped with silencer
Widow-maker .45 12/24/48 2d6+1 1 1 7 d4 4 R
RIFLES
Big Gun 30/60/120 2d10 2 1 1 d8 11 VR+
ASSAULT RIFLES
Bloody
24/48/96 2d8+1 2 3 30 d6 10 VR
Bear (7.62mm)
SUBMACHINE AND MACHINE GUNS
Tommy
12/24/48 2d8+1 — 3 20 d6 13 R
Deadman .45
Tater Digger (7.62) 40/80/160 2d10 3 3 200 — 75 VR+
Notes: Machine Gun (see Savage Worlds). Heavy Weapon.
SHOTGUNS
Peasant Pumper 12/24/48 1–3d6 — 1 6 d4 8 R
Rube Runner 12/24/48 1–3d6 — 1 12 d6 10 VR

SPECIAL WEAPONS
MIN
TYPE RANGE DAMAGE AP ROF SHOTS STR. WEIGHT VALUE

Blighter 10/20/40 — — 1 1 d4 5 VR
Notes: One use. Technomancers must reload under laboratory conditions. Shoots a concentrated
spray of highly toxic Blight in a MBT. Those within the area must make a Vigor roll (–2 with
a raise). Failure results in –1 to all Vigor rolls for the next hour and are subject to Blight
Corruption on page 46).

VEHICLES
GROUND VEHICLES
TOP SPEED
TYPE SIZE HANDLING MPH TOUGHNESS CREW VALUE
Kramer-Holt Patrol Car 4 0 100 12(2) 1+3 VR
Notes: Armored version has +2 Armor

Penal Colony/
7 −2 50 7(1) 1+40 R
Labor Truck
Big Boys Luxury Car 3 +1 100 10(2) 1+3 VR+
Notes: Armored version has +2 Armor.

VERDINITE
Verdinite glows green with strange power, and has the same statistics as dynamite except with
d10 damage dice instead of d6. It’s also less stable, and has a 100% chance of exploding when the
container it’s in takes 4 or more points of damage.

24
Chapter 3:
Life in the Holler

ails a body or to grant “special proclivities,” are


Gazetteer among the most prized items, though their
medicinal efficacy is fiercely debated.
Corncob Gap Cussfoot Fens
Corncob Gap, also known as Rustic Road or
Hoofing-It Highway, is a long, narrow L-shaped The Cussfoot Fens occupy a small sliver of
pass that cuts between the Ghost Ridge and territory immediately east of the Hogback Hills
Great Craggy Mountain ranges, terminating at and form the Holler’s southeastern border.
the northern border of the Holler. The Fens give off a fetid smell, partially from
It provides passage through the mountains the many layers of decomposing mosses and
for migrating beasts, traveling peddlers, plants, and partially from the dead that are
reassigned workers, and shipments between routinely buried there in shallow graves by
industrial operators. The high country on folks from the Hogback Hills.
either side of the gap provides rapscallions and
Holler residents believe the mud of the
predators perfect hiding places to stalk their
Fens has special properties and grants a deep,
prey. Many a traveler has set out on the Gap
never to return. peaceful sleep to departed loved ones. The
Fens are notorious for deep sink holes as well
Though the Riders of Industry are long dead,
it is said their shadows ride astral stallions as “cold spots” that can give a traveler the
through the gap on clear nights with a full deathly shivers in a matter of moments. The
moon, and that the sight is terrible enough to Fens are rife with cryptids, many of whom
stop even a strong heart. favor its relative isolation and ample supply of
Verdy’s Traveling Flea Market pops up at necrotic tissue.
irregular intervals up and down Corn Cob Gap. The Big Boys seem to be experimenting with
The market is run by Verdy Cogbloom, a granny hybrid vehicles that can navigate both the
woman turned entrepreneur. Whenever it marshy terrain and mossy waterways.
appears, it usually runs for a day or so, drawing
sundry peddlers and passersby, and disperses Almarine is the only village in the Fens,
just as quickly to avoid detection by Kramer- though some hermits and ragtag groups can
Holt agents. be found living outside of it. The village hews
All manner of goods are available for barter— close to the Fens’ border with the Hogback
from livestock to family heirlooms to the Hills. Almarinites are a strange lot—their
occasional weapon. Verdy’s array of poultices preoccupations with death and fate have given
and tonics, promising to cure anything that birth to a range of occult practices.

25
Holler: An Appalachian Apocalypse

Faefall Fairy Flats looks like a place plucked from


Forming the Southern border of the Holler, a book of fables. Surrounded by fairy rings,
Faefall appears miraculously free from Blight. sparkly, crisscrossing streams, and verdant
However, most view its low, lush ridges as a woods full of foxfire, the people of this
peculiar haunt, and not worthy of habitation, tiny village are given to shiftlessness and
due to the preponderance of stories about the hallucination.
capricious fae that inhabit it. Midsummer is a village located on a curious
The landscape almost feels like an illusion—a environmental anomaly— a flat-top mountain
dream of an unbelievably bright and shining meadow ringed by extravagant, garishly-
spring. Silver rain showers whisk across a glade. colored flowers unlike any others in the
The winnowed light of dusk illuminates the Holler. The village’s constable, Emerald Divine,
fingertips of a sapling. Birds, wild horses, and cultivates the exotic beauty of this patch of
herds of elk live easy as you please in bright ground. “It’s a-growing. It’s a-growing. We got
meadows and apple orchards. to keep it a-growing. I can hear it a-growing,”
he likes to tell the rare, befuddled visitor.
Fae romp through its pastures, stirring up
revelry and mischief. The people tend their
fields, raise their children and care for their
flocks, keeping an anxious eye on the Blight
the blood,
storms that light the sky just to the north.
“S erpents quicken quickens the
Galax rests in a gentle valley, ringed by
willowy mountains. Its citizens are quiet,
but a kind word
reserved, distrustful of strangers and given to heart.”
an array of odd rituals aimed at maintaining
harmony with their sylvan neighbors.

26
Life in the Holler

Ghost Ridge Mountains The Blight has strongly affected the Great
The mist-shrouded Ghost Ridge Mountains Craggies’ eastern facing slopes, with many
appear an eerie blue when viewed from a burl-boiled trees and poisoned streams.
distance—some say the blue is simply one’s eyes The Craggies feature some of the most
playing a trick, others that it’s an emanation of majestic and terrifying views in the Holler,
the mystical power contained within the Ghost from 800-foot waterfalls to steep ravines
Ridge’s forested peaks and fast-moving rivers. that seem to descend into maelstroms of
The fog gets so dense in the spring and nothingness.
autumn that a traveler can barely see her hand Firpo is the biggest logging town in the
in front of her face, and the landscape’s myriad Holler, with both the Whitakers and the
nooks, crannies, caves, and crevasses are home Lowells running expansive timber operations
to an unusually high number of haints. and sawmills. The town sits in a high mountain
The human population of Ghost Ridge dwells valley in the Great Craggies, ringed in by
in clan-based hollows. These folks tend to keep Paw Paw’s Peak and the leaning summit of
to themselves and out of the factories, but a few Mt. Sigodlin.
have left for Saxon or Gilmer in search of work. A large population of wild boar lives in the
Burden Holler is home to the Burden Clan, woods around Firpo. The True Summoner’s
infamous for the degree of generational Hog Calling Contest is a beloved local tradition.
misfortune that has befallen them. Strange Gilmer is small logging camp at the edge of
physical ailments, a sundry of accidental a haunted forest. Exactly what the forest is
deaths, and an unceasing barrage of floods, haunted by is a subject of much local debate.
earthquakes, and fires mark their harrowed Stump Town is an exploratory Royster
existence. logging camp housed at the base of the Stygian
Cherry Mountain is the domain of Amos Peaks. The Stygians boast dense forests, which
Mulholin (see page 204), the most famous are also dense with demons, cryptids, and giant
moonshiner in the Holler. His miraculous beasts. The bravest, most-skilled loggers from
orchards of “only slightly Blighted” cherry trees Firpo eventually wind up here, where their life
give birth to his most popular concoction, the expectancies decrease significantly.
whiskey known as Cherry Bounce. The residents of Stump Town are often
Cole Holler is defended from outsiders by the possessed of a mordant, gallows humor. Many
Coles, champion gougers and opportunistic engage in violent pastimes. It’s the Holler’s
junk dealers who tend to live lives of boisterous gouging capital.
debauchery and wanton violence. Even the Big Weaver Falls residents claim they’ve been
Boys steer clear of the Coles if they can help it. gifted with a “nature-tuned ear” thanks to
Gulchside is a small village on the southern the town’s proximity to the euphonious
escarpment of the Ghost Ridge. Many of the rushing sounds of an 800-foot waterfall. The
jalopies stolen from Big Boy Requisition Yards Falls turn out a high number of incredibly
end up here. Illegal races thrive on crudely talented musicians and instrument-makers.
constructed dirt tracks or the steep curves of The famous fiddler, Snuffy Croyle, hails from
Sidewinder Road. here, and Verna Lynn Cash is said to have a
voice that “takes the wings off an angel, but
Great Craggy Mountains in a good way.” Weaver Falls is the site of the
The Great Craggies come by their name annual (and outlawed) Fiddler’s Convention,
honestly, marked by jagged, treeless peaks and where musicians from all over the Holler sneak
huge boulders jutting from every slope. Strip their way to the Falls to show their stuff.
mining and deforestation have amplified their Wolf Lick is famous for two things: 1) its
rugged and sometimes desolate appearance. residents’ unusually harmonious relationship
Black bears, panthers, and giant-sized with packs of fenrir (intelligent wolves, see
mutations of snakes, spiders, and owls roam page 129); 2) its residents’ unusually poor
its expanses. Rock slides, lightning storms, and relationships with each other. Wolf Lick folks
flash floods are common hazards. have lived in harmony with the local fenrir for
decades. The village is dominated by two

27
Holler: An Appalachian Apocalypse

families, the Dewlaps and the Hivelys, who The Umberkirk Rail Central Depot, which
are engaged in a bloody, intergenerational offers access to the nearby Sootstones, is
feud. No one remembers how it started, but located downtown. It provides a ready escape
the slightest perceived insult or grievance can for scoundrels who run afoul of the law and
lead to violence. has become one of the most dangerous places
in the Holler.
Hogback Hills Broadus used to be an independent farm
On the eastern side of the Holler, the community, until the Ashdown family
mountains give way to rolling hills and red clay “purchased” strips of farmland from the
fields marked with small ponds and occasional families living there, promising enormous
dense thickets. subsidies and mechanized equipment in
The western third of the Hogbacks form the return. Instead they turned these once-
foothills of the Faefall. This area boasts its fair independent tillers into sharecroppers.
share of wildflower-speckled meadows and Ashdown company trucks carry the bounty
clear streams. of Broadus’ surrounding lands (potatoes,
The eastern third constitutes the southern tomatoes, turnips, green beans, okra, squash)
escarpment of the Sootstones, and the land to processing centers which create the much-
and air here bear ruinous evidence of the reviled Standard Victuals (condensed soups
Sootstones’ environmental affliction. and “nutriment” bars), distributed throughout
the mill villages and labor camps. The labels on
The central third abuts the Ghost Ridge and
the Victuals declare them “100 percent Blight-
constitutes the Holler’s textile belt, home
Purified”—folks aren’t sure if they believe it, but
to the largest Ashdown Textile Mill and its
it’s some comfort at least.
company town.
Clay Town is one of the saddest places in the
Its residents are hard-working and fiercely
Holler. The Saxons shuttle workers who are
independent millhands, and despite the Big
too old, too injured, or too psychologically
Boys’ prohibitions, they have carved out lively
unstable to work to this village in a remote part
monuments to their lifestyle throughout the
of the Hogback Hills.
hills—illegal lean-to bars and jook joints, fallow
fields reserved for their riotous stomp parties, Many of the people there have become
and a fair smattering of moonshine stills and addicted to eating the red clay that lies beneath
serpent churches. their feet. Under its baleful influence, they
spend their days in torpor or nervous unease.
Ashdown is the stronghold of the Big Boy
Rumors have it the Big Boys relocated some
inventor-tycoon Samuel Ashdown. His
Clay Town folks to other locations, though
largest textile mill and fancy vacation estate
no one seems to know to exactly where or for
overlook the town.
what purpose.
Samuel is famously unpredictable, which
Saxon is the rival town of Ashdown and boasts
leads to a confusing existence for the
the largest textile mill in the Holler. Hilda
workers. Sometimes the alcohol prohibition
Saxon and her scion are determined to run
is enforced, sometimes it isn’t. Sometimes
their operation as efficiently as possible. Saxon
stealing from the company store results in a
was built from the ground up as a company
verbal reprimand, sometimes a public flogging.
town. The mill houses are uniform, one-
The inconsistent application of the law makes
room shanties with no indoor plumbing. The
Ashdown a chaotic place. That’s probably how
company-owned church, grammar school, and
Samuel likes it.
jail house sit side-by-side, indistinguishable
Boscage, home to Ashdown Textile Mills in appearance except for minimalistic signs
No. 2 and No. 3, is the personal fiefdom of above their front doors. Company guards are
Lawman Doyle Billford, one of the Big Boys’ everywhere and exercise almost total control
most tenacious enforcers. He and his men visit over the populace.
terror on the locals, their fearsome reputation
Sunrise is home to two granny women, one
outstripping even that of the Kramer-
black and one white, and each possessed
Holt agents.
of considerable charisma, nerve, and wit:

28
Life in the Holler

Lucy Parham and Mother Mancini. They The fanatical Church of the Anointed makes
work together to create community and its residence on the Plateau, along with other,
resolve disputes. smaller cults. These worshippers have plenty of
Terrapin Corner was named after the diabolical company. Every demon in existence
ill-tempered alligator snapping turtles can be found here, along with a bevy of giant
that populate the banks of the Big Sandy predators. Travelers who have survived its
and is home to a community of old-timers. horrors often make two exceedingly odd
Considered beyond their productive working claims about Piney Dirge—“it’s a small patch of
years, they are largely left to their own devices. ground that seems to stretch on forever,” and
Join a gathering on any porch and you will “the further ye walk, the closer ye get to finding
hear a history lesson, whether by gossip, ye true self, if ye have such a thing.”
recitation, or song. The two most well-known Hemlock is the bastion of Lester Poulson's
yarn spinners are Vonnie Givens, a crafter of Church of the Anointed. Not long after the
ghost stories that hasten the heart, and Manley Big Boys arrived, Lester Poulson led a flock
Wellsong, who makes any tale he tells a good of followers to settle on the inhospitable
two-feet taller. Piney Dirge Plateau, believing the land there
held none of the resources the industrialists
Piney Dirge Plateau coveted, and his congregation could worship
North of the Stygians, the slopes descend in peace. Over time, other dissidents fled to
quickly to the eerie high plain of the join Poulson’s Church, which seems to worship
Piney Dirge Plateau. Tall, isolated pines Lester as much as it worships the Good Book.
punctuate the mind-numbing regularity of The Bastrop Drilling Company, relative
the landscape’s rocky soil, dry gulches, and newcomers to the Holler, have recently
scattered patches of blackened snow. Rapidly discovered rich reserves of oil and natural
fluctuating temperatures, large dust devils, gas on the Plateau, and are on the verge
stone outcroppings sharp as cut glass, and of launching operations there, much to
strange orbs of floating Blight make travel Lester’s chagrin.
extremely dangerous. Jeremiad is a village further out on
the Piney Dirge, founded by Lester's
younger brother, Ollie Poulson after
growing envious of Lester's power.
During one of Lester’s sermons,
Olllie stood and declared, “Lester
sees hisself as a god, he has made
hisself into a false idol, and those
who follow him fall further and
further into wickedness.” Ollie was
summarily banished, but others
who felt the same way about Lester’s
excesses followed Ollie out of town. They
founded their own village, following
Ollie’s teachings of stern asceticism and
passive fatalism.
Shadrach plays home to yet a third
group of dissidents who have rejected
the influence of both the Poulsons and
turned to the “illustrious instructions
of the natural worlds' temper and
timbre,” to give their lives meaning
and ballast. Led by a charismatic,

29
Holler: An Appalachian Apocalypse

auburn-haired woman named Estelle Rood Industrial toxins mingle with the dark magic
(formerly one of Lester’s many wives), the of the Rider’s curse to produce a particularly
residents of Shadrach attempt to live a powerful form of the Blight. Mutated cryptids
peaceful, communal existence, though many make their lairs in abandoned shacks
suspect them of “heathenly works.” and demons of every description prey on
vulnerable folk.
Sootstones Some residents of Sootstone believe the
If Faefall is an Arcadian dreamscape, the Lord has absconded to a remote corner of the
Sootstones are the nightmarish inversion of universe. Others believe he is testing them
that dream. Coal ash chokes the air. Slurry fills to the limits of their resolve and that all this
ponds and lakes. Dye tanks from textile mills suffering must one day lead to salvation.
leach poison into the ground. Burlton, home to Bondurant Mine No.
Mountains are stripped bare of their trees or 1, is every bit as cramped and Blighted as
their tops have been blown off entirely, filling Charhold. However, the Bondurants are the
the valleys with noxious debris. Mill villages, Big Boys’ leading practitioner of Refinement
mining camps, and ad hoc tent towns offer and Education Programs. Folks in Burlton
little shelter and comfort to workers on the have access to intramural sports, community
blind edge of despair. concerts (with music selected to “soothe the
savage beast,”) and free classes on temperance,
figure drawing, domestic placidity, and social
charm. The Bondurants insist these programs
READIN’ & WRITIN’ increase worker productivity and decrease
civil unrest.
Thanks to schools provided by some of the
Big Boys, like Eloise Bondurant and Samuel Charhold is home to Galloway Mines 1 & 2
Ashdown, some Holler children learn to and their large mining villages, terraced on the
read and write before they go to work in steep hillsides of the Sootstones. The Galloways
the mills or mines, generally around the control everything in Charhold, “even mixing
age of ten. Some literate folks teach others up and parceling out the air we breathe,”
to read and write and a few ambitious folks locals say.
have taught themselves. These fully literate Coal ash floats through the air, obscuring
individuals comprise around a quarter of the sun in a charcoal haze. Soot settles on
the Holler’s population. windowpanes and covers the workers’ faces.
There are two other kinds of written The peaks of the Sootstones glare down upon
language in the Holler: the town, and mark it as a claustrophobic grave.
Scratch: About half of Holler residents Charhold is the dark heart of the Holler, the
are at least somewhat familiar with Scratch, Big Boys’ vision almost wholly realized.
a rudimentary alphabet of signs and sigils Marrow is home to Galloway Mine No. 3, but
that communicate simple messages — that might be the least of this town’s burdens.
“Avoid this area, there’s a yahoo (bigfoot) The curse of Curtis Harlow—a man hanged for
near,” or “Blockade ahead.” Scratch is a killin’ his mother and father—hangs heavy over
primary means of communication between this town. His ghostly shadow still casts its pall
dissidents and would-be revolutionaries on the courthouse walls to this day.
working against the Big Boys. Middenville was the sight of a tragedy when
Witch’s Scratch: This is a runic Bondurant Mine No. 3 collapsed and took
alphabet, used by witches and more the lives of dozens of miners several years
morally adventurous Granny Women to ago. Trauma from the event is still fresh in
communicate with haints, share poultice the hearts and minds of the people here, but
recipes, and lay hexes on those who need the new Bondurant Mine No. 4 replaced it
hexing. Only rare village elders and wild- nevertheless.
eyed cultists can understand and use Ruin is what locals call the village established
witch’s scratch. by the Galloways in a high Sootstone valley to
pioneer a more efficient method of removing

30
Life in the Holler

resources from the earth: strip-mining. They most communities, save maybe Galloway or
named the place Rune, which folks took as a Boscage, don’t have access to one, but that’s
sign of the Big Boys’ fondness for what they not the point.
call “the high-minded old ways, older than you Hearing the old ones argue about who was
people, older than here.” Everyone else either the fastest is part of the fun. They all must
calls the place Ruin, or R’urnt. The mountains agree before a winner can be declared. This
there look “skint,” a result of stripping the negotiation can go on for some time.
earth from the mountain, all exposed rock and
Being chosen as the Lucky one brings a lot of
ugly red clay. The surface miners in Ruin are of
responsibility. She becomes the community’s
similar dispositions to the loggers up in Stump
nuisance-minder and problem-solver for a
Town, and the fight between the champions
year—the first one into the breech. Now, that
of Ruin and Stump is the most anticipated
usually means she does things like fetching
gouging match of the year.
an errant kitten from a tree, hunting for
Varmint is known as the “critter crossroads somebody’s lost shoe, running off a dopey
of the Sootstones.” It sits in a mountain valleyblack bear, repairing a fence, or sucking poison
alongside a particularly Blighted stretch of out of a bee sting.
the Wild Eddy River, downstream from the
But there’s no limit to what a Lucky Jim or
Galloway and Bondurant mining operations.
Jill might be asked to do. Some of their feats
The valley traps coal fog and ash in a nearly
have become legend—saving a child trapped in
intractable inversion layer. Varmint residents
a well, fighting off packs of wildcats, pulling
rarely see the sun. What they do see is a wild
an old woman out of a fire, running a demon
amalgam of beasts trekking through the valley,
in circles in the woods until it becomes plumb
especially at dawn and dusk. “Creatures like
lost, killing a giant with a slingshot.
some naughty child would dream up in his
idleness,” or that “Mother Nature would work Why thrust one of your most sprightly young
out as a cruel joke… against herself.” folks into such gnarly business? It all comes
down to luck, and young folks have more of it.
The Stygian Mountains See, the more you live, the more you exhaust
your luck. You can only get lucky so many
The tallest, most dangerous, and most demon-
times. Troubles and worries sap their fair share,
infested mountains in the Holler, normal folks
too, and time weighs down with all its might.
don’t set foot in the Stygians and those who do
don’t return to tell any tales. Luck snatches them greenhorns by the neck
and pulls them out of the fire, at least that’s
what folks believe.
Folkways
Gouging Circles
Barely regulated brawls are the most popular
The Climb spectator sport in the Holler. Gouging circles
The winner of a Climb becomes a community’s are generally run by shady characters who
Lucky Jim or Lucky Jill until the next Climb, take bets on the fights. Folks come from miles
which takes place either a year later or in around with whatever meager possessions they
the event of the current Lucky Jim’s or Jill’s can scrape together to bet on the fights—a few
untimely death. spare scrip, chickens, small tools, household
What is the Climb? It’s when all the youngins bric-a-brac.
who are almost full grown get together and The fights themselves are brutal—a
climb the orneriest, most high-branched tree combination of bare-knuckled boxing, wild
around. The tree usually has its own name, wrestling, and dirty tricks. Weapons are not
something like Old Scatback or Rude Feller. allowed, but fighters sometimes sneak in brass
Some of the old heads stand around and knuckles, razors, screwdrivers, or whatever
watch the youngins clamber up, one at a else they can use to gain a competitive
time. After they are all done, the elders decide advantage.
who was able to reach the top the fastest. A Though not every gouging fight ends with
stopwatch would streamline this process, but such viciousness, the supreme achievement

31
Holler: An Appalachian Apocalypse

The Heavin’ is a ritual that brings these


HISTORY OF GOUGING complicated attitudes together in a festival of
intoxication and purification. An elder can
Gouging, also called Rough-and-Tumble invoke the Heavin’ at any time he deems fit,
fighting, was not unique to Appalachia, though it usually follows an incident that has
but was a popular form of bare-knuckled brought great sorrow, like a child gone missing
brawling in rural parts of the United States, or a spring flood.
primarily the Southeast, in the 18th and 19th
Once the Heavin’ is declared, every adult
Centuries.
in the village is duty-bound to start drinking.
It was a way for folks to solve local disputes Corn likker is the most popular choice and
when there was no law enforcement or muscadine wine a close second. A good
other municipal bodies to intervene. Heaving goes through several stages.
Sometimes there were weapons involved,
Fellowshippin’: Folks get together around
and sometimes, yes, an eye got gouged out.
a bonfire and start telling stories and jokes
Successful fighters sometimes became local
and acting the fool, doing their darnedest to
heroes.
make each other laugh. Some people even
Even though the fighting could be super break out clownish costumes and homemade
dirty, there was a sense of honor among the instruments, like jugs and washboards.
combatants, as they were fighting for their
Recollectin’: Sooner or later, somebody
pride and what they believed were just
makes the turn to Recollecting. Things might
causes. Gouging waned with the advent of
get a little maudlin, drawing up old memories
the Bowie knife, as that instrument made
sure to bring commiseration. Any music or
fights a lot more dangerous.
revelry-making stops at once. Everybody goes
around and shares something they loved and
a fighter can attain is gouging out the eye of his have lost, drinking all the while.
opponent. Accomplished gougers often display
Reckonin’: A good Recollecting can go on for
a string of desiccated eyeballs, attached to a belt
hours, but at some point, there's a hitch in a
or necklace, as macabre proof of their prowess.
story, and an accusation or grudge roils to the
Men generally fight men and women fight surface. Anybody who has secret ill toward
women, though anything is possible once a another must come right out with it, plain
match gets going, including folks in the crowd and clear for everybody to hear. If saying it
jumping into or getting pulled into the fray. out loud don’t lead to a curing of the heart for
The best gougers are revered Holler-wide. those involved, they must fight. By this point,
They rise to the level of folk heroes and it’s usually nearing dawn, and the aggrieved
tales of their martial exploits follow them parties have lost much of their balance and
wherever they go. wits. Those fighting are eventually pulled apart,
and everybody cheers and whistles at them,
The Heavin’ and downs the last of whatever they have.
Attitudes toward alcohol are strongly held in The Heavin’: Folks take off to the edge of the
the Holler. Some religious folks view any form woods, upchucking the night’s spirits onto the
of likker as the devil’s brew, a sure-fire path to ground, heaving and heaving until their belly
domestic turbulence and personal ruin. Some muscles tighten and they can’t heave no more.
see it as an indispensable part of life, a prelude Those who had been on the edge of sorrow
to good times and a tonic for emotional and are now clear of pain. Those who had animosity
physical pain. Some use it strictly for medicinal have hocked it right out of their bodies. A
purposes and swear by its salutary effects. good Heaving keeps rot from setting in on a
Throw in the Big Boys’ prohibition on the place, spits out a community’s daily griefs and
manufacture and distribution of alcohol and simmering heartaches, those things that can
you don’t find too many moderate consumers. become a true mortal poison, and lets folks
A stark divide exists between teetotalers and start afresh (if a little slowly) the next day.
lusty imbibers (and some folks switch sides
quite a bit).

32
Life in the Holler

Hollerin’ great peals of laughter, wearing the cuckold’s


When you live a far piece from a neighbor, horns herself. The couple then “remarries” in
or are calling your livestock into feed, or are a public ceremony, which is marked by the
trying to mimic the call of a fine game animal, preacher berating them with disdainful words,
the ability to unleash a variety of hollers is but there is a good bit of jest in it.
as handy as a shirt pocket. Some folks like to If both man and wife are found to have
holler just to hear themselves holler, casting cheated on one other, they are bound together
their original vocalizations into a mountain at the wrists with a rawhide rope. They
valley, and reveling in the echoes. must remain bound to each other for two
Whether folks holler as a practical vocal weeks, everywhere they go, and that means
tool or an eccentric vocal game, almost everywhere, and are then allowed to resume,
every out-of-the way village holds a yearly unbounded, their customary domestic bliss.
Hollerin’ contest.
Different communities have different An Offerin’
aesthetic preferences when it comes to a Most folks in the Holler do not like to talk
Holler—sometimes it’s the loudest, or the about Offerings—it’s a source of shame and
longest, or the strangest, or the most like some considered bad luck. Offerings are viewed as
local critter or demon. an unfortunate ritual most civilized folks have
moved past, but many remote villages still
Sometimes a particularly evocative holler
practice them.
takes hold in the crowd. Everyone begins to
mimic it. This can turn into a chant, a ritualistic If there’s a nasty demon or ravenous cryptid
invocation that reveals the soul of a community rampaging in the night, repeatedly killing
and brings them closer together. folks and livestock, destroying deer blinds,
befouling the well, raising hackles as it screams
A good hollerer is viewed with a mix of
through the night, well, you are going to try to
respect and amusement. “Lord, Ernest sounds
find a way to appease it.
so much like a hog I believe he might be one.”
The most common method is to sacrifice a
The Marryin’ member of the community to the beast, hoping
a bit of fresh meat satiates it, at least for a while.
The Marrying is what you might call a shaming
Most afflicted villages try to keep an Offering to
ritual, used to ostracize those who have
a single individual once or twice a year, though
violated their marriage vows by consorting
some more desperate ones have sacrificed
with another. It can go a few different ways,
entire families or institute the practice much
depending on who did the deed.
more frequently, sometimes leading to serious
If the wife cheated on the husband, the population decline in communities that are
husband is forced to do the coo-coo’s dance already sparsely populated.
in the middle of the village, a pair of small
Usually, the village’s elders decide who is the
antlers affixed to his head. The man, after this
best candidate (often someone who has been
hooting round of humiliation, is considered
causing trouble) for an Offering, though some
dee-vorced, free and clear to marry again.
villages are more democratic about it and
The woman what did the cheating is married draw straws.
to a log in a bawdy ceremony that holds she’d
make a “good wife for a limb, but not a man.” The Quiltin’ Bee
There’s a fair amount of sexism here, as the
Quilting bees usually happen in late fall and
woman is not officially allowed to remarry. If
bring granny women and matriarchs from
she flaunts the local big wig’s authority she
surrounding towns and villages together. They
might even be banished from the community
bring with them quilts in various stages of
or told to carry that log around for the rest of
completion. Everyone works together all day
her life. Few do, of course, and are happy to
to finish as many quilts as possible.
strike out on their own in these situations.
These quilts are a form of high artistic
If a man cheats on his wife, she paddles
expression. Some are even patched to tell
him in the middle of the village, usually to
stories or draw out lineages. The spirited

33
Holler: An Appalachian Apocalypse

conversation is just as important as the quilting. Sittin’ up with the Dead


The women trade gossip, interpret signs and Holler families sit up with the dead to keep
omens, share recipes and canning techniques, them company and ease their passage to the
commiserate over griefs, and whisper oaths other side.
and curses against those who wronged them. The body is laid out on a cooling table (often
A community’s secrets can be laid bare here, an old door designated solely for this purpose
woven together with the rumors and secrets is placed upon a table). A standard preparation
from other communities, and, if there is includes closing the eyes with silver coins or
something nefarious afoot, there’s a good wooden nickels, covering the body with a black
chance these women get to the bottom of it, or veil, dressing the body with flowers and herbs,
at least render some excellent theories. and placing a bowl of salt upon the chest (to
A quilting bee may look innocuous, but keep the body from inadvertently sitting up
it offers a once-a-year treasure trove of when rigor mortis sets in).
knowledge. It can also become a space for Family members cover all the mirrors in the
social resistance, maneuvering, or engineering house with black cloths (so the spirit won’t be
(“I think the youngest Balsam boy would make frightened by its own reflection as it passes to
a good match for your Myrna Sue.”). the other side). Neighbors bring over copious
Those interested in the political temper of amounts of food. Family and friends sit up with
various locales in the Holler would do well to the body for one full night before burial, which
get an ear in the room. At the end of the day, always occurs the next day to avoid the rising
there’s a big dinner of chicken and potatoes, stench of decomposition.
at which point the men folk join the festivities, Keening and charismatic expressions of grief
but the good talk stops then, and carefree are encouraged, but the degree of anguish
singing and dancing takes its place. expressed should match the mourner’s degree
of attachment to the deceased. In other words,
a third cousin twice removed shouldn’t raise

34
Life in the Holler

too much of a fuss, else she risks violating Bottoms. He is no demon. He is a regular man
decorum and drawing the consternation of who gets up early, feeds his animals, looks after
other mourners. his fences, and dotes on his wife and child. I am
Before the Rider’s curse, mourners were at peace with the life of Avery Bottoms.” The
charged with swatting flies and shooing rats other shadow steps up and says something
away from the body. Post-curse, the vermin similar. All ill will fades away.
are considerably fiercer. That’s the idea, anyway. There’s plenty of
A laid-out body is particularly vulnerable potential for things to go sideways here, and
to demonic possession by almost any kind of sometimes the Shadows’ declarations turn into
demon, but particularly corpse demons, small, a barrage of insults. If that happens, all bets are
impish spirits that attempt to raise the corpse off, and neither party is held accountable (by
as a marionette that they control, having it local law or kin) for whatever mischief they do
perform a grotesque, burlesque imitation of unto one another next.
its living personality.
As you can imagine, such a sight is highly Drag/Dirt Track Racin’
upsetting to the deceased’s loved ones, and Racing is almost as popular as gouging and
preemptive chants and wards are invoked might be more popular, if it were not so hard
throughout the night to keep these nasty to steal vehicles, mod them out, and keep them
jokesters away. hidden from the Big Boys before, during, and
after a race.
The Shadowin’ Moonshining and racing culture are
Grudges come easy and let go hard. We all inextricable, as successful shiners usually
know a grudge can turn to violence, and that have a small fleet of stolen jalopies stowed
violence can engulf entire clans, so best to away, in various states of repair. They hire
avoid such if possible. fearless individuals to run shine up and down
Sidewinder Road and along the snaky dirt trails
You have likely heard the saying, “Don’t
leading into the hollows of various clans.
judge a man before ye’ve walked a mile in his
shoes.” The Shadowing makes this pretty near Some drag racing is spontaneous and simply
literal and is reserved for cases of deep enmity breaks out when two shine runners pass each
between two folks. other on the road. Others are scheduled for a
certain stretch of road, promoted by word of
This custom requires the unanimous consent
mouth, and bet on with barter by onlookers,
of all the other adults in a community. It lasts
much like in the gouging fights.
two days. One person becomes the Shadow
and follows the other around for a full day, Crudely constructed dirt tracks are scattered
watching them go about their daily business. throughout the Holler in remote locations,
Then they switch places the next day. particularly in the Ghost Ridge Mountains
and Hogback Hills. These races feature several
Mocking or taunting is strictly forbidden,
drivers at a time and raise a good crowd on a
as is any form of violence. Those who break
Saturday evening.
that bond risk the mortal wrath of their
neighbors. The Shadow observes, the doer These highly illegal events have resulted in
does, simple as that. several massacres, with Kramer-Holt agents
firing on the track and into the stands, mid-
The idea is if you see a person as a person, like
race, not even caring to wait to see who wins.
yourself, just doing what she does to get by, she
might become less of a devil in your mind. You The extreme danger associated with these
might recognize your common humanity. events extends to the race itself—Holler drivers
are an aggressive bunch, foot to the floor,
At the end of the two days, the shadows
shoulder to the door. They like to say, “Rubbing
(dressed in dark, hooded cloaks that make
is racing, and racing is gouging.” To Holler folks,
them look full of menace) declare what they
a good race means the meanest country boy
have witnessed before a public gathering.
wins, most of the jalopies are wrecked, and the
It might sound something like this, “I, Rinley Big Boys’ henchman don’t show up to spray the
Harvey, have witnessed the life of Avery crowd with ammo.

35
Holler: An Appalachian Apocalypse

Stomp Party butter churn, swapped the butter churn for


All you need is a clearing in the woods, a fiddle a brick, swapped the brick for a marble, and
and a banjo, some flat-footing boards, and a then swapped the marble for a handful of dead
throng of revelers to get a stomp party going. crickets. Well, that’s a lot of squandered wealth
and Johnny would have a fair shot at winning.
Individual dancers stomp out intricate steps
on their boards, raising a clatter as they purge The trade is a cautionary ritual. For all its
all the sorrow and stress from their bodies. ridiculousness, it teaches important lessons
Couples form in the middle of the circle, to the youngsters, allowing them to gauge the
do-si-doing and a-twirling around pretty as relative value of things in an economy where
you please. values vary wildly and are determined by
personal need, desire, and often, desperation.
The pace starts a little slow, but picks up
quickly, and the frenzied capering raises to
such a pitch that you might think the dancers
possessed, but if they are, it is with a rare joy
Everyday Livin'
and exultation. Everyday worries disappear
in the collective spirit of the crowd and the Getting Around the Holler
dancers get to feel what it’s like to be a free-
Dirt roads crisscross towns and valleys; game
hearted human, if only for a little while.
trails and moonshiner’s paths twist through
Some say a good stomp party can clear all the hills. Most folks get around the Holler
the Fatigue from a person’s body (Shift Boss’ via the industry of their own two feet. What
discretion). horses are available tend to be in poor health
or broken down with age.
The Trade Main throughways include Sidewinder Road,
Cash money is rare in the Holler, making which runs from Saxon to Wolf Lick and Corn
bartering the primary form of material Cob Gap, the main north-south route, traveled
exchange. Swapping can be a fraught exercise mostly by foot and horse. The Galloways are
and there are those who are legendary for their building railroads in the Sootstones and hope
ability to come out on top of a deal, and some to expand their reach, but this kind of travel is
who are known for devious and swindling prohibited for regular Holler folks. The main
ways. The trade usually happens in the context rail line travels from Charhold to Saxon.
of a larger celebration, a bit of side-fun revelry
Outlaws are notorious for stealing vehicles
attached to larger goings-on.
from requisition yards and modding them
The young folks in the village are gifted with out. A few company guards and lawmen are
something of considerable value, like a horse, gifted old jalopies by the Big Boys as payment
pig, or skinning knife. They go around the for their loyalty, and those tend to be prime
village “looking for a swap” with one of the targets for theft.
elders. They then trade their item for an item
If you manage to steal a vehicle, it can be
of lesser value and repeat that process until
as much of a bane as a boon because of the
they end up with nothing (or worse). There’s
constant threat of arrest (or worse) by Kramer-
some whimsy and the need for fair play here,
Holt agents.
like the unspoken etiquette of a cussin’ fight.
Cut straight to the end—trading that pig for a
whisper—and the elders have the right to just
pull the poor sport out of the game. “Some say bartering is an
At the end of the trade, the youngster who art that finds its most
puts on the best show (usually a chain of perfect expression in
entertaining swaps) wins and is carried around outright theft. But that
the village, hailed as the “top swindler” or “the ain ’t stealin ’. It’s dealin’!”
swapper supreme.”
Here’s an example. Let’s say Johnny Hansen —Pepper Page, A Peddler.
started with a two-seated buggy and swapped
it for a goat, then swapped the goat for a

36
Life in the Holler

Memory Distortions
The Holler has been sealed off from the rest of THE ODDS ARE
the world for what seems like forever to most
residents, though some old timers talk about
STACKED AGAINST YOU
the “good old days,” before the Big Boys arrived. A lack of gear. A technological divide.
The problem is, no one can really remember if A Blighted environment. Disrupted
the “good old days” ever existed or are simply magical traditions. A loss of memory and
a collection of old fool’s tales. The Blight that communal spirit. Days that seem to move
enshrouds the Holler seems to cloak and like molasses, or not at all, or curl back on
disrupt memory as well. Days fade into months themselves like smoke in the wind. Folks in
and months fade into years, but everything the company towns cowed into submission.
seems to stay mostly the same. In this murky Folks in rural areas possessed of a stubborn,
welter, work is the only constant. independent spirit.
Company men everywhere, watching
Prohibitions your every move. A landscape menaced by
The following commodities and activities are demons, haints, and cryptids. Inscrutable,
outlawed by the Big Boys: automobiles, corn mischievous fae who might as well be aliens
likker, firearms, radios, subversive literature for all the good they do you and your kind.
(pretty much any literature besides the Good Smugglers, robbers, bad faith preachers,
Book), charismatic worship, stomp parties, and every other kind of confidence man
good-time establishments, and speaking any plying their schemes on vulnerable folks.
ill against the Big Boys or the company. Trials and tribulations arise from every
Residents caught breaking one of these corner of the Holler. It’s hard to keep hope
prohibitions are subject to imprisonment in and press on. That’s your job. If you and
Folsom Penal Colony, institutionalization in your allies don’t do it, no one will. Push
the Bondurant asylum, or public shaming/ back against the darkness. Be the beacon
physical violence at the hands of company that imparts a new hope, however tenuous,
guards or Kramer-Holt agents. and shows those less fortunate the way.
The enforcement of these policies can be
uneven, which seems to create even greater blizzards are frequent in the higher mountains
fear and paranoia among the populace. of the Great Craggies and the Stygians.
Some Holler folks believe the Big Boys’ During warm months, the extremes go in
instruct their guards to look the other way at the other direction, as a kind of greenhouse
times, to allow the workers to blow off some gas effect is created. The Fens can be
steam, thinking that might make them more unbearably hot and muggy and the Plateau dry
manageable or productive in the workplace. and parched.
The problem is you never know which way the Floods are common in the springtime in
guards are looking. Corn Cob Gap, Hogback Hills, and the Ghost
Ridge. The thunderstorms that cause them
Talkin’ About The Weather sometimes give birth to twisters that can level
Blight causes the weather to go all sideways. an entire village.
Often, Blight clouds and Blight fog obscure the The Great Craggies has its share of wildfires
sun, leading to what feels like a perpetual dusk in the summer and drought comes frequently
during the day and some truly dark, bone- to the Piney Dirge Plateau.
chilling nights. Of course, these are relatively normal
Closer to Faefall, the sun peaks through a bit phenomena compared to Blight Storms,
more, and in Faefall itself it shines as bright as which can occur anywhere (except Faefall) but
you would expect in an Elysian paradise. are particularly frequent in the Sootstones
During cold months, the fog, clouds, and and Fens.
barrier of noxious Blight that surround the
Holler’s borders, known as the Otherness,
makes the weather even more miserable, and

37
Chapter 4:
Setting Rules

The Holler is a tough place to live, and tough Gouging is a one-on-one fight held within the
people live there. Here are a few Setting Rules confines of a gouging circle. While the crowd
that reflect this reality. and those outside the circle may cheer, taunt,
and otherwise say anything to the fighters they
want, they are not allowed to step into the
Conviction circle and physically participate.
Gougers aren’t allowed any weapons or armor
The revolutionaries are outgunned and in the gouging circle. You go in barehanded, or
outmanned by the Big Boys and their minions. you don’t go in at all.
The demon, haint, and cryptid infested woods
This goes on until one of the two combatants
can shake many a hero’s resolve.
is Incapacitated. At that point, the winner may
Those who truly stand apart embrace choose to disfigure her foe. Whether the victim
their fate and accept seemingly impossible is completely unconscious or just down and
challenges head-on, regardless of the squealing is up to the Shift Boss.
consequences. Once the foe is Incapacitated, the victor can
Conviction is a special award granted when do more or less whatever she wants to him.
a character experiences a great victory or Killing a downed foe is still considered murder,
catastrophic misfortune. Its uses and benefits but maiming is part of the tradition. Here are
are detailed in Savage Worlds. some of the most common:
• Bite Off an Ear: This a permanent injury,
Gouging though the attacker can just take a nibble or
remove it completely. If she takes it all, the
victim subtracts 1 from Notice rolls to hear
Gouging, otherwise known as Rough and
and has the Ugly (Minor) Hindrance (this
Tumble Fighting, is a tradition of unarmed
doesn’t increase an existing Minor version
combat in the Holler that is as much a brutal
to Major).
athletic sport as it is a way of settling disputes.
• Break an Arm: The victim has the One Arm
Regardless of what motivates the participants, Hindrance until it’s healed.
Gouging is a brutal way to fight. It is • Break a Leg: The unfortunate has the Slow
characterized by the specific goal of trying to Hindrance until the leg heals. Whether it’s
maim or disfigure the opponent. The iconic Minor or Major is up to the attacker and just
prize of a gouging match is the removal of an how bad she wants to hurt her foe.
eye, but other disfiguring results are more • Gouge Out an Eye: The defeated individual
common, mostly out of sheer sympathy. now has the One Eye Hindrance (or the

38
Setting Rules

Blind Hindrance if he only had one eye to only perform one limited free action per turn.
start with). This is a permanent injury. For example, the Green Man may shape shift
• Make a Mark: Some gougers like to carve as a limited free action. If he also had access
their initials or a symbol onto their victims to another limited free action, he could not
somewhere. When the scar is visible, the perform it on the same turn in which he
loser gains the Ugly (Minor) Hindrance (this shape shifted.
doesn’t increase a Minor version to Major).
Fleeing: Fleeing a gouging fight is considered
a great mark of shame, and likely results in the Magical Divide
coward being ostracized and ruthlessly run
out of town. Holler residents have three Arcane
Backgrounds available to them, Blessed, Folk
Conceding: Conceding is similarly shameful Magic, and Moonshiner (see Chapter 5: Wyrd
to fleeing, and it’s a great risk. There’s Ways on page 40).
tremendous social pressure to “finish what you
start” in a gouging circle. Don’t enter the ring if The Big Boys and their minions traffic
you aren’t prepared to see it through. exclusively in Weird Science, which represents
City technology far beyond the comprehension
The Audience: Gouging isn’t gouging of most Holler residents. With their seemingly
without an audience. Onlookers may attempt endless resources, all powers are available to
to influence the outcome of the fight by the Big Boys.
Supporting their favorite fighter or Testing
their opponent, but only verbal interference Similarly, the fae have magic derived from
is allowed. Disruptive physical actions are a the mystical nature of their own existence,
major breach of gouging tradition and can turn using Arcane Background (Magic).
both fighters and the crowd against them. For these reasons, Weird Science and fae
magic are not normally available to the heroes.
Finally, some demons and supernatural
Improvisational critters have gained powers through Blight
Fighters corruption or some other infernal source.
They invoke their abilities with the Focus skill.
The threat of violence is ever-present in the
Holler—clan feuds, demons, wild animals,
and moonshine deals gone awry. With the Big
The Otherness
Boys’ strict prohibitions on firearm ownership,
The Holler exists as an extra-dimensional
people in any kind of altercation have learned
pocket in time and space sealed off from the
to wield whatever implement is handy with a
rest of the world. Its borders are comprised of
modicum of skill.
a thick layer of Blight fog—the Otherness.
Attack penalties for Improvised Weapons are
The Otherness is a highly-concentrated wall
ignored in the world of Holler. Things are hard
of Blight fog that encircles the Holler and
enough without penalizing some poor Sam or
prevents all but the Big Boys from exiting.
Sadie trying to chuck a brick.
No one knows how deep it goes, but miners
haven’t been able to go under it. It’s diffuse
Limited Actions enough at the top to see the weather, clouds,
and sometimes a milky sun or moon. Around
the edges, it looks like very dense Blight fog—
Some actions are so complex or involved they
black, roiling, crackling energy with green
require greater concentration. A character may
sparks of electricity.
only perform one limited action on their turn.
It may be part of a Multi-Action as usual. The Big Boys can cross back and forth across
the boundaries but the residents? Well, folks
Limited Free Actions who try find themselves either dead or in
strange situations. Should anyone attempt to
For more about Free Actions, see Savage Worlds.
push through it, the Shift Boss should check
Some free actions are limited. A character may
out the rules on page 47.

39
Chapter 5:
Wyrd Ways
The Wyrd Ways of the Holler aren't widely known. by danger. Sometimes that danger arises from
Unless the Shift Boss gave you special permission social prejudice or running afoul o`f the Big
to be here, you best just move along and mind Boys’ laws and sometimes from supernatural
your business. intervention.

Prohibition Against Magic


Magic and Arcane If the Big Boys don’t abide likker and loud
music, they sure as a shoat don’t allow folks
Backgrounds to engage in arcane activity. Using powers in
town is a risky proposition, as workers have
Magical powers are limited among regular been trained to fear and loathe magic. They are
folks. The traditional passing down of Folk encouraged to snoop out any such activity and
Magic skills has been hindered by the memory report it immediately to their superiors.
distortions associated with the “Sealing Off” of
Rabble rousers caught using magic risk
the Holler. The faith of holy rollers and healers
imprisonment in Folsom Penal Colony,
has been shaken by the presence of demons
institutionalization in the Bondurant asylum,
and “excess heathenism” among the residents. or public hanging, stoning, or drowning.
A few Holler folks can still conjure, though
the exercise of such powers is always attended

ARCHETYPES FOR ARCANE BACKGROUNDS


Granny women and holy rollers are natural fits for their associated arcane backgrounds, but these
schools of magic can be given all sorts of different trappings and support a variety of practitioners.
Folk Magic: Perhaps a mountaineer has gained knowledge of special plants and herbs he can
use for his powers, or a peddler has plied strange goods and talismans for so long he’s tapped into
their inherit magical properties, the power, perhaps, that heirlooms acquire when passed down
through generations. Maybe a seer takes the Auger and Sooth Savior Edges then later adds Folk
Magic for more arcane power, Trapping it with an occult twist by using memento mori to power
her spells.
Blessed: Maybe the caster is a good Samaritan, wandering the roads, his belief in spreading
good will so strong it transforms into a subtle kind of magic. Perhaps the practitioner is a rustic
empath who doesn’t believe in a higher divinity, but in the essential goodness of the human soul,
and her unwavering faith in that goodness expresses itself through the irrepressible optimism
of her will or the warmth of her touch.

40
Wyrd Ways

Blessed Playing Those Who are Blessed


Some religious folks, particularly holy rollers,
• Edge: Arcane Background (Blessed) have cultivated such a strong connection to
• Arcane Skill: Faith (Spirit) the Lord they believe they are among the
• Starting Powers: 3 “chosen” or “exalted,” and their faith becomes
• Power Points: 10 a conduit for divine power. Those exalted
• Available Powers: Banish, barrier, confusion, in the spirit often invoke their spells by
damage field, darksight, deflection, dispel, farsight, speaking in tongues or erupting into sweeping,
healing, light/darkness, protection, resurrection, charismatic gestures.
smite, warrior's gift.
• Power Edges: Blessed may take Edges that These folks make a joyous noise unto the
require Arcane Background (Miracles). Lord and the spiritual reverie they enter
• Backlash: Infernal forces are often repulsed when using their powers is usually anything
by, and strangely attracted to, acts of holy but subtle, attended by blasts of holy light
power. A Critical Failure on a Faith roll or environmental effects that others might
causes a level of Fatigue and terminates all interpret as signs and wonders.
her powers. If this happens when affected
by Blight (such as in a blight storm), it
summons a random demon of the natural
world from the Bestiary (see page 233).

41
Holler: An Appalachian Apocalypse

Folk Magic Playing Those with Folk Magic


Those who practice folk magic are witches,
• Edge: Arcane Background (Folk Magic) mountain men, wily old hermits, some faith
• Arcane Skill: Folk Magic (Smarts) healers, and most commonly, “granny women.”
• Starting Powers: 3 This is not conjuration or sorcery, but rather
• Power Points: 10 herbal knowledge and natural practices passed
• Available Powers: Arcane protection, banish, down for generations, all the way back to
beast friend, blind, boost/lower Trait, detect/ ancient ancestors in the Old World.
conceal arcana, fear, healing, object reading,
puppet, relief, resurrection, slumber, summon Folk Magic relies heavily on ingredients from
ally. the natural world. Herbs and plants such as
• Power Edges: Folk Magic practitioners may foxfire, mugwort, and mandrake, assorted
take Edges that require Arcane Background critter parts like newt eyes and bat wings,
(Magic). and personal artifacts as fats and oils, locks
• Backlash: The caster takes a level of Fatigue, of hair, mementos, heirlooms, and ordinary
and has exhausted the supply of talismans domestic objects. The latter often worry those
required for that power. She may not cast who visit their larders, but it’s the use of such
that power again during that session. components that determines whether one is
good or evil, not the collection thereof.

42
Wyrd Ways

THE WALK
Granny women are not all, in fact, old or even grandmothers, though they often seem to take
on this appearance in advance of their years. They are wise women who tend and encourage
the spiritual needs of their communities.
Granny women who selflessly serve their communities for many decades receive a form of
mystical sainthood. When such a granny woman reaches an advanced age or achieves some
epic and personal milestone, she feels a tug at her soul and walks into the woods, becoming
either a Beatified Granny Woman or a Witch.
A granny woman player character can choose to take the Walk at any moment she feels is
dramatically appropriate (including as her life fades, such as if she’s Bleeding Out). The player
chooses whether her character will become Beatified or a Witch, as best befits her background
and deeds.

Beatified Granny Woman


She walks into the woods and transcends into another kind of existence. She creates a small,
bucolic space wherever she goes—fresh air, sunshine, thriving plants, placid critters.
A beatified granny woman cannot communicate with others or interact with them physically,
and cannot be harmed. She appears as she did when she took the walk, except her eyes have
an extra twinkle to them and her cheeks a healthy, rosy blush.
Her self-contained paradise serves as a beacon of great hope. A sighting of a beatified granny
woman is a rare and wondrous event.

Witch
She walks into the woods and her body transforms—
her skin marked by an unearthly pallor, the veins
beneath writhing like blue worms. Her eyes whiten
and glow with oracular power. She travels to the
nearest coven and joins her sisters.

“Writhe of branch
and drunken moon
all creation
a dark dream
—A WITCH
the human animal
now fully lost
amid chuffing engines and
endless schemes
we set them free
to deeper sleeps
in death’s regime ”

43
Holler: An Appalachian Apocalypse

Moonshiner Playing a Moonshiner


Moonshiners in the Holler are a special breed.
• Edge: Arcane Background (Moonshiner) They create unique concoctions that go well
• Arcane Skill: Distilling (Smarts) beyond the offerings at your neighborhood
• Starting Powers: 3 speakeasy. Most claim there’s special kick to
• Power Points: 15 their most unique offerings, which they usually
• Available Powers: Blast, blind, boost/lower name as a way to differentiate their brand.
Trait, darksight, empathy, farsight, havoc, mind Cherry Bounce, Sootstone Surprise, and Mercy
reading, mind wipe, relief, slumber, sloth/speed, Me, are all examples of well known brews in
stun, warrior’s gift. the Holler.
• Power Edges: The only Power Edges
available to moonshiners are the New Not all shine is best when drunk, however.
Powers and Power Points Edges. Some creations are made to be thrown.
• Power Modifiers: Moonshiners may not Regardless of their delivery method, Shine is
take the Selective Power modifier. created “off-camera” prior to use, in secret
• Backlash: The drinker or thrower of the stills maintained by the Shiners. The powers
brew takes a level of Fatigue and gains the they confer are “cast” as the brewer needs
Blind Hindrance for an hour. them, activating them when they are used.

44
Wyrd Ways

Moonshiner Powers
Moonshine brews are either thrown Exorcism
or consumed:
• Brews that are Consumed: The moonshiner Those who deal with spirits and critters from
rolls Distilling to activate them, but Backlash beyond the veil know that demons, haints, and
from a Critical Failure affects the one who evil spirits dwell in the Holler. They always
drinks the brew, not necessarily the Shiner. have, but they’ve certainly become far more
• Brews that are Thrown: Brews that are common since the Big Boys came.
thrown have a maximum Range of 12”. When If you ever run across some poor sap who
a Moonshiner throws the bottle, he rolls seems to have a few extra boarders in the attic,
his Distilling skill rather than his Athletics. so to speak, those with the Occult skill can
Critical Failure affects the thrower through attempt an Exorcism. The Shift Boss has the
mishandling the bottle, or an otherwise gory details on page 48.
botched delivery, causing Backlash as usual.
These powers must be consumed: Boost Trait,
darksight, empathy, farsight, mind reading, mind
wipe, relief, speed, warrior’s gift.
The following powers must be thrown:
Blast, havoc.
The following powers may be consumed
voluntarily (through Persuasion or trickery)
or thrown offensively: Lower Trait, slumber,
sloth, and stun.

er in a pi e /
Gifting Brews p i d ye.”
“ Put a s web in your e
weave a
Here’s how moonshiners may give their
concoctions to others for later use:
m an ’s Cookbook
ny W o
—A Gran
Gifted brews must be created with all
variables defined when they’re gifted. For
example, boost/lower Trait must be defined with
its specific effect and the Trait it effects (like
“boost Strength”). Power modifiers must also be
set ahead of time.
Gifted distillations last until used or 48 hours
pass, after which their power fades and return
to the moonshiner as he recharges them.
Those using the concoction roll the
moonshiner’s Distilling skill to deliver it.
Example: A moonshiner gives a shot of
bourbon to a gouger that’s distilled with
the relief power. He invests one Power Point
as usual, which he can’t recharge until the
bourbon is consumed or 48 hours pass.
When the gouger goes to drink it, she rolls his
Distilling skill. If he’d given her a brew to throw,
she’d still roll his Distilling skill (rather than her
usual Athletics).

45
Chapter 6:
Shift Boss Setting
Rules
the Holler. The only ones who seem immune
The Blight are the fae.

Among the many ambitious experiments Blight Corruption


funded by the Big Boys in pursuit of profit, Blight is far more than environmental doom
the use of the potent “universal sealant” and a spectacular light show. It contains
necrotylene to suture the Holler off from the a strange, ephemeral energy that courses
rest of existence is simultaneously their most through the atmosphere and infuses the
impressive and ill-fated. Many of the horrors bodies of those it enshrouds—corrupting the
that afflict the Holler are unintended side- soul but granting power and strength.
effects of rearranging the contours of time and
When a character comes in contact with
space with this highly toxic, vaporous metal.
background Blight in a scene (Blight fog,
Necrotylene fumes, mixed with industrial storms, fumes from pools of toxic waste, etc.);
pollutants from the mines and mills, form or anytime he’s successfully targeted by a
the Blight, a coal-black, noxious fog that roils Blight-powered Special Ability or power, he
and storms about the Holler, destabilizing its must make a Spirit roll.
atmosphere and ecosystems. Sometimes that
Success resists any deleterious effects
fog is drawn up into the atmosphere where it
from background Blight for the rest of
brews up into terrible, cracking tempests of
that encounter, or a particular attack. For
unearthly green and red energy and deadly
background effects, the Shift Boss may decide
lightning.
a character must roll again if she suffers direct
Blight is almost inescapable in the Holler. exposure—such as falling into a spill pond.
Folks breathe it every day, and most water
In either case, Failure Stuns the character and
is contaminated with it. Heavy, persistent
gives him a bad case of the “Demon Shakes.”
exposure to Blight leads to mutations in
plant and animal life, the suspected origin
of the Holler’s robust and infamous cryptid The Demon Shakes
Severe reactions to Blight cause sudden tremors
population.
and violent convulsions. But Blight doesn’t just
While Holler residents, renowned for their pollute the body; it corrupts the soul.
toughness and resilience, seem resistant to
The affected immediately gains a Minor
the runaway, mutating effects of the Blight,
Hindrance (or increases a Minor Hindrance
they are nevertheless in danger of losing their
to Major) drawn from the outlaw’s nature or
humanity to its effects. This slow, inevitable
experiences. The taint of Blight exaggerates
decline eventually takes its toll on everyone in
existing character flaws or physical defects,

46
Shift Boss Setting Rules

making mountains out of what used to be the battlefield. That target is hit by lightning
manageable molehills. for 3d6 damage.
But Blight is insidious. Much like the Devil If not in combat, draw a card once every
his own self, it offers a little power in return ten minutes or so the party spends outside. If
to those who embrace it. The effervescent a Joker comes up, a random character in the
energy of Blight gives the corrupted strange scene is hit for 3d6 damage (shuffle the deck
new powers and abilities in the form of an thereafter).
immediate Advance! The Advance may even
increase an attribute, and doesn’t count against
the usual limit of increasing no more than one The Otherness
attribute per Rank!
This means some of the outlaws in a posse The Otherness is the veil that secludes the
may be more powerful than others, but they’ve Holler from the rest of the world, created as
also got more Hindrances to contend with as a side effect of Samuel Ashdown’s necrotylene
well. And if they’re not careful, these corrupted suturing experiment. Holler folks fear The
souls will turn into monsters! Otherness more than the Big Boys themselves
and many attribute demonic or supernatural
An individual may succumb to the Demon qualities to it.
Shakes no more than three times and remain
a player character. The fourth incident The Otherness is actually a semi-amorphous
transforms him into a nonplayer character wall of extraordinarily concentrated Blight,
under the Shift Boss’ control. This might not several hundred yards thick, and like lesser
be immediately apparent, but soon after that forms of Blight, is wildly unpredictable in its
ol’ skunk will sidle off into the night to cause properties and effects, sometimes swallowing
trouble and mayhem wherever opportunity those who dare to venture into it and instantly
presents itself. killing them, other times ejecting them through
a wormhole into another part of the Holler.
Fogs & Storms That’s why the Big Boys enter the Holler and
ship their supplies into it via underground rail.
Blight-induced fogs roll slowly over the land,
seeping into the plants and trees and the If a wayfarer tries to escape the Holler through
very earth itself. In living beings, it settles on the Otherness, roll on the following table.
“ESCAPING” THROUGH THE OTHERNESS
the skin and works its way into the lungs and
gizzards of any unfortunate soul who isn’t in a PUSHING THROUGH THE OTHERNESS
sealed suit of some kind. D6 EFFECT
Blight fogs are a half-mile wide or so, last a The wanderer disappears into the
few hours or burn off when the sun comes up, 1 Otherness, never to be seen or heard
and cause Dim Illumination within. from again.
Sometimes blight is so strong it funnels The victim is Incapacitated with
its way up into the atmosphere and creates Fatigue by exposure to the Blight and
terrible, violent storms, complete with 2–3
collapses back into the Holler with the
coruscating clouds that suddenly erupt with Demon Shakes (see page 46).
red and green lightning. The seeker disappears and reappears
Blight storms pummel the earth for several 4–5 in a random location in the Holler,
miles in every direction and last for several many miles away.
hours. They darken the sky by day and The traveler sees a fleeting glimpse
illuminate it by night, casting everything of the City through the fog, a place of
beneath its pall in Dim light. excess and awe, but then is pulled back
Blight storms are dangerous—almost sentient into the Holler by an unseen force.
6
in their animosity toward life. During combat, For the glimpse of what might be, the
anytime either side is dealt a Joker, lightning hero gains Conviction. A hero may
strikes the battlefield. Choose a target only benefit from this vision once in
randomly from every character and enemy on his lifetime.

47
Holler: An Appalachian Apocalypse

HAINTS, HIJINKS, Exorcism


OR HIGH ART? Demons, haints and evil spirits abound in the
Holler, and often possess people or invade
Holler encourages a wide range of their nightmares. In these cases, the only way
playstyles, genres, and tone. to get rid of them is an exorcism.
Want a gritty, postapocalyptic survival Exorcising most demons is a Challenging,
game? Make weapons and basic supplies single person Dramatic Task using Occult or
even more scarce, expose the characters Faith, at a base −2 penalty for the inherent
to frequent Blight, and depict the workers difficulty of rooting out some slimy varmint
as deeply recalcitrant and hostile to the entangled around your friend’s soul.
idea of social change. Theron Galloway
and Royster Whitaker are good primary At the Shift Boss’ discretion, more powerful
Big Boy nemeses for this kind of campaign. spirits may increase the complexity of the
Character death is highly likely in this ritual, making it Difficult or even Complex.
kind of campaign — the heroes who start Success means the subject is free from the
the journey may not be the ones who possessing spirit and safe. Failure not only fails
finish it. Stories of a hero’s feats will live to free the victim, it invites a more permanent
on, ennobling and immortalizing her kind of possession. Someone participating
contributions to the cause. in the ritual acquires the Hainted Hindrance
Want a folk horror-feel, heavy on (page 12). It’s up to the Shift Boss whether
atmosphere? Bring haints, demons, and it’s the victim, the lead exorcist, or one of their
the eccentricity of Holler residents to the Supporters. Demons are capricious sorts.
fore, pour on gothic trappings, and make
the occult backgrounds of Roman Bastrop
and Eloise Bondurant relevant in the larger
labor conflict.
Want high-action pulp adventures? Turn
down the Blight, up the cryptid quotient,
and frame conflict with the Big Boys as a
series of high-stakes gambits, heavy on
derring-do—thefts, escapes, sabotage, and
guerilla warfare. Samuel Ashdown is an “Paint ye hous e
excellent arch villain here, with his wacky / keep it free of a chilly blue
experiments and machines o’ death.
paint it bright rhaints /
Want to focus on the human aspects of
demons to your ed / bring
resistance and revolution? Spend a lot stead.”
of time in the company towns, currying
favor with various factions and resolving —Folk Saying
tensions between them. Find ways to aid
the workers and spread goodwill, set up
resistance camps, infiltrate the Big Boys’
operations, and slowly and stealthily build
a movement capable of challenging them.
Better yet, mix and match these as you
please to create maximum drama and loads
of fun for your players.

48
Chapter 7:
Legend and Truth

They fund their technomancers—alchemists,


The Big Boys surgeons, mechanical and electrical
engineers, ectoplasmicists, and experimental
The Big Boys are pioneering industrialists, physicists—to bend the laws of nature for the
a network of oligarchic families from purposes of industrial advancement and labor
the City who run their businesses like enhancement.
criminal organizations. They fight against Along with high-speed industrial machinery,
environmental and workplace regulations, their other technology includes a prototype
exploit workers, and harness arcane for programmable worker ghouls; a collection
technology to bolster their power. of highly conductive plastics, and an array of
In the City, they are famous citizens, often weaponized gadgets to pacify workers and
gracing the society pages as they compete other dissidents.
among themselves for wealth and power. They
view the Holler as a repository of natural and The Necrotylene Ray
human resources, brimming with extractable Necrotylene, “vaporous metal” capable of
riches. In fact, it’s the most resource-laden penetrating and suturing the time-space
location in the New World, which led the Big continuum, is perhaps the Big Boys’ most
Boys to seal the Holler off from the rest of the terrifying accomplishment. Samuel Ashdown’s
country and assert total control over its people remarkable invention was weaponized into
and reserves of coal, timber, and natural gas. a “necrotylene ray” that he and his team of
technomancers used to seal off the Holler.
The Big Boys belong to an ancient secret
Unfortunately, not even Ashdown himself
society, the Shapers. The Shapers have existed
fully understands his creation, and the Big
in various forms across many cultures and
boys keep a secret of the fact that even they
centuries. Wherever they operate, they wield have no idea how to reverse the effects of the
enormous influence, pulling political and Sealing Off.
religious leaders into their sphere of control
through shared interests, bribery, or threat.
The Shapers see themselves as Chosen
Ones, the leading lights of society, tasked
with erecting great works and making great
discoveries. Of course, enormous wealth for
themselves is a part of this equation. They
see their spot at the top of the social order
as natural and ordained, and they don’t
question it.

49
Holler: An Appalachian Apocalypse

and buying choices. The company determines


The Sealing Off the inventory in the company store, limiting
consumer choices. The company sets prices,
When the Big Boys took possession of the allowing it to overcharge workers.
Holler, an event they called the Sealing Off,
their disruption of the time/space continuum Credit
had some adverse effects—the two most Tactic: Company stores are very willing to
troublesome were the creation of Blight and extend credit to workers.
the rise of demons. Effects: The small amount of scrip workers
Many folks associate Blight and demons receive after rent is usually not enough to meet
with the Big Boys in one way or another (many basic needs. Extending credit leads the workers
attribute the existence of demons to the Rider’s into a cycle of perpetual debt, deepening the
Curse, described on page 4) and believe sense of dependency created by the scrip
the Big Boys have domain over these forces. system. Many workers feel shame at being in
The truth is, they don’t. They are just as perpetual debt and feel like they must keep
subject to the vagaries of Blight as everyday working (and working overtime, if possible) to
folks (thus the elaborate environmental pay off the debt.
protection suits they don when they visit the
Holler to oversee their interests). They are also Housing
rather terrified of demons. Tactic: The company rents small houses near
The dangerous side effects of their the mine or mill to workers.
experiments have made them shy away from Effects: A portion of the worker’s scrip
another expansive project like The Sealing goes directly to paying rent, giving him even
Off, though Barton Umberkirk and Samuel less disposable scrip for the company store.
Ashdown continue to aggressively push the The company controls the worker’s living
scientific envelope in their own ways. environment and forces the worker to live in
Detailed descriptions of the patriarchs and substandard housing with few amenities.
matriarchs of each Big Boy family (Ashdown, There’s usually no running water (water is
Bastrop, Bondurant, Galloway, Lowell, Saxon, drawn by bucket from the community well).
Whitaker, and Umberkirk) are available in the Some homes have private outhouses, while
Bestiary (see Bestiary on page 197). others have shared facilities. The houses are
Their various lovers and scions possess many close together and rather uniform, limiting
of the same personality characteristics they do, privacy and curtailing a sense of individuality.
though a few individuals might break from the The company raises the rent as it sees fit,
family ethos in interesting ways (see Jameson neglects the upkeep as a form of punishment,
Went A-Courting on page 173 and Raylene or doles out minor upgrades to create a feeling
Ashdown on page 158). of gratitude or privilege among the workers.

Prohibitions
Big Boys’ Intimidation Tactic: The company outlaws activities
that give the workers’ power or create
and Oppression Tactics discord among them and undermines their
productivity. Common prohibitions include
firearms, alcohol, public dances or concerts,
Scrip drag racing, demonstrations, and certain types
Tactic: The company pays workers in scrip, of dress and language.
a form of currency produced by the company
Effects: Many prohibitions are aimed
and only redeemable in the company store or
at reducing recreational activities to keep
other company-backed businesses.
citizens focused on their work and to inhibit
Effects: Increases worker dependency on the personal indiscretions or community-building.
company and economically exploits workers. Others, like the firearm prohibition, help
Since scrip can’t be redeemed in other pacify the population and rob them of a viable
locations, it decreases worker mobility

50
Legend and Truth

means of revolt. The prohibition on music communities. The company create a culture
and gatherings seek to staunch the spread of of surveillance and harsh punishment for
subversive ideologies and freedom of thought minor wrongs.
and expression. Effects: Workers go straight home after their
shifts and isolate themselves there, fearing the
Company School wrath of a bored authority figure. In disputes,
Tactic: Use propaganda to indoctrinate they turn against each other, and shift blame
students into belief systems that benefit and suspicion. They become secretive and aloof
the company. and fear even modest expressions of dissent
Effects: Schools in the Holler only go through will lead to danger and doom. The constant
the modern equivalent of the 6th grade. Some policing and surveillance inhibit community
rudimentary reading and math skills are solidarity and connections, minimizes open
taught, but the primary focus is on teaching dissent, and makes citizens exceptionally wary
the children to be good future workers. of those who spread rebellious notions.
Obedience, routine, and conscientiousness
are emphasized. Other Tactics
The company is held up as the be-all, end-all In addition, on the job, the Big Boys encourage
of their existences, a beneficent force that feeds their line bosses and foremen to use a range
them, shelters them, and cares for them all the of punishments and psychological bullying
days of their lives. This indoctrination follows to keep workers in line. These include verbal
the young workers into the mill, making it beratement, physical punishment, extending
difficult to convince them the company is the shifts, eliminating breaks, forcing workers into
real enemy. dangerous areas or to work on substandard
or malfunctioning machinery, and playing
Company Church favorites.
Tactic: Exploit the deeply held religious Child labor is also common in the Big Boys’
beliefs of Holler residents, remaking their industries. Most children in the company
beliefs in the interests of the company. towns start work by the age of ten.
Effects: Holler preachers don’t preach
rousing sermons of salvation and personal
empowerment. They rail against the sins of COMPANY TOWNS
alcoholism and laziness. They hold truancy & RURAL FOLKS
and the shirking of personal responsibility as
mortal errors. They hold the line established in It’s important to remember that not
company schools, emphasizing an unrelenting everyone in the Holler works for the Big
work ethic, unwavering obedience, and the Boys. Workers in the company towns are
beneficence of the Big Boys, but clothe it in the subject to constant indoctrination and
language of damnation. propaganda. Even though they bear the
brunt of the Big Boys’ abuses, they have
A good worker is an example to others, been stripped of much of their spirit and
honors his family, and spreads the light of the volition.
Lord. He recognizes the Big Boys’ as earthly
representatives of the Lord’s will. A bad worker In rural areas, with only scattered
is being pulled from his proper duties into hell lawmen to watch over them, residents
by a cadre of perverse demons. This rhetoric tend to retain more independence (and
leads workers to associate their spiritual health eccentricity). However, they are sometimes
with their value and productivity as laborers. indifferent to the presence of the Big Boys,
as they don’t often experience their abuses
Policing/Surveillance first-hand.
Tactic: Company guards, deputies, Kramer- An interesting adventure session
Holt agents, or surly mercenaries are might revolve around one of the Big
ubiquitous, occupying most public spaces Boys establishing a new operation in a
and paying unexpected visits to homes and previously unindustrialized village.

51
Holler: An Appalachian Apocalypse

Circle of Devils
Some Other Uppity Every locale has its very own Old Scratch (see
page 222), a deal-maker and roustabout who
Groups sidles up to wayfarers on a midnight errand.
These humanish devils have knowledge of each
The Big Boys aren’t the only association of
other’s doings, and some folks speculate they
like-minded folks, and the freedom fighters
hold dark tribunals in the woods, where they
aren’t the only dissidents in the Holler. Several
discuss the spiritual status of their local souls,
cabals exist with wildly different beliefs
grave matters of who is a-yearning and who is
and motivations. If circumstances and need
a-sinning, though what purpose or power they
align just right, the group may find some
serve is unknown.
allies among them, even if the partnership is
temporary.
The Fellowship of Miners
Boys from County Hell Delilah Perkins and the secretly radical
schoolteacher Eugene Longley are scheming
These folks ride around on the best horses
against the Bondurants in Middenville. They
they can find (and a couple even have weird
formed a small group called the Fellowship
little “scooters” that putt-putt along, likely
of Miners. Their eventual goal is a workers’
stolen from a requisition yard). They say they
strike. Delilah has a power-hungry streak—she
want to live free at all costs and reject any
likely attempts to subsume any other fledgling
form of authority, whether it’s the Big Boys or
resistances under the umbrella of her own.
a traveling resurrectionist hawking notions
from the Good Book. Their pursuit of freedom
seems synonymous with a love of firearms and The Wardens
gambling. They are an irascible bunch, always This loose affiliation of solitary mountaineers
looking for a tussle. views themselves as guardians of what’s left
of the natural world in the Holler. They are a
mysterious lot, not given to conversation or

52
Legend and Truth

most forms of simple human pleasure. They Cryptids, Haints, Demons, & Fae
are expert survivalists and hunters, looking For detailed insight into the habits and
to eradicate “invasive species,” which they manifestations of these creatures, refer to their
consider company men and other trespassers respective sections in the Bestiary (page 197),
on their territory. but here are some quick distinctions regarding
their nature/origins:
Meatyardians Many of the horrors that inhabit the Holler
Ostensibly, the grim, eerie Meatyardians are are unintended side-effects of the necrotylene
under the control of Raylene Ashdown and suturing experiment that sealed it off from the
Lunny Meatyard (see the Savage Tale, Attack of rest of the world. Destabilizing the contours of
the Meatyardians, on page 155), but can clay time/space with a highly toxic, vaporous metal
eaters and varnish heads really be controlled can make odd things happen. Necrotylene
with any degree of certainty? There are is a significant source of Blight, along with
human beings behind those masks and buried industrial toxins from mines and mills.
somewhere within their addictions, and an Contrary to popular belief, the demonic
empathic group might be able to find them. population is not in league with or controlled
by the Big Boys, and the cryptids were not
The Mighty Fists created in Big Boy laboratories. Even the
This group of miners, led by Justin Taylor Rider’s curse, seen as proof of the Big Boys’
(see page 206), have started to organize and occult power, was a result of trickery and
are plotting a strike up in Marrow. Taylor is a misinterpretation.
rabble-rousing visionary who wants to build The Big Boys disguised four of their most
a multi-racial resistance effort that spreads fearsome mercenaries from the City as Riders
Holler-wide. and provided them with devices that amplified
their voices and gave their eyes (and the eyes of
Midsummer Children their stallions) an unnerving, red glow.
These carefree tree huggers run loose (and The Big Boys hoped to manipulate the
often naked, save for garlands of wildflowers) religious beliefs of many Holler residents,
in Midsummer and other parts of the Faefall. specifically the coming of an end-times period
They are sometimes mistaken for the fae of suffering and tribulation, heralded by four
themselves. While they espouse non-violence horsemen. By marrying the arrival of industry
and what most Holler folks would view as to a deeper belief, the Big Boys hoped it would
deviant forms of group companionship, their be easier to pacify the population.
relationship with nature is earnest and vibrant,
and oddly enough, things seem to grow better Though this propaganda spectacle turned out
when they are around. to be a miscalculation, the specter of the Riders
still hangs over the Holler, and the residents
Witches of Wyrd attributed the Sealing Off to a Rider’s curse.
Many still believe the Big Boys sent the Riders
There’s a saying, “Old granny women never and possess demonic powers.
die.” Well, some don’t. Instead, they take what’s
known as The Walk (see page 43). They Haints have always existed in the Holler.
simply hobble out of their village one day after Many are revenants, those who were unjustly
a lifetime of service and good works and join killed and seek revenge. Others died in states
others of their kind in remote villages. They of extreme loneliness or heartbreak, or with a
undergo a transformation after they get there deep, unfulfilled desire. Since the Sealing Off,
and are reborn as witches. The most infamous the time/space disjunction makes the normal
of these villages is Wyrd, located just north of passage of spirits into the afterworld difficult,
the Gilmer logging camp in the Great Craggies, increasing the number of ghosts. Only spirits
but these witchy settlements are scattered relatively unafflicted by Blight become haints,
throughout the Holler. and most tend to moor close to the place they
died. Blighted spirits become demons.
Demons are what become of dead folks
who are corrupted by Blight. The demons

53
Holler: An Appalachian Apocalypse

often carry traces of the deceased’s former Fae are ancient, mystical beings from the
life— a connection with a specific location, Old World. They are among the oldest beings
an animating desire or ambition, or an in the world, predating humans and many
obsessive behavior. Demons tend to be much animal species. During the great migration
more powerful than haints, arising from to the New World, many fae stowed away on
the grave imbued with incredible powers. immigrant ships, intrigued by the excited
They are diverse in appearance—some are babble about a magical land across the seas.
corporeal, some are incorporeal, and many are They settled quickly in the verdant hollows
shapeshifters. Unlike haints, demons are free and hills, delighted at the wildness and natural
to wander Holler-wide. abundance, and resumed their ancient roles
Cryptids are critters mutated by the as mischievous tricksters and wardens of the
Blight. The mutations range from mild and land. They retreated to Faefall soon after The
innocuous to bizarre and highly dangerous. Sealing Off and have made that beautiful land
Often, an animal grows new body parts even more magical.
not associated with its species, a dormant
pathogen will become active in its body, or it
gains new predatory or defense characteristics.
Sometimes it just gets really big. Cryptids are
a lot like a box of chocolates. You never know
what you’re going to get.

tory is 1/3
“Any good S aggeration,
truth , 1/3 exmabl e
1/3 unfatho d 1/3 more
tragedy, ann.”
exaggeratio
ner,
—Yarn S pin rner.
Terrapin Co

54
Legend and Truth

Maybe such dancing is harmless. An Old


The Hidden Holler Scratch needs a release too. Don’t let him catch
you watching, though. He might take you for
Gazetteer his partner. Dancing with the devil is no easy
thing, friend.
Most folks don’t know the half of what all goes
on in the Holler’s peaks, valleys, swamps and Verdy’s Traveling Flea Market
creeks. This here is the Shift Boss’ rundown If the revolutionaries need specific equipment
of all the oddities, oddballs, and secrets the and aren’t up to raiding a requisition yard,
various locales in the Holler are ready to reveal Verdy’s is a good alternative. A successful
to those curious enough to explore them. Networking roll reveals its location on a given
day. The market is well-stocked with Common,
Corn Cob Gap Uncommon—even Scarce items——and Verdy’s
tonics offer a grab bag of effects— those that
Dead Minner Creek work, anyway.
Best take a good look at any creek before you go VERDY’S FINE TONICS TABLE
sloshing around in it, but Dead Minner Creek,
located adjacent to the Sootstones, is a special D6 EFFECT
kind of disquieting. 1 Gain the Blind Hindrance for an hour.
Mass fish kills are common in the Blighted 2 Shaken / No Effect
water. Those still alive are more disturbing 3 Relief
than any regular ol’ bass floating belly up.
Their fishy flesh rots, eating away at itself until 4 Boost (Strength)
it exposes their skeletons. They keep on living 5 Boost (Vigor)
anyway, feeding off each other and the muck at 6 Speed w/ Quickness
the bottom of the crick.
If a character drinks from Dead Minner Creek
or eats the fish, God forbid, she makes a Vigor Cussfoot Fens
roll with a −2 penalty. If she fails the roll, she
contracts a Lethal disease (see Savage Worlds). Albin Taylor’s Dock
The disease begins to affect the character after Once it spills into the Hogback Hills, the Big
an incubation period of 24 hours. Sandy becomes difficult for folks to cross due
If a character crosses Dead Minner Creek, she to its width and Blight levels.
makes a Vigor roll. If she fails, she contracts a Albin Taylor has ferried wayward travelers
Debilitating disease with a similar 24 hour across it to the Cussfoot Fens for generations.
incubation (see Savage Worlds). Albin is a strange sight. He seems like a haint
risen from the swamp, moving at an almost
Old Scratch’s Stomping Ground unimaginably slow pace on the land, each
In the dead center of the Corn Cob gap, gesture or action interrupted by grave pauses,
halfway between the Piney Dirge and Faefall, a faraway look on his face, almost as though
there’s a clearing where nothing grows. In he’s sorting through each of his memories or
a circle roughly fifteen feet in diameter, the ciphering on a grand, philosophical equation.
ground appears perpetually burnt and smells His skin, lily-white, is often streaked with the
of sulfur. A mad patterning of cloven hoof swamp’s muck. When you can see his eyes, the
prints is etched in the dirt. bags beneath them appear swollen, filled to
If an object is placed in the circle during the bursting with an ocher fluid, sickly and vegetal,
day, regardless of how heavy it is, you find it just beneath the skin.
tossed outside the circle come morning. An Albin won’t charge you a penny, no, not even
Old Scratch needs his room to dance at night. a wooden nickel, to cross. Won’t barter for food
They say he’s the meanest stomper around, his or clothes or weapons, neither. All he wants
hooves kicking up wild as sin. are dead birds. Most any kind, but he seems
to have a particular affection for songbirds—
swallows, warblers, larks—hand one over

55
Holler: An Appalachian Apocalypse

and those sad eyes light up, what passes for a A gaggle of dusk demons shadows Albin
sound of contentment gurgles in his throat. wherever he goes. He feeds the demons the
He puts them into an old tater sack, dead birds when he thinks no one is looking. In
sometimes almost full to bursting. The more turn, they protect Albin fiercely if he is attacked.
birds you give him, the quicker he ferries you
across the river. As a matter of fact, once he’s Almarine
on the water, that slow-bundling gait and Savage Tale: The Swallowing Ground on
deep-welled visage disappear entirely. page 189
He’s like a new creature, movements fluid The Fens’ only gathering of human souls large
as the current, the words out of his mouth as enough to be called a village, the residents of
friendly and pleasuring as a jester’s. Some folks Almarine reflect the grimness of the landscape
believe Albin’s not stuck down on the Big Sandy, in their lives. They worship screech owls,
either, but he can show up anywhere there’s a practice an ungodly amount of critter-based
body of water and folks looking to cross. divination, and keep an eager eye out for
strangers, as they love to converse.

Bondurant Asylum
LEGENDARY Plot Point Campaign: Act Six: Escape from
LANDMARKS Bondurant Asylum on page 134
Strange places of magic and wonder A huge asylum, its foundations shifting in the
abound in the Holler. These “Legendary muck of the Fens, Eloise Bondurant originally
Landmarks” may be found on the highest built the asylum as a good works project, an
mountain peaks, in its verdant forests, out-of-the-way place where overwhelmed
babbling brooks, deep lakes, clear streams, residents could regain their spirits while
or labyrinthine caverns. technomancers studied their behaviors.
Such features bring a sense of peace, In recent times, Eloise has acceded to
awe, and wonder, as well as gifts and pressure from the other Big Boys to enact a
occasional danger! host of invasive experiments. It’s more of a
prison than a sanitarium now. The patients’
When an outlaw comes across a Legendary living conditions have declined rapidly along
Landmark she may make a Survival roll to with the state of the grounds.
detect it as such. Locals who live near the
landmark might also alert strangers to its
Ferrell Washerbaum’s Funeral
presence with a little persuasion. Parlor and Estate
Each character may then interact with it if Ferrell Washerbaum is an eccentric fella, and
she chooses. This usually requires drinking no wonder, spending all the days of your
from a body of water or ascending to the life pining for dead bodies is apt to make for
tippy-top (“summiting”) of a peak. strangeness.
The individual landmarks relate what Most Holler families take care of seeing off
happens when a posse interacts with them. and burying their own, especially around the
Here’s an example: Fens, but Ferrell says that’s unsophisticated.
He opened a room in his house to look after
▪ LEGENDARY LANDMARK
the deceased, claiming he had a surefire way
Those who get a raise the first time of keeping those perverse little death demons
they drink from Rheumy permanently away and an array of cosmetic techniques to
increase their Vigor one die type! make dead folks look even better than they did
If a landmark grants a reward, such as when they were alive.
an increased attribute or Edge, it doesn’t He gets a few customers, but not nearly as
count toward increasing the character’s many as he’d like. He’s had to inquire about
Rank. It’s just an additional boon gained folks struck with fell illness in the community
from exploring the world of Holler. and to pitch his services ahead of their demise.
It’s unseemly behavior, no doubt.

56
Legend and Truth

Glory Beth Houser said Ferrell’s just sitting Meatyard’s Taxidermy Shop
on his front porch waiting for all of us to die so Savage Tale: Attack of the Meatyardians
he can practice his make-up. You have to feel on page 155
for him a bit, though, losing his wife and child Lunny Meatyard—stitcher of bodies,
like he did. craftsman of glass eyes, wielder of wires and
On the anniversary of their deaths, or stuffing cottons, chemist of preservative
thereabouts, or whenever he feels like it, really, agents, soothsayer of desiccated innards,
he staggers about, demanding everyone pay ventriloquizer of shuddersome poppets. Lunny
their respects to the hallowed memory of his has two sheds behind his ragtag cabin, both
departed loves. twice the size of his living space, one he calls
his Critter Den, the other his Poppet Palace.
Ferrell employs a network of grave robbers,
Holler-wide, to fetch him dead bodies so he Lunny was a normal fella, sick with drink
can practice his art. Over the course of his and a tetch grouchy, but normal, before his
labors, Ferrell discovered that some dead wife Aldene ran off and left him. After that,
Holler folks transform into demons, but that he’d drag every dead animal he found into his
freshly turned demons maintain a trace of shed and start stitching on it. He’d hunt small
human sentience and are open to human game, straight wasting the meat, so anxious he
conversation and reason. was to turn the dead thing into a wall pretty
or doorstop.
Many of these have passed through Ferrell’s
parlor. He cares for them a bit and releases If he had stopped there, that’d been just
them into the wild. Ferrell is on better terms fine with everybody. But then he took to
with demons than most, and if such secrets carving poppet-folks out of wood, rigging
can’t be won from the Fae Queen (see page a little drawstring to their mouth parts and
241), Ferrell might have an idea or two about talking for them.
how to round up his demonic friends. He had this one he called Buddy. He liked to
tote Buddy into town and pretended like

57
Holler: An Appalachian Apocalypse

Buddy was always a-telling him what to do. His Fairy Flats
conniving sisters tried to have him sent to the Some residents wallow about in the fairy
Bondurant asylum, but they wouldn’t have him. rings all day, not doing a spot of work. Others
routinely consume mushrooms to the point
After that, he carved one up to look just like
of baleful derangement or ruinous excitation.
Aldene, topped her with a wig made of pine
They sing nonsense rhymes while they are at
straw. Folks said he played house with that
their canning or quilting.
thing, cooked for it, slept with it, toted it up to
the pond to fish with him. You’re as like to find a goat or mule lounging
in a cabin as you are a living child. Folks’ skin
Youngins sneaking into his sheds come out
looks lit with greenish or bluish tints and the
awful frighted, saying a hawk’s eyes followed
echoes of their laughter redouble in the woods,
them or a poppet threw up a waving hand.
lasting longer than any echoes should.
Rheumy Creek Children often go missing in the surrounding
Rheumy Creek branches off the Big Sandy thickets, and many times have been given up
into the Cussfoot Fens and is best avoided. Its for dead, only to return weeks or months later,
surface is complected with a swirling, milky- calm and clean and pretty as you please.
white scum. No one knows quite what the The strangeness of this village is due to two
substance is, but it can lead a body to ruination. things—the villagers consume hallucinogenic
Anyone who comes in contact with Rheumy’s mushrooms as a large portion of their diet,
waters must make a Vigor roll (at −2 if they and the Fae Queen regularly raids the village
drink from it) or contract a Chronic Disease for human children, replacing them with
(see Savage Worlds). changelings (page 241).

