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Now it is the sea that calls you and, with it, all the mysteries and treasures it hides. This time your inglorious
end will not make you rise from the earth, but rather rise to the surface in the Sea of Mora - that is, that endless
expanse of salt water inhabited by abyssal monsters, crews of pirates and exotic tribes that washes the coasts of
the Five Lands.
You will travel between the sea of the living and the sea of the dead, you will fight against the Livingjoy fleet
and the submarine towers of the Necrolovers, you will board ships to pilfer their treasures and you will venture
into remote islands where the forces of whodo reign.
Sea of Bones has everything you need to set your post-mortem adventures in the Age of Undead Buccaneers,
where the glamorous life of a pirate meets the even more glamorous life of the deceased! In addition to the setting
you will find a new Funerary Equipment, the rules for maneuvering ships, 4 new Types of Dead, crew roles, a
dedicated bestiary and Gravesure Island,
Island, an adventure in which you’ll face the waters of the Sea of Mora and
those of the Orchard to conquer a precious, and equally dangerous, treasure!
The sea awaits you. Are you ready or would you rather turn around in your grave a little longer before rising up?
1
“T he sea has no country either, and it belongs to all those who listen to it,
here and there where the sun is born and dies.”
- Giovanni Verga
IN MEMORy of…
Author: Simone "Aces" Morini
Editing: Laura Cardinale
Translation: Ginevra Pavone
Proofreading & Sensitivity Reading: Marta Palvarini
Graphics: Giulia Bernardini, Vincenzo Pratticò
Cover: Vincenzo Pratticò
Artwork: Edoardo Campagnolo, Fabio Porfidia, Vincenzo Pratticò, Giulio Primo,
Jacopo Schiavo, Lodovico Sartirana
Playtester Crew: Alessandro Marcheggiani, Alessandro Rocchi,
Alessandro Venti, Francesca Viganò
AUTHOR’S NOTE
I’ve always loved the sea. Whenever I went to the beach as a kid (okay, even now sometimes) I pretended to be
a pirate who landed on a mysterious island. Beyond the beach, far beyond the ice cream stands, caves full of traps
and mysterious treasures awaited me. Behind me, however, a few hundred meters from the coast, my anchored
ship patiently awaited my return aboard, laden with loot. And ice cream from the kiosk. Later, it was my uncle
who fueled this love by taking me with him on a boat beyond the coasts of Tuscany and up to Corsica and Elba
Island. There, in the middle of the sea, I lost myself in reveries about wrecks sunk in the depths and the legends
they concealed in silence. And even though I haven’t been able to make a life as a buccaneer, I felt the need to pay
homage to this love in some way.
But it’s not the first time I’ve done this: in 2015 I wrote Slaves to the Tides, an expansion for Nameless Land
entirely set in a post-nuclear Pacific Ocean. I had a lot of fun, but not as much as writing Sea of Bones. In general,
writing Unglorious always amuses me a lot, but in this case even more. Anyone of us who has ever imagined a
life at sea, or has even just seen a movie or played a video game with such a setting, knows how closely the waves
and death are linked: curses, wrecks inhabited by the skeletons of buccaneers, legends of vengeful spirits that sail
the waters, not to mention series of movies such as Pirates of the Caribbean or the legend of Davy Jones (later
adapted for the aforementioned movies). There is no denying it: men of the sea are superstitious, they were then
and still are, and where there is superstition there is death. And where there is death, there is Unglorious. And well,
the marriage between the two was therefore a must.
I hope that these pages will effectively drag you beyond the lugubrious legends that are told onboard ships, to
show you that, after all, even after having reached the bottom, a sailor can always… go back up!
As always, I dedicate this book to you, but above all to my uncle Luciano. I hope that right now you’re carrying
your smile across the waves of other seas unknown to us. I am convinced that these pages would have made you
laugh a lot. Or at least, I hope so.
I love you.
- Simone
Published by Aces Games and printed at Standart Impressa - 2023
All contents in this book are protected by Copyright laws © Aces Games 2023
Distributed by
D Epitaph
1 - THE SEA OF MORA...........................5 Corally ........................................................64
Waves of Bones ..........................................6 Squashbuckler ......................................... 66
Mainland and Roughwaters ................11 Tanky ......................................................... 68
Adventures in the Sea of Mora ...........13 Whodeath .................................................. 70
The Four Seas............................................17
6 - DEEDS IN THE SEA OF MORA .... 72
2 - THE HAR...BONES .........................24 Raising the Anchor... Again ................ 73
The Birth of Har...Bones! .................... 25 ABC of Navigation ................................ 77
Tourist Ferry ............................................ 26
7 - BETWEEN SABERS AND TENTACLES ...84
Structure of the Harbones .................. 28
Fighting Against on the Sea ............... 85
Seas of the Orchard ................................31
Grab-Crab ................................................. 88
Noble Tibias and Ignoble Skulls ......34
Lost ............................................................ 89
3 - THE LAWS OF THE SEA ............. 38 Nautical Golem .......................................91
The Deceased of Sea of Bones .......... 39 Sand Shark ................................................ 92
Sea Dog (Mora) ...................................... 93
4 - IN THE DEAD MAN'S CHEST ....44
Sea Monster .............................................94
Buccaneering Equipment ...................45
Teasures and Tremors .........................49 8 - GRAVESURE ISLAND ................... 96
Harbor Market ........................................54 Steady... More or Less .......................... 97
To the Drinking Station ...................... 98
5 - WATERED DOWN FATE ............. 60
Up is Down... .........................................100
The Crew ...................................................61
... And Up is Down .............................. 103
Oh, look who it is! Fresh bones directly from the Sea of Mora! Come, I’ll help you
dock. Throw me the line. No, that’s a bucket. And that’s the corpse of a seagull. Drop it,
please, it doesn’t look too happy to be held by its paws. The line, I said. THE ROPE!
Here, now tie it tight. Or not, this little boat will still go adrift anyway. I welcome
you to the Orchard, sailor! My name is Popop. Captain Popop.
I’m a pirate, always have been, from the time I was born and until I died. And
then I continued to be. I am your designated guide (which doesn’t automatically make
me the most qualified one) to take you through the wonders, both living and dead, of
the Age of Undead Buccaneers!
Can you feel the brackishness on your skin? See that bewitching horizon, black as
the inside of a nun’s skirt? Isn’t that wonderful?
Oh yeah, I forgot to tell you the most important thing - you’re dead. That’s
right, you’re dead as a rock. You’re a beach scarecrow, a beach umbrella pole. Small as
it is, your face would look better on a ship’s flag than on the deck. Am I being clear?
How did it happen? What do I know - maybe you took a cannonball to the face,
slipped off the quarterdeck or strangled yourself while tying a knot at the top of the
jib. Or you’ve been dead a long time already and just woke up late.
Anyway, hop onto the pier and follow me: we don’t have much time and there
are many things to talk about. A legendary journey to the edge of the sea and beyond
awaits you, among fleets of marrowbone freebooters, cursed treasures and saber-in-
the-mouth (between the teeth, not down the throat) boardings. Let’s start with the
simplest question… can you swim? I’m kidding, you don’t need to anymore.
1 - THE SEA OF MORA 4
1 - THE SEA OF MORA
5
Chapter 1 - T he Sea of Mora
6 1 - THE SEA OF MORA
A lot of water has passed both above and would be (and certainly not because there’s many
below the bridge, since the World of Mora has choices)?
told the stories of heroes, armored warriors, In short, in order to decide to take to sea,
dragon hunters and saviors of damsels in distress. the pioneers of the Age of Undead Buccaneers
jewels. Obviously, to those who lived on cannon whodo forces or its presence in a certain place
shots and alcohol gulped down from badly washed from some clues. First of all, the smell of fish: not
pewter mugs, it didn't matter who had hoarded so the stench you could smell under the arms of your
much wealth. Well, if they had asked themselves rowing partner, but that of well-cooked and spiced
a few more questions, we wouldn't keep meeting fish, accompanied by the unmistakable scent of
them here. Yes, you too. crunchy potatoes and toasted scales. It may seem
After a careful study carried out by the amagic like a small detail, but I’m sure you know that at
branch of the Cross-Control office of Esoteric sea most cooks aren't even able to cook a fried egg
Transitional Stages (CCETS), it emerged that without poisoning half the crew.
these treasures have been created precisely by The second clue is music: a faint, and often
amagic itself, perhaps with the aim of being imperceptible, melody carried by the wind, which
discovered by brave (or stupid, depending on sailors know as the Call of the Mermaid Queen.
your point of view) sailors of the seas sooner or And finally, a whole other series of small clues,
later. And it is precisely because they were built such as a fish swimming in the air, drops of water
in series by arcane forces that many of these that rise from the sea and go towards the sky, a
treasures, if not all, bring with them more or less deckhand who suddenly speaks in proper english
"annoying" curses. and other oddities.
The indigenous people, who have not only Learn to identify and interpret all these signs
learnt to deal with this force but have also found and I'm not saying you'll be able to face the forces
their own way of harnessing and manipulating it, of whodo, but at least anticipate them and hide...
do not call it amagic, but whodo. courageously!
