Professional Documents
Culture Documents
Written By: L. Alexandra, April Allsop, Kelsey The Savage Age Volumes 1, 2, and 3
Lucas, Andreas Michaelides, Kyde Miyamoto, Tribebook: Khara
Luis Montero, Max Peeples, Christopher Grant Tribebook: Naghaluu
Rose, Andrew Howell, D.W. Scales, and Tribebook: Celican
Brandon Steward Tribebook: Wlewa
The Broken-Brother
Edited by: Brandon Steward and Chris Gunning
Players Guide to the Changing Breeds
Developed By: Brandon Steward and Chris
W20 Changing Breeds
Gunning
Axis Mundi
Art by: Paul Way and HODAG
Developer’s Introduction:
This one is for everyone that has a hard time getting into the world of the Savage Age!
Inside are 18 stories that puts the Savage Age into context. Better yet, for each story there is an
accompanying writeup of a Fetish or Taeln that is connected to the story – ensuring you not only read the
prose, but you have a chance to operationalize the stories in your own chronicles.
This book is a labor of love and would not have been possible a few short years ago. The Savage Age is
at a point in its lifecycle where writers (and fans) now help drive the setting. This book is a tangible
product of those inputs. So, no flowery language or hyperbole… just a heartfelt thank you.
ŋ
A Missing Piece
By Kyde Miyamoto and Kelsey Lucas
The Tale And Teeth of Laughs-Without-
Reason
By: Brandon Steward
The Flying Stick
By Max Peeples
The Cry of a Grondr Mother
By Luis Montero
They Lie In Memory
By: D.W. Scales
The Wisdom of Grandfather Fire
II. When to Run
By L. Alexandra
A Glimmering Hope
By Edward Brewer
A Thread of Red
By: Andreas Michaelides
ḱ
1
“Teacher”, in the High Tongue.
ḱ
ḱ
Ancestors Lost
By April Allsop
Autumn’s beauty was clear,
Life ebbed to a primal beat,
An auspicious day drew near.
Gurahl across Gaia did appear,
Called to their seasonal fete,
In the dying days of the year.
Bear’s children reunited,
As they would be each year,
And joyfully merry they met.
A great stage was set,
For a festival of cheer,
All who arrived were delighted.
Ceremonies began with the young,
Honouring the bears of tomorrow,
Introducing the cubs to their Duty.
Embraced by the surrounding beauty,
Brazen they stood as stars of the show,
While each of their names was sung.
The Breed’s most renowned,
Marched out from their Tribes,
To settle amongst distant kin.
Bringing grand tales to spin,
Words long forgotten by scribes,
Spoken to snare and astound.
Dire warnings flooded in,
From messengers across the clearing,
Telling of dangers all around.
Bodies lying still on the ground,
An end to innocence was nearing,
And death befell those legendary kin.
Wolves were slaying without care,
Marauding through the land,
Revelling in their great hunt.
Their presence was an affront,
Forcing Gurahl to make a stand,
For the honour of every bear.
Blood will flow,
Kin will fall,
She will cry.
Fera will die,
Mangi will wrawl,
All will know.
Never forget this story,
Always remember that time,
Tell of the ancestors’ betrayal.
They are waiting beyond the veil,
Those slain by their cousins’ crime,
So together we call their names in glory.
Wrath of the Volcano
By Luis Montero
An Ajah & Abah Lexicon
By Christopher Grant Rose
ŋ
Augury of Sakut
By Christopher Grant Rose
Shadows on Leathern Wings
By Mex Peebles
How Fox Came Last
By Christopher Gunning
A Bilai’s Story
By Andrew Howell
The Wisdom of Grandfather Fire
III. When To Wait
By: L. Alexandra
Fostern
The Savage Age was a time where life was short and brutal, particularly for those humans and
Neanderthals who found themselves at the mercy of enemy Fera. For those poor souls, any
possible advantage could mean the difference between life or death. Though often attributed to
the Apis or the Corax as a means of protecting their homid charges, the true origins of this
particular life-saving fetish remain unknown.
Consisting of little more than a small, animal-skin pouch filled with the remaining embers from a
fire, this tiny fetish has perhaps saved more kinfolk than any dozen of its more legendary
cousins, as it alerts the user to whatever encroaching danger that might lurk just out of sight.
So long as they are fed a single twig and a single breath from their user each day, the embers
will continue to burn indefinitely, though their heat will never be felt through the pouch until a
threat draws close. At such a time, the embers will flare to life, creating a noticeable,
uncomfortable heat until the danger has passed.