▪ LEGENDARY LANDMARK Foxfire Mountain


Those who get a raise the first time they The glowing, green fungus that is its namesake
drink from Rheumy permanently increase covers this mountain, making it look right
their Vigor one die type! beautiful and eerie, even from a distance.
Human folk have no business here, but
Faefall Mountains some insist on poking around anyway, out of
curiosity or sheer ignorance. Most never return.
Galax Those who do relate sundry wild tales. A few
The folks in Galax are every bit as superstitious of the more common ones—a half-man, half-
as the folks in Almarine, but the Galax beast with a real friendly glimmer in his eyes
superstitions are warped by their frequent that turns mad-rabid in an instant. Spit-clean
interactions with the fae. Killing a ladybug forest floors, blanketed in groomed pine straw,
brings an exceptional run of bad luck, knobby tree men making sure each needle
everyone carries an acorn in their pocket to is just so. Fairies that resemble dragonflies
ensure good health, and a horseshoe hangs on chirping little songs that drive you mad.
most every door to ward away fairy tricksters.
Time moves slow as molasses or quick as
They have forsaken the Good Book altogether, a rabbit, depending on its mood. The vines
worshiping instead local fairy spirits and the grow up against you, grow around you, try to
reclusive, nigh mythical Green Man, who they grow into you. A critter with your own face
believe is the Fae Queen’s husband. looks back from its face, stalking you like
The Fae Queen finds this notion quaint and you’re vermin, and the green light singing in
charming, as she would never allow herself your ears and burning at your eyes, if you can
to be wed. She views the Green Man as an imagine such a thing.
elder forest spirit, the only one in Faefall not
under her control, but there has never been Orchard Lake
any enmity between these two immortals, at The Wild Eddy empties into Orchard Lake at
least not yet. the foot of the Faefall. That river picks up its
share of Blight moving through the western

58
Legend and Truth

part of the Hogbacks, but scrummies (see page


244) work tirelessly to protect Faefall. FAE WAYS
An unfed scrummy is about four times the You can walk right into Faefall, but in many
size of a lightning bug and possessed of a finely ways it is a realm apart. The motivations
featured, human-like face. They dart along the of the fae are largely inscrutable to Holler
surface of the water, ingesting Blight. Their residents — they represent a mysterious
little abdomens swell and pulse with Blight as otherness. Occasionally, the Fae Queen
they feed. sends a spy into the larger Holler, or a
They grow larger and larger, to about twice Tommyknocker or Pixie decides to wander
their normal size, until they explode in a foul- over the border for some mischievous fun,
smelling flash of black light, the Blight blinking but sightings in the Holler proper, and even
out of existence with them as they die. Faefall, should be rare.
Orchard Lake itself is a sight to behold—rows The changeling-in-exchange-for-a-child
of enormous trees rise from its depths and trope is one of the oldest and most durable
break the surface, towering above it by a good in fae folklore. Generations of children were
thirty feet, bearing bright red apples the size told “the boogeyman would get them” if they
of melons. Don’t think about trying to sneak a misbehaved and that saying isn’t too far
bite. That’s forbidden fruit—a source of divine removed from the bodach, who in Scottish
nutrition for the fae. Scrummies and worse folklore comes down the chimney to steal
will swarm any human who dares enter those naughty children.
enchanted waters. In the Holler, the Fae Queen prizes human
children in her court because she finds them
Midsummer entertaining and tends to them well while
The sun seems to linger a little longer here they are in her care. However, she sends
and gets up bright and early of a morning. Red, them away when they reach adolescence,
trumpety blooms erupt from hanging vines. wiping their memories and returning them
Giant pink azaleas that could cradle a youngin to the larger Holler. These unfortunate
sprout next to mounds of moss that writhe individuals drift about, unsure of their
like worms. identities or their pasts, and often are
Some of the plants there grow so strong regarded as “no accounts” or “children of
and uppity they develop a taste for meat and God,” strange, unfortunate souls who never
disappear a tree frog or songbird right down seem to fit in.
their veiny gullets. Strangely colored birds that This myth can have disturbing real-world
mimic a man’s speech flit around in the bushes. associations. Shift Bosses should discuss
The people adorn themselves with flowers with the group if they are comfortable with
and weave bracelets out of weeds and dance this trope. If someone isn’t, leave it out. Have
around in circles, hands joined, voices making the fae drift over from time to time to steal
a joyful noise. something else instead — maybe they like
Their leader, Emerald Divine, practices shiny objects, like diggers. Maybe they have
human sacrifice in the fall and spring, offering ravenous appetites and eat everything in
two willing followers to the Green Man in sight. Whatever works for your table.
return for abundant growth. It is unclear if
the Green Man demands this tribute, or if Old Abraham’s Fairy Circle
this notion is purely of Emerald’s creation. The largest fairy circle in Faefall resides just
Regardless, the sacrifices seem to keep to the northeast of Fairy Flats. A profusion of
things green. large, ruddy stinkhorn mushrooms erupts
The Fae Queen finds this practice odd and is from the ground, forming a ring that’s two-
rather offended that the sacrifices are not paid hundred feet in diameter.
to her, but for now, she finds the Midsummer What’s inside that ring is an ocean of
children’s peculiarities amusing rather than weirdness. For years, the circle was “guarded”
threatening. by Old Abraham, who was one of the Holler’s
oldest human inhabitants, so old that many

59
Holler: An Appalachian Apocalypse

thought he must be half-fae. It’s generally of thunder when she’s angry. But just like that,
agreed that he was at least half crazy. she can transform into an incorporeal being,
Abraham was a mushroom connoisseur, nearly indistinguishable from the air, and pass
especially of the kind that turns a man’s mind through just about any solid boundary, be it a
to hallucination and fancy. For years, he’d boulder or a cabin wall.
warned curiosity-seekers from the ring, saying This aids her hunting considerably, as you
that only bedevilment awaited them there and might imagine, as does the fact that in either
that he was soaking up all the bedevilment to form the pointing finger on her left hand is
protect everyone else. akin to a nine-inch-long metal spit, sharp as
When he got on the other side of ancient, sin, with a little curved nail on the end for
though, he changed that policy completely, picking the liver right out of a child. And that’s
and offered to guide passersby on a tour of the what she prefers, the livers of children, but she
ring. “Let’s dive in where it’s deep,” he’d say, doesn’t require a fire, just stabs them, pulls
staring past the fungi to the electrified-looking them out, eats them raw.
grass in the center. There’s not much way to keep her from
He’d take a wary traveler’s hand and say a little getting what she wants, but old timers say as
poem before stepping in, “Shining clusters fearsome as her left hand is with that finger,
bloom / great spirits loom / ye head sings like what she has for a heart beats in her right hand,
the moon / let’s launch this little tune!” and if you lop that off, she dies straightaway,
but with the extra caution that it’s not too easy
Folks who stepped in with him described all
to lop off solid stone or thin air.
manner of infernal fantasy—rabid unicorns,
pixies squeaking out erotic dirges, man-goats ▪ LEGENDARY LANDMARK
cavorting about, a ravishingly beautiful queen Those who summit Mount Everlasting gain
with tree branches for arms, and the very air a point of Conviction the first time they do
expanding and contracting like a beating heart. so, but will almost certainly have to deal with
Those forays with Abraham drove more than Spitfinger.
a few folks mad. These days it’s said his haint
is warden of the ring, frightening away those Mount Fenrir
he considers fools and offering entry for those The strange wolves called fenrir (see page 217)
he favors. can be found in many places in the Holler, but
this is their homeland. Several different packs
Mount Everlasting live here, mostly in harmony, though they have
Mount Everlasting sports the highest summit occasional disputes, the roots of which are
in the Holler, the granddaddy of them all, and beyond the comprehension of human folk.
absolutely towers among the other Faefalls, How some fenrir got the gift of speech is an
reaching an elevation of near 7,000 feet. interesting story. An eccentric old poem writer
From its peak, most days, you can see named Baber Penn got the notion that he could
plum across to the black smog swallowing train Blackburnian Warblers (a right common
the Sootstones. Oddly enough, the tip top of bird in the Holler) to speak like folks.
Everlasting is the only Blighted spot in Faefall— He said they sounded like they were laughing
acid fog and acid rain enshroud its peak, which when they sang out, so surely it wouldn’t take
is marked by dead spruce and fir trees. much to get them to talk. Baber took to reading
A high mountain like Everlasting harbors high-minded poems to two warblers he’d
many secrets, but at least one malevolent tamed, a male and a female. He read real slow,
spirit who resides there is known to everyone, sounding out the syllables. He read to them for
called Spitfinger (see page 226), and not the days and days.
kind of spit you hock from your throat but the He didn’t consider much what he was reading,
kind you stab a piece of meat with to cook it but it was mostly words of deep despair and
over a fire. mind-wandering confusion, as poems tend to
Spitfinger is made of stone and you can hear be. Baber read until he ran out of breath, and
her rumbling down the mountain like a peal then discovered he’d ran out of words, too.

60
Legend and Truth

Those warblers had been stealing them from Charismatic Edges. This Edge does not count
him the whole time. towards increasing the character’s Rank.
Baber could no longer speak or make nary a
noise at all. The warblers could talk, though, Hat Tug Brook
and took those poems he’d read them and Hat Tug Brook is a greedy little crick that runs
turned them inside-out and learned to make through a windy meadow not far from Galax.
their own words. Baber was astonished at this, If you linger around its banks too long or go
and to his mind, it more than made up for the tromping through it to cross to the other side,
loss of his own speech. it’s likely to nab something from your person.
He doted on those warblers. Set them up in It’s known for taking hats—your tam o’
a pretty cage in his yard. They talked and sang shanter jumps right off your head and goes
and mated. The mama laid eggs, and strangest floating down the stream and damned if it
thing in the world, those eggs had funny little won’t zig-zag like a greased pig.
markings on them, like crooked letters, like It steals other things too, whatever it fancies.
they’d been etched with a blue pen. A shiny coin finds a hole in your pocket or just
Baber was beyond thrilled at this wonder falls right out and plop, it’s lost in the water.
and could not wait to hear what these magical It equally favors shoes, a pocketknife, a love
baby birds would have to say. But not long after, letter to your desired. Who knows where all
before the eggs could hatch, tragedy struck. that stuff goes? The world is a strange place.
Some wolves tore into the cage, ate the Any explorer crossing or walking or camping
Warblers and their funny eggs. Sure enough, alongside Hat Tug Brook makes a Notice roll.
next morning, one of those wolves started Failure means a mundane item mysteriously
talking to his fellows, and though they couldn’t disappears, forever, from the character’s
talk back, they could understand him, clear as possession. Success means nothing happens,
the world. but with a raise, Hat Tug decides to give
something real nice back.
And that’s how fenrir got started talking and
some of them ain’t stopped since. Old Baber A Scarce item is belched from the water and
Penn went stark raving mad after that. Not thrown onto the shore. If the rascal gets the
surprising for a poet. bright idea to throw stuff into the creek to see
what happens, well, nothing much happens.
Green Goat Creek That stuff just disappears. A character can only
A throng of emerald plants line Green Goat ever receive one such item from Hat Tug. It
Creek, near Fairy Flats in Faefall. Easy to see likes to spread the wealth.
where that part of the name comes from. But
goat? Drinking from its waters makes a body Ghost Ridge Mountains
right amorous.
Most folks think the creek is enchanted
Bottomless Pools
by trickster fae, trying to cause trouble for These pools are among the most awe-inspiring
humans by riling up their courting instincts. of the Holler’s many oddities. No one knows if
There’s quite a few Fairy Flat residents who they are truly bottomless because no one has
regularly partake from the creek to increase managed to swim to the bottom and resurface
to tell the tale.
their desire and, um, potency.
Some folks say there’s a way out of the
Anyone who drinks from Green Goat’s waters
Holler—you swim down through fathoms of
becomes driven to romantic interaction for the
nothingness until you emerge in a bright, new
next 24 hours.
world. Others believe the nothingness just
▪ LEGENDARY LANDMARK keeps going on and on, or you slide sideways
The first time an outlaw drinks from Green in time and get trapped there, or there’s a huge
Goat Creek he may make a Spirit roll. With a maw at the bottom, a monstrous mouth taking
raise he gains either the Attractive Edge (or in whatever floats near it.
Very Attractive if he’s already Attractive) or There are thirteen bottomless pools scattered
throughout the Holler—an unlucky digit if

61
Holler: An Appalachian Apocalypse

there ever was one—with a high concentration ministrations lead to greater sickness and
in the Ghost Ridge. The truth is they are death. They have stopped practicing, but still
illusions conjured by the thirteen Witches of pass their healing knowledge down to the next
Wyrd. “Murder Wells” is a more fitting name generation, in hopes the curse one day lifts.
for the pools. Enterprising heroes might be able to track
The witches have taken a nasty turn in their down this love demon. A grateful, uncursed
thinking of late and believe the kindest fate a Burden clan offers a cadre of strong healers to
denizen of the Holler can meet is an untimely support the coalition’s fight.
death that frees them from their life of misery.
A curious diver breaks the beautiful, cerulean Burnt Chimney
surface and falls forty feet to a hard rock An explosion and subsequent fire from one
bottom. The ravenous critters waiting there of the Umberkirk’s “workshops” swept across
take care of what’s left. the peak of this mountain, destroying trees,
and permanently charring the earth. Labs,
Burden Holler food processing centers, storage buildings,
A few generations back, the matriarch of the weirdly combobulated machines, and
Burden Clan consorted with a love demon scurrying workers have taken over this once
and conceived that demon’s child. She kept placid domain.
the unnatural pregnancy hidden from her All the Big Boys seem to have some kind
husband and gave birth to the demon child of vested interest in this place and make
deep in the woods. She left him there to meet occasional visits for meetings with Barton
his fate at the fangs of predators. Umberkirk, its overseer. Burnt Chimney brings
When the demon learned of his offspring’s nothing but consternation and fear to locals— a
murder, he placed a curse on the Burden loud whirring ceaselessly emanates from the
Clan that persists to this day. The Burdens mountain and electrical blue lights flash in
were once skilled folk healers, but now their the night.

62
Legend and Truth

Sometimes the Umberkirk distribute up to the Big Boys fearing the Coles, but the
handbills soliciting for “volunteers” on Burnt truth is the Big Boys see this bruising brood
Chimney, sometimes even offering to pay in as a potential resource—if trouble breaks out
scrip or good egg-laying chickens. among the rest of the populace in Ghost Ridge,
Along with the Bondurant asylum, Burnt they attempt to bribe the Coles to their side.
Chimney is one of the Big Boys’ chief research Subversives who establish a friendship,
facilities in the Holler. One major goal at Burnt however tenuous, with the Coles might be able
Chimney is to produce new-fangled industrial to prevent such an alliance and enlist them as
machinery, vehicles, and weapons. Another is warriors for the coalition instead.
to understand and manipulate Blight—how to
harness its power, weaponize it, decrease its Gulchside
toxicity, or destroy it, as the situation warrants. Savage Tale: Rubbing is Racing on page
180
Cherry Mountain The illegal racing culture rules all in Gulchside.
Normally incredibly reclusive, the famous Locals venerate the memory of Hoyt Burrhardt,
moonshiner Amos Mulholin (see page 204) the greatest racer of them all. Most believe the
holds Bounce Day on the mountain every July, tales about Hoyt’s ghost hanging around the
a wild affair with stomp dancing, gouging mountain, still challenging folks to races.
circles, cryptid fights, and shooting contests.
Hoyt’s daughter, Heddy, is a great racer in her
Amos has many mercenaries in his employ
own right, and she also runs shine for various
and a large cache of weapons and ammunition.
distillers. Heddy despises the Big Boys, but
Cherry Mountain might as well be a fortress.
most folks in Gulchside seem content if there
He has captured fenrir pups in the hopes of
are old jalopies sitting around to work on or a
training them to guard his stills.
race to attend on a Saturday night.
Cole Holler Gaining them as allies won’t be easy but
impressing Heddy is the first step in persuading
Plot Point Campaign: Act Three: Legend
the rest of the village. There’s only one way to
of the Boogeyman Tree on page 116
do that—by driving fast and fearlessly down a
Savage Tale: Little Bandits on page 177 curvy mountain road.
Grayson Cole and his hard-knuckled wife Motorheads who befriend the folks of
Dena rule Cole Holler. Grayson is an ex-gouger Gulchside always have easy access to a jalopy.
who is now the Holler’s best fight promoter If the group deepens that bond over time, they
and gambling ring operator. Dena runs the may have a small cavalry of jalopies mounted
junkyard. Their twin sons, Vernon and Fernon, with makeshift weapons at their disposal when
are both fierce gougers. The youngest son, it’s time to attack the Big Boys.
Buster, is a roustabout always looking to stir up
trouble. Their oldest daughter, Pluella, is doted
on by her father, but sees herself as a cut above
Hoke Mountain
Blight’s effects thus far on flora and fauna
the rest of her family in terms of her looks and
are highly unpredictable, trending generally
smarts and is looking for a handsome fellow to
toward extreme mutation, though some
sweep her off her feet.
species have gone extinct, some inanimate
This holler is home to roughly sixty folks, things have become animate, and some
most with a stripe of Cole blood. Many altogether new horrors have risen
are gougers, the rest work for Dena, into the world.
frequently going on scavenging
Whatever is happening on Hoke
(or thievery) runs to add to the
Mountain is pure Blight. On one
junkyard’s ramshackle expanse.
side of the mountain, a posse of
The Coles are as ornery as they men with pumpkin heads rave
come, but are somewhat indifferent about all day and night, sowing
to the Big Boys, who seem to look jesterly mischief, yanking every
the other way at the Cole’s exploits. rotting and diseased plant out
Some Holler residents chalk this of the ground and shoving

63
Holler: An Appalachian Apocalypse

it into their jack-o-lantern faces, like it’s a nestling, nuzzling, spooning, and to be honest,
delicacy (see page 235). cully-shangying.
On the other side of the mountain, This kind of activity can lead to folks
scarecrows go cavorting about, not nailed making quite a racket. Worried and wise
to any post (see page 234). Some of them parents, sensing that a young couple might
hover in trees or fly around like witches. They be sallying forth to that very destination, call
tend to the nasty growing things on their side, out a warning, “Don’t wake the woods.” It’s
the stinking vegetables, and black, writhing good advice.
weeds. They hoe the ground, sow seeds, tote The woods are full of living things to be sure,
buckets of water up from the steaming crick. but the spirit of the woods is also a living thing,
The scarecrows act like these horrid plants are and sometimes that spirit becomes contained
sacred and feign to eat them. in a body, the woods manifesting sentience in
Naturally, the contrasting behavioral a soul capacious enough to contain their power.
philosophies of these two groups of The Holler’s growing things have plenty
abominations bring them into conflict, and of reasons for bitterness and a wild woman,
they meet on top of Hoke Mountain every night long exiled by jealous accusers, has become
to have it out. The pumpkin heads shred the a perfect vessel for their rage. She stalks the
scarecrows to bits with their rusty claws and night, draped in a matted panther skin, near
the scarecrows bust open the pumpkin mens’ swallowed by it, half-bestial and full-famished
heads with farming implements. (use a maddened Witch, page 212, for her
Might near all of them on both sides get killed profile, with Fighting d8, Claws Str+d4, and
in the fracas every night, but they rise from Frenzy (Imp)). The whimpers of mating
their deaths the next morning, commence to humans are an affront to her existence, their
gluttony or gardening as their nature warrants, simple coupling a symbol of the society that
and then war again comes at night. would not have her and the contagion of their
destructive ways and means. She claws to death
Lazy Azalea Lake couples in the dark. She cleanses the land. She
A nice spot for a picnic in a relatively slips away into the night.
unblighted valley, if it weren’t for the water
nymphs that reside there, driving upstanding Old Rag Mountain
men to distraction and beckoning them into its Plot Point Campaign: Act Five: Cherry
depths and a life of servitude. Bounce on page 128
It goes like this. A man is on the bank, cooking Situated just off a dangerously curvy stretch
up his catch, or daydreaming, or trying to clear of Sidewinder Road, Old Rag gets its name
the trouble from his mind, when he hears a from the persistent rainstorms that coat its
whisper, a hum, a low-pitched murmur, the Southern-facing side.
sound of clean water rushing over his body, Fergus Dugan (see page 204), a moonshiner,
and finally, a song. who fancies himself as Amos Mulholin’s equal
A lovely nymph emerges from the water, (he’s about the only one who does), has several
takes his hand, looks straight into his soul, stills here. Lately, he’s been producing more
singing all the while. Sings there’s work to do. product and folks are saying the quality is a
Sings there’s a new life to live. He believes her. fair touch better. Locals have spotted many
Follows her into the water. Happily dives to Kramer-Holt agents visiting the mountain
his own doom. in recent months, but Fergus has yet to
There are worse ways to go. be arrested, which seems curious to folks.
What’s more curious is that the Big Boys are
Lover’s Lane supporting his operation.
This fine courting spot lies not too far from
Gulchside. A dirt road snakes off through Mount Swanee
dense woods and ends at a bluff overlooking Mount Swanee is a reminder of another time,
a meadow. It’s a great place for cajoling, if a body can clear the murk and haze in his
wheedling, snuggling, necking, pecking, mind to remember living in or hearing tell

64
Legend and Truth

of an era long past. The decaying old Swanee So, even when someone with as big of a
mansion and its surrounding grounds, barns, mouth as Pinky Littleton declares there’s a
and stables rest on the mountain’s gentle clear stream of everlasting water that surges
southern slope. Nowadays, road robbers and out of the ground on Shiny Boot, it piques your
other unsavory sorts try to squat inside the curiosity. The trouble is, Pinky says the land
decaying walls, but the haints there keep them around the spring is as confusing as a maze,
from staying too long. and he’s never been able to make his way back.
The Swanees ran a large dry goods store and But maybe Pinky’s not completely full of it.
two boarding houses in Saxon before the Big An old-timey story holds that Silas Earl was
Boys’ shut them down. They were a respected having horrible luck finding water to build a
family, but Earl Swanee was something of a well for his young family. Every morning, he’d
bitter pill and tried to control his daughter, have to tromp several miles to the nearest crick
Faith, more than a man ought. and tote the water back in an open churn.
She fell in love with Kale Sorley, a boy from One day when Silas was setting out for the
a farming clan down in the low spots of the crick, a welkie, a tiny spirit that’s half air, half
county. There’s nothing wrong with a Sorley. water, poked its head out of the churn and
They are good-hearted folks. But they had bad mocked Silas for what a poor husband he was,
luck and most years their crops came to naught. not being able to find water like that.
Earl desired to marry Faith to a man with Silas tried to smash the welkie, but they are
more material resources than Kale and forbade fast little buggers, and it shimmied up a cherry
her to see him. A declaration like this can lead tree and took to giggling. Before long, a host
young folks in love to rash actions. They tried of its kin joined, and they started sawing at a
to run and off and get hitched, but Earl headed branch with their gar-like teeth until it fell to
them off with a posse of men and Kale received the ground. “Use that for dowsing, Silas Earl,
a terrible beating at their hands. you slump-faced fool,” the first welkie called,
Kale was humiliated and went off not long and off they went back to whatever juvenile
after that and hanged himself. You won’t be hell welkies come from.
surprised to hear that Faith done the selfsame Silas, a bit shaken, picked up the branch and
thing, right in her bedchamber, which drove started dowsing. Now, he had dowsed the yard
her poor mother mad and cast her father even before. Called in his grandpappy to dowse
deeper into his grimness until he passed away, it, too. They discovered not a drop. But this
utterly alone. welkie branch started shaking right away.
On moonstruck nights, you can hear Kale’s Then the ground started shaking, and
voice sing poems and say praises up to Faith’s profligate water gushed out through the mud
old window. You can hear Faith answer back and carved out a long, roaring gully before it
with similar affections, modestly expressed. disappeared into the earth again. That was
You can hear the mother wailing misery the freshest, most silvery water Silas had ever
from her rocking chair. And you can see the seen or tasted. No matter how much they
apparition of the former merchant, Earl used, no matter how much it rained or didn’t
Swanee, crossing back and forth through rain, that water flowed through the gully just
the yard, shotgun resting on his shoulder, the same, never anymore, never any less, and
muttering his ill-hearted curses at the ground. always pure.
With the help of a mean-mouthed welkie,
Shiny Boot Knob Silas had discovered what the Good Book calls
Fresh water is getting hard to come by in many everlasting water. It’s a rare thing for fae to
parts of the Holler. Drinking from some of the gift a favor without demanding something
streams fills your body with slurry or garment in return, but if Silas paid, and what he paid,
dyes, pig excrement or demon rheum. That no one knows. The Holler could use another
kind of drinking steals your sprightliness quick, welkie or two like that nowadays. Hell, Pinky
and you may find that your hangover is hosted Littleton might be a welkie.
in your grave. It’s hard to find but Pinky’s stream still
bubbles from the ground and a passel of

65
Holler: An Appalachian Apocalypse

welkies live near it. These welkies are renegades over what it asks, it witches you sure as the
from Faefall, cast out by the Fae Queen for world. No one knows what it wants with all
some passing meanness that crossed her fancy its ransomed play pretties, and it’s useless to
one day. Drinking from the spring removes think on it, because there’s no understanding
all Fatigue and all Wounds. Subsequent sips the heart of a devil.
merely taste great. Packs of billycabra do the taker’s bidding and
More importantly, adventurers who outlast do their best to take whatever it can’t.
a barrage of insults from the welkies might be
able to glean limited information about Faefall Boscage
and its ruler. Boscage, just west of Hanging Field (below)
is an Ashdown textile town presided over by
▪ LEGENDARY LANDMARK
Lawman Doyle Billford.
An outlaw with a Permanent Injury may
Billford’s name is interwoven with the myths
make a Vigor roll when drinking from the
and language of the Holler. To describe an
waters of Shiny Boot Knob. With a raise, the
object or animal of large size, or a lie of great
injury is healed!
proportions, someone might say, “Why that
If most of the body of a deceased individual comes half-a-way to Doyle Billford’s bunghole.”
is placed in the waters, roll a die. Even, He’s invoked just as often as Old Scratch or a
the soul returns and the body heals. The Bodach to frighten errant children. When a
fortunate rowdy is Exhausted for the next 24 man receives a Knockout Blow in a fight, he
hours but otherwise alive and kickin’. Odd, got “Billforded, sure as the world.”
the body is just too far gone for the healing
As much as he impresses the full weight of the
waters to restore.
law on others, he’s no puritan. He’s as rowdy
An individual may only ever benefit from as any unschooled country boy and enjoys
either of these boons once. the standard pursuits of drinking, gambling,
fighting, and racing.
Hogback Hills The Big Boys think they couldn’t have
Ashdown invented a better enforcer than Billford, but
he secretly chafes under Ashdown’s employ
Plot Point Campaign: Act One: The and despises his boss’s shoddy management
Cruelty of Finster Goad on page 105 practices and eccentric nature. He struggles
Ashdown No. 1 Textile mill and the surrounding with self-loathing as working for the Big Boys’
village and company-owned services reflect compromises his true feelings, and he takes out
Samuel Ashdown’s creative and disordered that self-loathing on the citizens of his town.
mind (Bestiary, page 197, Life in the
Billford might seem like the last “company
Holler, page 25).
man” that could be turned against the Big
Boys, but he is ripe for such a rebellion, and
Baldbrow serves as a valuable source of intelligence about
Baldbrow might more rightly be called a tall Ashdown if he flips.
hill than a mountain, but its treeless, granite
ridge is an unusual site in the Hogbacks. They Confronting Billford head-on with the
say it resembles the pate of a man with a low- consequences of his reign of terror, which
down and troubled mind. A taker bird named no one has yet dared try, might do the trick.
This or That moves among the isolated cabins He’s hanged innocent men, widowed many a
on its slopes. good woman, and struck fear into the hearts
of children who sing songs about “Billford the
The taker gets its name a couple of ways—it Boogeyman.”
looks like a cross between a man and a big old
ugly bird—so it could be this or that. And when Sometimes, though, the worst among us have
it comes to taking, there’s no telling what it a change of heart and become the best.
wants, so it could take this or that.
This or That seems keenly interested in
Broadus
The farmers in the village of Broadus know
trinkets and bric-a-brac. If you don’t give
full well their crops are Blighted. The Big Boys

66
Legend and Truth

claim to remove the Blight in their processing Ravens and buzzards ring the field when they
factories. A handful of farmers have realized see a crowd gather and that’s an unnerving
this is a lie, mostly from the dim-witted jokes sight. Billford calls them his detectives. Says
and jibes of company guards, who routinely they keep an eye on things for him, says, “they
chide them for “poisoning everybody” when are always a-watching, always a-watching,
they oversee loading the harvest. boys.” Deep down inside, he knows they are
The abundance of crops, Blight and all, draws looking into his soul, too.
a variety of small, munching critters to this
area, which inevitably draws larger munching Hog Hog Mountain
critters—like painters, wolves, giant owls, and Festus Sump and his clan sure love them some
even packs of billycabra. hogs. Sumps live all over Hog Hog, and so do
their hogs. It’s an open question as to whether
Hunters willing to curb the local wildlife
the Sumps have taken on the characteristics
population gain favor with the Broadus
of their stock, or if the hogs have taken on the
farmers. Some of them might be willing to
characteristics of the Sumps, but there sure
share what they know about the Big Boys’ false
seems to be some kinship there.
advertising.
Living downwind of Hog Hog creates a
Clay Town persistent olfactory unpleasantness for
It’s not surprising when somebody from Clay neighbors, and, almost to a person, they revile
Town disappears. They walk into the woods the Sumps. They say you won’t find a meaner
and never return. and meaner-living bunch of folks anywhere.
But now they are disappearing at the But with the way some folks act these days,
behest of the Big Boys, who round up a few maybe it’s not so crazy that Festus and his kin
residents every month and ship them to Burnt prefer the company of pigs to the company of
Chimney or Bondurant asylum for dreadful men. He has a whole gaggle of daughters he’s
experiments—testing their limits of pain constantly trying to marry off to the higher set
tolerance, conducting intense psychiatric mill village folks, but no takers as yet.
experiments, performing lobotomies
(particularly on varnish heads) and in some Lake Monroe
cases, re-purposing them as worker ghouls in At the foot of the Sootstones, Lake Monroe
Bondurant asylum (see page 56). hides a horrible secret. The Big Boys created
the lake to provide energy for a coal-fired
Hanging Field power plant. They diverted a branch of the
The Hanging Fields is a muddy meadow Big Sandy into low pastureland in the Hogback
of judgment and death, where Boscage’s Hills that bordered the Cussfoot Fens.
infamous lawman, Doyle Billford, does his The only problem is the village of Monroe
dirty work, though this work is slowly taking occupied that pastureland, home to two dozen
a psychological toll on him and causing him to cabins and a hundred souls. The Big Boys
secretly question his allegiance to the Big Boys tacked up a notice, informing the villagers
(see Boscage above). they’d have to move so their treasured land
Two pitch-black, leafless ironwood trees stand could be transformed into a lake.
in the middle of the field, to each side of a The folks in Monroe refused. The town elder,
gallows, allowing Billford to “dispense with Carlton Dunwater, advised everyone to hold
three at go,” if he so chooses. fast in their homes—there’s no way the Big
When the Lawman calls for a hanging, he gets Boys would drown a hundred people, many
the word out. A private hanging does no good. children and infants among them, he said.
It’s the spectacle that teaches. And no hooded The Big Boys did just that. Monroe is now
hangman is needed. Billford kicks the box from an underwater ghost town. Remnants of
underneath the condemned’s feet himself. If shacks. A hundred haints. Catfish as big as
he’s the one who declares that a life should be men swimming through the ruins. Legend
taken, he believes he should be man enough holds that if you swim into one of the houses,
to take it. you go back in time to before the flood, can

67
Holler: An Appalachian Apocalypse

see those folks sitting at a dinner table, eating kind that usually results in making a new
cornbread and beans, happy as you please, character! But there is a possible reward,
until they notice the stranger in their midst. and a big one at that.
Outlaws sometimes dive into Monroe’s Those who drink from the pools must make
haunted depths to recover loot. At the Shift a Spirit roll. Failure means they’re dragged
Boss’ discretion, such expeditions (performed into the underworld by bloodstained hands
as Dramatic Tasks, Quick Encounters, or and lost forever! Success means a group of
full-on encounters with haints or hungry lake d6+3 fire demons (page 236) emerge from
critters) might result in the recovery of rare the pools and try to drag the entire party
treasures. into their Hellish domain.
With a raise though, a hero gains the ability
Ruddy Top to channel Hellish energy at her foes. Six
There’s not what you’d call a proper volcano times, and six times only, she may project
anywhere in the Holler, but there is Ruddy a Cone of scorching Hellfire that causes
Top, a sandstone mountain with a reddish hue 5d6 damage.
that’s the only one of its kind. Legend has it A raise on subsequent consumptions grants
that Ruddy Top exploded once, way back near no reward but neither is the hero dragged
the beginning of the world, and spewed out into Hell.
lava, flaming mud, and big chunks of rocks that
transformed into foul beasts.
Saxon
Some of the biggest boulders grew into The Saxons are obsessed with efficiency and
other mountains, wild-eyed demons production. The uniform and minimalistic
clinging to their slopes. Now, that’s not a design of their mill and company town reflect
story a minister would sanction. For this obsession. The matriarch-textile mogul
such a devilish eruption would Hilda Saxon lacks Ashdown’s wild imagination
be an undercutting of the but outstrips him in terms of sheer tenacity
Lord’s creation. and doggedness. She considers him
There’s still a crater just below decidedly batty; he considers her
its summit, filled with dried, red dull and dour.
mud, all cracked and gnarled. She sees Saxon as a city
The floor of the crater is hot to the on a hill, a shining example
touch and if you dig far enough of best capitalist practices,
into the ground there, you might and schemes to supplant
get a good look at hell. That’s not Ashdown’s operations and
the only thing. higher status in the Big Boys’
Scattered around the crater hierarchy.
are small pools of fresh blood, If the instigators strategize to foment
flies buzzing all around them, division between the Big Boys, the Saxons
nasty vermin sipping from and Ashdowns make for prime targets.
the edges. Some say that’s
the blood of tortured Sleeping Brook
sinners, leaching up from This bubbling brook in the Hogback Hills
hell to the earth’s surface. grants partakers a deep, restorative
▪ LEGENDARY sleep. A couple of caveats. Sometimes
LANDMARK that sleep is a little too deep and puts
a person in a near vegetative state
Anyone who
that lasts for days. Other times
approaches the
crater’s pools
knows this is
bad news—the

68
Legend and Truth

an otherwise peaceful sleep is interrupted by the Holler in their dirigible in one of their
lucid, life-like dreams. many expeditions before The Sealing Off, they
Anyone who drinks from the creek must tested the necrotylene ray (see page 49) on
make a Vigor roll at −4 or fall into a deep Burgeoning Peak, blasting the mountain with
and restful eight hour sleep that heals one powerful waves of energy, not to destroy it, but
Wound and all Fatigue from any source. to see if necrotylene at different concentrations
and wave patterns might have “a salutary effect
▪ LEGENDARY LANDMARK on the essence of matter.”
The first time a hero drinks from Sleeping Now Mount Sigodlin leans and Ruddy
Brook, she has visions of the world that Top simmers, but they ain’t got nothing on
could be. This steels her will and grants her Burgeoning Peak, which has been growing
Conviction. about twenty to thirty feet a year for as long as
anyone’s been noticing.
Sunrise Holler folks, unaware of the necrotylene ray
Lucy Parham is a black woman who taught incident, explain it like this: “There’s plenty of
herself to read and write and has begun to turn things in these parts that don’t seem “natural”
her pen into a weapon, circulating handbills if you hold to a strict definition of that term,
in Saxon and Sunrise that document accidents and maybe a growing mountain belongs to that
and other abuses in the mill. category, but, put another way, the mountain
Mother Mancini is an older, white woman seems to be doing what it wants to be doing,
who arrived at Saxon No. 1 a few years ago. and there’s no apparent devilish influence on
She said she came from way up in the hills, its preference, so what could be more natural
but folks have remarked that she talks funny, than that, friend?”
and doesn’t seem to have mountain ways. She The other curiosity is that everything else
is actually a social activist from the City who living on the mountain also grows at an
stowed away on one of the Big Boys’ cargo irregular rate. The deer look a little stouter
trains into the Holler. every fall, the boars a little fatter, and the pine
Mother Mancini and Lucy Parham have trees stretch more heavenward in the spring.
developed an indelible bond and shared goals. That sounds like a paradise don’t it? Thriving
They seek to create a coalition to rise against nature. The Lord’s own plenty. An ever-
Ashdown and Saxon. They are not aware of increasing bounty. A surfeit of wonder. It sure
other groups with similar ambitions, but an does. Until it doesn’t.
enterprising group of revolutionaries might
connect such groups and convince them to Travelers exploring Burgeoning Peak are
work together. subject to unusual levels of seismic activities,
particularly resilient critters, and frequent
Terrapin Corner falling trees. A group that makes it to the top
discovers a large crater singed into the earth,
If Verdy’s Traveling Flea Market is the go-to
indicative of an otherworldly visitation, or, if
place for goods, Terrapin Corner is the go-to
they are particularly mechanically inclined,
place for knowledge—all the stories of the
the impact of the world’s largest Blight gun.
Holler are freely passed between the old-
timers here, along with a goodly amount of folk ▪ LEGENDARY LANDMARK
wisdom and sound advice. Heroes who summit Burgeoning Peak feel
Sure, the adventurers might hear six versions their muscles harden and bones strengthen.
of the same story, but one of them is bound to They increase their Toughness by 1. No rowdy
be true. Wayfarers desiring to expand their may benefit from this boon more than once.
cultural horizons should pay this place a visit.
Fire Lake
Great Craggy Mountains Soon after the Big Boys’ arrival, there was a
brief gold rush in the Great Craggies, with the
Burgeoning Peak Galloways and Lowells jockeying for position
When Samuel Ashdown and his crew of (see page 200 and page 201).
technomancers (see page 211) flew high over

69
Holler: An Appalachian Apocalypse

What gold was there was mined quickly and fearless when it comes to venturing into
there hasn’t been another significant strike demon-haunted woods. When the monsters
for years, but one incident is etched into the are cleared from an area, the Lowells come
memories of the people of Firpo County. A right in behind him, contesting his claim. Their
mining camp circled what was then called Four elevated standing among the Shapers means
Peaks Lake (the lake sits in a high mountain the resolution of such disputes usually go their
valley, surrounded by 5,000-foot peaks on way—giving them access to the best land.
every side). Whitaker’s resentment about this injustice is
One night, the wind got up, screaming down boiling just under the surface. He is the Big Boy
the mountains and swirling fiercely around most likely to turn on the others.
the valley. Campfires got out of control. Tents
lit up. Kegs of likker exploded.
The fire hopped and skipped as though it
possessed deadly intent, chasing down every
“Pineys! Pine ys! The
living thing. Soon, a raging blaze circuited the King is
lake, burning miner after miner alive. here again! ”
Every year on the anniversary of that night,
—heard Somewhere in
the wind rises and swirls through the valley.
woods. .. the
Flames burn on the water’s surface, the
screams of men rise with the smoke, and an
Old Scratch (see page 222)
stands on the shore, sweaty
and gleeful, conducting a
baleful choir of fire
demons, hissing their
misery into the night.
A trip to Fire Lake
on the anniversary
of this carnage is
a good opportunity
for perceptive heroes to
make the link between
demons and deceased
Holler folks.

Firpo
Firpo is a bustling logging
town, housing workers from
both the Lowell and Whitaker
logging operations. The class
tension between the refined
Lowells and the roughneck
Whitakers spills over to their
workers, who are always
in a state of unfriendly
competition—who can clear
the most land, drink the
most whiskey, spit the
farthest (see page 201
and page 202).
The Lowells see Whitaker
as a useful fool, as he’s

70
Legend and Truth

Gilmer out of the cells every day from murders or


Plot Point Campaign: Act Three: Legend untreated illness.
of the Boogeyman Tree on page 116 Mt. Folsom, built at the behest of Theron
One of Whitaker’s logging villages, Gilmer is Galloway (see page 200), cares not a whit
located near the territory of both the Witches for rehabilitation. Eloise Bondurant’s fancy
of Wyrd and the Piney King, who are locked notions have gained no traction here (see page
in a brutal struggle for control of the magical 199). Summie Jones, the prison’s foreman,
Boogeyman Trees that dot the forests of the likes to say, “Let the ground rehabilitate
Great Craggies. them. The gallows. The gun. They make better
fertilizer than they do folks.”
Likker Creek
A fast-moving stream in the Great Craggies, PawPaw’s Peak
narrow enough to cross with a good leap in PawPaw’s highest ridge resembles the profile of
many spots. The banks of Likker Creek are an old, hawkish man, looking up into the sky,
home to many stills. The strange thing is a lot dreaming or praying or settled deep in his own
of old moonshiners swear its waters have an thoughts. There’s a web of naturally formed
intoxicating effect all their own. Those who tunnels inside the mountain.
taste it know it’s true! The waters go down Funny folks like to say the tunnels are old
smooth and easy, taste like mild corn likker, PawPaw’s insides, his bowels or his brains,
and are mildly alcoholic. It doesn’t last long in depending on their stripe of humor. Such
a bottle though—after a day it’s just water. tunnels are more often than naught populated
▪ LEGENDARY LANDMARK by a few haints, but the ones inside PawPaw’s
Anytime an outlaw drinks from Likker Creek, Peak have special powers.
she may make a Smarts roll. If she fails, she’s These glittery haints are like mirrors,
drunk as a skunk—even with just a sip—for showing a person what they truly are. Not just
the next 2d6 hours. If she succeeds, she’s their true face, but their true heart, their true
just a little tipsy. With a raise, she gains the soul. Most folks cannot bear very much of this
Liquid Courage Edge. kind of reality and turn away in terror.
But here’s the trick, when you look away,
Mount Folsom that haint shatters just like a mirror, except
Savage Tale: A Famous Outlaw on page a hundred times louder. Your ears and your
169 brains take to bleeding as the shards of that
It’s easy to get on the wrong side of the Big Boys vision become embedded in your mind.
and those who do end up in the Mt. Folsom If you survive, whatever truth you learned
Penal Colony. about yourself is inescapable, yours and
The guards, often former inmates yours alone, to cipher on and fiddle with, as a
themselves, inflict vicious beatings over minor brain does, an all-day thumping in your skull,
transgressions, and look the other way when and that’s about the worst kind of thinking a
prisoners inflict violence on each other. They body can do.
play favorites, protecting contraband kings, ▪ LEGENDARY LANDMARK
singling out untouchables, and encouraging
Those who summit PawPaw’s Peak for the
endless conflict between the different gangs
first time experience terrible psychedelic
that constantly form and dissolve within this
visions of their worst fears, most terrible
chaotic environment.
character flaws, or memories of past failures
The food is scant, putrid. The cells filthy, and misdeeds.
infested with vermin and disease. No
Each player should describe what that looks
substantive medical care is available to inmates.
like in her character’s mind then make a
Labor in the quarry is arduous, repetitive,
Smarts roll. Failure means the character
spirit-killing.
gains a new Minor Hindrance related to
There’s always the chance you’ll be shipped her vision (or increases an existing Minor
off to Burnt Chimney to become the subject of Hindrance to a Major). Success means she
some bizarre experiment. Bodies are carried

71
Holler: An Appalachian Apocalypse

comes to terms with her flaws and may Stump Town


carry on. With a raise, she may permanently Towns don’t come any rougher than this
increase her Smarts or Spirit a die type. one. Hardened loggers, subjected by Royster
Whitaker (see page 202) to the most
Scruggy Knob dangerous conditions imaginable near the
The pineys (see page 223) that live on Foxfire border of the Stygians, drink and brawl the
Mountain tend what’s theirs. You likely won’t night away when they aren’t working—the line
see them, even though they see you. Their between “sanctioned” gouging fight and free-
bark-skin hues green as do their eyes and the for-all is a thin one.
leaves that enshroud their faces. A hibernal demon lives near this camp and is
The pineys that live on Scruggy Knob are quietly and methodically transforming these
another bunch entirely. They have gleaming, workers into his thralls. He wants the power
opal eyes. Pulpy, tobacco-colored fungi corrupt of the Boogeyman Trees for himself and is
their bark. Their branchy limbs groan when building a small army to challenge the Witches
they move, like an autumn gale is whipping of Wyrd and the pineys.
down the mountain. They’ve witnessed loggers If the demons’ influence on these loggers is
kill their kin, watched coal smog fill the sky, lifted and the dissidents convince them of the
seen outlaws perpetrate horrible crimes in righteousness of the coalition’s cause (and the
their woods. heroes’ toughness inside the gouging circles),
They regard humans as an infestation of the loggers make a powerful front-line fighting
disease-carrying vermin, bipedal pine beetles, force against the Big Boys.
vectors of noise and idiocy. Nothing pleasures
a piney more than killing a man and watching Sigodlin
him suffer before he goes. The term “sigodlin” means that something that
ought not be leaning is a-leaning to one side
Meticulous in their movements and puerile
or the other—it is neither plumb, true, level,
in their imaginations, the pineys’ torture-
or square. Thus the rocky peak called merely
games can stretch on for days, driving the
Sigodlin juts upward several hundred feet
victim to forget their own name and all their
above its tree line and the entire mountain
worldly loves, then into a kaleidoscopic
appears to lean slightly to the east. You’ve
madness, buffeted by corporeal nightmares
never seen a leaning mountain? Well, it’s
and the pineys howling as one, mimicking and
worth a look.
mocking their victim’s screams.
No one is sure what’s responsible for this
Death should be a mercy, but the pineys
geological curiosity. A few of the more
have an answer for that. They bury the dead in
enduring speculations: another mountain
ground afflicted by deep Blight, so deep that
tried to grow under it, but Sigodlin managed
the natural easement of the soul into death is
to hold its own and smash that other mountain
voided, and the corpse retains its sentience,
back down before getting partially uprooted; a
flooded with malevolent visions.
colony of giant bears lived up there a long time
A transformation occurs. A perverse pupal ago and the mountain gave way a touch under
stage. The pineys howl above the grave, their collective weight; or the Lord made it that
summoning a new piney into existence, and way for an inscrutable purpose, as many of his
when they dig up the body, that’s exactly what purposes are.
they have.
Whatever the case, if you’re walking in its
Pineys created in this way can shapeshift, shadow, it’s a good idea to cross yourself several
can mimic any human they please. These times or spit over your left shoulder or give a
pineys are used as bait to bring more victims little skyward thank you for your passage, just
to Scruggy Knob and create more soldiers for to help make sure Sigodlin doesn’t get peckish
the piney King, a being as ancient as the Holler and decide to tip over.
itself (page 224).
Plenty of giants roam its slopes—bears, owls,
terrapins, snakes, yahoos—a veritable land
of giants, like you hear about in fairy stories.

72
Legend and Truth

Several wardens (see page 52) make their About that time, a giant owl swung down
home here to protect the rare wildlife—they from the sky, snatched Sewell in one of its
have no love for bizarre cryptids, but the giant mighty talons, swifted on over and fetched
versions of normal critters deserve respect and Boone up in the other, and ferried them
preservation in their view. away to the Stygians, both men laughing like
Rowdies looking to establish their reputations loons. Maybe those two genius engineers are
by capturing or killing a prize beast best trod puttering around the Holler yet.
carefully under the wardens’ watchful eyes. Their eccentric, gravity-defying structures
still stand today, but it’d be the height of
▪ LEGENDARY LANDMARK foolishness to try to scamper up one, even on a
A party who takes down a giant beast (of triple-devil dare. Those brave enough to climb
the Shift Boss’ choice) on Sigodlin Peak gain it find a bundle of handy items, including a
Conviction, but almost certainly have to deal periscope, not to mention two storm demons
with wardens as well. blasting away at one another—the new
residents of Two-Top.
Two-Top Mountain
Two-top is a tall, beautiful mountain and ▪ LEGENDARY LANDMARK
relatively unafflicted by Blight due to its windy Besides the occasional pile of loot, those
climate. Covered with pine, maple, and even who summit Two-Top almost float on air
a few of those ginormous witchwoods, its should they ever find themselves descending
abundant critters and plant life have provided through it. They take half damage from
sustenance for many a mountaineer. falling forever after.
Two such sorts settled on Two-Top’s twin
peaks—Sewell Ledbetter on the western peak Weaver Falls
and Boone Buzzard on the eastern one. A Plot Point Campaign: Act Two: Weaver
gnarly-drop of gulch separated the two peaks, Falls Fiddlers Convention on page 111
but Sewell and Boon would call out to one The famous singer and matriarch of Weaver
another in gladsome greeting every day. Falls, Verna Lynn Cash (see page 203),
One day Boone hauled his rocking chair to considers this remote spot a “free town.” Few
the top of his cabin, set down in it, started of the residents here work for the Big Boys,
rocking, and called out to Sewell, “Look right and it has become a gathering place for rebels
chere, Sewell, I’m a-setting up higher than ye. of every stripe—especially artsy ones. Singers,
I’m king of this here mountain!” pickers, poets, painters, and yarn spinners ply
their craft on every ramshackle porch.
Sewell wasn’t about to let that stand. He built
a ramshackle porch on top of his cabin and The Fiddlers Convention, which is held
called out to Boone, “I believe I’m a few inches at different locations and at different times
closer to the Lord now, Boone!” of year to keep it hidden from the Big Boys,
originated in Weaver Falls and returns there
This initiated a cycle of competing, ill-
from time to time. As Verna Lynn likes to say,
considered construction projects that lasted
“Dance the night away, organize during the day.”
for years. Boone would put some cockamamie
little look-out on top of a leaning tower. Sewell Whitaker has recently discovered the village’s
would respond with a shaky ladder on top of a existence and plans to move against what he
footstool, reaching up into nothing. considers “its shiftless no-accounts” soon.
And up and up they’d go, risking life and
limb to one-up each other. One day Sewell was Wolf Lick
As far as coalition building goes, Wolf Lick
ricketing around in a little bucket he placed on
offers a bit of a Sophie’s Choice. The Dewlaps
top of his edifice while Boone was swaying in a
and Hivelys are large clans, respected by most
hammock he placed atop his.
folks, and they each bear close relationships to
“I am the good Lord’s top specimen,” called their respective packs of fenrir, who have also
Boone. “I am the apogee of this fruited plain,” taken up the feud and war in the woods while
Sewell hollered back. the Dewlaps and Hivelys war in town.

73
Holler: An Appalachian Apocalypse

If the group allies with one of the clans, absolute truth and filling everyone’s ears with
the other clan becomes hell-bent on their a gospel rage.
destruction. If the group tries to stay out of the
▪ LEGENDARY LANDMARK
fray, they lose a passel of ornery fighters and
the chance to lead a pack of unusually smart A character baptized in the waters of Lost
and human-oriented fenrir into battle. Souls makes a Faith roll (which may only be
Supported by whoever does the baptism).
No one knows what started the feud—only
If she fails, she feels the weight of the lake’s
that the eye-for-an-eye mentality has led
accumulated sins and loses a die type of
to a never-ending cycle of violence and
Faith, if she has it, to a minimum of d4. If
recrimination. The clan patriarchs, Anson
successful, she increases her Faith a die type.
Dewlap and Huck Hively, are ancient, and
With a raise, she increases it two die types.
some say they have lived beyond their natural
years, as their bitterness toward each other has Further re-baptisms have no additional
kept them alive. mechanical effect.
Each has sworn to put the other in the
ground—while many of their family members Ballard Rock
In the dead center of the Piney Dirge Plateau,
have died in the process—the patriarchs have
a soapstone rock juts out of the earth. It might
survived countless assassination attempts.
as well be a canvas. The rock is covered in
A group that brings a peaceful close to
petroglyphs.
this ugly saga is celebrated Holler-wide as
miraculous arbiters. There’s thousands of etchings— just about any
kind of activity you can imagine is represented.
Piney Dirge Plateau Hunts, hog killings, rooster fights, hangings,
birthings, shootings, baptisms, and a whole lot
All Souls Lake of things you can only half make out.
At the foot of the Stygian Mountains on the Toward the bottom of the rock, the drawings
Piney Dirge Plateau is All Souls Lake, created by assume a more ominous character, piles of
vigorous seismic activity. All Souls gives birth skulls with snakes crawling from eye sockets
to both the Big Sandy and the Wild Eddy and and mouths, the spirits of children belching out
is a pilgrimage site for lost souls looking for of a smokestack, monster mating with monster,
redemption. the birthing of hundreds of aberrations.
Now you can get baptized in any river or The etchings at the top look old as time, but
creek in the Holler, but sometimes those pitiful the lower ones appear more recent. No one
little streams don’t wash all the sin away, and knows who this tortured artist was, or if there
backsliding commences soon after. The still, were many folks who drew these scenes. Or if
slate surface of All Souls, its cold depths, its any of them are still around.
view of the Stygians on one side, and the blank They say if you ever figure out how to read
vista of the Piney Dirge on the other is an the markings that run beneath the pictures
answer to that problem—that’s a Lake that can that whatever the markings describe comes
swallow whole any sin you can imagine. to life, comes right out of the rock, enters the
Those sins sink to the bottom, pile up, world, and says a fine howdy-do to whoever
spiritual vespers of humankind’s original summoned it forth.
weakness. Over time, they build up and the
earth trembles. The calm waters of All Soul’s Glory Creek
rise into tempestuous waves and crash onto Appearing only after heavy rains, Glory Creek
the shore like an omnipotent fist. It is a sight is the name the Poulsons gave to the water that
to behold— the Lord showing discontent with runs through a deep wash located near the
our waywardness. northwest terminus of Piney Dirge Plateau.
On occasion, a baptism in All Soul’s takes Glory Creek is dry throughout much of the year,
a little too good and the sinner transforms but sometimes a toad-chocking thunderstorm
into a fanatic—wild-eyed and convicted of fills the wash for a short time during spring
or summer.

74
Legend and Truth

Lester Poulson partakes of the silty help of the Riders of the Revival (the spiritual
floodwaters once a year, believing they grant answer to the Big Boys’ Riders of Industry).
him the gifts of true sight and religious Lester rivals Amos Mulholin (see page 204)
enlightenment. in terms of the security of his compound and
Any brave soul who drinks from Glory Creek his stockpile of weapons.
for the first time makes a Spirit roll. With
a failure, she develops scarifying visions, Jeremiad
resulting in a – 2 penalty on Occult or casting Jeremiad is a village founded by Ollie Poulson,
rolls for 24 hours. Lester’s brother (see page 205). Ollie preaches
With a success, she gains +2 to Occult rolls that man is but an insignificant cog in the
and casting rolls for 24 hours. On a raise, she Lord’s master plan, and the duty of the true
gains the Auger Edge for 24 hours (regardless believer is to accept his lot in life.
of prerequisites). If she already has it, she Ollie believes Holler folks should continue
receives a Benny. to accept the Big Boys’ rule, framing the
hardships they endure as “a test of faith,” and
Hemlock promising that the Lord rewards those who
Plot Point Campaign: Act Seven: Tent City piously endure their earthly suffering with an
Blues on page 139 eternal afterlife. Jeremiadans tend to be a grim,
Hemlock is more of a religious compound than humorless lot.
a town and is Lester Poulson’s spiritual fiefdom Ollie is secretly advising the Big Boy Roman
and home to his Church of the Anointed (see Bastrop to help establish Bastrop’s drilling
page 204). He luxuriates in his otherworldly operation on the cruel landscape of the
visions and collection of beautiful wives. plateau. Ollie is also more than happy to assist
He preaches an apocalyptic version of the Bastrop in the destruction of Hemlock when
Good Book. the time comes.
He believes that demons must be beaten or
blasted out, that the Lord has charged him Shadrach
with delivering the gift of the “end times” to The Charismatic Church of Revelers (another
his followers, and that all members of his flock splinter cult) makes its home in the village of
are beholden to fulfilling his every command Shadrach. The Revelers have rejected the Lord
and desire. entirely and believe carving out an existence
on Piney Dirge is sacred proof of the strength
Lester is dead set
and divinity of the human soul.
against the Big Boys
setting foot on the Estelle Rood (see page
plateau and recent 205) teaches
surveying teams that humans
sent by Roman and beasts are
Bastrop have equals (and that
been met with venomous snakes
force. Lester won’t harm those
envisions an
“Armageddon”
in which he
challenges
the Big Boys’
superiority
and prevails,
with the

75
Holler: An Appalachian Apocalypse

who are pure of spirit). She believes a life lived sign of Ivor’s remains. That’s because Ivor had
fully in nature is the only form of heaven that turned spectral, a revenant out for the blood
exists, and that all human institutions are of his murderers.
inherently corrupt. That ghost bull hunted those men down
Of course, Lester and Ollie view the Serpent one-by-one, either scaring them to death or
Revelers as dangerous heretics, and believe the goring them to death, its horns charged with
community’s apparent benevolence is a front blue lightning.
that hides more disturbing ritual practices. If you go up there now, unarmed, you might
They’re right—Estelle’s fascination with snakes see the ghost of Ivor charge straight at you and
extends to demons. She offers them seasonal disappear at the very last moment. If you are
sacrifices, including the occasional human. toting a rifle on your shoulder, he mistakes you
Estelle is determined to stay neutral in the for one of his killers, and you soon join that
conflict between Ollie and Lester and in any benighted party in the ground.
broader divisions that develop in the Holler, Some say Ivor lows for Tackett of a night,
but a cunning group that indulges her darker missing his owner something fierce. If
desires might change that. Tackett comes back, it’s as a ghost, and that
menacing twosome becomes a scourge to any
Sootstone Mountains passing traveler.

Bull Mountain Burlton


Tackett Sturgill might as well have been a Big Burlton is a Bondurant mining town. The
Boy, to hear the locals tell it. His herd of cattle Bondurant family pride themselves on their
chomped up all the good grazing land on Bull beneficence to workers. They view them as
Mountain, and just kept growing and growing, simple folks, the salt of the earth, relatively
and he had this one bull named Ivor that was harmless, with “well-meaning but rustic
bigger and meaner than anything, and it’s like intentions.”
that bull knew what it was doing, like it was
They believe the miners must be taught
carrying out Tackett’s commands, and if any
what’s best for them. Left to their own devices
of the other aspiring ranchers gave Tackett
they would “lead lives much like that of
any trouble, Ivor went after them, running off
primitive man, swallowed by the darkness of
their cows, destroying their chicken houses,
their indolence.” The working conditions in
even bulldozing shacks and sheds with his
the Bondurant mines are no less grueling or
enormous horns.
hazardous than the Galloway mines, despite
The bullied men grew tired of this after a Eloise Bondurant’s high-minded ideals. Lately,
while and decided to take up arms against Theron Galloway and Samuel Ashdown have
Tackett. They marched up to his cabin and been pressuring her to toughen up, leading
there Tackett was, sitting up on Ivor, just to the menacing turn the standard of care has
laughing in their faces. Hot words flew, and taken at the Bondurant asylum.
Ivor started pawing at the ground, getting
Burlton still fields its intramural baseball
ready to charge.
squads during the summer. Recruiting some
Pokey Givens, a notoriously irascible local stars to the rebels’ cause—like the left-
chicken thief, fired first, and then all the handed pitcher Belus Squawley or the home
others commenced to firing too, and they shot run crackin’ Bub Atkins—gains some sway with
Tackett’s bull dead, right from under him. Burlton residents.
Tackett fell to the ground and scampered
into his cabin. They fired a good many rounds Charhold
into it, but Tackett survived. He left off Bull The realization of Theron Galloway’s dark
Mountain the next day, leaving his herd and dream, Charhold residents are empty shells,
the corpse of Ivor behind. the life and hope beaten out of them. The folks
When the other men went back up to poke here don’t even whisper of revolt, don’t even
around, they were in a jolly mood, seeing imagine it.
Tackett had cleared out, but they saw no

76
Legend and Truth

It’s a playground for the sadistic tendencies Hindrance somehow related to the failure.
of company guards and Kramer-Holt agents, A musician may repeat the challenge once
who mock and punish the populace at will. every year if she wishes, but can never raise
Charhold’s environment matches the desolate her Performance above d12+2.
state of the worker’s souls. It’s a Blight-ridden
town. If heroes visit, they encounter frequent Hot Poker Mountain
Blight fogs and storms. The dirt roads curving up the southern slopes
Inspiring Charhold to rise requires legendary of Hot Poker lead to exquisite pleasure or dire
feats—challenging Galloway head-on and trouble, depending on your luck. Peddlers of
winning, capturing the Sootstone Moth (a kind vice are scattered all over the mountain.
of deity in folks’ imaginations). In other words, Poker’s remote location makes it seem like an
performing miracles, or seeming to. inviting place for those craving some sinning.
You find gambling shacks, jook joints, peep
Devil’s Den shows, houses of ill repute, fighting rings
There’s more than a few spelunking caves on cleared out in the woods, and hard likker
this mountain where pretty rubies, sapphires, everywhere you turn.
and emeralds can be found, but you might have The various entrepreneurs who run these
to give up a chunk of your soul to carry one out. establishments have no real association, save
This place is riddled with demons. An Old they all pay a cut of their take to a shadowy
Scratch takes up occasional residence here individual known as the Purveyor, who runs
with them, playing his fiddle in one of the a Deluxe Pleasure House and Spa near the top
biggest caves for his own pleasure, as the of the mountain.
acoustics in that cave produce a beautiful, high You need a pretty penny to gain entrance.
lonesome noise. Some of the Galloways and Bondurants are
A lot of bluegrass pickers and blues warblers regular customers there, and the Purveyor
venture into the Den, looking for the knows more about the true human nature of
underground crossroads, a darkly bedazzling the Big Boys than just about anyone.
place where tunnels connecting several of the The Big Boys’ secret entrance to the Holler
caves come together. is deep within the bowels of Hot Poker.
Any demon you find there dances a little jig Shipments from the City, fresh Kramer-Holt
and makes a musical deal with you. Sometimes agents, and the Big Boys themselves arrive in
they just want a lock of your hair or a smidge the Holler in a heavily armored underground
of a toe or ear. Other times they want your soul rail car that protects them from the noxious
lock, stock, and barrel. But pickers and singers gases of the Otherness.
can be derelict in their choices and do most Massive platform elevators ferry supplies,
anything to make a grander sound. weapons, and even vehicles to the surface of
Snuffy Withrow, the three-fingered style Hot Poker’s heavily guarded northern slopes.
banjo picker, says he tricked a demon down
there, smooth-talked him until the demon Marrow
didn’t know what from what. Snuffy says he This is how Curtis Harlow’s shadow got on that
learned all kinds of rolls and licks in a wicked wall and haunts this Galloway mining town
instant and took the demon’s soul to boot! He to this day.
says having a demon soul makes you extra Culla Harlow courted Stella Murphy, married
thirsty for corn likker, but Snuffy doesn’t seem her, and they had a bright shining boy named
to mind that one bit. Curtis Low Harlow. Stella fell into despair not
▪ LEGENDARY LANDMARK long after his birth and the child became a
torment to her.
Any musician who makes a pilgrimage to
this place, avoids the claws of demons, and Culla could not bear Stella’s sadness and
bests an Old Scratch in a musical contest carried the boy out to a marshy spot in
increases her Performance two die types. the woods, and left him there, out among
If she loses, however, she gains a Minor the wolves and every sort of crawling and
loathsome thing. An old tinker came along,

77
Holler: An Appalachian Apocalypse

heard his cries, took him in, and raised him Delilah made fast friends with a schoolteacher
up in the sordid and wayfaring ways of an from the city, Eugene Longley, and together
old tinker. they have further fostered anti-Bondurant
When Curtis got his growth, he pestered the sentiment in Middenville, establishing a secret
tinker about his origins, and the tinker finally collective, the Fellowship of Miners.
told him, “They didn’t want ye, boy. I picked The Fellowship is working hard to increase its
ye out of the swampy ground over to’ards membership. They eventually plan to confront
ol’ Marrer.” the Bondurant owners with a list of demands,
Curtis went to Marrow, seeking out his people, including increased safety in the mines, shorter
and one day saw Culla, his spitting grown-man working hours, and more useful refinement
image, buying flour at the company store. He and education programs.
followed him home and spied in on Culla Delilah wants reform, not revolution, and
and Stella and their new little child, a child her influence on the miners in the Sootstones
that Stella tolerated just fine, a girl they called might be a challenge for the rabble rousers.
Rowena, sitting down to their supper.
Curtis bolted right through the door and cut Mount Hollis
his mother and father each across their throats, Some folks lose their way entirely and instead
killed them with a rusty hawk-billed knife, and of warding themselves against demons, they
toted Rowena off into the dark to give her a cozy up to them, become their loyal servants,
proper home and raising. worship them by giving over every inch of their
bodies and souls.
A posse hunted Curtis Low down, strung him
up in front of the courthouse, and before he Many years ago, this manner of demonic
died he cursed every living soul in Marrow glamour consumed the Hollis clan, folks
as well as the souls of his departed parents known for their piety and seriousness of
and any other souls that might have been purpose. But once the demons got them, they
loitering about. got them all the way.
His shadow has remained on the wall of the A list of the more dread taboos among pious
courthouse ever since. They painted over it folk (or at least those who pretend to be)
and it came right back. The Galloways tore the includes orgies, cannibalism, kin-love, kin-
courthouse down, rebuilt it, and that shadow murder, veneration of bodily fluids, naked
came right back. dancing, feckless witching, and cursing with
foul language all that which is divine.
It pains the soul of every person in town.
Little Rowena got sent off to the Alshire The Hollis’ turned to all these, and possibly
Orphanage but ran away as soon as she got her more, or at least that’s what the good folks
growth, never to be seen again. More than a of Charhold County decided and sent a well-
few folks worry she’s got a belabored mind and armed pack of men up there to root them out.
is stalking the woods outside of Marrow. They Seventeen members of the Hollis clan were
fret over what she might have in store for the executed via various means, depending on the
birthplace of her agonies. nature of their transgressions.
Mount Hollis is now considered cursed
Middenville ground and the only people who go there are
Middenville is a Bondurant mining town. crazy young folks, usually likkered up, usually
Delilah Perkins was banished from the on a dare, usually in the highest of spirits, who
Galloway mines for “attempted rabble- don’t know enough yet to respect the old tales.
rousing,” and was nearly banished to the Mt. What they find are rotting cabins, demon
Folsom penal colony. symbols carved into the walls, the skulls of
Instead, Eloise Bondurant made a bet with livestock, goat-man costumes and antlered-
Theron Galloway that she could “remediate crowns. Carnal implements are scattered
Delilah’s delinquent tendencies,” so she was around ritual sites in the woods.
sent to work in Bondurant No. 4 instead. The unmistakable wail of a demon catching
the first sniff of human flesh sends them young

78
Legend and Truth

folks back to town pretty quick, and when their ▪ LEGENDARY LANDMARK
friends ask what Mt. Hollis was like, and they Explorers who brave Raven Roost’s strange
tell them, there’s not a bit of fun in the telling. slopes increase their Occult skill one die type
(even if they didn’t have it previously).
Mount Raylan
Some disputes the law can’t handle, and some Rough Stob Mountain
disputes are above or below the law. This Rough Stob Mountain looks down on Burlton.
simple fact necessitates that most communities In fact, it seems to have it in for the town.
have what’s called a Bad Luck Field or Meadow Mudslides careen down its slopes and wreak
Mortuary or Potter’s Playground. havoc during the spring. Can a mountain
Mount Raylan serves as that place for possess sentience? Hard to say. But a killer who
Sootstone mining communities. The ground bonds with a mountain’s ancient moods, its
there is like a big muddy mouth, gushing with light and shadows, its landscape and creatures,
acid. Swallowed victims decompose quickly in might carry its message to those who live in
its insatiable gullet, conveniently erasing bad its shadows.
memories or bad mistakes. It doesn’t hurt that Demons don’t have no choice in their
scavengers abound and devour any leftovers wickedness. Men do. Now, Shelby Moak has
or regurgitations. not been right since he was a little fella and
If you ever hear that someone “took a ramble witnessed his mama plant an axe square in his
up Raylan,” don’t expect a visit from that daddy’s face.
someone anytime soon. Shelby’s daddy, Ross, was a violent man, and
betrayed his vows to his wife, Luella, in every
Raven Roost Mountain way imaginable. Most folks in Burlton said he
Wild energies hew to Raven Roost, as though earned his death, and Luella faced a sideways
an arcane magnet lodges within it. Holy rollers look or two from real proper folks, but no one,
believe it’s a spiritual place, ordained by the including the judge, held the killing against her.
Lord for true worship and communion. But it did something to little Shelby. Luella
Others believe demonic powers swirl there, tried to raise him up right, but it never took.
devouring vulnerable minds, while skeptics say Shelby started stealing from the company store,
folks who are touched in the head see exactly picking fights with other children, and killing
what they want to see. and dissecting animals like some children take
Enormous flocks of ravens roost in the forests up coin collecting or cross-stitching.
and when they lift off together, they form a He never grew full size, but even bullies
black cloud of flush, flap, and caw that puts a wouldn’t mess with him. He just had that look
nervous tickle in your heart. about him, that look that says best not bite off
Spirit-turned folks often make pilgrimages more than you can chew, sonny boys.
to the Bheulach Boulder, which rests about Shelby lives up on Rough Stob now, squatting
halfway up the northeast ridge. in some dead hermit’s abandoned cabin.
It’s covered in runes—so far, not a single Lately there’s been a young woman or two
person has been able to cipher its message. gone missing.
The pilgrims don’t care. They whisper over it, Not to say Shelby is the one what done it,
pray, sing, and leave offerings, one hand always but Lacy Greaves over at the company store
touching it, for they believe doing so allows in Burlton said he came in one day inquiring
them to see through the veils that separate one about make-up, wigs, and female delicate wear.
time from another and one place from another. It embarrassed Lacy something awful.
And maybe a prophecy is a thing that can She told him he should know that they
save the world, funneled through a wise mind didn’t carry none of those City things. Shelby
and turned into real-world doing. Or maybe spat on the floor, completely disgusted, and
prophecy is the simple art of having marked went tromping off in his little poppet-like
what’s come before, and full well knowing that way, muttering about how could anybody
such things come again.

79
Holler: An Appalachian Apocalypse

expect him to have a proper wedding without life, and good health. No carousing. None of
necessities such as that. that silly fighting that follows folks sneaking
Shelby is a full-on killer, stalking the poor into their cups.
women and men of Rough Stob and playing Every so often, a gladsome youth or vibrant
dress up with their corpses in his cabin. maiden will be plucked from their village by
Do-gooders with a conscience will climb that Sunnyvale “representatives” and hauled away
mean mountain and cut its puppet down. to paradise. All of us should be that lucky.
Use the profile for a Stalker for Shelby’s Sunnyvale is part of an ongoing Umberkirk
statistics (page 211). eugenics project, which they refer to as “social
engineering.” The workers in Sunnyvale are the
Ruin products of generations of selective breeding,
The strip miners in Ruin are treated a touch training, and the occasional lobotomy, a
better by the Big Boys than underground project they recently transplanted from a
miners. The strip mining camps have better secret laboratory in the City to the Holler. If
food than the mining villages and the strip Sunnyvale seems too good to be true, that’s
miners get paid more scrip, as strip mining because it is.
requires fewer workers and the bosses want
them to be mentally sharp. Twisty-Turn Tunnels
Both Galloway and Bondurant see strip This underground network winds and writhes
mining and mountain top removal as more beneath the earth in the Sootstones. Full of
profitable paths forward and hope to move diggers, mouthers, and worse, folks get turned
away from underground mining completely. around real easy down there and sometimes
emerge years later, mute as posts and white
Some of the strip miners in Ruin abhor their
as ghosts.
job and its effects on their beloved mountains
and surrounding forests and streams. Their These tunnels crisscross the Sootstones
slightly higher status than underground and their presence contributes to the seismic
miners keeps most of them pacified, but the instability of the area. One of the tunnels runs
Ruin men who participate in gouging fights beneath the earth all the way down to Faefall.
are a tough and independent bunch, and some The Big Boys are unaware of this tunnel, but
allies may be found among them. the Fae Queen isn’t, and sends the occasional
gaggle of tommyknockers or a single bodach
Sunnyvale Mining Village into the Sootstones to spy on the Big Boys or
There’s only one mine in the Sootstones abduct a new human consort.
that’s not owned by either the Galloways or
the Bondurants and that’s Sunnyvale Mining Varmint
Village, located on a remote, eastern-facing The flamboyant scallywag Maximus Wonderly
slope adjacent to the Otherness. runs a cryptid n’ critters zoo here as a front
You’d think such a perilous perch would for cryptid fights. He rakes in a ton of scrip
make the residents anxious, but no, they seem and barter from his cryptid circles and hires
as happy as you please. And why shouldn’t they stalkers to capture the most bizarre and vicious
be? Sunnyvale is Blight free, not a cloud in the creatures they can find.
sky, the temperature mild, the bosses forgiving. Wonderly sells some of the most exotic
The men are stout and handsome. The critters to the Big Boys, who in turn sell the
women firm-legged and pleasant. The village living ones to zoos in the City or as pets to
houses plumb, square, and spacious. Most all eccentric millionaires the world over.
of the folks are tow-headed and there’s nary a Wonderly is a true henchman of the Big Boys,
freckle to be seen on nary a face. almost impossible to turn, and his collection of
Sunnyvale is filled to the brim with plump trained cryptids could create massive casualties
babies, squalling with vigor. After a shift, you in any conflict.
won’t hear murder ballads or them low-down
blues spilling off any porches, just four-
cornered praise songs to hard work, long

80
Legend and Truth

Stygian Mountains Moth Caves


Down near the north-facing foot of Blasted
Blasted Beauty Beauty, a system of karst caves winds through
Plot Point Campaign: Act Ten: The Battle the limestone. A stunning array of multi-
of Blasted Beauty on page 150 colored stalactites hang from the roof of
the caves, which are home to hundreds of
The very first mountain top blown off by the
thousands of tiny bats.
Galloways, Blasted Beauty’s name is a dark joke,
for there’s nothing beautiful about it. It looks These bats fly from the mouths of the caves
like a godforsaken alien planet, inhospitable every night at dusk, a shrieking, roiling cloud
to all forms of life. Grooved roads circle its of fur and wings, a frightful but harmless
peak, so the Galloway workers can keep toting spectacle. What sometimes follows them,
down its coal. They blasted out another kind though, is the Holler’s most notorious
of rock, too, that has kind of a green glow to it, unnatural resident— a wide-winged, humanoid
like foxfire. creature, silvery-black, with red, glowing eyes.
The men who work that mountain come It flies swift and silent, dipping into the
back talking about nothing but the odd green valleys, its moonlit shadow cloaking travelers
rock, say it almost makes a humming noise, in a depth-less dread. It seems keenly drawn to
almost but not quite if that makes any sense, vehicles and machinery, often flying alongside
like it’s humming just above or below what a jalopy on a curvy, dirt road, stalking or racing
your ears can rightly pick out, but you know it. As far as anyone knows, the Moth has never
it’s humming anyways. They have only found a harmed a living soul.
few of them, but they are a wonder. He’s more like a shadow, a reminder that
A lot of these same men have been falling ill there are dark things in dark places that no
with vomiting and weird sores that don’t heal. one understands. Some say his appearance
They dizzy up real easy and some are even foretells a death, but deaths are so frequent in
losing their hair. Some of them think the rock the Holler it’s hard to tell for sure.
is a new kind of coal that might burn stronger There’s plenty of conjecture about what’s in
and cheaper. those caves— more of those funny, green rocks
The Galloways are keen to find out, sending like the ones they found on top of Blasted
up their excavation experts to do all kinds of Beauty, or one of the Big Boys’ laboratories, or
studying, but so far none of the Galloways has maybe even Old Scratch’s farm, full of other
visited the site personally. dire specimens, a grab bag of that ancient
miscreant’s familiars.
The green rock contains heavy deposits of
verdinite, a mildly radioactive and highly
explosive element created by the Sealing Off. The Roost
While Blasted Beauty holds some deposits, Savage Tale: A Famous Outlaw on page
there are also more concentrated deposits of 169
verdinite scattered around the Sootstones and This large cave on the steep slopes of the
Great Craggies, and many of them in places the Stygians is a refuge and gathering place for
Big Boys have yet to excavate. criminals of every sort, many of whom have
Enterprising geologists who discover this escaped from the Folsom Penal Colony or a
rock in abundance, and figure out ways to lawman’s posse.
harness its power, have a powerful weapon in
their arsenal. Whistling Gorge
Near the top of Erinyes Mountain at the
Blasted Beauty is the suggested scene of the
southern end of the Stygians, a rocky
final battle in the Plot Point Campaign.
outcropping overlooks a deep gorge. A
▪ LEGENDARY LANDMARK prevailing northerly wind sweeps into the
Seeing the devastation wrought by the gorge and rises against Erinyes, gaining
Galloways steels a hero’s will, granting her strength before it hisses through the gaps in
Conviction. the outcropping.

81
Holler: An Appalachian Apocalypse

A spirit of forgiveness or a spirit of vengeance


THE CITY descends toward you. Which will it be?
Depends mostly on the wind.
The City should, for the most part, remain
a mystery in the minds of the players.
It’s a faraway place. It’s big and bustling.
People there have freedoms and luxuries
Holler folks can barely imagine. This much
they’ve heard through rumors or drifting
from the radio in the shift boss’ office.
Beyond that, let the players’ imaginations
run wild.
What does an outsider archetype, like
a schoolteacher hired by the Big Boys,
know about the City? Pretty much the
same things the other Holler residents
do. Such schoolteachers are subject to the
same memory/time distortions as lifelong
Holler residents once they spend a bit of
time there.
The City itself? It’s a 1920’s-style megacity,
an even bigger version of New York or
Chicago, with a touch of steampunk
gadgetry and Teslan energy powering
its industry. It’s wealthy, bustling, and
dynamic, enjoying living in an era of Jazz
Age excess.

That’s how you to get Whistling Gorge,


a place where the wind is nearly vertical
and unnerves you with its trilling
and whining. The gorge holds souls
and secrets.
Sometimes a person commits a violence that
feels justified at the time, or lashes out with
reckless rage, or does a cold, uncaring thing out
of greed or fear and someone else pays with his
life. Conscience is a funny thing. Sometimes
it’s easy to keep clean— it gives you an answer
for everything, a little pat on the back, says
keep going, keep smiling, keep whistling.
Other times your misdeeds lodge in your
brain like a bundle of malignant hearts,
mocking your soul and sanity with their
beating. If you get to feeling that way, you can
always climb up to Whistling Rock, not an easy
trek, but penance never is.
Call out for the soul you wronged, however
you wronged them. Like as not, it comes
floating up, hovers right there above you. Best
bow down and say your piece. Say it well and
say it true.

82
Chapter 8:
Adventure Generator

This book offers a full Plot Point Campaign (Clubs), Fortunes (Diamonds), Folks (Hearts),
that follows a group of revolutionaries from or Foes (Spades) Table.
a collection of ragtag dissidents to the leaders
of an unorthodox but resourceful coalition, 4. For all three types of adventures, finish the
capable of challenging the Big Boys (See basics by rolling 1d20 on the Complications
Chapter 9 Blasted Beauty on page 102). A Table to give your adventure a twist.
set of ten Savage Tales (see page 155) is also
5. This step is optional, but if you want to
included to be used as supplements to the Plot
add an additional twist to a an Uprising or
Point Campaign or run as one-shot adventures.
Critter adventure, roll 1d20 on the Character
The generators in this chapter are useful in a Study Table to add an interesting character
variety of ways. The adventure generators can development angle to the tale.
be used to create additional episodes between
6. Consider the generated elements, previous
Plot Point campaign chapters, the plot/conflict campaign developments, and the backgrounds
basics for a quick one-shot, or create the seeds of the heroes as you figure out the plot. Think
of the Shift Boss’ own campaign. about themes that could tie the various
elements together, then create the necessary
narrative connections/hooks to build a
Holler Adventure coherent story for the adventure.
Generator
SIMPLE FOLKS
Generator Directions The Folks Generator (starting on page 94)
1. Roll or choose the type of adventure (d6=1–2 is a big time saver in practically any type of
Uprising, 3–4 Critter, or 5–6 Character Study). game.
2. Roll 1d20 on the Uprising, Critter, or It quickly gins up interesting nonplayer
Character Study table for the adventure’s basic characters with their own motivations
and leanings, with reliably Appalachian-
objective.
sounding names, including the possibility of
3. For a Critter adventure, skip straight to the the venerable double-barreled first name!
Foes Table on page 92 to determine the type
When such a character is needed, roll it up
of creature the party must face.
and write it down. You never know when the
For Uprising or Character Study adventures, random chicken rancher you rolled up could
draw a card from the Action Deck to determine develop into of the hero’s most stalwart
the Adventure Details, then roll a d20 on the allies—or exasperating rivals!
table that matches the card’s suit: Obstacles

83
Holler: An Appalachian Apocalypse

Critter table
After generating the mission, roll on the Foes Table (page 92) for the creature.
D20 MISSION
Taxing Taxonomy: Track and identify a new kind of critter that’s been wreaking havoc
1 in a given area. The physical/psychological characteristics of this creature are linked to a
deeper mystery.
Irascible Infestation: Liberate a village that’s been overrun by a specific kind of
2 creature. This could involve a variety of techniques, from hunting to catching to
domesticating to pied pipering to dynamiting.
Vector Varmints: Combat/cure pestilence. A local critter population is afflicted with a
dreadful disease. Perhaps they are vectors of the disease that’s now ravaging a village, or
3 perhaps the disease has made them more aggressive or changed their behavior in some
other problematic way. Root out the cause of the disease to stop its spread and/or find a
cure to help sick folks.
Legendary Lair: Spelunk or mountaineer to glory. An infamous critter is rumored to
4 have an object of great value in its lair, or the lair itself possesses a special supernatural
property.
Rich Resource: Hunt and harvest a group of critters that provide a much-needed
5
resource—food, hides, horns, witching ingredients.
Catch and Release: Sometimes the best course is not to kill a critter, but to catch it,
transport it, and relocate it in a remote (and likely highly dangerous) area. Why is this
6
sometimes the best course? Ethics, religion, or conservation, most likely. Or maybe
some other high-minded principle that’s likely to get you killed.
Reckless Eradication: Sometimes the best course is to kill the critter, and every critter
7 like it that you see, and to keep killing until you don’t see no more of that kind of
critter at all.
Animal Husbandry: Examples abound, Holler-wide, of unnatural abominations, parts
from different critters mixed and matched to make a new critter altogether. This might
8
be more of a long-term project. Capture different kinds of critters, breed them. See
what the babies look like! Train them. Let the shenanigans ensue.
Heavy Petting: You see a critter that you take a shine to, or that could be of enormous
9 help, if it could be tamed. Catch and train that critter and make it your pet. Just hope it
don’t bite off the head that’s attached to the hand that feeds it.
Critter Sitter: A critter or group of critters is in danger and needs help. These dangers
10 can be natural (other critters, forest fire, flood, disease, lack of food) or man-made
(Blight, overzealous hunters). Get out there and help them critters!
Haruspicy: Some critters are links to the past or the future. Prophesy and insight are
11 lodged in their innards. A seer (one of the heroes or a prominent ally) needs a scrying
organ from a specific critter to divine the turnings of fate.
Mysterious Behaviors: A group of critters radically changes one of its behaviors,
like migrating to a new area, developing new dietary habits, becoming more or less
12
aggressive, adopting cannibalistic or lemur-like tendencies. Find the cause (which is
likely worse than the effect) and restore what’s left of nature’s balance.
Terms of Appeasement: A large, normally non-aggressive critter that’s too tough for
the group to kill is enraged. Maybe it hasn’t received a proper sacrifice, or maybe there’s
13
something in its environment that’s setting it off. Find out what it wants or what’s
agitating it before it wipes out everything in its path.

84
Adventure Generator

D20 MISSION
Bestial Nature: Folks in a village (or perhaps one on the team) start manifesting
the characteristics of a specific critter, behaviorally and/or physically. Maybe it’s
14
lycanthropy, maybe it’s a new kind of witchery. Solve the mystery or the devolution
becomes an epidemic.
Mysterious Behaviors: A group of critters radically changes one of its behaviors,
like migrating to a new area, developing new dietary habits, becoming more or less
15
aggressive, adopting cannibalistic or lemur-like tendencies. Find the cause (which is
likely worse than the effect) and restore what’s left of nature’s balance.
Mutation: A critter develops a new mutation—horns, infravision, a second row of teeth,
the ability to fly short distances, the capacity for speech, the ability to mimic/shapeshift—
16
that makes it substantially more dangerous. Eliminate the mutants and find the source
of the mutation.
Bounty: A powerful Holler resident is offering a substantial bounty for a souvenir from
17 a critter. Maybe she’s willing to pay in rare cash money or maybe you can barter for a
crucial piece of equipment or future favor.
Stalked: A terrifying critter is stalking the group. They don’t see the creature but know
that it sees them. They feel rage-filled eyes on them everywhere they go, see traces of its
18 tortured existence. What does it want? Who sent it? Can the hunted become the hunter,
or are the troublemakers destined to meet the hideous beast on its terms and when
they least expect it?
Costumery: A likely absurd/comedic twist of fate requires the team to disguise
themselves as critters to accomplish their goals. Perhaps they are disrupting a ritual
19
sacrifice, performing surveillance of a stretch of pasture, or staging a hoax or false flag
operation.
Nightmare: A critter terrorizes the dreamers while they sleep. They must enter the
20 haunted dreamscapes of their own minds to confront and conquer the critter, else
they’ll be driven mad.