Unknown islands, cursed treasures, shamans The largest joyships of all are the Galeomundi,
with mysterious powers: it's not difficult to immense galleons on which real fortresses tower
understand how fascination with all this has led - each has five hundred cannons, plus as many
at any moment any crew can find themselves trapping souls to be fed to the fearsome Kraken.
carrying out a task for their new master, often After meeting death he was not seen again until
without even being aware of it. the Age of Undead Buccaneers, where he refitted
Staying true to their inclination for drama, his awkward tower into a kind of spherical
the Necrolovers of this age dress in pompous submarine. Since then he’s been sailing the seas
and complex clothes as to be able to almost and searching the depths in solitude, but they say
that following him are a stable of small pets, each
the size of a mountain, not to mention a whole
colony of half-eaten mermaids.
13
Abyss-hoppers A lantern with an inextinguishable green fire
Death at sea has always existed, but now that is always suspended over the coffins with which
it too wears a tricorne and an eye patch, the time they cross the seas of the World of Mora, while
has come for Gravehoppers to follow it across wide-brimmed hats, enriched by a twisted white
the waves. Thus, placidly and with the calmness feather, hang above their heads. In the Age of
typical of their movements, many Gravehoppers Undead Buccaneers, as well as in the past, their
climbed aboard old coffins exhumed from who work and their goals are unknown to all, but it
knows what sepulcher, so large that they could is certainly thanks to them that the Maelstombs
contain a shark, and then went out into the sea, exist.
Knacks of the Conquistamuertes (often dying- For people like me - great sailors who have
dying in the attempt). The lust for conquest passed away - it’s easy to think that true adventure
emanating from these precious amulets is such exists only on the waves of the sea, however
that more and more sailors "accidentally" let adventure also continues to thrive inland, albeit
themselves fall overboard, only to rise again and with some differences. The lifestyle has remained
go in search of them. more or less unchanged, but not the influence of
The clues that lead to the discovery of an amagic, which likes to keep up with the times
Ancient Casket are very difficult to find and to unlike the mentality of the land-dwellers of World
decipher: they range from the legends of tribes of Mora, who are always obsessed with their wars,
living on undiscovered islands to maps drawn with their conquests and their village fairs.
illegible handwriting, up to the stories of drunken
sailors (often even more difficult to decipher). Cupidardom
In a land where gods fight each other in titanic
clashes that devastate grasslands and mountains,
ISLANDS AND HARBORS it’s not strange to believe that almost all the
At least a thousand islands have been inhabitants who had remained over time moved
discovered in the World of Mora so far, and they away from what they no longer felt was their
say that just as many are yet to be discovered. land... a place where as soon as you grew even a
Of those now marked on the maps, a good thirty simple tomato the giants crushed it. All attempts
percent is under the control of the Livingjoys, to reason with the titans, to try to appease them
while the rest are uninhabited, claimed by pirates, with offers and prayers, and even “warning!”
still governed by proud (and feral) natives or signs, were useless.
ruled by the governments of those kingdoms Now Cupidardom is more dangerous than
which, thanks to their geographical location, ever and they say that only villages of possessed
have harbors, shipyards and beaches. The latter madmen are left in these lands, trying to call upon
are interested in the treasures, like anyone else, who knows what entities from space. As if the
but they are mostly engaged in warfare with each ones they already have weren't enough.
other, as is the tradition of the World of Mora. Since, apart from the Land of Fooldom,
As for the natives, however, they are the most which by now has become too small even for
diverse: some with skin as black as ebony or white its inhabitants, the Cupidards had nothing left
to the point of resembling backlit Windies. There but the sea. They built ships in large numbers by
are those who speak languages never heard before exploiting the woods kindly already destroyed by
and those who just gesticulate. There is one thing, the giants and their flotillas made from dark wood
however, that they all have in common: they know literally invaded the seas. Since the beginning of
nothing of the rest of the world. Consequently, the Age of Undead Buccaneers Cupidardom has
each tribe has its own version and beliefs about churned out the most notorious pirates of the four
life and death, also thanks to the fact that, once seas, including Bobby Be Bone, also known as
they pass away, they do not reach the Mortopolis, the Son of the Giants, who, being a Skinny, lost
but rather settle in the Atolls - oases located in the all his flesh, but not his height of five meters,
seas of the Orchard which serve to preserve the which made him famous. He owns a fleet of
natives’s desire for isolation even after death. But more than thirty ships, commanded in turn by
we’ll talk about them later. the three admirals Annabis Bone (who’s also
Harbors controlled by pirates are those where his sister), Gustav "Le Chef" Patè and Grisella
a deceased is least likely to be attacked or seen as "the Blade" Filer. And speaking of giants, in
a divine creature to be worshiped (or sacrificed). the Angery Sea and in the Broken Sea a self-
It’s also here that all the greatest adventures propelled island was allegedly sighted, as noisy
and most ambitious journeys start. Among the as a hundred taverns on free drinks day. In reality
stinky taverns, recruiting houses (both forced this isn’t an island, but the overturned shell of an
15
Abyssal Turtle used as a ship by the Gigantusks, centuries ago right here, with the construction of
a crew of giants led by siblings Boriona and the Stoneamagic Platforms (special constructions
Tallos, plus a third sibling no one ever remembers that extract amagical energy from the seabed
the name of, knowns simply as Dude. to this day) by the Rasputead Kingdom. When
Queen Melo Dee, fed up with wars over the
control of amagical sources, discovered that the
Flatterdom precious energy was also found under the waters
In the lands of illusion, this has become even of the Broken Sea, she began to build warships
more present, adapting to the expansionist aims of and transport ships with the task of erecting
M ANGERY SEA
“And when the seas are swollen with men’s selfishness and greed, then they will be engulfed by the tides and the
world drowned in a spiral of salt water, while we soar blissfully in the sky. Believe me brothers. And keep building
your paper wings!”
[Crumenifer Twistbeak, Chieftain of the Ohovipary]
The Angery Sea touches the eastern coasts of Queen swims within this perimeter, the first-born
Limpdom, the southern coasts of Cupidardom and daughter of whodo, who, in addition to having
Fooldom, plus the western coasts of Trivialdom. the power to control the whole sea, has legions
It’s not the largest sea, but it’s certainly the one of mermaids under her command. Everyday
where trade is the most prosperous and therefore Livingjoy divers descend into the depths of this
where you’re more likely to come across crews of area, determined to meet and forge an alliance
pirates looking for some easy loot. with the sweet singing queen.
But the Angery Sea is also known for another There are at least thirty necrohulls roaming
disturbing feature: they say that somewhere in these waters, five of which belong to the
its depths lies the cradle of the Kraken, a regular Sisterhood of the Grim Temptresses, who joined
guest of the Orchard for some time now. Despite their underwater towers together to form a sort of
this, however, it seems that the Kraken was not gloomy castle capable of diving underwater and
the only being to inhabit these abysses: in fact, for emerging, carrying with it an army of over four
some years now, it seems that the Krakil, better hundred undead pirates. At the top of the tallest
known as the Sons of the Kraken, have been tower, belonging to the head of the sisterhood.
migrating from its cradle. Could the lair of one of Grimiferya O’Brackish, stands the banner of
the largest and most destructive creatures of the the Grim Temptresses, an overturned heart from
seas hide a nest full of its progeny? And if so… which eight spider legs sprout.
where is Mrs. Kraken?
The approximately four hundred islands that
dot these waters make the Angery Sea the most PIRATES IN THE ANGERY SEA
populated sea in the Sea of Mora (forgive the The rate of pirates in the Angery Sea is fairly
repetitions). high, but only the strongest crews manage to
survive and thrive here, while the others are shot
down by Livingjoys or by pirates who, well, are
LIVINGJOYS AND just doing their job. The richness of these waters
NECROLOVERS IN THE leads many pirates to think they can quickly amass
ANGERY SEA a fortune, but almost all of them end up touching
Almost a third of the islands and harbors the seabed on their first boarding.
of the Angery Sea are under the control of the The most famous pirate of the Angery Sea is
Livingjoys, many of whom protect the ships the imposing and susceptible Enricarda Drago
of the idle and wealthy sailors of Limpdom full from the Warriful Kingdom of Fooldom, dubbed
time in exchange for a generous fee. The most Yellowbeard due to her very thick hair, so thick
famous of these islands are certainly the Blighted and knotted that it frames her chin.
Mermaids, under the control of the Joyvernor
Rotger "El Feliz" Woods: these are five islands
about fifty miles from each other and arranged to
form a star. The Livingjoys claim that the Mermaid
18
Very few islands are run by pirates, but at the In the face of these cowardly assaults,
same time they are the most protected, as well the pioneer Gurpfish Squishyrind devised a
as the most visited by any buccaneer looking for navigation technique to exit the Maelstombs
shelter and refreshment. The largest is Tortoga, before reaching the sea surface. Taking advantage
so famous that it even has its own counterpart of the updraft of the vortex, the ship is pushed into
in the Orchard: Mortuga. Forever governed by the depths at great speeds and is thus able to go
free sailors, it was conquered by the Livingjoys right by any possible waiting attacker. If you try
during the first months of the Age of Undead this, remember to lower the sails.
Buccaneers. In reality, the pirates voluntarily gave
1 - THE SEA OF MORA
L BROKEN SEA
“Even with no hood and no skin on the face, I'm sure I've seen that smile before. Even when he was alive his
sightings struck fear even in hearts that had been still for decades and now he's back in a new form to haunt our
seas. But you know what? I had too much to drink and I can't remember who the hell I’m talking about!"