When activated, the embers will begin to glow softly, though with no discernable warmth. This
will continue indefinitely so long as the user breathes into the bag and offers it a twig every 24
hours. So long as the fetish remains active, however, the user will be immediately alerted to any
hostile creatures within 500 feet as the heat within the pouch suddenly increases. The fetish
offers no specifics as to the nature of the threat, but it will continue to burn hot until the threat is
out of range.
Culling the Excess (ritual)
Level Five Rite
From: Bunaj’s Oblation
Through the use of knowledge provided to the clan from the destroyer Wyrm and Gaia’s
blessing, the Ajah clan can close Wyld Thresholds, Wyrm Blights or even calcifications of the
Weaver across a wide swathe of land. Unfortunately, this often forces a mass irrevocable
climate change.
System: The rite leader must be Ajah, and each participant must consume a portion of
the bijiw mushroom and spend one point of Permanent Gnosis. Each participant
increases the distance of purity by 1 square mile. Once the gnosis is spent the Rite
Leader conducts a gnosis roll with each success exponentially increasing the length of
the time the purity will last. A botch exponentially increases the existing thresholds,
blights, and weaver webs in the area.
Just as the legend of Snow-Prowler has been claimed by multiple tribes and often varies by the
source, so too does the fetish that bears their namesake. Designed to bond two or more Fera
together, this fetish can take the form of cords of woven plant fibers worn around the necks,
knots of hair made from each of the participants, or even small earthen figurines shaped in the
group's likeness.
Regardless of the form, the Prowler's Bond allows the pack to share their senses with one
another and communicate through thought so long as they are in possession of the attuned
object. Though useful for strengthening bonds and conveying information, this fetish is not
without its risks. Should any Fera succumb to their Rage, all those attuned to the fetish risk the
same as they are overwhelmed by their packmate's emotions.
This fetish can range from a pair of items up to six, with each additional dot allowing another
Fera to share in the bond. All members must make successful attunement rolls of Gnosis 7.
When activated, each Fera may communicate telepathically and choose to share their senses
with any of the others, allowing them to see, hear, taste, smell, and feel what their packmates
experience at a range of up to 500 feet. Should a participant Frenzy, all other members of the
pack must make a successful Willpower check at a difficulty equal to the highest permanent
Rage in the group or enter into Frenzy as well.
Tooth Mark (Fetish)
Level 1 (technically)
Gnosis 0
From: The Tale and Teeth of Laughs Without Reason
This large tooth is purportedly from the maw of the legendary Laughs-Without-Reason, an
apocryphal Fera of uncertain origin claimed by multiple tribes throughout the generations. It was
said that he rewarded those who were brave enough to venture into his den by gifting them with
one of his teeth and blessing it with his uproarious laughter. The so-called Tooth-Marked who
carried these tokens claimed all manner of powers as a result, ranging from flight to
invulnerability.
In truth, whether genuinely pulled from the skull of Laughs-Without-Reason or not, these teeth
do nothing and have no magickal powers. The Teeth-Marked who hold them believe they do,
however, often resulting in short lives with dramatic endings.
As this is not a true fetish, it requires no Gnosis or attunement roll. Once per day at the
Storyteller's discretion, any true believer who possesses a Tooth Mark may add the number of
successes on a Willpower roll (difficulty 8) to the dice pool of any sufficiently dangerous,
foolhardy, or daredevilish task. However, failing the task after invoking the "power" of this faux-
talisman results in an automatic botch, often with results that are disastrous to the user's health.
Variants of what would come to be known as the boomerang date back thousands of years as
both a hunting tool and one of humanity's earliest flirtations with aerodynamics. Appearing
across continents, many Fera regarded it one of heralds of the Weaver's growing interest in
humankind. Indeed, it proved to be a valuable tool for human survival, and survival is often the
greatest catalyst for innovation. The Flying Jaw, as it would come to be known, however,
represented a different motivation entirely: spite.
The boomerang's emergence frightened several of the Fera, first with the misguided belief that
their human kin had somehow created fetishes of their own, and then with the realization that
they hadn't needed to. For many tribes, the answer was one of bloody violence and
suppression, but for others, fear was secondary to pride. If the humans could do it, clearly
Gaia's chosen could do it better.