85
Holler: An Appalachian Apocalypse

Uprising table
Roll a d20 to determine the Mission, then draw a card and throw in a Twist based on the suit:
Obstacles (Clubs) page 88, Fortunes (Diamonds) page 90, Folks (Hearts) page 91, or
Foes (Spades) page 92.
D20 MISSION
Dig Dirt: Discover/reveal compromising information about a Big Boy’s personal life,
1
business deeds, or belief system.
Smuggle Supplies: Steal supplies for the resistance—weapons, munitions, cars, food,
2
production machinery or transport contraband between allies for strategic purposes.
Discover Scheme: Infiltrate an Experimentation Site—Mt. Folsom Penal Colony, Burnt
3 Chimney, Sunnyvale Mining Village, or the Bondurant asylum to discover the Big
Boys’ schemes.
Sabotage: Disrupt or destroy a work site, important machinery, or one of the Big Boys’
4
institutions of control.
Community Service: Assist Holler residents by doing good works, providing material
5
comfort, building infrastructure, or addressing a community problem.
Establish Territory: Build a resistance outpost, clear enemies or other obstacles from a
6
strategic area.
7 Fly a False Flag: Stage an unfortunate event and blame it on the Big Boys.
Jury-Rig: Steal machinery or other industrial material and fashion/modify weapons,
8
munitions, traps, or vehicles.
Double-Agent Dupe: Ingratiate yourself to the Big Boys’. Work on their behalf to gain
9
access, garner intelligence, and reap rewards.
Scab Hunt: Ferret out (or eliminate) the Big Boys’ spies and other company
10
sympathizers.
Unfavorable Favor: Undertake a delivery mission for a prominent Holler resident
11 to forge a potential alliance with them or in exchange for contraband or important
information.
Rescue/Recovery: Rescue a missing Holler resident or a material possession that has
12
been confiscated by the Big Boys.
Fight Blight: Reduce Blight in a heavily afflicted area via magic, engineering, or a
13
dedicated clean-up operation.
Skirmish: Engage Kramer-Holt agents, mercenaries, or cultists in a tactical battle. Set
14
up an ambush. Use the landscape to your advantage. Stage a raid. Hit n’ run.
Kidnap: Kidnap an important target to gain intelligence, bargaining leverage,
15
or a ransom.
16 Assassinate: Stealthily eliminate a Big Boy or one of their prominent associates.
Party/Ritual: Throw a Stomp Party or participate in a Custom to win friends and
17
influence people.
Arcane Quest: Seek arcane knowledge, derived from demons, haints, cryptids, or a
18
soothsaying resident that can be leveraged against the Big Boys.
Hearts and Minds: Foment revolutionary sentiment among a group of residents or seek
19 to build alliances between different groups. Spread your message using multiple channels,
recruit allies, start a union chapter, combat the Big Boys’ propaganda, speechify.
Strike: Organize and stage a Strike. Call the Big Boys’ bluffs. Demonstrate. Prepare for
20
retaliation. Prepare for battle.

86
Adventure Generator

Character table
The Character Study generator can be used to develop full missions or introduce complications
in other missions that tests a character’s ethical values or personal resolve. The Shift Boss should
take care to create dynamic situations that allow characters agency in terms of how they feel and
react in relation to these quandaries, rather than assigning them emotions or forcing them into
a particular action/response.
Roll a d20 to determine the event, then drawn an Action Card and roll on the appropriate
subtable: Obstacles (Clubs), Fortunes (Diamonds), Folks (Hearts), or Foes (Spades) Table.
D20 MISSION / ADDITIONAL COMPLICATION
1 Betrayal: A trusted ally betrays one of the heroes.
Revenge: A past enemy seeks revenge on one of the troublemakers, either through
2
direct physical violence or a cunning scheme.
Feud: A past enemy escalates tensions with one of their rivals on the team, declaring
3
a kin-feud.
4 Romance: An alluring Holler resident falls hard for one of the rebels.
5 Competition: An ally or foe challenges one of the heroes to a contest.
6 Loyalty: A trusted ally tests a friend’s loyalty, asking a lot in return for very little.
7 Fear: A hero is confronted, head-on, with her greatest fear.
Faith: A freedom fighter’s strongly held belief system is fundamentally challenged in
8
some way.
9 Grief: Someone on the team suffers the loss of a close family member or friend.
Dilemma: Two allies are under mortal threat at the same time. Which group or
10
individual does the savior choose to help?
Kin Bond: A teammate’s family desperately needs help, or a long-lost family member
11
appears with a grudge, or a hero learns a powerful or troubling family secret.
Revelation: One of the malcontents experiences a profound vision, either a disturbing
prophecy or a transcendent dream of a better world. What does she do with this
12
newfound mystical knowledge—regard it as truth or illusion? Share it widely or keep it
hidden away?
13 Material Dispossession: An agitator loses his most important material possession.
14 Shame: A hero is publicly shamed by false rumors of a great misdeed.
Fast Friends: Someone encounters an enthusiastic new friend, who is seemingly
15
willing to do anything for him. Are the friend's motivations pure?
Judgment: A hero is asked to resolve a dispute between strongly opposed
16
individuals or clans.
Leadership: A freedom fighter is identified as a strong leader and symbol of hope
17 for a particular group. The group asks him to lead them in confronting or surviving a
dangerous situation.
Humility: The rascal is asked to humble himself before a village elder, cult leader, or
18
boastful rough and tough to gain their much needed cooperation.
Which Side Are You On: A representative of the Big Boys makes the ne’er-do-well a
19
generous offer to become a mole or betray the group at a crucial moment.
Trials & Tribulations: A hero is confronted with a particularly tough predicament.
Roll again. On a 1–19, choose the corresponding entry on this table and use an extreme
20
version of it. On a 20, roll twice on the chart, discarding any 20’s. Confront the target
with extreme versions of each entry in relatively quick succession.

87
Holler: An Appalachian Apocalypse

Adventure Details
Draw an Action Card to add Additional Details to an Uprising or Character Study Adventure

CLUBS—OBSTACLES
D20 OBSTACLE
Terrain Hazard: Sinkholes, rock or mudslides, steep, unpredictable, or slippery terrain.
1
See Terrain Hazards.
Weather Hazard: Heavy rain or snow, fog, wind, cold, heat, lightning. See Hazards in
2
Savage Worlds.
Shakedown: The team encounters a checkpoint manned by 2d4 Kramer-Holt agents.
3
The agents confiscate weapons and other valuables.
Bad Ammo: Shots fire errant (–2 Shooting) or don’t fire at all. On a Critical Failure, the
4
firearm explodes, causing 2d8 damage.
Spoiled Vittles: The group’s food supply is rancid and inedible and/or contaminated
5
with Disease (see Savage Worlds).
Extreme Blight: The heroes encounter a heavily Blighted environment. –2 penalty to
6
Blight roll for this session.
Feckless Wandering: Dense fog, labyrinthine trails, or demonic/ghostly interference
7 leads the group astray. A successful Survival roll (–2 penalty) sets them right. With a
failure, they’ve traipsed straight into danger. Roll on the Foes table!
Unnatural Natural Phenomenon: A blood moon, a strange, flying object, a
strong sense of déjà vu, or a mysterious hum in the air. Something’s not right! An
8
overpowering sense of the uncanny pervades the group. –2 penalty to Spirit rolls for
the session.
Blightening: A Blight Storm with Thunder and Lightning strikes each time the party
9
engages in combat.
It’s a Trap: Roll on the Foes table. The resulting Foe(s) sets up a lowdown ambush. The
10
foe gets The Drop.
A Bit Peaked: Something’s catching. The group is afflicted by the bloody flux, the
11 hacking shivers, the roiling dyspepsia, brain fever, or the like. See Diseases in
Savage Worlds.
A Little Tipsy: The heroes spent a little too much time at Stump Bumpers, or a similar
establishment, before undertaking their task. –2 to Agility/Athletics rolls or –2 to
12 Smarts/Folklore rolls for the session, depending on how the grog hits them (Shift Boss’
discretion). If an imbiber’s adherence to teetotaling is a part of their personality, this
character didn’t partake, but is likely tasked with taking care of his likkered up fellows.
Contact High: The red clay in the area is potent, giving the travelers a contact high
13 from merely stepping foot on it. Every hero takes the Habit Hindrance (Clay Eater)
(Major), for the duration of the session.
Big Personalities: Tensions are running high in the group. Minor annoyances have
14 the potential to flame into major disputes. Any of the companions’ Minor personality-
based Hindrances become Major for this session.
Spooked: The mind is a haunted house. It don’t take much to get it running in circles,
peeping around corners, inventing dangers that aren’t really there, or overreacting to
15
what is. A strange force or unnerving circumstance undermines the fighters’ resolve. –2
penalty on Spirit rolls to resist Fear. +2 to Fear Table rolls.

88
Adventure Generator

Hanger On: Roll on the Folks table. This person feels compelled to follow the freedom
fighters as they go about their business. He desperately wants to be involved in every
16
situation. Give the Hanger On an appropriate motivation or belief for this behavior. If
he’s sent away, he will secretly follow them, and likely emerge at exactly the wrong time.
Pests: A swarm of vermin is running loose, complicating most every situation, whether
it’s travel, negotiations, or combat. Bats, rats, locusts, fire ants, spiders, creepy
17
crawlies, or snakes are everywhere—migrating, mating, or being directed to attack by a
malevolent force.
Prying Eyes: An antagonist successfully stalks and spies on the heroes. She sees or hears
18
their every move during the session and reports their activities back to her superior.
Transportation Woes: The jalopy breaks down or the horses run away or are stolen.
19 If the travelers are on foot, introduce a Hazard (see Savage Worlds), a terrain specific
obstacle, or refer to the Feckless Wandering result on this table.
Extra Dimensional Pocket: The trekkers encounter a strange time/space anomaly. The
extra-dimensional pocket might be a demon’s lair, a lost capsule of time, an animated
20
memory/nightmare, a forgotten village (a Holler in the Holler from the Obstacles Table),
or another disturbing instance of warped reality.

hows you
, “A true prophet s ow. Ye just
what ye already kn it ye t.”
don ’t know ye know
n, A S eer.
—Ruby-Jane Larki

89
Holler: An Appalachian Apocalypse

DIAMONDS—FORTUNE
D20 FORTUNE
1 Corn Likker: A stash of 1d6 jugs of premium corn likker.
2 Ammunition: 2d10 shotgun shells, bullets, arrows, or stones.
3 Clothing: Fancy City clothes stuffed in a trunk.
4 Horses: 1d3 Wild Horses or Fine Riding Horses loitering about.
Jalopy: A Juiced-Up jalopy in relatively fine shape is camouflaged by branches just off
5
the road. Hot wire and go!
Abandoned Still: The still is in a remote location and there are no other moonshiners
6
in sight. A new business opportunity?
Abandoned Cabin: A three-room cabin with a big fireplace is found in a convenient or
7
strategic location. A new base of operations?
Bounty: The heroes spy a bounty sign (reward in scrip, barter, or, rarely, cash money)
8 posted by a local sheriff, farmer, or moonshiner. The subject of the bounty might be an
acquaintance of the group, a known enemy, or a mysterious stranger.
Tommy Gun: A careless Kramer-Holt agent is a rare thing, but this “City Typewriter”
9
has been left in a conspicuous location, ripe for the taking!
Scrip: Some unlucky worker lost a wad of scrip in the street. It might be a futile exercise
10 to hunt down the rightful owner, but there’s enough there to purchase a piece of
furniture or some other minor luxury from a company store.
Cash Money: Real, live dollars usually only come from Big Boys, smugglers or family
11
stashes. The group finds a thick wad of crinkly dollar bills in a surprising location.
Industrial Machinery: The group discovers a discarded throstle frame, weaving
12
machine, loom, coal cart, coal-cutting machine, or rail car.
Handy Implement: A handy object that’ll likely help the group with their current
13 mission. A pitchfork, a shovel, climbing gear, a radio, a wedding ring, a gas mask, a
tuning fork, a ball bat, a raft.
Dynamite: Well, I’ll be. Somebody left 1d6 sticks of dynamite (with some nice, long
14
fuses) just laying around.
Rare Herb: A patch of medicinal herbs. Anyone versed in the doctoring arts will know
15
what to do with them. +2 on Healing rolls or spells this session.
Rare Hides: The corpse of a giant black bear is stinking up the woods. Skin the poor
16
fella and patch together a couple of Giant Animal Hides for +2 Armor.
Clue: The investigators discover a clue that greatly aids in solving a mystery, gives them
17
a tactical advantage against their foe, or helps them avoid danger.
Golden Ticket: The infiltrators find a key, decode a password, or find a hidden
18 passage that gains them easy access to an otherwise heavily-guarded or nigh
impenetrable location.
19 Unexpected Ally: A former foe or unlikely friend helps the heroes.
Deus Ex Machina: A tremendous stroke of good fortune delivers the team from
inevitable defeat or impending death. This could be a natural occurrence (like a
20 rockslide that crushes their enemies) or a supernatural one, like a demon being
sucked into a spontaneous vortex. Whatever happens, it should be cinematic, operatic,
climactic, leaving the group in a state of wonder and relief.

90
Adventure Generator

HEARTS—FOLKS
D20 FOLKS
Clay Den Denizens: 2d6 Meatyardians have taken up residence on the outskirts of a
1
rural village, causing deep unrest among its residents.
Tinker: An old tinker with a nasty disposition and a cart full of junk puts the hard-sell
2
on the group.
Mad Prophet: An angry prophet is unsettling village residents with predictions of a
3
New Curse.
Circuit Rider: A handsome young preacher rides into town, claiming the Lord gifted
4
him with the knowledge of “a new form of salvation,” and the power to heal the sick.
Cultists: 1d6 cultists (either from Shadrach, Jeremiad, or Hemlock) are in town,
5
stealthily attempting to recruit workers to their communities.
6 Hunting Party: The group encounters a party of 1d4 curious hunters in the woods.
Moonshiners: The group stumbles upon 1d4 workers tending a still. Rarely a
7
good thing.
Revelers: 2d4 rowdy, intoxicated folks are causing a ruckus in the streets, committing
8
petty vandalism and harassing sober-minded locals.
Pickers: The weary travelers stumble across an impromptu string band jam session,
9
with 1d6 friendly musicians ready to trade stories or hooch.
Granny Woman: An anxious granny woman is traveling to a remote cabin to aid
10
in a birth.
Mountain Man/Woman: A Mountain dweller strolls into town after disappearing many
11
years before, or one appears to warn the group away from their hunting grounds.
Victim: The heroes encounter the victim of a robbery or beating (in need of medical
12
attention) on the side of the road.
Workers: 2d6 workers coming off a long shift question the group members about their
13
respective political views.
14 Youngins: 1d4 cavorting youngins show a keen interest in the team and its activities.
Runaway: The group discovers a runaway adolescent, hiding in the woods, a junkyard,
15 or an abandoned rail car. The adolescent describes the traumatic domestic situation
that led them to escape.
Stranger: A funny talking stranger with fancy clothes shows up at a local speakeasy.
16
Could he be from the City?
Company Men/Women: 1d6 supporters of the Big Boys verbally harass the
17
revolutionaries in a public venue.
Criminals: The group unwittingly chance upon illegal activity—1d4 smugglers, thieves,
18 or Rough and Toughs are up to no good. The scalawags’ first instinct is not to run or
engage them in combat, but rather to request assistance in completing their job.
Famous/Infamous Folk: A Wild Card the rebels have encountered before (or heard
19 rumors of) asks for a special favor. If the adventure is an Unfavorable Favor, have two
opposed Wild Cards ask the team for conflicting favors.
Big Boy: A chance encounter with a Big Boy creates an opportunity for surveillance,
20
social interaction, kidnapping, or assassination.

91
Holler: An Appalachian Apocalypse

SPADES—FOES
D6/D20* FOE
1 Cryptid: (select 1 from Bestiary, Cryptids on page 218 ).
2 Demon: (select 1 from Bestiary, Demons on page 229).
3 Haint: (select 1 from Bestiary, Haints on page 246).
4 Fae: (select 1d4 of same type from Bestiary, Fae on page 240).
5 Animal: (select 2d4 of same type from Bestiary, Critters on page 213).
6 Giant Animal: (select 1 from Bestiary, Critters on page 213).
7 Kramer-Holt Agents: (1d6, Kramer-Holt Agent on page 208).
8 Scalawags: (2d4, Scalawag on page 211).
9 Serial Killer: (page 208, and/or create personality using Folks Generator).
10 Robbers: (1d6, Grave Robber on page 207).
Lawman and Deputies: (see Lawman on page 208 and 1d4 Company Guard
11
on page 206).
12 Hemlock Cultists: (2d4, Cultist on page 207).
13 Grave Robbers: (2d4, Grave Robber on page 207).
14 Scabs/Company Guards: (2d4 scabs on page 210, or company guards on page 206).
15 Rough and Toughs: (1d6, Rough and Tough on page 210).
16 Witches: (1d4, Witch/Warlock on page 212).
17 Worker Ghouls: (2d6, Worker Ghouls on page 227).
18 The Riders: (1d4, see page 209).
19 Old Scratch: (see page 222).
20 Big Boy: (see Big Boys on page 197).
* Roll a d6 for a creature or cryptid, or a d20 to include humanoid foes.

92
Adventure Generator

Complications
D20 COMPLICATION
1 Go Deep: Roll on the Character Study Generator Table
2 Obstacles are Complications, Too: Roll on the Obstacles Table
3 Fee Fi Foe Fum: Roll on the Foes Table
No Fighting: Circumstances dictate the freedom fighters must accomplish their goals
4
without fighting.
Crossing the Streams: Add an entry from a different Adventure Generator (Uprising
5
or Critter).
Oh, the Irony: The heroes are confronted with an ironic plot twist. The braggart bully is
6 really a coward, the village idiot possesses rarefied wisdom, the barricades folks built to
protect themselves from demons trap them inside their homes with the demons.
Oh, the Humanity: The adventurers are confronted with a hair-raising, horrific scene
7 at some point in the adventure that ups the moral/ethical stakes, such as cannibalism,
or perverse necromancy.
Sympathy for the Devil: One of the roustabout’s antagonists displays a level of
8
vulnerability or humanity that makes him seem not so evil after all.
Bad Reviews: The locals are not happy with some aspect of the ruffians behavior or
9
tactics, and many in the town/village turn against them.
Nothing Is As It Seems: The apparent threat in the adventure is a ruse, the main
10 adversary turns out to be an ally, or vice versa, or the root of the adventure’s trouble
stems from a surprising source.
Late to the Party: When the adventurers confront a threat, they find that another
11
group (with different motivations) has already dealt with it... badly.
Captured: Near or after the conclusion of the adventure, the team is captured by a
12
third party (an enemy or enemies not related to the original adventure).
A Holler in the Holler: The Big Boys’ or demons' or the rebels’ activities trigger a minor
version of the Curse, separating a town or village from the rest of the Holler in an
13
extra-dimensional pocket. Folks are trapped here until the party finds a way to reverse
the anomaly.
Sojourn: The wanderers must make an unexpected journey to a faraway location to
14
accomplish their goals.
Hasty Exit: A fire, flood, earthquake, explosion, or swarm of new enemies forces the
15
group to make a death-defying escape at the end of the adventure.
It Couldn’t Possibly Get Any Worse: The rabble rousers encounter a succession of
obstacles and complications, each one a little more problematic than the last. These
16
woes can have a comedic or tragic cast, but the heroes should definitely feel like the
universe is out to get them by the end of the adventure
Old Foe/New Foe: An old foe makes an unexpected return, or a new foe (primed to be a
17
recurring arch nemesis) emerges.
Complicit: In accomplishing their goals, the ne’er-do-wells unwittingly advance an
18
adversary’s agenda.
False Boss: The heroes think they’ve just killed the Big Bad in a dramatic fight. But, wait.
19
What’s that noise? The earth begins to shake, and the bigger, badder foe is tagged in.
20 Gloom, Despair, and Agony On Me: Roll twice on this table, ignoring results of 20.

93
Holler: An Appalachian Apocalypse

Folks Generator
FIRST NAMES TABLE
On a roll that ends with 0, the character has a double-first name. Roll on the appropriate
table below.
D100 FIRST NAME D100 FIRST NAME D100 FIRST NAME D100 FIRST NAME
1 Alice 26 Josephine 51 Abraham 76 Malcolm
2 Amelia 27 Kay 52 Angus 77 Malachi
3 Annabelle 28 Lucille 53 Buck 78 Nehemiah
4 Bettina 29 Lila 54 Boone 79 Norris
5 Blanche 30 Mary 55 Calvin 80 Otis
6 Bessie 31 Minnie 56 Cordell 81 Odell
7 Caroline 32 Maybelle 57 Dalton 82 Purcell
8 Cricket 33 Nellie 58 Dale 83 Padget
9 Celia 34 Nora 59 Elmer 84 Quincy
10 Delilah 35 Orla 60 Earl 85 Rusty
11 Daisy 36 Odette 61 Floyd 86 Roderick
12 Elizabeth 37 Petunia 62 Finn 87 Ralph
13 Eloise 38 Pepper 63 Franklin 88 Sherman
14 Estelle 39 Quinn 64 Gus 89 Sullivan
15 Frances 40 Ruby 65 Gilbert 90 Sonny
16 Florence 41 Rose 66 Hoke 91 Tolliver
17 Fannie 42 Rinny 67 Hoyt 92 Toby
18 Gertrude 43 Suzanne 68 Harley 93 Tucker
19 Glory 44 Scarlett 69 Isaac 94 Uriah
20 Hannah 45 Sarah 70 Irwin 95 Ulmer
21 Henrietta 46 Talullah 71 Jasper 96 Vernon
22 Ida 47 Tabitha 72 Jeb 97 Vance
23 Imogene 48 Violet 73 Kaleb 98 Wilbur
24 Iris 49 Wren 74 Lloyd 99 Yancey
25 June 50 Zadie 75 Lawson 100 Zebulon

NICKNAMES TABLE (USE SPARINGLY):


DOUBLE FIRST NAMES DOUBLE FIRST NAME
TABLE: WOMEN TABLE: MALE D10 NICKNAME D10 NAME
1 Bubba 12 Hoss
D10 NAME D10 NAME
2 Sissy 13 Birdy
1 Sue 1 Jones
3 Tiny 14 Boo
2 May 2 Smith
4 Red 15 Shorty
3 Rose 3 Ray
5 Scooter 16 Mule
4 Ella 4 Everett
6 Bones 17 Lucky
5 Anne 5 James
7 Trigger 18 Little 'Un
6 Kate 6 Hayes
8 Beanpole 19 Coot
7 Grace 7 Michael
9 Wormy Double Name.
8 Jane 8 David Roll on the
10 Honeybee 20
9 Beth 9 Bobby Double First
11 Big 'Un Names Table.
10 Jean 10 Dale

94
Adventure Generator

SURNAMES TABLE
D100 SURNAME D100 SURNAME D100 SURNAME D100 SURNAME
1 Adkins 26 Giddings 51 Noble 76 Strong
2 Ambrose 27 Golden 52 Nutter 77 Stout
3 Aiken 28 Gurney 53 O' Brien 78 Stump
4 Barber 29 Hall 54 O' Toole 79 Stillwell
5 Burke 30 Hackworth 55 Ogden 80 Sowers
6 Butcher 31 Hodgens 56 Patterson 81 Stayton
7 Buzzard 32 Hucks 57 Perry 82 Talbot
8 Bunch 33 Ingles 58 Page 83 Tipton
9 Carpenter 34 Irvin 59 Proctor 84 Thacker
10 Childers 35 Jacobs 60 Poe 85 Thrasher
11 Crump 36 Justus 61 Penny 86 Teague
12 Cyphers 37 Kelley 62 Quarles 87 Underwood
13 Durst 38 Kiser 63 Quinn 88 Upton
14 Deaton 39 Lackey 64 Rader 89 Vaughn
15 Davis 40 Lark 65 Ramey 90 Vincent
16 Dunlap 41 Lawson 66 Ranson 91 Vickers
17 Dugan 42 Lockhart 67 Reeves 92 Wade
18 Earle 43 Littlejohn 68 Riley 93 Weaver
19 Epley 44 Lear 69 Row 94 West
20 Earnhardt 45 Manning 70 Rutherford 95 Whitman
21 Farmer 46 McGuire 71 Rood 96 Wyatt
22 Fox 47 McSweeney 72 Sage 97 Wingo
23 Flowers 48 McClintock 73 Shunate 98 Yancey
24 Fugate 49 Milner 74 Sykes 99 Yates
25 Gaskins 50 Neese 75 Stackpole 100 Zell

and dying for


g
a m in er—digginerground.”
rson is up und
“ Every pe recious, ending
what’s p
r P o e , a miner.
—Tayl o

95
Holler: An Appalachian Apocalypse

DISTINGUISHING DETAILS TABLE: WOMEN


D100 FEATURE D100 FEATURE D100 FEATURE
1 Bonnet 45 Light Build 86 Goes Barefoot
2 Floppy Hat 46 Stout Build 87 Dresses “Like a Man”
3 Severe Bun 47 Short 88 Dresses Provocatively
4 Long Hair 48 Tall 89 Limps
5 Pigtails 49 Sores 90 Lisps
6 Curly Hair 50 Scratches 91 Beautiful Teeth
7 Thinning Hair 51 Bruises 92 Missing Teeth
8 Beautiful Eyes 52 Nicely Perfumed 93 Wildly Unkempt
9 Narrow-Set Eyes 53 Strong Body Odor Meticulously
94
10 Rheumy Eyes 54 Apron Put Together
11 Strabismus 55 Store Bought Dress 95 Walks With Cane
12 Unusual Eye Color 56 Deep Voice 96 Attempts to Cover Face
13 Beady Eyes 57 High Voice Frequently Makes
97
14 Intense Eyes 58 Squeaky Voice Superstitious Gestures
15 Wide-Eyed 59 Raspy Voice 98 Licks Lips
16 Upturned Nose 60 Frequently Curses 99 Bites Bottom Lip
17 Large Nostrils 61 Frequently Apologizes 100 Whistles
18 Flared Nostrils 62 Talks in Circle
19 Long Nose 63 Repeats Phrases OCCUPATION/
20 Hooked Nose 64 Likes to Use Big Words IDENTITY: WOMEN
21 Thin Lips 65 Speaks Rapidly D20 OCCUPATION/IDENTITY
22 Thick Lips 66 Speaks Slowly 1 Millhand
23 Rose-Colored Lips 67 Talks Loudly 2 Logger
24 Persistent Lip Snarl 68 Whispers 3 Miner
25 Strong Chin 69 Talks With Hands 4 Driller
26 Weak Chin 70 Avoids Eye Contact 5 Farmer
27 Cleft Chin 71 Prolonged Eye Contact 6 Rail Worker
28 High Cheekbones Invades Personal 7 Bluegrass Musician
72
29 Dimples Space When Speaking 8 Granny Woman
30 “Elvish” Ears 73 Touchy Feely 9 School Teacher
31 Big Ears Maintains Distance 10 Company Woman
74
32 Missing Eye While Speaking 11 No Account
33 Missing Ear 75 Nervous Fidgeting 12 Mountain Woman
34 Facial Scar 76 Gets Hiccups Often 13 Bartender
35 Prominent Mole 77 Nervous Laughter 14 Seamstress
36 Wen 78 Sneezing Fits 15 Quilter
37 Goiter 79 Muffled Cough 16 Homemaker
38 Arched Eyebrows 80 Walks Briskly 17 Rabble-Rouser
39 Thick Eyebrows 81 Walks Slowly 18 Holy Roller
40 Thin Eyebrows 82 Hums Under Breath 19 Rough and Tough
41 Uni-brow Frequently Adjusts 20 Jezebel
83
42 Elegant Neck Hair / Clothes
43 Long Neck 84 Yawns Frequently
44 Short Neck 85 Wears Boots

96
Adventure Generator

DISTINGUISHING DETAILS TABLE: MEN


D100 FEATURE D100 FEATURE D100 FEATURE
1 Stovepipe Hat 45 Long Neck 87 Wears Fancy Shoes
2 Stetson Hat 46 Slight Build 88 Goes Shirtless
3 Cowboy Hat 47 Stout Build 89 Walks with a Cane
4 Derby Hat 48 Big Hands 90 Limps
5 Bald 49 Muscle Bound 91 Lisps
6 Long Hair 50 Obese 92 Spits
7 Handle-bar Mustache 51 Short 93 Pretty Teeth
8 Extravagant Beard 52 Tall 94 Missing Teeth
9 Piercing Eyes 53 Strong Body Odor 95 Extra Teeth
10 Squinty Eyes 54 Long Coat Frequently Makes
96
11 Missing Eyes 55 Overalls Superstitious Gestures
12 Strabismus 56 Gruff Voice 97 Obscure Gestures
13 Mismatched Eye Color 57 Squeaky Voice Frequently
98
14 Vacant Eyes 58 Low Voice Adjusts Crotch
15 Pug Nose 59 Barking Voice 99 Walks Bowlegged
16 Broken Nose 60 Talks Slowly 100 Whistles
17 Drinker's Nose 61 Talks Rapidly
18 Flared Nostrils 62 Frequently Curses OCCUPATION/
19 Hairy Nose 63 Monosyllabic IDENTITY: MEN
20 Wyatt-Earp Mustache 64 Talks in Circles D20 OCCUPATION/IDENTITY
21 Thin Lips 65 Random Digressions 1 Miner
22 Thick Lips Frequently 2 Millhand
66
23 Cracked Lips Uses Clichés 3 Logger
24 Snarling Lips 67 Talks with Hands 4 Farmer
25 Strong Chin 68 Whispers 5 Driller
26 Weak Chin 69 Growls/Grunts 6 Rail Worker
27 Double Chin 70 Shouts 7 Company Minister
28 Jutting Forehead 71 Avoids Eye Contact 8 Preacher
29 High Cheekbones 72 Never Blinks 9 Company Man
30 Dimples Invades 10 Tavern Keeper
73
31 Missing Ear Personal Space 11 Bluegrass Musician
32 Big Ears 74 Maintains Distance 12 No Account
33 Cauliflower Ear 75 Nervous Fidgeting 13 Tinker
34 Missing Eye 76 Burps 14 Blacksmith
35 Facial Scars 77 Farts 15 Mountain Man
36 Tattoo 78 Coughs 16 Rough and Tough
37 Wen 79 Nervous Laughter 17 Holy Roller
38 Goiter 80 Walks Slowly 18 Grease Monkey
39 Sores 81 Walks Briskly 19 School Teacher
40 Bruises 82 Struts 20 Rake
41 Bushy Eyebrows 83 Frequently Sings
42 Arched Eyebrows 84 Futzes with Hair
43 Uni-brow 85 Yawns Frequently
44 Short Neck 86 Goes Barefoot

97
Holler: An Appalachian Apocalypse

PERSONALITY TRAITS
D100 FEATURE D100 FEATURE D100 FEATURE
1 Adaptable 35 Imaginative 69 Prim
2 Adventurous 36 Insouciant 70 Possessive
3 Agreeable 37 Irascible 71 Prejudiced
4 Aggressive 38 Intense 72 Religious
5 Ambitious 39 Irreverent 73 Reserved
6 Absent-Minded 40 Kind 74 Rowdy
7 Business-Like 41 Mellow 75 Regretful
8 Braggadocious 42 Moralistic 76 Sadistic
9 Charismatic 43 Morbid 77 Secretive
10 Cheerful 44 Mean 78 Scheming
11 Clever 45 Moody 79 Selfish
12 Curious 46 Melancholic 80 Shallow
13 Caustic 47 Maudlin 81 Sloppy
14 Dramatic 48 Miserly 82 Sad
15 Dutiful 49 Meddlesome 83 Sarcastic
16 Dreamy 50 Miserable 84 Skeptical
17 Deceitful 51 Malicious 85 Stubborn
18 Empathetic 52 Naive 86 Suspicious
19 Earnest 53 Narcissistic 87 Sly
20 Eloquent 54 Narrow-Minded 88 Tough
21 Earthy 55 Neurotic 89 Timid
22 Emotional 56 Nihilistic 90 Tense
23 Forceful 57 Obnoxious 91 Unpredictable
24 Fun-Loving 58 Obsessive 92 Unsentimental
25 Fierce 59 Obedient 93 Uninhibited
26 Frugal 60 Outspoken 94 Unimpressed
27 Generous 61 Placid 95 Unstable
28 Gossipy 62 Proud 96 Vindictive
29 Gruff 63 Pouty 97 Vulnerable
30 Honest 64 Paranoid 98 Weak
31 Humble 65 Predatory 99 Willful
32 Hard-Working 66 Power-Hungry 100 Whimsical
33 Honorable 67 Pretentious
34 Hurried 68 Puritanical

is m u sic a in ’t really mine. I’m .


“Th e devil’s fiddle
just borrowin ’ th a v e a good time.”
Mig h t a s w el l h

S ka g g s , B lu eg rass Picker.
—Jubil ee

98
Adventure Generator

MOTIVATION POLITICAL PERSUASION


D20 MOTIVATION 2D6 PERSUASION
1 Guilt Company Man / Woman: Sees the Big
2
2 Shame Boys as beneficent and indispensable.
3 Redemption Apologist: Dislikes some of their
4 Fear tactics and policies but feels lucky to
3
have a job and argues things could
5 Base Needs (Food/Water/Shelter)
always be worse.
6 Revenge
Complicit: Sees the Big Boys’ abuses but
7 Power
4 feels powerless to change things. Tries
8 Wealth to deny how bad things are.
9 Family Necessary Evil: The Big Boys are total
10 Escape 5 bastards, but where would the Holler
11 Friendship be without them?
12 Desire Ostrich: Tries to avoid politics. Tries to
6
13 Grief keep his head down and do his job.
14 Love Apolitical: Tries to avoid politics.
15 Enlightenment The Holler has seen enough trouble
7
without a bunch of rapscallions stirring
16 Need to Belong
things up.
17 Atonement
On Edge: Tries to avoid politics. Will
18 Solitude
8 suffer the Big Boys’ injustices for future
19 Authority rewards in the next world.
20 Destructiveness / Chaos Aware: Recognizes the severity of the
Big Boys’ abuses, detests them, and
QUIRK attempts to resist them in small ways.
9
D20 QUIRK The proposition of larger revolution
seems impossible. The Big Boys are
1 Strange Phobia (crickets, men with birds)
too powerful.
Collecting/Hoarding (stamps, walking
2 Trouble-Maker: Works within the Big
sticks, frogs, marbles)
Boys’ system, but actively seeks ways
3 Dresses in a Single Color to disrupt their operations through
4 Agoraphobic malingering and minor sabotage on
10
5 Claustrophobic the job. Doesn’t feel deep solidarity
with other workers yet, but would
6 Only Eats One Kind of Food
join a union that seemed to be
7 Strange Allergy gaining strength.
8 Wildly Superstitious
Rabble-Rouser: Actively working to
9 Strange Pet recruit strikers and undermine the Big
10 Repetitive Catchphrases Boys’ power. Refuses to work within
11
11 Refuses to Wear Shoes their system. Is likely a fugitive and
has dedicated her life to resisting and
12 Must Always Sleep Outdoors
overthrowing the Big Boys.
13 Always Tries to Top Other People's Stories
Revolutionary: Directing protests,
14 Claims to See Dead People
strikes, and paramilitary strikes against
15 Refuses to Bathe 12
the Big Boys. Will fight to the death for
16 Despises Children her beliefs.
17 Practices Ventriloquism
18 Hypochondriac
19 Always Refers to Self in the Third Person
20 Claims to be an Animal Whisperer

99
Holler: An Appalachian Apocalypse

Encounters by Regions
Draw a card on these tables if you want some inspiration for encounters around the Holler. They
also serve to show you what kinds of threats are most common in each area.
CORN COB GAP HOGBACK HILLS

CARD ENCOUNTER CARD ENCOUNTER


2 Peddler 2 2d4 Company Guards
3 1d4 Grave Robbers 3 1d4 Highwaymen
4 1d4 Varnish Heads 4 Lawman
5 1d4 Clay Eaters 5 2d6 Mill Rats
6 Lawman 6 1d4 Clay Eaters
7 1d4 Highwaymen 7 Scalawag
8 1d6 Highwaymen 8 Rough and Tough
9 Revivalist 9 2d4 Sad sacks
10 2d5 Billycabra 10 1d4 Kramer-Holt Agents
Jack Old Scratch Jack Revenant
Queen Witch Queen 1d4 Scarecrows
King Twin Demon King Hill Demon
Ace Soul Demon Ace Mind Demon
Joker The Riders Joker Beast of Bone Lick
CUSSFOOT FENS FAEFALL MOUNTAINS

CARD ENCOUNTER CARD ENCOUNTER


2 1d4 Grave Robbers 2 2d6 Pixies
3 2d4 Meatyardians 3 2d4 Welkies
4 River Runner 4 2d4 Tommyknockers
5 Misty 5 2d6 Changelings
6 Willer Wisp 6 2d6 Scrummies
7 Giant Owl 7 Tinker
8 Giant Boar 8 Kelpie
9 Stalker 9 Spriggan
10 Killer 10 Bodach
Jack Giant Terrapin Jack 1d6 Sylvans
Raylene Ashdown (See Attack of Queen Little Sallie Toadstool
Queen
the Meatyardians on page 155) King Screamer
King 1d6 Crick Demons Ace Vernal Demon
Ace Body Demon Joker The Green Man
Joker The Moth GHOST RIDGE MOUNTAINS

y the Lord
CARD ENCOUNTER
“I’m not sure wh ad of other 2 2d4 Sadsacks
talks to me insteadmire this 3 Revenant
people. He must g.” 4 Spirit Sucker
suit I’m a-wearin 5 Screamer

evivalist. 6 Taker Bird


—Kaleb Yance y, R 7 Misty

100
Adventure Generator

CARD ENCOUNTER SOOTSTONE MOUNTAINS


8 Willer Wisp CARD ENCOUNTER
9 Conjure Man/Woman 2 1d4 Scalawags
10 Critter Ghost 3 1d4 Rough and Toughs
Jack Trinket Spirit 4 2d4 Company Guards
Queen Giant Catfish 5 2d8 Sadsacks
King Dusk Demon 6 1d4 Varnish Heads
Ace Night Demon 7 2d4 Mine Rats
Joker Wampus 8 2d4 Diggers
GREAT CRAGGY MOUNTAINS 9 Rumble Ghost
10 1d4 Kramer-Holt Agents
CARD ENCOUNTER
Jack Tommy Rawhead and Bloody Bones
2 1d4 Black Bears
Queen Cave Demon
3 Stalker
King Fire Demon
4 2d4 Wolves
Ace Body Demon
5 Spirit Sucker
Joker Storm Demon
6 1d4 Rabid Elk
7 1d6 Billycabra STYGIAN MOUNTAINS
8 Lawman and 1d4 deputies CARD ENCOUNTER
9 Sheepsquatch 2 1d4 Devil Dogs
10 1d6 Fenrir 3 Death Demons w/Corpse
Jack 2d4 Witches 4 Cave Demon
Queen Field Demon 5 Dust Demon
King Autumnal Demon 6 Hill Demon
Ace Forest Demon 7 2d4 Witches
Joker Yahoo 8 2d6 Pineys
PINEY DIRGE PLATEAU 9 Twin Demon
10 Night Demon
CARD ENCOUNTER
Jack Mind Demon
2 Revivalist and 1d6 worshipers
Queen Soul Demon
3 1d4 Scalawags
King Hibernal Demon
4 1d4 Witches
Ace Storm Demon
5 Dust Demon
Joker Ursine Horror
6 Revenant
7 Goat Man of Shadrach
8 Dusk Demon
9 Mind Demon “To ans wer your
10 Fire Demon stranger, the s question,
Jack Soul Demon making good m ecret to
Queen Body Demon S ECRET! Now getoons hine is…
King Snallygaster my mountain! the hell off
Ace Midsummer Demon
Joker Storm Demon —Amos Mulholin
, Moons hiner.

101
Chapter 9:
Blasted Beauty

Act One: The Cruelty of Finster Goad (Hogback


Campaign Summary Hills): The heroes become an active part of the
resistance, working on behalf of the balladeer
The Blasted Beauty Plot Point Campaign is a Ella May Hawkins to build a broad coalition of
sprawling exploration of the Holler with all its Holler folks, bring aid to those in need, and
foibles and fascinations. In it, a group of rag- strike back directly against the Big Boys. Their
tag dissidents (the player characters) attempt first task is removing a troublesome shift boss,
to build a coalition against, and eventually Finster Goad, from the spinning room at
confront, the Big Boys. Each of the major Ashdown No. 1 Textile Mill.
acts offers a chance for the revolutionaries to
Act Two: Weaver Falls Fiddlers Convention
gather allies in the fight, while also granting
(Great Craggies): This shindig is the largest
insight into what they’re up against and
gathering of dissidents in the Holler. Ella
the brave but oppressed people they are so
sends the dissidents there to search for allies.
desperately trying to help.
In addition to trying their hand at a raft of
The campaign is presented in a chronological high-spirited games and musical contests,
fashion, with general events that likely happen the group fends off a demon attack; receives
after others, but without any set time schedule. a strange, prophesy-laden missive from the
Savage Tales, or adventures generated from cult leader, Lester Poulson; and puzzles over
the tables in chapter 10, can be interspersed a young fiddling prodigy’s relationship with a
between these acts as desired. In fact, time cave demon.
passing between major events can give the
rebels a chance to lick their wounds, take Act Three: The Legend of the Boogeyman Tree
some downtime, or explore some Legendary (Great Craggies): Royster Whitaker is driving
Landmarks they might otherwise miss. his loggers into forbidden forests. The residents
of Gilmer are afflicted with a strange illness.
Whether you make a beeline through all
The negotiators must find a cure and navigate
ten acts without a break or adopt a more
the delicate ecological relationship between
meandering pace, interspersing generated
witches, pineys, giant bears, and Whitaker
adventures and Savage Tales along the way,
himself. The heroes emerge with powerful
is up to you. In the end, the Big Boys are
new allies (and possibly new enemies) as word
the target, and the heroes can’t take them
of their daring deeds spreads throughout
on without help—however they get it, and
the Holler.
however long it takes.
Here’s an overview of the ten major acts of
the campaign.

102
Blasted Beauty

Act Four: Incident at Galloway No. 4 Act Eight: Journey to the Fae Queen (Faefall):
(Sootstones): A collapse at Galloway No. 4, The group journeys to the Fae Queen’s court.
a treacherous vertical mine shaft deep in Along the way, they encounter a spriggan with a
Blighted territory, leads the group to engage love of riddles, some incredibly strange kelpies,
in an overnight rescue operation. Justin Taylor and gain a potential ally. When they meet the
and his fledgling union, the Mighty Fists, offer Queen, she offers provisional help with the
to help. A few men are saved. Many others are demon, but only if each of them face “a night
lost. The rescuers learn an earth shattering in the circles,” an extreme test of faith in which
secret about demons. they confront their individual demons.
Act Five: Cherry Bounce (Ghost Ridge): Amos Act Nine: The Mustering (Corn Cob Gap): All
Mulholin is the most famous moonshiner in the allies the heroes have gained are called
the Ghost Ridge Mountains and has no love for to Corn Cob Gap to prepare to march against
the Big Boys. Ella sees him and his mercenaries the Big Boys. Optionally, the rebels complete
as important potential allies. He hires the a summoning ritual taught to them by the
group to investigate the sudden emergence Fae Queen, adding a collection of demons to
of a rival moonshiner, Fergus Dugan, and the their forces, but one of the allies the group
strange goings-on at Dugan’s base on Old Rag has gained betrays them, and tips off the Big
Mountain. The heroes discover experimental Boys to the location of the mustering. The
“worker ghouls” tending his stills. Big Boys unleash a ravening of cryptids and
Act Six: Escape from Bondurant Asylum other laboratory creations onto the camp. The
(Cussfoot Fens): The troublemakers either heroes strive to mitigate losses and keep their
break into the Bondurant asylum to free the forces intact for the final battle.
anarchist demolition expert, Stormy Pickens, Act Ten: The Battle of Blasted Beauty (Stygian
or break out and meet Stormy along the Peaks): The Big Boys are set to start blasting
way. While they are there, they discover Dr. the tops off mountains in the Stygian Peaks,
Galton’s worker ghoul laboratory. Turns out, the highest, most desolate, and most haunted
the worker ghouls are former Holler folks reaches of the Holler. The freedom fighters and
who have been lobotomized and reanimated their allies attempt to strike at the heart of this
with mind control shims. The party also learns operation.
the location of a prototype mill run entirely A large-scale battle ensues, followed by
by worker ghouls and their overseers: The desperate last stand against a few of the Big
Recycling Factory. Boys themselves at the mountain’s peak.
Act Seven: Tent City Blues (Piney Dirge Plateau): If the revolutionaries win, the mountain
Miners at Bondurant No. 2 hear about the Big top removal operation is destroyed and
Boys experiments with worker ghouls and many towns and villages in the Holler openly
revolt, fearing the same fate as the miners in revolt against the Big Boys, driving them into
Galloway No. 4. They’ve formed a tent colony a temporary retreat. If the Big Boys win, they
on the edge of the Piney Dirge Plateau. institute violent, repressive measures around
Rivalry among the religious sects of the Piney the Holler.
Dirge, all trying to seek out new converts,
threatens to disrupt life at the camp. The party
must navigate these different viewpoints while
trying to fan the spark of rebellion at the tent
city into a larger flame. “You ’re no more of a
somebody than an ol
Lester Poulson seeks out the group, regaling
ya d
them with a vision and confirmation that hoo. then again, maybe
every demon maintains a piece of their former yahoo is more of a so a
humanity. He suggests the Queen of Faefall than you.” mebody
has the power to speak with demons and may
grant it to others. If the heroes can convince
her to help, the demons could be transformed —Folk Saying
into allies.

103
Holler: An Appalachian Apocalypse

Fatalism, Perseverance, Ingenuity,


Shift boss Tips Eccentricity: Famous for their fatalistic
attitude, Holler folks can press on through
Hearts and Minds: The group attempts to staggering amounts of ill-fortune and outright
rouse folks who have been oppressed for as tragedy. They are adaptive and inventive. From
long as they can remember—these people react music to machines to medicine to mending,
with fear, suspicion, aggression, and silence. their culture is vibrant and creative. Living
The heroes can persuade with both actions in such extreme conditions has given rise to
and words, but to build trust, they must follow many strange notions and superstitions. The
through on their promises and work to respect Shift Boss should emphasize these qualities and
the concerns and come to the aid of everyday play them to the hilt. Despite the darkness of
citizens. A group motivated primarily by self- the Blight, the Holler’s culture is colorful.
interest or short-term goals has a difficult time The Macabre, the Miraculous, and the
building a coalition. Madcap: The setting emphasizes many grim
Gearing Up: Most Holler folks are unarmed and gritty aspects—exploitation, poverty,
and have only meager possessions. Closing industrial violence, addiction, and ecological
the gear gap between themselves and Kramer- destruction.
Holt agents and technomancers is a crucial It’s also home to areas of untouched natural
element in the troublemakers’ ability to beauty, fairies, talking wolves, transformative
defend themselves and accomplish their goals. magic, and granny women full of wisdom and
The need for gear puts them in dangerous hearts as bright as the sun. These extremes are
situations—raiding requisition yards, dealing not mutually exclusive. Mixing elements of
with shady peddlers, and bargaining for ugliness, beauty, absurdism and humor makes
or stealing from the illegal stashes of other them stand in sharper relief, gives insight into
residents. the character of the Holler and its people, and
Daring Travel: Holler folk have a great adds depth to the player’s experiences.
reverence and love for vehicles, as evidenced by The Blight: Except Faefall, most of the
the illegal dirt track races in Gulchside. Those Holler suffers from Blight. Blight should be a
who live outside the law find this forbidden common descriptive detail—Blight clouds blot
fruit irresistible. Borrowing a dilapidated truck the sun, Blight soot covers windowsills, Blight
from a moonshiner or stealing an armored residue smudges faces and makes it hard to
Kramer-Holt jalopy decreases travel times get a breath of fresh air, thunder from a Blight
significantly, but it brings challenges—heat storm rumbles in the distance.
from local lawmen and Kramer-Holt agents,
Folks is Demons. Demons is Folks: The Plot
the need for fuel, and the difficulty of keeping
Point Campaign contains hints that demons
the vehicle in good repair.
arise from the Blighted corpses of Holler folks.
Gossip and Consequences: Folks love to talk Players are famous for skipping past such clues
and word travels fast. The freedom fighters’ as they follow their own adventuring desires.
deeds follow them everywhere they go, heroic Random encounters that include demons,
or nefarious. randomly targeting a player for demon
Their actions, large and small, have wide- possession, or running a demon-heavy Savage
ranging social consequences. As the campaign Tale (like The Swallowing Ground on page
progresses, they evolve into folk heroes or anti- 189) between chapters are handy ways to up
heroes. This should make interactions easier the demonic ante and emphasize the idea that
in some cases and more difficult in others, demons arise from folks (and may still retain
depending on the political leanings of those human sentience), not the mythical curse or
they engage. Big Boy laboratories.

104
Blasted Beauty

Interlude: Grudges
Act One: The Cruelty of The adventure begins with the group sitting at
Finster Goad a table waiting for Ella at Stump Bumpers.
Stringbean Jenkins plays banjo in a corner of
Location: The Hogback Hills the tilting wooden shack and his wife, Maude,
flat-foots up a storm on a wooden board placed
Working for Ella on the dirt floor.
Ella May Hawkins lives in Ashdown in the Mill workers (use stats for Worker on page
Hogback Hills and works in the spinning room 212) are sitting at tables, engaged in various
at Ashdown No. 1 Textile Mill, on the night shift, pursuits—drinking, gambling, or shooting
so she can be with her children during the day. the breeze.
Her husband left her several years ago and Ella The bartender is Harley Rice, a shift boss
depends on the kindness of other community in Ashdown who turns an obedient face to
members to help her care for her kids. the Big Boys but believes it’s his right “to run
Ella is originally from the Great Craggies. Her a proprietorship.” He provides the workers
father worked as a logger until he was killed on with hard-earned entertainment and “the
the job (plucked from a tree by a forest demon medicinal and soul-enriching properties of
in “forbidden territory”) when she was only good whiskey,” which is supplied to him by a
eight. Ella blames the Big Boys for her father’s local moonshiner, Clarence Jones.
death and her grudge runs deep. While the group awaits Ella’s arrival, run an
She has been quietly reaching out to other Interlude. Instead of the normal Interlude
potential dissidents for some time, attempting rules, have each of the characters discuss the
to build a network of folks who might revolt reason they have a Grudge against the Big Boys.
against the Big Boys. The heroes are among Add details to the story based on the suit.
those contacts and, in Ella’s opinion, the Spades: How has the character resisted
most fervent in their beliefs and possessed of or struck back against the Big Boys, even in
invaluable talents (driving, shooting, fighting, subtle ways?
sneaking, lying). She has brought them
Hearts: How has the hero managed to elude
together as an ad hoc reconnaissance outfit
working for the Big Boys?
to identify pockets of resistance in the Holler
and build a coalition of exploited workers and Diamonds: What special skills has the
rebellious rural folk. troublemaker gained while living on the
margins of society?
The outlaws have already either left their jobs
or avoided working for the Big Boys altogether, Club: What misfortunes has the character
living deep in the forests or scavenging from encountered by being forced to live on the
the outskirts of the coal and mill towns for margins of society?
years. Ella knows she’ll be sending them toward
even greater dangers, but also realizes to have The Company Man
any chance to fight back against the Big Boys As the group members discusses their Grudges,
the insurrection must bring together a tapestry Mort Smyth, a company man tasked by the
of folks who might not always see eye to eye. Big Boys with keeping an ear to the ground
She needs a group that can persuade, cajole, for troublesome talk, overhears part of their
and negotiate as well as it can fight. conversation. He identifies them as outsiders,
approaches them, and starts asking questions
The group is called to meet Ella at Stump
about who they are and why they are there.
Bumpers, an illegal speakeasy outside of
Ashdown in the Hogback Hills. If he’s met with verbal or physical resistance,
Mort reacts badly and a barroom brawl breaks
h Ella May Hawkins: See page 204. out. Half of the mill workers in the bar join
Mort in this fight.
If the group tries to placate Mort with their
answers, he grudgingly lets them be, but with
a warning that he is keeping an eye on them.

105
Holler: An Appalachian Apocalypse

If there’s a fight, Harley Rice clears the move between the spinning machines, Lula
speakeasy immediately afterward, saying he tripped, got caught, and lost part of her right
can’t draw the attention of the Big Boys. Ella arm to the exposed gearing. She was sent
arrives as he’s clearing the bar and ushers straight away to a convalescence home in the
the group into the woods, chiding them for Cussfoot Fens.
drawing attention to themselves. Vernon Scuse: A young worker just north
If there’s no fight, Ella joins the heroes at of twenty, was caught sneaking into Finster’s
their table. office to get a listen to a radio program from
the City. When Finster discovered him in his
• Mort Smyth: Use stats for Company Guard
office, he attacked Vernon with a rusty chain
on page 206.
he kept handy for such occasions.
• Mill Workers (2 per hero): Use stats for
Worker on page 212. After bloodying Vernon and beating him
unconscious, he called on two company guards
Meeting Ella May to take him outside, revive him, and rough him
up some more. The guards happily complied.
After some brief pleasantries (or a brief
Vernon sustained permanent injuries to his
scolding), Ella explains the situation.
spine and now walks with a pronounced
I appreciate y’all coming here an’ helping me. I limp. He still works under Finster in the
think y’all are made of the stuff we need. Rebellious. spinning room.
Ornery. Brave. Kind-hearted. Generous. Maybe
even a stripe mean. A Bit About Finster
It takes different kinds. All I know is if we’re going Finster's discovered that the more brutal he is,
to fight back against the Big Boys, we must work the more favors he receives from management.
together. And we’ve got a bad problem right here He responds swiftly and sadistically to any sign
in Ashdown No. 1, making everybody’s life tougher of insubordination and believes in the power
than it should be. The worst thing about it— he’s of hazing to make workers conform.
one of us, not one of them blowhards from the City.
Background: He has led a difficult existence—
Finster Goad runs the first shift spinning room.
his father was a barroom bruiser who worked
He used to be a pretty good old boy, an everyday
in the mills and lorded over his family like a
worker, trying to get by like the rest of us. But not
tyrant. When Finster was a young man, he
anymore. The Big Boys started doing him trifling
married Isabelle Rice, but she passed onto glory
little favors and that was all it took to turn his head
during the birth of their first child, a little girl.
around. If he keeps a-going like he is, he’ll be more
of a monster than a man before long. His family refused to help him take care of
the child. Just a couple of weeks after his wife’s
Ella wants Finster removed from his position. death, he turned the baby over to the Alshire
She does not advocate violence unless it’s Orphanage outside of Ashdown. That was
absolutely necessary. “some time ago” (about twenty years or however
Ella lists Finster’s many abuses—berating and one measures time in the Holler).
beating workers, setting machines to ultra- The guilt from abandoning his daughter has
high speeds, extending shifts, and disallowing been gnawing at him, but he’s never been able
breaks. She is certain Finster’s abuses will lead to bring himself to look for her.
to a worker’s death if he’s allowed to continue
If the group asks around about Finster’s
unchecked.
reputation or personality, some of Finster’s
Two incidents stand out. workers or other townsfolk have heard this
Lula James: A woman in her early sixties, story. If he’s confronted with this abandonment,
complained to Finster that she was feeling a successful Persuasion roll exposes a bit of
dizzy and needed a break. Finster told her she emotional vulnerability, while a failure throws
didn’t get to decide when she went on break. him into a violent rage (see Finster’s Daughter
Instead, he sent the woman at the spinning on page 110 for more details).
machine beside her on break to spite Lula. Fear of the Supernatural: Finster also has
He made Lula responsible for the other a pronounced quirk—a deep fear of haints
worker’s machine, too. While trying to and demons. He is highly superstitious and

106
Blasted Beauty

has claimed to have experienced all kinds of


supernatural phenomena—a headless body BEING THE BIG BOYS
searching for its head in his well, a pack of devil
dogs that harasses his chickens and goats, and For the early and middle parts of a
a strange whistling in his chimney. campaign, the Big Boys should remain
mostly behind the scenes. The heroes see
Talking about the supernatural is the only
the conditions in the Big Boys’ mines and
non-work related subject that interests Finster.
mills, confront the abuses of their company
Such talk might momentarily distract him
guards and agents, and hear their names
from his duties. The group learns this tidbit
cursed and revered by workers all over the
about Finster by questioning Ella or other
Holler. The Big Boys themselves remain
townsfolk (with a successful Persuasion roll)
distant and aloof, almost mythical in their
or from a successful Common Knowledge roll
supposed omnipotence. The one exception
regarding Finster’s background.
to this is Royster Whitaker, who inhabits
the lowest rung on their hierarchy and is
h Finster Goad most apt to turn against the others.
Finster is late middle-aged, sturdily built, hawk
faced. He’s been hardened and sharpened by As the campaign progresses, maybe they
years of tough labor and ingratiating himself catch glimpses—Samuel Ashdown giving a
to the Big Boys, no matter the cost. speech to unveil a new machine, Theron
Galloway presiding over the gallows at an
Attributes: Agility d6, Smarts d8, Spirit d10, execution of dissidents.
Strength d8, Vigor d8 Direct conflict with the Big Boys should
Skills: Athletics d6, Common Knowl- likely be saved for the end of the campaign
edge d6, Fighting d8, Intimidation d10, and framed as a climactic battle — their
Notice d10, Persuasion d8, Shooting d6, legendary figures finally brought into full
Stealth d6, Taunt d10, Thievery d6 view, and the idea of their absolute power
Pace: 6; Parry: 6; Toughness: 6 either confirmed or destroyed.
Hindrances: Mean, Secret (Major), Shamed
(Major); Phobia (Major—Haints). Another important thing to remember
Edges: No Mercy about the Big Boys is they are not
Gear: Whomping chain (Str+d6), Silent Sam monolithic. They have competing goals and
(Range 10/20/40, Damage 2d4). philosophies. Savvy heroes might be able to
use these fissures to create greater conflict
Finster’s Spinning Room among them, boosting the coalition’s
The spinning room consists of long rows of chance of fighting back successfully.
closely spaced, high-speed spinning machines.
The machines process cotton into workable of the minders, glowering at the piecers, and
yarn and thread. They are arranged in six slapping his trademark rusty “whomping”
rows that stretch the length of the room—each chain against his open palm to let folks know
row contains six machines. Each machine is who’s boss.
run by a “minder” and two assistants, called
The workforce is evenly divided between
“piecers,” who are usually younger trainees or
men and women. Most of the workers are quiet,
even children.
submissive, and totally absorbed in their work.
The roar of the machines is deafening, About a quarter of them, groomed by Finster
making it difficult to communicate unless you as underlings, adopt a bullying attitude on his
are standing directly next to another worker. behalf, surveilling and taunting other workers.
If the “minder” needs to make an adjustment
The Folks Generator (see page 94) can help
to the machine, she writes it on a slip of paper
populate the spinning room (and other spots
and passes it to one of her “piecers.”
in the PPC when you need folks in a pinch).
With over a hundred workers in a cramped Generate a handful of random workers to
space and the whirring of machines, it’s hot, assume various roles—submissive underlings,
humid, and cotton fibers fill the air. Finster bullies, and maybe even a potential dissident.
stalks the rows, barking orders into the ears

107
Holler: An Appalachian Apocalypse

Getting Finster job is as simple as walking into the mill and


The group has several options for dealing with asking for work.
Finster. Here’s a few routes they might choose: If the group chooses this option, they receive
a healthy dose of insults from Finster as they
Working under Finster are shown the high-speed spinning machines.
Ella insists heavily on this option, suggesting The other workers are wary of the new hires.
that it’s important for the group to see Following Finster’s directive, most of them
first-hand what life is like inside the engage in mercilessly goading and hazing them.
mills, since they’ve been living outside the When the group starts work, a rough looking
system. Ashdown No. 1 is hiring a raft of new but exuberant worker hops off his machine to
spinners to deal with increased demand show them the ropes. Read or paraphrase the
for fancy garments in the City and getting a following:
A rough looking worker named Rummy Jo looks
at you, and nods in your direction, motioning you
SERIOUS ACCIDENTS to follow him. He looks warily over his shoulder to
avoid Finster while leading you to your machines,
The Spinning Machine Accident Table and yelling loudly over the din. “These here
on the following page is no joke, and it's spinning machines are an Ashdown original, okay.
there to make a point. The heroes must State of the art. They get the thread wound real
understand that people are being asked to tight, real fast.”
do extremely dangerous work. Don't shy “You see the bobbins on the spinner? As soon as
away from the results, whatever they are. you see them fill with thread, pull them off and
Heroes can find ways to heal themselves, pop another bobbin up there quick. Real quick if
but they need to develop at least a healthy you don’t want Finster glaring at you! Move up
respect for what the average worker faces and down the rows snagging empties and fix any
every day. snags you see!

108
Blasted Beauty

Don’t let the thread break! Watch out for the


belts, they are a-going faster than you and’ll give SPINNING MACHINE
you a worse hurting than your Daddy ever did if ACCIDENTS
you get caught up in one! They got blades on them, D20 EFFECT
too. Ain’t figured out what for, but that’s our good Increased Production: The machine
Papa Ashdown! Always innovatin’! Uh-oh. Boss is is running too fast, but you're keeping
1–2
comin’! Go now! Go!” up with it somehow. You impress your
supervisor!
Rummy Jo leaves the greenhorns to figure
the rest out themselves as Finster glares at him Close Call: A spindle misfires, a
to get back to work. Very little training and a bobbin slips, and your hand
high pressure environment means that any 3–11 temporarily gets caught trying to
fix it. It hurts but you’re fine. Get
new hire who first steps in front of a spinning
back to work!
machine must roll Repair.
Minor Injury: A slipped disc. Lungfuls
With success he barely keeps up without
of lint. A brief chemical exposure. You
getting hurt. Anyone who fails the Repair roll 12–13
take a level of Fatigue, but it cannot
causes an unfortunate miscue. Roll on the cause incapacitation.
Spinning Machine Accidents Table (twice with
a Critical Failure!). Moderate Injury: You pull a muscle,
14–15 pinch a nerve, or are just plum worn
It’s likely the heroes plan to wander away out. Take a level of Fatigue.
from their work to get to know other factory
workers, find a way to undermine Finster, or Chemical Exposure: The Big Boys use
use their position in the factory to make him some nasty agents to grease the old
gears and you wind up getting it on
look bad to his bosses. Supervisors are always
you or inhaling it. Roll a d6:
watching, and whenever someone is caught
“socializing” or “lollygagging”, they’re told to 16 1–2 Blind: You get the Blind
“get back to work” in short order. Each time Hindrance for 24 hours.
this happens, and the operator returns to 3–4 Acid: 2d6 acid damage.
the machine (even if they’re just pretending to 5–6 Confused: You can’t seem to focus
work so they’re not thrown out), have him roll and get a level of Fatigue.
Repair again. My Finger!: Those nasty gears get
'hold of a finger! You take a Wound,
and if it’s not Soaked, a finger on your
17 dominant hand is lost and becomes
a permanent Injury. Subtract –1 from
any Agility-based rolls that require

“You call us Big Boys. We want


fine coordination of your digits.

you to think of us as Big Electrical Shock: Exposed wiring

Buddies. Big Brothers. Big


sends a surge of electricity
18
through your body. Take 3d6
Bumpkins, just bigger than Electrical Damage.
you.” My Arm!: Your arm is wound up in
a museum and crushed or mangled
— From a Big Boy 19 for 1d4 Wounds. If all Wounds aren’t
Indoctrination Manual . Soaked, you have the One-Armed
Hindrance as a permanent Injury.
My Hair!: Your hair gets caught in
the gears. Take 1d4+1 Wounds. If
all Wounds aren’t Soaked, you’re
20
permanently disfigured and acquire
the Ugly (Major) Hindrance. This is
considered a permanent Injury.

109
Holler: An Appalachian Apocalypse

Undermining Finster obtain records related to Finster giving up his


Amid this torrent of abuse and potential loss daughter. The heroes discover her name, Faith
of limbs, the troublemakers must find ways Goad, and learn that she was sent to work at
to undermine Finster’s standing among his Boscage seven years ago (at the age of thirteen).
workers and make him look bad to his direct She’s in the next town over!
supervisor, Worth Ashdown, one of Samuel A short trip to Boscage and some asking
Ashdown’s nephews. around town reveals the mill house where
The group can approach this task from Faith lives with her husband Broadus Givens
a variety of angles, including sabotaging (use Worker on page 212 for both of them)
equipment, sowing dissent among fellow They also have a brand-new baby boy, Forest.
workers, taking advantage of breaks by Faith is reticent to hear anything about her
introducing recreational activities like father or his true identity at first, but if the
Gambling, or even sowing propaganda with group is persistent with Persuasion, she slowly
Persuasion or Performance. opens up to them. She says she’s heard rumors
If this sabotaging of Finster’s performance or that her real father is a bad man and in league
reputation is severe, he is fired and replaced. In with the Big Boys, whom she despises.
this scenario, the group can exert considerable If the group offers to reunite Faith with
control over which of the spinning room Finster, she is willing to listen, but her husband
workers might be best positioned to take Broadus is vehemently opposed, worried about
his place (perhaps even Rummy Jo), thus the influence Finster might try to exert over
instituting a kinder oversight regime. Faith and their son, Forest, if he becomes a part
of their lives. Broadus takes some convincing
Scaring Finster to allow her to go. You might want to resolve
The group might prey on Finster’s past this delicate negotiation by using the Social
supernatural experiences and superstitious Conflict rules.
nature by trying to scare him out of town. That
If Finster is reunited with Faith, he is
likely requires an elaborate scheme to produce
profoundly shaken and humbled. If he
a first-rate haunting, but this option might
also meets Forest or learns about him, he’s
keep the group’s identities secret and avoid
completely transformed, discovering a kind of
a face-to-face conflict with Finster. If scaring
love in his heart he didn’t think possible.
Finster out of town is successful, unless the
dissidents have a plan in place for influencing Faith and the group are now well-positioned
who replaces him, there’s a 50% chance the to convince him to radically alter his
Ashdowns replace Finster with an even more management style.
fearsome shift boss! With a successful Persuasion roll, Finster
promises to change his ways and declares
Killing Finster he owes the group a favor. On a raise, he
This may seem tempting, but the consequences promises to provide intel or perform minor
are severe. If Finster is killed, the Big Boys acts of sabotage within Ashdown No. 1. If he’s
invest significant resources to solve the treated well, he becomes a trusted friend of
murder, increasing the likelihood the group the burgeoning resistance for the duration of
is exposed and pursued by company guards the campaign.
or Kramer-Holt agents in later episodes of the Failure means Finster is too afraid of the
campaign. Most importantly, folks don’t tend Big Boys to risk changing his public face and
to rally around a bunch of murderers, so going attracting attention to himself.
this route likely doesn’t gain many allies for a
burgeoning coalition. h Finster Goad: See page 107.
• Faith and Broadus Givens: use stats for
Finster's Daughter Worker on page 212.
If the group wants to reunite Finster with
his daughter, they must go to the Alshire Possible Complications
Orphanage, and by hook or crook (Thievery, Rats: If the group chooses to work in the
Research, Persuasion, Intimidation), spinning room under Finster as a part of their

110
Blasted Beauty

plan, consider an invasion of mill rats in a


storage basement if they seem to be getting Act Two: Weaver Falls
antsy for some action. As the newest employees,
they are dispatched by Finster to take care of Fiddlers Convention
the problem, much to the delight and taunts
of the other workers. That way, the group can Location: Great Craggy Mountains
get a proper start to their adventuring careers The annual fiddlers convention has become
by clearing out vermin. a hotbed of rebellious spirit the last couple
This is harder than it sounds and can be run of years. The date and location of the festival
as a simple dangerous Quick Encounter, but changes every year to throw the Big Boys off.
once they’re done, it’s back to the spinning After the group debriefs Ella about the fate
machines they go for another Repair roll and of Finster Goad, a saddled horse mills outside
another potential run-in with the Spinning the speakeasy. Its rider is missing. A knapsack
Machine Accidents table. hangs from the saddle. Dried blood is spattered
Tommyknocker: Dispatched by the Fae across the saddle, knapsack, and the horse’s left
Queen to spy on the goings-on in Ashdown, side. The horse appears slightly spooked, but
a rude Tommyknocker shows up in unlikely any concerted effort to calm it is successful.
places during the adventure—the basement, Anyone inspecting the knapsack discover it’s
Finster’s chimney (if the interlopers do been sliced open. Several unusual copper coins
reconnaissance in his house), or the fall from it. On one side, they bear the image
break room. of a stylized Boogeyman Tree (Boogeyman &
He plays coy with the characters, mentioning Witchwood Trees on page 121), its branches
“the Queen” and making a general nuisance of unfurling with regenerative power. On the
himself. He might be convinced to help give other side, what appears to be a granny
Finster a fright if he’s properly compensated. woman’s hand holds a staff aloft in the air, in
Fae compensation usually tends toward the defiance or triumph, a mountain ridge line in
absurd—he begs the team for an impromptu the background.
stomp party or to retrieve for him the shiniest A successful Common Knowledge roll
object in town—anything that creates a identifies the coins as bearing the mark of
nonsensical inconvenience. Slidell Hicks, a renegade blacksmith/minter
An early experience with a Tommyknocker who lives in a remote cave in the northern
clues the group into the Fae Queen’s interest in Great Craggies, just a stone’s throw from the
the larger Holler and might plant the seed that Otherness.
they should travel there one day. Slidell used to work and live in Ashdown
but was imprisoned for insubordination in
Aftermath Ashdown #1. He escaped to the hills. Blessed
There are a myriad of ways this could end, with great mechanical ingenuity, Slidell built
but if the would-be-revolutionaries leave the his own forge and coin mint from spare
workers at the mill in a situation better than Ashdown junk, acquired on the black market
they found them, Ella May exhibits some trust or from requisition yards.

ur bond.
and confidence in the group, and is willing to
give them more leeway in how they deal with “Y ou r pa in is yo
ur bond.
things moving forward.
Your hope is yois your
If the situation ends up worse or more Your survival Boys are
complicated for the workers thanks to the
bond. The Big d and
bound by gree hich of
heroes’ involvement, Ella May still counts

greed alone. W ill break? ”


on their help, but is more skeptical of their
abilities, worrying they might be more trouble
than they’re worth until they prove otherwise. thes e bonds w
kins,
—Ell a May Haw ker.
Textile Wor

111
Holler: An Appalachian Apocalypse

Slidell wanted to create a currency outside shoulders of the road are sometimes washed clear
the company scrip system—a form of barter away. Easy to go tumblin’ off the mountain.
the folks of the Holler could imbue with worth, After you reach the top of the Ghost Ridge,
something that would give them dignity. Folks Sidewinder shoots down fast into the Corn Cob
didn’t care for the funny coins for trading—saw Gap where thieves and Kramer-Holt Agents
no point in them at all. sometimes spy on the road from nearby slopes.
However, Verna Lynn Cash (see page 203) Then you rise into the Great Craggies and wrestle
commissioned a special set to advertise the with even sharper, crooked-letter turns, and
Fiddler’s Convention and call dissidents’ there’s liable to be rock slides up thataway. Not
together—the Boogeyman Tree shows the too bad a trip.
power of the land, the granny woman’s staff If the group expresses interest in procuring
the power of the people. Additional scratch a vehicle, some Networking reveals a couple
symbols (see Readin’ & Writin’ on page 30) leads, or Ella herself volunteers some if asked.
have been hand-etched into these coins to
call folks to the Fiddlers’ convention and a few Riding in Style
even bear personalized invitations. A member Clarence Jones, a moonshiner who lives
of the group has received such an invite (this outside of Ashdown, always has some vehicles
should be a character whose backstory or stowed away for transporting his product. Ella
archetype is most rife with musicianship, is on good terms with him but cautions that he
criminality, or both). might drive a tough bargain to part with one of
Unbeknownst to the group, the rider, the vehicles, as he puts himself at great risk to
Hamrick Cash, a messenger from Weaver procure them and they are integral to his trade.
Falls and a cousin to Verna Cash, was killed by Clarence demands a weapon of relatively
Kramer-Holt agents on his way to Ashdown, good quality or some other Rare item to loan
and they left his horse to fend for itself. out one of his cars (Juiced Up Jalopy) and he
The group is familiar with stories about the expects it to be returned in prime condition.
Fiddlers Convention— the quality of the music, The other option is far more dangerous—the
the legendary stomp parties, the abundance well-guarded Umberkirk Requisition Yard No.
of moonshine. 6 lies just to the west of Ashdown. Company
Rumors abound that such revelry draws vehicles in need of maintenance and repair
demons, who often get involved in the are stored here, as well as vehicles recently
proceedings and push the event toward chaos recovered from the car thieves in Gulchside.
and outbursts of violence. Assuming the Busting a car (use Fairly Middling Jalopy
invitees show Ella May the coins, she sees an from Ground Vehicles on page 22) out of a
invitation for herself, but can’t afford to be Requisition Yard is a dangerous task (guarded
away from the mill or her children. Ella points by one company guard per hero, page 206),
out there’s great potential for building their but at least it’s free.
coalition there, and she insists the group go to
Weaver Falls. Day One of Festival
Travel Plans The village of Weaver Falls lies in a valley beside
the Little Thicket River. Near the foot of Weaver
Weaver Falls is a roughly five-day trek on foot, Mountain, a short walk to the north, the Little
a four-day sojourn with horses, and a four- Thicket River falls precipitously from the
hour trip by car if the group follows the rutted, mountain into the valley, creating an 800-foot
packed dirt of Sidewinder Road. If they attempt waterfall, one of the most amazing natural
to find their way through the wilderness on wonders in the Holler.
foot or horse, the time doubles.
Ella describes the route. Arriving in Weaver Falls
The loping curves of the Hogback Hills turn into As the group arrives in Weaver Falls, the
narrow curves on the Ghost Ridge. You’re gonna first day of the convention is well underway.
hit some dense fog and it might be Blighted. The Amusements abound in a meadow ringed by
mountains.

112
Blasted Beauty

Three-legged races, greased pig and chicken These demons first appear as a shapeshifting,
chases, apple bobbing, games of scrip-in- vapory mist, but take on their corporeal, bestial
the-haystack, axe throwing, log tossing, and shapes at will.
all manner of frivolity take place on the If the group has trouble dispatching the crick
convention grounds proper. demons some gougers from the fighting circle
Just off a piece in the woods, gouging fights show up to help them.
are organized (but no eye gouging is allowed on The first night of the festival concludes with
such a festive occasion), along with mumblety- a time-honored Holler ritual, either a Heavin’
peg and dubious games of chance. (see page 32) or a Stomp Party (page 36),
The main attraction, of course, is the music, which grants the chance for more social
housed on a raised stage in the middle of the interaction.
field surrounded by folks stomping out the
devil and whatever else ails them on flat- Day Two
footing boards. During the day, more fun and games take place,
Hermie Anvil and the Backwater Boys are on with various pickers and singers performing
stage playing, “A Cottonmouth Don’t Bite Soft,” impromptu sets all around the festival.
and other fast-paced jigs and funny tunes.
Encourage the group to partake in some of Congregants of the Church of
the festivities or invent some games/attractions the Anointed
of their own. At some point during the day when the revelers
are in the village, a group of eight congregants
If they start to canvass the area to question from Lester Poulson’s the Church of the
locals and seek out like-minded folk, here’s a Anointed (see Piney Dirge Plateau on page
batch to choose from. The Folks Generator 29), led by Renny Harp arrives (use stats for
(see page 94) can help flesh them out, but Cultist, page 207).
they are all enemies of the Big Boys and all
looking to have a good time. The Anointed spend their time milling about
the crowd, engaging folks in conversations
Social interactions with Arville Smote (see about the utopia they have constructed on the
page 205) and The Boys from County Hell Piney Dirge Plateau, beyond the Big Boys’ reach
(see page 52) are always at −2, as they don’t and influence.
make friends easily:
Verna Lynn and a good number of folks in the
• John Hively: One of Royster Whitaker’s crowd take umbrage at the Anointed’s presence.
former workers (use Worker on page 212). She criticizes their gloomy appearance,
• Treenie Hicks: A seamstress and healer. Poet doomsday rhetoric, and judgmental nature.
(use Conjure Folk on page 207) Renny espouses the Anointed’s right to freely
• Towie Burns: An old mountain man (use the assemble and speak and insists if Verna
Stalker on page 211). removes them, she’s no better than one of
• Two Midsummer Children: A man and the Big Boys.
woman (Use Cultists on page 207). They The Anointed’s presence is tolerated, but the
don’t have names. They refer to themselves tension level at the festival rises, and there’s
and everyone else as “friend(s)”. the potential for escalating physical conflict,
particularly if the The Boys from County Hell
Trouble with Demons get involved.
After the group spends time gambling or
If the group interacts with members of
making contacts, they hear a ruckus in the
the Anointed other than Renny, they hear a
woods nearby, near the gouging circle.
standard proselytizing spiel, which consists of
A group of six crick demons (see page 234) any combination of the following ideas:
descends on the circle, drawn from the falls
by all the noise. The fighters and the crowd
attempt to disperse rapidly, though several are
slammed to the ground, wounded, or killed by
the demons’ attacks before the group arrive.

113
Holler: An Appalachian Apocalypse

• Lester Poulson is the chosen mouthpiece of The Free Jamboree


the Lord Sometime during the later afternoon, Verna
• He is the only man in the Holler powerful Lynn Cash takes to the festival’s main stage
enough to resist the Big Boys. and calls the crowd together. It’s time for the
• Hemlock is a temporary Heaven on earth. highlight of Weaver Falls Fiddlers Convention—
• He has found a way to “transport” believers the Free Jamboree, a contest open to any kind
from the Holler to another world. of musician.
• He can rid any man or woman of her If one of the attendees is adept at playing an
demons. instrument or singing (or even if he is unskilled
Renny, on the other hand, actively seeks out and aspires in that direction), he can enter the
the heroes. She informs them the Big Boys have competition for a chance to win the grand
been sending surveying teams onto the Piney prize— a fiddle that belonged to the legendary
Dirge Plateau. They had long stayed away from Jimmy Silver, who loved to wander the woods
the area due to its inhospitable environment around Weaver Falls, crooning and playing.
and strange pockets of altered time and space. Some folks say Jimmy could charm animals and
Lester saw Hemlock as a place apart, the last folks alike with his music, putting anyone who
true refuge of freedom in the Holler. Now he’s listened in a calm, friendly state. The fiddle
concerned Hemlock could be taken over by itself has magical properties.
the Big Boys. A procession of musicians takes the stage,
Renny confides that Lester has been both some supremely talented, some fair-to-
troubled and buoyed by his dreams and middling, but all the important instruments of
visions of late— on one hand, he’s augured an the Holler’s musical heritage are represented—
apocalyptic clash against the Big Boys that ends banjos, dulcimers, fiddles, mouth harps,
in the annihilation of the Plateau; on the other, guitars, and dobros, alongside a wide range of
he has foreseen that a number of “disciples,” singing styles, from growling blues to gospel-
adversaries of the Riders of Industry who tinged harmonies to melancholy crooning and
visited the Holler long ago (see The Rider’s spirited yodeling.
Curse on page 4), will arrive to defend h Verna Lynn Cash: See page 203
Hemlock and repulse the Big Boys. He calls
these chosen ones the Riders of the Revival. The most skilled contestants
Renny says she’s heard rumors about the Stat the following as Workers (see page 212),
revolutionaries and their association with except for Performance skill, and give each of
Ella May Hawkins and thinks they may be them the Pickin’ and Grinnin’ Edge.
the “disciples” Lester is envisioning. She tells
the group if Lester’s future visions confirm • Becka Wailey: Performance d10, crooner of
this, he will send for them, how and when murder ballads and folk songs of lost love
the Lord dictates and share “powerful secrets” • Parson Gab: Performance d8, singer of old
with them. time spirituals
• Webb Porter: Performance d8, a fine banjo
Renny does not entertain much questioning player
and slips away into the crowd. • Bastion “The Bullfrog” Bock: Performance
d10, blues guitarist/singer with a deep bass
“A spirited yodel stirs voice
the heart. A lonesome If anyone participates, have each contestant
fiddl e pierces the soul . roll Performance. Whoever has the highest
A banjo roll moves the Performance roll seems like they’re poised to
feet. All that’s real nice. win, but just as the contest is about to wrap up,
an unassuming 10-year old boy with a fiddle
What I want is a voice lik
a bulldozer to tear that e
takes the stage.

factory down.” Cecil Wilson


Cecil is a child prodigy, giving a remarkable
—Verna Lynn Cash performance that easily stands head and

114
Blasted Beauty

shoulders above even the best musician in the much to Cecil’s horror. Cecil pleads with the
contest, but his demeanor is unsettling. heroes not to kill the demon and to let him go.
His piercing blue eyes seem fixed on a distant If they allow the demon to escape, Cecil
place in the woods or sky. When performing, shares a story about how he met Jimmy (the
he seems at one with his instrument and plays only way he refers to him—he refuses to call
with almost preternatural speed. him a demon) while sneaking off and playing
When he finishes playing, he doesn’t bow in the caves. Cecil swears he can understand
or acknowledge the applause. No matter how what Jimmy says and that Jimmy taught him
well anyone else performed, it’s clear that Cecil to play the fiddle.
wins the contest. He says, “Most demons ain’t as nice as Jimmy,
He takes the grand prize, awarded by Verna but others ain’t as mean as people think.”
Lynn, Jimmy Silver’s legendary fiddle. He bows If they kill the demon, Cecil screams, “That
stiffly, and then slips off toward the woods with was my friend,” and ineffectually tries to attack
his own fiddle also in tow. the heroes, screaming about his friendship
A successful Occult roll reveals that Cecil has with the demon and swearing it was actually
been affected by some kind of magical power. A the Jimmy Silver of old.
raise confirms the power is of demonic origin. Regardless of the outcome, make sure the
If the group question Cecil about his playing heroes confront the possibility that demons
or how he’s feeling, he says, “I need to take in the Holler are actually deceased Holler
Jimmy’s fiddle back to him.” Cecil informs residents and may possess traces of human
the group he must wait until dusk or Jimmy sentience.
won’t be there. Night falls fast and hard in these woods. If the
If the team accompanies or follows Cecil, he party remains in the forest, dusk, crick, cave,
leads them several miles through the woods to or forest demons stalk and attack unless they
one of the many cave entrances that pock the beat a hasty retreat to the village.
hillsides of Weaver Mountain.
He tells the group to hide in the bushes Day Three
while he calls Jimmy. Read or paraphrase the The next morning, the group is rudely
following: awakened by the sounds of gunshots
and screams.
Cecil unleashes a strange, unholy yodel that he
repeats several times. Royster Whitaker’s Men
A few moments pass as he remains transfixed, A dozen of Royster Whitaker’s company guards
staring in the mouth of the dark cave, swaying descend on Weaver Falls to bust up the festival
slightly. A raven flies from the cave’s mouth, and spread fear. Most of the festival goers run
flapping just past the boy's head. Cecil doesn’t for their lives.
flinch and stares straight head. The raven flits to a
If the heroes stay and fight, they are joined
nearby limb, lets out a call that strangely matches
by a few Boys from County Hell and a couple
Cecil’s yodel, then lands on the ground behind him.
other ornery, armed attendees, including
Cecil turns to face the raven. As he does, dark,
Verna Lynn, John Hively, and Bastion Bock.
Blight-like shadows rise from the raven, obscuring
If they established good relations with him,
him. When the shadows break, a tall man with
Towie Burns also joins the battle (see Stalker,
fair features and a friendly face stands in the
page 211). The Midsummer Children won’t
raven’s place.
fight but help heal any wounded.
This is a dusk demon (see page 240). Cecil
h Verna Lynn Cash: See page 203.
addresses the demon as “Jimmy” (he hands
h Arville Smote: See page 206.
over the prize fiddle). The demon takes it and
• Company Guards (12): See page 206
starts playing a ribald tune. Cecil starts dancing,
• Bastion Bock: Use Worker on page 212.
quite happily.
• Boys From County Hell (2): Use
If any of the sneaks emerge, the dusk demon/ Highwayman on page 207.
Jimmy turns on them and fights to the death, • John Hively: Use Worker on page 212.
• Towie Burns: Use Stalker on page 211.

115
Holler: An Appalachian Apocalypse

Aftermath been abducted or killed by demons and a few


If Whitaker’s men are repelled, Verna Lynn others have lost their lives in logging accidents,
survives and the rebels can count her as a new possibly distracted by the inhospitable nature
ally. The same goes for Arville Smote and the of their surroundings.
Boys from County Hell. The good people of Gilmer are getting fed up
with Royster’s recklessness and may be primed
to turn their grief toward vengeance, perhaps a
Act Three: Legend of good chance to stoke that ember into a growing
the Boogeyman Tree flame of rebellion.

Location: Great Craggy Mountains


Rubbing is Racing
Just before the freedom fighters arrive in
Since this act begins roughly the same area Gilmer, they happen upon an impromptu
as Weaver Falls, the party could run into drag race (and its aftermath) between two of
someone from Gilmer at the festival and begin the towns well-known residents.
this act by discovering the trouble happening
Vernon and Fernon are muscle-bound
there organically, or they could learn of it via
specimens with a talent for casual cruelty. They
the Cole brothers in the Rubbing is Racing
frequently participate in gouging matches and
encounter below.
usually win.
If instead, the Shift Boss wishes to engage the
On this night, they are racing against each
group in Savage Tales or other adventures first,
other in stolen, Juiced-Up Jalopies. The
Ella May eventually sends a message asking
party hears a roar in the distance that grows
the wayfarers to come back to Ashdown if they
increasingly loud, and then sees two pairs of
don’t make their own way there.
headlights crest a hill, side-by-side. As the
Debriefing Ella May two jalopies top the hill, Vernon slams against
Fernon, causing them both to lose control.
When they do eventually talk to her, old Mort
Vernon skids off the left side of the road
Smythe (from Act One) lingers around the
and crashes into a ditch, while Fernon goes
table and listens.
airborne, flips twice, and lands at the base of
If the group passes on Cecil’s revelation about an enormous oak tree.
demons, Ella is shocked and incredulous at
If the group is in their own car, the driver can
this news and has never known demons to be
make a Driving roll at −2 to avoid the crash. If
anything other than demons, but she admits,
he doesn’t, each person in the vehicle takes 2d6
“Every man has a little demon in him, so I don’t
damage and is thrown from the vehicle.
see why it wouldn’t be the other way around.”
On foot or horseback, each bystander
If the group mentions Renny Harp’s overture,
makes an Athletics (or Riding) roll to avoid
Ella May is leery of cooperating with nefarious
the careening cars. A failure results in being
figures like Lester Poulson. Still, she admits
sideswiped by one and 2d6 damage.
if anyone knows anything about demons, it’s
likely him and his people. After the crash, it doesn’t take Vernon and
Fernon long to emerge from their wrecked
Trouble in Gilmer vehicles. They blame each other for the
crash and are getting ready to fight. Vernon
Whether the crew learns of this from Ella May,
has only minor cuts and bruises, while
from the Cole twins, or from a resident who
Fernon is bleeding badly from a gash on his
attended the fiddler’s convention, Gilmer, a
forehead, though he scarcely seems aware that
small town near the southern edge of the
he’s injured.
Great Craggies, is in a bit of a stand-off with a
local Big Boy. Reasoning or entreating with the brothers
prompts a Persuasion roll at −2. Success
Royster Whitaker, a logging operator there
convinces them not to fight, and engenders
(see page 202),has been sending his men into
some goodwill from the brothers, allowing the
demon-infested parts of the Craggies with little
group to call in a future favor. With a failure,
regard for their safety. Several men have
the twins turn their ire on the group.