[Elder Oldbrush, deceased from the age of heroes]
The waters of the Broken Sea are the most The Broken Sea holds almost two hundred
populated with deceased: it’s here that newly islands, many of which are just handkerchiefs
resurrected crews love to venture and the reasons with signs leading to the other more important
range from the scarcity of Livingjoys to the high islands.
concentration of Maelstombs, all the way to the
multiple islands managed entirely by undead
pirates, who use them as holiday homes.
LIVINGJOYS AND
The Broken Sea is a godsend for all pirates NECROLOVERS IN THE
who have no particular aspirations of wealth and BROKEN SEA
who are not interested in filling their holds with Only a dozen harbors and islands are under
treasures, but with rum. But let’s be clear - this the control of the Livingjoys here and the reason
does not mean that there aren’t any dangers. In is their lack of resources and strategic points:
fact, another thing that abounds in these seas is the seas of Fooldom are crowded by constant
abyssal monsters, who love to munch on the wars between the kingdoms, while the coasts of
bones of the living as much as those of the dead. Cupidardom are nothing but rocky deserts and
If it's good, old-fashioned adventure you're after beaches with more sea urchins than sand. Initially
and if you're not afraid of tentacles over fifteen there weren't even many deceased to hunt, but their
meters long hugging your hull (and especially if meager deployment of forces meant that these
you've yet to learn how to steer a ship) then the actually proliferated. Now it’s too late to regain
Broken Sea is for you. control of the Broken Sea, although rumors say
19
that Rotger Woods has sent a formidable captain, DECEASED IN THE
his cousin, to drown the dead’s wanderlust. His
name is Vasco “Teeth-Freezer” Montorn, who
BROKEN SEA
by himself governs the Red Pellican, a sailing While it’s true that undead pirates often bear
ship over which he’s said to have complete Marks of Dishonor, in the Broken Sea especially
control thanks to the powers of a Knick Knack of it’s extremely difficult to find one that has never
the Conquistamuertes. been marked by at least one purple swirl. This is
On the contrary, upon learning of the high because, with their desire to have fun and with the
concentration of deceased in these parts, the light-heartedness that they boast, they violate one
TRIBES IN THE
PIRATES IN THE BROKEN SEA
BROKEN SEA Just like its sailors, members of the tribes of
There aren't many living pirate crews around the Broken Sea also have fun and get crazy, not
here, as many are quickly drawn to the allure of a having to fear raids aimed at subjugating them.
scurvy-free life at sea. For this reason, sailors of Their islands, thirty in all, gladly harbor both
the Broken Sea are also the most reckless and least pirates and the dead, and beyond that, some of
careful about things like curses, outnumbered them are even excellent seafarers who, on more
assaults and bad hygiene. Those who survive than one occasion, have left their mark in the
become the most feared daredevils of the four history of navigation. Among these tribes of
seas, so unpredictable and crazy in their idea of navigators we find the Cartomancers, famous
freedom and wealth that they’re capable of any for having learned the art of cartography by
feat, especially those where their life is at stake. asking the gods of the stars in which they believe.
Some of them, such as the notorious Captain Equally renowned are the Wundabarrs, locals
Han Some, known as Redcomb, have challenged characterized by such thick hair that they resemble
fate so many times that they are considered almost amagical creatures, and experts in hunting abyssal
immortal. As much as they want or are ready monsters.
to welcome death, there seems to be no deed Among the sedentary tribes worthy of note are
foolish enough to guarantee them a place in the the Zombulu, whose whodo priests are able to
Orchard. You know what they say, right? Wanting resurrect their brothers and sisters without letting
something is the best way NOT to get it! them arrive in the Orchard.
20
P WAITEN SEA
“You don't get power from rifles, cannons or armed crews, power is hidden inside a chest filled with the powers
of the world beyond ours… plus guns, cannons and armed crews!”
[Erick Brass, Joyvernor of Isla Trombòn]
North of the Sea of Mora, where temperatures PIRATES IN THE WAITEN SEA
drop as you get closer to the apex of the world The Waiten Sea is only for the most famous
and where islands are shrouded in dark mysteries, pirates: there are only eight crews that sail its
1 - THE SEA OF MORA
the waters of the Waiten Sea open up, suited only waters and all their ships, none excluded, have
for the most daring, treasure-hungry navigators come together to form the Grand Alliance of
and pirates. Here, where death is always lurking Stubborn Marauders, ruled by Grand Admiral
around the corner and death-death is immediately Ubaldiero Libeccio, known as "Greenbrow
behind it, treasures await to be unearthed only by ” because of his very thick emerald-colored
the most deserving sailors, who, at the same time, eyebrows, which he keeps in order with
must be ready to face the curses they contain. the Obsidian Comb, a Knick Knack of the
Epic battles, slumbering giant sea monsters Conquistamuertes. In addition to hair, this item
emerging, and storms as violent as a god’s coughing is also able to "comb" the sails of other people's
fits are daily occurrences, so much so that anyone who ships, which get torn apart by sharp cuts with
survives its waters can say they are a true sea dog… black edges.
or a deceased who picked the wrong Maelstomb. The Alliance has three small islands, plus
The Waiten Sea washes the coasts north of Krakil Rock, a large rocky atoll where their
Trivialdom and Limpdom, and its waters host less headquarters are located, built entirely from
than a hundred known islands, but it’s believed that Krakil bones. All pirates are welcome, provided
those still unexplored are more than double that. they bring a symbol of their courage as a gift,
such as the wig of a Joyvernor, the banner of an
opposing crew or… the bone of a Krakil.
LIVINGJOYS AND
NECROLOVERS IN THE DECEASED IN THE
WAITEN SEA WAITEN SEA
The Livingjoys can barely maintain control Ships coming from the Orchard once
over their twelve islands and harbors, which abounded in the Waiten Sea and their crews
they mainly use to ensure a provision and trade scoffed at the dangers of these waters for years.
network. For this reason, ships carrying provisions “We can't die anyway,” they said, only to realize
and basic necessities (such as clean wigs for the that death-death is not the only destiny that the
Joyvernors) are very well protected and only the Waiten Sea had in store for them. In these parts
most armored ships are able to attack them. On the storms are so imbued with the forces of
the other hand, the Livingjoys in these parts don't whodo that they even close the Maelstombs, or
have much time to go hunting for the dead. hurl ships miles away, ending up causing most
It’s also said that on Isla Trombòn, so called of the adventurers to get lost in its waves. The
because the volcano at its center resembles the living who cannot find their way back arrive in
mouth of a trumpet, Joyvernor Erick Brass has the Orchard, but for the dead there is a much
three Knick Knacks of the Conquistamuertes, worse fate. They become Lost: corpses who
whose strength he seeks to combine in order to have lost their minds, becoming extremely
control the Waiten Sea. Some argue that the power violent, and attracted to anything that might
generated by this trio of Knick Knacks is what’s point them towards some sea route that could
wreaking havoc on the waters of these seas. save them from their eternal damnation.
Brass’ Knick Knacks attracted the Necrolover The most notorious Lost in the world sails
Desmond Jarvis “DJ Nou” Nouarc, who appears in the Waiten Sea: Malvilda "Broken Needle"
to be hoarding abyssal puffer fish from the Orchard Cardinal, who with the huge Décès Barque
to make a destructive attack on the island, using goes in search of other Lost to inflate the ranks
them as landing crafts for his army of Lost pirates. of her crew. They say that her navigator is a
In addition to Desmond, there are about fifteen giant and that the wheel is made up of more
other Necrolovers, all experts in banner hunting. than forty wheels taken from the wrecks of
They gather in Port Rotten, a landing whose exact ships torn down by the Décès.
location is unknown, exchanging banners and resting
their backs after the brutality of the Waiten Sea.
21
TRIBES IN THE WAITEN SEA No one in their right mind would attempt to
Between cannibals, bone hunters and tax approach an island in the Waiten Sea under the
evaders, the tribes living in the islands of the control of a tribe, because their fate would be
Waiten Sea are among the most violent in seeing whatever’s left of their body used as an
the world. They do not tolerate any intrusion amagical ragdoll or as decoration for the holidays.
and are ready to attack anyone who lands on However, these islands hide the most precious
their shores. Almost all members are first and treasures of all and the most powerful Ancient
foremost skilled warriors and use their strength, Caskets, such as the one hidden in the depths
mixed with the most powerful whodo spells, in of Bogey Island, at the end of a maze so full of
K WHEEZE SEA
“I will avenge my brother John the bold, my brother James the reckless and Franco, taken in the prime of their
lives! Then I will also avenge my sister abandoned at the altar, my father who caught a cold on a cruise, the dog
stung by bees, and then again my cousin..."