So emerged the Flying Jaw. Just as often made from bone as shaped wood, the design was a
crude, savage mimicry of its human inspiration but often devoid of any of its engineering
principles. Sometimes blunt, other times lined with teeth, claws, or sharpened rocks, the
weapon would be infused with the spirit of a homing pigeon, which allowed it to be wielded by
even the untrained in what the Kucha-Ekundu called "clear proof of superiority."
When activated, the fetish will always return to its point of origin at the end of the user's turn, so
long as a clear path exists.
System: Difficulty: 6
Damage: Str+2L (3 dot) Str+2A (5 dot)
Concealable: N
Also known as the Crying Mother, this fetish, traditionally made from the rune-emblazoned skull
of a predatory animal, literally holds within it the pain and anguish of its maker, which it channels
as a powerful weapon.
During its creation, the creator must focus on the most painful losses of their life and scream
them into the holes of the skull. Though named for those who have lost a child, any sufficiently
painful loss may power the fetish. While relatively simple to create, only those with a firm hold
on their Rage are advised to attempt it. The risks of tapping into one's deepest pain are high for
even the strongest of Gaia's children, and more than one Fera has succumbed to Frenzy in the
process.
When activated, this fetish unleashes an ear-splitting cry that affects all creatures within 100
feet. Though the user is immune, all others in range must make a successful Stamina check at
difficulty 9 or receive 1 aggravated damage and the Deaf flaw as their eardrums rupture,
causing any auditory perception checks to be made at a +3 difficulty. This condition persists
until the damage is healed.
The Mokolè regard themselves as Gaia's memory, and the keepers of that which has gone
before. Through their gift of ancestral memory, Mnesis, they are able to see through the eyes of
their ancestors and witness deeds from long bygone eras.
Though this is an innate ability for those so blessed, the werelizards, much like their human
kinfolk, have long experimented with various substances which help to strengthen their trances
and further their altered states. Originally created as a means to assist young Mokolé with their
First Change, the Pouch of Remembrance is an example of one such tool.
By tearing open the pouch and inhaling the fumes put off by the concoction – the contents of
which are generally known only to a select few – the Mokolè claim to experience increased
clarity during their dream journeys, often traveling back further along the ancestral memory than
ever before. Many elders caution against such use however, as the Memory is fraught with its
own dangers, and those who travel too far unprepared may never find their way home.
When activated, the Pouch of Remembrance grants the Mokolé or Nagah 2 temporary dots of
Mnesis for a scene. Should another Fera attempt to use this talen, they gain no Mnesis but must
succeed at a difficulty 7 Stamina check or fall into a deep (and often hallucination-filled)
slumber.
Though the Corax's role as messengers spared them from the worst atrocities of the War of
Rage, the task of delivering messages across Gaia was seldom without risk. Though both harsh
environments and their fellow Fera claimed the lives of countless among Gaia's messengers,
the duty of the wereravens was clear; the message must be delivered. It was with this principle
in mind that the Messenger's Mandate was born.
Consisting of a small, hollow reed infused with a wind spirit, Messenger's Mandate allows Corax
who are near death or otherwise incapacitated to pass their message on to another wereraven
for delivery.
Upon activation, the user speaks a one sentence message into the reed, which is then carried
by the wind to the nearest Corax, regardless of the distance or tribe of the speaker (though non-
Corax can use this fetish, the message will always be delivered to a wereraven). Wind spirits
are fast, but extremely fickle and often hard to understand, requiring a Wits+Empathy at
difficulty 7 in order for the recipient to fully comprehend what's being said.
Stone-of-Blood (talen)
Gnosis 3
From: A Thread of Red by Andreas Michaelides
Known in later eras as the sunstone or heliotrope, this small, black rock speckled in red is the
source of many differing myths among both human and Fera. For the Apis, it is a reminder of
heroic sacrifice – an idea which would pass into later cultures in no small part due to their past
influence.
When activated with a squeeze, this talen staunches any bleeding and removes any physical
pain or discomfort the user is experiencing for one scene. For the duration, the wielder is
granted one additional soak die, and all penalties due to wounds or injury are suspended. Once
used, the entire stone becomes red and inert, as the blood is free to flow once again.
The betrayal of the Gurahl by the burgeoning Garou Nation was not a single event, nor an
isolated one. Across Gaia, the fear and resentment of the werebears and their gift of
resurrection festered among the wolves and their allies, and there are few of their number who
can truthfully claim no responsibility in the shameful deeds that followed. The Garou would have
the world believe that they were the oppressed, or perhaps forget it altogether. But the bears
remember, and for many, each hibernation is an occasion to ruminate on a means of revenge.