116
Blasted Beauty

Treating Fernon’s injuries gains some future Sammy Sykes: A middle-aged logger. He
goodwill from both the brothers and the larger complains of feeling “tired,” like there’s a
Cole clan, as the twins relate the tale of their “thickness” inside him. Everyone in the village,
crash and the helpful strangers to their kin. If it seems, has been afflicted with this strange
all is resolved amicably, the Coles either tell sensation for the past week. After a couple of
the group about the trouble in Gilmer, or if days of trying to force them to work through
the heroes already know, offer to accompany their lethargy with little success, Whitaker
them there. shut down his logging operations temporarily,
Absent interference in their racing dispute, fearing whatever afflicted the villagers might
the twins engage in a nasty brawl to settle it and spread to him or his men.
are still fighting as the group leaves. Sykes is thankful for the reprieve, as Whitaker
is a notorious task master. If asked if anything
• Vernon and Fernon: Use stats for Rough
unusual happened in the woods before the
and Toughs, Vernon also has the Gouger
lethargy befell the village, he mentions they
Edge (see page 210).
lost a man or two to “forest demons.” And that
jabber mouth Percy Ray Bunch, a greenhorn,
Arriving in Gilmer cut down one of the tallest witchwood trees
On arrival, read or paraphrase the following: he’s ever seen.
The sad sack logging village of Gilmer lies Nils Trask: Nils is upset at the spread of the
slumped before you, two semi-circles of roughly lethargy, primarily because he thinks Whitaker
forty wooden shacks in various stages of disrepair. intends to abandon the village and seek
A few have tin roofs, others thatched straw. A small workers elsewhere. Nils is a died-in-the-wool
platform in the center sports a rickety pulpit and a company man.
gallows, reserved for Sunday morning preaching or He calls the other men in the village, ‘no
Whitaker’s punishments. A well stands at the edge accounts,’ and thinks they’re faking the
of the village, near some stables with a few broken illness, even as he’s suffering from it himself.
down horses. A few slope-backed men mill around In fact, Nils’ lethargy seems to be progressing
the entrances to their hovels. An adolescent boy is more rapidly, and he’s exhibiting additional
skipping back and forth between them, talking a disturbing symptoms—a visible thickening of
mile a minute. They don’t seem to listen. A mother his ankles and wrists.
and child shuffle their way toward the well, the
It doesn’t look like conventional swelling and
bucket swinging listlessly by the child’s side.
a successful Occult or Folklore roll indicates a
supernatural cause. Nils also complains about
Local Residents the witcher-women to the north and shares
Those who speak to the villagers encounter one that Whitaker is planning to take them out
or more of the following people, but regardless eventually and has taken the first step in that
of who they talk to, make sure they find their direction.
way to Percy Ray Bunch. Use stats for Workers Toliver Wall: Toliver blames Whitaker for the
for the villagers (page 212), except Percy Ray lethargy. He says Whitaker has taken up with
Bunch, the mouthy adolescent (see below). an odd woman and she’s filling his head with
Mildred Robb: The wife of Thomas Robb, nonsense. He says she must be a gold-digger.
a logger who was recently killed by a demon. Toliver thinks Whitaker is a hard boss, but
She’s headed toward the well with her daughter, he’s never been a crazy boss, so she’s the only
Purdy. Whitaker is forcing Mildred and her reason he can think of for the change.
daughter to vacate their home. He wants them Selma Potts: Selma is Gilmer’s resident
out by the end of the week. granny woman. She can be found inside her
Mildred is angry at Whitaker for subjecting hovel, working on herbal tinctures, trying
the men to such risks. She has no idea where to find a remedy for the lethargy. She’s in a
to go next. She thinks the lethargy is a result of grumpy mood (and feeling lethargic herself)
the men’s contact with the forest demons and and asserts she’s too busy to be bothered, but
believes Whitaker’s disregard for supernatural if the group is both firm and respectful, she
forces endangers Gilmer. starts talking.

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Selma says she’s considered several possible them is jealous of me now.” If the group tries
causes for the lethargy—a rat in the well, Blight, to appeal to Percy’s hubris, saying they’ve
demonic corruption— but has decided that it’s come to the village because they heard of his
likely the result of a hex originating from the logging exploits, he becomes incredibly happy
village of Wyrd, which lies a few miles to the and open to suggestion (+2 to all Persuasion
northeast, beyond a nasty thicket. rolls)— “You heard of me, huh, I’m Percy Ray
Those who examine residents and are Bunch, the near youngin who chopped down
successful with an Occult or Folklore roll come a big ol’ tree.”
to similar conclusions. Success also brings to Percy’s enthusiastic hubris leads him to make
mind the wild stories they’ve heard about this assumption on his own if the group is
Wyrd. Provide details as shown below. reticent about disclosing why they are there.
Absent a successful Occult or Folklore roll,
Selma can be Persuaded to share more. Percy Ray Bunch
Attributes: Agility d6, Smarts d6, Spirit d6,
A success reveals that Wyrd is a matriarchal
Strength d6, Vigor d6
village, populated solely by older women, who
Skills: Athletics d6, Common Knowledge d4,
have gathered to pool their knowledge in
Fighting d4, Folklore d4, Notice d4, Persua-
herbalism and medicine. They see themselves
sion d8, Repair d8, Shooting d4, Stealth d6,
as stewards of nature.
Thievery d6, Taunt d8
A raise uncovers the tale that Wyrd is a Pace: 6; Parry: 4; Toughness: 5
purported destination for Granny Women who Hindrances: Illiterate
have taken The Walk (see page 43). Most Edges: —
consider The Walk a foolish old wives’ tale, but Gear: Lucky horseshoe (Str+d4), cap gun,
a few regard it with reverence and belief. Some coveralls.
also say Wyrd can magically transport itself
across the landscape. The Boogeyman Tree
The Boogeyman Tree that Percy Ray chopped
Percy Ray Bunch down is at a logging site a few miles north of
Percy Ray is slight of build and profligate of Gilmer. Whether Percy Ray leads the group to
mouth, bragging at a million miles an hour the site of the tree he cut down or they search
about his exploits in the woods. Percy exclaims it out on their own, they experience strange
despite being brand new to lumberjacking, he effects as they examine it.
took down the biggest tree in the woods, all by
Read or paraphrase the following:
himself, “climbed up it and chopped it down in
pieces, from the top to the bottom.” The Boogeyman Tree has been chopped and
He says he doesn’t know why everyone else stacked. Only a huge stump remains. Its bark,
is moping around, as he feels just fine, better almost black but tinged with a peculiar blood
than ever. The tree Percy chopped down is a red-hue, appears strikingly different from the
magical Boogeyman Tree, unbeknownst to surrounding pines, chestnuts, maples, and elms.
him. His nighttime visits to touch it, because it Marked as it is by protuberances of gnarly burl
gives him a little “charge,” are so far protecting and strange sigils, staring at the stump or stacked
him from the lethargy the other villagers timber is an almost hypnotic experience. The sigils
experience. seem to alter slightly, almost imperceptibly. They
are not regular old scratch or any kind of writing
Percy Ray leads the group to the site where
you’ve ever seen. The red hues of the bark pulse like
he cut the tree down after some disputatious
embers of a fire.
negotiation, in which he asks the group all
kinds of questions about where they are from Those with an Arcane Background or the
and solicits favors. He requests a ride down to Occult skill are particularly sensitive to it. If
Ashdown so he can “get wild” in the city, any Percy is with the group, he says, “It felt like
spare corn likker, or small melee weapons like little shocks of lightning running through me
brass knuckles or a knife. every time I chopped at it.” If a hero attempts
He says he needs to protect himself from to “commune” with the remains of the tree
all these old fellas, “cause every one of

118
Blasted Beauty

or stays in contact with it for more than a few Wyrd


moments, roll Occult or Spirit. The village of Wyrd lies six miles to the
A successful roll results in the following vision: northeast of the chopped down Boogeyman
A group of twelve ancient crones dance Tree, which also places it about four miles
naked around a bonfire, roaring with green north of Gilmer itself.
flame. Their skin is white and papery, blue
veins writhing and illumined beneath their Whitaker's Guards
skin. With a raise, the vision reveals the exact When the group approaches Wyrd, they find
location in Wyrd where this ritual is taking three of Whitaker’s guards hiding in the bushes,
place (see below). gawking at the strange ritual occurring in the
village. They argue in angry whispers with
Based on their conversations with Gilmerites,
each other—one of them says they must carry
the heroes have a couple options available to
out Whitaker’s order, one of them says that
them: going to Wyrd to investigate the possible
Whitaker has lost his mind from consorting
hexing, or paying a visit to Big Boy Royster
with a witch, and another says, now that he’s
Whitaker himself.
seen them up close, he has “no interest in
“My mama told me em shooting up folks’ spooky grandmas.”
vess els make the mospty Whitaker sent these three men to shoot the
don ’t know what thatt noise. I witches in the village. They are rapidly losing
but if it’s good I’m th means, their nerve but are also afraid of disobeying
at.” Whitaker. If the group engages them, some
clever or convincing talk along with a success
— Percy Ray Bunch, at whatever skill seems appropriate convinces
Incorrigible Youth the men to leave their post or express their
concerns more openly.
If the group doesn’t engage them, they soon
decide to leave the scene and risk Whitaker’s
wrath. The team hears them discussing the
need for reinforcements.
• Whitakers’ Guards (3): Use stats for
Company Guard, page 206.

The Village
If the investigators approach the village
stealthily, they witness an intense ritual
in progress.
Twelve ancient crones dance around a green
flame, chanting, occasionally dropping on all
fours and assuming a bestial posture, pawing
and rooting at the ground with their noses.
They then rise and continue circling and
chanting around the flame. Though they are
old, they do this tirelessly.
If Percy Ray or any other residents of Gilmer
accompanies the group, they undergo a rapid,
excruciatingly painful transformation into a
black bear (page 213).
If any man enters the perimeter of the
village, the witches immediately turn and hiss,
commanding him to retreat into the forest. If
a woman enters, particularly a woman with

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Holler: An Appalachian Apocalypse

an Arcane Background, Occult skill, or a Spirit Treating with Witches


of d8 or more, one of the witches breaks away If the group expresses dissatisfaction with
from the dancing approaches. the witch’s plans for Gilmer, or moves to
attack them, they offer a deal instead: Rescue
This is Maeve, the current head witch of this
Imogene from Royster Whitaker and help
coven. If any female party member with the
them claim a new Boogeyman tree, and they
above attributes makes a successful Persuasion
will abandon their plans to turn the people
roll, Maeve shares the following details about
of Gilmer into bears and lead them through
the ritual and the witch’s plight:
the Otherness. If the crew makes a condition
The Beacon: They are working to raise a of gaining them as allies in the eventual fight
“Beacon,” a large, bear-like monster called an against the Big Boys, the witches are open to
Ursine Horror. See page 213. the idea, but only if they accomplish both goals.
The Bears: They are transforming the citizens If a deal is struck, the Witches teach a hero
of Gilmer into bears. This is the cause of the with Occult a special ritual (see The Ritual
lethargy affecting its citizens. on page 123) that needs to be performed
The Otherness: Villagers have caused great around the tree after sundown. It breaks the
harm to the forests surrounding Wyrd. The ward and summons the witches directly to the
witches are using the “beacon” to lead them tree so they can claim it. Of course, the pineys
into the Otherness to save the forest and are active at night as well. The only other
release the villagers from their grief-stricken way to break the ward is by killing the Piney
lives and days of back-breaking labor. She King himself.
advocates an act of ecological preservation and If the heroes refuse, the witches simply
mass euthanization with a single ritual. resume their “beacon” ritual, and absent
Royster Whitaker: The witches hate the Big intervention from the group, an Ursine Horror
Boy as much as the residents of Gilmer do, emerges from the woods within the next
especially because their head witch, Imogene, several hours and begins lumbering toward
has recently been “turned,” and is now Gilmer. Any nearby Gilmer residents are now
Whitaker’s constant companion. Maeve has bears and follow the Ursine Horror in a trance.
no idea how he’s done this, but the witches are The Ursine Horror leads them and the rest of
struggling without Imogene and want her back. the town’s residents into the Otherness north
The Boogeyman Tree: The witches' power of the Craggies.
has also been compromised by the chopping • The Witches (12): Use Witch on page 212.
down of their Boogeyman Tree. It’s a talisman
with which they have a special arcane bond. It Royster and Imogene
helps fuel their powers.
If the group decides to investigate the Big
The Pineys: Another Boogeyman Tree lies in Boy directly first, they chance upon a strange
forbidden woods several miles to the north of alliance. Most Big Boys don’t spend much
Wyrd. If they can lay claim to it (and no one time in the Holler, but Royster, in many ways,
chops it down), some of their power will be has more in common with Holler residents
restored. The witches are magically in terms of lifestyle than he does with
warded from entering the the Big Boys.
forest by the Piney King, a
The witches of Wyrd have caused
powerful, ancient being
problems for Whitaker since his
who currently has claim
logging operation arrived in this part
to the Boogeyman tree,
of the Great Craggies. He sent a few
with hordes of piney
groups of armed guards to the village,
minions. The ward can
but they were killed by Imogene and
be broken by destroying
her “weird sisters.”
the Piney King, or with a
special ritual. Whitaker contacted the Umberkirk
family for help with removing the
witches. Umberkirk technomancers laid
an ambush for Imogene, shooting her with

120
Blasted Beauty

darts laced with a powerful narcotic. They


whisked her away to an Umberkirk lab and BOOGEYMAN &
implanted an experimental “mind control
shim” into the base of her brain.
WITCHWOOD TREES
They provided Whitaker with the control Boogeyman Trees are the largest trees in the
box, a tiny transistor with switches for crudely Holler — reaching up to 150 feet in height
regulating her behavior—increasing/decreasing with circumferences of 30 feet. They pulse
her activity levels and flight/fight responses, with magical power and are at least semi-
while ensuring fierce loyalty to the controller sentient—strange sigils and runes manifest
of the box. on their bark, which is often blackish but
tinged with an eerie red hue.
Royster is utterly infatuated with Imogene
and spends all day gazing at her in awe or Those who dabble in the occult revere
having rambling, one-sided conversations Boogeyman Trees as conduits of arcane
with her, as they are holed up together at one power and believe this power can be
of Royster’s “vacation” log cabins near the site harnessed by elaborate rituals. Pineys,
where the Boogeyman Tree was felled. witches, and demons often compete
for “possession” of the Boogeyman Trees
While he has some control over Imogene, scattered around the Holler.
her powers are strong and unpredictable.
Deep down he fears she could break from Boogeyman trees communicate with one
him and overpower him at any moment. His another and with other trees in the Holler.
attraction to her is powerful, even though Smaller witchwood trees serve as “sentinels”
she is at least two centuries old and bears for the Boogeyman Trees—sending arboreal
a hag-like appearance, similar to the other messages through the Holler’s larger root
women of Wyrd. system. These witchwood trees are marked
by circular, burl-like sigils, a vestige of the
Royster Whitaker’s Cabin parent Boogeyman Tree’s power.
Royster usually keeps many guards posted
around his cabin, but his recent obsession begins the Walk and the coven is soon complete
with Imogene has led him to grow slack in this once again.
regard. He doesn’t believe he has anything If the trespassers kill Royster, word travels
to worry about from the cowed residents of quickly. Kramer-Holt agents and guards from
Gilmer or the witches, now that he has Imogene Lowell Logging and Ashdown Textile arrive in
and their Boogeyman Tree has been felled. a few days to investigate the death and track
If the group approaches the cabin, they find down and imprison or kill the murderers. One
two bored guards milling around a campfire of Whitaker’s sons becomes the new leader of
in the front yard. If the guards are dispatched Whitaker Logging.
or otherwise circumvented, the party finds If the group comes into possession of
the front door unlocked. Peering into the the control box and Imogene is still alive,
room through the door or a window, they destroying the box frees her (Hardness 6).
see Imogene floating, like a specter above She returns peacefully to Wyrd. If the group
Royster. He sits on the bed, looking up at her attempts to control her, their complete lack of
and smiling broadly, almost in a trance-like awareness of this kind of technology results
state himself. in breaking the device, and she attempts to
The group gets The Drop on them if they kill them.
make successful Stealth or Thievery rolls and There’s even a remote chance the group
no one else has otherwise alerted Royster to could turn Royster, as he has a unique (among
their presence. the Big Boys) weakness for the Holler and its
If the troublemakers kill Imogene rather than residents, but it’s highly unlikely they can
rescue her, the witches of Wyrd are now free to achieve this coup. Its more likely he gets away
summon a new member, and they immediately and holds a grudge.
do so. A granny woman from a nearby village
h Royster Whitaker: See page 202.

121
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h Imogene: Use Witch/Warlock on page 212. The presence of the humans, and even them
• Whitaker's Guards (2): Use Company preparing their own ritual doesn’t dissuade
Guards on page 206. the pineys from their work, they simply ignore
them. The pineys sing and go about their work
The Pineys with a chaotic glee, their branches shaking
The pineys near Wyrd have something the with excitement. Here’s a sample of piney song:
witches desperately need, access to another Piney Sweeping Song:
Boogeyman Tree. An expedition into piney
Pineys! Pineys!
territory is extremely dangerous and prone to
Needles in the wind!
Blight Storms (see The Blight on page 46),
Pineys! Pineys!
but the group isn’t warded like the witches are,
Sweep them in the bin!
which makes it possible for them to enter.
Pineys! Pineys!
If the group enters piney territory during the Clear the way for Him!
day, they see no pineys, but discover evidence Pineys! Pineys!
of their presence—a clearing where all the pine The King is here again!
needles (save a mound in the middle) have
been swept neatly into a circle that lines the Piney Raising Song:
clearing. The party finds a stray piney broom, Pineys! Pineys!
a crooked branch with piney needles instead of A body in the ground!
straw, a little over a foot long. Pineys! Pineys!
They also find a grave—a mound of enchanted It don’t make a sound!
pine needles, and a living body trapped Pineys! Pineys!
beneath in Blighted ground. If they attempt to Needles in the wind!
clear away the pine needles and dig into the Pineys! Pineys!
ground, they find the pine needles serve as Let’s make another friend!
an enchanted shield, blocking their efforts. A
If the pineys successfully raise a piney from
successful Notice roll reveals the lone, silver
the body in the ground, everyone in the group
enchanted pine needle in the stack!
must make a Fear roll, as a human body cracks
With a successful Folklore or Occult roll at −2, and morphs into a new piney. Soon after the
the character identifies the needle as a magical new piney emerges from the earth, the last
“key” to the stack. Eating the needle or tossing sliver of sun disappears behind the horizon,
it into a stiff wind breaks the enchantment and the Piney King stomps from the woods to
and the group frees the victim, coughing and anoint it.
sputtering, very disoriented but still breathing
Read or paraphrase the following:
from the grave.
The victim could be someone the The woods across the clearing suddenly lean in
malcontents have encountered before opposite directions, like a green sea parting, as if
that might add interest or intrigue to your opening a path for an unseen rival of royal bearing.
individual campaign. If that doesn’t make Soon after, crashes resound throughout the forest,
sense, it’s simply a wayward resident of Gilmer the ground gives the slightest tremble.
(perhaps one of those detailed previously) who The Piney King casts aside the leaning branches
wandered into territory they shouldn’t have. on either side of him. He swings his massive, arm-
like branches from side-to-side, as if he is rejecting
The pineys’ Boogeyman Tree stands in the
their praise.
clearing, towering over the surrounding forest.
He enters the clearing, the world’s largest piney,
possessed of a much fiercer demeanor than his
Dusk scampish underlings, and bows down to pray
Just before sundown, the pineys come out. before the Boogeyman Tree. The pineys bow with
They gather to perform their own ritual to him in unison.
raise a new piney from the needle-marked
grave. If no grave exists anymore, they ritualize With the sun finally down, the ritual to
the sweeping of needles in the clearing. Both destroy the Piney King’s hold over the
rituals eventually summon the Piney King. Boogeyman tree may begin.

122
Blasted Beauty

The Ritual ward is automatically lifted regardless of the


The ritual to commune with the Boogeyman status of the ritual. The witches appear and
Tree and release the Piney King’s hold over it may lay claim to the tree as above.
is a challenging, single-person Dramatic Task Finally chopping down the tree is a final “salt-
using the Occult skill with a penalty of −2 (see the-earth” option that both drives the pineys
Dramatic Tasks in Savage Worlds). from the forest, and prevents the witches from
Other team members can Support as usual, laying claim to it, but likely makes them some
but the pineys and the Piney King don’t stand powerful enemies on both sides.
idly by while the heroes attempt to usurp their Ultimately, Boogeyman Trees are magical
sovereignty over the massive witchwood tree. and partially sentient. Reward the player’s
The pineys attack while the ritual is being creativity, but don’t let them off easy. A
attempted. In the end, if the ritual is completed creative solution might win the day and allow
the entire witch coven from Wyrd magically them to achieve their goals, but it likely incurs
appears next to the tree, the ward broken. They additional dangers.
join the fight against the Piney King, which
can be rolled out tactically, or simply narrated • The Piney King: See page 224.
as a retreat or full defeat for the pineys. The • Pineys (2 per hero): See page 223.
witches are now free to make their claim to the
tree’s power. Aftermath
If the ritual fails, the tree itself seems to There’s no linear path to follow in this chapter—
solidify its loyalty to the Piney King, providing no single expected result. The group likely
him and his minions free rerolls on any failed ends the adventure either having struck an
attacks against the usurpers for the rest of the alliance (however uneasy) with the Witches
encounter. of Wyrd or turned them into their mortal
enemies. Perhaps they managed to transform
If the Piney King is defeated, the Boogeyman the residents of Gilmer from bears back into
tree is free of the Piney King’s control and the humans, garnering their favor, and adding

123
Holler: An Appalachian Apocalypse

new allies to the coalition. Perhaps they killed journey, but not long enough or close enough
Royster, putting themselves directly in the Big to engage him in any way.
Boys’ cross hairs.
You feel strange eyes upon you. Is it a demon’s
Perhaps the witches now control the forest gaze tickling the nape of your neck? Is it an
and are turning more humans into bears. Old Scratch eying you from some hoary perch,
Maybe the pineys have taken over. Regardless, ciphering about the state of your soul? Is it a
the group likely have some new allies and Kramer-Holt agent targeting your ever-loving
some new enemies. They should also have heart in his sights? You hear a tremendous flapping
new insight into the enchanted nature of the of wings, the weeds on either side of the road
Holler’s wilds and how the Big Boys’ attempt whistle with its passing. Demon? Right? But, no,
to marshal incredible, madcap technology to this thing courses through the air, passes overhead,
achieve their ends. does not swoop or attack. It spins around in the sky
and hangs there for a moment, a shaggy moth with
glaring red eyes. It looks into your soul. It feels like
Act Four: Incident at it sees exactly what you are and what will become
Galloway No. 3 of you. What does it find in your soul? What do you
find in those deeply seeking eyes?
Location: Sootstone Mountains Observers make a Spirit roll. Those who
When the group eventually returns to Ashdown succeed get a Benny from this harbinger of
to debrief Ella, they find her in a panicked state. good tidings. A Critical Failure results in a lost
Ella asks them about the fruits and/or failures Benny instead as the Moth sighting brings him
of their sojourn to Gilmer but says she doesn’t nothing but ill luck.
have time to hear all the details—a more
pressing matter is at hand. A mine collapse has Vigil in Marrow
occurred at the Galloway No. 3 coal mine in the Grief-stricken families surround the entrance
Sootstones. to Galloway No. 3 at the southwestern foot of
A large group of miners is trapped, and Briar Bear Mountain in the town of Marrow.
Theron Galloway (see page 200) has They have been holding a vigil since the
announced his intention to simply abandon tunnel explosion and collapse two days ago.
the mine rather than mount a rescue operation. The Galloways appear to have abdicated any
The dissidents need to get to Marrow as responsibility for the mine and the miners,
quickly as possible and find a way to save the informing the families that a rescue operation
trapped miners. would have a low chance of success
and put other lives at risk.
Unto the Sootstones Rumors in the community have
The roads that lead into the persisted for months that the
Sootstones are among the spookiest seams in the mine were
in the Holler. Pocked, muddy, with nearly exhausted of coal
washouts and deep gulleys, and that the Galloways
they wind through dark planned on shutting
valleys, the rocky, ashen down the mine
slopes of the Sootstones rising soon anyway.
steeply on either side. About fifty family
Blight slides down the ridges members of the
and settles in the valley. The trapped miners have
party encounters Blight Fog or set up a camp outside
a Blight Storm on the trip. the mine entrance—
The legendary Sootstone Moth makeshift tents and
(see page 219) haunts these improvised shelters,
roads. The group gets a glimpse campfires, and a few
of him at some point on their folks playing mournful
music on their fiddles and

124
Blasted Beauty

banjos. A handful of family members have Taylor is willing to participate in a non-


made crude protest signs pleading with the sanctioned rescue operation, but the other
Galloways to rescue the men. members of the Fists believe he is too valuable.
A successful Notice roll catches Abner Stokes, If he’s lost, the burgeoning movement loses its
a Big Boy representative (see page 206) head and heart.
skulking through the camp and stirring up Instead, he provides the group information
trouble, making note of any particularly rowdy about a nearby Umberkirk Requisition Yard
protesters. that is home to a drilling machine that could
Here are some of the folks at the vigil. Use be used to burrow into the mine. The Big Boys
stats for the Worker (see Worker profile on refuse to lend it to an “ill-fated” rescue, though,
page 212), except for Abner Stokes: so the freedom fighters must steal it and use
the drill in secret at night to avoid retribution
Heddie Marlow: The wife of Jeb Marlow
for its unauthorized use. Two of the Mighty
who was caught in the mine collapse. She’s the
Fists volunteer to accompany the heroes
mother of an infant daughter, and is irate at
if they go.
the Galloways. She mentions Justin Taylor (see
page 206) and the Mighty Fists (page 125), Justin says there may be another group that
a group of miners who have been trying to has plenty of reason to hate the Big Boys and
form a union. might be willing to help, but they are “not
quite human.”
Starla Sims: A close friend of Heddie’s. Starla
is in a relationship with Justin Taylor and h Justin Taylor: See page 206
knows the way to the Mighty Fists’ safe house. • Mighty Fists (2): Use stats for Worker on
Buck Skimmer: A second shift miner, whose page 212
brother, Charley, is trapped inside. Buck
mentions a nearby requisition yard and says Diggers
there might be some equipment there that Another possible resource is a clan of diggers
could assist in a rescue operation. (see Diggers, page 219) who live in a nearby
mountain. They were displaced from Briar
h Abner Stokes: See page 206.
Bear Mountain long ago when the Galloways
• Workers: See page 212.
started mining it. They still hold a deep
grudge against them and might be persuaded
The Mighty Fists (Persuasion at –2) to aid in a rescue attempt or
A small revolutionary group of less than a act as a diversion for the
dozen miners from Marrow, led by Justin operation, if they are able
Taylor (see page 206). While most work the to supply them with fresh
second or third shift and were not in the mine fish or “gems” (any kind
during the explosion, two of their members of shiny rock or doo
are also trapped inside. They have a safe house dad does the trick).
in the woods a fair piece outside of Marrow.
They also have leads on excavation and other
life-saving equipment.
Though Justin has only brought a few miners
together, their fledgling organization, the
Mighty Fists, has huge ambitions. They aspire
to create a multi-racial union of miners to
resist both the Galloways and the Bondurants.
Right now, they are attempting to stealthily
recruit members and engage in minor acts of
sabotage until their numbers grow.
Taylor and the other Mighty Fists are skeptical
of the group at first. If they mention Ella May,
they receive a +1 on any Persuasion rolls when
dealing with Taylor and the Fists.

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Holler: An Appalachian Apocalypse

floor. There are some tiny cracks in the rock,


MINE HAZARDS evidence of deep, narrow fissures formed by
the explosion.
Fire Damp Explosion: A fire damp
explosion is caused by the ignition of
flammable gas in a coal mine. The presence Seam Two
of coal dust can spontaneously ignite a Seam two is also above the collapse (forty
“firedamp” explosion. A major fire damp feet down) but shows more evidence of the
explosion caused the initial collapse. explosion’s impact. Piles of rubble have fallen
Additional small explosions might occur as from the tunnel’s ceiling, partially burying coal
the heroes undertake the rescue mission. cars. Spiderweb cracks spread across many
They cause 2d6 damage in a Medium Blast areas of the floor. Toward the back of the seam
Template. are some modest verdinite deposits among the
coal deposits.
Verdinite Stones: These are the same
funny green rocks that the Galloways Verdinite is radioactive (anyone who carries
discovered when they blasted away the verdinite makes a Vigor roll to avoid suffering
top of Blasted Beauty. Verdinite stones are a level of Fatigue if it is on their person) and
explosive and radioactive (see page 24). twice as explosive as dynamite (See Gear,
The Big Boys see many potential uses for page 17). If anyone attempts to excavate
this dangerous element. the verdinite from the seam with Athletics, a
firedamp explosion (3d6 damage, MBT) occurs
on a Critical Failure.
Diggers dig in small units of three or four,
often digging themselves into a frenzied pitch.
Procuring their help is significant, as they
Seam Three
Crushed in the explosion, Seam Three no
can out-dig even the drilling machine in the
longer exists. Nine miners died instantly in
requisition yard (see below).
Seam Three when it collapsed. To the players,
• Diggers (12): See page 219. it’s indistinguishable as a seam—just more rock
to push through.
The Rescue Operation A successful Notice roll finds a body in the
The miners are trapped between eighty rock. To recover all of the bodies requires
and one hundred feet below the surface. an Athletics roll at −4, including any Support
Depending on the resources available, drilling offered. Anyone participating is subject to
down can be an easy task, or a brutal one. Fatigue with success (with half the bodies
recovered) and a Wound on a failure (most
• With the Drill: Twenty feet per night (can
bodies unreachable). A raise gets all the miners
only be used at night to prevent its use being
out with no adverse affects to the rescuers.
discovered).
Attempting to recover bodies from Seam Three
• With a team of Diggers: Forty feet per day.
takes an entire day’s work.
• Without Either: Ten feet per day chipping
with pickaxes or other simple tools
Seam Four
One miner dies in Seam Four for each day the Seam four is eighty feet down and holds
rescue effort takes to reach them. twenty rescuable miners (minus one for every
day the rescuers took to get here). Forty feet
Seam One of rock and rubble lie between Seam Two and
Seam One is above the collapse (twenty feet Seam Four.
down) and relatively structurally sound.
Half of the miners are unconscious. The other
When the rescuers enter, they see the tracks
half are conscious but in bad shape. Two of the
for coal cars, several filled with coal, and a
unconscious miners are in critical condition
couple of donkeys wandering around that the
and must be stabilized by a Healing roll or spell,
workers left behind as they escaped. Discarded
else they die.
equipment in the form of mining axes, helmets
with carbide lights, and some personal effects Rescuing the Miners: It’s obvious the
like lunch boxes and canteens litter the structural integrity of this area is severely

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Blasted Beauty

compromised. It will collapse very soon. Dropping into the lower reaches of the mine, you
Rescuing the miners here is a multi-person search frantically for survivors, or for confirmation
Dramatic Task requiring a number of Tokens of more dead. Grief is hell but knowing the fates of
equal to the remaining miners in three their loved ones might help those above eventually
rounds. After that, the seam collapses and find peace.
anyone remaining inside is killed. Rescuers What you find is a different kind of hell. Four
may use whatever skill makes sense for the man-sized figures crouching in a cavernous dark
situation to gain Tokens (see Dramatic Tasks chamber, batwings enclosed around them. You
in Savage Worlds). hear chittering. Squeaks. Then those wings open
A Critical Failure for anyone attempting to wide. The figures spring into the air and fly toward
accumulate Tokens during the rescue results you. You see their faces—bat-like and ravenous, the
in a firedamp explosion fueled by an unseen squeaks rising to a lacerating pitch.
deposit of verdinite. Everyone in the operation You’ve seen some strange things but see a
must make an Evasion roll or take 3d6 damage stranger one as they circle and screech, swiping
but this causes no additional cave-ins. Jeb with their claws— one of them wears a miner’s
Marlow (Heddie’s husband, see above) is helmet, its carbide lamp bouncing wild beams of
one of the miners who must be stabilized to light throughout the seam.
escape death. The cave demons are miners who died, utterly
During the rescue, folks hear muted guttural corrupted with Blight, and reanimated in this
moans and other strange sounds beneath their new form. The demons have torn the miners’
feet, which must be emanating from seam five. clothes away from their bodies and bear no
A successful Occult or Notice roll identifies the resemblance to their former selves, though
sounds as “not human.” one demon is still wearing a carbide helmet.
If the rescuers don’t think of it themselves, a
Seam five Notice or Occult roll tips the group off to the
Seam five lies beneath ten more feet of rubble, cave demons’ probable origin.
and a Blight Corruption roll is required here. The cave demons attack on sight and fight to
Instead of trapped miners, the explorers the death.
discover four cave demons in this seam.
• Cave Demons (4): See page 233.

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Daytime Events Boys (or even an assassination attempt), but


Assuming the rescue operation is a stealth both are highly dangerous maneuvers.
mission carried out at night, consider using
one or more of these events during the day to h Hiram Galloway
enhance the action. The least favorite nephew of Theron Galloway.
Attributes: Agility d6, Smarts d6, Spirit d6,
Company Shakedown Strength d6, Vigor d8
In response to the large group gathered around Skills: Athletics d6, Common Knowledge d4,
the collapsed mine, a Lawman and a group Driving d4, Fighting d6, Intimidation d6,
of company guards sweep through the area, Notice d6, Performance d8, Persuasion d8,
questioning the crowd, harassing them, and Repair d6, Shooting d6, Taunt d6, Stealth d4,
ultimately dispersing them. The group must Thievery d4
maintain their cool (or take out the guards) to Pace: 5; Parry: 5; Toughness: 7 (2)
keep any illegally acquired rescue equipment Hindrances: Ruthless (Major), Vengeful
from being discovered. Gear: Bullet proof vest (+2 Armor, torso), deer
h Lawman (1): See page 208. rifle (Range 24/48/72, Damage 2d8−1) or
• Company Guards (2 per hero): See page peasant pumper (Range 12/24/48, Damage
206. 3d6, shotgun), Shocker Stick (Str+d6, victim
makes Vigor roll or becomes Stunned), envi-
Disputes Among Mourners ronmental protection suit
Petty disputes and old grudges easily flare • Kramer-Holt Agents (4): See page 208.
among the mourning family members in
their vulnerable emotional states. A gambling The Moth Sighting
game goes wrong, an unpaid debt comes due, The Moth appears briefly at the edge of the
an illicit romantic relationship surfaces, or a village, sending the mourners into a frenzy
troubling family secret is revealed. of speculation about whether it brings fair or
foul tidings.
Speech by a Minor Big Boy
Theron Galloway sends one of his least-favored Aftermath
nephews, Hiram, to appease the crowd. He With luck, the coalition is growing, with the
expresses grief over the loss of the miners and likely addition of the Mighty Fists, the residents
promises the opening of a new mine nearby of Marrow, and maybe even the diggers. The
with “a mining village” the likes of which you’ve rescue also provides more evidence that
never seen. demons derive from folks.
Wearing an environmental protection suit,
and flanked by four Kramer-Holt agents, he
touts the construction of a legal speakeasy in Act Five: Cherry Bounce
town, a ball field, a company store stocked
with the finest goods from the City, and a fancy Location: Ghost Ridge Mountains
church. He encourages the crowd to go home. The Big Boys outlawed alcohol sales soon
The Social Conflict rules in Savage Worlds may after they arrived in the Holler, but the
be used to determine if most of the crowd residents have always preferred their likker
disperses, or if Hiram is driven off. homemade anyways.
Hiram’s appearance creates the opportunity
for intelligence gathering from one of the Big Amos Mulholin
One of the most famous shiners in the Holler is
cuz I ain ’t
I’m a pessimist timist cuz I
Amos Mulholin (see page 204), who presides
over an extensive moonshine operation from
stupid. I’m an op his home on the slopes of Cherry Mountain.
ain ’t a coward. Amos’ most popular concoction is Cherry
Bounce. He mixes cherries (and who knows
—Justin Taylor
128
Blasted Beauty

what else) with the mash. Folks say it puts an Cherry Bounce Special Reserve
extra bounce in their step! After arriving in the area, and before the
group sets out for Old Rag, Amos directs one
The nearest group of Big Boys, the textile
of his men (Amos is a recluse and prefers not
magnate family, the Ashdowns, see Amos as a
to interact with anyone personally) to gift the
problem—his voice carries a lot of weight with
group with a flask filled with a special batch
the locals and he flaunts their authority every
of Cherry Bounce. Amos’ underling claims the
chance he gets. They are hesitant to attack
stuff has a special kick to it.
him straight on, as Cherry Mountain is full
of booby traps and Amos’ fierce collection of There’s enough for each member of the
mercenaries. It’s also rumored that he’s turned group to take one healthy slug during the
a pack of fenrir (page 217) to his side to help adventure. When a character partakes, have
defend the stills. The Big Boys offered to buy her roll on the following table for the effects.
him out once, but Amos just cackled, spat on Cherry Bounce (especially the kind with “a
the ground, turned heel, and left. little something extry to it,” hits the mind and
body of different folks in different ways).
Ella May sees Amos as a potential ally, as
CHERRY BOUNCE SPECIAL RESERVE TABLE
he has no love for the Big Boys. She’s been
communicating with him via her network of D6 EFFECT
informants, and she asks for the group to help
Amos with a reconnaissance task. Bring it On! The character feels a
fire burning in his soul. His pain
1–2
Spying on Fergus Dugan threshold increases, and he gains +1
Toughness for an hour.
Amos’ main rival is Fergus Dugan (see page
204). Until recently, Fergus was a small time Liquid Courage! The hero ignores
moonshiner with no hope of cutting into 3–4 any Fatigue and Wound penalties for
Amos’ business, but things have changed. Amos one hour.
strongly suspects Fergus is getting the backing I See Dead People! The character’s
of the Big Boys. Even more disturbing are the 5–6 senses become heightened. +2 to
rumors that Fergus has managed to build his Notice rolls for one hour.
own strange workforce on Old Rag Mountain,
as if he’s some kind of Big Boy himself.
Between The Mountains
The stories of shambling, mindless men
Old Rag Mountain lies a few miles to the
working Fergus’ still are weird enough, but
northeast of Cherry Mountain, separated by a
both Ella and Amos figure if the Big Boys are in
small valley that is cut through by Drunkards
on it, nothing good is coming from it.
Creek. Both the mountains and the valley
Ella asks the group to help Amos check out have low levels of Blight, but Drunkards
what’s going on with Fergus operation on Creek carries pollutants from mines and mills
Old Rag. Ella says Amos wants to keep the fact upstream. Amos wants the conspirators to hike
they are working for him a secret at all costs the distance instead of following Sidewinder
and execute the mission under the cover Road, as that makes them less prone to
of darkness, but he leaves word asking the harassment from Kramer-Holt agents.
heroes to stop by Cherry Mountain for some
The group descends Cherry Mountain,
“hospitality” before they head up to Old Rag.
followed by a short trek across the valley floor,
which includes crossing Drunkards Creek.
Cherry Mountain
Along the way, at the Shift Boss’ discretion,
Located at the southern escarpment of the
the team may encounter a variety of local
Ghost Ridge, Cherry Mountain, and nearby Old
“residents,” including the fenrir, relatively
Rag Mountain, aren't far from Ashdown and
normal folks, or Albin Taylor (see page 247).
can be reached in an hour by car, nearly a full
day by horse, and a day and a half of hoofing it.
Fenrir
Fenrir are highly intelligent wolves that roam
in packs. Some fenrir even speak in the human

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Holler: An Appalachian Apocalypse

tongue and those with this gift often become on Cherry Mountain is seen as an aberration
pack leaders. among local fenrir. Aladolf demands that Amos
Five fenrir and their leader, a ruddy-furred release those fenrir back into the wild, so the
wolf named Aladolf (see Fenrir, Alpha, page pack can kill them, else the pack will have no
218), approach the group (−4 Notice to spot choice but to invade Cherry Mountain, wage
them during the night). Use Aladolf’s Stealth war on Amos and his men, and kill the human-
for the pack, opposed by those who manage to tainted wolves there.
stay awake on watch. When Aladolf begins to speak, anyone who’ve
A successful Stealth roll for the fenrir allows never heard a fenrir speak before must make
them to surround the group. A failure results a Fear roll.
in the hero catching a glimpse of one of the
fenrir darting into some brush and may alert Backwoods Residents
the group to the presence of a potential foe. A few shacks and cabins dot the valley between
Cherry Mountain and Old Rag. If the team
The fenrir have no interest in attacking the
pays a visit, these are some of the people they
group but retaliate if engaged. Aladolf attempts
encounter.
to retreat if Wounded.
Folsom and Edwina Milledge: A hospitable
You hear a slight stirring in the brush. Nothing elderly couple. Folsom says he saw some
bigger than a fat squirrel. A skinny possum at best, “shambling, sickly men,” on Old Rag Mountain
you think. You consider stepping into the thicket while squirrel hunting.
and bagging some quick game for your fellows,
Poke Ballard: A suspicious elderly widower.
claim the role of hero for the evening, or you thank
Poke says the last batch of likker he got from
the Lord it doesn’t sound like a piney trodding
Fergus gave him nightmares and he’s an “Amos-
along on some infernal business, as it mutters
only” man from now on.
nonsense to its own evil, little heart.
Such idle thoughts leave your head in a hurry Maude and Agnes Billets: Gregarious
when six large wolves surround you. Yellow-eyed spinster sisters. Maude and Agnes talk
like many dread beasts but not bestial, not these extensively about the weather, in maddening
eyes. They are lit with a strange light, the kind of circles, and a bit about “end time prophecy.”
light that ministers equate with knowledge or grace The McDaniel family: Broadus, Sarah, and
in their salvation stories. But that same kind of light their two curious young daughters, Millie and
that cuts a body in half in a moment of revelation. Kay Beth. They offer a hearty meal of fried
These beasts’ backs are not bowed or bristling. fat back, livermush, hoe cakes, and collard
Their fangs visible, shiny, but not bared. The largest greens. Anyone who indulges may remove a
one steps toward you. Looks from one to the next, level of Fatigue. Sarah says she sees “Kramer-
as if in greeting. And then he does greet you, to your Holt men going in and out of the Old Rag
astonishment, in your selfsame human tongue. fire trails all the time.” This clearly makes
He says, with a calm voice like a person possessed Broadus uncomfortable, and he tries to change
of more good sense than most, “I am Aladolf. These the subject.
are my fellows. They understand you as well as you Pearson and Vetty Cole: An anxious young
understand me. So be careful of tongue and gesture. married couple, distant cousins of Vernon and
I am the only one who speaks, as it happens, but I Fernon. Vetty is with child. Pearson espouses
bear their will as sacredly as I bear my own. pro-Big Boy sentiments, saying without the Big
Aladolf speaks to the group, directing them Boys there wouldn’t be any jobs and he has a
to deliver a message to Amos. With a heavy child on the way that he needs to support. He’s
heart, he tells them he knows that Amos has hoping to get a job at the Ashdown Mill. He says
stolen litters of fenrir pups and raised them he doesn’t “blame Fergus a bit for what he’s
for his own purposes. This is a deep violation a-doing,” but refuses to elaborate. Vetty insists
of the fenrir’s’ sacred code—they do not make anyone who crosses Amos is a fool.
themselves subservient to man and must Rinthia Fallow: An amused ancient granny
always choose death over domestication. woman, Rinthia says “folks who try to fiddle
The pups were stolen before they could with fate are playing a fool’s tune.” Insists that
be taught the code and their existence

130
Blasted Beauty

“Fergus has got hisself into a mess he’ll never • One of the men used to work for Amos, but
get out of,” but won’t elaborate much past that. Fergus offered him “more scrip and more
favors.”
Crossing Drunkards Creek • The men agree they wouldn’t be caught
Drunkards Creek is swollen from recent rains dead working at the upper still.
and all the bridges are washed out. The creek • One of the men believes Fergus now has the
has quick moving currents and attempting to firepower to take Amos out, should it come
swim across or otherwise falling into the water to that, and he sure as hell doesn’t want to
creates a threat of Drowning (see Savage Worlds). be on the losing side.
Swimming across requires an Athletics roll at • One of the men says Fergus has “Sold his
−2. If the party dithers at all, a ghoulish figure soul to the Big Boys, but that’ll be all of us
named Albin Taylor (see page 247) appears before it’s over, I reckon.”
on his boat, seemingly out of nowhere, and • They argue about the quality of Fergus’
demands the payment of a dozen dead birds new shine and the consensus is it still can’t
to ferry them across the creek. compete with Amos’ in terms of taste, but it
does the job.
If they refuse to provide them, he disappears, • They murdered a woman named Erma. A
and they must swim for it. If they pay, he few of them express guilt, while others insist
ferries them across without incident. Albin “it’s just part of the job.”
then disappears as mysteriously as he came.
If the heroes try to engage the mercenaries
Old Rag Mountain in conversation, they quickly gather their rifles
and shotguns and inform the intruders, “We
When the adventurers reach the base of Old are a-gonna take you straight to Fergus. He’ll
Rag, they can pick up a game trail or walking put out ye tongues, or worse.” The mercenaries
path relatively easily (+2 Survival roll). Failure attack at the sign of any resistance.
just takes more time, as most of these paths
dead end (and none of them lead directly • Mercenaries (5): Use Highwayman on page
to a still). 207.

Lower Still and Bunkhouse Bunkhouse Loot


After roughly an hour making their way up If the group dispatches the mercenaries and
the mountain’s terrain, the trackers hear faint explores the bunkhouse, looters find mostly
voices and laughter. pedestrian items among the beds and a single
If they approach the source of the noise, table with chairs in the middle of the room, but
they arrive at a clearing, the site of one of there’s also a Seed Sower and a box with half a
Fergus’ stills. A small bunkhouse sits just uphill dozen shells in it.
from the still. Five of Fergus’ mercenaries are Any searcher who makes a Notice roll finds
sitting around a campfire near the bunkhouse, a small wooden totem, carved to resemble a
sharing a flask and conversing. They are a fenrir. This totem once belonged to a seer,
motley-looking group, in rags and tatters and Erma Vickers, who lived as a recluse on the
lopsided hats. Their speech is peppered with other side of Old Rag. She was a friend of
expletives and exclamations. the fenrir.
A successful Stealth roll brings the Anyone in possession of this totem is seen
eavesdroppers close enough to make out the as a friend by the fenrir. Fergus’ mercenaries
details of the conversation. A failed Stealth recently murdered Erma in her sleep under
roll alerts the men to potential trespassers his order to “clear out any undesirables
and three of them fan out into the woods to on our slopes.” If Aladolf ever learns of the
investigate. circumstances of Erma’s death, he vows to kill
If their conversation isn’t disturbed, the Fergus and harbors extreme enmity toward
mercenaries talk at length about working the Big Boys if the connection between the two
for Fergus. The Shift Boss should share the is explained to him. This may lead his pack to
following details: join the coalition down the road.

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Upper Still Another is filling a bucket with fresh likker from the
Continuing their journey up the mountain worm box. A shambler is walking in slow circles,
after discovering the lower still, the trekkers seemingly confused. They wear tattered clothes,
stumble upon the upper still in a clearing just like any regular body would.
below a rocky cliff. The ghouls’ skin is sickly-green with patches of
The area around this still is littered with traps. necrotic flesh. Bones are visible, protruding from
Call for Notice rolls at −2, ignoring the penalty the rotting flesh on various parts of their bodies—a
if the group is moving slowly and someone portion of jaw, a half rib, a knee cap. Their eyes
specifically says they’re on the lookout for are a piercing bronze, seemingly illuminated by an
traps. Failure results in falling prey to one of artificial light propped somewhere in their skulls.
the following traps (Shift Boss’ choice): Interlopers make a Fear check upon
Bear Trap: Damage 2d6. A character caught encountering the ghouls.
in this trap must free himself or be rescued by The worker ghouls don’t respond to anything
a friend. A successful Repair or Strength roll the heroes do. Sound doesn’t disturb them.
frees the character. Their attention can’t be drawn from their
Sink Hole: A quicksand trap forces a surprise tasks. If touched, they continue doing what
Athletics roll at −2. Failure means the victim they are doing. If attacked, they stop what they
gets stuck and begins sinking into the ground. are doing and stand in place until they are
A second Athletics roll at −4 frees the hero, hacked or bludgeoned down (such hacking
with Support now available as normal. Failure or bludgeoning is accompanied by sick
means he disappears under the sand and squelching sounds).
begins drowning. Those who examine the bodies notice a
What was an inconvenience is now a crisis, long scar across the top of each ghoul’s skull.
and the only rescue available is a an Athletics Cracking into a skull reveals a small, glowing
roll at −6 performed by a friend, with Support bronze shim in the shape of a triangle, inserted
almost a necessity. into whatever remains of the ghoul’s brain.
Stake Trap: Damage 2d8. A stake trap is a Shortly after touching the shim, it loses its glow.
small hole covered with leafy branches. The Once removed from the ghouls, the shims
hole is filled with sharpened sticks, protruding lose their power but can be recharged by a
from the ground. The sticks have been smeared company technomancer or Dr. Galton himself
with pig dung (aimed at causing an infection). (see page 204).
The sticks can deeply pierce the foot of anyone • Worker Ghouls (2 per hero): See Worker
who steps into one. Ghoul (Simpleton) on page 227.
Anyone triggering the stake trap must make
an immediate Vigor roll to avoid infection. A The Real Story
failed roll results in a Debilitating disease (2d6 The Big Boys are indeed pouring cash and
days of being Fatigued) from contact with the resources into supporting Fergus Dugan,
pig dung. A Critical Failure results in a Lethal hoping one of the Holler’s famous clan feuds
disease (see Savage Worlds). breaks out between the Mulholins and Dugans
and that Amos’ operation and reputation is
Fergus’ Labor harmed in the conflict.
Read or paraphrase the following:
Fergus is in Samuel Ashdown’s pocket—
You reach the edge of the clearing, a stream Ashdown knows he can shut him down
gurgles in nearby thickets. A perfect place for a still. anytime he wants, but the Big Boys are using
You don’t hear the sorry voices of company guards, his operation as an opportunity to further
trading foolish stories to forget their cowardice. You experiment with their newest creation.
edge closer, to peer through the branches, and see
if this one is abandoned or if there might be some Worker Ghouls
likker or equipment stashed about. The worker ghouls at Old Rag are an older
Instead, you see dead folks a-walking and model, possessed of less sentience than the
a-doing just like they are a-living. One of these more efficient drones recently produced by
ghouls mixes mash in a large kettle over a fire.

132
Blasted Beauty

Dr. Galton at the Bondurant asylum (see page If the heroes refuse both offers, Fergus
134). The Big Boys want to see if it’s worth it orders his men to attack. The group faces long
to keep producing simple ghouls for a range of odds in a straight-up fight, but running or
menial tasks, or if they should abandon them surrendering are both options (see Chases in
and focus solely on the more advanced model. Savage Worlds).
The secrecy of Fergus operation provides If they do surrender and are captured, they
excellent cover for this study. are sent off to Bondurant asylum, “where you
The Big Boys hope to eventually transition can get turned into walking dead men and
entirely to undead labor. They believe the come back and work for me!” (See Act Six:
undead will be easier to control, cheaper to Escape from Bondurant Asylum profile on
maintain, and far more productive, as they can page 134).
work without ever tiring.
h Fergus Dugan: See page 204.
• Kramer-Holt Agents (8): See page 208.
Meeting Fergus Dugan • Mercenaries (12): Use Highwayman on page
Further up Old Rag, the group is soon 207.
confronted by Fergus Dugan, Kramer-Holt
agents, and more mercenaries. The size of the The Brutal Aftermath
group should make the rebels think twice, or
If the group return to Amos before
thrice, about a head-on attack.
encountering Fergus, Amos’ intermediary
Fergus jokes amiably with the strangers, greets them when they arrive and listens to
or mildly taunts them, or launches into a their stories. If they relate information he
nonsensical story about his first wife before deems valuable to Amos, he gifts them another
settling down to business. flask of Cherry Bounce Special Reserve and
Fergus assumes the spies are in Amos’ employ a Tommy Deadman (page 24) from his
and any attempt to Persuade him otherwise stash. He tells them “Amos’ll be in touch if
is at −4 penalty. He only suffers one such Amos wants to be in touch,” and heads up
attempt. On a Critical Failure,he immediately the mountain.
commands his men to take the liars into
“custody.” The Moonshine Feud
If the troublemakers admit they are in If the heroes are captured by Fergus, they begin
Amos’ employ and show no serious signs of Chapter 6 in custody in the Bondurant asylum.
aggression toward Fergus and his men, he If they instead return the ghoul head to Amos’
offers what he calls a “right good bargain.” He intermediary, he introduces them to Amos
promises to pay them a large sum of scrip and himself. This challenge from Fergus doesn’t
gift them with some “right nice shooters” (two spook Amos a bit.
Tommy Deadmen, page 24) if they return He vows to mobilize his men for “a good
to Cherry Mountain and spy and sabotage on old-fashioned moonshine war.” Amos routs
Fergus behalf. Fergus and his operation, claiming Old Rag
If the rascals refuse, but do nothing further and its stills for his own. The Big Boys plan to
to antagonize Fergus, he offers to let them live strike back against him, but unrest is growing
if they deliver a message to Amos. If they agree, in their own company towns. This allows Amos
he sends one of his men to the lower still. After to consolidate his power and become a more
a few minutes, the man returns with the head powerful ally.
of a worker ghoul (if the team didn’t kill any
ghouls, this fellow will). Fergus instructs the h Amos Mulholin: See page 204.
group to tote the head to Amos and tell him
that “a passel of dead men is coming for him.” The Fenrir
If the group deliver Aladolf’s message to Amos,
Fergus doesn’t mind the death of these ghouls they can attempt to broker a peace between
and loudly proclaims they are “no-account Amos and the fenrir, using Persuasion at a −2
corpse boys,” because he knows the new, (or Intimidation at −4). If successful, he releases
improved ghouls are available if he needs them. the captive fenrir and Aladolf loses interest in

133
Holler: An Appalachian Apocalypse

attacking Cherry Mountain (and becomes an mis-wiring excavators, and blowing up a


ally to the team). Kramer-Holt jalopy with two agents inside.
If Amos keeps his stolen fenrir, hordes of free The Galloways and Bondurants suspected
fenrir eventually descend on Cherry Mountain. him immediately—at Blasted Beauty, he
Amos and his mercenaries meet an untimely expressed reservations about continuing the
end, eliminating one possible ally from the work and went missing soon after.
mix, though Aladolf might still be open to Ella May believes Stormy’s legendary
joining the coalition if the rebels visit him after fearlessness and madcap inventiveness make
he takes Cherry Mountain. him a potentially powerful ally against the Big
Kind-hearted groups might negotiate with Boys. It’s up to the heroes to bust Stormy out
Aladolf to spare the pups (Persuasion rolls at of the asylum.
−2). If they succeed, he is grateful to them for
suggesting he choose mercy over the fenrir’s The Bondurant Asylum
code, and becomes an ally of the coalition. The asylum is the Bondurant’s family’s most
infamous charity project. Eloise Bondurant
sees it as her duty to offer care to those poor
Act Six: Escape from souls who are unable to work because they
Bondurant Asylum struggle with “hysteria,” “gatherings in the
head,” “social and liver disease,” “moral
insanity,” “lassitude,” or “venereal excess,”
Location: Cussfoot Fens
among a great many other maladies.
On the off chance the heroes are captured by
Fergus Dugan in Act Five, or any other agents The sanitarium’s exterior and its expansive
of the Big Boys, they are sent to the Bondurant grounds resemble an Old World castle. Space
Asylum. In that case, they start this adventure and fresh air are supposed to set a mind right.
already incarcerated. See the Busting Out The problem is, for the patients, space means
section on page 137. hard labor and the air hangs heavy with swamp
stink. Patients are paid in a devil’s bounty of
Otherwise, they are sent there by Ella May. misery and filth. There’s a peat farm, rancid
cranberry bogs, a huge potter’s field in constant
A Combustible Asset need of tending, sump ponds pooling in the
Ella has learned that Stormy Pickens (see page swamp, and walking/horse trails populated by
136), explosives expert, former died-in- demons and cryptids.
the-wool company man and recent renegade Insanity must be catching, because a passel of
against the Big Boys, was apprehended near folks is sent there each day against their wills.
Charhold a few days ago and shipped to A lot of them don’t seem sick at all—mouthing
the Bondurant asylum, which rests on the off to a supervisor, grieving hard for a loved
northern border of the Cussfoot Fens. one, exhibiting artistic leanings—lots of things
Stormy was instrumental in rigging and outside of “madness” can put you here.
deploying explosives in the Big Boys’ initial Many patients are forced to sleep on the
attempts at mountain top removal at Blasted floors. Those deemed violent are kept in cages.
Beauty in the Stygian Peaks. A portion of the Political enemies are kept in cells and subjected
mountain has been blasted away, but the to mental hazing and fierce interrogations.
Big Boys still have more work to do on the Vermin fight patients for food. Attendants
northern side of the peak. They are already wield menace and brutality like company
eying nearby mountains for future blasting. guards. The brain doctors and technomancers
Shortly after his first successful blast, however, there are keen for experimentation. Patients
Stormy’s allegiances turned. are subjected to all manner of degradation
Seeing the mountain’s beauty obliterated was in the name of medical progress—starvation,
more than he could take. He started attacking trepanning, convulsive therapy, cold water
the Big Boys’ infrastructure—detonating submersion, isolation, controlled bleeds, and
a munitions shack in a requisition yard, straight beatings.

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In the moldy basement of the asylum is even Survival rolls (to avoid the countless sink
where Dr. Galton (see page 204) conducts a holes peppering the grounds) with situational
range of “industrial” experiments, including penalties based on approach should get them
worker ghoul creation. to the main building. See Inside the Asylum
on page 136.
The Cussfoot Fens Failure results in a combination of sink hole
The Fens border is on the southeastern corner complications and confrontations with some
of the Sootstone Mountains, the northeastern or all of the “sweepers” (see below).
corner of the Faefalls, and a long stretch of the
southern edge of the Hogback Hills. Seamus Brood, The Porter
If the heroes simply approach the huge double
You reach the border of the Fens. The solid earth
gate without subterfuge, they encounter
of the Hogbacks turns to a sucking mush beneath
the asylum’s hulking porter, Seamus Brood.
your boots. You look across this marshy expanse—
He addresses the party with the following
no mountains rise at its horizon—but let’s not be
soliloquy, ignoring any interruption:
poetic, you can’t see a horizon.
An ocher fog rises from the ground, making Hell is empty, and all the devils are here.
hissing noises as it escapes gurgling pustules. Are ye devils?
These vapors are no doubt rife with Blight and Has the wind turned your wits to madness?
you entertain the idea that perhaps the fog is the Hark, not yet?
dreams of all the dead buried here, lifting in misty Well, the wind will turn again directly.
swirls, and floating into a sky borne hell. You hear the hissing from the ground?
The stench is indescribable. But your mind tries It comes from the sky as well!
to describe it, because that’s what a mind does, Will enter either ear and turn your thoughts
especially one alive with fear. Naming a thing to a jumble!
tamps the fear of it down, a little. Then the sweepers will sweep into the chimney!
Dead possum, skunk in heat, rotting pumpkin Mad men and women locked in the attic!
brains mixed with carp offal, outhouse apocalypse— So where are your wayward thoughts,
see, sometimes words give out. You just have to Will your feet transport your head across
leave your mind behind and trod into the unknown, This unhappy border?
your face squinched up like a peanut shell.
If the group answer indicates they want to
There’s a one in three chance of a Blight enter, Brood pulls the gate open, using an
storm each day in the Fens. elaborate, creaky pulley system.
There are no roads into the Fens and horses Brood says, “Doctor Galton likes to create
tremble in fear at its border, so the ruffians a sense of gothic ambiance,” motions the
convey themselves by foot. It takes a day to group inside, and closes the gate. He picks
reach the asylum once the group crosses up a powder horn, blows it, and calls out,
into the Fens. “Sweepers!” He intends them to subdue the
crew and take them into custody.
Breaking In
The asylum is surrounded by a massive, The Sweepers
higgledy-piggledy wrought-iron fence, twenty The “sweepers” Brood summons are three
feet high, which struggles to find stable pairs of field demons (Pumpkin Heads) and
purchase in the marshy ground, despite the devil dogs. The pumpkin heads ride astride
Big Boys’ best engineering efforts. the dogs, their oversized gourds lolling wildly
Finding a gap in the fencing is a rather easy back and forth as they direct the dogs toward
process, but the real danger is avoiding the the trespassers. The pumpkin heads are armed
patrols by pumpkin heads, and falling prey to with pitchforks (what Brood would call their
the same sump holes that are squelching it into “brooms”).
disrepair (See Sink Hole on page 132). The devil dogs appear to be drooling
A combination of Notice rolls (to find stable a massive quantity of blood from their
gaps), Stealth rolls (to avoid patrols), and maybe mouths, but this is a genetic mutation Galton
introduced into this cryptid breed to make

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them more menacing (these devil dogs possess 2nd floor: If they climb to a second-floor
the Fear ability). window, they must find a way to unlock
The group can attempt to outrun the (Thievery at −2) or burst through the heavily
sweepers to the asylum’s entrance, at which reinforced window (Strength at −2). They
point they break off and return to patrolling enter a long hall, filled with patients who are
the grounds, as though the rebels were either locked in cages or roaming freely in
never there. the corridor.
If the group engages the sweepers in combat, The patients inside the cages exhibit a
they fight to the death unless the ruffians range of disturbing and violent behaviors.
submit to capture. The patients outside seem almost catatonic.
Rats and roaches are everywhere. The stench
If the heroes defeat or elude the pumpkin
is overwhelming. Moving through the hall
heads and devil dogs, they can enter the
requires a Fear roll for Nausea. They see a
asylum a variety of ways.
stairwell at one end of the hall.
• Pumpkin Heads (6): See Field Demon
• Patients: Use stats for Clay Eater on page
(Pumpkin Head) on page 235.
206.
• Devil Dogs (6): See page 223.
3rd floor: If they enter through a third-floor
Seamus Brood window, they encounter the same reinforced
The porter of the asylum, Seamus is a window on the 2nd floor. A locked ward with
strong man, unduly infatuated with high- rows of patients on either side and a treatment
flown language. room at the end of the hall—tubs, trepanning
tools, shock therapy, Blight immersion, and
Attributes: Agility d8, Smarts d4, Spirit d6, other grim devices. They see a stairwell at
Strength d10, Vigor d8 the other end of the hall descending to the
Skills: Athletics d8, Common Knowledge d4, lower floors.
Driving d6, Fighting d8, Intimidation d8,
Notice d6, Performance d8, Persuasion d4,
Riding d6, Shooting d6, Stealth d8, Sur-
An Explosive Cell Mate
Stormy Pickens is incarcerated in a 3rd floor
vival d6, Taunt d6
cell. Stormy is disheveled. He babbles about
Pace: 6; Parry: 6; Toughness: 9
dead men walking. He says they will never
Hindrances: Mean
turn him into a dead man though, because the
Edges: Brawler, Brawny, Bruiser
contents of his brain are too valuable.
Gear: Brass knuckles (Str+d4) or wooden
club (str+d6), Peacemaker (Range 12/24/48, He then continues to hold forth excitedly
Damage 2d6+1, AP 1) or Throwing Axe (Range about a wide range of topics, including his
3/6/12, Damage Str+d6). desire to see the kelpies of Faefall again and his
Special Abilities: wish to blow up every coal mine in the Holler.
• Resilient: Seamus can take a Wound before He occasionally starts reciting eccentric bomb
he’s Incapacitated. designs and explosive recipes, including a nail
bomb loaded with chicken feathers. Stormy
Inside the Asylum declares that, “to be worth it, destruction
requires a little poetry.”
1st floor: Rushing the front door prompts a
half a dozen orderlies to attack (use Company
Guards, page 206). If the group dispenses Stormy Pickens
A man with an uncommon obsession with
with them, they see a stairwell which leads to
blowing things up. To him, chaos is art.
the 2nd and 3rd floors above and the basement
laboratory below. The first floor consists of the Attributes: Agility d6, Smarts d8, Spirit d8,
offices of Dr. Galton and the technomancers Strength d6, Vigor d6
that run the asylum, along with medication Skills: Athletics d6, Common Knowl-
and storage rooms. edge d8, Fighting d4, Folklore d6,
Intimidation d6, Notice d8, Persuasion d6,
• Company Guards: See page 206.

136
Blasted Beauty

Repair d10, Shooting d6, Stealth d6, Sur- Breaking Stormy Out
vival d6, Taunt d6, Thievery d8 If, instead, the heroes aren’t prisoners and are
Pace: 6; Parry: 4; Toughness 5 there to bust Stormy out, opening his cell is
Hindrances: — likely easier (no penalties) because they have
Edges: Mr. Fix It, McGyver all their equipment.
Gear: Improvised Explosive Device (3d6, MBT) Stormy is still itching to use his pipe bomb,
but can be convinced to save it for later if the
Busting Out rescuers catch him soon enough.
If on the off chance the group is captured, they
• Technomancer (1): See page 211.
are imprisoned in a row of cells (one person
• Company Guard (1 per hero): See page
per cell) on the 3rd floor, across the hall from
206.
Stormy Pickens and start the act here.
• Patients: Use stats for Clay Eater on page
Incarcerated 206.
If locked in a cell, the prisoners find they’ve
been stripped of their equipment. Without The Laboratory
anything to pick the lock, the only obvious Stormy exhorts the group to descend to the
way out is with brute strength, and it isn’t easy basement and put a stop to the “unadulterated
(Strength at −4). If one of the heroes manages necromancy in the bowels of this sanitarium!”
to get a hold of a piece of wire (Thievery at −2 The descent may include a few unwary
to pick a passing guard’s pocket), a simple guards, or a raft of panicked ones depending
Thievery roll gets them out instead. on how Stormy’s pipe bomb plan unfolded.
Finally, attacking the guard who eventually When the team reaches the basement
comes to interrogate them is also an option, laboratory, they see Dr. Galton engaged in
giving the inmates The Drop if they have a transforming a worker into a worker ghoul. He
clever plan. is intently focused on his patient even if there
If the group dilly-dallies too long, though, was an explosion upstairs. Apparently, he is
across the hall, Stormy Pickens has other ideas. laser-focused on his work, or else didn’t hear
over the din of his drill.
A Pipe Bomb A man holds a drill. The drill hums. He wears a
He hears the someone discussing escape and golden mask that covers his entire head, its nose
knows it’s the right time to strike. curved like a beak. Hydraulic tubes crisscross the
He has constructed a small, but powerful ceiling. Shelves line three walls— filled with thick
pipe bomb and has been biding his time for a tomes and beakers with brightly colored tonics and
moment just like this. He lights its wick, places roiling gases. Sharp implements and crooked tools
it at the edge of his cell, and then retreats hang on the wall behind the drilling man.
beneath his bunk, pulling his ratty mattress On the operating table before him lies a patient.
over him. Stormy has survived multiple A glass tank on the table holds a strange substance—
explosions, mostly accidents of his own part liquid, part gas—mostly a dark, silty gray but
making, so he does not hesitate to throw some streaked with red and green rivulets. A tube runs
chaos into the situation and leave the result to from the tank into the patient’s body.
fate or the Lord. The patient appears completely unconscious. A
The pipe bomb detonates—creating 3d6 normal enough looking fellow, except his skin is
damage in a Medium Blast Template and tinged with a sallow hue.
blowing open the surrounding cell gates. If The man with golden mask is preparing to drill
anyone catches sight of what Stormy is doing into the patient’s brain.
across the hall with a Notice roll or Danger The patient on the table might be a stranger,
Sense and take cover, they halve their damage. but it’s more interesting if it's someone the
Stormy survives the blast regardless—the luck freedom fighters have met in an earlier chapter.
of a mad bomber. The patient is being infused with a drip that's
The group finds all their equipment in an a mixture of highly concentrated necrotylene,
unoccupied storage cell down the hall. demon blood, and scant traces of verdinite.

137
Holler: An Appalachian Apocalypse

If the solution is investigated at the Fens themselves (a Vigor roll, with failure
any point, Stormy can identify the resulting in Fatigue) can serve as complicating
verdinite (as can a hero with a challenges.
successful Common Knowledge If the escapees get out through the front
roll), but Holler residents have gate, Seamus Brood simply waves to them,
no knowledge of necrotylene. cackling, “A savage clamor! Well may I
If the characters watch for get aboard! This is the chase: I am gone
any period, they witness forever,” and runs off into the darkness
significant changes of the Fens.
to the patient’s
body. Sores and The Recycling Factory
pustules develop, the If the group risks taking their newly
flesh begins to rot. The acquired ally, Stormy, to the factory,
worker moans, slowly they discover a building filled with worker
assuming the visage and ghouls producing munitions for mountain
aroma of the dead. Once Galton top removal and parts for large excavators
has drilled multiple holes, for strip mining.
he uses a small bone saw to
There are far too many ghouls, guards,
create an opening for a mind
and technomancers inside the factory
control shim, like the one the
to attack it head-on, but with Stormy
group may have discovered on
in tow, it’s possible to build a bomb that
Cherry Mountain.
severely damages it.
Only after Dr. Galton has
Behind the factory, there’s a requisition
inserted the shim does he
yard with fuel, car batteries, explosive
notice the trespassers, unless
chemicals, and many machine parts
they interrupt him first.
and tools. It’s guarded by patrols of a
Once he sees the half dozen company guards and three
intruders, he discards the small drill worker ghouls (all with bolt capability).
and saw and retrieves a tool with a large,
If the heroes manage to sneak past or defeat
whirling blade at the end of a handle and
these defenses, acquire the materials, and
turns it on the heroes. If the shim was inserted
build and detonate a bomb, there’s potential to
into the worker ghoul, the ghoul joins him in
cause massive damage to the factory and strike
the fight.
a real blow against one of the Big Boys’ most
If the rescuers defeat Galton and the ghoul important projects.
and investigate the laboratory, they find work
orders to produce three dozen new ghouls for Bombing the Factory
a place called the Recycling Factory, along with Time is of the essence. Constructing and
a map that denotes the location of the factory, detonating the bomb before the team is
several miles to the east in the Fens. overwhelmed is a single person difficult
h Dr. Galton: See page 204. Dramatic Task using Repair at a −2 penalty. If
• Technomancers (2): See page 211 Stormy Pickens is part of this encounter, give
• Worker Ghoul (1): Use the stats for Worker the players control of him.
Ghoul (Upgraded) on page 213 with the If the saboteurs succeed, the explosion takes
addition of being able to cast bolt from out a portion of the bottom floor, killing many
the shim Galton inserted into its partially ghouls and seriously delaying the Recycling
exposed brain. Factory’s experimental goals. Dozens of
surviving ghouls emerge from the Factory,
Escaping the Asylum likely forcing the heroes to flee.
Once Dr. Galton is defeated, the group may If the they earn eight tokens or more, The
encounter ragtag bands of orderlies, company Recycling Factory explodes in glorious fashion,
guards, and sweeper patrols on the way out. an enormous Blight cloud mushrooms into the
Blight storms, sink holes, and the stench of

138
Blasted Beauty

air above it, and ghoul parts and machinery The Bondurant miners have been replaced
rain from the heavens, requiring a hasty retreat. with temporary workers recruited from the
With a failure, the bomb doesn’t go off before hills and neighboring towns, which has led to
they’re overrun, and the party is forced to flee many nasty dust-ups between the two groups.
without significantly harming the project. The miners have taken to referring to these
temporary workers as “scabs.”
Aftermath This ad hoc strike is the first organized
When the group eventually returns to Ella, she revolt the Holler has ever experienced
is buoyed to have Stormy join the cause, though (or can remember experiencing, anyway).
she is taken aback by his eccentricity. The news Taylor’s energy, along with the rumors of the
of the mass production of worker ghouls and burgeoning coalition’s exploits and discoveries,
The Recycling Factory horrifies her, but she has imbued some Holler folk with something
thinks this kind of gambit by the Big Boys might resembling hope, though that’s balanced
be so craven and grotesque that the folks of the with the deep fear of harsh retaliation from
Holler might finally turn against them. the Big Boys.
She asks if the group gathered any evidence A tent city populated by the displaced miners
she could use when informing other allies. has sprung up on the border of the Sootstones
Whether they did or not, she believes a rumor and the Piney Dirge Plateau. Ella directs the
like this accrues its own power and she does heroes to travel to Piney Dirge and help protect
her best to spread the news far and wide the tent city—she says word is traveling fast to
through her messengers. other dissidents that a new city is emerging,
one that they can call their own. She expects
Whether immediately or after some time
it to grow rapidly from a steady stream of
(and other adventures) has passed, she is eager
disgruntled workers and outcasts from across
to tell the revolutionaries about an unrelated
the Holler.
uprising that’s developing up north.
The Tent City
Act Seven: Tent City After arriving on Piney Dirge Plateau, the
travelers spot a ramshackle tent city humming
Blues with life, excitement, and unease.
There are nearly two hundred tents and wooden
Location: Piney Dirge Plateau
shelters, along with sleeping spots “scratched out
Ella informs the crew that miners at Bondurant on the ground for folks.”
No. 2 have walked off their jobs. They’ve been To the northwest the Stygians loom, to the south
booted from the Middenville coal camp and the Sootstones roil and brood, but the tent city
have set up a tent colony on the edge of the ground is as level as a lake and stretches toward
Piney Dirge Plateau. the vast northern horizon, a disquieting vista, or,
as one tent city resident puts it, “if that ain’t infinity,
An Uprising it’s right next to it.”
The Mighty Fists, in league with some of Ella’s The smell of stewed venison, pork, and possum
other operatives, have sown significant dissent fills the air, jigs are played here and there, and a
since the collapse at Galloway. They warned mixture of high spirits and wary thoughts pervade
the Bondurant miners that the Bondurants, the crowd. Many folks are gathered around a
despite their attitude of beneficence, were rickety soap box in the middle of the bustle, waiting
subjecting them to the same safety hazards and for the next speaker to hop on up and say his piece.
egregious risks that define the Galloway mines
and led to the collapse in Marrow. Justin Taylor In addition to the labor conflict, proselytizers
reminded them of past collapses at Bondurant of the three religious sects of Piney Dirge
mines and that another was inevitable. Plateau have shown up and are aggressively
seeking converts in the tent village.
Ella recounts the final line of his stirring
speech, “Though the Bondurants tell you that
you are men, they treat you like mules.”

139
Holler: An Appalachian Apocalypse

Soap Boxing Below is a rundown of each of the religious


When the group arrives, they walk into leaders’ viewpoints.
the middle of a “soap boxing” wherein the Lester Poulson: Lester is actually on the side
three conflicting religious missionaries are of the rebellion, but he never takes the lead,
attempting to win the crowd over “in a fair and believing the revolutionaries themselves must
righteous forum.” be the ones to guide the rebellion. He preaches
Lester Poulson (see page 206) is the leader violent resistance and reckless self-sacrifice,
of The Church of the Anointed, one of the claiming in righteous death, their souls
three religious sects of the Piney Dirge Plateau. will find their way to the Lord. Though he’s
The others are his brother, Ollie Poulson (see technically an ally, these extreme arguments
page 205), and former Anointed Church may occasionally work against those of the
member, Estelle Rood (see page 205), each freedom fighters.
of whom have a different point of view about Ollie Poulson: Ollie warns that Lester and
rebelling against the Big Boys. the rebel leaders are dangerous and urges
Lester, Ollie, and Estelle are all charismatic the workers to seek reconciliation with the
spiritual leaders. When each one speaks, the Bondurants and wait for their reward in
crowd seems to swing in their direction, with Heaven (as well as turn over the direction of
any initial skepticism and light booing turning their spiritual lives—and a goodly portion of
quickly into cheers and amens and other their scrip— to him).
charismatic expressions of faith. Snakes are Estelle Rood: Estelle offers the workers
pulled from rucksacks and held reverently in refuge at her compound if they convert to her
the air, hymns billow forth, and flasks of shine “pure religion, the language of tree and leaf,
are passed through the crowd. wind and sun.”
The religious leaders push their message and If the group’s oratory proves effective (six
lambaste each other. As soon as one finishes or more Influence Tokens), the crowd calms
speaking, another jumps up, and the rhetorical and regains its focus on the struggle with the
war continues. The longer the leaders speak, Bondurants and the threat of the potential
the more factions spontaneously develop in violence. They look to the rebels as leaders and
the crowd, with folks being increasingly drawn follow their imperatives.
to one leader or the other. If the Soap Boxing results in less than six
The heroes quickly realize this “soap boxing”/ Influence Tokens for the players, the mood
revival service has the potential to sow in the city shifts significantly toward either
dissent and divide the energies among the Ollie’s or Estelle’s way of thinking, with those
displaced workers—maybe even devolve into supporting Ollie deciding to grudgingly
outright violence. return to Middenville, sapping the morale of
The group needs to speak up and speak up those who remain (the crew might deduce
fast to counter these treatises and promises that Ollie is in the Big Boys’ pocket), and those
with a message of their own. supporting Estelle following her onto the
Plateau to embrace her druidic, free love, and
Hearts and Minds Offering-practicing paradise (see An Offerin’
Run this as a Social Conflict (see Savage Worlds) on page 33). This is a critical point in the
where the freedom fighters are petitioners rebellion, and directly effects the number of
trying to convince the people of the tent city Force Tokens the team starts with in Act Ten:
to stay the course with the coalition and not The Battle of Blasted Beauty (see page 150).
abandon it to capitulation or false utopias. h Lester Poulson: See page 206
Although each leader participates with their h Ollie Poulson: See page 205.
own arguments (with Lester in Support of h Estelle Rood: See page 205.
the rebels and Ollie and Estelle in opposition),
the ultimate goal is to gain Influence Tokens Lester’s Prophecy
to keep the rebellion alive, or at least keep as
Regardless of the results of the soap boxing,
many people dedicated to it as possible.
Renny Harp (whom the group encountered
Act 2. See Congregants of the Church of the

140
Blasted Beauty

Anointed on page 113) tells the group “their Lester and the Fae Queen
time has come” and Lester requests a meeting After allowing this revelation to sink in, and
with them. engaging any of the group’s questions or
observations, Lester has another story to share.
Lester tells the group about his troubled
dreams—nightmares of the Big Boys taking He tells of his “fondest trip,” a journey to
over “the infernal wastes of my beloved home,” see the enchanted land of Faefall. It’s when
alongside dreams of a glorious day when the he was a young man and before he acquired
Blight fog lifts from the Holler and the people his religious convictions. He fell asleep in a
are free. He says a group of stalwart new Riders fairy circle and woke in the court of the Fae
will liberate the Holler. He believes the heroes Queen herself.
are these Riders, “harbingers of freedom “She required a handsome new human
instead of the clarions of Blight.” lover,” Lester says, “and, back then, I fit the
Lester prepares to relate the legend of the bill.” He recounts weeks of enchanted luxury
Rider’s Curse (see page 4), the Holler’s and pleasure. He fell deeply in love with the
most famous origin story. The freedom fighters Fae Queen and says she toyed with the idea
are familiar with different versions of this story, of transforming him into a sylvan god and
as are most folks in the Holler. Before Lester anointing him as her Fae King, so that they’d
tells his version (similar to the story from the rule Faefall together forever.
introduction to the setting), he invites the Lester adds:
players to tell theirs.
A beautiful dream, eh? But one day, her favor
Ask the players to relate their own versions turned, just like that. She told me her spriggans
of the tale in which they add or change a detail chanced upon a proud demon that strode through
to the Riders of Industry legend with a unique forest and glade without fear. That he was twice the
variation or twist (this kind of variation is man that I was. He had been a miner, fearlessly
common in oral folk tales, after all). Give them tunneling beneath the earth, growing strong and
a Benny if they contribute. resolute, even as the Blight and coal dust filled his
Lester’s own tale ends with a surprising twist. body. He died trying to fetch his daughter from a
He says the Riders were not supernatural roaring stream she had fallen into.
messengers, but rather regular men, costumed The Fae Queen thought this was a lovely story.
and tricked out with fancy gadgets to appear She wanted a demon who had experienced tragedy,
more dangerous and frightening than in real life, she said, rather than a fresh-faced boy
they were. who had experienced nothing more profound than
He says that’s why the mob was able to kill her charms. And so she put me back out into this
one of them. He asserts the Big Boys have no fallen world. And that was when I began to acquire
magical powers, only machines and devices, my religious beliefs.
and they do not wield them with perfection. She still lives there now, of course. I never did find
The Big Boys are fallible, like all men, and their out how or why she arrived here, or even if she’s
machines are fallible, like all their creations. trapped like all the rest of us. She would kill me
on sight. But she knows how to speak to demons.
The Blight and the Holler’s isolation are
Knows how to bring them to her beck and call. If
not the result of a curse, but of the Big
you can convince her of the urgency of your case,
Boys’ scientific and industrial malfeasance.
she might share her secrets. Or she might feed you
Lester declares:
to her gaggle of bodachs with their slimy skin and
They have created our very world—a corrupted razor teeth before she sends them out to steal more
microcosm in their own image. They are the of our children.
originators and perpetuators of all our misery.
Lester laughs wickedly at the conclusion. He
The Blight is the actualization of their dreams, the
offers the heroes a group of his finest stallions
breath from their mouths, their manufactured
if they agree to travel to Faefall. He claims they
tonic that soothes us to sleep and subservience.
are “faster than sin” and “maybe a bit filled
The demons, as you may have learned, are not
with it, too.” Shortly thereafter, gunshots ring
under their control. The demons are our kin. If we
out around the camp.
can liberate the demons, they can help us liberate
ourselves.

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Holler: An Appalachian Apocalypse

Attack on the Camp After the Attack


The Bondurants, with help from both the The rebels can travel south and inform Ella of
Galloways and the Bastrops, have sent a large the events if they wish. She is deeply skeptical
armed force to disperse the village. A mix of of Lester’s claims, but is willing for the group
roughly one-hundred Kramer-Holt agents, to try anything when it comes to mounting
company guards, and scabs rush the camp. A a resistance. She fears a severe, Holler-wide
group of four large earth excavators accompany pushback from the Big Boys, with increased
them, driven by company technomancers. violence and repressive measures. She worries
This invading force is armed to the teeth that “we're runnin' out of time before we even
with Tommy Deadmen, Peasant Pumpers, and get started.”
Widowmakers. Their goal isn’t to kill everyone, The group may wish to travel directly to
as that might simply fuel the rebellion rather Faefall, as the urgency of their mission takes
than squash it, but simply scare most off and precedence over another debriefing.
capture several others to send them to the
Folsom penal colony or the Bonderant asylum
as an example. Act Eight: Journey to
Retreat is the only non-suicidal option, but
the overall outcome largely depends on who
Faefall
won the soap boxing. Location: Faefall Mountains
Heroes: If the heroes win the soap boxing, Piney Dirge Plateau rests at the north end of
they can exert their leadership and steward Corn Cob Gap, with Faefall at the south end on
at least half of the tent city residents (around the far side of the Holler. Traveling straight down
100) to a hasty retreat and safety deep on the Corn Cob Gap then cutting through a narrow
slopes of nearby mountains. These residents Ghost Ridge valley is the most direct route.
eventually reform and set up a camp at a
Using Lester’s horses cuts the trip by at
distant location. They can be called upon and
least a day, as they are fast, strong, and have
counted as an ally in the final battle (see Act
terrific endurance. It almost seems like they
Ten on page 150). Lester can be called on as
are imbued with a greater spirit. They are
an ally if the group did nothing to offend him
also surly, like Lester himself. Consider a few
when he was relating his prophecy.
Riding rolls along the way. With a failure, the
Ollie and Estelle: If Ollie and Estelle’s non- horse bucks its rider for 2d6 damage.
combative point of view prevailed at the soap
boxing, only a handful of tent city residents The Riders Of Industry
remain with the revolutionaries. The rest
At some point during the journey (ideally when
either volunteer to return to their jobs and
a hero makes a successful Notice roll, surveying
provide what they know of the insurrection to
the horizon for danger), the group spies four
the Big Boys, or they flee with Estelle to their
darkly clad riders astride imposing black
grim oasis and refuse to join the coalition. In
stallions, closing in at a rapid pace.
this instance, Ollie conspires with the Big Boys
to ensure Lester Poulson is killed unless the The group immediately recognizes them as
heroes intervene. the Riders of Industry—the legend—a shroud
of Blight fog seems to surround them. As they
“One must confront an draw closer, the heroes see that the riders are
abomination with a more wearing gas masks (a commodity only Big Boys

infernal abomination.
and their most trusted underlings from the city
don—a protection against Blight) and wielding
Abomination upon large, blunderbuss-like weapons (see Blighters
abomination is righteous on page 24).
escalation.” Perhaps Lester’s version of the Rider’s story
is flawed or maybe this is a part of his vision—
— Lester Poulson, Leader of the rebels can defeat the Riders of Industry to
The Church of the Anointed become the Riders of the Revival.

142
Blasted Beauty

The Shift Boss should feel free to embellish enduring myths. Each team member receives
this scene with apocalyptic trappings—natural a Conviction token.
or otherwise—a Blight storm, horns trumpeting If the party captures and questions any of
from the sky, various “special effects” (flashing the Riders of industry, they plead for their
lights, or concussive booms that shake lives, and tell them a wild tale about recently
the ground). being trained by the Big Boys in the City for
The Riders’ derivation is technological, not this job because “they said youse folks was
supernatural, as Lester suggested. They are getting uppity.”
equipped with all kinds of gadgets—in addition The “Riders” were educated in the folk beliefs
to the gas masks, they are fitted with “oracular and superstitions of Holler residents. They
lenses” that make their eyes beam with a were warned of the Blight. They were told they
demonic red light, small fog machines attached were going to a land of absolute despair, filled
to their belts produce their “doom shroud,” with pitiful beings for whom they should have
and small radios produce gothic music and no empathy and show no mercy.
tortured wails.
Any surviving Riders reveal wondrous details
Beneath this getup, the Riders are mere about the City. Skyscrapers, paved streets
men, though tough ones at that—mercenaries bustling with cars, radios everywhere, folks
from the City. bequeathed with freedom and “inalienable
Combat is the only solution to this rights.” They also relate their criminal pasts
confrontation. If the revolutionaries added and may even start to feel guilty about their
interesting details to the legend of the Riders role in terrorizing citizens, empathizing with
during their interaction with Lester, work the plight of the Holler folks.
them into the scene, if possible. If the heroes More than anything, though, they are deeply
win the battle, they gain a huge morale boost concerned about inhaling Blight and are
from puncturing one of the Holler’s most panicked about finding their way back to the

143
Holler: An Appalachian Apocalypse

“station” (the Holler’s secret Big Boy passageway • Scrummies: See page 244.
inside of Hot Poker Mountain). They have no
clue where to go but are frantic to find a way Crossing the Fae Queen
out. If asked, any survivors refuse to join the As the interlopers round the south side of
party and take their chances in the wilds. the lake to move deeper into Faefall, they spy
• The Riders of Industry: See page 209. magical creatures of another sort. Around a
These particular Riders' true identities are: dozen kelpies (page 242) are frolicking in a
Vinnie Scuzzerino, a petty thief and card glade between the banks of the lake and lush,
shark; Red Callahan, a bodyguard for the mossy forest.
Galloway family; Bumpsy Malone, a mob A Folklore or Occult roll identifies the
hitman; and Dennis “The Deacon” Romano, creatures and their legend. They are fairy
a crooked cop on the Bondurant’s payroll. creatures, of course, and carry anyone who
tries to ride them to the bottom of the body of
Entering Faefall water they are tasked with guarding, instantly
After the group cuts through a pass in the drowning their passenger.
Ghost Ridge, they arrive at the border of If the crew approach the kelpies, they turn in
Faefall, where the Wild Eddy River flows into unison and start pawing the ground violently,
Lake Orchard. It’s a revelation—the sun shines signaling the intent to attack.
brightly over verdant hills, not a Blight cloud If they instead keep their distance or simply
in the sky. admire their majesty, the kelpies remain calm.
What does heaven look like? No living man or Either way, a spriggan suddenly appears
woman knows. The vista rising before you might in front of the heroes before any interaction
offer a hint. The dark waters of the Wild Eddy occurs, as though it had just blinked itself into
turn calm and offer a crystal-piercing view as they existence.
empty into a large lake. In a high-pitched, grating fairy voice, it asks,
A thousand shades of vibrant green paint the “Have youngins come for your fellows here?
grass, the trees, the bushes. Abundant growth Might be the Fae Queen’ll give them back to
everywhere. Not a trace of sooty Blight in the air. you if you play with me!”
Wildflowers pinioning their pink and yellow faces
The kelpies are formerly members of the
toward the one true sun, sharing its full warmth
Boys from County Hell (page 52). The
with them and with you.
group may have met these same Boys at the
You take a deep breath. Heaven. Or . . . is that
Weaver Falls Fiddlers Convention, along with
an angel? No, sir. A buzzing critter like a dragon
their leader, Arville Smote (see page 205), and
fly if a dragon fly had a human face on the end
fought along side them.
of its sparkling green stem of a body, goes zinging
right past your head. It seems to sup on a swirl of Soon after Weaver Falls, the County Boys got
Blight rising from the Wild Eddy, sups and sups themselves into a bit of trouble, drawing the
until it bloats like a stout baby pig. Then poof!! That attention of Kramer-Holt agents for illegal
fat dragonfly explodes and the Blight disappears. dirt track racing. They fled to Faefall to elude
Like magic. the agents.
You turn your head back toward the lake—more The local fae soon found their partying
of them are buzzing around, buzzing and supping and poaching on the banks of Orchard Lake
on any stray Blight that dares float into this disruptive. The County Boys wantonly killed
beautiful land. Supping. Bloating. Exploding. deer and other small animals. They also
A strange heaven, to be sure. invented a game where they tried to shoot
scrummies with their derringers before the
Squadrons of scrummies dart around the
scrummies exploded, which is not the brightest
surface of the lake, devouring the Blight from
idea, as doing so released Blight back into the
the Wild Eddy.
air and water.
Encountering a land of such alien
This was enough to draw the ire of the Fae
enchantment shocks the senses and requires
Queen herself, who views scrummies as among
Fear checks.