[Earnest of Deeprock, vengeful pirate]
The one called Wheeze, which in the Land those built on islands and harbors, are erected
of Fooldom is known as Wheezy Ocean, is the at strategic points in order to bombard passing
smallest sea, mainly occupied by three of the targets with long-range cannons. The Livingjoys
largest islands in the world, which fall within the who live in these structures almost never go out,
borders of Flatterdom and Limpdom. isolating themselves to the point of spending time
Furthermore, the depths of this sea are the on useless practices such as the bombardment of
shallowest ever and shallows and stony expanses birds or role-playing games.
abound on the surface of the water, so much so The Livingjoy John “Round Smile”
that many of its islands are artificial and formed by Shortball is considered the most infallible sniper
piers and wrecks of stranded ships. Only the most of the Wheeze Sea, so much so that he travels
experienced and cunning navigators are capable from fort to fort to put his skills as an olympic
of crossing these seas without “scratching” their gunner at the service of the Joyvernors.
keel against a rock outcropping or hitting the The Livingjoys also own five harbors in the
massive body of a whale. large islands of Flatterdom and Limpdom (the
The Wheeze Sea touches the eastern coast of latter managed by Joyvernor Val Goodjoy), but
Flatterdom and the western coasts of Limpdom Earnest of Deeprock’s pirates are organizing a
and Fooldom, making it in fact a warmongering massive assault that aims to conquer them in one
sea, as well as full of commercial trade, so much fell swoop.
so that it has given life to the Rottenaries, crews of This is also the only sea with a large number
expert sailors with the task of guiding, protecting, of Necrolover islands. Seven in all, from whose
fighting and acting as entertainers for anyone who center their menacing towers emerge which, with
can afford their services. a snap of the fingers, settle down on the ground
The Wheeze Sea hosts three hundred islands and roll towards the water to plunge into the
in all, a third of which are artificial and under the abyss. It’s rumored that the immortal (or dead and
control of different factions. resurrected) Miserduke Mortuarius lives on these
blasphemous islands, full of arcane altars and
nudist beaches.
LIVINGJOYS AND
NECROLOVERS IN THE
WHEEZE SEA PIRATES IN THE WHEEZE SEA
The Wheeze Sea is famous for its floating Who dominates piracy in these seas is
Joyforts, which are nothing more than fortresses undoubtedly Earnest of Deeprock, the third
built over some of the shallows, making them of four brothers, all killed at the hand of Val
unreachable by any boat. These forts, smaller than Goodjoy, towards whom he has sworn revenge.
22
On Goodjoy’s Joyfort the three heads of John, Once these three pirates are freed and reunited
James and Franco stand out above all the others, under a single banner, it’s believed that nothing
waiting for their little brother to come and rescue and no one will be able to stop them from
them and bring them back to the Orchard. Earnest, conquering the Wheeze Sea.
called Bluestache after he raised a can of blue paint
instead of a mug of rum to his lips, can count on
a fleet of more than sixty ships. Attracted by the TRIBES IN THE WHEEZE SEA
benevolence and honor of this man, many crews The Wheeze Sea is known for the nomadic
join his crusade: especially those of the dead, who tribes that cross its waters. On foot. However,
1 - THE SEA OF MORA
ask nothing more than to destroy the Livingjoys the stories of indigenous people who, thanks to
once and for all. whodo, appeared to be able to walk on the surface
of the water have been disproven by careful
exploration, which revealed shoals so extensive
DECEASED IN THE that they branch out to form passages between
WHEEZE SEA some of the islands where indigenous tribes
The brothers Tall John Gold, Little James dwell. This constant migration leads to the mixing
Copper and Franco are so famous around here of religions, creeds and customs of the almost
that they have unwittingly given birth to religious eighteen great tribes of the Wheeze Sea, who in
orders that see them as their patrons. The flags the end found it more practical to found a single
of almost all the crews of the dead who sail or religion rather than carrying idols and amulets
arrive in the Wheeze Sea are enriched with the with them on travels. This tribal religion, called
Gold Stone, in honor of Tall John Gold, protector Alsorz-ov-Dingz, includes a pantheon so diverse
of holds (but only full ones), with the Powder that it has a god or goddess for everything: rocks,
Jem, symbol of Little James Copper, protector of plants, insects, huts, roasts, and even a god who
ammunition dumps, or with Franco's Napkin, as a keeps track of all the others. In these islands even
good luck symbol for smooth sailing. simply stepping on a plant may anger the gods
and, therefore, the locals who live there.
As I’ve already mentioned, long story short, Captain Macabr really did his best to hoist the
the Age of Undead Buccaneers began when the flag of justice on the Sargone Sea once again, but
living started to find ever more colorful ways to the war between him and the pirates of Mortuga
2 - THE HAR...BONES
die at sea instead of on land. However, here in was abruptly stopped by the Kraken’s arrival in
the Orchard, preparations had already begun on the Orchard, one of the largest and most ancient
the foundations to support this change (no one abyssal creatures of the Sea of Mora, which
can say that the Lords aren’t far-sighted): the first reduced the boats of the two factions to splinters.
Harbones, ports licensed by the Orchard, from The creature’s fury continued to reap souls until
which today we souls can set sail to go to the Sea a group of brave heroes managed to appease the
of Mora and vice versa, began to arise in the height sea monster with the help of the sweet melodies
of the age of heroes. And it’s precisely the story of of the Krakillon, an object created by Necrolover
one of these that lay the foundations on which the Davy Bones. But by then it was too late: Macabr
Age of Undead Buccaneers stands today. disappeared mysteriously, and without him no one
was able to control the spread of piracy and the
strengthening of Mortuga, which grew to become
THE SARGONE SEA the capital of pirates in the Orchard.
During the Age of Heroes there were very few
known seas and even fewer were those with a name,
given to them by the deceased most hungry for
conquest (or simply by the most creative ones). The
most famous sea, which extends beyond the borders
of the Mortopolis of Bandead, is the Sargone Sea.
Here some dead, whom one may call the forerunners
of piracy, gave themselves over to the most unbridled
banditry: they built ships and illegal borders to rise
and sow panic on the coasts of the world of the living
as well as on those of the Orchard.
It was an honorable Windy sailor named EDWARD “DEADBEARD” TIC
Macabr who tried to put a stop to the rampant One of the most famous pirates spat out
crime of these pirates, founding Mort Royal, a by Mortuga's unhealthy belly was Edward
lighthouse harbor for the salvation of the Sargone "Deadbeard" Tic. Such was his ambition
Sea. Macabr's victory against the pirates was that he struck a deal with the Necrolover
complete and this seemed to lead to a period of Davy Bones, to whom he commissioned
tranquility and peace which, however, would not the construction of the Krakillon. That's
last long. While the Lords of the Orchard rewarded right, the very tool that ultimately inhibited
Macabr and Mort Royal with independence the Kraken's fury was originally designed
from the Mortopolis and the chance to manage to control it. Tic's plan was to engage a
their own legal borders in the Sargone Sea, the fairly gullible group of dead to recover the
surviving pirates crept into the gears of this new Krakillon from the world of the living on
order, exploiting it to set up shady businesses and his behalf. Once in control of the beast, Tic
to rebuild their crews… and they also littered! would eliminate the hired dead and then
Gradually. piracy returned, stronger than ever take control of the Sargone Sea.
before, and when Macabr realized it it was already However, his dreams of glory were
too late: the bandits of the seas had already extinguished by that group of gullible
founded another harbor - Mortuga. deceased, after which he fled and never
returned, just like Macabr. It’s said that the
two have been fighting a fierce eternal battle
The End of Mort Royal ever since in a stretch of sea of the Orchard
The Lords giveth, the Lords taketh away, and so unknown even to the Lords.
it was with Macabr's power over Mort Royal. At first
the Lords of the Orchard gave him an ultimatum: he
could either put a stop to piracy in the Sargone Sea,
or their pact would fail. Sorry, I meant decay.
26
THE FOUNDING OF THE Both the pirates and the bandits of Salt
HARBONES Fields ferociously opposed this invasion by the
Despite the failure of Mort Royal, it was now Pities, but their protests, attempts at sabotage
evident to the Lords of the Orchard that their and banners bearing curse words (which I won't
jurisdiction had to extend beyond the coasts, in repeat because I'm a gentleman) were useless.
order to curb what seemed to be a disease even Thus it was that, strengthened by the protection of
more dangerous than that represented by the honorable dead, the first Undead Port Authority
common bandits of the Salt Fields. Thus the was erected on Isla de Cucaracha, the nerve
projects for the founding of the Harbones were center from which the Orchard’s bureaucracy
2 - THE HAR...BONES
created, the first of which arose - wouldn’t you spread throughout the seas.
know it - in the Salt Fields near the Mortopolis of
Bandead, on Isla de Cucaracha to be precise.
B TOURIST FERRY
“You know the old adage - as long as the boat’s moving, let it be? - Well, I think it referred to it moving AHEAD,
not SINKING!”
[Mr. Smeeg, Navigator on the Swallow Sea]
Soon the Harbones arose along all the coasts There are many whirlpools, but unless you have a
of the Salt Fields, from the Mortopolis of Bandead permit signed by a Pity and with a marked destination,
to that of Flatterdom. With them, however, illegal they’ll spit the ship back into a random spot on the
harbors also increased and, as did the rules of Sea of Mora at the speed of a catapult’s bullet.
maritime transit. Now the seas of the Orchard
are teeming with harbors, islands inhabited by
indigenous people and others where there are HARBONES AND
clusters of shacks and wrecks, within which the BUCCHARBORS
most notorious pirates of both worlds hatch plans There are essentially two types of ports where
to overthrow the Orchard Navy. you can dock your tub: Harbones and Buccharbors.