One such example, The Brother's Betrayal, usually takes the form of a pint of the user's own
blood boiled slowly over a flame and then mixed with soot and clay into a paste which is applied
to the body in various patterns and arrangements. Most tribes paint themselves with symbols
honoring a fallen comrade, though the Saksom Aknami, members of the Garou Nation, often
pattern themselves after Mwangi, the spirit of death. In either case, the effect of the talen is a
simple and direct one: retribution. Blood for blood, and an eye for an eye, that their enemies
might never forget.
When activated, the Brother's Betrayal begins to writhe and dance across the user's body as
though it were alive. The next enemy to harm the wielder of this talen immediately receives the
same injury to themselves. All damage taken by the user after soak is immediately given to the
assailant as well, after which the blood paste loses its potency.
Said to originate at the site of a terrible volcanic eruption which forever changed the face of
Gaia, these small, dagger-sized shards of obsidian each contain a piece of the incalculable,
boiling Rage which perpetually builds within Volcano's children. And just as that fury is bound to
erupt, so too will the Rage of Gaia's children if exposed to the fragments of Uguc Casul for too
long.
Though many tribes have never encountered one, word of their ability to aggravate and foster
the Rage in anyone nearby has made them a popular accusation amongst the more politically
minded of Gaia's chosen — so much so that their origin is almost always attributed to whichever
tribe is the least popular at any given time or place.
Most Fera regard these fetishes as particularly dishonorable, as their primary function has been
to coerce rivals and enemies into a humiliating — and often deadly — public frenzy, but even
the threat of death upon discovery has done little to deter their use. More than once, however,
the wielder has seen their plan backfire when they, themselves, succumbed to the increased
Rage brought on by the shards' presence, leading to variations of the phrase, "Cut on their own
obsidian."
When activated, all Fera in the scene have the number of Rage successes needed to enter into
a berserk frenzy reduced by 1 per background point spent, to a minimum of 2.
This simple anklet is woven from grasses from the far reaches of Ajah territory and bound with
two spirits; a rat spirit and one of wind spirit. These fetishes are extremely rare and only given to
a chosen few of the hyenakin. When activated the Anklet allows the user to walk continuously
without need of food, sleep, or physical comfort. As long as the user does not stop, they could
theoretically walk forever.
With these cherished shells, Denisovans blessed with Sepi can memorialize the visions they
experience. While whispering into a shell and expending a point of temporary Gnosis, one
memory can be bound within the shell. When a recipient holds a “full” shell to their ear, the
memory passes into their mind.
Nightmare Effigy (talen)
Gnosis 8
From: Shadows on Leathern Wings by Max Peebles
Whether it was the folly of the Garou or the Urkama that truly allowed the Nightmare Gods to
solidify their foothold upon Gaia, there is no doubt as to the terror and misery they left in their
wake. Some among Gaia's children sought to control and even weaponize this terror, often with
disastrous results.
Stories differ as to whether the first Nightmare Effigies were created by Fera, humans, or the
dark gods themselves, but few disagree on the danger they pose. Usually taking the form of
small, vaguely humanoid figures made of plant fiber and infused with a foul essence from within
the deepest dark of the Umbra, these symbols of ill fortune have been said to cause horrific
night terrors, hallucinations, and fox frenzies within even the mightiest of Fera.
System: Any creature who sleeps within 100 feet of a Nightmare Effigy is beset by
terrible dreams tied to their deepest, darkest fears. Any such victims are unable to
achieve a peaceful night's rest and awaken restless and shaken with a +2 difficulty to all
rolls except Rage for a minimum of 24 hours until they receive a full night's rest. This
penalty may be suspended for a scene by spending a temporary Willpower. At
Storyteller's discretion, awakening from such traumatic nightmares may provoke a fox or
berserk frenzy from any afflicted Fera.
Should the activation roll be botched, the would-be assailant can expect a taste of their
own medicine as the talen's effects target them upon their next slumber.
This fetish is an immaculate and beautiful fox’s tail affixed to a carved wooden stick about the
length of a human adult forearm. The type of fox tail corresponds to they breed of fox endemic
to the region the stick is found. Some are black, some are grey, some are red, and some are
white.
When activated, the user’s mind drifts to possible futures, all of which involve the Kitsune. They
learn of the Kitsune’s powers. Through the Kitsune’s odd magics, their Gifts are then passed
backwards in time to the player character.