144
Blasted Beauty

her most valuable creations, if not among her Riddle #2: What has four legs and can see just
most beautiful. as well from either end?
The presence of the County Boys convinced Answer: A horse with its eyes closed.
the Fae Queen that she needed to quell the Riddle #3: When is a horse not a horse?
flow of riffraff from the rest of the Holler into
Answer: When it turns into a pasture.
Faefall, so she transformed them into kelpies,
effectively removing their disruptive presence Some players enjoy riddles, some don’t. Feel
from the lake and installing them as protective free to run these as a series of Tests, putting
sentinels of it. emphasis on the dice results rather than right
or wrong answers. The spriggan is just as
And zealous sentinels they have proven to be,
interested in frivolity as “correct” responses.
roaming considerable distances from the lake
Again, the more the players indulge him, mock
to attack folks fishing the ponds and streams
him, counter with riddles of their own, or give
of the western Hogback Hills. The County Boys
ridiculous answers, the happier he will be.
retain a fair degree of human sentience and
memory (such as it is in the Holler) and even After the riddle game concludes, if he has
resemble their former selves if they assume been sufficiently entertained, he offers to
human shape. escort the pilgrims to the Fae Queen so they
can “ask for your folks back yourselves.”
They are duty-bound to protect bodies of
water and the wildlife therein from trespassers,
but their anarchist spirit leads them to push The Foot of Foxfire
against the boundaries of their prescribed duty. The spriggan leads the group several miles
into the woods to a lovely waterfall at the foot
The Fae Queen has had about enough of this of Foxfire Mountain. He says “This is where
exercise in transformation and is planning to the Queen’s court is today. It moves around
drown the kelpies herself soon. quite a bit!”
Her spriggan representative is happy to relay
the whole story about the County Boys, but
is in a frisky mood, and only offers to help
them convince the Fae Queen to transform
them back into humans if they participate in
a riddle game.
During interactions with the spriggan,
Persuasion works fine, but he particularly
enjoys attempts at Intimidation +2, out-of-
combat Taunts +2, or any kind of Test. The
more rhetorical jousting or slapstick high jinks
the players engage in, the better he likes them,
the more he tells them, and the more likely
he delivers them safely to the Fae Queen
and talks them up in her presence.

The Riddles
If any group members consent, the
spriggan is delighted and demands
“answers of highest entertainment and
glee.” Any kind of riddles will do, but
here are few horse ones, inflected with
this spriggan’s brand of absurdist humor.
Riddle #1:What kind of horses have the
smallest feet?
Answer: The smallest horses.

145
Holler: An Appalachian Apocalypse

If the rebels have been curmudgeonly or a constant music that sounds like wind chimes and
dismissive of him, he still leads them to the delicate strings.
waterfall, but leaves them at the entrance.
The cave is showered with a sparkling, silvery
“Behind a waterfall,” the spriggan spits.
light and feels quite surreal. Spriggans, sylvans,
“Of course.”
bodachs, and pixies busy themselves with
He disappears into a nearby thicket and emits domestic tasks—dusting, sweeping, setting
a shrill whistle, calling his pet wampus (page tables, or pouring tea for invisible guests.
227) from the forest to attack the group and
A good twenty feet high in the center of the
punish them for their dullness. If the wampus
cave, the Fae Queen sits on a giant mushroom
picks up two Wounds, he whistles again, calls it
throne, attended by four human children.
back into the thicket, and they both disappear.
The spriggan, if he is still with the group, calls
h Spriggan: use the stats for Spriggans on page up to the Queen, introducing the “supplicants”,
244. This spriggan is a Wild Card. and announcing their desire (and likely
h Wampus: See page 227 putting words into their mouths) to transform
the kelpies back into folks. If the spriggan isn’t
Meeting With the Fae Queen there, the group makes Persuasion rolls at −2.
Behind the waterfall, you enter a large cave and Her base reaction to the group’s presence is
encounter an opulent setting—vibrant, trumpeting mildly mocking bemusement. If they ask her to
blooms, giant mushrooms that serve as platforms change the kelpies back, she sighs, assents, and
for dining tables, ornate beds covered with flowers, complains about being bothered with such a
mundane task. If the heroes invoke Lester, the
secret of speaking with demons, or the story of
her demon lover, her attitude changes quickly.
“I can be a wol f, a flower, or She seems to bear no ill will to Lester (“He
a breeze. Whatever I want. was a simple child, but rather spirited”), but she
But I’m always the Queen.” becomes intensely focused at the mention of
demons or her demon lover. She’s also curious

146
Blasted Beauty

to hear about recent events in the Holler and of your future, corrupted and broken, having given
what led the group to her. into the extremes of your flaws and vices.
The queen is most responsive to entreaties You see yourselves as the demons you might
that focus on the threat of the Big Boys to Faefall become if the Blight takes you completely—
itself and what might befall her uncorrupted sloughing, horrific abominations still with the
land if they continue pushing their industrial sentience of humanity within you, but without any
operations southward. She becomes much means of controlling the horror, anger, or crippling
more serious and engaged. The silvery light of apathy you’ve succumbed to.
the cave grows dark, the air feels intensely cold, And ever-present all around you, choking out
and the gleeful patter of court falls silent. The your humanity and testing your will, you see the
spriggan sighs deeply. cause of it all. The Blight.
This is what it truly means to be a demon.
• The Fae Queen: See page 241.

The Trial of the Blight Cave Facing Your Demons


The group faces a multi-person Dramatic Task
If they relate Lester’s idea that demons are with no penalties using Spirit (See Dramatic
former humans and may be converted to Tasks in Savage Worlds). The hopefuls must
the cause of defending the Holler, she tells accumulate Task Tokens equal to three times
the heroes she can grant them the power to the number of participants.
summon the demons and communicate with
In addition to accumulating tokens by taking
them, but fae magic comes at a heavy price,
an action and rolling Spirit to resist the visions,
one that most humans cannot readily bear.
each time a doppelganger is Incapacitated, the
She tells them, “First you must suffer your
group automatically gains 3 Task Tokens.
darkest selves.”
If the heroes acquire the required Task Tokens
She says little else to prepare them, but if the
in three rounds, they stave off corruption long
group is up for the challenge, she simply says,
enough for the Blight and the vision to disperse,
“Very well. Good luck.”
and emerge back at Abraham’s Fairy Circle.
The heroes are whisked away in a haze of Each participant gains Conviction, and if they
swirling color to Abraham’s Fairy Circle (see wish, may remove a Minor Hindrance, or make
page 26). A crowd of pixies flit outside the the Major version of a Hindrance Minor.
circle checking out the party, some giggling,
If the group doesn’t accumulate enough
and some with concern on their tiny faces.
tokens or they are Incapacitated by their
Within the invisible boundary of the circle, a
doppelgangers, they fall unconscious, and
plume of Blight appears. It gets bigger, and
each must make a Spirit roll at −4 to avoid the
thicker until it envelops the team in apparent
Demon Shakes (see page 46).
blackness.
Once the trial is over, the hopefuls magically
The group finds themselves in a dim cavern,
reappear in Abraham’s Fairy Circle, the pixies
with the haze of Blight everywhere they look,
scattered around it assessing them with great
illuminated by some unseen source of green
interest about how they did. They cheer if the
light. Dark, human-like shapes encroach on
group is unharmed, and the reaction is mixed
them. In short order, it becomes apparent that
if they fail, some flying over to gently rouse
each of these shapes is a familiar silhouette.
those who succumbed to the Demon Shakes
Each is a dark doppelganger of one of the
with words of comfort, while others laugh and
heroes, and they attack in more ways than one.
mock the heroes for their weaknesses.
You are attacked by grotesque, Blight infested
shapes that look strikingly similar to you, and as Blight Doppelgangers
you fight, you suffer scattered visions of your past. Blight doppelgangers take on the appearance
You see tough decisions you made or failures you and personalities of the heroes as if they had
endured. You see people who died or disappeared. completely given in to their flaws and vices—a
You see images of re-written history where you are taste of who they could become. Regardless of
responsible for the suffering of others. You come to
recognize the doppelgangers as possible evolutions

147
Holler: An Appalachian Apocalypse

who they are mimicking, each of them has the Failure


following skills and abilities. If the group fails the trial, the Fae Queen simply
chuckles, bemused, and says, “You have no
Attributes: Agility d8, Smarts d8, Spirit d8, need of summoning demons. You are demons
Strength d8, Vigor d12 already,” and ports the group outside of Faefall.
Skills: Athletics d8, Common Knowl- If they try to immediately return, they are met
edge d8, Fighting d8, Focus d10, with waves of fae attackers, accompanied by
Intimidation d8, Notice d8, Persuasion d8, dozens of pixies mocking and chiding them
Shooting d8, Stealth d8, Taunt d8 relentlessly.
Pace: 6; Parry: 6; Toughness: 8
Hindrances: The worst manifestation of those
of its likeness.
Special Abilities:
Act Nine: The
• Blight Claws: d6+Str. On a hit, victim rolls Mustering
Vigor. Failure results in his Spirit lowering
a die-type (minimum d4). He may roll Location: Corn Cob Gap
Vigor as a free action again at the end of his With their newly minted arcane power, the
subsequent turns to recover. revolutionaries are ready to call on the allies
• Chide: Blight doppelgangers know they have gained throughout their journey.
exactly what each of their opponents have When they return to Ashdown and tell
done. Innermost thoughts, desires, and Ella about the remarkable secrets they have
questionable decisions the victim has made discovered, she suggests they gather their
in the past can come back to light and rattle forces just south of Blasted Beauty in the
them. The doppelganger may ignore 2 Stygian Mountains. It’s a prime symbol of Big
points of multi-action penalties on Taunt Boys power and the site of their latest and
and Intimidate Tests. most expensive venture: the destruction of the
mountain itself to extract the large deposits of
Speaking in Forked Tongues highly potent verdinite from its innards.
If the group passes the test, The Fae Queen
nods toward them with an air of grim respect, Gathering Strength
and says with almost sad reservation, “Not It takes several days for all the allies to arrive.
so easy facing your own demons, is it? If the rebels bonded particularly strongly with
Congratulations.” certain groups, their arrivals can be the focus of
She deems them worthy to lead a demon appropriate fanfare and role playing/Interlude
army. She gifts them each talismans that allow opportunities. A sense of optimism and unity
them to communicate with demons. They can grows as old friends arrive and the fledgling
appeal to the vestiges of humanity within them army swells to a legitimate force. Led by the
and learn details about the demons’ past lives. heroes, the coalition discusses potential battle
The Fae Queen also teaches the worthy strategies and takes stock of their munitions
victors a summoning ritual (see Summoning and supplies.
Demons on page 149) that’s capable of calling
a great number of demons to a location. The The Betrayal
ritual includes chants in an ancient fae tongue The Shift Boss chooses a coalition faction or
and a talisman representative of each hero. individual to betray the coalition. The Shift
The Fae Queen suffers no further questioning Boss should consider the heroes’ history and
about the blight cave, the nature of the trial relationships with various individuals and
they just endured, what she knows about the groups and choose one to create the most
Blight, or her motivations in helping the group. powerful narrative effect—maybe it’s a once
She simply sends them on their way with any trusted friend, or a particularly valuable
further questions decidedly unanswered. faction, maybe the reasons for the betrayal are
shocking, maybe it’s Ella herself.
The betrayal can come in multiple forms—
assassination attempts on the core team

148
Blasted Beauty

or other important coalition members, the group has encountered during their
sabotaging coalition supplies, outright joining adventures, appear around the edges of the
the Big Boys, or simply desertion. circle (representing 1 Force Token).
The betrayal shakes the resistance’s If the ritualists exceed the total, around
burgeoning morale and other factions question a hundred demons appear (representing 2
the freedom fighters’ leadership. It’s up to Force Tokens), the excess creeping in from the
the group to restore order and confidence, surrounding thickets and woods.
whether it’s through skilled rhetoric or more If they exceed the total by three or more
drastic measures. Tokens, two hundred demons appear, winging
or sloughing in from every direction (3
Summoning Demons Force Tokens).
At some point, if the group was successful in However many demons appear, they are led
Faefall, they must consider whether to attempt by a formidable Storm Demon (page 237),
the Fae Queen’s demon summoning ritual. Run who strides forth to meet the rebels.
the ritual as a single person Difficult Dramatic
Task with a −2 penalty, using the Occult skill The Storm Demon
(see Dramatic Tasks in Savage Worlds). If they communicate with the storm demon,
Other teammates may Support as usual, they discover her true identity, expressed
but there’s an additional twist. The ally in the odd elocution that characterizes
that betrayed the coalition also shared the demonic speech:
knowledge of their whereabouts with the Big
My given name was Eunice Harris. I hail from
Boys and an invading shock force arrives just
a poor brood of relations. Besotted and bellicose
in time to disrupt the ritual.
drunks them all. I left them. Only a towhead. Only
The Menagerie: The Big Boys hire Maximus a child. Tarried over the Hogback Hills.
Wonderly (see the Savage Tale featuring him, Every day pierced at least a little, with sun, and
on page 165) to release a gaggle of cryptids many reveled in its full glory. The breeze pure and
onto the mustering grounds. Ultimately, the wild like a bird. I cared for no man, but rather the
larger cryptid attack is more a scare tactic than streams and horses and trees branching into the
anything else, and while it might undermine sky. And especially the wolves.
the coalition’s resolve, it doesn’t destroy it. This was before they spoke. I would have liked
Either way, a rather imposing “sweeper” takes to call them my friends. I ate the meat of many
direct aim on the ritualists, even if they are creatures in their nearness and slept beside them
apart from the rest of the coalition members. on stones. I preferred it that way. A quietness
The legendary Spitfinger, a stone wraith who in my bones.
possesses a penchant for procuring human My existence was perhaps an unhinging of the
livers with a flick of her wrist, rides toward the natural order but the natural order prevailed
ritual site astride an enormous snapping turtle, despite it. Prevailed until the strangers came and
presenting the group with an epic critter fight slaughtered the sun. Razed the trees. Stripped the
during their ritual. mountains. Scalded the fields. The dark clouds
If the ritual fails during this attack, a gaggle slumped upon us and enshrouded my hill.
of pumpkin head demons are summoned, but I breathed those clouds in and shivered. A bolt
they immediately pile on and attack alongside from the spoiled sky struck the near ground, flowed
Spitfinger. into my body. I shuddered like whelping prey. I
went to sleep. I did not wake up, except to this.
• Spitfinger: See page 226. I am what I am. Perhaps the oldest of my kind. I
• Giant Terrapin: See page 215. want the quietness again. To feel it in my bones. I
• Field demon (pumpkin head) (1 per hero): have killed a hundred men and will kill a hundred
See page 235. more to get it, if that is your desire.

Unnerving Allies The other demons huddle behind Eunice—


If the summoners succeed, around fifty they are at the coalition’s beck and call.
demons, representing a spectrum of those

149
Holler: An Appalachian Apocalypse

The Provincial Among Ye


Of course, some of the coalition’s allies may Act Ten: The Battle of
have deep reservations or outright revulsion
or fear at the thought of siding with demons, Blasted Beauty
creatures they have shirked in fear from their
entire lives, bombarded by terrible legends, Location: Stygian Mountains
and some may have even lost loved ones to The would-be revolutionaries have tromped all
their clutches. over the Holler at this point and encountered
Religious factions, rural townsfolk, and the many a complication on their journeys. With
avowedly skeptical need to be convinced of this their coalition in tow, the rebels face little
dread necessity (Persuasion or Intimidation harassment on the way to Blasted Beauty, or
rolls at −2). With a failed roll, the individual or wherever they decide to make their stand.
faction leaves the coalition.
The Approach
A Time to Ride The Big Boys’ mobilization is under way on
Assuming these disruptive cryptids are the southern slopes of Blasted Beauty in the
defeated and the group holds the coalition Stygian Mountains (page 81). The party
together, it’s time to ride into battle. The heroes approaches the scarred mountain through a
may do so in style, and in accordance with narrow valley trail that’s thickly forested on
Lester’s prophecy, as the Riders of the Revival, each side. As they approach the end of this
if they sit atop horses, and trap themselves with valley, the trail narrows further, the ground
other tale-worthy symbols of their journey to turns rocky and begins to rise.
this point. Read the following:
The party’s exploits and the burgeoning As you approach your fate, the desecrated
social unrest across the Holler has pressed mountain of Blasted Beauty looms above you, a
the Big Boys into action. Coalition scouts shadowy specter outlined against a soot-black
or passersby inform the party the Big Boys sky. You see strange lights flash on its slopes, hear
are mustering their forces at Blasted Beauty. the distant hum of machines, implements of war,
The more time the Big Boys have to import warming to their purpose. It feels like the entire
additional equipment and mercenaries, the mountain is watching you.
tougher it is to take them out. What horrors have the Big Boys prepared for
The group should strike now, before the Big your welcome? You’ve seen the corruption in their
Boys are fully mobilized. Big Boy scouts are hearts laid plain by their works, hearts corrupted
out in force, however, and know the party and by something worse than Blight—greed, power,
their makeshift army is on the march. or an ancient evil that ensures tragedy remains
history’s anchor.
What can a few guns, a few strong hearts, and a
rabble of demon-folk accomplish against such evil
and its engines of death?
Before your heart can answer, you see dark
figures emerge from rocks and trees on the slopes
above you. They amble down the mountain in
a twisted pantomime, more and more of them,
WHERE TO FIGHT? surging together, picking up speed with their wild
Based on how the campaign unfolds, and unruly gaits as they go, some with ghoulish
it’s possible there’s a more appropriate faces, some with heads covered in sack-like masks,
battle site in your campaign than Blasted the faces of demons fashioned upon them.
Beauty. Feel free to change the location This is the first wave of the Big Boys’ attack,
and trappings, as needed for your game. consisting of the Big Boys’ most disposable
Ultimately, the final battle should feel epic, minions, worker ghouls and Meatyardians.
with a chance to get a shot at a Big Boy or Time for a climactic Mass Battle (see
two. Savage Worlds).

150
Blasted Beauty

The Big Boys’ Army a half dozen biplanes, armed with rear cockpit
When Theron Galloway heard tell of a growing machine guns and capable of dropping small
insurrection, he and many members of his clan bombs, imported from surplus military
hurried to the Holler, donning gas masks and stockpiles in the City.
protective gear. Theron Galloway leads the Big Boys’ forces
Samuel Ashdown directed the distribution of from his perch (Battle d10).
weapons, gadgets, Meatyardians, and worker The Big Boys begin with 10 Force Tokens.
ghouls to Blasted Beauty. He remains there. Assign the heroes’ army two to four Force
If Royster Whitaker survived Chapter Three, Tokens based on the strength of their coalition.
he is present at the battle as well, itching Consider how many folks the dissidents won
for a fight. The other Big Boys have no taste to their side, the depth of their respective
for endangering themselves in a battle with bonds with them, and any special abilities or
human vermin. advantages the coalition members bring to the
A mix of Kramer-Holt agents, company fight. Give the coalition leaders credit if they
guards, technomancers, ragtag Meatyardians, have taken special steps to train or boost the
and freshly necromanced platoons of worker morale members of their ranks.
ghouls make up the bulk of the Big Boys’ forces.

The Battlefield
The Big Boys have the high ground. The leaders “Hit first. Hit fast. Hit
(Galloway, Ashdown, and Whitaker, if he’s alive) last.”
are stationed on a small plateau about halfway
up the slopes of Blasted Beauty. They haven’t —Minnie May Fugate,
had much time to plan but have mustered a
multi-tiered defense, the pinnacle of which is
Gouger

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Holler: An Appalachian Apocalypse

Give the battle masters one additional Force Roosting Riflemen


Token if they exceeded four Influence Tokens The ascent to Blasted Beauty is littered with
in the Social Conflict at the Soap Boxing in Act tree stands containing specialized company
Seven (see page 139). Remove a Force Token if guards with rifles ready to pick off coalition
they didn’t receive any Influence Tokens at all. members. Unless neutralized, these snipers
provide a +2 to the Big Boy commander’s Battle
Assign the heroes one to three additional
roll when employed.
tokens based on their demon-summoning
success, if applicable (see Unnerving Allies on Suggested Timing: The snipers can be
page 149). If the group opted not to summon employed any time as appropriate, but are
demons, give them one Force Token for their most likely utilized after the initial horde has
attempt at moral integrity and/or inherent done its damage at the base of the mountain.
self-confidence. Optional complication
Mass Battles are unpredictable, ranging from Depending on circumstances, snipers may
a quick rout to a war of attrition. It’s possible have the high ground, or be particularly hard
the coalition overruns the worker ghouls with to see, giving the Big Boy commander an
such ferocity that the Big Boys decide today’s additional +1 to +2.
not their day, or it’s possible it’s a tooth-and-
nail fight that lasts several rounds. Blighted Bivouac
As usual, modifiers for tactical advantages Big Boy Technomancers have used portable
and particularly good battle plans are labs on the mountain to create an armory of
situational and at the discretion of the Shift Blight weapons. Both Blighters and Blight
Boss. These calls should be made based on the grenades are unleashed against the coalition.
circumstances of the specific battle and the This not only grants Theron Galloway a +2 on
heroes’ actions. his Battle Roll, but any coalition members on
Still, the Big Boys are ready for this fight, the receiving end of this assault must make a
and have several possible assets they can Blight Corruption check (see page 46).
bring to bear against the rebels. These are Suggested Timing: This can be used at any
only suggestions and examples of what might time, but it’s one use only.
happen. Feel free to use them, ignore them, or
Optional Complication
make up your own depending on the unique
battle conditions in your game. Because of the effect of the Blight weapons on
the coalition army, the rebellion’s commander
The Horde makes his Spirit roll at −2 this round, if forced
to test morale.
Waves of worker ghouls and Meatyardians
swarm the coalition’s forces. This horde
of “disposable meat” grants the Big Boy Slime Time
commander a +2 on his Battle roll. This is a one The slope of the mountain steepens into
time use resource for the Big Boys. a rocky, jagged ascent. A small team of six
technomancers holds a strategic position on a
Suggested Timing: It’s likely the big Boys jutting cliff. They have booby-trapped the slope
employ this horde early, both to soak up below and fire projectiles filled with a green,
damage before hitting their more elite troops, sticky sludge at the coalition to slow their
and to create a sense of shock and awe against advance. A direct hit from the slime (extracted
the coalition. from the verdinite on Blasted Beauty) encases
Optional Complication and smothers the victim. This combination
Some of the Meatyardians have been infused of terrain and weird technology provides
with rabies, making them particularly Galloway a +3 to his Battle roll this round.
aggressive, giving the Big boys commander an Optional complication
additional +1. The slope is also set with verdinite mines that
cause powerful explosions when triggered.
Granting the Big Boys commander an
additional +1.

152
Blasted Beauty

Biplanes!
Biplanes from the City sweep over the plateau. THE BATTLE OF
Their gunners spray the coalition with machine
gun fire and drop explosives that shake the BLAIR MOUNTAIN
ground, but the mountain’s sharp contours The Battle of Blasted Beauty draws its
and the surrounding air currents make the inspiration from The Battle of Blair
bombing pass difficult. Mountain, which occurred in 1921 in
Two of the biplanes crash into the Logan County, West Virginia.
mountainside, creating panic and havoc It marked the largest labor uprising in
among the Big Boys’ forces. The coalition has United States history and the largest armed
never seen such flying machines. The terrifying conflict on United States soil since the
attack, though only half-successful, adds +3 to Civil War. Roughly 10,000 striking miners
the enemy commander’s Battle roll this round. confronted a smaller, but better armed
If forced to test morale, the coalition’s force consisting of law enforcement,
commander makes his Spirit roll at a −2. Baldwin-Felts agents, strikebreakers, and
Suggested Timing: This is probably Theron the West Virginia National Guard.
Galloway’s last resort. He saves this for when Private planes were used to drop leftover
he’s desperate. munitions from World War I on the miners,
some of which contained poisonous gas.
Optional Complication
Galloway never expected the coalition to get
this far. His nerve wavers and so does the nerve
Ashdown fights beside one of his terrifying
of his forces. He takes −2 to his Battle roll and
machines, an Ashdown Driller!
−2 to his Spirit roll if he’s forced to test morale
this turn. If the Big Boys won the Mass Battle, add an
additional half dozen Kramer-Holt agents,
This Time it’s Personal along with one company guard per hero who
are still loyal to their employers.
When the battle ends, most of the Big Boys
army is either routed (if the coalition won) or If the coalition won, only a few Kramer-Holt
barely holding together (if the Big Boys won), agents remain, and all heroes begin this final
but regardless of the outcome, there’s one showdown with Conviction!
more bit of business to take care of. It’s likely the heroes have their own allies in
The coalition find themselves on a large this fight as well. Give them control of a few
plateau halfway up the mountain. Roughly Rough and Toughs to supplement their forces.
100 yards ahead, they see a few low buildings This is a big, tough fight. Lean into it and
they recognize as worker’s barracks and a allow the heroes to use their skills, creativity,
fifty-foot tower they recognize as a foreman’s and gravitas to take their best shot at some of
watch tower. This was the Big Boys’ base for the most notorious villains the Holler has ever
Blasting operations on the mountain and has seen. They earned it.
been transformed into a makeshift military
h Samuel Ashdown: See page 197.
command center.
h Theron Galloway: See page 200.
This is where Theron Galloway, Samuel h Royster Whitaker: See page 202.
Ashdown, Royster Whitaker and whatever h Ashdown Driller: See page 252.
remains of their army take their last stand. • Company Guards (1 per hero): Use only if the
Theron Galloway is at the top of the watch Big Boys won the Mass Battle. See page 206.
tower, now quite concerned, and zeroed in on • Kramer-Holt Agents (1 per hero): Increase
the heroes with his spyglass. Royster Whitaker to 2 per hero if the Big Boys won the Mass
leads a contingent of Kramer-Holt agents, Battle. See page 208.
armed with Tommy Deadmen, who have • Rough and Tough (1 per hero): See page
taken up defensive positions behind rocks 210.
and the scattered trees on the plateau. Samuel

153
Holler: An Appalachian Apocalypse

Aftermath technomancers renewed freedom in their


Regardless of the outcome, the Holler is scientific experiments.
changed forever. The Cussfoot Fens and Piney Dirge Plateau
remain haunted no-man’s lands. The Big Boys
Failure are hunkering and mustering a new offensive.
If the revolutionaries lose the final battle, The denizens of Faefall remain aloof and
most of the surviving allies disperse. Brutal impenetrable, but more fae incursions into
authoritarian rule is enforced anew across all the rest of the Holler indicate the Fae Queen’s
the company towns and villages. Suspected curiosity, maybe even a vulnerability no one
dissidents are executed. Even minor offenses can yet name.
now result in harsh prison sentences or a trip
Read the following aloud to the
to the gallows. Waves of fresh Kramer-Holt
deserving heroes:
agents arrive from the City. A new state of the
art research facility is erected in the center While the Otherness still remains, and the next
of Ashdown. battles promise to be even more difficult, Ella May
Any surviving coalition members are forced Hawkins knows the Big Boys face people who feel
to take refuge with the remnants of cults in the empowered to take back what’s theirs, people who
Piney Dirge Plateau or beg asylum from the fae are beginning to understand how.
Queen, who faces a new threat of her own, as The Stygian Mountains, Great Craggies and
the mysterious Green Man has emerged from Sootstones have been liberated. Word of the
the woods to challenge her sovereignty. coalition’s miraculous victory quickly spreads.
A land and its people, downtrodden and deprived
Victory! so long of hope and hearth, raise their heads and
If the coalition wins the final stand-off, Theron look to the sky. Are the Blight clouds a little thinner?
Galloway, Samuel Ashdown and Royster The songbirds more vocal? “If a few bluegrass
Whitaker are killed or captured. Both plead pickers, teachers, no accounts, and granny women
for their lives. Galloway agrees to withdraw can beat the odds and start a revolution, maybe
his mining operations from the Holler in we can be heroes too.”
exchange for his life. Whitaker offers to join
the coalition forces and aid them in future
battles against the other Big Boys.
Uprisings start in other parts of the Holler.
The prisoners in Folsom are liberated. The
laboratories at Burn Chimney are razed among
raucous celebration. Stomp parties romp in
every cove and holler, and bootleggers roar
along the valley roads, windows rolled down,
free as taker birds.
Along with Galloway, Eloise Bondurant and
the Lowells decide to abandon their interests
in the Holler.
Still, the textile moguls hold fast. The
Ashdown family is undeterred by the defeat
or capture of its patriarch, and unleashes
mercenary enforcers to wreak holy havoc on
the residents of Ashdown and Boscage. The
Saxons iron-fisted rule still holds sway in
their company towns. The newcomer, Roman
Bastrop, is also undeterred. Barton Umberkirk
backs their continued presence in the Holler.
He promises to send the remaining Big Boys
re-enforcements and to grant the Ashdown

154
Chapter 10:
Savage Tales

Spinnin’ Yarns
Attack of the When the travelers arrive in Terrapin Corner,
Meatyardians they don’t see folks loitering about, an unusual
situation in this community of voluble
storytellers. The retired workers peep out of
Location: Cussfoot Fens
their windows. Attempts to allay their fears
and get someone to answer the door suffer a −2
A Mask for Sale penalty. Use the Folks Generator on page 94
The heroes encounter a lone traveler from to generate a handful of residents.
Terrapin Corner hawking a mask, saying it was
Folks who overcome their fear enough to
“Ripped from the leering rictus of a genuine tell much the same story as the mask seller,
Meatyardian.” He wants ten scrip, four flasks inflected with some head scratching tidbits.
of likker, or a small hand weapon for it. Here are a few of the stories they share:
He tells a wild tale about a Meatyardian raid Eyewitness Report #1
on Terrapin Corner, including mule thievery,
butter churn spilling, and lots of smashed Well, I guess about a month ago these fellas and
ladies with sack cloths tied over their heads showed
windows and frightened old folks. He says the
up and just started hanging around town. You
mask fell off a perpetrator. He picked it up
could see they was folks and not demons through
and hit the road, thinking it might be worth
the cut-out holes for the eyes and the mouths. They
something to a peddler, but it just spooked
didn’t say nary a word, just stood there, dumb as
folks away rather than enticing any buyers. posts, like scarecrows. I’ve heard stories about
The mask is grotesque—a visage of an ancient crucified scarecrows getting real mean up north,
man with huge, cauliflower ears, rheumy but, lord, not the ones around here.
pustules on the right side of his face, and a
Some folks gave them a howdy-do or poked at
bloody mouth that looks like it was created
‘em with a stick. They’d grunt a little with the stick,
with the quick slash of a knife. A hand drawn but that’s all. Vonnie Givens baked up a big old
flock of ravens swarm around the eyes. plate of biscuits and toted it around to ever one
The combination of the tale and the odd mask of ‘em. They just turned up their noses kindly. One
should pique the players’ interest. If they need or two of them wretched through his mask. I ain’t
more motivation, the traveler mentions these never seen Vonnie so offended.
ghouls were seen by a bore hunter loitering
around Samuel Ashdown’s abandoned hunting
lodge in the Fens.

155
Holler: An Appalachian Apocalypse

Eyewitness Report #2 Setting up an ambush for a Meatyardian raid


is a likely option for the group and sure enough,
Oh you might have heard about the peaceful ones,
the horde descends on Terrapin Corner at
but then a couple of weeks ago some right rude ones
midnight. A copse of trees outside the village
started ramblin’ through, right about midnight,
and near the Fens is home to two good deer
most ever night. Chasing chickens and upsetting
stands erected by the locals.
the mules, scaring at ‘em like you do a child for a
prank. Then they got to rutting at the ground and Taking a position in these grants a +2 bonus
smashing folks’ rocking chairs and worse. to Notice rolls. As the Meatyardians approach,
make any Notice roll a contested roll against the
Well, I hate to say it, but one of ‘em befouled Meatyardian’s Stealth (lumbering as they do, in
the well. We’ve been havin’ to tote our buckets to the fen’s thick fog, they can be hard to spot). If
the crick since, just to get water. Parsons said the the hero’s Notice roll is higher, the group gets
befouling is probably disserpated by now and that The Drop against the oncoming horde.
whatever is in the crick is worse anyhow.
If the group attacks them outright, they are
And they knocked a few folks to the ground
attacking a group of troubled Holler citizens,
last night. Old bones crack easy ye know. Lot of
brought low by their addictions, under the
tending-to for the granny woman today. And, I
thrall of a Big Boy scion. Not the best look for a
almost forgot, my mind these days— they whomped
group of resistance fighters looking to ease the
Erwin Irvin on the back with a shovel, knocked him
suffering of their fellows, but how could the
plum over and the wind out of him to boot, but
heroes know such a thing? A touch of violence
Erwin Irvin is a tough old goat, anybody will tell
is likely deemed acceptable when the truth
you that. I’m a-feared of them to come back. That’s
comes out, given the circumstances.
the truth. They seem more riled ever single time.
If the party decides to venture into the Fens
Eyewitness Report #3 to discover where the attacks are originating
You might’ve heard the real agitated ones come from, consider a Random Encounter (Cussfoot
through at midnight, rousing folks who need their Fens) along the way. After they deal with that,
beauty rest more than most. They’ve come through they spy a Meatyardian sitting in a lonely tree.
six nights a-running. A clatter and mess, I swear. I • Meatyardians (20): See page 221.
can’t see no real sense in it.
But it started to make more sense to me a few An Errant Meatyardian
nights ago when I heard a high-pitched voice This Meatyardian wears a mask that looks
a-giggling in the bushes like he just couldn’t take vaguely half-human, half-bovine. He waves
a breath almost, what he were a-seeing was so silently to the group and motions them over.
amusing. Well, lord, do you know who it was? That As they approach, he rocks back and forth
rascal Lunny Meatyard. and moans—he seems in danger of tipping over
He ain’t been right since his wife died. Shellacking and falling to the ground.
animals and making little wooden poppets to talk
He doesn’t respond to greetings or questions
like folks. He even got one that looks life his wife he
at first but continues to rock and moan. A
totes around sometimes. I don’t know what Lunny
successful Common Knowledge roll reveals
has to do with these hainted folks, but he is as high
he is likely under the influence of clay, rocking
strange as they come.
and moaning a distinctive “clay-eater’s jig.”
Well, after I seed Lunny and told him to git, I
started calling them carousers Meatyardians, If the crew doesn’t get him down from the
and it has already stuck. I think that’s a right fair tree, he eventually falls (a good ten feet), but
name for them. It’s a true pleasure to name a seems oblivious to any pain, his limbs loose
thing, friends. and scarecrow-like. There’ are plenty of ways
to arrest him from his stupor—shaking, a shot
Inquiring further about Lunny Meatyard of likker, a brisk slap, herbal remedies.
elicits more tales of his oddness, but no one
Choose an appropriate skill for this roll. A
knows where Lunny lives. Most think he’s
success results in a semi-conscious state which
“taken to living out in the woods or maybe even
allows the Meatyardian to communicate, albeit
out in the Fens, like a skinny ol’ swamp rat.”
slowly and with some confused babble in

156
Savage Tales

between more cogent speech. In this state, he’s kill Raylene and Lunny. He’s happy to create
capable of relating basic information. a distraction or attempt to draw Raylene out.
A raise results in a rather miraculous The rest of the Meatyardians are firmly under
transformation, as the Meatyardian pulls off Raylene’s command and attack the heroes if
his mask, the fog clearing from his eyes. He they approach the lodge.
articulates clearly and at length and is willing If the heroes go for a more humanitarian
to answer questions. route and plot to free the Meatyardians from
Depending on the roll, he relates parts their depraved states, breaking their addiction
or all the following information: He details is the first step. A successful Folklore roll
his abduction by Kramer-Holt agents from helps a hero recall several possible short-
Clay Town, along with other clay eaters and term remedies for those addicted to clay or
varnish heads. chemicals, including ginseng and yarrow.
They were taken to a decaying house deep in In the Fens, the handiest short-term curative
the Fens. A woman named Raylene had them is the Knotty Cap Mushroom, so named
placed in shock collars and subjected them because of its knotty cap. Administering this
to an unsettling form of “playacting training, mushroom to a Meatyardian results in a short
like we were mimes or clowns.” A funny little period of intense hallucination, followed
man named Lunny fitted them with fright by a temporary recovery of their senses and
masks. Raylene sent them to Terrapin to “haint cessation of their cravings.
the town.” Later, she equipped them with If the troublemakers can sneakily induce
scythes and shovels and encouraged violence enough Meatyardians into this state, they
and mayhem. might be able to engineer an insurrection.
This Meatyardian, named Grendel Phelps, If not, the only way to get past the
shows a streak of empathy: Meatyardians without violence is to sneak
past them and then capture or kill Raylene
I kindly enjoyed the playacting part, it was like
Ashdown, the daughter of Samuel Ashdown
getting to dress up like Witch’s Night all the time,
(page 197), and the mastermind of these raids.
but I drew the line at violence against old folks. I
had the best grandma in the world. And you ort A half dozen more Meatyardians wander
not to do old folks like that. I don’t care how much through the house. Raylene and Lunny are in
clay they was feeding me. an upstairs bedroom. Raylene can be heard
berating Lunny through a broken window,
With a successful Persuasion roll in this state, suggesting that his masks need to appear
he offers to lead the group to the lodge. even more hideous to acquire “maximum
psychoactive potency.”
A Playhouse in the Fens It’s possible to sneak to the back of the house
A crumbling Ashdown vacation lodge lies (Stealth) and climb (Athletics) to another
several miles into the Fens. If Grendel is not second-floor window, to circumvent the
along to lead the group, a successful Survival Meatyardians and head straight for Raylene
roll picks up several, zigzagging, mushy paths and Lunny.
the Meatyardians have trod in their training
If the Meatyardians are disturbed by the
and raids that lead to the lodge.
intruders, their bellowing alerts Raylene to
Otherwise, the group must wander around, their presence. She storms from the house,
semi-lost, for a bit, and handle another rousing them to violence. Lunny follows
Random Encounter before they locate behind, a chuckling henchman.
the lodge.
In this scenario, the heroes must fight off a
As the group approaches, they see two dozen few waves of Meatyardians, four or five at a
Meatyardians lolling about on a sloping porch time, before they can reach Raylene, equipped
and milling in the yard. with a shock prod and a canister of noxious gas.
If Grendel is with the group, he’s up for If Raylene is killed, she gasps these dying
assisting however the group thinks is best. words, “I sent a messenger to my father this
He’s able to peel away a couple of his friends morning. I have given him a precious gift.
to help in any effort to depose, capture, or

157
Holler: An Appalachian Apocalypse

You’ll all be turned into masked, drooling fools h Lunny Meatyard


soon enough.” Lunny is a troubled man who's responsible for
the creation of the Meatyardian masks.
• Meatyardians (30): See page 221.
Attributes: Agility d6, Smarts d8, Spirit d8,
h Raylene Ashdown Strength d6, Vigor d8
Skills: Athletics d6, Common Knowl-
Raylene is one of Big Boy Samuel Ashdown’s
edge d8, Fighting d6, Folklore d10, Notice d6,
daughters, and is the coordinator of the
Occult d8, Persuasion d6, Repair d12, Shoot-
Meatyardian raids.
ing d6, Stealth d6, Taunt d8, Thievery d6
Attributes: Agility d6, Smarts d12, Spirit d10, Pace: 6; Parry: 5; Toughness 6
Strength d6, Vigor d8 Hindrances: Secret (Major— Killed wife to turn
Skills: Athletics d6, Common Knowledge d8, her into a puppet)
Fighting d6, Folklore d6, Intimidation d8, Gear: Smoker grenade (Range 5/10/20, LBT
Notice d8, Occult d8, Persuasion d8, Shoot- Smoke).
ing d8, Stealth d6, Science d10, Taunt d8,
Thievery d8, Weird Science d8 A Motivated Mastermind
Pace: 6; Parry: 5; Toughness: 6 Lunny bargains desperately for his life and tells
Hindrances: Arrogant, Driven (Major—Impress the group he has valuable information to give
her father, Samuel Ashdown) them. If they allow him to speak, he has a lot to
Edges: Arcane Background (Weird Science), say, revealing Raylene’s identity, her obsessions,
Connections and the course of her strange experiment.
Powers: Barrier, blast, puppet. Lunny greatly condenses the details that
Power Points: 15 follow, in his halting and querulous voice, but
Gear: Choker grenade (Range 5/10/20), Shocker here’s the full backstory, which allows the party
Stick (Str+d6, target makes Vigor roll to avoid a peek behind the Big Boys’ iron curtain:
being Stunned), TechnoMantic 500 gadget
necklace.

158
Savage Tales

Raylene Ashdown is the baseborn daughter heads—unnerving distortions of what it meant


of Samuel Ashdown—she was raised by a to be human to create a sense of strangeness
poor family in the City. Samuel (and his wife, and alienation, to make Holler folk question
Belle, much to her chagrin) knew of Raylene’s their own humanity in response.
existence and sent her adoptive family money She would train them to “perform” like
every month to help provide for her upkeep. darkly absurdist mimes— rowing canoes along
Out-of-sight, out-of-mind was Belle’s dry ground, gazing out through the broken
reaction, but a few years ago, Samuel’s windows of abandoned buildings, or nestling
“fatherly yearnings” took over and he welcomed awkwardly in the hollow of a fallen tree like a
Raylene into the family (and a portion of his babe snuggled in its mother’s arms. Whether
inheritance). Samuel, invested as ever in the lounging in wheelbarrows or perching
idea of his own genius, could not help but gargoyle-like in leafless oaks, they would
think that Raylene was endowed with a goodly remain eerily silent and simply gaze at the
portion of the “old Ashdown brilliance,” and residents.
thought she might be an asset to his company. Raylene unleashed her experiments a few
Raylene, for her part, was more than glad to weeks ago on small villages in the Hogback
escape the slums and absolutely determined to Hills near the border with the Cussfoot Fens,
prove to her father, half-siblings, and jealous especially Terrapin Corner, given its relatively
new stepmother that she belonged in the defenseless population. She sent Lunny to
family. Whereas her father was obsessed with observe the residents’ reactions to their
gadgetry and machinery, Raylene was obsessed macabre creation.
with human psychology. Raylene’s psychological profiling was off.
One of her father’s most frequent laments Most folks regarded the Meatyardians with
is that the Big Boys have no control over the mild curiosity or bemusement, puzzling
demons that infest the Holler. Sure, the over what kind of omen they might be, or
workers fear them and that keeps them speculating that a witcher woman fiddled with
moored closely to the parameters of the mill some scarecrows.
village, but what if there was a way one could Undaunted, Raylene decided she needed to
manifest that same fear the demons cause and mix physical intimidation with psychological
deploy it as they wished? terror. She armed the Meatyardians with
Raylene’s idea—put the benighted denizens of an array of farm implements and instructed
Clay Town to work. Train them to become an them to “... create some mayhem, get violent.
army of discomfiting haints under Ashdown Show them there’s more to those masks than
control, embodied terrors to remind workers just looks.”
that wherever they are and whatever they are
doing, some thing is always watching them. Dehaintification
Flesh puppets of ill tidings. Morose shadows If the group manages to dispatch Raylene
that peer into every man’s soul. without slaughtering the Meatyardians,
Conscripting Clay Town residents would they can attempt to “dehaintify” them. This
be easy—provide them with an endless, high- might include gathering more Knotty Cap
quality supply of the drug of their choice, and mushrooms in dangerous territory, dealing
they would do whatever they were asked. with the resulting hallucinations, and keeping
the Meatyardians from turning on each
Raylene had an interesting question to
other during detoxification. A series of Quick
answer—what shape should such a horror take?
Encounters provides a crisp resolution.
She decided the power of suggestion would
have more psychological impact than outright If the task is accomplished, the Meatyardians
violence, something to which Holler folk had regain some semblance of sense and start the
grown rather indifferent. journey back to Clay Town, tossing aside their
masks and temporarily free of their addictions.
She decided to fit the Clay Town conscripts
with disquieting masks, produced by Lunny If a good-hearted granny women or
himself—exaggerated smiles and gaping eyes, mountain man wants a more permanent
or blank cloth sacks, or outsized and misshapen solution to the Meatyardian issues, that

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Holler: An Appalachian Apocalypse

is good fodder for a follow-up adventure— axes are for,” Theron grumbled, when his sons
suggest that a cure might be possible; let raised objections.
them do some legwork in which they discover It was an arduous three-month blast and dig
another reagent or two that, when combined project to create the tunnel, with many workers
with Knotty Cap, becomes a permanent cure succumbing to wrigglers, dust inhalation, and
for clay addiction. explosions gone awry.
Perhaps these herbs or talismans are The Galloways have established a large work
guarded by a tough cryptid or in a dangerously camp on the slopes of Badin Mountain, above
inaccessible place. Curing the residents of Clay the Wild Eddy, just outside the tunnel’s exit.
Town creates tremendous goodwill among The workers are preparing to begin work
its residents and their families, potentially on the bridge, but a gloomy spirit pervades
broadening the player’s coalition. the camp. Building the tunnel cost them
friends and loved ones. Even worse, there are
rumors of a pair of terrible haints circling the
The Badin Mountain camp at night.
Tunnel One of the group’s friends/acquaintances
who are arrayed against the Big Boys (Ella
Location: Sootstones/Corn Cob Gap May, other dissident groups, Lester Poulson, a
prominent moonshiner) contracts the group
Good Works Project to undo Theron Galloway’s hard work on the
The Galloways and Lowells pooled resources tunnel in exchange for a good rifle or two, or
for an expensive new project, the Charhold- whatever gear the group needs most.
Firpo rail line, to facilitate the movement of They should have plenty of motivations
goods and workers between their operations. beyond mere material reward. A rail line
They distributed handbills through the between Charhold and Firpo gives the Big Boys’
Sootstones and Great Craggies hailing the new more efficient means of exploiting human/
railroad as a symbol of progress and the fruits material resources and more efficiency equals
of the worker’s hard labor. The bills carried one thing in the Holler—more human misery.
what the Big Boys thought were uplifting Besides, blowing up the tunnel marks a huge
messages, but which most Holler residents symbolic victory for dissidents Holler-wide
regarded as “a bit tone deef or curious.” “You’re and might convince some downtrodden
the Engineer,” “Ride to Heaven,” “The Choo- workers that it is possible to resist the Big Boys
Choo is Because of You-You,” didn’t really after all. The group needs to find resources for
resonate, as folks understood there’d be no the big boom.
pleasure cars on that track, just conveyors of
material and labor. Acquiring Munitions
The Galloways began construction on their The nearest such dealer is Ed Poovey, proud
side first, blithely blasting through mountain proprietor of Poovey’s Flea Market and
passes and razing forests in the Sootstones. Goodtime Emporium, just outside of Marrow.
At the eastern terminus of the Sootstones, Ed has a large stable of unmarried daughters
however, they ran into what they knew was an and sons, any of whom might cast some shine
unavoidable engineering problem, the solid on the heroes as they negotiate with Ed for
expanse of mountains that borders Corn Cob several thick bundles of dynamite, some fuse-
Gap, with the Wild Eddy river to cross on the sparked blasting caps, and a radio-controlled
other side. remote detonator, which allows the would-be
demo team to detonate the tunnel from the
They chose to build a tunnel through Badin margins of the likely blast range.
Mountain which would transition into a
bridge over the Wild Eddy, even though this Read or paraphrase the following:
area is prime breeding ground for wriggling You arrive at what some might call an ash heap,
mouthers (see page 163), a species of Blight- its chaotic border marked by piles of used tires. The
mutated, carnivorous slugs, pig-fat and signage on the side of a wrecked jalopy suggest a
three-feet long. “Hell, that’s what guns and different reality— “Goodtime. Emporium.” You

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scan the piles of junk arranged, to your surprise, Working It Out in Trade
somewhat in agreement with the alphabet, or what Healing Tiller gains considerable favor with Ed
you know of it. Axes, awls, apples. Plyers, potatoes, and he provides the party with many bundles
pulleys. Wrenches, widgets, wheelbarrows. It gives of dynamite and a funny green rock he
this poor-mouthed reliquary a touch of dignity. acquired from a traveling peddler. The peddler
A few young men and women stand picking told Ed the rock would cause the biggest boom
about the piles or relaxing on the porch of a nearby he’d ever seen if you as much as threw it hard
cabin stare at you with bright smiles. at the ground or struck it with a piece of flint.
Somebody’s coughing up a storm somewhere, Ed figured the peddler was lying and had
maybe out back. It’s hard to tell. A squat, bald painted some coal green, but he thought
fellow descends the porch and ambles toward it might make a nice piece of decor for his
you, telling the young folks to git in the house and nightstand. Ed says sleeping next to the
get fixed up. He flashes a perfunctory smile as he rock gave him nightmares and he’s happy to
approaches, sticks out a meaty hand. “Y’all are a pass it on.
strange set of strangers. I reckon that’s about the
only kind they are, though. I’m Ed Poovey. This is The rock is verdinite. The character who
my Goodtime Emporium. Good to meet ye.” carries the rock must make a Vigor roll every
24 hours unless he takes strong measures to
One of Ed’s sons, Tiller Poovey, is the limit contact with it. Failing the roll results in a
cougher—a horrible, rasping cough— out back level of Fatigue. The Fatigue is removed as soon
in what Ed calls the “shed behind the shed.” as the character gets rid of the verdinite.
It seems Tiller worked on excavating the If the heroes fail to heal Tiller, they must give
tunnel, but against his father’s wishes—Ed is up some valuable gear to the get the equipment.
no fan of the Big Boys. Tiller snuck away from A Tommy Deadman or anything else stolen
the camp when he and some of the other from the Big Boys holds the most value for Ed,
workers started coughing and begged Ed to but he also accepts any scrip they have, and
take him back in. can also be persuaded by grandiose promises
Ed did, though he’s none too happy about it. of future favors/gifts. Agreeing to court one
He wants Tiller to get better so “he can go back of his children with the prospect of a future
out and earn his fortune in the world, just not marriage is an automatic deal, but he won’t
with the Big Boys.” take kindly to that deal being broken later.
Healing Tiller’s affliction requires a Healing If the rebels are bereft of goods or the
roll at −4, as his lungs are filled with the larvae price seems too high, they can sneak into
of wriggling mouthers, contracted from the junkyard later with Stealth rolls at −2 due
breathing the dust in the tunnel. If the roll to his abundance of restless and watchful
fails, Tiller coughs up a single larva, about an young adult offspring. Then it’s a Thievery
inch-long, and then falls into a comatose state. roll at −2 to extract the dangerous equipment
If the roll succeeds, Tiller flies into a fit of from the yard.
prolonged, violent coughing, in which dozens Whether by hook or crook, the group needs
of larvae spew from his mouth, then he feels to acquire explosives to take down the tunnel.
a right much better. Tiller describes fighting
off wriggling mouthers while working for a Worker Safety
detonation team headed by Stormy Pickens, The work camp spreads across the wide
the Big Boys’ self-proclaimed “mad bomber” slope beneath the tunnel exit. Any explosion
(see page 136). creates a deadly rain of mortar from the tunnel
• Ed Poovey: Use stats for Peddler (see page triggering landslides on the mountain.
209) The rabble rousers need to somehow clear
• Tiller Poovey: Use stats for Worker (see page the camp before they detonate the tunnel, else
212). Tiller suffers from 2 Fatigue. the resistance is looking at a public relations
disaster, as Holler folks won’t see the deaths of
workers in exchange for the destruction of the
tunnel as an acceptable trade.

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to blow up the bridge—many workers would


MEETING STORMY violently resist this idea and immediately
PICKENS inform the Galloways.
One worker who might be interested in
Consider running Badin Mountain Tunnel taking down the tunnel is Stormy Pickens,
before Chapter 6: The Bondurant asylum in the man in charge of blasting through the
the Plot Point Campaign to give the group mountain in the first place. Stormy has
some familiarity with Stormy. Rescuing an developed a guilt complex over his role in
old friend, especially one who is a tactical aiding the Big Boys—working under them has
asset, gives the session a touch more drama. led him to despise them.
If the heroes try to disguise themselves as There’s nothing that Stormy loves better
workers to read the mood of the camp, they than to make a big explosion, so it won’t
find that morale is low, as the excavation of the take much prompting, especially if the party
mountain was extraordinarily difficult, and shows him the funny green rock. He knows it’s
many men were killed. Many of those who verdinite (see Verdinite on page 24), a rare
survived have now developed the same deep, sedimentary rock that is both highly explosive
rasping coughs that afflicted Tiller Poovey. and mildly radioactive. He wants to see it
These workers have been exposed to more in action.
mouther larvae than Tiller and many of • Stormy Pickens: See page 136.
them have more progressed versions of the • Workers (50): See page 212.
disease. Individual workers can be healed
with a −4 Healing roll but attempting to heal Tommy Rawhead and Bloody
the entire camp is a logistical nightmare, and Bones
many workers are clearly beyond help. Several Thomas Head and Jed Bones were two of the
of them spit up larvae, wipe their mouths, workers killed working on the tunnel, and
and go about their business as they mill died particularly violent deaths, killed by an
around the camp. explosive charge that went off while they were
The mouthing wrigglers have also been a setting it.
constant source of fear and injury during the Tommy suffered horrific burns, especially on
work and the fat slugs seem even larger and his face. A witness remarked that, “His head
more aggressive toward folks on this side of was a-missing all its skin. He looked red as a
the mountain. blood-ripe tomato. It made me think that a
On top of that, many workers believe the monster is living just below the face of every
camp is being stalked by a pair of horrifying man. It was an awful thing to see.” His buddy,
haints or demons who have, in recent days, Jed Bones, fared worse: “He was decapitated,
disemboweled at least three workers in the his skin shorn clear off his body in several spots,
nearby woods, fellows who were just trying the bones a-gleaming right through.”
to relieve themselves or go for a short walk to This pair is indeed stalking the camp. Bloody
clear their heads. Bones is a skeleton draped in strings of flesh,
If the party preys on any of these fears, let carrying his scorched skull in one hand and
them role play it out and make Intimidation, flatfooting a bit wherever he goes, like he is
Persuasion, or even Performance rolls at −2 hearing a sprightly tune inside his head.
to convince the miners to desert the camp, at Tommy Rawhead is a stooped, hulking figure,
least temporarily. his beet-red noggin missing all its flesh, his
Give the rascals a +2 bonus if they eyes yellow and glowing, like they are lit by a
compromise some morals by dressing up as the carbide candle. The rest of his body has taken
haints (described below) or capture a passel on a red hue as well, and his veins visibly surge
of mouthers and unleash them on the camp, and pulse beneath his skin.
keeping in mind if they are discovered doing They always travel together. If any skulkers
these things, they have some explaining to do. poke around outside the camp during
There are too many company men among
the camp for the group to share their plans

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nighttime hours, they encounter them. They Failing the task results in the demo team’s
sing the following tune: work being completely disrupted by guards or
Tommy Rawhead: mouthers, or a large accidental explosion 4d6
damage/LBT, that leaves the tunnel intact but
Friends, I am Tommy Rawhead exhausts their supplies.
Woked up one morning
And I was dead • Wriggling Mouthers (12): See below.

Bloody Bones: Wriggling Mouthers


And I am old Bloody Bones Small, wriggling worms that mindlessly attack
Got blowed halfway to the sky anything they encounter.
I’ll never get home. Attributes: Agility d6, Smarts d4 (A), Spirit d6,
In unison: Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6,
We’re just two loons Stealth d6
Underneath the moon Pace: 6; Parry: 5; Toughness 5 (1)
Dancin’ a jig to the devil’s tune. Edges: —
Rawhead and Bloody Bones attack on Special Abilities:
sight and fight to the death unless the party • Armor +1: Scaly Hide
sings back to them. In that case, they trade • Bite: Str+d4
improvised folk songs for a time, then attack • Burrow (4”): Can burrow in the ground.
and fight to the death. • Size −1: Mouthers are the size of adult pigs.
If the group doesn’t encounter the pair before
they detonate the tunnel, they encounter them The Explosion
in the tunnel while they are deploying the When the heroes deploy the explosives and
explosives. retreat to a relatively safe distance before the
tunnel detonates, the results are impressive.
• Bloody Bones: See page 250. Unbeknownst to the Big Boys, a latent fault
• Tommy Rawhead: See page 251. line runs through this part of the Sootstones,
and the explosion triggers a small-scale
Rigging the Tunnel seismic event.
The group needs to place the dynamite bundles The tunnel explodes and a portion of the
at a half-dozen or so strategic spots along the mountain crumbles, resulting in a landslide
tunnel’s walls during nighttime hours. If they that wipes out the camp, killing any remaining
don’t have a reliable light source, they suffer workers. If the single rock of verdinite
Dark Illumination penalties. At least one set of is involved, the explosion is tinged with
explosives needs to be deployed on the ceiling, green smoke and the blast more violent and
which requires ropes and a climbing pick or impressive.
similar tools to reach.
In addition, the rubble blast exceeds the
Stealth rolls are required to reach the group’s estimate, and they suffer a deluge
tunnel without being spotted. Once there, of smaller falling rocks and debris (2D6
the deployment and careful coordination of damage/3D6 if verdinite is used).
explosives requires a single person Complex
After the explosion, with everyone surveying,
Dramatic Task using Repair as others Support
in awe, the amount of damage they wrought,
or face off against an attack by Rawhead and
they hear a secondary rumbling in the rubble.
Bloody Bones or a bunch of wriggling mouthers.
The final token of the Dramatic Task requires Mama Mouther
an Athletics roll rather than Repair to properly
The landslide disturbed the Mama of All
set the charges on the ceiling.
Wriggling Mouthers, who until now, lazily
If Stormy is involved, his expertise reduces resided in a lair inside the mountain, fed bits
the Dramatic Task to Difficult. of flesh by her brood.

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Mama Mouther is not happy to be disturbed


and worms down the mountain, a veritable
land leviathan, her toothy maw hungering
after the party.
It’s tough to take Mama down with
conventional attacks. Her enormous maw is
always open, though, and quite a large target
for thrown bundles of dynamite, if the party
has any remaining—likely worth a character
spending a Benny to make it so.
A successful throw (Agility) and a nice-
sized bundle does 3d6/4d6 damage to this
monstrosity.
Running like hell is the safer option.
After the group deals with Mama,
rumors of their explosive exploits
spread quickly.

h Mama Mouther
A huge terrifying worm that lives
deep in the mine. Mama is not to
be trifled with.
Attributes: Agility d6, Smarts d6
(A), Spirit d10, Strength d12+5,
Vigor d12
Skills: Athletics d6, Fighting d8, Notice d8,
Stealth d10
Pace: 6; Parry: 6; Toughness 16 (2)
Edges: —
Special Abilities:
• Armor +2: Scaly Hide
• Bite: Str+d6
• Burrow (10”): Mama can travel
through the earth.
• Hardy: A second Shaken result does not
result in a Wound
• Size 6 (Large): Mama weighs about
8 tons.

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poor repair, the stench of critter dung fills the


A Different Kind of air, and the critters seem bored, disinterested,
passive. A few village mothers mill around
Gouging while their children move from cage to cage,
pestering the animals.
Location: Charhold
The critters Maximus has on display are
The Critter Crossroads certainly strange, but don’t seem to be among
the most aberrant or dangerous ones that
Maximus Wonderly lives in the hills near menace Varmint and its surrounding areas. He
Varmint (see Varmint on page 80), also keeps some more pedestrian wildlife.
commonly known as “the Cryptid Crossroads
Maximus has built “environments” for some
of the Holler.” Varmint lies downwind from the
of the critters, which mostly consist of cramped
mining and mountain top removal operations
enclosures. Sometimes there’s a critter house
of the Galloways and Bondurants and Blight
or some gesture toward care/play inside the
fog routinely settles in the valley, covering the
cages, like a tire swing or clutch of rubber balls.
cabins of the village in a fine, ashy soot. Most
residents believe there’s a strong relationship The following critters are available for
between the preponderance of Blight and the viewing: four billycabras (see page 218), a
preponderance of strange critters. two-headed sheep, a large snapping turtle with
red eyes that hisses at passerby, a few skinny
Maximus has turned the supply of aberrant
deer that drool incessantly, and a black bear
wildlife into a bartering enterprise. He runs a
wearing a fedora.
makeshift critter zoo by day he calls “Maximus
Wonderly's Little World of Wonders,” allowing His family zoo is a front for his two more
residents to trade out scrip or food in exchange sinister operations, the critter fighting circle
for eyeballing a variety of caged monstrosities. and his involvement in the critter trade with
By night, he runs a gouging circle, but the the Big Boys and their contacts in the city.
combatants aren’t local ruffians. No sir, they Some of Maximus’ employees are present as
involve Maximus’ macabre menagerie. the group explores the zoo.
Such an operation, regardless of its ethical
impropriety, poses a considerable threat Maximus Wonderly
to the local populace. Critters occasionally Maximus is a peculiar fella in just about every
escape and gobble up a resident or two before way a fella can be peculiar—his dress, his
Maximus corrals them. speech, his mannerisms, and his fascination
There are even rumors that Maximus trades with critters. Maximus keeps his hair long, but
his critters with the Big Boys for all kinds of it’s meticulously curled.
favors. The Big Boys, in turn, sell the critters He likes to wear brightly-colored ascots,
to zoos or carnival shows in the city or acquire cowboy hats, and then a going-to-church
them for their own personal game reserves. suit, often with prints of wildlife or sailboats
Ella May might outline these nefarious or tall buildings—clothes that must have been
activities for the group and suggest that imported from the City.
Maximus’ operation be shut down. As an His voice is high-pitched and nasally, his
alternative, worried Varmint residents might speech a rapid-fire spray of exaggerations
plead with the group to intervene. and curses. He talks not only with his hands,
but with his hips and feet, too, often breaking
The World of Wonders into a little jig if whatever topic he’s discussing
If the group visits Wonderly’s zoo during the is particularly exciting—such topics include
day, they encounter a rather benign, but bartering, critters, Katie Sue Poplar, and any
somewhat depressing, scene. Maximus greets kind of relationship or hard luck gossip about
every visitor to the zoo and works out a trade folks in Varmint.
for entry. It’s not that expensive to get in—a
dozen eggs, a block of hard cheese, a piece or
two of bric-a-brac usually do. The cages are in

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Huck Brimmer the Galloways and maybe some other Big Boys,
Huck Brimmer is a lover of animals and critters, though, and are fearful of provoking his wrath.
no matter how dangerous or strange. He works Katie’s trio of male cousins (Idris, Elo, and
all day in the mines and then devotes his time their stout, de facto leader, Elsen, all in their
to helping Maximus care for the animals. He early 20’s) are not possessed with the same
doesn’t approve of Maximus’ methods and amount of caution and would be eager for
abhors the fights, but he tends to the critters most any activity that undermined Maximus.
(the ones that will let him, anyway) when They have a particular affinity for vandalism.
they are injured, and fears that things would
be much worse for the critters if he ever left. h Lyanna Swain: Use stats for Stalker (see page
Huck is the employee the group is most likely 211)
to encounter during the day. h Maximus Wonderly: Use stats for Scalawag
(see page 211).
The Bison Boys • Bison Boys: Use stats for Rough and Tough
Jessie Bison is the muscle of the operation. He’s (see page 210).
always armed with a Tommy Gun (provided • Huck Brimmer: Use stats for Worker (see
by the Galloways) at the fights and keeps the page 212)
crowds in-line, sometimes with the help of a • Katie Sue Poplar: Use stats for Worker (see
couple of his cousins, Jordy and Johnnie, if it’s page 212) with addition of the Edges:
a particularly big fight. Jessie gets a big kick Charismatic, and Very Attractive, and the
out of the fights and hoots and hollers loudly additional Hindrance: Delusion (thinks
throughout them. Maximus is the perfect man).
• The Poplar Clan: Use stats for Workers (see
Katie Sue Poplar page 212), except for Elsen, who uses stats
Katie Sue Poplar is Maximus’ devoted for Rough and Tough (see page 210)
paramour. She has stars in her eyes for
Maximus, despite his unusual physical Caves and Fighting Circle
appearance and bestial interests. Some folks If the group finds Maximus Wonderly’s Little
think he’s brainwashed her or laid a witch’s hex World of Wonders discomfiting, wait until they
on her. The Poplar clan down in Varmint want discover his critter caves or attend one of his
their beloved member back and one or two of critter fights.
Katie’s cousins might be willing to help shut The fighting circle is located on the slopes of
down Maximus’ operation. Big Butcher Mountain, two miles and a steep
walk up from the zoo.
Lyanna Swain The caves are located another mile or two up
Lyanna is Maximus’ best tracker and hunter. the mountain. Maximus has tried, in his way,
She’s a resourceful, exuberant mountain to disguise the entrance with a woven mattress
woman, who enjoys nothing more than the of branches and pine cones and other forest
challenge of hunting the rarest, most difficult detritus, which doesn’t offer much disguise at
game. Lyanna has no allegiance to Maximus, all when viewed by an experienced woodsman
though she does appreciate the gifts (mostly (or person with half-good sense, Notice or
provided to him from the Galloways) he gives Survival rolls). It seems more decorative than
her in exchange for her quarry. She holds the functional, truth be told.
rest of Maximus’ associates (and especially
Katie Sue) in deep disdain. If the group snoops around Varmint and
successfully persuades some locals to talk,
The Poplar Clan they gain information about the location of
the circle and the date and time of the next
The Poplar Clan are prominent in Varmint.
critter fight (tomorrow night). If they are
Ransom and Edie are Katie’s parents and
particularly persistent in these investigations
loath her association with Maximus. They are
or endear themselves to any members of the
aware that Maximus has some dealings with
Poplar Clan, they also learn about the sale
of a creature called the Sheepsquatch that
Maximus has arranged with the Big Boys. This

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trade is scheduled to take place immediately welcome. He offers a Junky Pick-Up Truck (see
after the fight. Vehicles on page 22) to any takers.
Locals are fond of Sheepsquatch stories. Most Read or paraphrase the following:
any interaction includes at least a passing
The Holler blasphemes Nature’s intended order
mention of this strange beast—rumors about
every day. What you see before you turns that
its diet of sheep, the fine, rare wool it possesses
blasphemy into an absurd joke, but you can’t
(said to keep a body warm in the coldest of
quite decide if that makes it more or less disturbing.
environments, +1 on cold-related Vigor rolls
There’s blood involved, after all.
if shorn and fashioned into a garment), or its
Maximus steps into the middle of the circle,
horrible bleating, a sound that unnerves those
strutting like a peacock and dressed like one to boot.
who hear it.
He’s waving his hands and whooping up the crowd.
To discover the location of the caves without “In one corner,” he squeaks out, “from the woods
tromping about on a blind search in the woods, of Varmint, a hometown boy, part-sheep, part-
one of Maximus’ associates must be persuaded squatch, full of boisterous bleats and maniacal
to divulge that information. meanness, weighing, oh, about as much as a
The set-up of the caves and cages is pregnant milk cow—The Sheepsquatch!! If you like
rudimentary. The three Bison boys are always the cut of his wool, place ye bets and place ‘em big!”
on-guard at the mouth of the cave. Just past the “In the other corner,” he continues, his voice
entrance of the cave, it diverges into tunnels. fiercely piqued, “abducted from the land of cultists,
Both tunnels lead to a series of make-shift rife with demons in Piney Dirge Plateau, is the fella
cages (crude iron bars have been installed in yer mommas warn their daughters about—he’s
front of natural recesses in the rock to keep randy as, well, randy as a goat, and has a sharp
the critters contained) before dead-ending pair of devilish horns, and eats anything you feed
around fifty yards beneath the mountain. The him, and smells like wild onions and stink cheese!
left tunnel contains three cells, housing the And his fighting, lord. Ye better watch out. He butts
following denizens—three more billycabras; a like a truck! The Goat Man everybody! Holler it up
boar; the right tunnel contains two empty cells and lay down ye barter!”
and a Sheepsquatch. The Sheepsquatch, its form buried beneath heavy
layers of unshorn wool, bleats softly, almost
Any critters the group attempts to free attack
contemplatively.
them (see stats under Fight Night below).
The Goat Man ruts at the
ground, making a big show
Fight Night of himself.
If the group attends the fight to see what
all the ruckus is about or use it as an Midway through the final bout,
opportunity to create havoc and Lyanna Swain arrives, dragging an
sabotage Maximus’ operation, they unconscious critter
encounter a wild scene. out of the woods.
She has captured
A crowd of around three dozen
a river runner (see
people from surrounding villages
page 224). She drags it on
and towns surround the circle. The Bison
a skid past the circle toward
boys are armed and carefully observing the
the caves, just in time to give
crowd for signs of trouble.
the Big Boys’ buyer product
Maximus has two bouts scheduled for to choose from.
this evening. The first bout features the
Resolve the bouts in
boar against two of the billycabras. The
whatever way fits best.
second bout features the Sheepsquatch
versus a Goat Man. • Billycabras (2): See page 218.
Before the bout, Maximus jokes with • Boar: See page 214.
the crowd that anyone who wants to fight • Goat Man: See page 220.
the Sheepsquatch in the Goat Man’s stead is • Sheepsquatch: See page 225.

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Trading It Out critter fight to confront all the bad actors or


If the group doesn’t intervene in the fights and breaking up the critter deal and taking out a
continues to surveil the situation, they witness representative of the Big Boys.
a buyer for the Big Boys meet Maximus, Lyanna, If they come into possession of the control
and the Bison boys near the cave entrance. collar system, they can present it to Ella May
They negotiate a price for the Sheepsquatch, or others as evidence of Big Boy nefariousness,
and Maximus also pitches the freshly captured but they do not possess the technological
river runner to the buyer. know-how to use it, unless they interrogate
Maximus. Persuading (−4) or Intimidating
If the group allows the deal to go down, the
(−4) him is tough, as he fears reprisal from the
buyer pays Maximus with one of the Big Boys’
Big Boys.
technological prototypes, a control collar
system he can use on his animals. The buyer If he does cough up the information, he gives
tells Maximus that they’d appreciate Maximus them a hand-held control box that allows
testing it on his critters—the Big Boys have their the user to deliver electric shocks of varying
own human trials in place, but want to see how severity to the collared subject.
it works on critters, too. Regardless, complications come fast and
heavy. The consequences of knocking Maximus
• Big Boys’ Buyer(1): Use stats for Kramer-
off his pedestal likely dog the group if they
Holt Agent.
don’t take care to neutralize all the other
Interventions threats (the buyer, Lyanna, the Bison Boys) and
cover their tracks.
The group might choose various methods of
interventions and various times to intervene—
from relatively low-risk endeavors, like
vandalizing the zoo at night or convincing
Katie Sue that Maximus is not the man for
her, to dangerous exploits like using the

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Savage Tales

cave of a genial old hermit, Theron Plinth,


A Famous Outlaw before they ascend Mount Hibernia. The climb
requires ropes and axes to reach the location
Location: Stygian Peaks of the Roost, a network of makeshift shelters
on narrow, terraced ledges and “a place the Big
In the Shadow of Folsom Boys have not yet cared to reach.”
Mount Folsom is now pocked with cell blocks,
workhouses, interrogation facilities, and labor Tinsy “Greeny” Yates
farms, its once famous blackberry thickets Tinsy is the closest thing the Holler has to a
replaced by thickets of barbed wire, its stately Robin Hood figure, right down to the array
pines cleared for the sake of guard towers and of green caps she likes to sport, whether it’s a
easy surveillance. fedora filched from a company store, a sun hat
It is hard to escape from the Folsom Penal gifted by a grateful farmer, or a ball cap from
Colony, but certainly not impossible, and the one of the Bondurants’ baseball teams. When
infamous renegade robber Tinsy “Greeny” the group meets Tinsy in the caves, read the
Yates has proven that true again. She escaped following.
three days ago and now hides in the caves of Did y’uns bring me a hat?! I sent word—don’t
nearby Buzzard Knob, waiting for an escort send no bunch of reprobate charlatan wretches
to help her traverse a network of safe houses what ain’t got a hat. I ain’t Tinsy Yates without a
for escapees and ultimately reach the Roost, hat! And trust me, you want to be running to the
a community comprised of the Holler’s most Roost with Tinsy Yates, not whoever I am with a
wanted, perilously perched on the slopes of bare noggin’!
Rimerunner Rock in the Stygian Peaks. “Some people need love. Some people need a
Tinsy sent word to Ella May Hawkins through nice, soft bed to lay down in at night. Some people
a series of intermediaries about her general need to fill up their pockets with scrip. I just need
whereabouts and Ella tapped the freedom a damned green hat!” Tinsy spits and glares wildly
fighters to get Tinsy to safety. “Nobody can around at the group.
make that trek alone,” Ella cautions, “not even a “What are ye? Murderers? Robbers? Snake oil
high-grade criminal like Tinsy. We haven’t used salesman? I hope y’uns are a tough bunch. Tinsy
that route in a while, so I ain’t too sure about Yates don’t run with chickens. Tinsy Yates wrings a
what level of accommodations and hospitality chicken’s neck and bites off its head. And whoever
you might find along the way.” I am without a green hat does a whole lot worse!”
Ella provides the crew with a map of a Until she has a green hat in her possession,
provisional route—three nights of travel with a she’s ornery and disagreeable, well beyond
stopover to rest the following day and avoid the her default level of disagreeableness, which is
perils of broad daylight. The first night’s travel considerable (−2 to Persuasion rolls on Tinsy
gets them well out of the shadow of Folsom until she gets a green hat).
and to the remote farm of a nice old couple,
The rebels have a difficult time earning
Shem and Plutina Hamrick, who houses them
Tinsy’s trust. She’s a wary soul, hardened by
in their cellar.
years dodging the law and stints of hard time.
The second night puts them in the western Though she is already a legend and has traveled
reaches of the Great Craggies, where both the Holler over several times, she's still not yet
the landscape and its inhabitants grow 30 years old.
considerably more dangerous. During the day
they stay with an offshoot of Lester Poulson’s “Ye can’t teach an old hell
people, which Ella apologizes for, “they have
peculiar religious notions, but hate the Big
hound new tricks. ye can’t
Boys and these ones have never done anybody teach a young hell hound
any harm.” new tricks. You can’t teach a
The third night puts them into the Stygians, hell hound.”
where the hills get steep, the air chills, and
demons abound. That day they settle in the —Folk Saying

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Holler: An Appalachian Apocalypse

She loves playing cards but constantly cheats Hindrances: Greedy (Major), Suspicious
(+2 to all her Gambling rolls) and attempts (Major), Wanted (Major)
to sucker the heroes into betting material Edges: Combat Reflexes, Famous
possessions, while she bets future promises Gear: Animal hides (+1 Armor), deer rifle
and favors. Most any contest interests her, (Range 24/48/72, Damage 2d8−1), bow (Range
from mumblety-peg to archery to bare- 12/24/36, Damage 2d6), or crossbow (Range
knuckle boxing or wrestling (she stops short 15/30/60, Damage 2d8, AP 2), skinning knife
of gouging). (Str+d4).
If the team isn’t interested in betting on
her promises (“I’ll steal whatever you want,” First Night’s Travel
“I’ll have my men ride with you to Royster The escape from the Buzzard Knob caves to
Whitaker’s front doorstep,” “I’ll show you Shem’s and Plutina’s cellar is all about eluding
where the fae hide their riches,”), she turns the initial wave of “recovery teams,” consisting
the focus to bragging rights instead, claiming, of company guards and Kramer-Holt agents.
“I can out do everybody at just about anything.” The Kramer-Holt vehicles can’t reach into
the woods. The thickets and rapidly shifting
Tinsy is easily bored and needs constant
elevation are rough on horses, so they remain
attention or becomes antagonistic. She’s
mostly on foot.
particularly suspicious of folk magic, religious
folk, or anyone who strikes her as self- When the crew emerge with Tinsy from the
righteous. If the group has any members like caves, one group of six company guards and
this, she grows openly hostile early in the trip, one squad of four Kramer-Holt agents spot
and tries to force a physical altercation. them with their high-powered flashlights and
give chase. Use the Chase rules (See Savage
If the group consistently engages her in
Worlds) and count the guards and agents as one
conversation and makes an earnest attempt
group each during the chase.
to win her over (maybe even finding her a
green cap), she eventually regales them with Successfully eluding their pursuers leads to
tells of her exploits–robbing company stores relatively easy travel for the rest of the night.
and distributing the goods in the countryside, • Company Guards (6): See page 206.
stealing a shipment of weapons right out • Kramer-Holt Agents (4): See page 208.
from under Theron Galloway’s nose, and
lifting healing medicine from the Bondurant A Heartless Murder
asylum to help a Cussfoot village afflicted
Not long after dawn breaks, the group arrives
with the ague.
at the Hamrick’s farm. It’s immediately clear
Based on her run-ins with various families, that something is very wrong. Cows and pigs
Tinsy believes, “the Big Boys all seem like they lie slaughtered in the field, clearly shot by high-
are on one side, but they ain’t. They hate each powered rifles. The barn is a smoldering husk.
other nearly as much as they hate us. Maybe we The front door to the farmhouse is torn from
can use that against them one day.” its hinges.
There’s no sign of remaining enemies. Inside
h Tinsy “Greeny” Yates the house are the bodies of Shem and Plutina,
The Holler's own Robin Hood, complete with both killed by gunshot wounds to the head.
green hat—when she has one. Woe be to those Tinsy alternates between being irate and
who have to endure her without one. crestfallen at the violence visited upon these
Attributes: Agility d6, Smarts d6, Spirit d6, gentle old folks.
Strength d6, Vigor d6 Apparently, another group of agents or
Skills: Athletics d6, Common Knowledge d6, guards received a sharp tip from a frightened
Driving d6, Fighting d6, Gambling d6, Intim- local and beat the heroes to their first stop.
idation d6, Notice d8, Persuasion d6, Three Kramer-Holt agents are hiding inside
Riding d8, Shooting d6, Stealth d10, Sur- the kitchen cellar, listening for the footfalls of
vival d6, Taunt d6, Thievery d10 the group. If the group investigates the house
Pace: 6; Parry: 5; Toughness: 6 (1) without checking it out carefully, the agents
burst from the cellar and get the Drop on the

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Savage Tales

group. If anyone makes a successful Notice roll, Lester and his minions have not checked in
they see that the cellar door (on the floor near on these folks for some time. Without guidance
the center of the kitchen) is slightly ajar. They from their religious leader, they have adopted
can prepare for the eventual emergence of the some strange practices.
agents, which occurs a few seconds later, or Their local leader, Ambrose Swink, has fallen
hazard entering the cellar themselves. under the thrall of a powerful hibernal demon
Once the Kramer-Holt agents are dealt with, that lives nearby. To appease this demon
the house is empty but compromised. and protect the compound, he has taken to
If the group looks for a new hiding spot sacrificing travelers to its insatiable appetite.
for the day, success on a Survival roll allows The corrupted Anointed offer the team a fine
them to locate a rickety old smokehouse, also breakfast before setting them up in relatively
equipped with a cellar, a few miles to the east. comfortable environs in their communal
Tinsy suggests they tear down the smokehouse, shelters. The food is laced with a powerful
so it won’t be an obvious landmark, and hole narcotic. If anyone refuses food, the narcotic
up in its cellar until nightfall. is administered to them in their sleep.
• Kramer-Holt Agents (3): See page 208. A successful Notice roll (−2) results in a
character awakening before the narcotic is
Second Night’s Travel administered. She sees Ambrose looming over
her with a vial of cloudy liquid. Ambrose calls
The travelers enter rugged territory with
out for help and tries to Grapple the victim.
thicker forests and more numerous critters.
This likely causes a fight. 2d6 cultists join
A successful Survival roll is necessary to keep
Ambrose in attacking the group.
the group from becoming lost.
If Ambrose manages to drug them, it’s dusk
With a failure they wander into a critter’s
when the party awakens. They are no longer in
territory and lose some time. Present them
their beds, but in a clearing of a Stygian forest,
with a Random Encounter (see Great Craggies,
amid crooked pines and witchwood trees. The
Encounters by Regions on page 100). If they
heroes are Bound. They have two rounds to
choose to travel during daylight hours to make
escape before the demon emerges from the
up lost time, they are waylaid by a group of six
forest and attempts to eat them.
company guards. If they choose to wait until
night to resume their travel, they encounter Unbound characters engage the demon
1d4 forest demons at some point during in combat, while any remaining Bound
the night. characters struggle to free themselves as they
witness the demon’s frightful powers.
If the Survival roll is successful, they keep the
path and make decent progress, but weather a If the demon is killed, the characters can
Blight Storm along the way. attempt to take revenge on the compound
(roughly two dozen cultists, plus Ambrose), or
• Forest Demon: See page 236. continue their journey.

Worshipful Things h Ambrose Swink: Use stats for Cultist, page


207. Ambrose is a Wild Card.
Come morning, the heroes and Tinsy arrive at
• Cultists: See page 207.
the only outpost of the Church of the Anointed
• Hibernal Demon: See page 238.
outside of Piney Dirge Plateau, a place called
Uriah. The compound consists of four 10×40
oblong shelters that house the faithful. These Third Night’s Travel
shelters box in a communal outdoor area with A grizzled veteran stalker and long-time rival of
a fire pit, pulpit, gallows, and long, rough- Tinsy’s, Roland Lusk was hired to track down
hewn dining tables. the dissidents and assassinate Tinsy with his
trusty long bow.
The outpost sits near the base of the Stygians,
which loom up higher than any other Moonlight is disturbingly bright on this
mountains in the Holler, dirty snow and ice night. Near midnight, as the travelers ascend
riming their desolate peaks. a steep hill, Roland, perched in a hunting
stand, unleashes a shot at Tinsy. It pierces

171
Holler: An Appalachian Apocalypse

Tinsy’s left side and she suffers two Wounds. would care for her. It wasn’t pixies that found
From its markings and green-feathered shaft, Tinsy, but Roland Lusk and his gang of brigands.
Tinsy identifies the owner of the arrow as He raised Tinsy in the finest traditions of
Roland Lusk. thieves and scalawags, but she had an innate
The heroes must protect Tinsy from further moral sense that led her to choose her victims
harm and track down Roland (opposed carefully (“only those who are better off than
Survival rolls). If they succeed, they quickly they deserve to be”) and dispense her spoils
locate him and likely engage in combat. If among the needy (“those who ain’t even got
Roland wins the roll, he slips into the darkness, the piss, let alone the pot”). This caused much
and unleashes another shot at Tinsy (roll for friction between she and Roland as she grew
this one) as the first Complication during the into her own.
Ascent (see below). As the heroes fan out in When Roland sicced his gang on a small village
the woods to trek him down, Tinsy calls out of farmers in the Hogback Hills, Tinsy refused
through her pain, “Don’t kill him unless he to participate. He’d heard a rumor that one of
forces you to.” them was the former shopkeeper of a company
h Roland Lusk: Use stats for Stalker (see page store and had laid away a pile of embezzled
211). scrip and strange coins from the City.
When the rumor turned out to be false,
Theron Plinth’s Cave Roland’s rage led to the burning of the village
As daylight breaks, the trekkers finally arrive and the murder of several of its citizens. Tinsy
at the cave of Theron Plinth, a master healer, tried to cut his throat in his sleep that night,
quilter, and sage. He offers the group heavy but Roland managed to fight her off, nearly
blankets and coats (+1 to Vigor rolls for cold) for killing her. Tinsy fled into the forest and has
the final stretch and equips them with suitable been on her own ever since, doing her “good
climbing gear. kind of bad deeds.”
Theron’s cave is full of herbs, poultices,
sewing materials, clothes, and quilts. If the h Theron Plinth
Theron is a seemingly genial hermit and healer
crew have not yet acquired a green cap for
in the Stygians.
Tinsy, he gifts her a striking green fedora
with a large white eagle feather sprouting Attributes: Agility d6, Smarts d8, Spirit d8,
from its brim. Strength d6, Vigor d6
Theron says, “It is my sworn duty to care Skills: Athletics d4, Common Knowledge d6,
for that lot at the Roost and help them Fighting d4, Folk Magic d8, Folklore d8, Heal-
become what they are not,” (a comment that ing d12, Notice d8, Occult d8, Persuasion d8,
seems to speak to their rehabilitations from Stealth d6, Survival d8
a life of crime but feels suggestive of more Pace: 6; Parry: 4; Toughness: 5
arcane secrets upon which Theron refuses to Hindrances: —
elaborate). Edges: Arcane Background (Folk Magic),
Arcane Resistance
The acquisition of the hat improves Tinsy’s
Powers: Arcane protection, detect/conceal arcana,
mood considerably (she discards any hat, with
healing, object reading, relief
mild disdain, that the group provided for her),
Power Points: 15
even if she is still recovering from being shot by
Gear: Healing poultice (+1 Healing).
Roland. She falls asleep shortly after receiving
it, exhausted by the journey. The Final Ascent
Theron shares a story about her childhood. When night falls, it’s time to tackle a tough
He says that Tinsy’s parents were textile mill stretch of Rimerunner Rock to reach the Roost.
workers in Saxon. She was their eighth child.
Her father feared they could not afford to keep You gaze up the sheer, icy cliff. You know not
her, so he placed in her an apple gathering to look down, sideways, or any whichaways but
basket and set her loose on a quick bend of the up. You can’t see where there is to get to. Freezing
Wild Eddy River in the Ghost Ridge, thinking fog swirls around you. Death shroud you think.
she’d float down to Faefall and the fairies The Stygians are a land of legend and demons.