The former are those under the management of the
Lords of the Orchard and therefore where there
DESCENT INTO are one or more Undead Port Authorities, while
MURKINESS the latter are harbors thousands of nodes away
Before the Maelstombs were born, those who from legality where the worst kind of bandits from
died at sea reached their Mortopolis like all the the world of the dead gather. For comparison,
others, but since the Gravehoppers took to the the concentration of scoundrels present in the
sea, becoming Abyss-hoppers, whoever meets the Buccharbors is the same that you could find in the
reaper while sailing the waters of the World of Underground Tunnels of the Mortopolis.
Mora ends up in those of the Orchard. Now, you may be wondering which of the two
The entry procedures for the Windies, the we are in, since around here it’s full of drunken
Stuffies and the Skinnies are the same as always, corpses, brothels with dubious aesthetic taste (not
while the Squishies, called the Bloaties by some in to mention the staff) and pirates arm wrestling and
this age, must be thrown (or be “lucky” enough to cursing at each other. Well, you are in a Harbone!
die) near a Maelstomb, so they can be swallowed Although the Pities are present in large numbers,
and sent to the Orchard straight away... always the fact that the Lords of the Orchard rarely get
accounting for the standard paperwork waiting to keep an eye on them (as well as the fact that
times. the Pities themselves aren't particularly happy
Then, the deceased find themselves in these to be here… but when are they ever?) makes
waters aboard a ramshackle boat and in the the Harbones somewhat loose places. Fights,
company of a fluttering blue flame which has the robberies, forced enlistments and jokes in bad
task of guiding them towards the nearest Harbone. taste are the norm, especially in those Harbones
In order to return to the world of the living, with more taverns than homes. That is, all of
however, it’s necessary to have a rising permit them. This doesn't mean that foreheads won’t be
filled out at a Undead Port Authority and then jump marked with Marks of Dishonor or that the Scythe
into one of the gigantic whirlpools that connect Nuns have a hard time entering a harbor, so be
the seas of the Orchard to the Maelstombs. good. Just, not too much.
27
In the Buccharbors, on the other hand, it’s a even though they’re dismantled, broken down and
completely different tune: they are populated with burned in the Grinding Ovens, they contain drops
evil and ruthless deceased, who gather together of energy which, once released, travels through
sacking the coasts of the Orchard and assaulting the Orchard in its original form.
ferries of souls traveling towards the Mortopolis, Fortunately, it seems that the indigenous
Orchard Navy ships and the Pities’ Raftitoes. people of the Atolls, through their ceremonies and
Like any place run by self-respecting bandits, in beach bonfires, recall part of the whodo energy
the Buccharbors you can find contraband goods, released from the chests, though not enough to
fake maps to sell to your worst enemies and keep them all under control.
2 - THE HAR...BONES
the precious Flush Shells, capable of creating Now, what’s the danger of whodo roaming free
whirlpools that lead straight into the world of the in the seas of the Orchard? Simple: it creates other
living without the need for rising permits . chests, like those in the world of the living. The
difference is that these pitch-black chests dripping
with purplish ichor hide neither treasure nor dead
Life (and Death) as a Pirate energy, but the dreaded Greapers. Basically, when
When you think of pirates, you can't help but one of these chests is opened, the amagic collects
picture rough, stinking seafarers with eyepatches information from our world as it does with that
and wooden legs, sword in one hand and a glass of of the living but, instead of creating fantastic or
rum in the other. In short, clichés. But as corny as it bizarre creatures, it creates the antithesis of death,
sounds, well, that's exactly right! Especially when which in this case is not life but the death of death.
it comes to the Orchard, however, it’s necessary to So far, reports of sightings of Greapers are
be more specific. Being a risen pirate doesn't have so rare that many don't even believe in their
to mean looting and pushing prisoners onto the existence. But what if I told you that I've seen
plank to see a nice acrobatic dive. Piracy means one? Forget it, you wouldn't believe me. What’s
freedom: freedom from the laws (not those of the for sure is that every day more treasures are
Orchard though!), freedom from skin subject to brought into the Orchard and this makes me think
sunburn, freedom to be able to scan the horizon that with all those riches up there on the surface,
again from the deck of a ship and go in search amagic, or whodo, has devised an infallible plan
of precious treasure. It means being able to hand to finally reach us.
over your Death Certificate with pride and with Anyway, talking about these disturbing stuff
so much loot in your pocket that you could buy made me thirsty. How about buying me a drink?
yourself a place in the most exclusive heavens. Oh yeah, I forgot you don't have any vouchers.
Although people like you and me (though in Might as well continue with the tour.
your case I'm not sure) are not ruthless criminals
like the pirates who inhabit the Buccharbors, we’re
still considered as such because we steal from the ECTOCORAL
world of the living and bring the spoils down here Ectoglue, the glue of the world of the dead, the
to the Orchard, where they’re converted into large miraculous sticky mucus that holds houses and
amounts of energy for the Mortopolis. Of course, bones together and is even excellent for building
we’re given something in return, we don't do it for trampolines, also exists under the surface of the
the glory (not only at least), but it’s also true that seas of the Orchard. Normally the herbicide effect
with our conquests we ensure an unprecedented of our waters works on ectoglue as on the coasts,
supply of dead energy! consuming it rapidly to avoid its uncontrolled
spread, but sometimes, from the depths of the
ground, a lump of ectoglue travels and grows
WHODO IN THE ORCHARD until it bursts near the coast, pouring into the
Like amagic, whodo also changes once it enters sea even at depths of kilometers. This process
the Orchard. However, we must not forget that the is so sudden that our sea is unable to destroy the
treasures we recover from the world of the living yellowish substance, which nevertheless hardens
are made of the same energy that the Orchard and fragments, partly returning to the surface and
has been trying to keep at bay for centuries, and partly settling on the submerged cliffs.
28
This particular material is called ectocoral: the hulls of most ships of the dead (since they sure
it maintains the yellowish color of ectocolla, wouldn’t float to the surface with all the holes they
but takes on branched and stocky shapes and is have) as well as to forge special floating shoes,
as hard as iron. Though ectocoral does not have floating mines and so on.
the healing abilities of the ectoglue, it’s used Some deceased, called Dead-divers, venture
by the sailors of the Orchard for another of its into the depths of the sea every day wearing
formidable qualities: it floats better than a corpse. diving suits that light up the surrounding abyss in
Not only does ectocoral float, but it is practically order to scrape ectocoral from the rocky walls, to
impossible to push it underwater, as if under each then return to the surface, collect it and sell it to
2 - THE HAR...BONES
As in the Mortopolis, there are several an even more unrewarding task, forced to work to
structures that you’ll have to visit sooner or later the sound of constant ruckus made up of burps,
if your goal is to go on an adventure. Meanwhile, cackles and dirty jokes.
almost all Harbones have buildings that you may Though on the one hand they are permissive,
already know, such as the License Collection on the other, some of these Pities have begun to
and Squeezing Centers or the offices (or rather, impose themselves as governors of the harbors:
branches) of the Orders. they dictate laws, they hire deceased for personal
On the other hand, you will not find any matters (yes, they have personal matters too) and
License Sorting Centers and not even the well- they dominate the place accompanied by faithful
known Mortopolis Borders, partially replaced by armed bodyguards. Who could blame them?
the Undead Port Authorities. Undead Port Authorities are tall buildings,
narrow, dangerously twisted and with a sloping
roof so pointed it seems to want to stab the sky.
UNDEAD PORT There are never fewer than twenty floors in an
AUTHORITIES Undead Port Authority building, and they’re all
The Undead Port Authorities are the nerve empty except for the top floor, where our Pity-
center of every Harbone. The bigger this is, the Founder sits, surrounded by filing cabinets so
more Undead Port Authority offices there are, full that they could burst at any moment (and
from a minimum of one to a maximum of… two. sometimes they do). The rotten wooden stairs
These buildings always stand in the inevitable that lead to the upper floors are usually filled with
central square of the Harbone, in the center of deceased queuing up to get an Rising Permit filled
which stands the equally inevitable Statue of the out and while you’re waiting for your turn it’s
Pity-Founder - a marble depiction of the Pity to not uncommon to see some sailor falling down
whom we owe the foundation of that Harbone: a the stairwell. Maybe they got distracted? Or they
legend in the eyes of other Pities, one of the most slipped? Or were they pushed…? Well, always
expert bureaucrats and towards whom the Lords watch your back when you're in line.
of the Orchard have a lot of respect... and that’s
the same Pity you will find sitting behind the
desk of the Undead Port Authority office. Alone. Rising Permit
Forced to carry out all the rising procedures Do you want to rise in the Sea of Mora with
and keep track of the movements of the crews a ship, a crew and a freshly embroidered banner?
passing through the Harbone. Unlike the Pities Then you need a Rising Permit, also called a
of the Mortopolis, these ancient bureaucrats are Surfacing Permit. As already mentioned, only the
more permissive, though a better word would Pities of the Undead Port Authority can fill out
be listless, since they hoped to have a retirement one (or you could always get a counterfeit one,
bonus (which perhaps they are already enjoying, but DON'T!) so as to allow you to enter one of the
at least in the eyes of the Lords of the Orchard), whirlpools that leads from the sea of the Orchard
while instead they found themselves carrying out to the world of the living.