The Kitsune are not present in the Savage Age, but through this fetish the user can access one
Kitsune Gift of their choice. They may use that Kitsune Gift like a normal Gift for the duration of
the cycle of the moon. However, the user must tie a number of Gnosis points equal to the level
of the Gift to the Fetish. As long as the used has access to the Kitsune Gift they do not have
access to the “tied” Gnosis.
Thus, a player that selects a Level 2 Kitsune Gift for their character, must cross off two Gnosis
points from their character sheet. The player may choose to abandon the Kitsune Gift at any
time, and immediately gain back their Gnosis. If this happens, they must reactivate the Fetish to
gain access to the Kitsune Gift of their choice.
Sometimes, Fetishes are not physical things. Fenrir’s First Favor is a song the details the
deeds of Steadfast-Fury, one of the (if not the) first Garou to gain Fenrir’s grudging respect.
Steadfast-Fury was not quite a Get of Fenris, but modern Get would recognize Steadfast-Fury
as a kindred soul.
The song takes at least 20 minutes. Each version will be different, as the singer channels their
excitement, anger, and passions into their rendition of one of Steadfast-Fury’s
accomplishments. In most cases, the singer has no idea about the accomplishment until they
start singing – and then like a shaman in the middle of a spirit possession – the words and
images just come.
At the end of the song the singer spends a Gnosis point as a sacrifice of respect to Fenrir.
All Garou who listen to the full rendition of the song immediately gain 1 temporary Rage point.
Any Bilai who listen immediately gain 3 temporary Rage points. The Singer gains the Rage plus
a temporary point of Strength and Stamina. The Strength and Stamina bonus last until the next
sunrise.
There is only ever one Fenrir’s First Favor in existence at a time. The song-fetish is passed
from master to pupil and from generation to generation. When the song is passed, the master
forgets how to sing the song just as the pupil receives the song. From then on, the pupil holds
the song in their heart and may enact it whenever they want as long as there is enough time for
a full performance.
EDITOR'S AFTERWORD
Why an anthology?
In a medium rooted in world-building and folks telling stories with their friends, this collection
could be called a fairly logical progression, if you squint a little. Savage Age, by design, presents
a fairly unique opportunity to tell a multitude of tales across genres in a time period not often
explored, so assembling a compendium of honest-to-Gaia examples of just that makes a certain
amount of sense.
That's one half of the answer. But no amount of me waxing on will do that point any better
justice than the words of the assembled authors themselves (And what words they are!), so I'd
like to talk about the other half.
Two years ago, I received my first opportunity at paid publication courtesy of author Joe Nassise
and his Darkened Streets anthology on the Storyteller's Vault. I remember the precise moment
when I finished the final draft, and I recall, quite vividly, the exact scene the minute the book
went live.
I mention all this because those two moments with my humble little contribution were the first
times that I ever thought to myself, "Huh. Maybe I *can* do this whole writing thing." After all, I
had done some writing, hadn't I? There it was real, finished and in print (so to speak),
inexplicably surrounded by all sorts of great talent that almost certainly knew what *they* were
doing. Maybe I could figure out what *I* was doing, too? Maybe Pinocchio could be a real boy?
There's no magical cure for imposter syndrome (though if you have one, I welcome your e-
mails), but it was the confidence boost that I needed to stay the course, and one for which I'll
always be grateful. Without that first opportunity, I wouldn't have landed here at Weaponized
Ink. I wouldn't have met all these fine folks, and the doors that they've opened for me would
have likely remained closed. The irons currently in the fire would be cold, there would be no
Broken-Brother, no Nightmare Gods, and the amount of short fiction in the world exploring just
how many ways one can riff on "This story is true..." would likely be a lot smaller, for good or ill.
But beyond that, I would never have been granted this platform to tell these stories, which leads
me here.
The other half of the answer to "Why an anthology?" or, more specifically, "Why did you ask to
do an anthology?" is to pay it forward. Tales of the Savage Age represented not only an
opportunity for members of our team to finally frolic in our little sandbox they'd helped build and
for other established creators to ply their unique voices to our setting, but also to, in some small
way, try and use this platform to do for other folks what was done for me.
Many of our contributors' names you're seeing for the first time, either as their first foray into the
World of Darkness, tabletop, or published writing as a whole. And if this humble project's
release causes even one of them to go, "You know, I could keep doing this," then I'll consider it
a resounding success. If this is the beginning, then prehistory seems like a good place to start.
So why an anthology? Because L., Grant, Kyde, Kelsey, Max, Luis, D.W., Edward, Andreas,
and April have a story to tell.
- Brandon