172
Savage Tales

Anything could be winging toward you through that


fog. You’d never see it. What if you are climbing into
nothing? What if you are climbing into the dark
TROUBLING ALLIES
mouth of a dragon from the Old World tales? What The collection of cloaked criminals
if the Roost is a ruse and a bevy of agents wait to in The Roost has been transformed
cast you off this inscrutable mountain into your into Shapeshifters by Theron Plinth’s
death or some greater abyss? Axes and ropes feel folk medicine. Theron believes they
like insufficient implements to assay such horror. were corrupted by the human world.
Your breath feels paltry and small. You must rely Connecting them with their beastly nature
on your fellows to keep you alive. And one of those is the only way to redeem their hearts in
fellows is, lord help you, Tinsy Yates. Theron’s thinking. A platoon of criminal
beast men makes a powerful addition to
Run the climb as a Multi-Person Dramatic the coalition, if such an ally doesn’t violate
Task using Athletics. Set the number of Task the group’s ethics.
Tokens required to one per participant
multiplied by the three rounds of climbing (if
there are five participants, for example, the
group needs 15 Task Tokens over the course of
three rounds to succeed). On the first drawn Jameson Went
club, if Roland is still alive, he appears on a
nearby ledge and takes a shot at Tinsy.
A-Courting
If the characters gain enough tokens to Location: Great Craggies
succeed, the entire group and Tinsy make it
Everybody knows the Lowells don’t care to
to the Roost. If they fail, the characters make
touch their logging interests in the Great
it, but Tinsy’s rope snaps and she plunges to
Craggies with a ten-foot stick, instead leaving
her death.
the day-to-day run of operations to their hired
men from the City. They don’t even try to keep
A Perilous Perch up appearances either, eschewing festival
The Roost is a hard-bitten place full of hard-bitten days and declining to give the propaganda
folks. It looks like they are living on the edge of the speeches that other Big Boys use to keep their
world. Ice caves, elk hide lean-tos, and fires dot the folks in line.
terraced ice ledges. Rimerunner Rock continues to It is right surprising then, that Jameson
stretch into the heavens above them. Elbert Lowell, the youngest son of the family
The view toward the Great Craggies is obscured patriarch Phineas, is the one Big Boy scion who
by a swirling maelstrom of fog and snow. It’s hard has fallen for the charms of a Holler girl, and
to imagine anyone living here, but the men and a rowdy one at that, the notorious hell-raising
women who do could live anywhere—survivalists, beauty known as Charlene Haversham.
mercenaries, murderers, thieves, with few of them It seems Jameson Elbert insisted on a tour of
sharing Tinsy’s high ideals. the logging camp near Firpo, as he was keenly
interested in local reports of talking wolves.
If Tinsy makes it, the folks of the Roost
Jameson is an aspiring scientist, studying
welcome her with hoarse cheers, sinewy
biology in one of the most prestigious colleges
meat, and dark grog (feel free to gin up a few
in the City.
ruffian individuals with the help of the Folks
generator). Whether or not she does, Roost Well, he discovered a wild human instead.
folks offer the group rest and temporary Jameson and Charlene have run off together,
shelter, and many of them, from beneath much to the chagrin of the Haversham clan
shadowy cloaks and hoods, swear to descend (“It’s a curse to marry above one’s raisings”) and
from the Roost when the time is right, and the titillation of everyone else in Firpo.
join the coalition in their fight against the Big A lone Big Boy in the woods with one of the
Boys: “In the battles to come, you will find we Holler’s own is a rare strategic opportunity.
are more beast than folk, and more fearsome the group could interrogate him, gaining
than any machine.” intelligence on what the Big Boys are up to

173
Holler: An Appalachian Apocalypse

in terms of new experiments and industrial Phineas' Disapproval: Some of the company
projects; they could kidnap and ransom him; guards were overhead discussing the situation.
they could attempt to convert him to a double- They speculate the prospect of this unfortunate
agent; and those with some serious scalawag union might draw Phineas to visit Firpo for the
in their hearts could kill him and parade him first time since . . . well, ever. It sure as heck
through Firpo to show everyone the Big Boys means he will send his meanest thugs to catch
are not invincible. Jameson and bring him back.
The rebels hear of this star-crossed union at Odd Match: Folks never thought Charlene
any speakeasy, from Ella herself, or, if they are would settle down. She likes to hunt, drink,
about in the woods, a Fenrir (page 217) with fight, and “neck with menfolk,” and it’s hard
the gift of speech relates it to them. to tell which she likes best. She’s an odd match
for that Lowell—he seemed afraid of his own
The Town is Abuzz shadow while he was in town. “I don’t know if
This is the most exciting thing that’s happened he can handle a woman like that.”
in Firpo since Shem Maynard, always a drover The Love Shack: Rumor has it Jameson and
of questionable skills, lost control of three- Charlene are squatting in a hovel on the slopes
hundred hogs on his way to market. They tore of Mt. Sigodlin, “that real crooked mountain.”
up the town and then rushed headlong over A passerby scavenging for ginseng said he
a cliff, enormous lemmings, in a grunting heard “lots of cooing and giggling noises and
spectacle of death not easily matched. kissy-face noises” from the hovel. The passerby
When the crew arrives, Jameson and says he heard them discussing plans to elope at
Charlene are all anyone is talking about. Use Vienna’s chapel.
the Folks generator to create a handful of These conversations give the group some
talkative residents and distribute the following insight into the major players in the drama.
juicy tidbits among them: The essential piece of information, of course,
Immoral Dancing: Jameson was in the woods is the location of the love shack, and that reveal
with a hunting party tracking fenrir, all suited occurs as their legwork is winding down.
up in a gas mask and funny-looking metallic If the group decides to seek out Charlene’s
suit, “to protect him from breathing our bad father, Merle, before they set off to find
air, I reckon,” when he chanced upon a clearing the couple, he offers “a fine reward” for
where Charlene was practicing the “immoral his daughter’s return and the “immediate
dancing” she does to support her upkeep. He discontinuance of the entanglement.”
removed his mask, stricken. Charlene smiled Make the reward something the freedom
real big and tossed back her raven hair. That’s fighters have sufficient need for—a Tommy
all it took. Deadman, a junky vehicle, an important piece
Father of the Bride: Merle Haversham, of information, a pile of scrip, a safe house
Charlene’s widowed father, broods over the in a remote location. The shinier the reward,
situation. Charlene is his pride and joy, “She the tougher their matchmaking dilemma
ain’t much, but she’s all I got,” he likes to becomes later.
say. He’s convinced marrying a Big Boy is
• Merle Haversham: Use stats for Rough and
“unnatural—against the proper order of the
Tough (see page 210).
world,” and any union is destined to bring ruin
upon the Havershams and any offspring the
couple might produce. He also thinks being The Love Shack
in-lawed with the Lowells is sure to make him As the interlopers approach the shack, they
look like a company man and that’s a shame he hear the cooing and giggling—Charlene’s
says he can’t live with. deep, raspy voice contrasted with Jameson’s
tremulous but precise articulations.
Jealous Boyfriend: Charlene has several
boyfriends. One of them, Pistol Owen, is A successful Notice roll reveals some
incensed at this revolting development and has unwanted company. Pistol Owen and two of
sworn to kill Jameson, even though he knows it his buddies are casing the shack.
means death for him if he’s caught.

174
Savage Tales

Pistol and his pals need to be talked down Jameson is cowed by the experience and
from killing Jameson and sent on their way (−2 supports the heroes (+1 to any such roll) if
on Persuasion/Intimidation/Taunt rolls against they try to talk Charlene down or otherwise
Pistol, no penalty for his compatriots, who subdue her.
don’t have the galvanizing fervor of scorned Once a bit of order is established, persistent
love in their hearts), or dispatched by more questioning of Jameson and Charlene leads
violent means, if necessary. them to reveal their plans—they are headed to
Pistol is a touch greedy, so if a part of Merle’s Vienna Hosk’s rustic wedding chapel (Vienna
reward is offered, or other material trappings, is a “professional hitcher”) to join them in holy
the −2 penalty is negated. matrimony.
Once Pistol and his cronies have been dealt Jameson declares his love for Charlene in
with, it’s time to assay the love nest. high-flown, poetic terms. He says, “The Holler’s
fauna is fascinating, and I have chanced here
h Pistol Owen: Use stats for Rough and Tough
upon its most delicate and beautiful fawn.”
(see page 210).
• Pistol’s Buddies (2): Use stats for Workers If Jameson is questioned about his presence
(see page 212). in the Holler or his attitude toward Holler folk
or his own family, he says he’s ready to swear
The Nest off his inheritance. He learned at the university
that all the ways his family talked about Holler
Old-timers like to say, “if the hovel is a-shaking,
folks, “as crude lowlifes, little better than
please don’t break-in,” but the killjoys must
animals,” is unfair and dehumanizing.
interrupt some serious canoodling to speak
with the couple. After the group interrupts He asserts, “You are people just as much as
them, read the following. the people in the City, with full hearts and
minds ripe for cultivation. It’s not your fault
Charlene quickly tugs on some clothes but doesn’t you live the way you do.”
worry too much about making herself decent. She’s
If they question him about his interest in the
screaming at you, pressing forward, swaying back
fenrir, Jameson’s eyes light up.
and forth like she’s about to unleash some hell.
“Are y’all a bunch of creepers! Or did my Daddy Talking wolves, can you imagine it! I’m keen to
send you to try and take my fresh-caught study them. My hunting party was in search of a
millionaire!?” specimen I could take back to the City. I chanced
“Darling,” Jameson intercedes, “let’s hear these upon this beautiful creature instead. I wanted to
folks out before you resort to violence. If I am to write a chapter about the fenrir in my senior thesis.
take you to the City, you’ll have to learn to temper I’ve desired desperately to have a conversation
such irascibility.” with one since I learned of their existences. And
He is red-faced, unnerved, covering his man I’m sure there are other talking animals here—the
parts with a small hat in his right hand. line between human and beast seems thin indeed.
Charlene bites down hard on her lip. She looks But I have found a higher calling now—romance.
from the group to Jameson.
Charlene swears she’s ready for a new life,
“Ain’t nobody messing this up for me,” she says,
tired of the lowdown men she’s consorted
and picks up a shovel.
with and her own mean and rough ways. “I
Jameson lets out a small gasp and covers his
just want something better for myself.” She
mouth with his left hand. He looks shocked and a
becomes rather exercised when discussing this,
little turned on by Charlene’s display.
but her earlier rage and bravado turns slowly
Charlene continues to cuss the heroes and to vulnerability.
threatens to blacken their eyes and bloody The couple plead with the heroes not to
their noses. She feels particularly rivalrous interfere with their love, and, in fact, ask them
toward members of the same sex—if any of to escort them through the dangerous territory
the team are woman, she calls them out to a between the love shack and Vienna’s chapel
grappling match, saying they need “to get away across the mountain.
from her fresh-caught millionaire.”

175
Holler: An Appalachian Apocalypse

h Jameson Elbert Lowell the City and Holler at regular intervals and
The youngest son of Big Boy Phineas Lowell, dish as much Big Boy dirt as he can acquire,
Jameson is a lover, not an exploiter. given that the critters are sufficiently exotic to
Attributes: Agility d6, Smarts d10, Spirit d8, maintain his interest.
Strength d6, Vigor d6
Skills: Athletics d6, Common Knowl- Going to the Chapel
edge d6,Fighting d4, Folklore d8, Notice d6, If the group has no desire to stand in the way
Persuasion d8, Science d6, Stealth d4 of true love and decide to escort Charlene and
Pace: 6; Parry: 4; Toughness 6 (1) Jameson to the chapel, they’re in for some
Hindrances: Driven (Minor, Marry Charlene), surprises.
Driven (Major, Study exotic critters) Lowell’s men have sniffed out the couple’s
Edges: — marriage plans through their own legwork,
Gear: Gas mask (+1 Armor, head, reduces Blight traveled to Vienna’s, and promptly paid her off.
Vigor roll penalties by 2). They’ve laid an ambush for the couple and
h Charlene Haversham are more than happy to include the heroes in
their trap.
Charlene's not exactly the most sought after
catch in the Holler, but she's snagged a Big A Notice roll, opposed by the lead ambusher's
Boy's son. Next stop, the City! Smarts, made as the group approaches the
chapel, makes it a fair fight. Draw for initiative.
Attributes: Agility d8, Smarts d6, Spirit d8, If the roll fails, the ambushers get The Drop on
Strength d8, Vigor d8 the wedding party.
Skills: Athletics d8, Common Knowledge d6,
The ambushers consists of two Kramer-Holt
Fighting d8, Intimidation d8, Notice d6, Per-
agents, two Company Guards, and Pistol Owen
suasion d6, Shooting d8, Stealth d6, Taunt d8,
and one of his rough and toughs (if the group
Thievery d8
allowed them to leave the shack unharmed).
Pace: 6; Parry: 6; Toughness 6
Hindrances: Driven (Major, Marry Jameson, The attackers target Charlene early and
No Matter What) often, attempting to kill her. She readily joins
Edges: — the fight. Jameson cowers behind a tree. The
Gear: Hideout pistol (Range 3/6/12, Damage ambushers do not attack Jameson under any
2d4), skinning knife (Str+d4). circumstances, but readily grapple to subdue
him. Vienna hides inside the chapel, her
Decisions, Decisions loud sobs emanating forth between rounds
The group has a tough choice. Do they help of gunfire.
the wayward lovers get married and face fall • Kramer Hold Agents (2): See page 208.
out from both the Lowells and the residents • Company Guards (2): See page 206.
of Wolf Lick, especially Merle? Do they return • Pistol Owen: Use stats for Rough and Tough
Charlene to her father and collect a reward, no (see page 210).
doubt creating a life-long, vengeance-sworn • Pistol's Buddy: Use stats for Worker (see
enemy in Charlene? Do they ransom, kill, or page 212.)
attempt to convert Jameson to their cause?
If they break up the marriage, but still seek If Anyone Can Show Just Cause
to influence Jameson, his curiosity about the If the heroes win the fight and manage to keep
fenrir is the best route for accomplishing Charlene alive, Vienna expresses regret for
that. If they offer to acquire a fenrir specimen the double-cross, saying she had no choice.
or educate him about the other wild critters She even shares some of the pay-off with the
in the Holler, he jettisons Charlene from his couple to help them on their journey (25 scrip
memory relatively quickly. and a bottle of fine wine from the City).
His intellectual curiosity consumes him. It’s Vienna agrees to marry the couple if they
possible for the group to work out an ongoing are still up for nuptials after the bloodbath, as
“specimens-in-exchange-for-intelligence” deal long as the bodies of any dead Lowell men are
with Jameson, who agrees to travel between cleared from the chapel’s front stoop.

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the source of the noise and then a rock or two


Little Bandits whizzes by their heads, until Thunk! One finds
its purchase square on their noggin, knocking
them slam out.
Location: Corn Cob Gap
They wake with a lump on their head and
A Spate of Robberies bereft of most of their possessions, though
Corn Cob Gap is always risky to traverse, as their boots, a popular commodity among
the rising hills on either side provide excellent thieves, have remained on their feet in every
hiding spots for would-be thieves. instance. The thieves are keener on food
or knick-knacks (a duck whistle; a homely,
The southern end of the gap has always been beaded necklace; marbles; homemade fishing
a touch safer, given the relative lack of nearby lures; even a rubbery old baseball one of the
towns and the several valleys that wind a short old fishermen had in his pocket).
distance through the Ghost Ridge into Faefall.
Folks do not like to loiter near the realm of the Naturally, folks blame the fae, even though
faeries, even though the faeries rarely leave it’s a spot outside their territory. There’s some
the unsullied confines of Faefall proper. But concern among the rustic locals that the
mere proximity is enough to give most folks fairies are pushing out of Faefall and “aim to
the heebies, even thieves. change the good earth beneath our feet and
the sober sky above our heads into a futzing,
That’s why the recent robberies in that glittering mess.”
area are particularly puzzling—a wide-roving
tinker, an intractable granny woman, and a The group can learn of these robberies
few humble local fishermen have all reported and the locals’ concerns by happening upon
similar crimes. one of the victims on the road or picking up
rumors on a stop in any town in the Craggies,
Near dawn or dusk, they hear some distant Hogbacks, or Ghost Ridge.
giggles, a spooky sound in that remote of a
place. They start to scan their surroundings for Whoever they hear it from, the teller
implores them to investigate the winding,

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Holler: An Appalachian Apocalypse

narrow paths of Nutty Gorge, which is the the locals’ fears about fae intrusion aren't ill-
quickest path through the Ghost Ridge to the founded, though this idea is swept away after
northern border of Faefall. encountering the responsible pixies.
After passing a couple more fortresses, the
Tiny Suspects crew hears buzzing and chittering noises.
Traveling through the Nutty Gorge is a pleasant Three pixies adorned with acorn helmets
experience— it’s Blight free, as Faefall’s dart about in the air before them. They seem to
influence leaches into the valley. There’s a fair be in exceptionally gregarious moods, sunning
bequeathment of sun. Sometimes the denizens in the glow of their recent “military exercise.”
of Faefall do wander over its borders a bit, fae
Fair, their apparent leader, is a narcissist.
and cryptid alike.
She repeatedly asks the group how they like
A successful Notice roll in this area grants her uniform (she’s covered in tiny leaves, like
a glimpse of the legendary Green Man, a the Green Man). She poses in different combat
mysterious entity associated with “pagan positions, asking which is most “delightfully
notions,” a figure who many think is “sprung striking.”
from an Old Scratch’s brain or might be one of
Glare is a consummate liar. He doesn’t
Old Scratch’s fancy costumes.”
speak up, unless he is addressed, but if he
Up ahead, a figure steps from a berry bramble— is addressed, he invariably responds with
the thorns would shred a normal fella’s skin, but outrageous untruths. He claims, “an undiluted
this one completely covered in bright, shining string of victories upon this day,” which draws
leaves, forming a kind of armor. A profusion of harsh responses from Fair and Quare.
green vines, some bearing tiny yellow flowers, He also claims he knows the day when the
sprout from his head. He looks as though he was world will end, “A rainy Tuesday in March.” And
born of the forest itself—but he’s no forest demon that a herd of wampus are grazing on the other
and seems a sight more grave-faced than any silly side of the mountain and will soon charge
old pixie or flighty spriggan. down and devour everyone in the Gorge,
He has a regal bearing, like the knights in old including the pixies. “Exciting, yes?” he asks. A
stories, and sizes you up, raising his chin slightly successful Notice roll reveals that Glare is full of
as if to let you know how high he holds himself. His pixie dust, as his left eye twitches rapidly every
face looks carved from a hoary tree, a tree as old time he lies, which is every time he speaks.
as time itself, a tree that a tiny universe of mossy,
Quare is paranoid and inquisitive. He asks
growing things surrounds to be blessed by its shade.
the group sundry questions, such as “What are
He is the boss around here, fella, his look seems to
you?”; “Do your people practice cannibalism,
say. He disappears into the bramble more quickly
because I heard that’s a thing?”; “Are you born
than he emerged, barely a sound, barely a fuss.
from eggs or bellies?”; “Why do you smell like
Any attempt to track down the Green Man is possum sweat?”; “Why are you looking at me?
futile, but still results in quite the story to tell Are you trying to steal my soul!” He trucks solely
in a speakeasy. in absurd insults and panicked suspicions.
Only characters who make a successful They respond to questions about their
Notice roll see him and even they are unsure presence outside Faefall or involvement in the
if it was a phantasm or a real creature after the crimes with haughty dismissals.
moment of his sighting passes. “We aren’t rubes. We leave Faefall all the time!
As the heroes approach the Faefall end of You just don’t see us.”
the gorge, they notice several acorn piles “The Fae Queen doesn’t like us to do our
at regularly spaced intervals. A successful military training inside the borders. It’s too
Folklore roll indicates this is likely the work of ferocious. It disturbs her delicate sensibilities.”
pixies, who play war games centered around
“Why would we steal from bumbling rustics?
these “fortresses.”
They have nothing we desire!”
The fact that these acorn fortresses lie
The pixies’ responses are punctuated with
outside of Faefall, along with the possible
shrill laughter. After toying with the visitors,
Green Man sighting, indicate that perhaps
Fair agrees to give them “the goods and the

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gravy on these fell crimes, if you tell us some Buster Cole


stories about yourselves.” The younger brother of Vernon and Fernon
Cole, Buster is the leader of the little bandits.
Fair adds, “Make yourselves look good now!”
Glare adds, “The less true, the better.” Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Quare chimes in, “And give it a sinister twist!”
Skills: Athletics d8, Common Knowl-
Heroes who participate in this fae game and edge d6, Fighting d8, Folklore d6,
relate a tall tale about their shocking exploits Intimidation d6, Notice d6, Persuasion d6,
receive a Benny. Shooting d6, Stealth d6, Taunt d8, Thiev-
If at least one person tells a story filled with ery d8
action and hyperbole (and a sinister twist), Fair Pace: 6; Parry: 6; Toughness 5
dishes the dirt, while enacting the story with Hindrances: —
broad gestures and pantomime: Edges: —
Gear: Sling w/ stones (Range 3/6/12, Damage
It’s some of your own unruly youngins! They are
Str+d4), skinning knife (Str+d4).
worse than a sprig-glut of spriggans, though our
Queen may turn them into spriggans if they keep Wild Youngins
with their devilry!
The children Fair describes are mostly
They’ve built nests in the trees back off the road a
runaways from mill villages in Hogback Hills
piece. They spend most of their days cackling and
who have created an ad hoc society far from
fighting up there, regular banshees.
town. Either their parents don’t really want
When they run out of food or play pretties, they
them, or they don’t want their bellicose or
scurry up to the road together, a dozen of them if
likker-soaked parents. They come from tough
there’s one, and climb those trees.
homes and are wise (and mean) beyond
When they see a poor rustic a-coming, they start
their years.
slinging rocks until one pops ‘em on the tater and
right to sleep the waylaid traveler goes. One exception is Buster Cole, the youngest
Then the little runions come a-running, take of the famous gouging clan from Cole Hollow
what they want, and go giggling back into the in the Ghost Ridge. He had a row with his
woods. It’s a sight. older twin brothers, Vernon and Fernon
(they were being too rough on him in gouging
If this isn’t enough to pique the team’s training), a few weeks back and joined up with
interest, they see the Green Man again. This the dispossessed kids from the mills, quickly
time he beckons for them to follow. If they do, becoming their ringleader. Buster is mostly
he stays a fair distance ahead of them, leads just having fun and knows he can return home
them near the tree houses, and disappears whenever he wants, unlike the other kids.
into the surrounding forest. He is impossible
for mortals to track. A Few Other Runaways
h Green Man: See page 221. Trudy Houser: A 12-year-old girl who used
• Pixies (3): See page 243. to work with her mother in Saxon. She lost
a finger to a weaving machine when she was
Approaching the Tree Houses only 10. She could no longer abide her “mama’s
The sounds of laughing children eminate from screaming fits” and “roundabout boyfriends”
the houses, which sit about a hundred yards off and left home. She’s the best shot of the bunch
the main road in Corn Cob Gap. As the group (she has the Marksman Edge).
approaches, they are assailed with a rain of Red Dobbins: A 9-year-old with a mop of
stones and must roll Athletics to avoid Bumps ginger hair that covers most of his face. He’s
and Bruises. taken to pretending he’s a bear since living in
If they withstand the onslaught and continue the trees. At first he communicates only with
toward the trees, the oldest and stoutest child growls and snarls, but eventually relates a tale
among them scrambles down and asks, “Who of running away from home after his father
the hell are you miscreants?” suffered a head injury in Ashdown and lost
his job. Red’s mother died in childbirth a few

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Holler: An Appalachian Apocalypse

years earlier. “They were going to haul me to Rubbing is Racing on page 116) if these twins
the orphanage or asylum if I didn’t run away.” have not been killed in another adventure.
Tiny Jr. Jr.: A frail 8-year-old. He doesn’t talk, A Common Knowledge roll brings to mind
but the other children eagerly fill in his details. Terrapin Corner, a community of retired old-
Tiny comes from a line of folks who seem to timers in the Hogback Hills with a reputation
grow shorter and shorter with each generation. for geniality and a fine storytelling, cooking,
“Tiny’s daddy’s daddy’s daddy was short, and and quilting culture. These youngins might
then Tiny’s daddy’s daddy was shorter, and learn a thing or two from their elders there
then Tiny’s daddy was even shorter, and Tiny and the kids might inject some youthful energy
don’t look like he’s going to grow into nothing into the community.
more than a speck.” No one really knows why Other possibilities range from the beneficent
Tiny left home, but Buster thinks maybe he to the wicked—coordinating with a kindly
thought he would have a chance to grow “if granny woman or Ella May Hawkins to
he got hisself out from under that low mill help rehome them; leaving them to their
house roof.” own devices (perhaps with a complement
Buster positions himself as the leader and of weapons, food, and the construction of
representative of the other children. “I got sturdier dwellings); or perhaps returning to
their best interests at heart,” he says. the pixies with a gift of changelings for their
Buster readily admits to the thievery, saying Fae Queen (hey, immortality in a verdant
they “got to eat and get on somehow.” He also paradise filled with tricksters isn’t the worst
relates his background and says he’s been fate, is it?).
wanting to go home but doesn’t know who is Regardless, once the heroes extend some
going to take care of the other kids. kindness to the children, they don't want the
He says it probably won’t be long “until group to leave and insist on following them
another one comes straggling up. Of course, around if they do (except Buster, who hightails
somebody gets eaten by a critter every once it back home). That should give the crew some
and awhile, too. I’d say the population is likely additional motivation to re-home them.
to decline over time, no matter what, but it
hurts my heart to think about leaving them
out here alone.” Rubbing is Racing
Truant Officers Location: Ghost Ridge Mountains
Though perhaps not as a scarifying as mutated
cryptids or malevolent industrial inventions,
The Legend of Hoyt Burrhardt
the do-gooders have a problem. How do A certain stripe of Holler folks, usually those
they find homes for the kids (not to mention who have not yet been assimilated into the
improving the fortunes of local travelers), company towns, love cars and moonshine
before an awful fate befalls them? with equal fervor. The juiced-up jalopies
primed to outrun even the fanciest Kramer-
After the party converses with Buster, they Holt vehicle and the illicit elixir transported
need to spend some time reaching out to the therein are their sacred emblems of freedom
other children, calming and reassuring them, and ingenuity.
gaining their trust, and hopefully offer a
solution to their plight. Anybody from those parts (see Gulchside
on page 63) tells you that moonshine
Some Solutions and racing are blood-deep, honor-bound
traditions that can bind kin together or create
Convince Buster to return home and see if
mortal rivals.
the Cole clan is willing to take in a few other
kids. The heroes need to accompany Buster to For years, Hoyt Burrhardt, a fierce, strapping
Cole Holler and likely barter favors or gear (−2 man, and his jalopy, the Buzzing Burr, were the
Persuasion on any negotiations) with Grayson scourge of the Ghost Ridge. In a race, they say
Cole, the patriarch. They must also avoid the old Burrhardt would stick to your bumper like
leers and jeers of Vernon and Fernon (see a burr on a possum’s rump, waiting for just the

180
Savage Tales

right moment to ricochet past you or nose you down-sloping, shoulderless curve known as
sideways with no concern for how you’d get Hell’s Hairpin.
rightways again. Before the race, Rusty and a couple of his
And he was the best shine runner anywhere. fellows snuck over to Burrhardt’s garage to get
The Kramer-Holt Agents spent considerable a look under Buzzing Burr’s hood. Hoyt caught
time and resources trying to catch him them and put a whooping on all three and let
zooming up one mountain and down the next. them what’s “Buzzing under the Burr’s hood is
They tried everything— paid informants to give between me and my maker.”
up his whereabouts or saboteurs to cut his That beating pushed Rusty over the edge. He
brake lines, set up elaborate roadblocks and snuck back the next night. Lucky for him, Hoyt
booby-traps, bored out their own engines to was in a moonshine stupor and didn’t hear
have a chance at keeping up. him scuttling about his property. Rusty rigged
The sound of his engine became a kind of the Buzzing Burr’s brakes so that the first time
lullaby to anxious sleepers of Ghost Ridge— Hoyt gave them a hard tap, they’d go right out,
“You could hear that rumble of a night and and that meant they’d go out on Hell’s Hairpin.
know those bastards hadn’t caught Burr yet. That’s what they did. Burrhardt lost the race
That’s the kind of rumble that’ll give a man and his life, catapulting off the side of the
hope and some peace.” mountain, rolling end over end and bursting
The agents finally quit out into flames before crashing into the Wild Eddy
of pure embarrassment— River below.
Burrhardt’s escapes threatened Folks were suspicious. Rusty’s nickname
their mystique. It was better to let changed, all right. They started calling
him roar around the mountains, him “Rusty Rigged It.” He lived out
unaccosted, like they had better his days in infamy and shame and
things to do, than fecklessly never raced again.
chase after him like children
after a greased pig. Burrhardt’s
But it was Burrhardt’s skill, Revenant
bullying, and one of his own Rusty’s racing days might have
friends that did him in. Rusty been over, but Hoyt’s were not.
Roberts was a hell of racer. He rose from the river as a
He just wasn’t Burrhardt. revenant (see page 248) and
Rusty finished second so has been terrifying drag racers
many times to Burrhardt on Rumbling Mountain ever
on the dirt tracks and since. He courses down the curves
lost by a nose in so many in a spectral manifestation of the
drag races that folks Buzzing Burr, taunting, tailgating, and
took to calling him all kinds jostling other drivers.
of nicknames to designate his
Hoyt was always a big fella and makes
eternal bridesmaid status— Rusty
a brute of a revenant—the death-rot has
Runner-Up, Seconds, Pert Near,
taken most of one side of his body while
and Horseshoes.
the other bears the burns of his crash.
Rusty spent years trying to figure
He calls out with a throaty wail, “Let’s
just what Burrhardt had under
Go! Gimme a fair race! Let’s Go!” Most
his hood that gave him an edge,
times he simply disappears, but he
because Rusty was convinced it
has also sent several drivers to their
couldn’t just be skill. How did
deaths over the years, spinning them
he win every single time?
out on Hell’s Hairpin and sending them
Rusty challenged Burrhardt crashing down the mountain into the
to race on the dirt road that Wild Eddy to meet the same fate he did.
snakes down Rumble Mountain,
home to the 180-degree, hair-raising,

181
Holler: An Appalachian Apocalypse

He’s been getting even more ornery lately, They had Buddy late in life, but he quickly
it seems. A few nights ago, Buddy Pearson, became their pride and joy. Buddy worked
the youngest son of the famous shade tree on cars just like his folks, but drove them, too.
mechanics, Mavis and Spindly Pearson, was He’d been running shine and winning local
killed in a race on Rumble. races for a decade before Hoyt’s ghost sent him
Two nights after that, one of the group’s over the edge.
acquaintances (choose from one of the Holler Mavis contends that Buddy was getting
folks the rebels have bonded with on a previous a reputation for being almost as good as
adventure or ask a player to tell a story about a Burrhardt and there was no way his mean-
strong tie to a racing friend. Toss him a Benny) hearted and prideful old ghost could abide that.
was killed in another crash. Everyone figures Mavis and Spindly have some junker jalopies
Hoyt Burrhardt’s haint is responsible. they can help the group to fix up to challenge
Mavis and Spindly know one of the characters Burrhardt. They think if someone beats Hoyt,
through a mutual friend of the dead racer. fair and square, his spirit might finally settle
They figure that the their new acquaintances once and for all.
are mourning, too, and having heard of their For the race to be fair, according to the time-
exploits, think they may be able to assist honored codes of spirits and racers, Mavis
them. They send a messenger to ask the insists the racers have do the work on their
group to “come and help us put that infernal own cars, but she and Spindly offer to oversee
haint to rest.” the modifications and pitch in a bit (the value
of such expertise grants the heroes +2 on the
Mavis and Spindly Pearson Repair roll for their jalopy).
Mavis and Spindly are an odd pair, a hard-worn A successful Persuasion roll when asking for
couple well into their 60’s. Mavis is extra stout, more information about Hoyt and his legend
rough-talking, and her face is always flushed red, yields this piece of interesting information
like she’s on the verge of losing her temper. Spindly from Spindly:
is skinny as a wire, pale, and you can tell after
You know I know why ol’ Burrhardt was faster’n
chatting with them for a few moments that Spindly
everybody else. Back when I was fiddling a right
does whatever Mavis desires, as he’s always looking
much with stuff, I fixed him this supercharger for
at her for direction, looking sideways to make sure
his engine. It worked pretty good.
he’s saying the right thing.
But then he fooled an old witcher woman into
Nearly a dozen old jalopies— some rusting on doing some kind a-blessing on it, and it worked
blocks, others fighting off weeds— rest in what even better. That’s why them Kramer-Holt agents
looks like an automotive graveyard. You can feel could never catch him.
the history in those cars. You know racers whipped I thought about going in there and fishing that
them around razor-sharp curves and rolled them supercharger up from the wreck, some of the best
in a moment of exultation and fear. work I ever done, but I’m too old and it’s too rusted
Maybe they landed right side up and raced again. and haunted. That car might’ve done warshed
Maybe they died doing what they loved. You know down the river anyways, but you never know.
shine runners stuck their boot to the floor and lifted
in the air cresting steep hills on Sidewinder, a raft of • Mavis Pearson and Spindley Pearson: Use
agents on their tail. You wish the old jalopies could stats for Workers (see page 212), plus d10
talk. Maybe a few of them can still roar, with the in Repair.
right parts and several quarts of elbow grease.
Juiced-Up Jalopies
Mavis and Spindly are the finest shade tree
The competitors spend a day working on the
mechanics in the Ghost Ridge and have worked
jalopies with Mavis’ and Spindly’s constant
with local shiners and outlaws for decades,
input. Anyone working on the car may make
rigging up cars for speed, evasiveness, and
Repair roll. With a failure, the gear-head
durability, but they never drove themselves.
manages to do little to improve the state of
They now consider themselves semi-retired
the vehicle. The driver gets a Junked Jalopy.
from fixing cars.
A success results in a Fair to Middling Jalopy,

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Savage Tales

a raise in a Juiced-Up Jalopy (see Vehicles Burrhardt’s vehicle has the following stats.
on page 22). The Buzzing Burr: Size 3/Handling +2/
With a raise, the heroes may also choose one Top Speed 110/Toughness 12 (2)/Super Loud
modification: (+4 Taunt)
Bore It Out: Increase Top Speed to 100 Section #1: The Top of Rumble (Track
Smooth It Out: Increase Handling +1 Cards 1 & 2)
Hull It Up: Increase Toughness by 2 First Complication: Uh oh. Vernon Cole has
been idling on the side of the road, waiting
Make It Loud: (+2 Taunt)
for some action. He sees the heroes reach
That night Mavis and Spindly tell the racers the top of the mountain and Burrhardt’s car
they are as ready as they will ever be and manifest out of thin air. Vernon joins the race,
encourage them to drive to the top of Rumble just looking for some fun, and creates as much
Mountain and “commence to revving your chaos as possible.
engines and calling him out. If Burrhardt
His vehicle is equivalent to a Fair to
wants you, he’ll come get you.”
Middling Jalopy.
The Race Section #2: The Descent (Track Cards 3 & 4)
First Complication: Malfunction junction.
When you reach the top of Rumble, a pair of
Whoever prepped the jalopy neglected
headlights flash in your crooked rear-view mirror
to tighten a screw or securely fit a hose
and the odd blue light from them fills your jalopy.
somewhere. If the driver is in a Juiced-Up
You hear an engine revving behind you. The roar
Jalopy, he loses the modification the heroes
grows louder as the car closes quickly to your rear
chose. A Fair to Middling Jalopy loses its
bumper. You feel a slight tap. Then a harder bump.
handling bonus. A Junky Jalopy blows a tire.
You squint into the rear view and see Hoyt The driver rolls on the Out-of-Control Table.
Burrhardt lean his head, or what’s left of it, out of Section #3: Hell’s Hairpin (Track Cards 5
the driver’s side window—a visage dripping with rot & 6)
on one side, blanched with burns on the other. He
First Complication: The scariest part of the
slaps the top of his car with his hand and leans his
track. Rubber burns. Knuckles whiten. Many
head out further, the wind whipping away pieces of
a racer has flown off the edge of the mountain
dead flesh. He calls out to you, in a voice as deep as
RIGHT HERE. The driver loses control on Hell’s
his engine’s growl, “Beat me fair and square, boys!”
Hairpin and makes a Driving roll as a free
The race down Rumbling Mountain and action at −4. A failure results in the car flipping
around Hell’s Hairpin uses the Chase rules (see down the side of the mountain and crashing
Savage Worlds), with following exceptions: into the Wild Eddy River. The car is wrecked,
Use 10 Action cards for the track. taking 3 Wounds. The driver takes 4d6 damage.
The track is divided into sections. For Section #4: Blight Storm (Track Cards 7 &
each section, when the first Complication 8)
occurs, use the events below rather than First Complication: Seems like there’s more
the Complications table in Savage Worlds. rumbling on Rumble Mountain than engines.
Use the Complications table to resolve any A Blight storm sweeps in violently, obscuring
complications beyond the first. vision. A Blight Bolt strikes the car for 1 Wound.
Narrative dressing for additional The driver makes a Driving roll as a free action
complications is up to the Shift Boss, but here at −2. A failure results in a roll on the Out-of-
are some possibilities: a possum or other small Control table.
varmint darting in front of the car; the chassis Section #5: Those Sneaky Bastards (Track
loosens or tightens, making it harder to steer; a Cards 9 & 10)
tire loses air; a rock flies through a windshield; First Complication: Some Kramer-Holt agents
a big old pothole gets in the way; a drunkard deployed a Spike Strip at the bottom of the
—or cryptid!—crosses the road. mountain to waylay any illegal racers and teach
Burrhardt is immune to complications them a lesson. If this complication is activated,
during the chase. all drivers make a −2 Driving roll. A failure

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results in a Minor Collision, as the vehicles Burrhardt’s car hugging close to his rear
spin this way and that, dodging each other and bumper for a stretch, then the ghostly
roadside trees near the finish line. car vanishes.

We Have a Winner, Folks The Supercharger


If one of the crew wins, assuming Burrhardt If the heroes heed Burrhardt’s words or
hasn’t crashed into the river again, he gets Spindly’s story, they can trek down the
out of his car, shakes the winner’s hand, tells mountain. They need to make two Athletics
her she did a fine job, and says, “Well, I think rolls for steep ground along the way, one near
I’m going to go home now. But there might be the top and one near the bottom. A failure
something you want down in that river bottom results in a tough fall and 2d6 damage.
there.” Both he and the spectral version of the Once they reach the banks of the Wild Eddy,
Buzzing Burr disappear. a successful Notice roll reveals the rear end of
If one of the upstarts wins and Burrhardt isn’t a car poking out from the water and shining in
there to congratulate her, the Shift Boss might the moonlight, toward the middle of the river.
subtly remind them of Spindly’s story about No doubt it’s the physical incarnation of The
the supercharger. Buzzin’ Burr.
If Burrhardt wins, he starts cutting donuts in
the middle of the road, taunting the losers, and “If you see the Buzzin ’
shooting obscene gestures at them. He yells,
“There might be something in that river bottom
Burr on your bumper,
that’ll even things up next time around,” and there’s no use praying—
drives away, vanishing as he hits the top of the you ’re going to hell on
next hill. the Hairpin.”
In the unlikely event Vernon Cole wins, he
crosses the finish line and keeps on going —Hoyt Burrhardt
into the night, cackling with glee, with

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The Wild Eddy gets its name for a reason. The a night’s sleep and ask them the same, before
current is rough. Swimming to the car requires unleashing a random encounter on them in
a −2 Athletics roll. With a failure, the player is Faefall or one of its adjacent areas, depending
Drowning (See Savage Worlds). on where they are (see Encounters by Regions
Once someone makes it to the car, a on page 100).
Repair roll at −2 allows them to extract the The dreams follow the normal Interlude
supercharger from the engine. The rest of the rules, with the following topics:
vehicle is, of course, a total loss. Spades: A nightmare about being pursued
Against all odds, the supercharger still works through the woods by an enemy.
if installed in a car, imbued with Spindly’s Hearts: A nightmare about being trapped
ingenuity and the witcher woman’s blessing. inside a terrifying location.
h Hoyt Burrhardt: Use Stats for Revenant (see Diamonds: A nightmare about a past trauma.
page 248), with a d12 in Driving.
Clubs: A nightmare about the end of the
• Spindly’s Supercharger: Top Speed +20, Holler, a cataclysm that wipes out everyone
Taunt +2, Toughness +2 (derived from its and everything.
magical aura) The nightmares affect the characters in a
fundamental way.
The Sisters of Assign a −2 penalty to all Trait rolls associated
with the attribute that seems most threatened
Shuckstack Valley or compromised by the dream (−2 Agility-
based rolls for a chase nightmare, for instance,
Location: Faefall or −2 to all Spirit-based rolls for a nightmare
about a past trauma).
Contracting a Hexing To up the pressure on the heroes, if they
Run this adventure after the group travels don’t lift the hex by the next night, have the
through Faefall or invent a short errand or nightmare recur and increase the penalty to −4.
fetch quest that takes them through the valley This should give them plenty of motivation to
(but not so close to either witch’s side that they discover the source of their nightmares.
encounter them). The Shift Boss should feel free to embellish
They contract a curse on their travels, the character’s nightmare with hints about
unbeknownst to them, from Varsha Horn, its origins—flashes of traveling through
one of Shuckstack Valley’s infamous sisters Shuckstack Valley, the hazy figure of an old
(feel free to drop this valley into a convenient woman presiding over a cauldron, her shrill
location in Faefall). cackles, etc.
Varsha has laid curses throughout the valley
floor to punish travelers for “disturbing Tick Hansen
her woods.” Tick Hansen is a mountain man who has made
Pluck a blackberry from a vine and eat it? a decades-long peace with the fae, though
The unwary diner is hexed. Break a branch they still mildly harass him and drive him to
off a dogwood tree? Hexed. Step on the wrong distraction frequently. He curses them up one
toadstool? Hexed. side and down the other if asked about them,
Varsha’s curse afflicts the victim with horrible, but he secretly enjoys the interactions and
recurring nightmares that continues to haunt would not leave Faefall for anything.
them during the day. The nightmares are lucid He looks the part—a long, black beard with a
and dredge up a character’s greatest fears white streak down the middle, slightly redolent
about himself or the world. of skunk. His beard is adorned with foxfire,
Introduce the players to their nightmares which glows in the night. A few ticks are often
via this modified Interlude by either requiring visible on his skin, and he wears a ratty cowboy
them to describe their nightmares from the hat with feathers of various birds sprouting
night before or wake them up in the middle of haphazardly from its band. Finally, he’s armed
with a skinny knife and bow, but uses these

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for hunting only, as he is non-violent toward “holy-istic” gardening, but she and her sister
humans and fae. are nearly equally matched in power.
If the travelers are struggling to connect the On the south side of the valley is Varsha
dreams to their journey through Shuckstack, Horn’s domain. While vibrant plants, glittering
or if they need an eccentric diversion, consider waters, and unnaturally florid landscapes are
having them meet Tick. He might stumble into not uncommon in Faefall, the area nearest
the camp, perhaps appearing to be a threat Varsha’s hovel looks like one long note of
initially, or “stalk” the party until they feel his warning from nature— “Do not touch this, do
eyes upon them and force an encounter. not tarry here.” Carnivorous blooms, steaming
Tick tells the group they look a bit shaken. hot and hissing waters, aggressive rabbits, and
If they divulge to him they’ve been having tentacled trees are but a few of its features.
nightmares, he gets a knowing look in his eyes Varsha’s influence spreads beyond her
and relates the following: homestead, and the heroes notice aberrations
even near the border of Vidys’ territory
“Y’all cross over an odd valley beneath Shuckstack
(particularly sharp-thorned roses, horned
Mountain of late? One side of that valley is lush
toads, and brightly colored mosses). It’s this
to glowing—them plants just a little too keen and
area, a kind of intermezzo between their
bright? The crick water rushing a little too meanly?
two domains, where she booby-trapped the
And then on the other side, lord, if it ain’t the
walking paths with the hexes to which the
prettiest pasture you ever did see in its own homely
group and their dreams fell prey.
way—nature seeming right content and satisfied
with itself. Right down the middle is pert near
normal. Well, that valley is divvied up between two Vidys Horn
If the group seeks out Vidys first (Tick can
sisters—one’s a nice old witcher-woman, the other
supply rough directions to either witch’s home
one is her sister, mean and wily as an adder. She
if asked. He claims to have “lain with them
don’t like those who set foot upon her ground and
both, many-a-moon ago”), she kindly greets
puts notions in their heads.”
them and offers them a warm meal of biscuits
If the explorers question Tick about how and gravy in her cottage.
these notions might be removed, he tells them, If they relate their nightmares to Vidys, she
“You’ll need to see the good sister for the cure immediately lays the blame at her sister’s feet
or some say kill the mean one, but I wouldn’t and tells the group, “yanking horrors out of
advise trying that.” your gourd once they take root can be a tough
harvest, but I can help you, no doubt. You just
Shuckstack Valley have to gather up the cure yourself.” She then
The valley gets its name from its many patches relates the three tasks they must complete, in
of wild corn. In days past, before the sisters order, to free themselves of their nightmares
took up residence, folks would hold “shuckings” (see The Cure on page 188).
up and down the valley, celebrating its
h Vidys Horn: Use stats for Conjure Woman
abundance.
(see page 207). Vidys is a Wild Card.
The north side of the valley is home to Vidys
Horn, a goodly witcher woman and expert Varsha Horn
healer. She considers herself a “drood,” a If they seek out Varsha first, with the notion
nature priest like the ones they used to have that confronting or killing the witch is the
in the Old World, and she works round the way to rid themselves of the nightmares, they
clock to keep her side of the valley in a “perfeck access a fair amount of trouble.
balance,” or “nature at its most natural,” as
she likes to say. Not “tarted up with shimmies” Read the following text to describe crossing
from all those blasted little fae or made “full of over the threshold into Varsha’s territory.
pizon” like on my sister’s side. The placid and ordered meadow you strolled
She’s trying to claim as much territory from through felt as though every wildflower was
her sister as she can through her wards and perfectly placed, given its own dutiful and attentive
bee, and the high grasses swayed in leisurely unison.

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The very air seems to change as you continue south, Rabid Rabbits: A gaggle of rabid rabbits
its breezes wild and swirling, spun with disquieting attacks a character. Treat the rabbits as a
energy. The grassy vista gives way to brambles and Swarm (see Savage Worlds) with a Small Blast
thickets and shrubs that huddle into maze-like Template. On any attack in which a victim does
clusters. Slantwise trees with writhing branches not completely Soak the swarm’s damage, he
join their crowns together, creating unruly copses, rolls Vigor.
like arboreal monuments to chaos or death. The A failed roll results in a form of slow-acting
flowers popping from thicket and weed hue blood- rabies (see Chronic Disease, Savage Worlds),
red, and amid the patches of violent yellows and characterized by an extended bout of foaming
puerile purples, there’s a constant rustling. This at the mouth each morning upon wakening.
meadow broods and sulks, more ravenous than
Steam Bath: The group hits a patch of marshy
a potter’s field.
ground, riddled with muddy, pucker-mouthed
Have them encounter a few of the following vents that release blasts of steam into the air.
hazards as they travel deeper into Varsha’s Potential victims must make an Evasion roll or
territory. take stinging burns and 2d6 damage.
Stickers: Thorns fly from violet-colored Once the trespassers successfully navigate the
rosebushes and embed themselves into the hazards, they arrive at Varsha’s hovel, where
skin. 2d6 damage + Mild Poison. The characters she is waiting for them. She gets The Drop, no
can evade with Athletics. matter how stealthy their approach. They are
Tentacles: Thorny vines from a nearby tree on her territory and she sensed their presence
rush toward a trespasser and tightly encircle as soon as they entered it.
him, forcing him to roll Strength or Athletics Her painter familiar joins the fray as soon as
to resist. On a raise, the target breaks free or she attacks.
avoids the vines. With a success, he is Entangled. Killing Varsha gradually undoes the heinous
With a failure, he is Bound, taking 2d4 damage transformations she’s inflicted on the valley’s
each round until he breaks free. landscape but doesn’t cure the group of their

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Holler: An Appalachian Apocalypse

nightmares. Vidys Horn is right when she says itself to the ground. A dignified “death” if ever
getting things out of one’s mind is not easy and there was one.
the owner of the mind is primarily responsible As the party surveys or approaches their
for its contents, or lack thereof. quarry, it rises, turns to face them, gives a
h Varsha Horn: Use stats for Witch (see page jaunty bow and unleashes a booming, echoing
212). Varsha is a Wild Card. laugh as it runs off toward the slopes of
h Painter: See page 216. Shuckstack. Characters who have spent much
time in Faefall think the laugh sounds like the
The Cure laugh of a haughty sylvan noble.
Vidys gives the crew the three-part task they
must complete to vanquish their nightmares The Singing Bird
The last task does not require the players to
(and the attendant penalties).
venture into Varsha’s territory. They simply
The Sleeping Bear need to convince Vidys’ pet bird, a yellow-
billed cuckoo, to sing back to each one of them.
The troublemakers must travel to the lair of
The Sleeping Bear, on the slopes above Varsha’s It sits in the branch of a dogwood tree, just
side of the valley, wake it up, and then run to outside of her cottage.
safety. If they haven’t killed Varsha yet, it’s a Asking the cuckoo bird to sing, has no effect.
hazardous journey (have them encounter one Neither does physically prodding it.
or more of the following—Stickers, Tentacles, Each character must sing his or her own song
Rabid Rabbits, Steam Bath—see above). to the bird for the bird to sing back. If they have
Once they emerge from Varsha’s forest onto trouble coming to this conclusion, Vidys pokes
the slopes of Shuckstack, a successful Survival her head out of the cottage and tells them,
roll reveals the lair entrance. “Sing about the troubles in your head. Each one
The Sleeping Bear is at the back of his cave, of ye now. She’ll like that.”
snoring loudly. It takes a tremendous amount Anyone singing to the bird about their
of noise to wake it—screaming loudly, banging nightmares rolls Performance or Persuasion.
on improvised instruments, shaking it With a successful roll, the bird sings the tune
vigorously, jumping up and down on its belly, back to them adding chirps and trills along the
or other extreme methods. way to fancy it up.
When they wake the bear, it chases them, and Failure means he must come up with another
they must outrun it (or at least evade it until it song and try again until that pretty little bird
returns to its lair). A Chase, Quick Encounter, is satisfied.
or a series of Athletics rolls all work here.
• Bear: see page 213. Sleeping Easy
Once the heroes have accomplished all three
The Laughing Deer tasks, their minds feel less troubled, the world
The crew must elicit a laugh from The Laughing a few shades brighter. They are no longer
Deer, a large, albino buck that makes its home plagued by nightmares and the penalties
in the valley. Vidys advises that the only way to fall away.
make it laugh is to hunt it and kill it with a bow In addition, helping the group purge their
(she can provide one, if the group doesn’t have nightmares has increased Vidys’ power in
one). As odd as that sounds, she’s right. relation to Varsha’s (if she is still alive), and
The heroes track the deer (via Survival rolls) Vidys does away with Varsha’s unnatural
from Vidys territory into Varsha’s territory influence on the valley (including her hazards),
(where they may encounter one of the hazards in short order, allowing for safer passage if the
of Varsha’s domain if they haven’t killed her). ne’er do wells return.
After a short hunt, the hunters find the If the heroes kill Varsha during the adventure,
deer. To shoot this strange creature requires a Vidys’ does not express displeasure with this
Shooting roll at −4 with a bow. If the Laughing act, though she would never harm Varsha
Deer is hit it slowly and majestically lowers directly herself.

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Over time, however, Varsha’s absence has granny women or peddlers are great sources
a profound effect on Vidys. Varsha’s ghost of gossip, as are bluegrass musicians on a break
haunts her, or at least she thinks it does, and between sets or on the way to their next show.
she turns to Varsha’s evil magic. The next time
the travelers return to the valley, it is full of The State of the Bog
Varsha’s hazards. The folks of Almarine are right in their hunch
If they investigate, they discover Vidys is the that the Fens have special properties, they
new Varsha, the valley has grown even more just don’t know the truth behind it—the high
dangerous, and Vidys stops at nothing to concentrations of nitrogen and phosphorus in
avenge her sister. the peat blunts the effect of Blight on human
corpses. In high concentrations, it prevents
even badly Blighted dead folks from turning
The Swallowing Ground into demons. In smaller concentrations, it
slows down the process considerably.
Location: Cussfoot Fens The combination of Almarine residents using
Along the border between the Cussfoot Fens the bog for years as a graveyard and all kinds of
and the Hogback Hills, there’s an abiding scoundrels using it as a convenient dumping
belief among the folks in Almarine that the ground has led to an overload of bodies and
thick mud and peaty bogs of the Cussfoot a dissipation of the bog’s protective nutrients.
offer the deceased a particularly deep and The Big Boys’ technomancers have also
peaceful sleep. Lately, the Fens have become identified the bog’s anti-demonic effect
increasingly populated with cryptids and the on bodies and buried many failed human
shambling Meatyardians, but an increase in experiments from the Bondurant asylum here
undesirables is no reason to deprive the dead so as not to add to the local demon population.
of this putrid earth’s salutary effects.
Robbers and murderers also use the bog
Of graver concern is the large, sludge- as a dumping ground, holding the same
eructing sinkhole that has formed near one of superstitions as Almarine folks—if their victims
the burial grounds. sleep deeply, they are less likely to haunt them.
Folks have taken to calling it the Swallowing A large, tremulous air pocket has formed
Ground (those who insist on a more accurate beneath the bog’s surface, creating a moldy
description have brandished it the Swallowing mausoleum of ichor and decay, populated
and Spitting Ground) and say it’ll suck anything by curdled demons of every stripe. Relatively
you throw into it straight away into no telling “natural” seismic activity in the area adds to the
where. Most surmise it’s the entry point into an problem. The spumes of mud and malodorous
infernal abyss, given the recent (also known as air issuing forth are a grave warning sign—if
permanent) bad luck in the area. the heroes don’t find a way to seal the hole or
All it gives back in return—a spume of enter it and defeat its inhabitants, a spuming
stinking ooze. Folks have exhaustively tested horror of mud and demons erupts and rains
this theory—launching everything from destruction upon the town of Almarine.
household bric-a-brac to farm implements
to small livestock into the gurgling muck and The Almarinites
to this point, the gurgling muck maintains a Almarinites burying their dead in such a
perfect record. forsaken locale is only the pinky toe of the big
Almarine residents are concerned the ol’ callused foot of their intractable beliefs.
sinkhole is bound to keep growing and They practice haruspicy—reading an animal’s
consume the graveyard, interrupting their innards to divine the future—for all manner
loved ones’ peaceful sleeps and gorging them of questions, ranging from the mundane (“Is
down closer to hell. Thus far, homemade sump it going to come a shower this afternoon?”)
pumps and attempts to fill the hole with tater to the mean-hearted (“When will Smuggy
sacks full of sand have had no effect. Green drop dead?”) to the existential (“If my
The freedom fighters learn about this story soul were a tree, what kind of tree would it
on the road or in any speakeasy—traveling be?”). Skinned carcasses of animals litter

189
Holler: An Appalachian Apocalypse

the town, which means there’s often buzzards Stob Greeley: Stob is a clumsy young man
circling overhead and wild dogs fighting for with wide-set eyes. “They call me Stob because
the remains. I trip over stobs a lot.” He insists that the
Upon seeing these curiosities, a successful Swallowing Ground cannot be foolproof in
Folklore or Occult roll jogs the character’s its swallowing because his Daddy told him,
memory about what goes on in Almarine. Read “There’s an exception to every rule.” Stob says
the following: he ain’t stopping until he finds the exception
to the Swallowing Ground’s appetite. He says
Owls are also a particular object of fascination he’s a might bit poorer for the effort, though,
and concern. Large owls routinely fly over because he’s thrown most of his belongings
Almarine on the way from their roosts in Hogback in the hole.
to hunt for the abundant critterage in the Fens.
Smuggy Green: Boisterous, stout, Smuggy
Tons of superstitions surrounding owls are deeply
insists on calling the group “city types,”
embedded in the community— if an owl flies over
regardless of their origins. Smuggy frequently
your head on your way back from a funeral, you’ll
challenges folks to arm wrestling or spitting
be the next one dead; if an owl lights outside your
contests. Everything is a competition to him.
window after midnight, you’ll be the next one dead;
if you hear an owl hoot three times after dawn, Evangeline Engle: A crooner and banjo
you’ll be the next one dead. player, Evangeline teaches the group the
There’s never any good that comes of an principle of “hoo-hoo” songs. “Whatever verse
interaction with an owl. Still, folks hold them as I sing, just sing “hoo-hoo,” after it, and that’ll
sacred creatures, and little shrines to them are keep us on the good side of the owls,” she says.
everywhere—whittled owls, the visages of owls Misty Shires: Misty is a young woman with
carved into doors and roofs, folk songs make a melancholic disposition, prone to gently
substantial repetition of the phrase “hoo-hoo,” and weeping at any moment. She claims everyone
a stand of cedar owl houses looms two hundred is afraid to say it, but whoever crosses that
yards north of the town. “Death is always close in sneaky old card shark Dugan Paul ends up
Almarine,” folks like to say, “might as well give it a dead. Her true love, Lucas Cain, beat Dugan
perch, make it comfy.” fair and square at a game of Rook a few months
ago, and disappeared shortly thereafter, never
Any resident who is questioned is more
to be seen again. She murmurs a childhood
than happy to tell the group about all the
rhyme, “In the bog, in the bog, the only living
connections between owl encounters and
thing is a hog.”
imminent death.
When the group arrives in Almarine, they An Augury
encounter one or more of the following folks.
The group’s canvassing of Almarine eventually
leads them to the cottage of I-Do-Declare and
Some Almarine Residents Lordy-Mercy Conjure, an elderly married
Kale Grievance: An older fellow and devotee couple and the village elders, who practice
of squirrel haruspicy, Kale spends much of his herbal cures and soothsaying. I-Do-Declare
time hunting squirrels in the Fens. On a few is the wife and bears that name due to her
of his hunts, he claims he saw men “kindly do repetition of “I-Do-Declare” in response
a quick burying out at that sink hole.” He says to almost any news or gossip; similarly, the
they just toss the bodies in and leave and don’t husband Lordy-Mercy’s speech is peppered
seem to bequeath them a “jot of respect,” but with Lordy-Mercies, as though almost any
he’s not one to judge. occurrence warrants at least a speck of surprise
Salty Alice: So named because she loves salty or incredulity.
food and fills her speech with salty talk, Alice I-Do-Declare and Lordy-Mercy are deeply
keeps a pet owl, which makes other folks a bit concerned about the Swallowing and Spitting
wary of her. Her reasoning goes thusly, if an Ground, but they have been through near a
owl is always with you, you’re always receiving dozen rabbits already today and have received
omens. They lose their power over time. no visions they deem of value.
“Familiarity breeds impotence,” she says.

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They ask the group to venture forth into Once they reach the Rooting Tree, another
the Fens and hunt down a boar for them, as Survival roll determines the size of the boar
I-Do-Declare suspects that “it might take, I-Do- they find (and thus its usefulness to the
Declare, a ground-rooting, mud-snorting Conjures in their haruspicy).
animal of profligate filth,” to get a proper With a failure, they find a scraggly looking
oracular read. “The bigger it is, the better we’ll little boar, plagued with brucellosis. Any
be able to see, Lordy-Mercy,” Lordy-Mercy successful hit kills it. With a success, a normal-
chimes in. sized, healthy boar is rooting up mushrooms
The pair direct the group to a spot to the beneath the tree. On a raise, they encounter a
southeast of Almarine, about a mile into the giant boar.
Fens, the Rooting Tree. “You can’t miss it,” Assuming the crew manages to kill their
Lordy-Mercy says. “I Do-Declare it’s the only quarry, they return to the Conjures for the
one that stands upright,” I-Do-Declare adds. haruspicing.

The Hoot Owl Shivers • Boar / Giant Boar: See page 213.
Now, the Fens are plenty spooky, slumped
down on one edge of the known world, That’s Right Strange
filled with dead bodies, the air clogged with Assail the rabble rousers with a chorus of
fog and horrible smells. It doesn’t take too “I-Do-Declares” and “Lordy-Mercies” upon
much wayward imagining for visitors to start their return to the Conjures—the tone of these
believing the things Almarinites say about owls, emanations corresponds with the size of the
or at least entertain the notion that they could kill. The Conjures are delighted with a giant
be true, and behave irrationally when one of boar, pleasantly satisfied with a regular one,
the wise, chubby fouls swoops through the and utter their pet phrases with disgust and
night air like a ghost or dream. censure if it’s the little one, but they set right to
their work under any circumstances, skinning
Upon embarking from Almarine into the
the animal, slicing into its entrails, and pulling
Fens, everyone makes a Spirit roll. A success
forth its engorged liver.
flushes away those silly owl notions. A failure
results in the a case of what’s known as the If it’s the little boar with Brucellosis, everyone
Hoot Owl Shivers for the duration of their visit rolls Vigor. With a failure they contract
to Almarine and the Fens. the disease from exposure to the boar (see
Debilitating Disease in Savage Worlds).
Whenever an afflicted victim sees an owl (and
make sure she sees a few), she automatically If there’s a granny woman or any characters
makes a fear roll. On a Critical Failure, the with an arcane background or occult
hero’s fear runs wild, and they roll at +2 on the knowledge in the group, I-Do-Declare senses
Fear Table. No amount of reasoning can calm this and offers to “teach you a bit about
down a person who has contracted the Hoot haruspicin’,” which amounts to her plopping
Owl Shivers; the only cure is getting the heck the liver on her kitchen table and asking the
away from Almarine. would-be student what he sees.
The character makes an Occult roll. With
The Rooting Tree a success, he has a vision of the air pocket
Shivered or not, the seekers find the Rooting beneath the Swallowing Ground, filled with
Tree with a successful Survival roll. Failure on demons and some dead bodies in the process
the roll leads to some wayward wandering, a of transforming into demons.
random encounter, and lost time. The heroes
don’t know it, but this loss of time eliminates
the possibility of them diving into the
“Ye just got to figure out
Swallowing Ground and battling the demons which owl is your death
beneath the bog. Instead, the Ground erupts as owl and on what day it’s
they arrive, resulting in a fair amount of chaos a-bringing your death.”
(see Demoncano on page 193).

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Holler: An Appalachian Apocalypse

With a failure, he sees a frightening montage Burrrp. Glob-um. Glob-um. Squelch. Ploop.
of shadowy figures burying bodies in the bog Burrrp. That doesn’t sound like too bad of an
and make a Fear roll. idea, but you need to find out what’s going on in
On a Critical Failure, he takes a −2 penalty that hole.
on Spirit rolls until he leaves Almarine The longer they stand there, the larger the
and the Fens. eruptions become, spewing more and more
On a raise, he has a dreadful vision of the tools, household items, and even domestic
Swallowing Ground erupting, spewing demons livestock into the air, requiring an Agility
into the air, and raining them down on the roll at −2 to evade them. A failure results in
poor folks of Almarine. 2d6+2 damage.
If no character has Occult or magical If the heroes cannot get the nerve to jump
inclinations, I-Do-Declare and Lordy-Mercy in, the soggy ground shakes and slurps more
can each take a shot at cyphering what the violently. The gurgling grows into a low,
boar’s liver has to say. sustained growl, as though from the belly of a
Regardless of what vision is conjured, the leviathan. Proceed to the Demoncano section.
Conjures believe that “hopping down into If they hop in, the ground eagerly sucks them
that hole is the only way to get to the bottom into the expansive air pocket below the surface.
of things.”
• I-Do-Declare & Lordy-Mercy Conjure: Use Moldy Mausoleum
stats for Conjure Folk (see page 207). The explorers sink from the surface and
emerge underground, covered in sludge. They
Splish Splash see a cavernous opening, some forty feet in
diameter, filled with junk from Almarine, dead
If the investigators succeed on their Survival
bodies, and demons writhing in piles of black
roll while searching for the Rooting Tree, they
slop. The air itself seems to be convulsing, and
have time to safely journey to the Swallowing
the walls of the air pocket, composed of thick
Ground before it erupts. If they took a lot
peat, seem to be expanding and contracting.
of time futzing around at the Rooting Tree,
proceed to the Demoncano section. There are four piles of partially inchoate,
sloughing demons, treat as Swarms (Small
If they throw anything into it, and that means
Blast Template, see Swarms in Savage Worlds),
anything, to test it out, the ground swallows it
in the chamber.
immediately with a nasty gurgle, followed by
a satisfied belching sound. Mud spews forth The final swarm spits forth two fully formed
occasionally. demons of the Shift Boss’ choosing and
dissipates.
Burrrrp. Glob-um. Glob-um. Squelch. Ploop.
If all the demons are defeated within five
Burrrrp. And airborne! A large potato rockets forth
rounds, the eradication of their demonic
from the mud hole, arcs past your heads, and sticks
energy stabilizes the air pocket. The
halfway into the slightly less gushy muck behind
convulsions cease, the walls start to ooze and
you. Two Almarine fellows stand on the other side
fill in, and the heroes need to make a hasty
of the sinkhole, judge the flight of objects as they
escape to avoid being buried alive.
spew forth— “That one got right high. Bet the next
one beats it.” If they failed to secure ropes to the bank or
A trowel, maybe, encased in mud is the next provide for some other means of escape, they
ejectee, flying straight up for twenty feet and claw their way upward through the ever-
then falling directly back into the hole. “It’ll do thickening sludge (use Drowning rules in
better next time,” one of the men says, a little Savage Worlds, but use a Strength roll instead of
disappointed. an Athletics roll).
Burrrp. Glob-um. Glob-um. Squelch. Ploop. If a victim is in danger of perishing in the
Burrrp. A length of chain! A cantaloupe! A butter muck and none of her companions can help
churn! A rocking chair! A wringer-washer! her from the surface, a couple of Almarine
“Lord, we better take cover!” shouts one residents, attracted to the Swallowing Ground’s
of the men. increased activity and the clamor of battle

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Savage Tales

rising from its depths, try to fish the hero out Those ejected fall to the earth ensconced in
with a rope (the one being rescued makes an sludge, causing 2d6 to all non-demons (who
Athletics or Strength at −2 roll to pull himself are immune to the impact).
to the surface). The eruption hastened more of the Swarms’
• Demons (2): The Shift Boss may choose transformations. The heroes are faced with
among the Demons of the Natural World six demons of the Shift Boss’ choosing in the
(see page 233). middle of the wreckage of Almarine.
• Demon Swarms (4): See page 230. A swarm of owls from the nearby owl houses
descends on the scene, helping the group fight
Demoncano off the demons. Anyone afflicted with the
If the crew fails to dispatch the demons within Hoot Owl Shivers makes a Spirit roll. A success
five rounds or got lost on the hunting trip, a immediately cures her, as she realizes that owls
Demoncano occurs. are friends, not harbingers of death.
Whether they are simply approaching the • Demons (6): The Shift Boss may choose
Swallowing Ground or are fighting within it, among the Demons of the Natural World
the eruption throws them into the air, along (see page 233).
with the demons and the various offerings of • Owls: Use an Owl from page 216, and give
the Almarinites, the spume of debris arcs into it the Swarm ability.
the village of Almarine itself. You may have
heard stories about raining frogs, well . . . Aftermath
The village is covered in mud by the eruption. If the Demoncano occurred, Almarine is a
Many hovels are damaged or destroyed by mess. If the heroes help bury the dead (perhaps
the debris. 1d12+2 villagers are killed by the in a new, less corpse-ridden spot in the Fens) or
flying debris. assist in clean-up and repair in the village, they
can stave off any ill will from the villagers. If
they simply leave behind the wreckage, the

193
Holler: An Appalachian Apocalypse

folks of Almarine hold them as mortal enemies. and Alice in a cullyshangying embrace in the
They never join a group-led coalition, and the guard barracks.
Shift Boss chooses a vengeful resident to hunt When Clifton realized what was happening,
them down and attack them or attempt to he told Alice to wait in the guard barracks and
interfere with their plans at a crucial moment. board up the doors and windows while he
If the rebels headed off the eruption, they risked an escape to go and summon help. He
are invited to a Heaving that night in Almarine, was able to dodge the contraptions and track
gifted with owl talismans (+1 Toughness vs. down the freedom fighters.
swarms), and can count the village as an ally in The Blight strikes further destabilized
a rebellion against the Big Boys. the already finicky power shims inside the
Ashdown machines, setting off the carnage.

Ye Old Machine Yard Why go to the rebels? Well, there’s no way


he could let the Big Boys know that Alice
Dunn was in those barracks. He’d lose his
Location: Sootstone Mountains
job, face imprisonment, and likely receive a
The Requisition Yard monumental ass-kicking from Alice’s husband.
Because of their glorious reputations as highly
Umberkirk Requisition Yard #1a is a small, skilled upsetters-of-the-peace, he thinks the
auxiliary storage facility located several heroes are the only folks who can help.
hundred yards from the large and extremely
well-guarded Umberkirk Requisition Yard #1. Clifton & Alice
#1a is the very definition of miscellany—rickety
A panicked Clifton tracks down the group in
coal carts, antiquated drilling machines,
a speakeasy, on the road, or possibly in the
mining axes, and a few old model gas masks
middle of some other important business.
and Blight suits for Galloway and Bondurant
visits are among its contents. He’s a young, long, lanky fellow, with a
fresh-kempt beard and sparkling blue eyes.
More interestingly, Samuel Ashdown has
He relates a wild story about machines run
recently gifted some of his “experimental
amok at #1a. His “friend” Alice is trapped in
machinery” to the Galloways, who were hard
the barracks and “needs a-rescuing, else them
pressed to find a use for the contraptions
machines will kill her just like they kilt the
in their mines. They relegated them to #1a,
other guards.”
puzzled by yet another manifestation of
Ashdown’s eccentricity. If the party barters with Clifton for their aid,
he promises to “hook them up with some fine
Since those machines have taken up
equipment” and “give them the gossip on what
residence there, curious incidents have
the Big Boys are up to, if I get hold of any.”
been increasing in the yard—frequent power
outages, generators firing up on their own, If they push him on what Alice is doing
and a low, crackling hum that permeates the in the barracks, a successful Persuasion or
air, putting the company guards on edge. Intimidation roll elicits the following love story:
None of them could have predicted the Well, Bruiser’s ill-tempered. Everybody knows
tragedy to come. On this very night, a Blight that. And Alice said he gets to fussing around in his
storm rolled in off the mountains, unleashing own thoughts and don’t pay her a bit of attention.
several lightning strikes in the vicinity We’d seen each other hard hoofing at a stomp
of the yard. party a couple of times and we’re both kindly
This was also one of the many nights that the good dancers.
head guard, Clifton Bell, snuck his secret lover, She said I was a lot lighter in spirit than Bruiser.
Alice Dunn (the wife of a foreman, Bruiser She started sneaking off to me over at the yard and
Dunn, at Galloway #3) into the yard for a I got the other guards to look the other way. She
neckin’ session. Ashdown’s machines powered said Bruiser was off a-drinking or a-gouging nohow.
up on their own and went hog wild, killing I got a little nervous about it when weird stuff
all the other guards and trapping Clifton started happening—the power going out and

194
Savage Tales

such—like maybe fate was warning me I was doing crazily in the air as the claws open and close
wrong. I’m not superstitious. I’m just a little stitious. with a terrible clattering sound above the loud
But I didn’t expect them machines just to start drone of the engine. It darts from behind some
a-killing everybody as punishment for our carnal large storage crates near the entrance and
indiscretion. Ain’t no necking worth that price in attacks the party.
blood and I am sorry for it. I just got to get Alice
• Ashdown Picker: See page 253.
out before the Galloways find out. I barely made
it out to find ye.
Ashdown Automaton
Clifton’s knowledge of the machines is Once the Picker is dispatched, a car battery
limited, but he describes them thusly: crashes down among the group and explodes,
sending acidic spray in every direction (Evasion
...One’s sorta like a picker, which don’t make
roll to avoid 2d6 damage). A successful Notice
much sense, since there’s nothing to pick in
roll reveals the source of the missile—the
Sootstone. One kindly looks like somebody, like it
Automaton has taken the high ground, having
might be good at toting stuff or punching stuff. One
somehow transported or hoisted the catapult
has a bunch of whirling blades on it and chopped
(Hardness 14) atop the guard barracks. He’s
a couple of my buddies to bits, but I can’t really
also hauled up a good-sized pile of detritus and
figure a practical application in the mines, short
fires whatever is handy from the catapult.
of punishment. And then there’s this other one I
thought was a steam shovel, but my buddy Freddy The automaton has time to fire one more
said, ‘Naw, that’s a catapult.’ round at the heroes before they scale the 15
foot high building (−2 Athletics). There’s a
Braving the Yard ladder around back, if someone checks, that
does not require a roll to climb. The second
There’s no security in the yard, thanks to the round could be just about anything one would
errant machines, and Clifton can open the find in a machine yard—another exploding
front gate (he shimmied over the fencing on car battery (2d6, SBT), a large tire (2d4, single
his way out). target), an engine block (3d6, single target) a
If the group asks Clifton about the yard’s mining pick (2d6, single target), a bundle of
layout, he identifies the guard barracks as dynamite (2d6, MBT). It’s a versatile, heavy-
Alice’s likely location, mentions an “explosives duty catapult.
shed,” they should be wary of, and tells them Once the troublemakers ascend to the top
not to fall in the trash compactor in the yard’s of the building, the automaton abandons the
far northeast corner. catapult (which does not function without its
Each time a machine is destroyed, the help) and attacks them.
Shift Boss draws an Action Card, on a club, If they defeat the Automaton, they hear a
guards from the nearby Yard #1 are drawn to loud, whirring noise approaching the barracks,
the ruckus. and blood-curdling screams from inside them.
• Company Guards (1 per hero): See page • Ashdown Automaton: See page 252.
206.
Ashdown Rustic Blading
Gizmos Gone Wild Machine
The crew encounters the Ashdown machines Samuel Ashdown built this device as “an
one at a time (the Automaton and Catapult are homage to that crazy son-of-a-gun Royster
a pair), just like on those adventure-packed Whitaker,” but mistakenly shipped it to
radio shows some folks pilfer from the air. Sootstone instead of the Great Craggies.
It’s a section of witchwood tree, eight feet tall,
Ashdown Picker eight feet in diameter, transported on a large,
This is a small, three wheeled-machine with a metal bed equipped with four enormous and
metallic board where a human picker would exceptionally durable tires. It’s equipped with
lay and operate the “picking hands,” a dozen four metal branches that poke out several feet
silver claws, six to a side, at the end of eight- from the tree in all directions— at the end of
foot long, animated cables. The cables wave each branch is a large, whirling blade.

195
Holler: An Appalachian Apocalypse

This monstrosity approaches the barracks demanding Clifton’s hide. The group must play
at a decent clip. Alice has her face pressed to relationship therapists after a frenetic battle
the window, horrified by its approach. The with technology run amok. All in a day’s work.
Rusting Blading Machine plows right through
• Bruiser Dunn: Use stats for Rough and
the barrack’s wall, killing Alice instantly unless
Tough (see page 210).
the heroes interpose themselves between the
machine and the barracks.
Leaping or scrambling down from the roof
of the barracks in time requires a successful
Athletics roll.
The group soon finds the blading machine
is nearly impervious to normal attacks. They
must find a way to blow it up or lead it to its
doom—there’s plenty of explosives handy
around the yard—gasoline, dynamite bundles
the automaton gathered, blasting caps
and machines.
The below-ground trash compactor at the far
northeast corner of the yard also makes a fine
way to dispose of the blading machine, if the
group can lure it there.
Activating the compactor once the bladed
machine falls inside quickly crushes the
death machine.
• Ashdown Rustic Bladed Machine: See page
253.

One Hell of a Debt


After all the haywire machines have been
defeated and any neighboring company guards
turned away, it’s an easy enough task to fetch
Alice from the barracks.
Clifton is extremely grateful and makes good
on his promise—loading up the rebels with
2d6 sticks of dynamite, a handy weapon like
a Tommy Gun, some ammunition, and gas
masks (Armor +1 (head), reduce Blight-related
Vigor roll penalties by 1).
Alarms sound as Clifton distributes the loot,
signaling that a raft of company guards and
Kramer-Holt agents are set to arrive. Clifton
says he has a lot of explaining to do, but the
Big Boys should be happy enough to lay the
blame at the feet of crazy old Ashdown. He also
tells the group he owes them (they can call in a
future favor or glean intelligence for a future
strike against the Galloways).
If another spark of drama is needed before
the overwhelming arrival of guards and
agents, consider having Bruiser Dunn wander
into the aftermath, looking for Alice,

196
Chapter 11:
Bestiary

The Holler has all manner of troublesome h Samuel Ashdown


creatures trapped within the confines of the Textile magnate and the most eccentric of the
Otherness. From tiny pixies to great demons Big Boy elders, Ashdown considers himself a
and everything in between, this is a menagerie genius inventor and involves himself heavily
of irksome foes (and even a few friends) the in the Shapers’ (see The Big Boys, page
heroes may meet on their adventures. 49) research and development projects,
pestering the engineers and scientists with
esoteric theories and schematics. Other
Big Boys family members indulge him in these
grandiose pursuits to stay on his good side, as
Samuel does not react well to skepticism or
The Big Boys are the arch villains of the Holler,
indifference.
industrial robber barons who oppress the
He says, “Man’s own pleasure is his greatest
populace to maximize their profit margins.
purpose in life and a man’s greatest pleasure
The Holler is the apex of their capitalist is the free exercise of creativity and reason.”
adventurism, but they each have different He sees geniuses such as himself as the “prime
investments in it and philosophies toward movers” of human culture, dragging the
it. The Big Boys aren’t monolithic and harbor benighted “second-handers” from the muck of
their own suspicions and grudges with one their existences. With so much of his attention
another, which enterprising freedom fighters focused on his own intellectual interests, his
might manipulate to their advantage. mills aren’t well-managed— work schedules are
erratic and the lack of leadership among his
line bosses leads to chaos and lost productivity.
It’s a dangerous environment as well, with
workers often asked to test one of Samuel’s
prototype spinning or weaving machines,
“Efficiency without putting their limbs, scalps, and lives in danger.
ingenuity is . . . really His villages are ramshackle, insular and
boring.” erratic police states, with deputies and
company guards acting as judge, jury, and
— Samuel Ashdown executioner.
The Saxons scoff at the Ashdowns’ methods
and believe their efficient mills will supplant
the Ashdowns’ business altogether in due time.
In the timber wars, Samuel finds a kindred

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Holler: An Appalachian Apocalypse

spirit in the unhinged enthusiasms of Royster Persuasion d10, Repair d8, Research d10, Sci-
Whitaker, but thinks Phineas Lowell and his ence d10, Shooting d8, Stealth d6, Taunt d8,
family are effete narcissists. Weird Science d12+2
Pace: 6; Parry: 5; Toughness: 10 (5)
Attributes: Agility d6, Smarts d12+2, Spirit d12,
Hindrances: Curious, Delusional (Believes in
Strength d6, Vigor d6
the undeniable utility of all of his inventions),
Skills: Athletics d6, Battle d8, Common
Driven (Major—Engineer industrial won-
Knowledge d12, Fighting d6, Folklore d8,
ders), Vow (Minor—Drive the Saxons out of
Notice d10, Occult d12, Performance d8,
business)
Edges: Arcane Background (Weird Science),
Command, Elan, Famous, Filthy Rich, Gad-
geteer, McGyver, Power Surge, Tough as Nails
Powers: Having altered the dimensions of
time/space in his quest for knowledge, Ash-
down has access to any Power
Power Points: 30
Gear: Environmental protection suit (+5
Armor), control cane (a metallic cane
sporting a control panel with push-button
activated powers, only usable by Ashdown
himself)
Special Abilities:
• Unstoppable: Samuel Ashdown takes a
maximum of one Wound (after Soaking)
from any damaging attack unless the
attacker’s Action Card is a Joker.
• Weakness (Bird Bones): Ashdown has
“weak bones” due to various chemical
and radiological exposures during
his experiments. Successful hits with
bludgeoning weapons or other forms of
blunt force trauma cause +4 damage.

h Roman Bastrop
Bastrop is a mysterious figure, often adorned
in a long, black coat, his gleaming black hair
streaked with silver swept back in a rakish
fashion, a single forelock dangling over his left
eye. The Bastrop family has a long association
with the cult of the Shapers, but the origins of
the family’s wealth are unclear. The old guard
of the Bastrop family recently passed away,
leaving the darkly charismatic Roman, the sole
heir, in charge of its future ventures.
Roman, with help from the Umberkirks,
has recently launched Bastrop Drilling,
which employs a new “hydraulic fracturing”
technique to retrieve oil and natural gas from
the earth. Roman is considered an enfant terrible
among the other Big Boys, as he is famous for
his erotic exploits and social indiscretions.
He views other people as amusing playthings
and espouses theories about “feeding off

198
Bestiary

the psychic energies of others.” He’s built a • Weakness (Sunlight): It’s gloomy enough in
dungeon in his “brooding tower” in the Stygian most parts of the Holler for Bastrop to avoid
Mountains explicitly for this purpose. direct sunlight easily, even during the day.
Roman encourages cruelty and sadism in If the clouds break, he burns. He takes 2d4
his bosses to break down a worker’s sense damage per round until he is ash.
of identity and capacity for resistance. The
other Big Boy families are wary of Roman and h Eloise Bondurant
monitor his surveying activities on the Piney Money isn’t the only distinguishing class
Dirge Plateau with great suspicion. characteristic—there’s culture, refinement, and
education, too, and Eloise Bondurant wields
Attributes: Agility d8, Smarts d10, Spirit d12,
these like a cudgel. Generations of Bondurants
Strength d12+1, Vigor d10
have graduated from the finest Old World
Skills: Athletics d8, Common Knowledge d8,
universities. They leave the operation of their
Fighting d12, Intimidation d10, Notice d8,
mines to in-laws and underlings while they
Occult d12, Persuasion d12, Shooting d8,
busy themselves with finer pursuits— collecting
Stealth d12
art, poring over tomes of rarefied literature,
Pace: 6; Parry: 9; Toughness: 9
and attending plays and operas in the City.
Hindrances: Outsider (Major, among both Big
Boys and Holler folks), Ruthless (Major) Eloise believes workers are more productive
Edges: Charismatic, Filthy Rich, Frenzy, if their base physical and psychological needs
Extraction (Imp), Weapon Master, Very are met. She views her workers as noble
Attractive savages, salt of the earth, simple folk who don’t
Gear: Old World Long sword (Str+d8). know any better than to live like they do. As
Special Abilities: a result, the Bondurants implement Worker
• Vampire: Roman subsists off the blood of his Enrichment and Moral Instruction programs
fellow humans. When he visits the Holler, in their mining villages, providing lessons
he has a coterie of Kramer-Holt agents who in domestic crafts, penmanship, and social
kidnap victims for him. etiquette, and even sponsoring a baseball
• Bite/Claws: Str+d4 league in the haze-choked summertime.
• Invulnerability: Only slain by sunlight The Bondurants run the asylum named after
or a stake through the heart. Roman may them, which started as a good works program
be Shaken by other attacks, but never and quickly transformed into a bastion of
Wounded. evil experimentation, once the Galloways,
• Sire: Anyone slain by a vampire has a 50% Ashdowns, and Umberkirks had their say.
chance of rising as a Vampire in 1d4 days. Eloise can hardly be bothered with the actual
• Undead: +2 Toughness, +2 to recover from conditions in her mines, however, focusing
Shaken; no additional damage from Called instead on the asylum and similar projects. As
Shots; ignores one point of Wound penalties; a result, the mines are scarcely any safer than
doesn’t breathe; immune to disease and the Galloway’s, and her shift bosses have less
poison. expertise, leading to numerous accidents and
• Unstoppable: Roman Bastrop takes a worker injuries.
maximum of one Wound (after Soaking)
Eloise confuses pity with empathy and good
from any damaging attack unless the
intentions with results. Her romantic view
attacker’s Action Card is a Joker.
of workers doesn’t translate into any kind of
• Weakness (The Good Book): A character
meaningful connection with them. Among Big
holding the Good Book may keep a vampire
Boy families, she looks down on the pragmatic,
at bay. A vampire who wants to directly
single-minded Galloways, and favors the
attack the victim must beat her with an
socially adept Lowells and austere Saxons.
opposed Spirit roll.
• Weakness (Stake through the Heart): Her research into the Holler’s “delightfully
A vampire hit with a Called Shot to the primitive culture” has led her to acquire
heart (−4) must make a Vigor roll versus considerable skill in Folk Magic.
the damage. If successful, it takes damage Attributes: Agility d6, Smarts d12, Spirit d12,
normally. If it fails, it disintegrates to dust. Strength d6, Vigor d8

199
Holler: An Appalachian Apocalypse

Skills: Academics d12+2, Athletics d6, extreme risks. Physical punishment is Theron’s
Common Knowledge d8, Fighting d6, Folk- answer to most any problem on the job. His
lore d10, Folk Magic d12, Healing d12, shift bosses unleash Billyboy Batons with little
Notice d12, Occult d12, Performance d12, provocation and pull sidearms as back up if
Persuasion d12, Research d12, Riding d6, things get out of hand.
Shooting d6, Stealth d6 The Galloways view their workers as wayward
Pace: 6; Parry: 5; Toughness: 11 (5) children in need of constant correction
Hindrances: Mild-Mannered, Pacifist (Minor), or sluggards given to the insidious human
Quirk (Obsession with good works, moral tendencies of malingering and frivolity.
improvement for workers) Theron’s favorite word is “foolishness,” which
Edges: Arcane Background (Folk Magic), is used to describe any activity not related to
Arcane Resistance, Aristocrat, Common work and profit.
Bond, Famous, Inspire, Filthy Rich, Scholar
His ascetic, utilitarian lifestyle distinguishes
(Folklore), Wizard
his folks from families like the Bondurants
Powers: Eloise has access to all Powers avail-
and Lowells, who style themselves as heavily
able with the Folk Magic Arcane Background.
educated and cultured, and the Bastrops
Power Points: 30
and Whitakers, who like to flash their
Gear: Environmental protection suit (+5
newfound wealth.
Armor); Old World druid staff (Str+d8, free
reroll on Folk Magic rolls). Attributes: Agility d8,
Special Abilities: Smarts d8, Spirit d12,
• Flight: Eloise has mastered Strength d10, Vigor d12
one of the most impressive Skills: Athletics d8,
Folk Magic powers of all from the Old Battle d12, Common Knowl-
World—she uses a broomstick to fly at edged8,Drivingd10,Fightingd10,
Pace 12. She does this only at night Intimidation d12+2, Notice d10,
or when she’s sure she can’t be Persuasion d8, Repair d12,
seen, at least by anyone who Riding d10, Shooting d12+1,
might live to tell the tale! Stealth d6, Survival d12,
• Unstoppable: Eloise takes Taunt d10, Thievery d6
a maximum of one Wound Pace: 6; Parry: 7; Toughness:
(after Soaking) from any 13 (5)
damaging attack unless the Hindrances: Arrogant,
attacker’s Action Card is a Joker. Bloodthirsty, Doubting
• Weakness (Water): Splashing Thomas, Mean, Phobia
water on a witch deals 2d6+2 (Minor—magic), Ruthless,
damage; submerging a witch in Thin Skinned (Major),
water kills her. Driven ( Ut t e r l y
subdue the populace)
h Theron Galloway Edges: Hold the Line, Dead
Theron Galloway is notoriously Shot, Filthy Rich, Killer
disputatious and hot-tempered— Instinct, Marksman, Menac-
a severe, hawk-eyed proponent of ing, No Mercy, Rock n’ Roll,
a tireless work ethic. He’s worked Tougher than Nails
himself to a gaunt scarecrow of a Gear: Attitude Adjuster (Stud-
man over the decades of expanding ded Club, Str+d8, +2 damage
his coal empire. when wielded with two hands),
Bloody Bear (Range 24/48/96,
The Galloways run a brutal
Damage 2d8+1, AP 2, RoF 3),
operation, one that some workers
Environmental protection suit
refer to as “the wrong side of
(+5 Armor).
hell’s lowest circle.” Miners pull
eighteen hour shifts and are
routinely forced to take

200
Bestiary

Special Abilities: Pace: 6; Parry: 2; Toughness: 5


• Fear: Theron scares folks. Hindrances: Overconfident, Phobia (Major—
• Fearless: Theron is not affected by Fear or Visiting the Holler)
Intimidation. Edges: Aristocrat, Charismatic, Elan, Retort,
• Unstoppable: Theron Galloway takes a Famous, Filthy Rich, Very Attractive
maximum of one Wound (after Soaking) Gear: —
from any damaging attack unless the
attacker’s Action Card is a Joker. h Hilda Saxon
• Weakness (Arcane Heebie-Jeebies): Hilda is the stern, humorless matriarch of
Theron’s skepticism of the occult is a cover Saxon Textiles. She prizes efficiency above all
for his deep fear of it. He resists any form ofelse, drawing a stark contrast to the mercurial
magic at −2. Ashdowns. “Poor Pre-Planning Produces Piss
Poor Production,” is a mantra that is drilled
h Phineas and Gertrude Lowell into her workers.
These two are a mated pair and jointly rule the The Saxons view their workers as
family empire. The Lowell’s wealth stretches programmable cogs. If you enforce strict
back centuries to the feudal age of the Old obedience to a precise routine, a lazy farmhand
World, where that fortune gave birth to their can be transformed into a reliable machine.
world class wineries and breweries. They The Saxons push the limits of the possible in
entered the logging business out of the stated terms of workload, instituting long shifts, and
desire of Phineas’ great-grandfather, Pelham, setting machines to high speeds.
“to tame the wilderness, to replace the Satanic The layout of their machine rooms is marked
woods with bastions of civilization.” by symmetry, uniformity, and minimalism and
While the Bondurants view their workers as their mill villages follow suit, creating a sterile,
noble savages, the Lowells see them as merely oppressive living environment. Hilda views
savages, a separate, distinct species not worthy Samuel Ashdown as touched-in-the head, a
of consideration. Many an evening Phineas loathsome competitor she’d like to eliminate
and Gertrude sit sipping a fine cabernet and one day. She sees the Bastrops as immoral
puzzling over the “genetic and psychological and the Whitakers as little different from
make-up” of such benighted souls. common workers.
They keep a considerable distance from Hilda seeks favor with the Umberkirks,
the unpleasantries of their logging business, sensing the Umberkirks’ power and admiring
employing trusted overseers from the City to their ability to think strategically and succeed
handle operations. The sighting of a Lowell in multiple business endeavors.
touring a logging camp is considered an almost
Attributes: Agility d6, Smarts d12+2, Spirit d10,
mythical occurrence, like seeing a yahoo
Strength d6, Vigor d12
crossing a ridgeline at dusk.
Skills: Academics d10, Athletics d6, Bat­tle d12,
This hands-off approach affords them Common Knowledge d10, Fighting d6, Folk-
ample time to pursue what they value most in lore d4, Intimidation d10, Notice d12,
life, social interaction with other elites. The Persuasion d10, Repair d12, Research d12, Sci-
Lowells are famous for their cocktail parties ence d10, Shooting d6, Stealth d6, Taunt d8
and masquerade balls, where the Bondurants Pace: 6; Parry: 5; Toughness:13 (5)
and their intellectual repartee are always Hindrances: Doubting Thomas, Ruthless,
favored guests. The Roysters and Galloways, Quirk (Obsessed with efficiency, symmetry,
on the other hand, are far too brutish for the uniformity), Vow (Major—Run the Ashdowns
Lowell’s tastes. out of business),
Attributes: Agility d4, Smarts d12+2, Spirit d12, Edges: Bolster, Brave, Calculating, Command
Strength d4, Vigor d6 Presence, Hold the Line, Investigator, Iron
Skills: Academics d12+2, Athletics d6, Will, Great Luck, Master Tactician, Nerves of
Common Knowledge d12, Notice d8, Perfor- Steel, Filthy Rich
mance d12+2, Persuasion d12+2, Riding d10, Gear: Environmental protection suit (+5),
Stealth d4 widowmaker (Range 12/24/48, Damage

201
Holler: An Appalachian Apocalypse

2d6+1,RoF 1, AP 1), blaster (Range 4/8/16, A man makes his own luck and deserves
Damage 3d6 MBT). what he gets.
Special Abilities: The Whitakers are an odd fit with many
• Battle Planner: Hilda’s organizational of the other Big Boy families (he feels the
expertise adds +2 to her Battle roll in Mass closest kinship with Theron Galloway), but
Battles. the Umberkirks consider their cunning and
• Unstoppable: Hilda Saxon takes a maximum appetite for violence assets and successfully
of one Wound (after Soaking) from any lobbied for their induction into the Shapers.
damaging attack unless the attacker’s Action
Card is a Joker. Attributes: Agility d10, Smarts d6, Spirit d10,
• Weakness (Inflexible): Hilda does not react Strength d10, Vigor d10
Skills: Athletics d10, Battle d6, Common
well to chaos and trickery. She resists Tests
at –2. Knowledge d6, Driving d6, Fight-
ing d12, Folklore d10, Gambling d10,
h Royster Whitaker Intimidation d8, Notice d8, Occult d4, Persua-
sion d6, Repair d12, Riding d12, Shooting d12,
Royster is a self-made man, “the most nouveau-
Stealth d10, Survival d12, Taunt d8, Thiev-
ist of the nouveau-riche,” as he likes to say.
ery d10
Whitaker made his money as a wildly successful
Pace: 6; Parry: 8; Toughness: 9 (2)
confidence man, preying on the loneliness of
Hindrances: Greedy, Impulsive, Mean, Quirk
widowed heiresses and the gullibility
(Obsessed with beautiful women), Shamed
of young, venture capitalists. He
(Major—Lowest rung of Big Boys’ hierarchy),
invested his ill-gotten gains in an
Stubborn, Vengeful (Major)
expansive logging operation, along
Edges: Assassin, Fast Healer, Filthy Rich,
with a partner, Elroy Harkins, who
Frenzy, Block (Imp), Combat Reflexes, Dodge,
mysteriously died not long after.
First Strike, Liquid Courage, Tough as
Whitaker is determined Nails
to build Royster-level Gear: Animal hides (Armor +1), Atti-
wealth but cares nothing tude Adjuster (Str+d8), gas mask
for prestige or social (+1 Armor to Head), hideout pistol
status and scoffs at the (Range 3/6/12, Damage 2d4), Peas-
Big Boys’ old guard ant Pumper (Range 12/24/48,
and their pretensions. Damage 3d6, Shotgun).
He enjoys raising hell, Special Abilities:
corn likker, hunting big • I m m u n e :
game, and consorting Royster has
with womenfolk. He spends
more time in the Holler
than the other Big Boys by
a wide margin.
Royster views the world consumed so much rotgut likker that
in dog-eat-dog terms, with he’s immune to poison.
the strong and the sly merely • Unstoppable: Royster Whitaker
exercising their natural takes a maximum of one Wound (after
proclivities by preying Soaking) from any damaging attack
on the weak. To him, the unless the attacker’s Action Card is a
workers are convenient Joker.
victims in a larger game. • Weakness (Turncoat): Royster
He has little empathy for won’t put his life over the association
them, because he thinks with the Big Boys. If captured, he
their lack of initiative is resists rolls interrogating him
the root of their troubles. for information at −4 and rolls
persuading him to actively fight
against the Big Boys at −2.