29
The procedure to follow in order to obtain a The Undead Buccaneers Code
Rising Permit is the same that you may already be In addition to the well-known Orchard laws,
used to if you were in a Mortopolis: stand in line, there is a code of honor written for and by pirates.
explain your reasons for rising, sign and voilà, More like guidelines, to be honest, but it’s followed
there’s your permit. The Surfacing Permit consists religiously by almost all Undead Buccaneers. You
of yellowish parchment that, for some strange can find this note hanging almost everywhere in
reason, is always damp and dripping with salt the Harbones: taverns, brothels, public toilets
water, no matter how much you squeeze it or how and so on. Even Buccharbors pirates are loyal to
long it stays in the sun. Unlike a normal verbal the Undead Buccaneers Code, even though their
2 - THE HAR...BONES
authorization to cross the border, an Rising Permit cunning has trained them to circumvent the rules
is therefore a tangible document, which you must that compose it.
always carry with you if you don't want to risk
getting lost in the sea of the Orchard. As I said,
without a Permit, the Orchard’s whirlpools (the
legal ones of course) will spit you and your ship
out like mucus from a sore throat, while if you go
through a Maelstomb you won’t find yourself near
a Harbone, but in a random spot of the immense
ocean of the sea of the dead. And if you can't find
someone to give you directions, you're toast!
BACCHANALIA
Once in a harbor, there’s nothing better than
having a drink in a tavern. But be careful, these THE UNDEAD BUCCANEERS CODE
are not simply places to drink, spit and dance - Always respect lord death, on land as
on tables: or rather, only real pirates and sailors well as in water;
returning from an adventure can do that. First of - Disagreements are resolved at sea,
all, at the entrance to every tavern, tavern or inn of never in harbors or on islands. However, a
an Harbone there are two overseers: one, chosen fist fight is always legitimate;
among the biggest and most threatening corpses, - What belongs to an Undead
has the task of throwing troublemakers out onto Buccaneer or a pirate, may belong to any
the pavement and the other, usually smaller and other Undead Buccaneer or pirate;
annoying, questions would-be patrons about their - Never turn down a free mug of rum
latest feat at sea, to figure out whether or not they (or anything else that’s free);
are worthy enough to enter. - If they float for two hours they’re
Every crew that enters usually has the dead, thus enlistable;
attention of all those present, who are waiting to - Sails and let sail. Die and let die!
hear an adventurous story, preferably including a Signed: Captain Mortan and Captain
treasure and some (more) limbs lost at sea. If the Mortholomew.
story is good, someone usually offers the crew a
drink, otherwise there’s always a great chorus of
laughter, unkind jokes and curses.
The Bacchanalia, as these special recreational
centers are called, are precious containers of
stories, legends and information that are tempting
to every self-respecting sailor. Then, if you don't SHIPYARDS
have a good story to tell or if your life is as What does a pirate need besides a wooden leg,
adventurous as that of a dentist for Windies, you a plucked parrot and poor inclination towards
can always take refuge in some tavern or bar that humanistic studies? A ship, of course! Since
serves business lunches. every sunken ship in the world of the living ends
up in the Orchard, our seas abound with floating
wrecks ready to be picked up, dusted off and put
back on the market for a new crew. Or maybe for
the same one.
30
This tiring but profitable task is handled by There are stalls that sell treasure maps,
the deceased of the shipyards who, in addition to others that sell ectocoral, amulets, personalized
searching for and recovering wrecks lost in the banners, cursed cannonballs, eye patches, eyes
black waters, coat them with ectocoral, straighten and everything you need to embark on your next
the masts and mend the sails. And while they still journey. And do you know what you can also buy
look like heaps of wood chewed up and spat out here? Slander. That’s right! Has someone been
by some abyssal monster, it’s the best a dead man rude to you, stolen treasure from right under your
can hope to steer. And let’s face it, they have their nose, or is always stealing your lunch vouchers?
2 - THE HAR...BONES
2 - THE HAR...BONES
Q SEAS OF THE ORCHARD
“Straight to the goal, and conquer the pr… wait, what do you mean we have to queue first?”
[Jack Scarrow, apiring captain]
There are three things you need to know second thing you need to know about the seas of
about the seas of the Orchard: first of all, they are the Orchard is that they’re bottomless: you can let
not made of water, but of a viscous and murky yourself sink even for whole days, but you would
substance with psycho-repellent and herbicide only end up suspended in total darkness, without
qualities. Basically, it prevents the Salt Fields from even knowing if you're going up or down.
continuing to expand. Didn't you know that the The third and last thing to remember, perhaps
lands of the Orchard are alive and therefore able to the most important, is that the water of the Orchard
grow? Well, if it weren't for the seas of the Orchard, keeps us and our boats afloat, no matter how many
after joining together in a single, large, arid block, holes they have (both bodies and hulls), unlike
they would even include the Mortopolis. But this that of the living which is a little more picky about
is too complicated a discussion to have now. The leaks.
32
ORCHARD ISLANDS Atolls
Despite the herbicide action of the sea of the The Atolls are islands replicated to perfection
Orchard, it hosts a varied number of islands: by the architects which house the deceased of
mostly remnants of land still waiting to be the indigenous tribes. In order not to make them
swallowed up by the waves, or agglomerations of want for anything, a long time ago the Lords of
dead stuff that arrives in the Salt Fields and which, the Orchard also annexed the various burial places
accidentally or not, rains down in the middle of of the tribes to the list of centers of connection
the sea. There are islands formed from wrecked with the Orchard, with only one exception: these
ships, from chests or giant barrels, from huge would only lead to the respective Atolls and
2 - THE HAR...BONES
coconuts cut in half once used for exotic cocktails vice versa, effectively forming completely self-
or even from the skeletons of sea monsters (some managed borders.
dead-dead, some sleeping). Just as the living natives know nothing of
Like those of the world of the living, the islands of what surrounds the borders of their islands, the
the Orchard differ from each other according to who dead believe that beyond their Atoll there is only
lives there: there are islands conquered by pirates of an infinite sea of darkness, no matter how many
the worst kind, by indigenous corpses, by magiphiles crews land on their shores. The interesting thing
fighting for independence, and islands that serve as about these islands is that when a tribe becomes
headquarters or hiding places for passing crews, not extinct, due to epidemics, time or the swords
to mention the wild ones, apparently uninhabited, of rude conquerors, all the treasures hidden
which are actually the lairs of the amagical creatures in their Atoll (including Ancient Caskets) and
of the islands of the Sea of Mora. which therefore have not been brought to light,
immediately end up in the Orchard. Who knows
how many of these islands of the living world,
Abstrisles now abandoned, once belonged to some tribe that
The past centuries weren’t enough to integrate now lives on an Atoll, where perhaps immense
the Abstruse into our society, so much so that fortunes await, to be taken and stuffed into a
even in death they decided to isolate themselves. Grinder Oven.
In the truer sense of the term. Once they arrive It seems that the whodo shamans of the Atolls
in the Harbones, the Abstruse hide at the edge of gain extraordinary powers in death, such as
the wharves, in the basements of inns and houses, separating their remnant soul from their body and
waiting for one of them with enough vouchers to wandering between the world of the living and the
buy a ship. At that point the Harbone empties of infinite dimensions of the Orchard, or assembling
all the hidden Abstruses who, sometimes even Knick Knacks of the Conquistamuertes that act as
by the hundreds, swarm swiftly aboard the ferry, gifts for their indigenous brothers still living. And
in a chaotic spectacle of deceased with features they can always guess which card you chose from
shattered by amagic. Anchor away, and the a deck.
bizarre crew sails in search of an island ready to
be claimed. These oases, called Abstrisles, would
not constitute any danger in and of themselves, Banished Islands
were it not for the fact that the Abstruse islanders Corruption in the Buccharbors is so high that it
are so suspicious of the rest of humanity (and of not only contaminates the docks and the structures
all beings in general) that in order not to exploit that compose them, but also the islands where they
legal borders they rely on those of the bandit arise. The banished islands are inhabited by evil
pirates, often doing them favors that jeopardize creatures, sadistic beasts and the most annoying
the stability of the seas of the Orchard. insects; their jungles hide cursed ruins that the
The Orchard Navy is trying to raise awareness world of the living has decided to get rid of and
among the inhabitants of the Abstrisles, but when that caves where the most sordid and filthy secrets
fails, the Navy is ready to use stronger methods which of this and the other world are hidden, including
have the sole purpose of making the situation worse. heaps of dirty laundry.
Dead like you and me better not approach the Anyone who gets lost in the rotting forests
Abstrisles: we could be mistaken for spies and that arise in these islands or decides to stay there
torn to pieces to be sent to different Harbones with longer than allowed, is devoured to the bone by
a bow on them. corruption (if they’re not already like that, in
However, they say that some honorable sailors which case the process just speeds up), which
manage to make agreements with the Abstruse, wears out soul and body to the point of turning
who agree to store their treasures, act as links any dead person into a Lost, ready to spread
with the Buccharbor pirates and sometimes even chaos in the seas… if they manage to return to
as mercenaries for sea shipments. them.
33
In the taverns of the Buccharbors, as well as in the Fortress of the Ignoble Skulls stands, the
the darkest corners of the forests and mountains seat of an alliance among the cruelest pirates who
of the banished islands, the secrets of the crews aim to take control of the waters of the Orchard.
lost at sea (and often the whole crews) are also I mean literally. At that point, the lands would be
hidden, and the condemned souls of those who under their will and they could even decide to
have made wicked pacts with the forces of whodo. extend the Salt Fields to absorb all the Mortopolis.