202
Bestiary

h Barton Umberkirk subjugate/destroy the other Big Boys and


Umberkirk Diversified is fronted by Barton raze the Holler after its riches are extracted),
Umberkirk, a rotund, outwardly jolly man, but Edges: Arcane Background (Weird Science),
it’s rumored that he is merely the “face” of a Aristocrat, Bolster, Charismatic, Elan,
shadowy consortium of powerful international Famous, Great Luck, Harder to Kill, Inspire,
magnates, who keep their identities hidden at Iron Jaw, Level Headed (Imp), Natural
all costs. Leader, Nerves of Steel, No Mercy, Filthy Rich,
Tougher than Nails
Put simply, Umberkirk Diversified sees
Powers: Barton has access to any Power he
the Holler as a testing ground for global
desires. Power Points: 40
domination. The residents and the other Big
Gear: Environmental protection suit (+5
Boys are both valuable parts of this experiment,
Armor), Silent Sam (Range 10/20/40, Damage
but that’s all they are. Barton is responsible for
2d4), TechnoMantic Power Band (a more
orchestrating Umberkirk Diversified plans to
compact version of Ashdown’s unwieldy
subsume all the Big Boy companies into itself
staff, this small, metallic wristband, which
and wipe the Holler from the face of existence,
hides just inside the sleeve of his business
an unfortunate historical footnote, once all
suit, gives Barton access to his Weird Science
resources are exhausted and all experiments
powers. Only he knows how to use it.)
completed.
Special Abilities:
Barton is as fiercely devoted to researching • Invulnerability: Barton can only be killed
new technologies as Samuel Ashdown but has by being stripped of his power band and
more money and expertise at his disposal. The tossed directly into the Otherness.
Umberkirks run several public installations, • Unstoppable: Barton Umberkirk takes a
including the Folsom Penal Colony and maximum of one Wound (after Soaking)
Sunnyvale Mining Village, as well as many from any damaging attack unless the
secret research facilities in the larger world. attacker’s Action Card is a Joker.
They control the Holler’s burgeoning railroad • Weakness (The Otherness): Throwing
system, the distribution of most goods, and Barton into the Blight-sick veil that
work to ensure all the Big Boy families surrounds the Holler, a toxic horror of his
remain in their debt. Barton is a master at own making, kills him instantly (or at least
simultaneously holding the unquestioning this incarnation of him).
trust of the other families and playing them
against each other as rivals.
The Umberkirks, whoever they really are, hold Notable Residents
the true power among the Shapers. Despite
his warm exterior, Barton is cold, calculating, Below are some of the Holler’s more notable
ruthless, and hell-bent on maintaining and heroines, scalawags, and roustabouts. Many
extending Umberkirk dominance. It’s entirely are referenced in the Plot Point Campaign and
possible he’s not completely human, but rather Savage Tales.
the most urbane, powerful, and diabolical “Old
Scratch” in existence. h Verna Lynn Cash
A great performer, without any hint of
Attributes: Agility d6, Smarts d12+2, Spirit d12+2,
nonsense about her.
Strength d10, Vigor d12
Skills: Athletics d8, Battle d12+2, Common Attributes: Agility d6, Smarts d6, Spirit d12,
Knowledge d12, Driving d10, Fighting d6, Strength d6, Vigor d8
Folklore d6, Intimidation d10, Notice d12+2, Skills: Athletics d6, Common Knowledge d6,
Occult d12, Persuasion d12+2, Repair d8, Sci- Folklore d6, Fighting d4, Notice d8, Perfor-
ence d12, Shooting d10, Stealth d10, Taunt d8, mance d12, Persuasion d8, Stealth d6
Thievery d10, Weird Science d12 Pace: 6; Parry: 4; Toughness: 6
Pace: 5; Parry: 5; Toughness: 13 (5) Hindrances: Stubborn
Hindrances: Driven (World domination), Slow Edges: Attractive, Strong-Willed
(Minor), Ruthless, Secret (Major: Plans to Gear: Hideout pistol (Range 3/6/12, Damage
2d4).

203
Holler: An Appalachian Apocalypse

h Fergus Dugan Attributes: Agility d6, Smarts d8, Spirit d10,


Fergus is a short, rotund man in his late 60’s Strength d6, Vigor d6
with a long, black beard and surprisingly high, Skills: Athletics d6, Common Knowledge d10,
scratchy, falsetto voice. Fighting d6, Folklore d8, Notice d8, Per-
formance d6, Persuasion d10, Shooting d6,
Attributes: Agility d4, Smarts d8, Spirit d8, Stealth d8
Strength d6, Vigor d6 Pace: 6; Parry: 5; Toughness: 5
Skills: Athletics d4, Battle d6, Common Hindrances: Loyal
Knowledge d8, Distilling d10, Driving d6, Edges: —
Fighting d6, Folk Lore d8, Gambling d6, Gear: Banjo.
Intimidation d8, Notice d8, Persuasion d6,
Repair d12, Shooting d8, Stealth d4, Taunt d8, h Amos Mulholin
Thievery d8 Reclusive and stand-offish, Amos rarely shows
Pace: 4; Parry: 5; Toughness: 5 himself, preferring to let his legendary Cherry
Hindrances: Elderly, Ruthless (Major) Bounce speak for him.
Edges: Arcane Background (Moonshiner),
Connections, Elan, Luck, Rabble-Rouser, Attributes: Agility d6, Smarts d10, Spirit d12,
Streetwise Strength d8, Vigor d10
Skills: Athletics d6, Battle d10, Common
Powers: Blast, relief, sloth/speed, stun, warrior’s gift.
Power Points: 20 Knowledge d12, Distilling d12, Fighting d8,
Gear: Widowmaker .45 (Range 12/24/48, Folklore d10, Intimidation d10, Notice d12,
Damage 2d6+1, AP 1). Persuasion d8, Repair d12, Stealth d8, Sur-
vival d10, Taunt d10, Thievery d10
h Dr. Galton Pace: 5; Parry: 6; Toughness 7
Ruthless and remorseless, Dr. Galton is the Hindrances: Elderly
head technomancer and chief creator of Edges: AB: Moonshiner, Ambidextrous, Con-
abominations at the asylum. nections, Hold the Line, Nerves of Steel, Two
Gun Kid
Attributes: Agility d6, Smarts d12+2, Spirit d6, Powers: Blast, darksight, farsight, havoc, mind wipe,
Strength d6, Vigor d6 relief, warrior’s gift. Power Points: 20
Skills: Athletics d6, Common Knowl- Gear: Two Peacemakers (Range 12/24/48,
edge d10, Fighting d8, Intimidation d4, Damage 2d6+1, AP 1, dual wielding).
Notice d8, Persuasion d4, Repair d10, Shoot-
ing d4, Stealth d6, Taunt d8, Weird h Lester Poulson
Science d12 Head of the Church of the Anointed on the
Pace: 6; Parry: 5; Toughness 11 (6) Piney Dirge Plateau.
Hindrances: —
Edges: Arcane Background (Weird Science), Attributes: Agility d4, Smarts d12, Spirit d12,
Gadgeteer, Power Surge Strength d6, Vigor d10
Powers: Blast, blind, bolt, havoc, mind link, mind Skills: Athletics d4, Battle d10, Common
reading, mind wipe, puppet, telekinesis, teleport, Knowledge d10, Faith d12+1, Fighting d4,
zombie. Power Points: 30. Folklore d10, Intimidation d10, Notice d12,
Gear: Brain drilling helmet (+1 Armor, Head), Occult d12+2, Persuasion d12, Shooting d4,
drill (Str+d4), environmental protection Stealth d4, Taunt d10
suit (+5 Armor), TechnoMantic 2000 Wrist- Pace: 6; Parry: 4; Toughness: 6
band (Weird Science device that activates his Hindrances: Vow (Major—Lead the flock)
powers), whirling blade tool (Str+d10, Parry Edges: Arcane Background (Blessed), Char-
−2, Reach 1). ismatic, Connections, Famous, Iron Will,
Rabble-Rouser, Auger, Streetwise
h Ella May Hawkins Powers: Banish, barrier, confusion, damage field,
Ella May Hawkins is a textile mill worker, a darksight, deflection, dispel, farsight, healing, light/
mother of six, and a balladeer, singing songs darkness, protection, resurrection, smite, warrior’s
and telling tales about the Big Boys’ abuses to gift. Power Points: 30
any sympathetic ear.

204
Bestiary

Gear: Demon talisman (+2 to recover from h Arville Smote


Shaken/Soak rolls versus demons), Silent The leader of the Boys from County Hell
Sam (Range 10/20/40, Damage 2d4). (see page 52).

h Ollie Poulson Attributes: Agility d8, Smarts d6, Spirit d8,


Lester’s brother and disaffected former Strength d10, Vigor d10
follower who created his own religious sect Skills: Athletics d6, Common Knowledge d6,
after becoming disillusioned with Lester’s. Driving d6, Fighting d8, Gambling d8, Intim-
idation d10, Notice d8, Persuasion d6,
Attributes: Agility d6, Smarts d10, Spirit d10, Repair d6, Riding d8, Stealth d6, Taunt d10,
Strength d8, Vigor d10 Thievery d10
Skills: Athletics d6, Battle d6, Common Knowl- Pace: 6; Parry: 6; Toughness: 7
edge d8, Faith d10, Fighting d8, Folklore d8, Edges: Brave, First Strike
Intimidation d10, Notice d10, Occult d8, Hindrances: Stubborn
Persuasion d10, Shooting d8, Stealth d6, Gear: Peacemaker (Range 12/24/48, Damage
Taunt d8, Thievery d8 2d6+1).
Pace: 6; Parry: 6; Toughness 7
Hindrances: Driven (To Grow a Bigger Flock
than Lester), Jealous (Major)
Edges: Arcane Background (Blessed),
Charismatic, Connections, Dead Shot,
Double Tap, Fame, No Mercy, Strong
Willed, Auger, Streetwise
Powers: Banish, barrier, confusion, damage
field, darksight, deflection, dispel, farsight, heal-
ing, light/darkness, protection, resurrection,
smite, warrior’s gift. Power Points: 20
Gear: Attitude adjuster (Str+d8), Bloody
Bear assault rifle (Range 24/48/96,
Damage 2d8+1, AP 2, RoF 3).

h Estelle Rood
Lester Poulson’s former wife, and yet another
leader of a third religious sect on the Piney
Dirge Plateau.
Attributes: Agility d8, Smarts d10, Spirit d12,
Strength d6, Vigor d8
Skills: Athletics d8, Battle d8, Common
Knowledge d12, Faith d12, Fighting d6,
Folklore d12+2, Intimidation d8, Notice d12,
Occult d10, Persuasion d10, Stealth d8, Sur-
vival d10, Taunt d8, Thievery d10
Pace: 6; Parry: 5; Toughness 6
Hindrances: Vow (Major—Lead the flock)
Edges: Arcane Background (Blessed), Charis-
matic, Connections, Fame, Inspire, Auger,
Woodsman
Powers: Banish, barrier, confusion, damage field,
darksight, deflection, dispel, farsight, healing, light/
darkness, protection, resurrection, smite, warrior’s
gift. Power Points: 20
Gear: Staff (Str+d6).

205
Holler: An Appalachian Apocalypse

h Abner Stokes
An informant to the Big Boys tasked with Folks
identifying rabble-rousers. Abner questions
the miscreants about their business in town. Life in the Holler is a rough affair. Many a
If the group allows him to depart, they face strange critter makes their nest, den, warren
a shakedown from Kramer-Holt agents later or burrow there, but perhaps the greatest
that night. danger to the intrepid outlaw comes from
fellow travelers.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d6, Vigor d8 Clay Eater
Skills: Athletics d10, Common Knowledge d6,
Fighting d8, Folklore d6, Gambling d6, Intim- Nobody knows what’s in the clay that makes
idation d8, Notice d10, Persuasion d6, it so addictive to some folks. Maybe the very
Riding d8, Shooting d10, Stealth d10, Sur- earth is cursed. Maybe the Big Boys have laced
it with a soul-siphoning substance. Unlike
vival d10, Taunt d10, Thievery d6
Pace: 6; Parry: 7 (9 with bow); Toughness: 7 (1) tarnish heads and their occasional fits, clay
eaters live lives of lassitude and stupor, only
Hindrances: Loyal (To the Big Boys)
rousing to shove some more dirt into their
Edges: Assassin, Block, Combat Reflexes,
mouths. They forget about everything they
Trademark Weapon (Imp—bow), Marksman,
once cared for—work, family, love, the Lord.
Woodsman
They tend to lead short, tragic lives, falling into
Gear: Animal hides (+1 Armor), bow (Range
sleeps so deep they never wake from them.
12/24/48, Damage 2d6), skinning knife
(Str+d4). Attributes: Agility d4, Smarts d6, Spirit d4,
Strength d4, Vigor d4
h Justin Taylor Skills: Athletics d4, Common Knowledge d4,
Justin Taylor is young, charismatic, and Notice d4, Persuasion d6, Stealth d6, Thiev-
possessed of tremendous rhetorical skill. He’s ery d6
worked in the mines since he was eleven years Pace: 4; Parry: 2; Toughness: 4
old, first as breaker and then underground. He Hindrances: Habit (Major—Clay
has seen plenty of his friends die in the mine. Eating), Slow (Major)
Edges: —
Attributes: Agility d6, Smarts d10, Spirit d10,
Gear: Knife (Str+d4).
Strength d8, Vigor d10
Skills: Athletics d6, Battle d6, Common Company Guard
Knowledge d8, Folklore d6, Fighting d8,
Imagine a man blessed
Notice d8, Performance d8, Persua-
by his creator with the
sion d10, Shooting d8, Stealth d8
physical fortitude to do
Pace: 6; Parry: 6; Toughness: 7
the work of two men
Hindrances: —
but lacking entirely the
Edges: Charismatic, Command,
moral fortitude it takes to
Inspire, Retort
engage in so much as an
Gear: Brass knucks (Str+d4), hide-
hour of honest labor. Now
out pistol (Range 3/6/12,
divest from him the laborer’s
Damage 2d4).
sense of commonly shared
fate, and to finish the job,
hand him brass knuckles and
a long rifle. Congratulations.
You’ve just created the typical
company guard.
Attributes: Agility d6,
Smarts d6, Spirit d6,
Strength d6, Vigor d8

206
Bestiary

Skills: Athletics d6, Common Knowledge d4, Hindrances: Obligation (Serve the Cult)
Driving d4, Fighting d6, Intimidation d6, Edges: Arcane Background (Blessed or Folk
Notice d6, Persuasion d6, Repair d6, Shoot- Magic, depending on the nature of the cult)
ing d6, Taunt d6, Stealth d4, Thievery d4 Powers: Cultists have one or two powers
Pace: 5; Parry: 5; Toughness: 8 (2) chosen from the Blessed or Folk Magic lists.
Hindrances: Loyal (to the Big Boys), Vengeful Power Points: 5
Edges: — Gear: Skinning knife (Str +d4), hideout pistol.
Gear: Bullet proof vest (+2 Armor, torso), deer
rifle (Range 24/48/96, Damage 2d8−1) or Grave Robber
Peasant Pumper (Range 12/24/48, Damage The most venal of company men, these fellows
3d6, shotgun), shocker stick (Str+d6, Vigor commit sacrilege on a nightly basis, unearthing
roll on hit or be Stunned). the dearly departed from their graves and
transporting them to Big Boy laboratories for
Conjure Folk Lord knows what purpose.
While they bear many similarities to witches,
Attributes: Agility d6, Smarts d4, Spirit d6,
conjure folk walk a more subtle path. If the
Strength d6, Vigor d6
witch summons the storm, conjure folk talk
Skills: Athletics d4, Common Knowl-
to the wind. A sprig of hemlock, a sliver of
edge d4, Fighting d6, Folklore d6,
mandrake—these are simple ingredients to be
Notice d6, Occult d8, Persuasion d4, Shoot-
measured and mastered without otherworldly
ing d4, Stealth d8, Thievery d8
intervention.
Pace: 6; Parry: 5; Toughness: 5
While conjure folk are less feared than Hindrances: Obligation (Minor—Recover
witches, they have almost no fear of witches corpses for the Big Boys)
themselves. Having made a thorough study of Edges: Thief
nature, they are highly resistant to occult magic. Gear: Shovel (Str+d4), hideout pistol (Range
Attributes: Agility d6, Smarts d8, Spirit d8, 3/6/12, Damage 2d4).
Strength d6, Vigor d6 Special Abilities:
Skills: Athletics d4, Common Knowledge d6, • Fearless: Grave robbers are immune to Fear
Fighting d4, Folk Magic d8, Folklore d8, Heal- and Intimidation.
ing d8, Notice d8, Occult d8, Persuasion d8,
Stealth d6, Survival d8 Highwayman
Pace: 6; Parry: 4; Toughness: 5 Highwaymen hunt in well-traveled passes. The
Hindrances: — Hogge Brothers ran a small gang of cutthroats
Edges: Arcane Background (Folk Magic), that terrorized Corn Cob Gap for years. Jasper
Arcane Resistance “Big” Hogge was known as the brains of the
Powers: Arcane protection, detect/conceal arcana, operation, a title made more odious by his
divination, healing, object reading. Power tendency to dispatch his victims by dashing
Points: 15 their skulls against whatever sturdy object
Gear: — made itself available in the moment.
Though Big was ultimately sent to the gallows,
Cultist Jeffrey “Little” Hogge haunts the Gap to this day,
These folks are the rank-and-file occultists still endeavoring to get the gang back together
of the three major sects on the Piney Dirge and get some payback for his brother.
Plateau (see page 29) or other smaller creepy
cabals scattered throughout rural areas. Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Attributes: Agility d6, Smarts d6, Spirit d8, Skills: Athletics d6, Common Knowledge d6,
Strength d6, Vigor d6 Driving d6, Fighting d6, Gambling d6, Intim-
Skills: Athletics d6, Common Knowledge d6, idation d6, Notice d8, Persuasion d6,
Faith/Folk Magic d6, Fighting d4, Folklore d6, Riding d8, Shooting d6, Stealth d8, Sur-
Healing d4, Notice d6, Occult d8, Persua- vival d6, Taunt d6, Thievery d8
sion d6, Shooting d4, Stealth d6, Thievery d6 Pace: 6; Parry: 5; Toughness: 6 (1)
Pace: 6; Parry: 4; Toughness: 5

207
Holler: An Appalachian Apocalypse

Hindrances: Greedy (Major), Suspicious thugs than detectives. About half of Kramer-
(Major) Holt agents carry menacing Tommy Deadmen,
Edges: Combat Reflexes complete with ammunition drums, which
Gear: Animal hides (+1 Armor), deer rifle are synonymous with the Big Boys’ power.
(Range 24/48/96, Damage 2d8−1), bow (Range Those not so well equipped carry anything
12/24/48, Damage 2d6), or crossbow (Range from widow makers, to peasant pumpers, to
15/30/60, Damage 2d8, AP 2), skinning knife deer hunters.
(Str+d4). They enjoy nothing more than intimidating
Holler folks going about their business or
h Killer laying the smack down on a roustabout with
To quote the Almanac of Richard the Sod, their bruising batons.
“Should twelve of your neighbors greet you at
noon, turn not your back on the thirteenth at Attributes: Agility d6, Smarts d6, Spirit d6,
midnight.” Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6,
Some kill for money. The company store-
Driving d8, Fighting d8, Intimidation d8,
robbing couple Mack and Enid Harriman
Notice d8, Persuasion d6, Riding d6, Shoot-
seemed to prize violence as highly as loot. Their
ing d8, Stealth d6, Taunt d8, Repair d6,
death at the hands of a squad of Kramer-Holt
Thievery d6
agents was later immortalized with a popular
Pace: 6; Parry: 6; Toughness: 9 (3)
dance called the Tommy-Gun Two-Step.
Hindrances: Arrogant, Mean
Others kill for passion. Such was the case of Edges: Menacing
Susie Gallant, the “Jilted Jill of Weaver Falls,” Gear: Attitude adjuster (Str+d8), bullet proof
whose story was penned in, “Susie, Turn Your vest (+2 Armor, torso), KH detective coats (+1
Eyes Away.” torso), smoker (Range 5/10/20, LBT Smoke),
Finally, some killers prey on their fellows Tommy Deadman (Range 12/24/48, Damage
solely for the thrill of it. Sunshine Sam is the 2d8+1, RoF 3), or widow maker (Range
subject of a fast-paced murder ballad, and 12/24/48, Damage 2d6+1), or peasant pumper
the Ghost Ridge Stranglers is now the name (Range 12/24/48, Damage 3d6, shotgun), or
of a raucous four-piece string band. Folks deer rifle (Range 24/48/72, Damage 2d8−1).
elsewhere have their own ways of dealing with
inexplicable violence. In the Holler, we sing h Lawman
and dance about it. In the Big Boys’ hierarchal view of their
minions, a lawman is somewhere below a
Attributes: Agility d8, Smarts d6, Spirit d6,
Kramer-Holt agent and above a company
Strength d8, Vigor d8
guard. The lawman generally has a higher
Skills: Athletics d8, Common Knowl-
opinion of himself, however, and at least tries
edge d6, Driving d6, Fighting d8,
to look a little less biased.
Intimidation d8, Notice d6, Persuasion d6,
Repair d6, Riding d6, Shooting d8, Sur- Big Boys’ employ lawmen to serve, protect,
vival d8, Taunt d8, Stealth d8, Thievery d6 and oppress a goodly stretch of rural area, akin
Pace: 6; Parry: 6; Toughness: 8 to a sheriff or constable. A given lawman might
Hindrances: Bloodthirsty, Outsider (Major), have several villages or small, independent
Ruthless (Major). towns under his watch.
Edges: Brawler, Bruiser, Marksman, Trade- Though the Big Boys don’t exercise the same
mark Weapon level of control in rural areas, he serves an
Gear: Widowmaker (Range 12/24/48, Damage important function as their eyes and ears far
2d6+1), and/or melee weapon of choice. away from the company towns.
Exactly what gets enforced by a lawman
Kramer-Holt Agent and his collection of volunteer deputies relies
Kramer-Holt agents terrify folks. Hired from largely on the lawman’s whims and what kind
the Kramer-Holt Detective agency in the City, of bribes might be on offer. This gives him a
they are among the most valued assets in the sense of power, which he happily lords over the
Big Boys’ employ, far closer to professional local populace.

208
Bestiary

Don’t let the nom de plume fool you. There are enthralled has corrupted them with irreligious
a few female lawwomen in the Holler, just as indiscretions, ranging from cuckolding poor
tough and ornery as any man. husbands to the inexplicable reappearance
of local citizens who had last been seen being
Attributes: Agility d6, Smarts d6, Spirit d6,
lowered six feet into the earth.
Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d8, Some traveling ministers handle serpents as
Fighting d8, Notice d8, Intimidation d8, Per- manifestations of faith. Some have been bitten
suasion d6, Taunt d8, Shooting d8, Stealth d6 so many times they’ve become immune to the
Pace: 6; Parry: 6; Toughness: 6 venom, and perhaps infused with enough of
Hindrances: Loyal (to the Big Boys) the stuff to become poisonous themselves.
Edges: Trademark Weapon (attitude adjuster), Attributes: Agility d6, Smarts d8, Spirit d10,
Marksman Strength d6, Vigor d6
Gear: Attitude adjuster (Str+d8), big gun Skills: Athletics d4, Common Knowledge d6,
(Range 30/60/120, Damage 2d10, AP 2), or Faith d8, Fighting d4, Healing d8, Notice d8,
widowmaker (Range 12/24/48, Damage Occult d8, Persuasion d8, Performance d10,
2d6+1). Riding d6, Shooting d4, Stealth d4, Thiev-
ery d6
Peddler Pace: 6; Parry: 4; Toughness: 5
If there’s something a body needs, a peddler Hindrances: Driven (Minor—Gain the adoration
and his seemingly bottomless cart of curious of a flock), Quirk (Minor—Fancy mannerisms)
sundries are far more likely to have it than a Edges: Arcane Background (Blessed), Attrac-
company store. The only problem is, he drives tive, Charismatic, Faith Healer.
a hard bargain for whatever you need, and the Powers: Banish, confusion, light/darkness, resur-
worse you need it, the harder the bargain—a rection. Power Points: 10
peddler spots desperation in a buyer’s eyes. Gear: The Good Book and a hickory stick, cane,
Attributes: Agility d6, Smarts d8, Spirit d8, or other light club (Str+d4).
Strength d6, Vigor d6
Skills: Athletics d4, Common h The Riders of Industry
Knowledge d6, Fighting d4, Folklore d8, Gam- The Riders of Industry, the Holler’s origin
bling d6, Healing d4, Occult d4, Notice d8, myth, is persistent. Folks still invoke them
Performance d6, Persuasion d8, Repair d4, with terror, expecting their cataclysmic
Riding d4, Shooting d4, Stealth d6, return whenever there’s a natural disaster or
Survival d6, Thiev- even an odd-looking sunset. If
ery d8 they only knew the truth—the
Pace: 6; Parry: 4; “mystical” Riders are actually
Toughness: 5 mercenaries from the City,
Hindrances: Big outfitted with all kinds of
Mouth, Curious, weird gadgets to make them
Greedy (Major). appear otherworldly and full
Edges: Charismatic of menace!
Gear: Peddler’s cart Despite their earthly
w/goods, hideout origins, the Riders
pistol (Range are skilled fighters.
3/6/12, Damage They ride forth
2d4), knife when needed to
(Str+d4). emphasize the Big
Boys’ policies, instilling fear into
h Revivalist any populace what’s gotten too uppity.
Revivalists travel the
Attributes: Agility d8, Smarts d8, Spirit d8,
land, sharing the good word
Strength d8, Vigor d8
with a fiery tongue. They tend
Skills: Athletics d8, Common Knowl-
not to lack for coin and their
edge d4, Fighting d8, Intimidation d10,
ability to hold an audience

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Holler: An Appalachian Apocalypse

Notice d8, Persuasion d6, Riding d10, Shoot- Edges: Brawler, Brawny, Bruiser
ing d8, Stealth d6, Taunt d10, Weird Gear: Brass knucks (Str+d4), or wooden club
Science d8 (Str+d6), Peacemaker (Range 12/24/48,
Pace: 6; Parry: 6; Toughness: 9 (2) Damage 2d6+1, AP 1) or throwing axe (Range
Hindrances: Obligation (Major—Serve the Big 3/6/12, Damage Str+d6).
Boys) Special Abilities:
Edges: Arcane Background (Weird Science), • Resilient: Rough and toughs can take an
Brawny, Menacing extra Wound.
Powers: Burst, damage field, entangle, fear, stun.
Power Points: 15 Scab
Gear: Fine steed, flak jacket of the apocalypse Workers face outrageous dangers, laboring an
(+2 Armor torso), spectral lenses (+2 Notice eye blink away from disaster, and the bonds
rolls), variety of small gadgets embedded/ forged in this environment are strong indeed.
hidden in belt buckles, boots, hats, lassos, Conversely, enemies made through labor
and spurs that activate their powers), disputes tend to be the most mortal of enemies.
Blighter (see page 24), short sword
As fledgling labor unions begin to take root
(Str+d6).
in the Holler, few citizens garner more disgust
Special Abilities:
from their fellows than the workers who break
• Fear (−2): The Riders of Industry with all
a strike and cross a picket line. Many of these
their trappings are an imposing sight. This
“scabs” are merely the unluckiest folks, the most
is in addition to their fear power.
beaten down by poverty and hunger.
Rough and Tough That said, there exists among the
strikebreakers a certain kind of man
Rowdies. Hooligans. Gougers. These terms and
who truly has, in the words of the old-
less flattering ones have been used to describe
timers, “gone over”—professional scabs
the hard men and women who make their
following the Big Boys’ orders. These
living with their fists. Rough and toughs are
men and women move from
throwbacks to frontier days, when the
town to town, insinuating
nearest sheriff might be fifty miles
themselves into communities
away and accounts had to be sorted
when labor unions are on the
with fists, knives and scatterguns.
rise, taking jobs and blending
Rough and toughs find their in among the locals. Under
daily bread on the wrong side the guise of a fellow worker,
of the law. They work security they sow division and distrust,
for moonshiners or serve as breaking down resistance
shakedown men for snake from within.
oil salesman. This is to say
nothing of the combatants Attributes: Agility d6,
who earn their cash in bare- Smarts d4, Spirit d4, Strength d6,
knuckle brawls in the gouging circles. Vigor d6
Wherever you find someone working Skills: Athletics d6, Common
at shady business, you’ll find rough Knowledge d4, Fighting d6,
and toughs nearby. Notice d6, Persuasion d6, Shoot-
ing d6, Stealth d6, Taunt d6,
Attributes: Agility d8, Smarts d4, Thievery d6
Spirit d6, Strength d10, Vigor d8 Pace: 6; Parry: 5; Toughness: 5
Skills: Athletics d8, Common Knowl- Hindrances: Loyal (to the Big
edge d4, Driving d6, Fighting d8, Boys), Stubborn, Yellow
Intimidation d8, Notice d6, Edges: —
Persuasion d4, Riding d6, Shoot- Gear: Hideout pistol (Range
ing d6, Stealth d6, Survival d6, 3/6/12, Damage 2d4), or wooden
Taunt d6 club (Str+d6).
Pace: 6; Parry: 6; Toughness: 9
Hindrances: Mean

210
Bestiary

Scalawag Others have been known to turn their talents


Scalawag is a general term for the unsavory as trackers and hunters to profit-making
mélange of grifters, card sharks, and endeavors, and the side of the law upon which
confidence men and women who flit from they land depends entirely upon their own
town to town, siphoning hard-earned scrip conscience.
and meager worldly possessions from workers Locals at Terrapin Corner still swap stories
and rural folk alike. about how Leon Hendrick ventured alone into
Hungry Tom’s shell game, known as Faefall Mountains and fetched the kidnapped
“Flummox,” William Moog’s “five-fingered Garrity twins back from Foxglove Jane, the
discounts,” and “Sister Silvie’s Original witch of Widow’s Pass. No local hero is more
Medicine Show,” with its curious tinctures revered. On the other hand, there’s Joey the
and tonics, are infamous practitioners. Their Finger, the stalker who haunts the mountains
schemes may be diverse, but they share some around Ruin and serves as a man hunter for
common traits—a smooth tongue, a winsome whomever has enough scrip or shine.
wink, and an uncanny ability to slip into Attributes: Agility d10, Smarts d8, Spirit d8,
the shadows and avoid consequences for Strength d6, Vigor d8
their thievery. Skills: Athletics d10, Common Knowledge d6,
Attributes: Agility d6, Smarts d8, Spirit d6, Fighting d8, Folklore d6, Gambling d6, Intim-
Strength d6, Vigor d6 idation d8, Notice d10, Persuasion d6,
Skills: Athletics d6, Common Knowl- Riding d8, Shooting d10, Stealth d10, Sur-
edge d8, Fighting d6, Folklore d6, vival d10, Taunt d10, Thievery d6
Gambling d8, Intimidation d4, Notice d8, Pace: 6; Parry: 9; Toughness: 7 (1)
Performance d8, Persuasion d8, Shooting d6, Hindrances: Obligation (Track a target to
Stealth d6, Taunt d8, Thiev- the exclusion of all else)
ery d8 Edges: Assassin, Block, Combat
Pace: 6; Parry: 5; Toughness: 5 Reflexes, Trademark Weapon (Imp),
Hindrances: Greedy (Major), Marksman, Woodsman
Ruthless (Minor) Gear: Animal hides (Armor +1),
Edges: Charismatic, Con- bow (Range 12/24/48, Damage
nections (Black market), 2d6), skinning knife (Str+d4).
Streetwise
Gear: Hideout pistol Technomancer
(Range 3/6/12, A collection of
Damage 2d4), knife egghead scientists
(Str+d4), some may of every stripe from
peddle Tinker the City, further educated and
Gear (list on morally compromised in the
page 19) Big Boys’ Industrial Refinement
and Wonder Learning Facilities,
h Stalker carry out a variety of experiments
Stalkers are another aimed at “maximizing human
throwback to pioneer roots, labor,” “pushing the boundaries of
the cunning trackers and technology,” and “reforming the
foresters who first mapped very contours of time and space.”
these lands. In days of old, Attributes: Agil-
such individuals were ity d6, Smarts d10, Spirit d6,
the very law of the land. Strength d4, Vigor d4
As civilization has ostensibly taken hold, the Skills: Athletics d4, Common
stalker’s role in public life has faded into the Knowledge d8, Fight-
background. ing d4, Folklore d6, Healing d6,
These days, stalkers tend to keep to the woods, Notice d6, Occult d6, Persuasion d6,
sometimes living off the land as near-hermits.

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Holler: An Appalachian Apocalypse

Repair d8, Research d8, Science d8, Shoot- These aren’t good witches or hedge wizards.
ing d4, Stealth d6, Weird Science d8 These are individuals who harnessed power
Pace: 6; Parry: 4; Toughness: 4 through unholy pacts with otherworldly
Hindrances: Driven (Major—to pursue scien- forces—haints, demons, or Mother Nature’s
tific discoveries at all costs) Dark Sister, whoever she might be.
Edges: Arcane Background (Weird Science),
Attributes: Agility d6, Smarts d8, Spirit d10,
Gadgeteer
Strength d6, Vigor d6
Powers: Bolt, confusion, mind wipe, stun. Power
Skills: Athletics d6, Common Knowledge d6,
Points: 10
Fighting d4, Folk Magic d10, Folklore d10,
Gear: Shocker stick (Str+d6, target makes Vigor
Healing d6, Intimidation d6, Notice d8,
roll or is Stunned), or blighter (see page
Occult d10, Performance d8, Persuasion d8,
24), miscellaneous gadgets (“bolt” mon-
Stealth d6, Survival d6, Taunt d6, Thievery d6
ocles, mind control shims, remote control
Pace: 6; Parry: 4; Toughness: 5
boxes, power collars).
Hindrances: Overconfident
Varnish Head Edges: Arcane Background (Folk Magic)
Powers: Beast friend, bolt, confusion, darksight,
Window cleaner. Brake fluid. Good old-
detect/conceal arcana, divination, entangle, heal-
fashioned oil-based varnish. The list of
ing, illusion, mind link, mind reading, mind wipe,
substances to which desperate Hollerites
object reading, shape change, slumber, telekinesis,
turn in those seasons when moonshine runs
teleport, stun, puppet. Power Points: 20
scarce is a long and frightening one. What state
Gear: Wooden staff (Str+d4).
does the varnish head seek and what state is
Special Abilities:
achieved? Sadly, few of the sad souls who
• Fear: A striking appearance and an aura of
have turned from corn likker to the resins
the otherworldly prompt a Fear check.
and flammables known as “toolshed medicine”
• Weakness: Fresh water. Splashing
are wont to communicate their experience in
Blight-free water on a witch
language the rest of us can recognize.
forces her to make a Vigor roll.
Varnish heads are prone to fits of apoplexy, Failure makes her Distracted and
in which they shout gibberish, vandalize Vulnerable. Fully submerging
property, and harass folk. They tend to get a witch in such water kills
on the wrong side of the law quickly, as her. Truly fresh water is rare
“chasing turpentine” leads them to many in the Holler, only found
forms of depravity. in natural springs or the
Attributes: Agility d6, Smarts d6, pristine water bodies in
Spirit d4, Strength d6, Vigor d6 Faefall.
Skills: Athletics d6, Common Knowl-
edge d4, Fighting d6, Intimidation d6, Worker
Notice d4, Persuasion d4, Stealth d6, Most workers are shadows
Taunt d6, Thievery d6 of the folks they could be—
Pace: 6; Parry: 5; Toughness: 5 pushed to the edge mentally
Hindrances: Habit (Major—Varnish and physically, indoctrinated
head) with propaganda, and
Edges: Berserk punished harshly for even the
Gear: Knife (Str+d4), wooden club slightest social transgressions
(Str+d6). or mistakes on the job. They are
cut off from knowledge of their
Witch/Warlock own rich culture and history and
Precious little is known about the inner their vision of life narrowed to a
workings of the witch’s arts, as most who tunnel of hardscrabble work and
have tried to find out have either been threadbare survival.
seduced by their power and joined their In many cases, their spirits and
mysterious rites or become fodder wills have been broken, though
for the same. some still defend their meager

212
Bestiary

possessions and closest kin if pushed. It’s up h Ursine Horror


to the heroes to salvage the last shards of hope The summoned enforcer and lumbering
that may remain inside them. talisman of a witches’ coven, this enormous
bear-like creature stands nearly fifteen feet tall,
Attributes: Agility d6, Smarts d6, Spirit d4, possessed of razor-sharp claws and a roar that
Strength d6, Vigor d4 quakes the ground. Its behaviors are directed
Skills: Athletics d6, Common Knowledge d4, by the witches who summon it, a ritual that
Fighting d4, Folklore d4, Notice d4, Persua- taxes almost every ounce of their power.
sion d4, Repair d8, Shooting d4, Stealth d4, Horrors have been known to lead entire
Thievery d4, Taunt d4 villages to their demise in the Otherness, raze
Pace: 6; Parry: 4; Toughness: 4 logging camps, and devour a brigand camp in
Hindrances: Illiterate, Obligation (Major— a matter of moments.
Work), Obligation (Major—Family)
Edges: — Attributes: Agility d8, Smarts d6 (A), Spirit d12,
Gear: — Strength d12+3, Vigor d12
Skills: Athletics d6, Fighting d12, Notice d8,
Stealth d8
Critters Pace: 6; Parry: 8; Toughness: 12
Hindrances: Vow (Serve a Coven)
Despite the Blight and its unpredictable effects, Edges: Brute
a variety of mostly normal wildlife thrives in Special Abilities:
the Holler, alongside some more peculiar • Bite/Claws: Str+d6
beasts. Just because a critter is big doesn’t • Roar: Once per day, victims in a Large Blast
mean it’s a new kind of critter or abomination, Template must make Spirit roll or become
it just grew past its former earthly proportions, Stunned.
let’s say, into a new state of being. • Size 4 (Large): The ursine horror is a
massive beast.
Black Bear/Ursine Horror
The bears of the Holler have long been objects Boar/Giant Boar
of fear, awe, and even worship. Terrapin The swine that run wild across field and dale
Corner’s yarn spinners tell of small clans living are the offspring of boars brought from the
out in the woods whose respect gave way to Old World by explorers in need of a sustainable
worship during bad seasons of Blight, and source of meat, then later for sport hunting.
every child in Hogback Hills has been told of All it took was for a handful to escape the
the folk hero, Mountain Jake, and his ursine hunting preserves for their invasion to begin.
companion, Trapper. Boars are ravenous eaters with few natural
While some folks complain about their meat predators. Though individually they pose the
being too gamy for anything but sausage—you most threat to crops and small game, they have
can be sure it’s a meal eaten with at least a little been known to be wily enough pack hunters
reverence. to bring down larger game. A few goliaths of
this species roam the hills. Reasonable hunters
Black Bear have returned from deer hunts with tales of a
Attributes: Agility d6, Smarts d6 (A), Spirit d8, beast easily triple the size of its brethren—they
Strength d10, Vigor 10 dared not even take a shot at for want of a
Skills: Athletics d8, Fighting d8, Notice d8, more powerful weapon.
Stealth d8 So persistent have these stories become that
Pace: 8; Parry: 6; Toughness: 8 residents of Wolf Lick have made a springtime
Edges: Brute tradition of “The Hogfather Hunt,” and while
Special Abilities: the boys have brought home a few three-
• Bite/Claws: Str+d6 hundred pounders, the mantel above the Wolf
• Size 1: Black Bears can weight up to 600 lbs. Lick Hunting House hearth remains vacant,
waiting on its biggest boy.

213
Holler: An Appalachian Apocalypse

Boar Special Abilities:


Attributes: Agility d6, Smarts d6 (A), Spirit d6, • Antlers: Str+d6.
Strength d10, Vigor d10 • Rabid Bite: Str+d4, Chronic Disease (see
Skills: Athletics d6, Fighting d8, Notice d6, Savage Worlds).
Stealth d6 • Resilient: Rabid Deer can take an extra
Pace: 8; Parry: 6; Toughness: 8 (1) Wound.
Edges: Brute • Speed: d10 running die.
Special Abilities:
• Armor +1: Tough hide. Rabid Elk
• Tusks/Bite: Str+d6. Attributes: Agility d8, Smarts d4(A), Spirit d6,
Strength d12, Vigor d8
Giant Boar Skills: Athletics d8, Fighting d10, Notice d8,
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Stealth d4
Strength d12, Vigor d12 Pace: 8; Parry: 7; Toughness: 7
Skills: Athletics d6, Fighting d10, Notice d6, Edges: —
Stealth d6 Special Abilities:
Pace: 7; Parry: 7; Toughness: 12 (2) • Antlers: Str+d6.
Edges: Brute • Rabid Bite: Str+d4, Chronic disease (see
Special Abilities: Savage Worlds).
• Armor +2: Thick hides. • Very Resilient: Rabid Elk can take
• Size 2: Giant Boars rival grizzlies in two extra Wounds.
size • Speed: d10 running die.
• Tusks/Bite: Str+d8. • Size 1: Elks average around 500
lbs.
Deer/Elk (Rabid)
Among conjure folks, deer are
looked upon as a sign of nobility
and a higher connection to
the natural order. Folklore is
full of cervids held in high
regard. Elk, their stately,
larger cousins, roam the
Craggies in great herds, and
some say they will learn to
talk one day, just like the fenrir.
These animals are important
sources of food for folks, but
sometimes they get infected
with “the rabies.” Wracked
with its destructive energy,
they transform from beloved
game to deadly foes.

Rabid Deer
Attributes: Agility d10,
Smarts d4(A), Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d10, Fighting d8,
Notice d12, Stealth d8
Pace: 9; Parry: 6; Toughness: 5
Edges: Alertness

214
Bestiary

h Giant Catfish Special Abilities:


Regular catfish have managed to survive in • Bite: Str +d4.
decent numbers in muddy cricks and lakes. • Burrow: Pace 4.
Some folks have developed a hookless system • Size −2 (Small): These are big rodents.
of fishing called “noodling,” which involves
thrusting a hand into the fish’s maw and h Giant Terrapin
waiting for it to bite, then pulling it from its Snapping turtles taste right good but can be
hidey-hole with a triumphant yell. nasty things—hissing and glaring through your
In the deepest waters, rumors abound of soul with a red reptilian eye as they wobble
catfish two or three times the size of a man. Not along a bank. If one snaps down on your finger,
only are these catfish big, but swimmers who you’re in a fix, for it won’t release that finger
survive the encounter say their whiskers aren’t until the sound of thunder cracks from the
for stinging, but for “singing with a noiseless heavens. That can set you back in your plans
music that stirs inside a man’s head.” awhile if you live in a part of the mountains
where Blight storms are few. Sometimes, such
Attributes: Agility d6, Smarts d8 (A), Spirit d10, a turtle breaks the finger or snaps it right off,
Strength d10, Vigor d10 which at least allows the victim to go about
Skills: Athletics d6, Fighting d10, Focus d6, their business.
Intimidation d10, Notice d8, Stealth d6
Now imagine such a terrapin the size of a
Pace: —; Parry: 7; Toughness: 9
small jalopy, moving over the earth slow as
Edges: Brute
slumber, like the passing days of ancient times.
Special Abilities:
That one is not going into your pot, friend.
• Aquatic: Pace 6.
You’re more likely to end up snapped in half
• Bite: Str+d6.
and sucked straight down its gullet, thunder
• Noiseless Music: Once per encounter, a
be damned.
giant catfish’s barbels vibrate intensely,
creating a high-pitched drone that registers Though snappers are not to be fooled with,
deep within the victim’s mind. The effect is there are certain curious folks who consider
equivalent to the mind wipe power (use Focus them to possess great natural wisdom, and
vs. Spirit) power in a Large Blast Radius. some even pass stories of a great snapper who
• Size 2: Giant Catfish are the size of most befriended a woodsman and spoke to the
sharks. recluse in a human voice about momentous
• Stinging Barbels: On hit with a raise, the events to come.
giant catfish’s barbels sting the victim, To this day, country boys still search cricks
Stunning him. and ponds looking for that talking snapper,
and while none reported finding the turtle that
h Giant Rat speaks, they agree that nearly every terrapin
Giant rats are the scourge of supply rooms, is a mighty fine listener. Among conjure folk,
gear boxes, and wired machines everywhere, terrapins are considered the embodiment of
and can bring production to a halt for a week. longevity and peace, until they bite you, that is.
Samuel Ashdown has devised enormous traps Attributes: Agility d4, Smarts d4 (A), Spirit d8,
of dubious mechanism to address the problem Strength d12, Vigor d10
at his mills, while Hilda Saxon relies mostly on Skills: Fighting d10, Notice d4, Stealth d4
mounds of poison. Pace: 4; Parry: 7; Toughness: 13 (3)
Packs of a dozen or so giant rats are often Hindrances: Slow (Major)
followed by ravenous swarms of smaller Edges: —
brethren (see Swarms in Savage Worlds). Special Abilities:
Attributes: Agility d8, Smarts d4 (A), Spirit d6, • Aquatic: Pace 8. The terrapin is even more
dangerous in its natural habitat.
Strength d6, Vigor d6
• Bite: Str+d6.
Skills: Athletics d8, Fighting d6, Notice d8,
• ‘Til It Thunders: A raise on the bite
Stealth d10
means the terrapin has latched on to a
Pace: 6; Parry: 5; Toughness: 3
hand. It retracts its head inside its shell,
Edges: —

215
Holler: An Appalachian Apocalypse

presenting only its hardened beak and Pace: 4; Parry: 6; Toughness: 5


shell, and won’t let go until it hears a clap of Edges: Alertness, Arcane Resistance
thunder. It causes no further damage, but Special Abilities:
renders the victim immobile and his limb • Claws/Beak: Str+d6.
useless. Once the victim passes, or cuts off • Low Light Vision: Owls ignore penalties for
the limb, the terrapin feasts and continues Dim and Dark Illumination.
on its way. • Flight: Pace 10.
• Shell (Torso): +3 Armor. • Nocturnal Screech: Giant owls
• Size 3: Giant Terrapins emit a piercing screech that sounds like
are horse sized. the vocalizations of demons. Outside of
town or village areas at night, the first
Owls / Giant Owls time anyone hears this screech he
Known as fierce predators, must make a Fear roll at −2.
these night hunters have • Size 1: Giant owls have
become synonymous man-sized bodies and enormous
with wisdom and a deep wings.
connection to the afterworld.
No less than Richard the h Painter
Sod wrote of the otherworldly The story goes that the
portents brought by this raptor, earliest Old World settlers
claiming: “If the owl speaks your name, discovered the foothills of
your fate is already written down the Ghost Ridge Mountains
in history.” were home to massive cats
The smaller ones raise some nasty t h e size of tigers from exotic
scratches and knots on your head. The bigger lands. Some called them “cat o’ the mountain,”
ones can carry you straight away to some or “catamount,” while others referred to them
far-off mountain roost and serve you to its as “painters” (“panthers”). Whether or not they
hatchlings for dinner. were is anyone’s guess, but one thing is for
sure—if they did exist they have been hunted
Owl close to extinction.
Attributes: Agility d8, Smarts d6 (A), Spirit d6, The big cats of the Holler aren’t all that big
Strength d4−1, Vigor d4 these days. Bobcats are still known to prowl
Skills: Athletics d6, Fighting d6, Notice d8, about the woods of the southern Hogback
Stealth d8 Hills, and while they are spotted every now
Pace: 3; Parry: 5; Toughness: 2 and again in that area, they do what they can
Edges: Alertness to steer clear of humankind.
Special Abilities: Stories still arise of sightings and the
• Claws/Beak: Str+d4. legendary “painter” strides between myth and
• Low Light Vision: Owls ignore penalties for history, revered by conjure folk as symbols of
Dim and Dark Illumination. stealth and speed.
• Flight: Pace 12.
• Nocturnal Screech: Some owls emit a Attributes: Agility d10, Smarts d6 (A), Spirit d8,
terrifying screech that sounds like the Strength d8, Vigor d10
vocalizations of demons. Outside of towns Skills: Athletics d10, Fighting d8, Intimida-
or villages at night, the first time anyone tion d8, Notice d8, Stealth d12
hears this screech she must make a Fear roll. Pace: 9; Parry: 6; Toughness: 7
• Size −2 (Small): These owls are 2 to 3’ tall. Edges: Assassin, Quick
Special Abilities:
h Giant Owl • Bite/Claws: Str+d6.
• Pounce: +4 to damage when Wild Attacking
Attributes: Agility d8, Smarts d6 (A), Spirit d8,
rather than +2.
Strength d6, Vigor d6
• Size 1: Painters are larger than most humans.
Skills: Athletics d10, Fighting d8, Notice d8,
• Speed: d12 running die.
Stealth d6, Survival d8

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Bestiary

Snake/Giant Snake • Poison: 1 in 6 giant snakes are poisonous.


Snakes abound in the Holler. Youngins learn The type of poison is the Shift Boss’ call. (See
early on to keep their eyes open for the brown Poison in Savage Worlds).
hourglass markings of copperheads hidden in • Size 1: Giant snakes come by their names
matted autumn leaves. Cussfoot Fens is dotted honestly.
with names like Cottonmouth Creek and Coral
Snake Cove. Not to mention the Jingle Jangle Wolves/Fenrir
snake of the Great Craggies, whose rattle chills The wolf is the king of canines in the Holler,
the bones. as he is the world over, and though most wolf
While many venomous serpents slither packs have been driven away from the largest
through the Holler, they are vastly and most polluted towns, they maintain a
outnumbered by their nonvenomous cousins, strong presence in wilder locales. Mountain
many of whom are well-loved for their Men have a saying, “The pack don’t forget.” That
usefulness to rural folks. being the case, they tend to keep a respectful
distance, leaving wolves to their territory.
Among Holler conjure women, snakes are
Among conjure folk, wolves symbolize loyalty
considered a sign of fertility and rebirth.
and kinship.
Giant snakes are generally thought of a lot
Just as they did in the Old World, the fae
like dragons in those fairy stories from the Old
are known to maintain strong ties with wolf
World. They are an intriguing notion, but many
packs, with the fae protecting the pack from
who claim to encounter them seem under the
demonic forces and the pack protecting the
influence of likker or fairy circles.
fae from human meddling. Travelers near the
Snake Faefall side of the Fens know an encounter with
wolves often portends a meeting with the fae
Blighted, copperheads,rattlers,cottonmouths.
for those foolish enough to persist wolfward.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Speaking of fae and wolves, many folks
Strength d4−2, Vigor d6 speculate the fae are responsible for gifting the
Skills: Athletics d6, Fighting d8, Notice d12, wolves’ larger cousins, the fenrir, with human
Stealth d10 sentience and speech. Others attribute this
Pace: 4; Parry: 6; Toughness 2 manifestation to the work of witches. A story
Edges: Quick peddlers say is true is the saga of Baber Penn
Special Abilities: and his beloved warblers, a tragic ending with
• Bite: Str+2. miraculous results (see Mount Fenrir on page
• Poison: Blighted (Paralyzing), Copperhead 60). Regardless, the alpha fenrir among
(Mild), Cottonmouth (Knockout), rattler every pack speaks like a human, reasons like a
(Lethal). sage, and elicits unshakable loyalty
• Size −3 (Very Small): Most snakes are a from his pack.
few feet long, but very thin.
Fenrir
h Giant Snake Attributes: Agility d8,
Attributes: Agility d8, Smarts d6, Spirit d8,
Smarts d4 (A), Spirit d8, Strength d8, Vigor d8
Strength d8, Vigor d8 Skills: Athletics d8,
Skills: Athletics d6, Fight- Fighting d8, Intimi-
ing d10, Notice d12, dation d8, Notice d6,
Stealth d6 Stealth d8
Pace: 5; Parry 7; Toughness 7 Pace: 8; Parry: 6; Tough-
Special Abilities: ness: 6
• Bite: Str+d6. Edges: Alertness
• Constrict: +4 to Athletics Special Abilities:
and Strength rolls made to • Bite: Str+d4.
grapple. • Speed: d10 running die.

217
Holler: An Appalachian Apocalypse

h Fenrir Alpha a church fan and sends forth a foul wind that
Attributes: Agility d8, Smarts d8, Spirit d8, knocks a man off his feet.
Strength d8, Vigor d8 Don’t look that lizard in the eye, either, for
Skills: Athletics d8, Common Knowl- it turns a man to stone quicker than the Lord
edge d4, Fighting d10, Folklore d8, does a sinner who looks back upon the temple
Intimidation d6, Notice d6, Occult d6, Per- of his abjection. Or that’s how the saying goes.
suasion d8, Stealth d8, Survival d8, Taunt d6
Pace: 8; Parry: 6; Toughness: 6 Attributes: Agility d6, Smarts d4 (A), Spirit d10,
Edges: Alertness Str d12+4, Vigor d12+2
Special Abilities: Skills: Athletics d6, Fighting d12, Focus d8,
• Bite: Str+d4. Intimidation d12, Notice d6
• Speed: d10 running die. Pace: 5; Parry: 8; Toughness: 16 (2)
Edges: —
Special Abilities:
Cryptids • Bite/Claws: Str+d8.
• Fear (−4): The Beast is terrifying.
With one foot in the world of demons, one foot • Breath Attack: Those who fail to Evade
in the world of haints, one foot in the world of the sickly gas of the Beast’s breath are both
folks, and one foot in the world of critters, and Distracted and Vulnerable until the end of
sometimes additional feet beyond those, the their next turn.
cryptids of the Holler defy easy categorization • Tail Sweep (Swat): Str+d6
and beggar the imagination. Some appear • Stone Gaze: The Beast of Bone Lick can
no different than other beasts of the field or attempt to turn a victim to stone with its
forest—until, that is, they take flight or shoot gaze with an opposed roll (Focus vs. Spirit).
you with fire. Others appear to issue forth With a success, the victim is Stunned. On a
from the foul run-offs of industry, while a raise, the victim turns to stone. Completing
few give indications of a less than terrestrial a difficult quest for the Fae Queen or
provenance. Whatever their origins, the a powerful witch (thus gaining their
cryptids of the Holler have stoked many a assistance in this matter) is the only way of
campfire story. rescuing the victim from this petrified state.
• Size 5 (Large): The Beast is an imposing
h Beast of Bone Lick figure.
Early settlers in a swampy patch of Hogback • Thick Scales: +2 Armor
Hills reckoned that the ancient skeletons they • Weakness: The Beast has a soft throat-sac.
found in the crisscrossing creeks that flooded Hitting it just right (a Called Shot at −6) it
the land were the remains of giants who h a d takes double normal damage.
ruled the area back before the
Beast of Bone Lick brought Billycabra
them to their demise. Children love a good billycabra tale, even
Those giants sure though it often ends with a domestic
weren’t around no more, critter being devoured. The human
but the giant lizard imagination likes its dark places, and
known as the Beast of that affinity is sometimes even
Bone lick sure was and more pronounced in youngins.
maybe still is. Thickly Billycabras have a seemingly
scaled, moss green, and endless variation of physical
twenty feet in length, characteristics—dogs
when it’s agitated—and with hunched, spiked
no one has ever claimed to spines, reptiles with
have seen it when it wasn’t— that same hunched
it’s frilled neck pops up like and spiked spine but
what can lurch up
and walk on two feet for

218
Bestiary

short periods of time, two large “sucker teeth,” Devil Dogs


through which they extract the blood of goats Referred to in some areas simply as “black dogs”
and folks directly into their veins. and others by the more dramatic term “devil
Their noisome nature encapsulates both dogs,” these beasts are regarded with fear by
an eerie, wolf-like howl and the mocking all but the most jaded denizens of Boscage
laughter of a hyena. One won’t bother a or Charhold.
skilled hunter much, but a pack of them can Some claim they have the power of flight.
mortally challenge a group of experienced Others ascribe to them a mesmerizing gaze
mountain men. channeled through eyes that gutter with an
Attributes: Agility d8, Smarts d4 (A), Spirit d6, internal glow like a chunk of coal smoldering
Strength d6, Vigor d6 in a furnace. Some superstitious wags swear up
Skills: Athletics d8, Fighting d6, Notice d10, and down that the brutes tread as easily across
Stealth d8 water as they do solid ground.
Pace: 8; Parry: 5; Toughness: 4 In describing their mouths, one eyewitness
Edges: — merely shook her head and called it, “The very
Special Abilities: maw of hell.” The formidable fangs sported by
• Bite: Str+d4. wolves are replaced in the hellhound with a
• Grappler: The billycabra receives a free mouth full of twisted razors and spikes.
reroll on Grappling rolls. Attributes: Agility d8, Smarts d4(A), Spirit d8,
• Bloodsucker: If a victim is Bound or Strength d8, Vigor d8
Entangled by a billycabra, it automatically Skills: Athletics d8, Fighting d8, Notice d10,
sucks its blood, causing a level of Fatigue due Stealth d10
to blood loss. Billycabra generally abandon Pace: 8; Parry: 7; Toughness: 5
unconscious victims (saving them for later) Edges: —
if there are other fresh targets. Special Abilities:
• Billy Laugh: The first time a victim hears a • Hell Maw (Bite): Str+6.
Billy Laugh, he makes a Spirit roll, failure • Size 1: Devil Dogs average about 300 lbs.
results in being both Distracted and • Speed: Running die d10.
Vulnerable until the end of the next round. • Teleportation: Devil dogs can blink out of
The victim is immune to the effect for the existence and appear in a new location up
rest of the encounter. to 12” (24 yards) away.
• Size −1: Billycabras are a bit smaller than • Water Walker: Devil dogs can run on water!
most humans.
Diggers
Diggers are humanoid creatures (around
four feet tall) with yellow-green skin and
white, rheumy eyes. Only one in
about one hundred diggers
can see—the rest are blind
but are incredibly adept at
navigating underground
by using echolocation,
like bats, and their keen
sense of smell. They have
oversized hands with
impressive claws for their
bodies and powerful legs.
Di g g e r s live in
underground tunnels
and abandoned mines,
residing primarily
in the Sootstone

219
Holler: An Appalachian Apocalypse

diggers’ caves with significant quantities of


A THUMBNAIL GUIDE such gifts might be able to bargain with them.

TO CRITTER TAXONOMY Attributes: Agility d8, Smarts d4, Spirit d6,


Strength d6, Vigor d6
Haints (Holler for “haunts”) are the Skills: Athletics d10, Common Knowl-
restless spirits of Holler folks who edge d4, Fighting d6, Notice d6, Persuasion d4,
experience sudden, violent deaths or Repair d8, Stealth d8, Taunt d6, Thievery d6
who died with an abundance of grief, Pace: 6; Parry: 5; Toughness: 4
loneliness, unrequited love, or vengeance Gear: Sling w/stones (Range 3/6/12, Damage
in their hearts. They can be corporeal, Str+d4).
incorporeal, or both. Hindrances: Greedy (Major)
Demons are Holler folks who died Special Abilities:
corrupted with Blight and have undergone • Burrow: 4 (soft earth only).
a terrifying transformation due to its • Claws: Str+d6, AP 2.
effects. They can be corporeal, incorporeal, • Excavate: A team of 2–4 diggers can excavate
or both. Some retain human sentience for 10’ feet of solid, rocky earth in one hour.
a time and evolve into incredibly powerful After that they are Fatigued and must rest
creatures. an hour (to remove the Fatigue) before
Cryptids are living Holler critters that continuing to dig.
have been thoroughly and irrevocably • Low Light Vision: Ignore penalties for Dim
mutated by the Blight, often in strange and and Dark Illumination.
wondrous ways. They are super corporeal • Size −1: Diggers are short and ornery.
and smell bad. • Wall Walker: Pace 6 and may run.
Giant Critters are big versions of regular
critters, super-sized by Blight (or witches). h Goat Man of Shadrach
Corporeal as all get out and usually bad The critter some call the “Shadrach Monster”
smelling. lurks in the northern reaches of Corn Cob Gap
and the Piney Dirge Plateau. Sightings describe
Fae are magical beings of unknown
a creature that stands like a man, but bears a
origin who migrated to the Holler from
visage that leans toward goatish.
the Old World. They are as ancient as
the woods and mountains themselves. Some believe the Goat Man was born of a
Their motives defy human logic. They are ritual sacrifice to appease the revenant Dead
corporeal, but highly stealthy, and some Molly, an elder witch of the Plateau, while
can become invisible or teleport at will. others believe him the offspring of a cursed
affair between the wife of a Shadrach cultist
and a grinning laborer of questionable morals.
Mountains. While many cryptids are singular Some soft-headed travelers even claim the
entities, these little miscreants travel in Goat Man possesses human sentience and
packs, sometimes riding on each other’s speech, and occasionally aids folks lost in the
backs or hopping over each other in a game woods, leading them to safety in exchange for
like leapfrog. the promise of a future “sacrifice.”
They have an extreme dislike of all humans, Attributes: Agility d10, Smarts d6, Spirit d8,
though they have shared the mountains Strength d8, Vigor d8
with them for ages, and even picked up the Skills: Athletics d8, Common Knowl-
rudiments of human speech. Their favorite edge d4, Fighting d8, Notice d8, Persuasion d6,
word is “ain’t” and they are masters of piling Taunt d8, Survival d12, Stealth d10, Thiev-
on double negatives and conditionals in their ery d10
declarations. Pace: 6; Parry: 6; Toughness: 6
Diggers love fresh fish and are deeply Edges: —
obsessed with gems. Folks approaching the Special Abilities:
• Crazy Eyes: The Goat Man’s piercing,
yellow goat eyes make folk feel supremely

220
Bestiary

uncomfortable. He maintains a steady, Attributes: Agility d10, Smarts d12, Spirit d12,
unblinking gaze when engaging in Strength d10, Vigor d12
conversation. Those conversing with him Skills: Athletics d10, Common Knowledge d12,
subtract 2 from Intimidation, Persuasion, Fighting d10, Folklore d12+1, Folk Magic d12+1,
or Taunt rolls. Notice d12+1, Occult d12, Persuasion d12,
• Sure-Footed: The Goat Man’s cloven hooves Stealth d12+1, Taunt d12
make him an adept mountain traveler. His Pace: 8; Parry: 7; Toughness: 8
falling damage is always halved, and he Hindrances: —
receives +2 to climbing related Athletics Edges: Arcane Resistance, Arcane Background
rolls. (Folk Magic), Combat Reflexes, Common
Bond, Dodge, Extraction (Imp), Great Luck
h Green Man Powers: Arcane protection, banish, beast friend,
The Green Man might only be confined to a blind, boost/lower Trait, detect/conceal arcana,
common folk-art image that followed the fear, healing, object reading, puppet, relief, resur-
miners and mill workers from the Old World. rection, slumber, summon ally. Power Points: 25
Found carved into the walls of inns and taverns, Gear: Druid staff (Str+d6).
the image depicts the face of a man bearing a Special Abilities:
dispassionate expression, his head adorned • Unblighted Aura: A sighting of the
with a wreath of vines. Green Man bestows complete
immunity to the effects of Blight for
Inns are especially well-known for their
one day. The Green Man himself
representations of this arboreal
can cleanse Fatigue gained from
character. So familiar is the image
Blight at will.
that many Hollerites fail to even
• Druidic Boon: The first time
equate it with the strange
a character with the Arcane
sightings of a man who
Background (Folk Magic) and/or a
wanders the rough ground
Folklore skill of d6 or more sights
between the Cussfoot Fens
the Green Man, that character
and Faefall Mountains, his
makes a Spirit roll. Success
head thatched in greenery
results in the player receiving
thicker than any laurel.
one Benny, or Conviction with
That this same man
a raise.
has been known to
• Shape Change: The
pursue travelers is also
Green Man can change
strangely overlooked,
into a plant, shrub, or tree
as is the fact
as a limited free action.
that the bodies
While in this state, he
of unwitting
may not communicate
travelers have
with others, attack, or
been known to
cast damage field, havoc,
turn up in the Fens
or warrior’s gift. He may cast any
with their mouths and eye
of his other spells normally.
sockets stuffed full of
leaves and twigs.
Meatyardians
The silence with
Meatyardians (see
which the people
page 155) are not
of the Fens
proper cryptids, but
address these
that is what most folks
oddities is well-nigh deafening, and
think they are when they encounter them.
if you find yourself in a Faefall Tavern lifting
The fell offspring of Raylene Ashdown’s and
a drink under the gaze of the Green Man, it’s
Lunny Brownderville’s scheming, her father
a silence to which you might be well served
Samuel has now decided to recruit clay eaters
to attend.
and varnish heads and train them in the same

221
Holler: An Appalachian Apocalypse

The beast was seen hovering near the tree line


by a summer church revival on the outskirts
of Almarine and later spotted circling the
coal tipple at Marrow. Then one fateful night
the Moth was spotted above the Hazard Point
Bridge only moments before it crashed into the
Big Sandy River. The most frequent sightings
are near the foothills of the Stygians.
Recent reports have been few and far
between, but folks still wonder after their
visitor. Is there more than one of these things?
Did she come as a threat or as a warning?
Was she merely a trick of the light? A shared
illusion? No one knows for sure, but travelers
are apt to keep one eye on the sky when passing
through these areas, and you’d be wise to
do the same.
Attributes: Agility d12, Smarts d8(A), Spirit d12,
Strength d8, Vigor d10
Skills: Athletics d12, Fighting d8, Intimida-
tion d12, Notice d12, Stealth d12
Pace: 6; Parry: 8; Toughness: 8
Edges: Alertness, Combat Reflexes, Dodge,
tactics as Raylene— hauntings, vandalism, Extraction, Block (Imp)
and outright violence—to terrorize unruly Special Abilities:
workers or establish a general atmosphere of • Claws: Str+d6.
dread and unease in their villages. • Fear: The sight of the Moth prompts a Fear
The Meatyardians’ masks run the gamut check.
of what a gothic imagination can conjure— • Flying: Pace 14.
exaggerated smiles and gaping eyes, blank • Harbinger: The first time on any given day
cloth sacks, outsized and misshapen heads, a character sees the Moth, he makes a Spirit
bestial grimaces, strange runes and hoary roll. If successful he receives a Benny. On a
scars. They are meant to represent unnerving Critical Failure he loses a Benny.
distortions of what it means to be human, • Size 1: The moth is a bit larger than most
to make Holler folk look at those faces and fellers.
question their own humanity in response.
A Meatyardian’s stats depend on whether a h Old Scratch
Clay Eater (page 206) or Varnish Head (page Most folks have heard stories about making a
212) is behind the mask. All Meatyardians deal with the devil himself. A slickly dressed
have a d8 in Performance and the special fellow walks up on you near midnight at a
ability of Fear. crossroads and offers your heart’s desire in
exchange for your soul.
h The Moth That tale is inaccurate in at least one material
The first few sightings of the Moth were made point—the devil himself is actually the devil
by varnish heads who spotted the creature themselves, as every locale has its own Old
through the window of a huff shack. These Scratch, as different from the others as any
stories were largely dismissed but the sightings man is different from other men, but all cut
continued, and soon there were reports from from the same wicked cloth.
reputable citizens which described a strange An Old Scratch takes on the tenor of the
creature standing no less than eight feet tall people he tends to, and often, used to be
with silky, iridescent wings like those of the himself. Some benighted ritual must exist that
insect for whom it was named. turns a fellow into an Old Scratch and gives

222
Bestiary

him a measure of dominion over the souls of Pineys/Piney King


a village, but who performs that ritual and to The pineys of the Great Craggies inhabit a
what purpose are beyond anyone’s knowing. portion of the forest several miles north of
Old Scratches don’t seem to be in league with Wyrd. They are generational enemies of the
the Big Boys, or demons, or even witches. As witches of Wyrd.
you might hear folks say about a peculiar fellow
who goes his own way, “That one’s a bit quare. Pineys
That one’s his own thing.” These evil little tree men sing horrible songs,
sweep pine needles into burial mounds, turn
Attributes: Agility d8, Smarts d10, Spirit d10,
folks into pineys, and worship the Piney King.
Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d8, Pineys like to lure travelers from the road,
Fighting d8, Gambling d10, Intimidation d8, knock them out, then bury them beneath
Notice d10, Performance d10, Occult d10, mounds of pine needles. Once that’s done, the
Persuasion d10, Taunt d8, Spellcasting d12, pineys dance, perforing a ritual that summons
Stealth d10, Thievery d8 the Piney King and transforms the unconscious
Pace: 6; Parry: 6; Toughness: 7 victim into another Piney. You can see their
Hindrances: — hijinks in action on page 122.
Edges: Arcane Background (Magic), Attributes: Agility d6, Smarts d6, Spirit d6,
Charismatic Strength d4, Vigor d6
Powers: Banish, burst, detect/conceal arcana, invis- Skills: Athletics d6, Common Knowledge d4,
ibility, light/darkness, mind reading, mind wipe, Fighting d6, Folk Magic d6, Notice d6, Perfor-
object reading, puppet. Power Points: 20 mance d8, Taunt d6, Stealth d6, Thievery d6
Special Abilities: Pace: 6; Parry: 5; Toughness: 5 (1)
• Fear (−2): Seeing an Old Scratch without his Hindrances: Obligation (Make new pineys),
deal-making countenance is troubling to say Vow (Heal Piney King), Driven (Keep the
the least. This usually occurs if a deal goes forest tidy)
sour. Edges: Arcane Background (Folk Magic)
• Teleport (12”): an Old Scratch can disappear Powers: boost/lower Trait, healing.
and reappear 12” (24 yards) away. Power Points: 5
• Wish: Old Scratchs can only grant minor Gear: Piney broom.
wishes, despite what they promise, and
there’s always a squirrelly side effect. Their
wishes also come about through events
rather than some kind of instant hoodoo.
Ask for a big pile of scrip and you might find
a stolen satchel dropped by a vengeful thief.
Ask to defeat the Big Boys and you might
soon inherit a shotgun and a dozen shells.
Ask for greater strength and you’ll soon
inherit a set of dumbbells. Ask for someone
to fall in love with you and they will—and
won’t leave you alone for a second. In game
terms, an Old Scratch can grant a minor
boon that materializes within the week. This
can be most any object, up to about $1,000
in scrip, or an Advance that doesn’t count
toward a character’s Rank. This doesn’t
actually compromise the character’s soul—
she just has to live with whatever backlash
the wish comes with. There may be more
powerful Old Scratchs who can do more.

223
Holler: An Appalachian Apocalypse

Special Abilities: from the wetlands that straddle southeastern


• Armor +1: Bark skin. Hogback and the Cussfoot Fens, an area so full
• Scratchy Branches: Str+d4 of streams flowing down from Hogback Hills
• Shapeshift: Pineys can assume human that it’s known colloquially as “Thousand Crick.”
form, appearing as unattractive ruffians To the casual observer, a river runner
of diminutive stature. They primarily use gives the appearance of a snake, albeit an
this form to lure travelers from the road to uncommonly long one that generates a wake
kidnap and transform into more pineys. fifteen or twenty feet in length. Its head is
• Size −1: From a distance, pineys could be commonly described as lizard-like, but some
mistaken as children. eyewitnesses have described it as dog-like,
which is a right strange topper for a serpent.
h Piney King Things have a way of going wrong when
The Piney King is thirty-feet tall, knows the river runner is afoot. A fishing party on
a goodly bundle of witch magic, draws a the Big Sandy was met with a freak storm so
considerable amount of his power from severe it swamped their boats and sent them
Boogeyman trees, likes a neatly tended forest, dog paddling back to shore. Hunters taking
and wards his territory with the bodies of shots at a runner have suffered bad misfires,
dead witches. That’s about it. The Plot Point and one Cussfoot local referred to as “Turvald
Campaign features an encounter with this Two Fingers” lost more than a little skin in
legendary being (see page 122). such a mishap.
Attributes: Athletics d6, Smarts d10, Attributes: Agility d10, Smarts d4(A), Spirit d8,
Spirit d12+1, Strength d12+5, Vigor d12 Strength d10, Vigor d10
Skills: Athletics d6, Common Knowl- Skills: Athletics d10, Fighting d10, Notice d10,
edge d6, Fighting d12, Folk Magic d10, Stealth d12
Intimidation d12+2, Notice d8, Occult d10, Pace: 6; Parry: 7; Toughness: 8
Stealth, d6, Survival d10, Taunt d10 Edges: —
Pace: 4; Parry: 8; Toughness: 18 (3) Special Abilities:
Hindrances: Driven (Major—Claim boogey- • Aquatic: Pace 12.
man trees) • Hunter’s Bane: Critical Failures in the
Edges: Arcane Resistance, Arcane Background presence of a river runner result in
(Folk Magic), Mighty Blow, Sweep (Imp) particularly tragic events. Whoever caused
Powers: Arcane protection, boost/lower Trait, fear, it typically takes damage (2d6+2 is common,
healing, puppet, relief, resurrection, slumber. often as a weapon blows or shatters apart)
Power Points: 20 and further catastrophes, such as storms,
Special Abilities: fires, or the appearance of some other
• Armor +3: Thick bark. critter—may follow.
• Fear (−2): The Piney King is a terrifying sight. • Bite: Str+d4
• Stomp Party: The Piney King stomps the • Curious Noggin’: Upon spying a river
ground as a limited action, causing the runner, spontaneous arguments concerning
ground to quake in a Large Blast Template. whether it looks more like a dog’s head or
Victims must Evade or be Stunned. snake’s head has led to unnecessary deaths.
• Sweeping Branch (Swat/Sweep): Str+d6, The first time a character attacks a given
Reach 3. river runner, he makes a Spirit roll. A failure
• Boogeyman Power: A Piney King must be in caused the victim to become Distracted. A
possession of a Boogeyman Tree to use his Critical Failure makes them Vulnerable too.
Folk Magic. Buoyed by existential certainty about the
• Size 7 (Large): There is no mistaking the 30’ nature of the river runner’s head, a success
tall Piney King. gives the character a +1 to bonus to hit on
their next attack.
River Runner • Size 1: River runners weight up to 600 lbs.
Though there have been reports of river
runners throughout the Holler, historically
the largest number of sightings arise

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h Sheepsquatch it would snatch up livestock and even children


Some forms of animal husbandry should be before disappearing in the sky.
outlawed, and they are, but that don’t stop Whether you believe it a ghost, demon, or
folks from practicing the bestial arts. It’s even the Holler’s first and hopefully last drake
always interesting to see what mates with spawn, be mindful where you tread. Should
what and what won’t, and what might come of you see the mark of the seven-pointed star left
such a union. behind by travelers who preceded you, make
However the Sheepsquatch came into haste to anywhere else—you’re sure to be safer
existence, it’s a passing strange beast. It lingers there—for that’s the sign of the snallygaster.
on the uncanny border between the bestial and Attributes: Agility d12, Smarts d8 (A), Spirit d10,
the human and is all the more disturbing for it. Strength d12, Vigor d10
It’s mean-spirited and ornery, difficult to Skills: Athletics d12, Fighting d10, Notice d12+1,
catch. It hasn’t been sheared in who knows Stealth d10
how long. The wool has piled up all over its Pace: 10; Parry: 7; Toughness: 10
body—it looks like a dingy shambling mound, Edges: Extraction
bleating its sickening bleat wherever it goes. Special Abilities:
To be honest, nobody really knows what’s • Bite/Claws: Str+d6, AP 2.
underneath the wool these days, but rumors • Breath Weapon: A snallygaster can’t breathe
are it’s the body of a man, mostly, lord help, fire, but it can spew smoke. Victims within
with the face and hooves of a sheep. the cone must Evade or become partially
blinded (−2). Those who fail make a Vigor
Attributes: Agility d8, Smarts d4 (A), Spirit d8,
Strength d10, Vigor d10
Skills: Athletics d8, Fighting d10, Intimida-
tion d10, Notice d4, Stealth d4, Taunt d6
Pace: 8; Parry: 7; Toughness: 12 (4)
Edges: Berserk
Special Abilities:
• Bite/Kick: Str+d6.
• Bleat: The Sheepsquatch erupts with
a horrible bleat when threatened.
As a limited action, it uses the Cone
Template and makes an opposed
Intimidation roll. Everyone in the
template who fails is stunned.
Sheepsquatch can only bleat every
other round—it’s hard to catch
his breath beneath all that wool.
• Size 1: The Sheepsquatch is
larger than most humans.
• Armor +4: The Sheepsquatch
hasn’t been shorn in a while.
He’s covered in a woolly
blanket that’s difficult to
penetrate.

h Snallygaster
The creature Old World folks
called the “quick ghost” may
have taken on more than one
visage in these mountains. It was
first described as half-bird, half-reptile. Later,
it was said to have a metallic beak with which

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Holler: An Appalachian Apocalypse

roll as a free action at the end of their turn, filled to the brim with bric-a-brac is the best
clearing their vision with success (a splash of way to describe a taker bird.
water adds +2 to the roll). If you see one of these stinking fowls ambling
• Fear (−2): Snallygasters are an imposing toward you, best dredge up a gift for it in a
sight in the skies. flash and pass it over to the taker bird’s beak.
• Flying: Pace 15. It’ll gobble down whatever you passed it,
• Size 3: Snallygasters weigh in at a staggering straightaway. And don’t be funny and try to kill
2000 lbs. it by giving it something sharp or poisonous. It
• Snatch and Grab: A snallygaster that swallows blades like they were seed corn and
successfully grapples a victim can lift her poison just makes it smell worse.
into the air and fly away, hoping to rend
Some taker birds like shiny things, others
them in their nest. If the character breaks
crave home-made play pretties, and a few
free while the snallygaster is airborne, he
won’t be satiated unless they take a finger
takes Falling damage (see Savage Worlds).
or two. They look you straight in your eyes
with their rheumy old buzzard eyes, a pitiful
h Spitfinger pleading look and attack if you don’t feed
Spitfinger is a twelve-foot tall, golem-like them a gift, or if they don’t care for the gift you
virago (bad-tempered woman) who regularly feed them.
traverses Mount Everlasting in Faefall.
Attributes: Agility d6, Smarts d4 (A), Spirit d6,
Attributes: Agility d6, Smarts d6 (A), Spirit d12, Strength d10, Vigor d8
Strength d12+2, Vigor d12 Skills: Athletics d6, Fighting d12, Focus d8,
Skills: Athletics d6, Fighting d12, Intimida- Intimidation d10, Notice d8, Stealth d6, Thiev-
tion d12, Notice d6 ery d8
Pace: 5; Parry: 8; Toughness: 13 (5) Pace: 6; Parry: 8; Toughness: 7
Edges: Brute Edges: Thief
Special Abilities:
• Armor +5: Stone skin, everywhere
but her right hand (Called Shot at
−4 to hit).
• Construct: +2 to recover from
being Shaken; ignores 1 point of
Wound penalties; does not breathe
or suffer from disease or poison.
• Ethereal: Spitfinger can become
invisible and immaterial at will,
making her immune to all but
magical attacks.
• Fearless: Spitfinger isn’t affected by
Fear or Intimidation.
• Fear (−4): Spitfinger is terrifying to
encounter.
• Size 2: Spitfinger is an imposing
figure, and made of stone to boot!
• Spitfinger: Str+d8, AP 2. When Spitfinger
kills a victim, she skewers the liver and
consumes it.
• Weakness: Spitfinger’s right hand must be
destroyed to kill her for good.

h Taker Bird
A turkey buzzard comporting itself on an
abnormally long set of legs and
befitted with a bulging pink belly

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Special Abilities: Where observation ends and fancy begins, no


• Bite: Str+d4. one truly knows, but tales of the wampus cat
• Size 1: Taker birds are about the size of fat have been recorded widely enough that the
ostriches. wise traveler does not dismiss their existence.
• Stiflin’ Stench: A taker bird’s digestive
Attributes: Agility d10, Smarts d4 (A), Spirit d10,
system goes through hell. It emits the foulest
Strength d12, Vigor d12
odors any fowl has ever fouled. Victims
Skills: Athletics d10, Fighting d10, Notice d10,
adjacent to one must make a Vigor roll at
Stealth d8
the end of its turn or be Distracted.
Pace: 8; Parry: 7; Toughness: 10
• Taker’s Gaze: When a taker bird approaches
Edges: —
a victim, it makes an opposed Focus vs Spirit
Special Abilities:
roll. If it wins, victim must feed a piece of
• Additional Actions: A wampus may attack
gear to it. If the bird gets a raise, the victim
one enemy with its bite or claws and another
must feed the taker bird a weapon, some
with its tail without incurring a Multi-Action
high-quality moonshine, or some other
penalty.
Scarce valuable to satiate it. If satisfied (Shift
• Aquatic: Pace 10.
Boss’ call), it goes on its gangly way.
• Bite/Claws: Str+d6.
• Infravision: Halve penalties for
h Wampus Illumination when attacking warm targets.
In the realms between the very real and the • Fear (−2): Wampus’ cause Fear when
mostly real, there are few critters whose encountered.
specific aspect foments more disagreement • Pounce: +4 to damage when Wild Attacking
than that of the legendary wampus cat. rather than +2.
In Dogwood, references to the wampus draw • Size 2: Wampus’ weigh in at about 1000 lbs.
giggles from the old-timers. Tools lost in the • Spiked Tail or Scorpion Tail: Wampus come
shuffle or barn doors found left open elicit in two varieties, Spiked Tail and Scorpioned
comments like, “Hide the family jewels, Tail. A spiked tail does Str+d6, AP 2, damage.
boys, there’s a wampus afoot!” But Those with a scorption tail release a
keep such talk to yourself in Sunrise, Knockout poison when they hit with a raise.
where old men still tell stories of
when four strapping young men Worker Ghouls
were found wearing their guts for These unfortunate souls have been taken
garters after a wampus attack. from their graves or transported directly
Eyewitness reports claimed to a Big Boy laboratory after a fatal
the beast stands as tall as a work accident and given over to the
horse, with fangs ferocious sinister ministrations of company
as those of the legendary technomancers.
“sabreto oth.” Some The specifics of their
witnesses claimed transformation into the
the wampus’ tail walking dead—bones
terminated in poking forth from sallow
a spiked bundle of flesh, eye sockets hollow save for a
flesh like some organic flail, while sickly light leaking from their skulls—
others swear it was identical in are elusive, but necrotylene infusion
shape and function to that of and the insertion of a powerful mind-
a scorpion. control shim seem to be at the core of
After eviscerating those the process.
workers, the wampus supposedly
dove into the Big Sandy River, Worker Ghoul
swimming with “all the felicity (Simpleton)
and undulations of an eel.” The earliest worker ghouls
were little more than shambling
simpletons. Most are not

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Holler: An Appalachian Apocalypse

“programmed” to attack or even attempt to h Yahoo


defend themselves. They are only capable of If there is any beast roaming the Holler
the simplest tasks. who is less understood and causes more
Attributes: Agility d4, Smarts d4 (A), Spirit d4, consternation than the yahoo, you won’t find
Strength d6, Vigor d4 word of it written here. Awful whoopings
Skills: Fighting d4, Repair d6, Stealth d6, and caterwaulings in the night, smokehouses
Shooting d6 torn asunder, larders raided and those huge,
Pace: 5; Parry: 4; Toughness: 6 distinctive muddy footprints trailing off into
Hindrances: Slow (Minor) the woods.
Special Abilities: When the first hunting party ventured into
• Fearless: Worker Ghouls are immune to the hills, found the yahoo’s lair and killed him
Fear and Intimidation. there, they likely felt like the new masters of
• Low Light Vision: Worker ghouls ignore their domain.
penalties for Dim and Dark Illumination. Imagine their surprise when they
• Undead: +2 Toughness; +2 to recover from explored that first yahoo’s lair and found
being Shaken; Called Shots do no extra crude markings made with dyes from poke
damage; doesn’t breathe; immune to disease berries and bloodroot. Had they stumbled
and poison. across some primitive man? Had they
committed murder? Perhaps they had,
Worker Ghoul (Upgraded)
Upgraded worker ghoul “models” have
progressed to being able to follow basic
commands and perform repetitive
tasks. The Big Boys hope to eventually
replace all living workers with these
subservient, tireless ghouls.
Attributes: Agility d4, Smarts d4 (A),
Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Repair d6,
Stealth d6, Shooting d6
Pace: 5; Parry: 5; Toughness: 7
Hindrances: Slow (Minor)
Special Abilities:
• Bite: Str+d4
• Claws: Str+d4
• Fearless: Worker Ghouls
are immune to Fear and
Intimidation.
• Low Light Vision: Worker
ghoul’s ignore penalties
for Dim and Dark
Illumination.
• Shim Bolt (Rare):
Advanced “models” can
fire an electrical bolt from
their skull shim as an action.
• Undead: +2 Toughness; +2 to
recover from being Shaken;
Called Shots do no extra damage;
doesn’t breathe; immune to
disease and poison.