Somewhere on one of these islands, they say that
2 - THE HAR...BONES
THE NEW MORTUGA
The homeland of piracy in the Orchard is undoubtedly Mortuga. This port, which was the birthplace of
notorious buccaneers such as Deadbeard and Saggy Jack, now houses the headquarters of the Noble Tibias, an
exclusive club that only accepts the most honorable, courageous and wealthy pirates of the Orchard.
Although it’s not a Harbone, the Lords of the Orchard for now have given the inhabitants of Mortuga a lot
of freedom, even granting them the management of a whirlpool located in a basin in the center of the island, and
which directly connects to the island of Tortoga. This permission certainly does not come from the generosity of the
Lords, but from their awareness that, by doing otherwise, they would have run the risk of unleashing yet another
war on the seas of the Orchard, one in which an apocalyptic number of souls, including all the scoundrels of the
Buccharbors, would have taken part. And who was going to clean up all that mess then? You?
However, only Noble Tibias and their allies are given permission to use Mortuga's whirlpool. When this happens,
great celebrations and sumptuous banquets take place in Tortoga which serve as a good omen for the pirates' journey.
On the contrary, all pirates can use the Maelstomb always present in the center of Tortoga and end up in
Mortuga, the homeland of pirates, where for every house there are four taverns, the mugs are never empty and
there is no trace of killjoy Pities. I've never been there, so in case you have to go, remember to bring me a souvenir.
Orchard Navy is Figuredead Crux, who died mast of each raftito consists of a mechanical arm
while imprisoned by the Bonestache pirates and terminating in a large needle, similar to a syringe.
in death turned from a naive lost girl to a captain Once the arm is lowered into the water, the Pities
who collects buccaneers’ heads. As they say: use the needle to take a sample which, in turn, is
death makes you stronger. analyzed to reveal all kinds of information: which
ships have crossed that stretch of sea and when,
how many abyssal creatures swim in its depth and
Raftitoes how many whirlpools (legal or not) are nearby.
Much calmer and less numerous than the Attacking a raftito is such a serious
Orchard Navy, but perhaps even more dangerous transgression that it is punishable with a Mark of
for law breakers, is the raftitoes fleet: special Dishonor large enough to cover the whole body,
boats built by joining together the trunks of main or even with releasing the Scythe Nuns.
masts recovered from the sea, governed by groups It’s not strange for a raftito to be escorted
of Pities with the purpose of updating the nautical by one or more ships of the Orchard Navy,
charts of the Orchard. especially when they’re crossing waters close to
Buccharbors.
In the Orchard and in the Sea of Mora the Eight No one knows the reason for these ties, not
Noble Tibias and the Eight Ignoble Skulls sail and even the Pity-Founders: is it a sadistic game of
thrive, the first being honorable and the second being the gods of the afterlife or a terrible coincidence?
true scourges of the seas. Their deaths are linked
by a sinister destiny that doesn't seem to want to
abandon them. In fact, for each Noble Tibia there’s a
ROTMARSHAL
corresponding Ignoble Skull, one of whom caused, DRY-TIDE AND
indirectly or otherwise, the death of the other. And HUGGIA ROTTENTIDE
so far it could be a singular coincidence (after all, a Both dead and resurrected as Squishies
fair percentage of pirates have died at the hands of while dueling on the edge of a Maelstomb, into
other pirates), if it weren’t for the fact that even their which they were sucked, losing their ship, crew
feats in death are connected to each other. and honor. While Rotmarshal spent a decade
In addition to the normal raids and loitering on searching for his old sailing companions, from the
the seas, each Noble Tibia aims to annihilate their first mate to the humblest deckhand, Huggia allied
counterpart and vice versa, although aware that himself with Ground-Must, a whodo shaman of
the death-death of one leads to the death-death the Pressistok, with whom he concocted a serum
of the other. In fact, when one of these couples capable of taking control of all the pirates who
meets their end, another one immediately takes its find themselves ingesting it.
place. The only way to break this chain is to have Their bond consists in never being able to be
a Noble Tibia or an Ignoble Skull kill someone in the same plane, so when one rises in the Sea
else's counterpart, but that’s not easy at all, due of Mora, the other is sucked into the Orchard and
precisely to the powerful alliance between these vice versa.
captains, who constantly defend each other.
35
OLIVER ARTROS AND The bond of the two pirates consists in
JEAN “EL CARDINAL” DU sharing honors and dishonors: when one gets a
ROTULIER Recommendation, the same happens to the other -
What binds Oliver and Jean, one a Skinny and the same goes for Marks of Dishonour. As a result
the other a Stuffy, is a story that finds its roots Rancho is frowned upon by malevolent pirates
in the noble houses of the Land of Limpdom. and Zombijote cannot get the reward he deserves
The faithful mercenary Oliver Artros had been for a lifetime of heroism.
commissioned to transport a precious jewel
offered by the Eighthands Kingdom to the
LE CHIP AND PABLO “THE
2 - THE HAR...BONES
Rasputead Kingdom, as a sign of alliance for
future trade between the two continents, but the DEVIL” GORGIAS
malevolent Jean Du Kneecapier, heptacaidecaist Pablo was a whodo shaman who turned to
priest of the Holyturn Kingdom, could not allow piracy after gaining huge power thanks to a Knick
it: he therefore decided to put together a small Knack of the Conquistamuertes: the Copper
fleet to meet Oliver's ship. And so he did. While Pendant. Thanks to the pendant, he could make
Oliver’s ship was docked at the harbor of Puerto the wishes of any man or woman come true,
Papaya Island, Jean's ship went out of control and which he then traded for their soul. One day
ended up inside it, shattering it and sinking it. Pablo met a boatman named Le Chip, to whom he
Both sailors were killed in the battle. offered what must have been his greatest desire:
In the Orchard the two ships became one: nails and copper for his work. Go figure with
since then, when they are on board, the two these boatmen. In any case, Le Chip accepted
pirates hunt each other without ever being able to and, after a few years, Pablo returned to claim
find each other, while the two crews always battle his soul. In the meantime, however, the boatman
to govern the ship (which is why they’re always had used the copper to build a faithful replica of
the last to arrive at the meetings of their respective Pablo's pendant and when the latter activated its
alliances). powers, the forces of whodo were mysteriously
confused, so much so that Pablo's soul ended up
in Le Chip’s body and vice versa, delivering them
ZOMBIJOTE AND to the arms of the Orchard.
RANCHO PANZA Now the Skinnies Pablo and Le Chip take to
The Squishy Zombijote was an aspiring hero the sea in search of their respective bodies and a
of the previous age, who for centuries had been way to restore the power of the two pendants.
trying to reach the longed-for paradise. With
him was a squire, Skinny Rancho Panza, who
accompanied him on all his bizarre journeys, EMMA “DAME BLANCHE”
whether these were crusades against barns or GENTIL AND DESPOTIA
battles against herds of cattle. “DAME NOIR” AGACANT
Before ascending to heaven, there was These two Squishy cousins from Flatterdom
only one thing left for him to do: kill his killer; always fought over everything, from baby food
however, he couldn't remember who it was, nor to husbands. The hatred between the two was
was he able to read it, because whenever Rancho such that they even trained their dreams to wage
showed him his Death Certificate, of which he war against each other, from field skirmishes to
was the jealous keeper, he took care to hide that cannon fire at sea. And it was during one of these
specific Unfinished Business with his thumb... naval battles that the world of dreams betrayed
because the name of the murderer was that of the them: the two ladies never woke up and, while
squire, who followed him only to make sure he their bodies were rotting, their dreams on the
didn't take revenge. When Zombijote took his contrary became more and more vivid, until they
Death Certificate, determined to learn to read, died taking with them the sailing ships they had
and saw the name of Rancho Panza, the latter had invented.
already fled to a harbor in Bandead and embarked The war between the two cousins continues
on a tub, certain that his hunter would not pursue unabated, but as soon as one falls asleep, the
him there (Zombiejote couldn’t swim). dream ships of both vanish, only to reappear when
Since then, the aspiring hero has continued to they wake up. And since death has made them
hunt him down, hoping to take revenge and thus narcoleptics (don't ask me how) this happens
finally be able to deliver his Death Certificate... often.
which is still in Rancho’s hands.
36
ARNO FULLBELLIE AND The two angry lovers continue to travel the
DORA BALTEA OFFARTERIE sea, determined to take back half of each other's
True love between two people is an unbreakable hearts... but they can't: this is because whenever
bond. Well, almost. The Squishies Arno and their ships get close, the seabed, the lands and
Theresa, two famous navigators in the service of the the mountains shatter in half up to the center of
Livingjoys, are a perfect example of how a broken the world, only to reunite when they move away
heart can also break everything else around it. It’s from each other. What a cruel fate, don't you
unknown who betrayed who, but their separation think? And what a mess!
was so painful that it killed them both. Not only
2 - THE HAR...BONES
2 - THE HAR...BONES
the reason for such hatred, but whenever they cheap thieves. Their career ended when they were
fight the Sea of Mora and the Sea of the Orchard devoured by a ravenous wardrobe they’d been
collide, the storms thicken and the monsters of hiding in. Resurrected in the Orchard, they always
the abyss rage on. Some say they’re not ordinary blamed each other for their deaths, swearing that
dead but rather the spirits of the sea itself, seeking from that moment on, their respective treasures
to prevail in order to dominate all waters of all would never be safe from the other one’s clutches.
worlds. The only way they can destroy the other Being forced to hide their chests in the most
is with two particular Knick Knacks of the unlikely places caused them to be noticed by the
Conquistamuertes: the Sea Queen’s Sharktooth Noble Tibias (Malleulus) and the Ignoble Skulls
Trident and the Sea King’s Red Claw Horn. I'm (Corpulentia).
sure there are abbreviations. However, according Their mysterious bond is that whenever one of
to what they say, only the trident can kill the them steals a treasure from the other, the location
queen and only the horn can kill the king. And of one of their treasures appears on the map of
guess who has one and who has the other? That’s the other.
right: Nectunos has the Horn and Calhipsos the
Trident. They say that when one of them finally
manages to defeat the other, the Age of Undead
Buccaneers will come to an end.