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Bestiary

because when the beast’s mate returned and libertines are mindful to give demons as wide
found what they had done, she did the most a berth as possible.
human thing imaginable, descending into the More widespread in distribution than
settlement and taking bloody revenge, then haints or cryptids, they often possess
disappearing into the mists. greater malevolent powers. A few politically
In the years since, innumerable tales have minded folks think the demons are the Big
been told of encounters with the yahoo or Boys’ creations and under their control, or
Sasquatch, and they have done little to identify demons and Big Boys have made an infernal
the beast as either friend or foe. A family of pact and are coeval partners in malice. Most
Sasquatch fought a bitter and bloody feud with believe demons to be of spiritual derivation,
mountaineers in the Great Craggies. combatants in a long, unwinding conflict
Still, one can’t discount the story of Henry between the Almighty and the devilish abyss.
and Jill Whitacre, the four-year old twins who The truth is more disturbing.
were lost for a week one January in Corn Cob The demons of the Holler don’t hail from
Gap. Searchers had given them up for dead, Hades, but rather from the populace itself. The
only for them to turn up on their parents’ infernal secret is that troubled souls who die
doorstep with a story of having been cared thoroughly corrupted by Blight, their bodies
for by a bear “with a face like mamaw’s,” who sapped and ravaged by years of exposure
sang “cooing songs” to them as it fed them nuts to its strange toxins, rise not as haints, but
and honey. as demons!
Attributes: Agility d8, Smarts d8 (A?), Spirit d10, The Big Boys have no control over these
Strength d12, Vigor d12 lost souls, and is one of the reasons they are
Skills: Athletics d8, Fighting d12, Intimida- reticent to risk another project as ambitious as
tion d12, Notice d10, Stealth d12, Taunt d12 the Great Sealing Off, though Samuel Ashdown
Pace: 8; Parry: 8; Toughness: 11 (1) maintains the cost was very much worth
Edges: Sweep the reward.
Gear: Simple, handmade tools for throwing Demons maintain some semblance of their
(Range 4/8/12, Damage Str+d4). human identities—their appearances and
Special Abilities: powers linked to their human desires, failings,
• Armor +1: Tough hide. and traumas; the landscape where they lived
• Forearm Shivers: Str+d8. and died; the season of the year they cherished
• Size 2: Yahoos are significantly taller and or abhorred most; or even to a particular time
bulkier than humans. of day they favored.
• Skunk Ape: When threatened, the yahoo’s A demon may have shreds of human feeling
musk glands release a malodorous spray and memory for a time, but the longer a
up to 6” distant. Victims within a Medium demon exists, the less human it becomes. It
Blast Template must make a Vigor roll or be may be possible to “reach them” in the early
Stunned. stages of their demon hood, when memories
• Yahoo Yodel: Yahoos yodel when they feel of their former life still swim in their deranged
threatened. Anyone within 12” (24 yards) brains, but eventually a “going over” occurs—
must make a Spirit roll as a free action at the human soul is lost forever and the demon
the start of their turn or become Distracted. becomes singularly demonic.

Demonic Types
Demons Demons’ appearances, powers, modes of
attack, and degree of corporeality vary greatly.
On Friday and Saturday nights, the good people Some are shapeshifters, making it even harder
of the Holler are known to cut the occasional to intuit the essence of their former lives.
rug and tip the occasional jug. But come
Sunday morning, most folks put their keisters They fall into roughly three categories:
on a pew of some sort. While Jeremiadians may • demons of the natural world — associated
lean toward a more staid interpretation of the with the landscape and natural features
Good Book than the folks in Shadrach, even

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Holler: An Appalachian Apocalypse

• demons of the inner spheres — associated and you start contorting like an acrobat at a
with human thoughts and emotions country fair. Try to avoid this one.
• demons of the outer spheres — associated
Attributes: Agility d10, Smarts d6, Spirit d10,
with certain times of day or seasons of the
Strength d12, Vigor d12+1
year
Skills: Athletics d10, Fighting d12, Focus d8,
Whether wrought from the landscape, the Intimidation d12, Notice d8, Stealth d8,
seasons, the cycles of day and night, or the Taunt d10
troubled yearnings of the human heart, they Pace: 7; Parry: 6; Toughness: 10
seem to seek the same thing—the infliction of Edges: —
pain and suffering on the human world. Special Abilities:
• Antlers: Str+d8.
Demonic Special Abilities • Deform: Once it’s successfully possessed
a victim, the demon attempts to deform a
Demonic Powers part of its host’s body once per day, usually
Some demons of the outer Spheres have around twilight. Each attempt is an opposed
powers and Power Points. The source of these roll (Focus vs. Spirit). The Shift Boss should
powers comes from their demonic nature, and be creative here, but this could be a broken
they use the Focus skill to call them forth. arm (the One-Armed Hindrance), blinding
(the Blind Hindrance), a disease, alterations
Possession that make the victim unattractive (Ugly
Some demons of the inner spheres are able Hindrance), or permanent Fatigue that can’t
to possess their victims. This is an opposed lead to Incapacitation. All this fades within
roll of their Focus versus the victim’s Spirit. If 24 hours of the demon’s exorcism.
successful, the demon possesses its victim and • Possession (Body): The demon attempts
may act on other abilities listed in its profile. to enter the victim through Possession (see
If the victim resists, the possession is not page 230).
successful but may be attempted again. If the • Size 2: While outside the human body, body
victim resists with a raise, the demon may make demons are up to ten feet long and the size
no further attempts to possess that victim. and shape of great horned stags.
Once possessed the only way to rid a
victim of a demon’s influence is Exorcism Death Demon
(see page 48). These demons aren’t violent toward the living
and they aren’t exactly violent toward the dead,
Demons of the Inner Spheres either. Even so, they are among the evil folks
dread most and it boils down to this, “Some
h Body Demon things can’t be unseen,” a phrase seemingly
conjured to refer to the shocking pantomime
Body demons are shapeshifters, sometimes
routines these demons perform with the
called wendigos. They invade a person’s body
recently deceased.
and deform the natural parameters of their
mortal coil from the inside-out. Imagine a The spectacle of a loved one, laid out on a
beast close to ten feet long with the hooves, cooling table, having finally found their rest,
legs, and horns of a great stag. Now imagine it is interrupted by a sudden “coming back to
rearing up on two legs and walking like an ape, life.” First a twitch. Then the upper half of the
or even a human. Imagine its skull fleshless and torso rears up. Before you know it, the corpse
bony like the trophy of some long-slain beast. is dancing a jig on the floor, play-acting like its
making dinner, or throwing a game of fetch
Then it charges straight at you. Instead of
with an old hound dog, if the hound dog don’t
spearing you upon its great horns, however, it
just run straight into the woods.
vanishes into your body. All of a sudden you
feel a little odd. Maybe your spine starts to Left to their devices, death demons walk that
crack. Maybe a horn sprouts out of the middle corpse straight toward the nearest patch of
of your forehead. Maybe your guts swell. heavily Blighted ground and have it dig its own
Maybe your joints turn against themselves grave. As you might imagine, this can be quite

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Bestiary

a disconcerting spectacle for the family of the • Fear (−2): Dream demons cause Fear.
dearly departed. • Fearless: Dream demons are Immune to
Left to their devices, they animate the corpse Fear and Intimidation.
for an hour and then leave it behind. Physical • Possession (Nightmares): Dream demons
attacks on the corpse do nothing to interrupt may only possess sleeping victims, Once
the death demon’s play. They respond to such possessed, the victim suffers terrible
attacks with hyperbolic taunts and force the nightmares and has difficulty sleeping. He
corpse back to its feet to continue the spectacle. subtracts 1 from all Spirit rolls until the
thing is exorcised.
Special Abilities:
• Possession (Animate Corpse): Death
demons can invade and animate a corpse at h Love Demon
These demons assume the form of strikingly
will (no roll needed), forcing it to engage in
beautiful humans and tune that beauty to the
activities that pantomime those of the living
predilections of their prey.
and/or lead it to dig its own grave in Blighted
ground (and then flee that host). Once enticed into a carnal embrace, the
• Ethereal: Death demons are always invisible love demon transforms into a large slime-
and incorporeal. ensconced slug, its blubbery corpus pocked
with tiny mouths full of teeth and sucking,
h Dream Demon sand-papery tongues that can clean a human
Known by the natives as “Night Hags” and skeleton of its flesh in minutes and leave nary a
“Gray Men,” dream demons prey upon the drop of blood. One time a love demon entered
sleeping, or sometimes those on the edge of Rosy’s Petticoat and Burlesque House on Devil’s
sleep. Victims describe waking in a paralyzing Den mountain, leaving only a pile of lonesome
terror to find an old man or woman hunched bones on every bed.
on their chest like some gargoyle. Then the Attributes: Agility d6, Smarts d10, Spirit d12,
howling begins, a horrible banshee wailing Strength d8/d12 (slug form), Vigor d8/d12
that cuts through the meat and muscle of even (slug form)
the bravest souls and strikes directly into theirSkills: Athletics d6, Common Knowledge d6,
victim’s core. Fighting d8, Focus d10, Intimidation d8,
An attack by a dream demon might last Notice d8, Persuasion d12, Taunt d8, Stealth
only a few minutes, but survivors claim those d12
minutes feel like days, and though their victims Pace: 6; Parry: 6; Toughness: 6/8
claim they suffer the demon’s claws and teeth, Edges: Very Attractive (human form)
they invariably awake to find their bodies Gear: Hideout pistol (Range 3/6/12, Damage
untouched. A dream demon’s real target is that 2d4), skinning knife (Str+d4).
gray bit of meat between a fella’s ears. Special Abilities:
Some dream demon victims have made • Devour: In slug form, dozens of ravenous
their way out into the Fens where they live mouths emerge on the slug’s body. The love
in seclusion. They are called “the Sleepless,” demon makes a Fighting roll at +2. With a
and among certain occult-leaning folks, are hit, the mouths do 3d6 damage (4d6 with
revered as seers. a raise).
• Enthrall: Love demons don’t have the
Attributes: Athletics d10, Smarts d10, Spirit d8, possession ability, but instead “enthrall”
Strength d8, Vigor d10 their prey. This takes some time—at least a
Skills: Athletics d10, Fighting d8, Focus d10, few hours of courting and flirtation. When
Intimidation d12, Notice d12, Stealth d12+2, the love demon feels its prey has become
Taunt d10 suitably amorous, it makes an opposed
Pace: 10; Parry: 6; Toughness: 7 Focus vs Spirit roll. If successful, the victim
Edges: Arcane Resistance is wracked with pleasure and can’t take any
Special Abilities: actions—he’s essentially mindless. That’s
• Ethereal: Dream demons can move between when the love demon transforms into slug
corporeality and incorporeality as a limited form and devours its lover. If the victim
free action. resists, the love demon can’t try again.

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Holler: An Appalachian Apocalypse

It also can’t transform, and angered at great violence under the slogan “Better Dead
rejection, attacks the victim with great fury. Than Dirty.”
• Ethereal: A love demon can switch between Many traveling revivalists are known to
ethereal and human form as a limited be victims of soul demons. The physical
action. It can’t become ethereal when in manifestations of soul demons vary wildly.
slug form. When Jared Butler, the Demon Deacon of
• Shape Change: The demon may only Jeremiad, died, a thick black cloud of locusts
transform into slug form once it’s possessed flew from his mouth, whereas the serpent
a victim, and may only transform from slug handlers of Shadrach are said to raise up
form to human after it’s devoured a victim. more than your garden variety pit viper in
their praises.
h Mind Demon
Among certain fancy types who pursue Attributes: Agility d12, Smarts d10, Spirit d12+2,
book learning, one sometimes encounters Strength 1, Vigor d10
an unfortunate arrogance—the notion that Skills: Athletics d12, Focus d10, Notice d12,
intellectual rigor holds the unknown at a Occult d12, Persuasion d12, Taunt d12
safe distance. These individuals, along with Pace: 10; Parry: 2 Toughness: 7
sensitive poet types and introspective folk Edges: —
singers, are fodder for “mind demons.” Special Abilities:
• Ethereal: Soul demons are always invisible
“Knowledge,” wrote Richard the Sod, “comes and incorporeal.
always at a price, and a penny ne’er bought • Possession (Fouling of the Spirit): Once
anything worth knowing.” If you go searching its victim’s soul is possessed, a soul demon
for great truths, best bring along a dash can make an opposed roll of Focus versus
of humility. Spirit to give the victim a new psychological
Attributes: Agility d12, Smarts d12, Spirit d10, Hindrance, preferably corruptive to the
Strength 1, Vigor d10 character’s core beliefs (Shift Boss’ call).
Skills: Athletics d12, Focus d12, Notice d12, Per-
suade d12, Taunt d12 h Twin Demon
Pace: 10; Parry: 2 Toughness: 7 Whereas most demons plot to destroy humans,
Edges: — a twin demon is known to become a living,
Special Abilities: breathing double of the human who has drawn
• Ethereal: Mind demons are always invisible their fancy. What follows for the doubled
and incorporeal. human is a tale of woe. Janice Gilmore, a young
• Possession (Delusion): Once it possesses schoolmarm, was seen in different rooms of
a victim, a mind demon may make an her schoolhouse at the same time. She once
opposed roll of Focus vs. Spirit once per day. came face-to-face with her double working
If the demon succeeds, the victim acquires at the chalkboard at the head of her own class,
a Minor Delusion, or increases a previous before it gave her a fatal blow to the head with
Delusion to Major. These last until the a speller’s book.
demon is exorcised, slowly driving the host In Varmint, folks talk about Henrich Tench,
madder until he’s a raving lunatic. a hard-working trapper who came back from
week-long expeditions into the woods loaded
hSoul Demon down with pelts, only to hear stories about
Content to leave the lascivious and gluttonous how he had been in town the last three nights
to their own devices, soul demons turn their racking up tavern bills large enough to wipe
sights upon some of the most upright and out his profits before his wares were even sold.
virtuous among us. Fallen preachers, cultists, As strange as it may sound, sometimes twin
and even whole congregations can be won over demons do not cause any physical harm to
by soul demons. In Clay Town, for instance, a their human counterparts. What’s more,
church founded to preach temperance among humans who have been “doubled” by a twin
the soil eaters fell prey to a particularly violent demon often seem not to care about their
soul demon who drove them to acts of double, often retreating into denial. Some

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claim to be unable to see their own twin Pace: 8; Parry: 6; Toughness: 8 (2)
demons standing before them. In addition to Edges: —
alarming bystanders, this can lead to severe Special Abilities:
social and domestic dysfunction for the victim. • Armor +2: Leathery hide.
Why do they try to become human? Some say • Claws: Str+d4.
twin demons are evidence of a sort of humanity • Fear: Cave demons prompt a Fear roll on
within the demonic—a desire for something sight.
they can never have. Others say they are just • Fly: Pace 12.
creepy bastards. • Mind Piercer: Cave demons “pierce” the
minds of victims with a high-pitched
One thing’s for sure. Once formed, a twin
scream. As a limited action, it may place
demon attempts to create as much trouble
a Large Blast Template within 12” (24
for its victim as possible—committing crimes,
yards). Everyone inside the template is
severing relationships, making enemies, and
automatically Distracted and must make a
generally acting boorishly.
Spirit roll or take 2d6 damage.
These demons look like formless humanoids • Size 1: Cave demons are big fellas.
with clay-like flesh. They must stick to the • Sonar: The cave demon tracks its victims
shadows while trailing potential victims, for by a form of echolocation. This works
they certainly can’t pass for normal folks well inside enclosed spaces (+1 Notice,
otherwise! +1 Athletics, +1 Fighting), but the demon
Note: A twin demon’s Traits, skills, has a more difficult time in above ground
Hindrances, Edges, Powers, and gear are environs (−1 on all Trait rolls).
identical to the those of its human twin, with
the addition of the Construct special ability.
Special Abilities:
• Taking Notes: A twin demon must spend a
full day observing its victim. If discovered,
it attempts to slink away and find another
host. If not, it becomes an astonishingly
accurate “replica” of its victim and begins
causing mischief.
• Weakness (Duel): Once a twin demon has
taken on a victim’s form, it can only be
banished by the death of its twin, or its twin
defeating it in single combat.

Demons of the Natural World


Cave Demon
Cave demons have bat-like faces and a
massive span of leathery wings. The glowing
black orbs of their eyes radiate a strange
calm and otherworldly intelligence. The
sharp squeaking that precedes their every
movement suggests they are as blind as the
tiny mammals they resemble, though one
spelunker who encountered a cave demon
swore that “the thing couldn’t just see me—it
could see right through me.”
Attributes: Athletics d10, Smarts d8, Spirit d8,
Strength d8, Vigor d6
Skills: Athletics d10, Fighting d8, Intimida-
tion d8, Notice d12, Stealth d12

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Crick Demon Scarecrow’s Crucifix. The crucifix is precisely


These aquatic devilkin are variously known as what it sounds like: Rough Stob turnip thieves
“the grindylow,” “mari-morgans,” and “mer- who run out of chances find themselves lashed
devils.” Their peering yellow eyes and leathery to wooden frames in the very fields from which
faces are more akin to a snapping turtle than a they stole. Their screams are known to ward
beautiful sea siren, though they do like to sing. off crows more ably than a straw-stuffed shirt,
Crick demons sometimes attack their prey and once those screams have expired, the
with fang and claw. Other times they assume thief constitutes a more succulent morsel to
the shape of a humanoid mist, rise into the scavenge than any pilfered corn might provide.
air, and slam against their victims like a fierce, If a good Blight storm rolls through, the thieving
slapping wave. Their chilling “song,” also takes martyr transforms into a scarecrow that flies
multiple forms. Sometimes they sound like a from its perch and lands in a nearby field.
chorus of frogs, and sometimes they emit the How much actual danger these beasts
high-chiming buzz of August locusts. Survivors constitute remains an issue of debate. Some
have described the effect as hypnotic. folks swear to have encountered these
Attributes: Agility d6, Smarts d6, Spirit d8, shamblers at dusk and dispatched them merely
Strength d6, Vigor d8 by beating them into what amounts to a pile
Skills: Athletics d6, Fighting d6, Intimida- of overalls. Others claim farm animals have
tion d6, Notice d8, Stealth d8, Taunt d8 gone missing after such sightings, and a few
Pace: 6; Parry: 5; Toughness: 6 drunkards have turned up in ditches with
Edges: — more holes in their bodies than a honeycomb.
Special Abilities: Though the appearance of scarecrows has
• Aquatic: Pace 8. caused some consternation, the hard-working
• Slap: Str+d4. farmers of Rough Stob have not put aside their
• Chorus: More than two crick demons emit a use of the Scarecrow’s Crucifix, as its value as a
slumber-inducing series of targeted croaks deterrent outweighs the inconvenience caused
and chirps. As a limited action, each demon by these shambling straw men.
may place a Large Blast Template anywhere Most nights, these critters are harmless
within 12” (24 yards). Those within the “shamblers” that pose no threat. On full moons
template must make a Vigor roll or fall into and for several weeks during harvest season
a hypnogogic state and become Stunned. (late summer/early fall), they come to life and
Victims suffer a penalty to the roll equal to seek vengeance against the living.
the number of crick demons after the first
(to a maximum of −4). Attributes: Agility d8, Smarts d6, Spirit d8,
• Wave Form: Crick demons have bodies of Strength d8, Vigor d6
water, and take half-damage from physical Skills: Athletics d8, Intimidation d8, Fight-
attacks (round down). Fire or magical ing d8, Notice d6, Stealth d8, Taunt d8
attacks (including weapons with smite cast Pace: 6; Parry: 6; Toughness: 5
on them) cause normal damage. Edges: —
Gear: Scythe (Str+d8).
Cross Demon/Scarecrow Special Abilities:
Desperate times are the mother of invention, • Claws: Pitchfork tines, Str+d6.
and the souls that dwell under the blighted • Construct: +2 to recover from being Shaken,
shadow of Rough Stob Mountain are more ignores 1 point of Wound penalties, does not
desperate than most. What little farming is breathe or suffer from disease or poison.
done in Rough Stob is subsistence-level at best, • Fear (−2): Scarecrows scare. It’s what they
and since the soil there is more apt to cough do.
up quartz or agate than a cornstalk or a potato, • Flying: On full moons and during harvest
Rough Stob farms and gardens are guarded season, scarecrows have a flying Pace of 12.
jealously against theft, be it from wildlife or a • Weakness (Fire): Scarecrows take +4 damage
fellow mountaineer. from fiery attacks.
The people of Rough Stob cleverly addressed
both by instituting the use of the

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h Dust Demon supply among Holler residents, so dust


These demons resemble what youngins refer demons must often be endured rather than
to as “dirt devils,” the only difference is that defeated.
dust demons swirl with malevolent intent • Weakness (Dissipation): Dust demons are
and do damage like that of a bad windstorm. capricous entities that typically vanish after
There’s been a few reports of peddlers being 2d4+1 combat rounds of mischief.
swept up into a dust demon, spun around in
the air for a spell, dropped to the ground, and Field Demon (Pumpkin Head)
then bludgeoned to death by a deluge of their The fate of a village can rise or fall on the
own curious wares. back of a single harvest, so field demons are
Their whirring winds sound to some folks like regarded with a keen fear in rural areas. A
demented human speech, like a congregation few of them can destroy a good-sized field in
speaking in tongues or a bluegrass yodeler no time, tearing crops from the ground and
getting too far into his cups and mangling the befouling the land.
words to a song. They are more active around harvest time,
Dust demons spin up most frequently on the and the occasional spate of late summer
Piney Dirge Plateau and in areas of the Great and early fall sightings often leads to the
Craggies where the highest mountains choke organization of “devil hunts” by local farmers
off acid rain before it can reach the valley floor. bent on driving the demons out of their fields.
Company town folks tend to deride these hunts
Attributes: Agility d12, Smarts d6, Spirit d8,
as the superstitious hysteria of unsophisticated
Strength d8, Vigor d10
rubes, dubbing them “snipe hunts.”
Skills: Athletics d12, Fighting d8, Notice d8,
Stealth d10 In certain communities, children learn
Pace: 12; Parry: 6; Toughness: 7 from an early age the custom of crafting
Edges: — “pumpkin dolls.” These dolls are blessed
Special Abilities: by local preachers to steward the
• Flight: Pace 15. demons away.
• Wind Blast: Field demons are lurching
Dust demons humanoids who resemble
may use a a twisted pantomime of the
Cone Template rural folk they terrorize.
to blast their They’re often draped in
foes as a limited overalls or moth-eaten
action. Anyone in the work trousers, except
template must make instead of a head
a Strength roll at −2 or they have a tottering,
be hurled 2d6”, taking partially decayed
2d4 damage when pumpkin on their
they hit the ground shoulders, with their
(3d4 if they strike a eyes and mouth
hard object). appearing as violent
• Dust Storm: Dust black slashes.
demons are surrounded
Attributes: Agility d6,
by blinding dust storms
Smarts d4, Spirit d10,
the size of a Large Blast
Strength d8, Vigor d10
Template. Anyone who
Skills: Athletics d6, Fight-
enters the template
ing d10, Intimidation d10,
is automatically
Notice d8, Taunt d8
Distracted.
Pace: 6; Parry: 7; Toughness: 7
• Invulnerable: Dust
Edges: —
demons are immune
Gear: Pitchfork, Str+d6, AP 1
to non-magical attacks.
Those are in short

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Holler: An Appalachian Apocalypse

Special Abilities: Attributes: Agility d8, Smarts d6, Spirit d8,


• Bite/Claws: Str+d4. Strength d10, Vigor d10
• Necrotic Toxin: Str+d4. Anyone Shaken or Skills: Athletics d8, Fighting d10, Notice d6,
Wounded by a field demon’s attack must Stealth d6
make a Vigor roll at −2. Failure means she Pace: 8; Parry: 7; Toughness: 7
contracts a bit of the “rot,” causing small Edges: —
necrotic patches to appear on her face (the Special Abilities:
Ugly (Major) Hindrance until the patches • Fear (−2): The smoldering corpse that is a
are healed—by skill or magic—which may be fire demon isn’t a pleasant sight.
attempted once per day). • Immolate: Touch Attack. 2d4 damage, and
• Resilient: Field demons can take a Wound the victim automatically catches fire (See
before they’re Incapacitated. Fire rules in Savage Worlds.)
• Weakness: A field demon shot in the • Breath Weapon: Once per encounter,
head doesn’t take additional damage, but a fire demon can breathe fire in a Cone
is destroyed if the attack causes a single Template. Those within must Evade or take
Wound. 3d6 damage.

Fire Demon Forest Demon


Mine fires burn hot enough to melt steel. These humanoid-arboreal fiends, sometimes
Toxic runoff turns streams and even the air called “floating trees” or “rabid pineys” by
into poison. To the earliest settlers who came folks who don’t know any better, are also
from the Old World, the mines of the Holler occasionally mistaken for the legendary Green
certainly seemed possessed by devils and they Man. These types of misnomers and mis-
put a familiar name to that fiery presence: identifications can lead to swift death. Forest
Caorthannach. demons are a distillation of the symbiotic and
According to folklore, this regenerative power of the wild woodlands they
demon was a bringer of fire inhabit, but that power turns to pure
and a poisoner of land and malevolence in the green glowing sap
water who was driven off the that illuminates their veins and give
Emerald Isle and into the ocean their skin its hue.
by a sainted priest. They float through the air, a few feet
Imagine these immigrants’ off the ground. Tree branches seem to
surprise when they found the grow from their head into a thicketed
fire demon had survived her crown interwoven with wild shocks of
plunge into the ocean, and viney hair. Their branch-like limbs
she’d come on ahead to the extend into sharpened wooden claws.
New World where she raised In older times, some villages
a whole new brood of hell bordering deep forests made small
spawn to await them. shrines to them—carving their
A fire demon grotesque faces into trees,
appears as a sulfur- leaving small trinkets as gifts
scorched, smoldering from the civilized world. Such
corpse, its eyes red appeasements had no effect, so
hot coals, a crown of flame these folks started to tender much
encircling its head. Its mere more precious gifts and the ritual
touch immolates objects known as the Offering came into
and human skin alike. The being. Despite the many lives lost to this
tendrils of smoke curling superstition, the forest demons are as
from its mouth proves wrathful as ever.
the old tales right—it Attributes: Agility d8, Smarts d6,
spews fire from its Spirit d8, Strength d8, Vigor d10
calcine lungs.

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Bestiary

Skills: Athletics d8, Fighting d10, Intimida- which glow a mellow orange said to gutter in
tion d10, Notice d8, Stealth d12 the wind like a campfire’s ember.
Pace: 6; Parry: 7; Toughness: 8
Attributes: Agility d6, Smarts d4, Spirit d6,
Edges: (Imp) Dodge
Strength d12, Vigor d10
Special Abilities:
Skills: Athletics d6, Fighting d10, Intimida-
• Clawed Branches: Str+d6.
tion d10, Notice d4, Stealth d6
• Entangle: Reach 2. Forest demons sprout
Pace: 7; Parry: 6; Toughness: 10 (1)
vines that grapple victims with a successful
Edges: Brute
Athletics +2 roll opposed by Agility. If the
Gear: Tree club (Str+d8).
forest demon is successful, the victim is
Special Abilities:
Entangled. With a raise, he’s Bound.
• Armor +1: Animal hides.
• Fear: Forest demons cause Fear.
• Bite/Claws: Str+d4.
• Fearless: Forest demons are immune to Fear
• Regeneration: Fast.
and Intimidation.
• Very Resilient: Hill demons can take two
• Hover: Forest demons can hover through
Wounds before they’re Incapacitated.
the air, about three feet off the ground, and
• Size 2: Hill demons are big brutes.
can move at Pace 8 while hovering.
• Size 1: Forest demons are larger than most
humans. h Storm Demon
Actual sightings of storm
Hill Demon demons are few and far
between. Most are reported
The b order b etween
by mountaineers in the
the Hogback Hills and
Stygian Peaks and Great
Sootstone Mountains is a
Craggies, leading folks to
weird place to be sure—a
believe they make their nests in
stony land of jagged
the highest peaks of the region,
hills surrounded by
descending to the lowlands
fathomless valleys
only to torture the locals
that seem in places
with malevolent weather.
to drop away into a
bottomless abyss. It is, Storm demons
in the words of Jasper summon are fearsome
Sneed, “a place where Blight storms, often
all of geology seems with powerful winds
to have happened in that send vicious
one fell swoop, and twisters careening
yesterday.” through the Hogback
Hills. These large, incorporeal
This stretch of
demons consist entirely of Blight
convulsed land is
fog that assumes a half-human,
home to many hill
half-avian shape with the legs
demons. Standing
and torso of a man and the
anywhere from eight
shadowy beak, talons, and
to twelve feet tall, they
wings of a giant raptor.
give an appearance
not unlike the trolls of Old Attributes: Agility d12, Smarts d10, Spirit d12,
Country folklore. Their hulking torsos are Strength d12+1, Vigor d12
possessed of incredible strength, and they are Skills: Athletics d12, Fighting d12, Notice d12+1,
known to uproot and debranch small trees to Taunt d12
wield as clubs. Pace: 10; Parry: 8 Toughness: 10
Edges: —
Though their appearance would lead one
Special Abilities:
to imagine them as slow and lumbering, the
• Ethereal: Storm demon are incorporeal and
giants are quite nimble, moving through
invulnerable to non-magical attacks.
cover with a stealth only betrayed by their eyes,

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• Fear (−2): Storm demon inspire deep Fear • Fearless: Immune to Fear and Intimidation.
in most folks. • Shape Change: the autumnal demon
• Fearless: Storm Demons are immune to appears as a human woman or black painter
Fear and Intimidation. and can transform as a limited action.
• Size 2: Fear demons are large shapes in the • Rot: The presence of a Harvest demon
sky. rots crops, and spoils already harvested
• Summon Blight Storm: The storm demon food. It inflicts starvation on a nearby town
can summon a Blight storm once per or village, resulting in daily deaths and
encounter. The storm lasts 2d6 rounds over eventual abandonment until it’s destroyed
an area 100’ in diameter. or moves on.
• Weakness: A storm demon can only be
killed in two ways: 1) Being struck by a h Hibernal Demon
bolt of lightning from a Blight storm it’s As hot as the summers may burn, winters in
summoned, or 2) being lured into the the Holler can be every bit as formidable. This
Otherness, which destroys it in a painful weather welcomes hibernal demons.
but spectacular display of lightning and With its whiteout blizzards and bone-
thunder. cracking cold, a hibernal demon brings scarcity
and hunger amplified by the psychic dangers
Demons of the Outer Spheres of isolation and inactivity. Of the deadly sins,
sloth rules the day, and hibernal demons
h Autumnal Demon find their footing in the spirits of men and
Humanity celebrates the bounty of the harvest women cloistered away from the sun and
even as the land gives up the ghost and human society.
prepares for death. In this moment, temporary
Long spates of isolation can give way to acts of
bounty locks hands with coming scarcity, and
sudden violence, as was the case of Anderson
rejoicing around the horn of plenty serves
Tink. Tink, a Broadus farmer, was overtaken by
only to inflame anxieties about the inevitable
a hibernal demon one winter after a month-
exhaustion of resources.
and-a-half of snow. He dispatched his wife and
Envy and greed are the deadly sins most children with an axe and disappeared into the
associated with harvest demons. Field demons frozen wilderness never to be seen again.
are thought to conspire with autumnal
A hibernal demon’s human shape resembles
demons. When they present themselves in
a rime-racked witch, naked to the world, an
human form, autumnal demons often take
icy blue hue upon its skin. Its animal form is a
the persona of a woman with long red hair
foaming-mouthed albino bear.
marked with a vivid white streak who carries
a mandolin or dulcimer. The animal form she Attributes: Agility d6, Smarts d10, Spirit d10,
chooses is most often a black painter. Strength d12, Vigor d12+2
Skills: Athletics d6, Fighting d12, Focus d10,
Attributes: Agility d8, Smarts d12, Spirit d12,
Intimidation d12, Notice d12, Stealth d10,
Strength d10, Vigor d12
Taunt d10
Skills: Athletics d8, Fighting d10, Notice d12,
Pace: 6; Parry: 8; Toughness: 9
Persuasion d12, Focus d12, Stealth d10
Edges: Arcane Resistance, Tough as Nails
Pace: 8; Parry: 7; Toughness: 8
Powers: Havoc, drain Power Points, puppet, zombie.
Edges: Arcane Resistance
Power Points: 25
Powers: Blind, burrow, drain Power Points, fly,
Gear: Ice scepter (Str+d6, human form only).
puppet, summon ally. Power Points: 25
Special Abilities:
Gear: Large scythe (Str+d10, Two Hands, 1
• Bite: Str+d6 (bear form only)
Reach, −2 Parry, human form only).
• Blizzard: During its season of power
Special Abilities:
(winter), the mere presence of a hibernal
• Bite: Str+d4/painter form.
demon conjures a perpetual blizzard in a
• Demonic Powers: Autumnal demons are
nearby town or village. This results in daily
flexible in their use of different powers.
deaths and eventual abandonment until the
• Fear: Anyone who sees an autumnal demon
demon is destroyed or moves on.
must make a Fear check.

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• Demonic Powers: Hibernal demons have in a nearby town or village resulting in


multiple powers available to them. daily deaths and eventual abandonment
• Fear: Hibernal demons inspire fear. (particulars are the Shift Boss’ call) until it’s
• Fearless: Immune to Fear and Intimidation. destroyed or moves on.
• Hardy: A second Shaken result does not
cause a Wound. h Vernal Demon
• Shape change: A hibernal demon can switch The vernal demon is, of course, the demonic
between his human and bear forms at will. entity most associated with springtime. While
spring signals the return of life to our fields
h Midsummer Demon and forests, the mechanisms of that return can
High summer near the borders of Faefall can be violent indeed, and this is where we find the
be pretty as a picture postcard, but don’t let vernal demon lurking.
that beauty fool you. In an afternoon, a breezy Floods. Mudslides. April storms are known
green day can turn into a dead still heat. The to be powerful enough to wash out roadways
rains of spring burn off into the austere heat in the foothills for weeks at a time. The vernal
of summer, the Blight traps the balminess, demon goes to work on the bodies and minds
and the air becomes a stultifying chamber of of those caught in the floods, fomenting
oppression. a powerful loneliness that turns almost
Now you’re in the territory of the midsummer invariably to lust.
demons, which are known to drive men and Of the deadly sins, vernal demons are most
women wild with their heat. Random acts of associated with Lust and Gluttony, and as
rage as well as plots born of jealousy and pride such, are thought to work in concert with love
are the hallmarks of their unsavory work. demons. Where one finds humans hungering
Rabid wildfires follow extreme drought in for companionship of mind or flesh, vernal
their presence. demons are at work.
The corporeal form of the midsummer The vernal demon tends to appear as either
demon is most often a heavily bearded and a wolf with an otherworldly golden coloration
thickly built man with the broad shoulders of or a wild-eyed goat man.
a laborer but the disdainful gaze of a patrician,
Attributes: Agility d10, Smarts d10, Spirit d12,
as powerful as he is scornful. Of the deadly sins,
Strength d10, Vigor d12
midsummer demons are most associated with
Skills: Athletics d10, Fighting 10, Focus d10,
Wrath and Pride, and are thought to conspire
Intimidation d10, Notice d12, Persuasion d12,
with fire demons and storm demons.
Stealth d10, Taunt 12
Attributes: Agility d10, Smarts d10, Spirit d12, Pace: 8; Parry: 7; Toughness: 8
Strength d12, Vigor d12 Edges: Arcane Resistance
Skills: Athletics d10, Fighting d12, Focus d12, Powers: Beast friend, elemental manipulation,
Intimidation d12, Notice d10, Persuasion d10, growth/shrink, puppet, slumber. Power Points:
Pace: 7; Parry: 8; Toughness: 8 20
Edges: Arcane Resistance, Tough as Nails Gear: A walking staff (Str+d6, goat man form
Powers: Blast, bolt, puppet, smite. Power Points: only).
20 Special Abilities:
Gear: Hot poker (Str+d6, may set flammable • Bite: Str+d6, wolf form only
objects on fire). • Demonic Powers: Vernal demons have
Special Abilities: several powers at their disposal.
• Demonic Powers: Midsummer demons may • Fear: A Fear check is required when
use multiple powers. encountering a Vernal demon.
• Fear: Midsummer demons cause Fear. • Fearless: Demons are immune to Fear and
• Fearless: Immune to Fear and Intimidation. Intimidation.
• Hardy: A second Shaken result does not • Flood: During his season of power (spring),
cause a Wound. the mere presence of the demon causes
• Wildfire: During his season of power, the perpetual rain and eventual flooding in a
mere presence of a midsummer demon nearby town or village, resulting in daily
creates a dry supernatural heatwave

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Holler: An Appalachian Apocalypse

deaths and eventual abandonment until it’s


destroyed or moves on. Fae
• Shape Change: A vernal demon can change
shape into a golden wolf or a goat man as a Fae are ancient, mystical beings from the Old
limited action. World. They are among the oldest beings in
existence, predating humans and most animal
Dusk Demon species. During the great migration to the New
Dusk demons lurk in the twilight hours, when World, many fae stowed away on immigrant
the business of the day is winding down into ships, intrigued by the excited babble about a
the introspection of the evening, and humanity magical land across the seas.
has grown weary and let its guard down. Dusk They settled quickly into the verdant hollows
demons prey upon insecurities and greed. and hills, delighted at the untouched wildness
Wherever we see men plotting to get their and natural abundance, and resumed their
thumbs on the scale to extract the heaviest ancient roles as mischievous tricksters
possible pound of flesh, we see dusk demons and wardens of the land. When the Big
at work. Victims of dusk demons include Boys sealed off the Holler and began their
Jackson Fetter, known more infamously as industrial operations, the fae withdrew into
the Bunktown Butcher, whose desire to fill his the Faefall Mountains—a stretch of unspoiled
shop with ample cuts of meat landed several land that they have cultivated into their own
of his neighbors on hooks in his freezer. June magical realm.
Simpson, or the “Debutante of Dogwood,” is The denizens of Faefall don’t suffer fools.
thought to have fallen prey to a dusk demon They steadfastly protect the boundaries
prior to the vicious attacks she carried out of their enchanted land from Blight and
against several other young Dogwood beauties. wandering blunderer alike. Many fae regard
In human form they appear as mysterious humans as harmless sources of entertainment,
strangers, often hooded or hatted, and draped delighting in the mischief they unleash on
in a long, dark coat. In animal form they fly as them, which usually entails theft, riddles, or
ravens through twilit skies or slither down dark inscrutable bargains.
alleys as snakes. Wiser fae realize humans are a threat and
Attributes: Agility d10, Smarts d6, Spirit d8, view them with antipathy—for these fae,
Strength d8, Vigor d8 everything about a human offends their senses,
Skills: Athletics d10, Fighting d8, from their smells to their rough, barreling
Focus d8, Notice d10, Persuasion d6, Taunt d8, voices. The humans they allow to live among
Stealth d12 them in Faefall must adapt to their ways and
Pace: 6; Parry: 6; Toughness: 6 treat their realm with proper reverence and
Edges: Assassin awe, else they meet devilish ends. This can
Powers: Confusion, light/darkness, mind reading, mean folks becoming accustomed to a variety
mind wipe, puppet. Power Points: 10 of impish (and sometimes tragic impositions)—
Gear: Hideout pistol (Range 3/6/12, Damage from pilfered heirlooms to ruined crops to the
2d4, human form only), skinning knife theft of children (of course, the parents always
(Str+d4, human form only). receive a changeling in return).
Special Abilities:
• Bite (snake form only): 1d4 damage, h Bodach
paralyzing poison (see Savage Worlds) Among the strange breeds that constitute
• Demonic Powers: Dusk demons have the fae of the Holler, the bodach may be the
several powers available. strangest—and most dangerous. Since time
• Fear: Dusk demons cause Fear. immemorial, parents have warned their
• Fly (raven): Pace 12 in raven form. children of a creature seemingly designed
• Shape Change: The dusk demon can switch specifically to terrorize the young.
between human, raven, and snake form as
A loathsome thing that creeps in the night,
a limited action.
all fangs and claws and dull orange eyes— this
beastie lurks in abandoned houses, ash pits

240
Bestiary

or flooded quarries. Everywhere danger Strangely enough, the more human children
waits for careless children, this bogeyman is she has in her possession, the more powerful
close at hand. her magic seems. This correlation between
The tallest of the Holler fae, the bodach youth and power is not lost on her and she
can reach heights of six feet. It’s drawn to collects them from the local Faefall villages
the warmth of fires, and more than a few (and sometimes even dips into the Great
households have been known to fasten metal Craggies or Hogback Hills) with regularity.
screens over their fireplaces at night to A missing child imparts tremendous trauma
deny the bodach passage from chimney to on the parents and that doesn’t quite seem
living room. fair to the Queen. Whenever a child is stolen
Should the loathsome thing enter a home, (usually by a bodach), she replaces it with a
it removes what it perceives as valuable—— changeling. This child-like construct of her
candlesticks and bric-a-brac—and slips conjuration, while appearing identical to the
back into the night. But hear that youngin stolen human child, possesses none of that
bawling over there in that crib? The bodach child’s personality or spirit.
is just as likely to snatch that child for the Fae The changeling is quite dull in every way and
Queen’s court. nearly insensate to pain. The parents often
Attributes: Agility d10, Smarts d6, Spirit d8, mark an unfortunate change in their child’s
Strength d6, Vigor d8 personality but are otherwise none-the-
Skills: Athletics d10, Fighting d6, Intimida- wiser. The child’s transformation is generally
tion d8, Notice d8, Persuasion d4, Stealth d12, attributed to “eating some bad clay,” or “a knock
Taunt d6 on the head while playing,” or unfortunate
Pace: 6; Parry: 5; Toughness: 6 manifestations of familial inheritance.
Hindrances: Curious, Obligation (Major—Steal Attributes: Agility d4, Smarts d4, Spirit d4,
children for the Fae Queen) Strength d4, Vigor d4
Edges: Acrobat, Alertness, Extraction, Scaven- Skills: Athletics d4, Fighting d4, Notice d4−1,
ger, Thief Shooting d4, Stealth d6, Thievery d6
Special Abilities: Pace: 6; Parry: 4; Toughness: 3
• Bite: Str+d6 Hindrances: Clumsy, Greedy (Major), Secret
• Fear: Bodachs are frightening to behold. (Major—Not a Real Child)
Adults who see a Bodach make a Fear check. Edges: —
Children or adolescents who see a bodach Gear: Improvised weapons if threatened.
make a Fear check at −4. Special Abilities:
• Low Light Vision: The bodach ignores • Construct: +2 to recover from being Shaken;
penalties for Dim and Dark Illumination. ignores 1 point of Wound penalties; does not
• Stun: Once per day, the bodach can unleash breathe or suffer from disease or poison.
a piercing wail that mimics the cries of • Size −1: Changelings appear as children.
a distressed human child. Place a Large • Weakness (True Identity): If doused
Blast Template anywhere within 12”. Any with water from a fresh mountain spring
character within must make a Vigor roll at (good luck finding that!), or the target
−2 or be Stunned. of a successful detect arcana spell, the
• Wallwalker: Bodachs walk on vertical or changeling’s identity becomes clear and she
inverted surfaces just as humans walk on instantly dissembles into a bundle of sticks.
the earth.
h Fae Queen
Changeling The Fae Queen is a fiercely beautiful woman, at
The Fae Queen surrounds herself with human least when she assumes the shape of a queen
children—she finds their rambunctiousness upon her lurid mushroom throne (highly
curious and delightful, enjoys dressing them toxic to anyone except her) and presides over
in elaborate costumes, and teaches them to a court of chittering pixies, irascible spriggans,
perform plays and pantomime routines to and human children.
entertain her at court.

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She’s just as likely, however, to be in the slighted). In the wilds of the greater Holler,
shape of a wolf, raven, deer, bear, or squinch- she’s a cautious, stealthy, and wise sentinel, her
eyed hermit in the woods. Unlike other soul tuning itself to the future.
fae, she travels far and wide over the Holler, Attributes: Agility d10, Smarts d12+4,
always in disguise, to parse the business Spirit d12+2, Strength d8, Vigor d12
of humans and augur what their restless Skills: Athletics d10, Battle d12+2, Common
machinations might mean for her realm. Knowledge d12, Fighting d8, Healing d12,
She’s a complex being—assuming the shapes Intimidation d8, Notice d12+1, Occult d12,
of so many kinds of creatures has granted her Performance d12, Persuasion d12, Riding d10,
characteristics of all of them, which augments Shooting d8, Spellcasting d12+2, Stealth d12,
her capricious nature. Survival d10, Taunt d12, Thievery d12
At court, she tends toward boredom, Pace: 8; Parry: 8; Toughness: 10 (2)
narcissism, and sensual indulgence. In the Hindrances: Overconfident, Jealous, Obli-
woods of Faefall, she dispenses kindness, gation (Major—Protect Faefall from the Big
beauty, and justice, unless she’s given a Boys)
reason to turn nasty (and she is easily Edges: Arcane Background (Magic),
Arcane Protection, Block (Imp), Cham-
pion, Combat Reflexes, Command
Presence, Dodge, Elan, Famous, Extraction
(Imp), Inspire, Natural Leader, No Mercy,
Power Surge, Rabble-Rouser
Powers: The Fae Queen can select any
power she desires. Power Points: 40
Gear: Sparkling wand (Str+d4), dress
of viney thorns (Armor +2).
Special Abilities:
• Face of the Dark Queen: The Fae Queen
can reveal the face of the “Dark Queen,” a
demonic visage. Victims witnessing the
transformation must make a Fear roll at −2.
• Fly: Pace 12.
• Immortal: The Fae Queen is immortal but
retreats into the Fae Dusk for 1d4 months if
defeated in battle.
• Regeneration (Fast): The Fae Queen
makes a Vigor roll every round when
Wounded (or even Incapacitated). With a
success she heals one Wound. A raise heals
two.
• Shape Change: The fae queen can change
into any natural creature as a limited action.
She may speak while in such a form if she
wishes (but rarely does).

Kelpies
The strange beasts take the form of beautiful
steeds that mill about the banks of
cricks and streams. They await the
approach of unwary travelers,
and when one places a hand upon
it, they discover not a smooth coat
of hair, but a substance as sticky
as tar. Stuck now to this powerful

242
Bestiary

trickster, the victim is dragged into the water


and drowned.
Attributes: Agility d8, Smarts d8 (A), Spirit d10,
Strength d10, Vigor d10
Skills: Athletics d10, Fighting d8, Notice d8,
Persuasion d12, Stealth d8
Pace: 12; Parry: 6; Toughness: 9
Hindrances: Vow (Major—Drown Faefall
Intruders for the Fae Queen)
Edges: Fleet-Footed
Special Abilities:
• Aquatic: Pace 12
• Ride to the Bottom: When a victim touches a
kelpie who is near a body of water, that part
of the kelpies’ coat turns into a black, tar-
like substance. The victim makes a Strength
roll or becomes Bound. The next round, the
Kelpie dives into the water and carries the
victim to the bottom where it waits for it to
drown.
• Shape Change: Kelpies can switch between
kelpie and human form as a limited action.
They manifest as exceedingly beautiful
humans.

Pixies Pixies
If pixies aren’t the spitting image of the fairies Attributes: Agility d10, Smarts d6, Spirit d8,
you’ve had in your imagination since your Strength 1, Vigor d6
mama told you fairy tales in your crib, they S k i l l s : Athletics d10, Common
are dang sure close. They are roughly the Knowledge d4, Folklore d6, Gam-
size of dragonflies, thin and willowy, and bling d6, Healing d4, Notice d6, Occult d8,
similarly winged. Performance d6, Persuasion d8, Repair d6,
They fly about with great speed, with the Spellcasting d8, Stealth d8, Taunt d8, Thiev-
ability to hover, reverse course, and zigzag like ery d8
hummingbirds. With their narrow faces, bright Pace: —; Parry: 2; Toughness: 1
eyes, and rakishly arched eyebrows, pixies are Hindrances: Big Mouth, Impulsive
a pretty sight to behold, but make no mistake, Edges: Arcane Background (Magic), Dodge
they are far more formidable than they seem. Powers: Blind (with pixie dust), drain Power
Points, invisibility, slumber, speed.
Those who claim to have had close
Power Points: 10
encounters invariably describe experiencing
Special Abilities:
strange delusions, and a few unlucky toughs
• Fly: Pace 12. They are incapable of walking.
with rowdy intentions have returned from
They may briefly land on objects, but
their encounters displaying a full-on mania
otherwise are always in flight. They can
that’s come to be known as the “fae lights.” “Old
hover and reverse direction with ease.
Eddie cain’t work no more,” you might hear.
• Size −4 (Tiny): Pixies are tiny, and often
“He’s got a head full of fae lights.”
mistaken for fireflies at a distance.
Pixies enjoy practicing “military flight • Pixie Swarm: In high numbers pixies
maneuvers” and many see themselves as fierce are extremely dangerous, treat them as a
warriors. The fiercest (and smartest) of these swarm.
are sometimes hand-picked by the Fae Queen
to represent her outside Faefall. These rare
representatives take on the title of Colonel.

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h Pixie Colonel hit by them takes 2d4 damage and must


Attributes: Agility d12, Smarts d6, Spirit d8, make a Blight Corruption check.
Strength 1, Vigor d6 • Blight Burst: When a swollen scrummy
Skills: Athletics d12, Common Knowledge d4, bursts, it releases a concentrated blast of
Fighting d6, Folklore d6, Gambling d8, Heal- blight. Victims in a Small Blast Template
ing d4, Notice d6, Occult d10, Performance d8, make a Vigor roll or suffer 2d4 damage and
Persuasion d8, Repair d6, Spellcasting d10, make a Blight Corruption Check.
Stealth d10, Taunt d8, Thievery d10 • Immune to Poison and Disease: Scrummies
Pace: —; Parry: 5; Toughness: 1 eat Blight, so they laugh off poisons and
Hindrances: Big Mouth, Impulsive diseases.
Edges: Arcane Background (Magic), Arcane • Fly: Pace 6.
Resistance, Dodge, Scavenger, Quick • Size −4 (Tiny): Scrummies are the size of
Powers: Blind (with pixie dust), drain Power dragon flies, though they balloon to Size −1
Points, invisibility, slumber, speed. when full of Blight.
Power Points: 15
Special Abilities: Spriggans
• Fly: Pace 12. They are incapable of walking. Spriggans stand about three feet in height.
They may briefly land on objects, but They appear carved from the trees they dart
otherwise are always in flight. They can about, their skin wood-like and whorled with
hover and reverse direction with ease. intricate patterns. They are normally reclusive,
• Size −4 (Tiny): Pixie colonels are just as small and when surveying humans, almost invariably
as the regular kind. take on the shape of a shrub or some other bit
of foliage.
Scrummies Spriggans have the faces of wizened old men
The Fae Queen created these wobbling, and women. Occasionally their need for sport
flying sentinels to protect Faefall from Blight. leads them to engage folks in riddle games or
Scrummies are Blight-eaters, protecting dancing contests.
the verdant land from air and water-borne
pollutants. An unfed scrummy is about the Attributes: Agility d8, Smarts d6, Strength d6,
size of a dragon fly and possessed of a finely Spirit d8, Vigor d6
featured, human-like face, similar to a pixie. Skills: Athletics d8, Common Knowl-
edge d6, Fighting d6, Folklore d6,
When they binge on Blight, their little Gambling d8, Occult d6, Performance d6,
abdomens swell and pulse. They grow larger Persuasion d8, Shooting d6, Spellcasting d6,
and larger, to about the size of a baby pig (with Stealth d8, Taunt d8, Thievery d6
wings), until they explode in a foul-smelling Pace: 8; Parry: 5; Toughness: 5
flash of black light, the Blight blinking out of Hindrances: Impulsive, Stubborn
existence with them as they die. Edges: Arcane Background (Magic), Arcane
Resistance (Imp)
Scrummy Gear: Skinning knife (Str+d4).
Attributes: Agility d12, Smarts d4 (A), Spirit d6, Powers: Beast Friend, confusion, teleport. Power
Strength 1, Vigor d4 Points: 10
Skills: Athletics d12, Notice d6, Shooting d6, Special Abilities:
Stealth d6 • Size −1: Spriggans are only three feet tall.
Pace: —; Parry 2; Toughness: 2
Hindrance: Vow (Major—Cleanse Faefall of Sylvan
Blight for the Fae Queen)
Four-feet tall, reserved and serious, with
Edges: Arcane Resistance, Dodge (Imp)
fair faces and pointy ears, the sylvan have no
Special Abilities:
time for games, as they concern themselves
• Blight Blow Gun: Some scrummies fashion
with weighty metaphysical questions and
Blight Blow Guns out of reeds to discourage
the protection of Faefall. They live in small,
humans from interfering with their duties.
rigidly hierarchical enclaves inside the
The guns have a Range of 2/4/8 and anyone
labyrinthine trunks or the expansive canopies
of ancient trees.

244
Bestiary

The wisest serve as advisors to the Fae Queen, into the darkness. Like spriggans, their faces
while the martially inclined become expert could be mistaken for that of an elderly human,
bowmen and hex-throwers and form the bulk though there is nothing even vaguely human
of the Fae Queen’s militia, deriving power from about the double rows of shark-like fangs that
the strange sigils they etch upon their skins. ring their mouths.
Attributes: Agility d8, Smarts d8, Spirit d8, Attributes: Agility d8, Smarts d6, Spirit d6
Strength d8, Vigor d6 Strength d4, Vigor d6
Skills: Athletics d8, C o m m o n Skills: Athletics d8, Common Knowl-
Knowledge d8, Fighting d8, Folk- edge d4, Fighting d6, Folklore d4,
lore d8, Healing d8, Notice d8, Occult d10, Gambling d6, Occult d4,
Performance d6, Persuasion d6, Riding d8, Persuasion d4, Repair d8, Shooting d6,
Shooting d8, Spellcasting d6, Stealth d8, Sur- Stealth d6, Taunt d6, Thievery d8
vival d6, Taunt d6 Pace: 6; Parry: 5; Toughness: 5 (1)
Pace: 6; Parry: 6; Toughness: 4 Hindrances: Jealous, Thin-Skinned (Minor),
Hindrances: Overconfident Vengeful (Major)
Edges: Arcane Background (Magic), Arcane Edges: Arcane Resistance, Dodge (Imp)
Resistance, Dodge, Extraction, Marksman, Gear: Mining pick (Str+d4), kitchen pot (+1
Rapid Fire, Trademark Weapon (Bow) Armor, head).
Powers: Deflection, healing, slumber. Power Special Abilities:
Points: 15 • Bite: Str+d6.
Gear: Sylvan bow (15/30/60, 2d8, AP 1), sylvan • Low Light Vision: Tommyknockers ignore
blade (Str+d6, AP 2). penalties for Dim and Dark Illumination.
Special Abilities: • Invisibility: Tommyknockers may become
• Infravision: Sylvans ignore Dim and Dark invisible as a limited action (−4 to affect
Illumination penalties. them with direct attacks).
• Size −1: Sylvans are about four feet tall. • Size −1: Tommyknockers are smaller than
humans.
Tommyknockers • Wall Walker: Full Pace and may run.
To m m y k n o c k e r s rule the
underworld of Faefall, from Welkie
small hidey-holes to expansive Welkies are like pixies, but their legs
natural caverns. As evasive as are closer to those of mosquitoes
they are larcenous by nature, and other such insects that can
tommyknockers make their alight on the water. They are
presence known by the absence of kind of like tommyknockers,
trinkets that catch their eye. Before too, in that they have razor
they retreated to Faefall with their sharp teeth inside a mouth
brethren, they deeply fancied that’s too big for their
kitchen pots as tiny heads.
headwear, collected If that’s not enough, they
quite a few, and have are possessed of a single,
passed them down for long stinger that emerges
generations. The pots are often from their backside and
too big for their heads, which makes transmits a hallucinogenic
for a rather comic bobbing about toxin to its victim. Welkies
as they walk, but that humorous don’t talk as much as pixies,
image belies their nature. primarily limiting their
Standing anywhere from two to three feet tall, conversation to squeaky-
when cornered, the tommyknocker uses its pitched insults. They often keep company with
Shadow Step ability to draw itself up into what kelpies and scrummies.
appears to be nothing more than a bundle of Attributes: Agility d10, Smarts d4, Spirit d8,
shadows and “steps” across the room, skittering Strength 1, Vigor d6
up walls, or across rafters and disappearing

245
Holler: An Appalachian Apocalypse

Skills: Athletics d10, Common Knowledge d4, Pace: —; Parry: 2; Toughness: 2


Fighting d4, Occult d4, Notice d6, Perfor- Edges: Arcane Resistance, Arcane Background
mance d6, Persuasion d4, Spellcasting d6, (Magic)
Stealth d8, Taunt d10, Thievery d6 Powers: Puppet, mind wipe. Power Points: 15
Pace: —; Parry: 4; Toughness: 1 Special Abilities:
Hindrances: Big Mouth, Vengeful (Major) • Construct: +2 to recover from being Shaken;
Edges: Arcane Background (Magic), Arcane ignores 1 point of Wound penalties; does not
Resistance, Dodge breathe or suffer from disease or poison.
Powers: Confusion, drain Power Points, invisibility. • Ethereal: Immune to non-magical attacks.
Power Points: 10 • Fly: Pace 12.
Special Abilities: • Infravision: Halve penalties for Illumination
• Bite: Str+d6. when tracking warm targets.
• Fly: Pace 12. They are incapable of walking. • Size −4 (Tiny): Willer wisps are tiny balls of
They may briefly light on objects, but glowing green light.
otherwise are always in flight. They can
hover and reverse direction with ease.
• Sting: With a successful hit, the victim Haints
makes a Spirit roll at −2 or acquires a Major
Delusion Hindrance for one week. The Folks are mindful when they bury their dead.
nature of the delusion is Shift Boss’ call, but In certain towns, funerals can last days, and
typically is one that makes the victim leave a body interred without a proper “sitting up”
the area and leave the welkies alone. (see page 34) is said to await their loved ones
• Size −4 (Tiny): Welkies are small like pixies. in the next world with a chip on their shoulder.
For all the keening over the dead, the Holler is
Willer Wisp home to a wide variety of spirits who simply
Sometimes spotted outside of Faefall, willer refuse to move on to that mysterious place.
wisps are bright, greenish balls of floating Haints have always existed. Many are
light that beckon men and women into bogs revenants, those who were unjustly killed
or caves. Are these folks lured by thoughts of and seek revenge. Others died in states of
treasure, like the wayfarers who struck out extreme loneliness or heartbreak, or with a
after leprechauns and their fabled fortunes? deep, unfulfilled desire. Since the Sealing Off,
Or is the lure something more visceral and the time/space disjunction makes the normal
erotic, like the siren’s songs reputed to lure passage of souls into the afterworld difficult,
fishermen to watery graves? and the number of haints have increased.
The people of Cussfoot Fens tell cautionary Some haints possess a solid (often necrotized)
tales of wayfarers following wisps in search hunk of their human form, while others
of treasure only to find themselves stumbling becoming the whispery kind of haunt that
into the den of Green Maggie, Jessie Ratshank, curls like chimney smoke.
or any of the legendary swamp witches that Tortured souls who die without being
lurk there. thoroughly corrupted by Blight become haints.
The miners in Marrow share the tale of Ned The unfortunate ones who are riddled with
Carroway, a shot firer who, after being trapped Blight becomes demons.
underground by a methane explosion, spent
three days lost in the dark only to be rescued Critter Ghosts
at the edge of death by a wisp that led him Folks aren’t the only once-breathing things
to a previously unknown exit. It is common that can rise from their graves. How else do
parlance in the Holler to describe the least you explain the Black Creek Yowler, the feline
predictable individuals as being “as flighty as phantom lurking in the Fens for generations?
an old willer wisp.” This is not a compliment. Or the Misty Owls of Pine Screech Gap? Or
Attributes: Agility d12, Smarts d8, Spirit d10, the mottled bear, known as Uncle Bonk, once
Strength 1, Vigor d8 forced to fight men in a gouging circle, now
Skills: Athletics d12, Notice d10, Persua- raging in the crags above Stump Town?
sion d10, Spellcasting d8

246
Bestiary

Critter ghosts retain the stats of the original and spent all her time down near the crick,
critter but increase their Intimidation a die collecting toads, salamanders, and other little
type for their spectral anger, and give them the critters. Lula’s meanness toward Sallie (which
following Special Abilities: Fear, and if the Shift was likely all mixed together with grief about
Boss so chooses, Ethereal (as a limited action). her husband) got worse and worse, berating
her up one side and down the other.
h Albin Taylor The story goes that Sallie ran off into the
Albin is a mysterious undead ghoul who ferries woods. With nobody to take her anger out on,
people across any body of water in the Holler Lula kept going downhill and eventually got
in exchange for dead birds. on the varnish. She was overdosed and dead
Attributes: Agility d6, Smarts d6, Spirit d12, before anybody knew it.
Strength d12, Vigor d12 After Lula died, Sallie came back, a good bit
Skills: Athletics d6, Common Knowledge d10, different, to say the least. Travelers who’ve
Fighting d8, Folklore d10, Intimidation d10, survived an encounter with her in the Hogback
Notice d8, Persuasion d6, Occult d12, Shoot- Hills or Ghost Ridge describe it like this—they
ing d8, Stealth d8 hear a girl a-laughing off in the woods a piece.
Pace: 6; Parry: 6; Toughness: 10 Then she comes out on the road in broad
Hindrances: Obligation (Major—Feed dead daylight, her bright blonde hair shining
birds to demons) in the sun.
Edges: — Sallie slowly combs her hair with a fancy
Gear: Oar (Str+d6). comb, as silver and gold coins fall from her
Special Abilities: bright locks and land right there on the road.
• Ferryman: Albin Taylor can teleport himself When a traveler moves closer, she starts
to any location in the Holler where travelers combing faster, seemingly oblivious to them,
need to cross a body of water. and more coins shower down.
• Undead: +2 Toughness; +2 to recover from
Then something even more peculiar
being Shaken; Called Shots do no extra
happens. A toad falls out. And another
damage; doesn’t breathe; immune to
one. And another. And then a whole
disease and poison.
shower of toads! She’s just getting
started. Sallie combs faster and faster
h Little Sallie Toadstool and lord what doesn’t come out—
Sallie Comstock was a right pretty cockroaches, fire ants, rats, lizards,
little gal, everyone said it, but her spiders, and snakes! That vermin
mother, Lula Comstock, was as starts eating on her and swarming
overbearing as Sallie was pretty, after anybody within reach.
and especially so ever since her
Now, a person’s running by
husband Dolph got backed
then, and that’s all they see. Folks
over by a cotton truck
who’ve come back the next say
at the loading docks of
there’s no coins on the ground
Ashdown #1.
and no trace of Sallie, except for
Lula always prided that comb.
herself on her looks, but
Special Abilities:
after Dolph passed, she
• Goldilocks Swarm: As
got to looking sallow and
victims approach Sallie, she remains
threadbare. If she couldn’t be
stationary and never moves. She
a beauty, she could make little
combs her hair, silver and gold
Sallie into one, and maybe
coins falling onto the ground.
Eloise Bondurant would run
When anyone gets within
one of those beauty pageants
fifteen feet, the coins
for youngins again.
disappear and turn into
But it vexed Lula that a swarm of vermin. Two
Sallie was a tomboy additional small swarms

247
Holler: An Appalachian Apocalypse

emerge from her hair each round until Sally free action at the beginning of her turn or
herself is devoured by them 2d4 rounds become Distracted and Vulnerable.
after the first emerges. Use Small Blast • Ethereal: Misties are immune to all but
Template swarms from Savage Worlds. magical damage.
• Fear: Witnessing Sallie being devoured • Fear −2: Misties are terrifying creatures.
prompts a Fear check. • Low Light Vision: Misties ignore penalties
• Invulnerable: Sallie is invulnerable to for Dim and Dark Illumination.
attacks.
• Weakness: Her own vermin swarms. h Revenant
From time to time, a dead person returns
Misty with a bit more spring in their step than the
Unlike sadsacks and revenants, misties don’t garden variety sadsack, hell bent on righting
bother bringing their bodies along for their a wrong. Depending upon the disposition
return trips, just a swirling approximation of of the departed’s remains—as well as other
their former selves (“a tornado of tears,” some details such as cycles of the moon, recent
call it), slipping into and out of proper shape. precipitation, and other vagaries about which
Lacking any reliance on mortal locomotion, no two old-timers can fully agree—some folks
misties blow about with changing winds and have been known to come back with more vim
seasons, sometimes actively seeking the balm and vigor than they’d possessed in life.
of companionship, and sometimes rambling Unruly revenants have even been known to
about the shadows and fog, moaning as if to put a dent in the Big Boys’ operations from time
remind themselves they haven’t acquired to time. When Handy Janson, a fine gouger
sweet oblivion quite yet. from Burlton, mysteriously disappeared after
What’s worse, their disembodied state grants losing a match that cost some company guards
misties a tendency to puddle, separate, and a wad of scrip, the village passed a full fortnight
finally blend, so after enough months and in dread after he returned and took ownership
years, a tenacious misty may be comprised of one of the Bondurant’s dogleg mines.
of any number of departed lie-abouts—lost He sent a dozen guards out feet first before
children, drunkards or preacher men, other some Kramer-Holt agents arrived to send him
spirits. Their caterwauling is apt to bespeak a back to his grave. Estelle Rood’s followers have
confusing host of motivations. a saying about revenants: “Revenants come
In Corncob Gap, folks speak of a misty back just like they were before, only double,”
comprised of victims of a bloody feud that rails and it’s the rare man, woman or child who
ceaselessly against itself while wandering the comes back friendly.
Rustic Road, whereas the people of Marrow Attributes: Agility d6, Smarts d6, Spirit d8,
swear to midnight encounters with Baby Willie, Strength d10, Vigor d10
a mist comprised of several children and a Skills: Athletics d6, Fighting d10, Notice d6,
crestfallen miner who wails like a parched Stealth d6
infant to express his desire for one last swig of Pace: 6; Parry: 7; Toughness: 9
Cherry Bounce. Hindrances: Vow (Major—Seek revenge on
Attributes: Agility d6, Smarts d6, Spirit d10, those responsible for their death), Vengeful
Strength d6, Vigor d6 (Major)
Skills: Athletics d8, Common Knowledge d8, Edges: Berserk
Fighting d6, Folklore d8, Intimidation d8, Special Abilities:
Notice d8, Occult d8, Stealth d10, Taunt d8 • Bite/Claws: Str+d4.
Pace: 8; Parry: 5; Toughness: 5 • Fearless: Immune to Fear and Intimidation.
Gear: Thrown objects (Str+d4) • Fear: Revenants are scary sorts.
Special Abilities: • Undead: +2 Toughness; +2 to recover from
• Babble: Multiple souls that have converged being Shaken; Called Shots do no extra
within the same misty often argue with damage; doesn’t breathe; immune to disease
each other. This raucous, unearthly babble and poison.
is quite disorienting. Anyone within 6” • Weakness (Head): Called Shots to a
of a misty must make a Spirit roll as a revenant’s head do the usual +4 damage.

248
Bestiary

h Rumble Ghost Sadsack


Holler folks have noted loud, obstreperous Life in the mills and mines can be as hard
hauntings for ages, with some haints seeming and sorrowful as it is short. One wonders,
to inhabit the bones of a house or machine, therefore, what disappointments meet them in
leading many to speculate the land was “better the next world to account for the large number
suited to growing ghosts than potatoes.” These of dead who, only days or weeks after moving
violent entities were given nicknames like on to their just rewards, come shuffling back
“Jump-up Joeys” and “Rumble Ghosts,” but it up the narrow alleyways of towns like Ashdown
was the Lowells, with their fancy vocabulary, and Saxon, mightily resembling their former
who provided another moniker that halfway selves, though bedizened with the trappings
stuck: “poltergeist.” of flesh-rot.
“Poltergeist” refers to any haint who forgoes Such “sadsacks” are known to revisit their
the traditional psychological means of favorite haunts and seek the company of
contacting the living (such as whispering in the their loved ones, though they are in no mood
dark, conjuration of visions, and all the other to abide the revulsion with which they are
techniques old timers refer to as “the lowdown inevitably met. The followers of Lester Poulson
creeps”) and instead raises pure hell. refer to these unfortunates as “dead eyes” and
Smashed mirrors. Whirlwinds of cutlery. “dread walkers,” while Estelle Rood’s devotees
Doors smashed clean off their jambs. These are prefer the more poetic “Sons of Woe,” but most
the rough-and-toughs of the astral plane. One simply call these undead sadsacks.
rumble ghost who haunted a slaughterhouse A solitary sadsack constitutes little danger but
in Firpo was ultimately dubbed “Meathook beware the packs that roam the woods after
Monty” for its wicked use of the tools at hand. industrial accidents, or those that rise out of
Attributes: Agility d12, Smarts d8, Spirit d10, creeks and ditches after a particularly bloody
Strength d10, Vigor d10 spate of highway robberies.
Skills: Athletics d12, Fighting d10, Intimida- Attributes: Agility d4, Smarts d4, Spirit d4,
tion d12, Notice d8, Stealth d12, Taunt d10 Strength d6, Vigor d4
Pace: 8; Parry: 7; Toughness: 7 Skills: Athletics d4, Fighting d4, Notice d6,
Hindrances: — Stealth d6
Edges: — Pace: 4; Parry: 4; Toughness: 6
Gear: Large thrown objects (Str+d6). Hindrances: Slow (Major), Obligation (Major—
Special Abilities: Haunt the area of their death or former
• Ethereal: Ghosts are immune to all but home)
magical damage. Edges: —
• Fear (−2): A rumble ghost requires those Gear: Sadsacks occasionally pick up a knife or
encountering it to make a Fear check. other pointy bit.
• Haywire: Rumble ghosts can possess Special Abilities:
machines or other material objects, causing • Bite/Claws: Str.
them to go haywire and attack nearby • Fearless: Sadsacks aren’t affected by Fear or
victims. Damage and any special effects Intimidation.
depend on the machine. For example, a • Undead: +2 Toughness; +2 to recover from
spinning Machine might cause Str+d10, and being Shaken; Called Shots do no extra
a Shaken or Wounded victim must make damage; doesn’t breathe; immune to disease
a successful Agility roll or lose a finger. A and poison.
coal car might ram into a victim for Str+d6 • Weakness (Head): Called Shots to a sadsack’s
damage and knocks them back a d6”. A head do +4 damage as usual.
thrown tool, radio, or rock causes Str+d4
damage. h Screamer
• Shock: Rumble ghosts can enter into the Some of the first miners to take up residence
circuitry or gears of any electrical machine in the Holler brought tales from the Old
and emit a shock to those who contact it. Country of ethereal spirits they referred to
Victims must make a successful Vigor roll or as “women of the fairy mound,” or banshees.
suffer 2d4+1 damage and become Stunned.

249
Holler: An Appalachian Apocalypse

These wretched spirits were associated with Success Stuns a victim, and causes 2d6
the barrows that dotted the rambling hills damage with a raise.
of their homeland, either being drawn from • Undead: +2 Toughness; +2 to recover from
afar to these ancient burial sites, or perhaps being Shaken; Called Shots do no extra
emanating from within them. damage; doesn’t breathe; immune to disease
Whatever the case, the call of the banshee and poison.
across the hills was a grim omen indeed,
portending the death of a loved one—or Rawhead and Bloody Bones
even one’s own demise. Screamers were, for Jed Bones and Thomas Head were workers
the most part, considered more a portent killed in an explosion in the Badin Mountain
of danger than an actual danger in and of Tunnel (see Tommy Rawhead and Bloody
themselves. Bones on page 162).
Folks learned the screamers of the Holler They always travel together.
were of a different stripe entirely. Rotting
haints so bereft at losing their connection h Bloody Bones
to life and love that they can do nothing Attributes: Agility d8, Smarts d6, Spirit d8,
but grieve, sometimes with a soft murmur, Strength d8, Vigor d8
sometimes with tears trailing like ghostly Skills: Athletics d8, Fighting d8, Intimi-
whispers behind them. dation d8, Notice d8, Performance d8,
When disturbed, that grief works itself into a Shooting d8
frenzy, and culminates with a blood-curdling Pace: Parry: 6; Toughness: 8
keening so intense and high-pitched that it Hindrances: Obligation (Haunt the Badin
feels like it’s ripping a body’s brain in two; or Mountain Tunnel and surrounding areas
so deep and low it pounds against a person’s of Sootstone/Corn Cob Gap), Vow (Protect
chest, concussive, unrelenting, until the Tommy Rawhead)
beating heart stops. Or sometimes it’s like Edges: Common Bond, Reliable
a howling wind that passes right through a Special Abilities:
person, stealing a bit of the soul as it goes. • Fear −2: Encountering Bloody Bones
requires a Fear check.
Attributes: Agility d10, Smarts d8,
• Undead: +2 Toughness; +2
Spirit d10, Strength d6, Vigor d12
to recover from being Shaken;
Skills: Athletics d10,
Called Shots do no extra
Fighting d8, Focus d12, Intim-
damage; doesn’t breathe;
idation d12, Notice d12,
immune to disease and
Stealth d12
poison.
Pace: 6; Parry: 6; Tough-
• Bony Stomp: Tommy
ness: 10
Rawhead sure likes Bloody
Hindrances: —
Bones’ dancing. During
Special Abilities:
combat, each time Bloody
• Blight Bite: Str+d6. The
Bones’ makes a successful
victim must make a Blight
Performance roll to dance a jig in
Corruption roll anytime
Tommy’s presence (see below),
he’s bitten by a screamer.
Tommy adds +1 to damage rolls
• Fear (−2): Screamers require
(cumulative to a maximum of +4).
those they encounter to make
• Best Buddies: As long as Tommy
a Fear check.
and Bloody Bones are both alive and
• Low Light Vision: Screamers
within 5” (10 yards) of one other, they
ignore penalties for Dim and
receive +1 to all Trait and damage rolls.
Dark Illumination.
• Skull Toss: Bloody Bones can throw his
• Keening Wail: A screamer
skull up to 12”, using Athletics. It causes 2d4
can emit a Keening Wail (use Focus
damage and anyone it hits must make a Fear
vs. Spirit), affecting victims within
check at −2 (even if they’ve already made a
a Large Blast Template placed
Fear check for seeing Bloody Bones).
anywhere within 12” (24 yards).

250
Bestiary

• Weakness: Bludgeoning weapons like clubs companion disappeared. Alas, this is the tale of
or hammers do +2 damage to Bloody Bones. the spirit sucker.
Be it the gauzy phantasm of a pretty lady
hTommy Rawhead or the sweet-strumming ghost of a winsome
Attributes: Agility d4, Smarts d6, Spirit d8, bluegrass picker, be wary of fellow travelers.
Strength d10, Vigor d10 Everyone has their fair portion of soul stuff. Be
Skills: Athletics d4, Fighting d10, Intimida- mindful to maintain yours.
tion d10, Notice d6 Attributes: Agility d8, Smarts d8, Spirit d10,
Pace: 6; Parry: 7; Toughness: 9 Strength d6, Vigor d10
Hindrances: Obligation (Major—Haunt the Skills: Athletics d8, Common Knowl-
Badin Mountain Tunnel and surround- edge d8, Fighting d8, Folklore d8,
ing areas of Sootstone/Corn Cob Gap), Notice d10, Occult d10, Perfor-
Vow (Major—Protect Bloody Bones) mance d10, Persuasion d12,
Edges: Common Bond, Mighty Blow Stealth d12, Taunt d10
Gear: Shovel (Str+d8). Pace: 6; Parry: 6; Tough-
Special Abilities: ness: 7
• Fear: Tommy Rawhead prompts Hindrances: Jealous
a Fear check when encountered. (Major), Driven (Major—
• Undead: +2 Toughness; +2 to Engage in carnal
recover from being Shaken; embraces with folks)
Called Shots do no extra damage; Edges: Very Attractive
doesn’t breathe; immune to Gear: Alluring clothing
disease and poison. Special Abilities:
• Best Buddies: As long as • E t h e r e a l : Spirit
Tommy and Bloody Bones suckers often take the
are both alive and within 5” form of a beautiful
(10 yards) of one other, they human but can become
receive +1 to all Trait and ethereal as a limited free
damage rolls. action. While ethereal,
• Weakness: Called Shots to the they can only be affected
head do +4 damage to Tommy by magical attacks and
Rawhead. damage.
• Sapping Seduction: If
h Spirit Sucker the target fails to resist a
Everyone has heard some version of the story: Persuasion Test by the spirit sucker,
a late-night sojourner on their way from hither he takes a level of Fatigue. If the spirit sucker
to thither comes across a damsel on a lonely beats his roll with a raise, the victim takes
road or a sprightly young fellow with nice two levels of Fatigue. If Fatigue from an
teeth looking for his horse. An agreement is encounter with a spirit sucker Incapacitates
struck, and the two continue together through the victim, he falls unconscious. The victim
the night. must be the recipient of a successful healing
The details shift from telling to telling: (the power, not the skill) roll to rid himself
sometimes they happen across a cabin, even of this Fatigue.
a barn, and sometimes they barely leave the
road, but one way or another the pair falls into Trinket Spirit
a romance of one shade or another. Sometimes The Good Book includes many warnings about
there’s love at first canoodling, and sometimes the dangers of attachment to earthly treasures,
it’s just the messy bit. but the fate of the trinket spirit might serve as
Whatever the case, the sojourner passes the the greatest cautionary tale of them all. While
night in ecstasy and sleeps through to the dawn, most haints are limited in range to certain
only to awake the next morning with his hair buildings or areas, the trinket spirit is bound
turned shock white, his skin leathery, and the to specific objects that bare some significance

251
Holler: An Appalachian Apocalypse

to the bound spirit, a ring, a brooch, a mirror, Still, a few of these robotic folks wander in
even a gun. requisition yards or are stored in utility closets
Even in their confinement, they can cause in textile mill basements.
great mischief and ill luck. In some cases, Attributes: Agility d6, Smarts d4 (A), Spirit d4,
spirits find themselves thusly confined because Strength d6, Vigor d8
of some wrongdoing, while other spirits seem Skills: Athletics d6, Fighting d6, Notice d4,
captured because of pride, vanity, or simple Shooting d4, Stealth d4
stubborn greed that somehow outlasts even Pace: 6; Parry: 5; Toughness: 10 (4)
death. Though trinket spirits are something Edges: —
of a rarity, they tend to make their presence Special Abilities:
known, rather dramatically and unpleasantly, • Armor +4: Ashdown automatons are made
whenever the trinkets they inhabit come into of a solid form of necrotylene.
the possession of a new owner. • Construct: +2 to recover from being Shaken;
Attributes: Agility d12, Smarts d12, Spirit d12, ignore 1 point of Wound penalties; immune
Strength d4, Vigor d12 to disease and poison.
Skills: Athletics d12, Stealth d12, Thievery d12 • Malfunction: On a Critical Failure, sparks
Pace: 6; Parry: 2; Toughness: 8 fly from the automaton. It shudders, clunks,
Hindrances: — and ceases operation immediately.
Edges: — • Metal Fists: Str+d4.
Special Abilities:
• Haunt: Trinket spirits inhabit a material h Ashdown Driller
object and ruin its purpose. If one inhabits This two-wheeled horizontal drilling machine
a piece of armor, the armor’s bonus is sports a plexiglass cockpit for its operator,
negated. If it inhabits a weapon, attack and along with a gleaming cone-shape drill the
damage rolls are made at −2. If the spirit size of a man that’s rigged with blasting caps. It
inhabits a magical talisman, its power is whirs with deadly intent.
negated. Ashdown produced these drillers at Theron
• Weakness (Exorcism): A successful detect Galloway’s request, but they never achieved
arcana roll detects the presence of a trinket full functionality, as the blasting caps often
spirit, but cleansing the object requires an didn’t fire and the vibration of the drill itself
exorcism (see page 45). (along with the small explosions it created as it
drilled into a mountainside) often battered the
operator into an unconscious state.
Machines O' Death Then there were the landslides it caused.
And a few of them exploded. And a handful
Big Boy industry runs on wild electricity,
powered to life without operators and started
churning turbines, the crunch of gears, and
drilling into random structures or nearby
the firing of pistons. Spurred by Barton
humans. As Ashdown likes to say, “Fail. Fail
Umberkirk’s drive for world domination and
again. Fail deadlier.”
Samuel Ashdown’s eccentric experiments,
sometimes their equipment gets a little out of A few of these relics can be found at
hand, and a run-of-the-mill requisition yard abandoned mining sites.
becomes a labyrinth of horror. Attributes: Agility d4, Smarts d4 (A), Spirit d4,
Strength d12, Vigor d12
Ashdown Automaton Skills: Athletics d4, Fighting d12, Notice d4
Samuel Ashdown created this man-like Pace: 8; Parry: 8; Toughness: 14 (4)
machine in hopes of replacing workers, but Edges: —
their production costs are so exorbitant Special Abilities:
and they malfunction so frequently that • Armor +4: The drillers are made of a solid
worker ghouls became the far more feasible form of necrotylene.
and affordable option for the Worker • Construct: +2 to recover from being Shaken;
Replacement Program. ignore 1 point of Wound penalties; immune
to disease and poison.

252
Bestiary

• Driller: Str+d6. This machine consists of a section of


• Malfunction: On a Critical Failure, sparks witchwood tree, eight feet tall, eight feet
fly from the driller. It shudders, clunks, andin diameter, transported on a large, metal
ceases operation immediately. bed equipped with four enormous and
• Size 2: The Ashdown Driller is an imposing exceptionally durable tires. It’s equipped with
piece of machinery. four-metal branches that poke out several feet
from the tree in all directions— at the end of
Ashdown Picker each branch is a large, whirling blade.
Pickers were first used to harvest crops in Attributes: Agility d4, Smarts d4 (A), Spirit d10,
Broadus and later to pluck bobbins from Strength d12, Vigor d12
spinning machines in Ashdown’s mills. Skills: Athletics d4, Fighting d10, Notice d4
Possessed of a dozen cables fitted with metal Pace: 2; Parry: 7; Toughness: 14 (4)
claws, the pickers’ tentacles fly crazily about, Special Abilities:
striking at anything within reach. Like other • Armor +4: The machine ise made of a solid
Ashdown machines, they initially were form of necrotylene.
operated by humans, but some of them appear • Construct: +2 to recover from being Shaken;
to possess a kind of mechanical intelligence ignore 1 point of Wound penalties; immune
and operate according to their own laws. to disease and poison.
Attributes: Agility d8, Smarts d4 (A), Spirit d4, • Malfunction: On a Critical Failure, sparks
Strength d6, Vigor d8 fly from the Rustic Bladed Machine. It
Skills: Athletics d8, Fighting d8, Notice d8 shudders, clunks, and ceases operation
Pace: 12; Parry: 6; Toughness: 10 (4) immediately.
Edges: — • Size 2: The rustic bladed machine is a 1500
Special Abilities: lbs piece of equipment.
• Armor +4: The pickers are made of a solid • Whirling Blades: Anyone who comes within
form of necrotylene. 2” (4 yards) of the machine must Evade or
• Construct: +2 to recover from being Shaken; take Str+d10, AP 4 damage.
ignore 1 point of Wound penalties; immune
to disease and poison.
• Malfunction: On a Critical Failure,
sparks fly from the Driller. It shudders
and clunks, ceases operation
immediately.
• Picking Claws: Str+d6, two attacks per
round at no Multi-Action penalty.

Ashdown Rustic
Bladed Machine
This monstrosity has no remotely safe
industrial purpose but was erected by
Samuel Ashdown as a gift to Royster
Whitaker when Royster first joined the
Shapers. Ashdown’s attempt to recruit
Whitaker as a worshipful minion failed,
though Whitaker was impressed with the
girth of the tree, the speed of the blades,
and the unusual marriage of nature and
technology. The bladed machine once sat
near Whitaker’s cabin in the Great Craggies
but powered up and whirred off into
the woods one day, chopping as it
went. It’s probably somewhere in the
Stygians by now.

253
Holler: An Appalachian Apocalypse

Index

254
Bestiary

255
Holler: An Appalachian Apocalypse

256

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