Chapter 3 - T he Laws of the Sea
38
3 - THE LAWS OF THE SEA
For all the dead, after a while time begins CREATING (AND KILLING)
to flow differently: years become seconds, A PIRATE
decades become days and centuries become In Sea of Bones, the steps to create a deceased
years. Boredom, on the other hand, grows are the same, albeit with some small differences
NAUTICAL NICKNAMES
What really makes the difference in a sailor's name is their nickname (in the case of the dead, this always gets
changed following their passing). Aboard a ship, sometimes a sailor's nickname is even more pretentious than a title
3 - THE LAWS OF THE SEA
and is able to carry their fame across the four seas as a boat powered by four motorized oars would. From Long John
Silver of Treasure Island to the Black Corsair of the homonymous book series, at sea more than on land, nicknames
have a bigger impact than even the title of captain! Here are some examples of sailor nicknames that you can use for
your characters, some of them already adapted in their "dead" version as well.
Nicknames for Gunners (or anyone with a passion for gunpowder): Twistedpipe, Boneflame, Brokenfire.
Nicknames for Carpenters: Hammerdrown, The Oar-king, Splinter-spitter.
Nicknames for Cooks: El Cucharon, Bellyfiller, Bellyfest.
Generic Nicknames: Black Scum, Coral Crust, El Cortar, Waterpit, Jolly Rotten, Rottencore, Maelstomb,
Anchorbone, Blackpit, Beefybones, Talking Skull, Rottensail.
Nicknames for Boatswains: Saint Torment, Nervesnapper, Pitchmelter.
Nicknames for Quartermasters: Bonbarrel, Dry Sanctorum, Gravemaster.
Nicknames for Helmsmen: Shallowcatcher, Risen Whee l, Wheelbone.
Some nicknames may consist of a title paired Some common professions of this age are:
with a given name. Using some of the examples sailor (which can range through all the typical
already given, a sailor's name could therefore be titles of a seaman), fisherman, harbor tavern
Johnny Barrel, Ramon Cucharon, Italo Oar-king keeper, shipwright, lifeguard, coast guard and
and so on. so on.
Note that in any case it’s not mandatory for a However, note that, as explained in the
seafarer to have a nickname. Like that one-eyed, Corebook, you’re allowed (indeed, encouraged)
armless old man everyone calls… Larry. to invent absurd or non-existent professions such
as knots-untangler, essential for all those ships
whose ropes get tangled up, ship jester, bilge rats
Profession hunter, salt water taster and so on.
Generally, the chosen profession should be in
line with the Sea of Bones setting and therefore
range from jobs that are performed on board a Cause of Death
ship or those typical of a harbor. However, since The most important part of any Death
some harbors are as big as cities, it’s possible Certificate, as well as the most distinguishing
to choose one of the many more common entry for the character: the cause of death. Here
professions, therefore from farmer to carpenter, too the same premise applies - the closer your
from blacksmith to miller. However, the same death was to water (or maybe it was the direct
premise of the previous paragraph applies: if your cause) the more your deceased will be immersed
character lived inland, they may also have an (indeed) in the Sea of Bones setting. But guess
inland profession, such as a miner or a forester. what? It's not mandatory!
In any case, the further your job is from sea life,
the more your story will have to include elements
that led you to die (or be resurrected) at sea.
41
WAVES OF DEATH
Here are some examples of causes of death in true seafaring style, and more importantly, in true Unglorious style.
So, you died due to:
passages to which the Pities in charge of emerging so proud that he’s never confirmed these rumors,
have consented... after about thirty-six years from preferring to say that he stayed with his beloved
the initial request. Shallowseeker to the last, tying himself to the
wheel as she sank into the depths.
Blue Flame: Any alchemical vessel.
Deathplorers: Any uninhabited island beach. Preferential Passage: Any wreck, abandoned
Dutiful Dead: Any port authority office. or stranded ship.
Eternal War: Any ammunition dump.
Hunters: Any stretch of sea where carnivorous Decomposed Swimmer: While in water, you
fish hunt or where the lair of a deep-sea receive +2 to meters of movement. In addition, by
monster is found. spending 1 SP, the motion of water (such as the
Farmers: Any formation of algae or palm pull of a Maelstomb or the raging waves) has no
groves. effect on you for half an hour.
Living Love: Any romantic cliff (from which,
for example, you can enjoy the view of
breathtaking sunsets!) or gondola. Order of the Bone Pin
Outlaws: Any haltered port square. The allure of whodo attracts more sailors than
Penitents: Any cell on a ship. amages and alchemists have ever been attracted
Wandering Souls: Any abandoned shoal or to amagic, although they’re practically the same
ruin on an island. thing. The reason is probably linked to the cursed
treasures generated by whodo, and it’s precisely
There are also three new orders to choose of their victims that the order of the Bone Pin is
from, but membership is reserved for sailors, composed. All explorers, pirates and sailors who
pirates and harbor drunks only. died from a curse or while looking for a whodo
chest carry a fragment of that energy with them:
they embrace it as part of themselves, they try to
Order of the Abyssed understand it and exploit its potential. The same
Several bravely sunk dead (willingly or happens to whodo priests who preferred life at sea
unwillingly) arrive in the Orchard together with to confinement on an island.
their ships, often bringing with them broken In short, all those deceased who would go
ropes, shreds of sails and wooden planks from around showing off dolls full of pins, chicken
which they hang before filling their lungs with heads, crocodile teeth and T-shirts with slogans
water. like "Whodo Rocks" are welcome among the ranks
These dead are the favorite targets for the of the Bone Pin. Their feats include searching for
order of the Abyssed, which welcomes all those cursed chests or stories of cursed crews, collecting
sailors who drowned along with their vessels or cursed trinkets and devising new ways to curse
who in any case wished to leave in a poetic way. someone (verbally of course).
The Abyssed devote themselves to the salvage
of wrecks and often organize expeditions to the The Ward-leader of the Bone Pin is Squishy
seabed in search of sunken treasure. Tia-Tarma, former chieftain of the Aidudis, who
They are also very attached to the sea, so much count among themselves the most powerful whodo
so that if they stay on an island too long you can shamans in all of the Sea of Mora. Tia-Tarma
see them cast nostalgic glances in the direction met her end after reading her fortune-telling tarot
of the coast, getting lost in the memories of their cards. Death appeared five times (although the
adventures and exclaiming stuff like "the sea is deck only counted one), at which point, with calm
calling me", "the waters await me” or “I feel like and tranquility, she decided to satisfy the wishes of
fishing”. the cards by downing a concoction of berries, frog
43
blood, crumbled bones and rat poison. When she come while he slept? Had some curse made their
arrived in the Orchard she continued to rely on the content evaporate? Had the devil deceived him?
cards, which did nothing but reveal death to her. Whatever the reason, Benjamort exploded with
Tia-Tarma was therefore convinced she had to look rage. And not in a metaphorical sense. No one saw
for the will of the tarots by venturing among the the scene of course, but he says his blood boiled to
seas of the Orchard, traveling beyond the borders the point of blowing him up. However, you know,
of her Atoll. How she ended up becoming Ward- death loves to joke, so Benjamort arrived in the
leader of an order is unclear, but some say someone Orchard with the chests that he had so diligently
placed an information leaflet in her tarot deck. protected in tow... but now he wants to put the ex-
members of his crew inside them. They say that
If the favor is small, it goes unanswered on a roll teleported directly to the deck of any ship that you
of 1; if it’s reasonable, it goes unanswered on a are able to see within a 500 meter radius of you.
roll of 1-2; and finally, if it’s a big one, it goes Doesn't work if you're on land.
unanswered on a roll of 1-2-3. Sea King (Big Favor): For one round, gain
control of any sea creature or school of fish,
including Krakil. If you roll a 10 on the d10 roll,
your control lasts +1 round.
Salvage Wreck (Reasonable Favor): Any
sunken wreck within a 500 meter radius floats
to the surface for 1 hour or until repaired. If you
have a specific wreck in mind, the sea will give it
to you, otherwise it will pick a random one.
Waves Jumper (Small Favor): The surface
of the sea becomes a trampoline for you, capable
of making you jump up to 20 meters. The effect
ends after 3 rounds, or when you stop jumping.
Rank I Powers
Abyssal Shield (attack/hinder, shield): From
the shield emerges a sort of fleshy cord that ends
in a candle with a hypnotic light. All opponents
able to see the candle who want to attack another
target other than the bearer of the shield suffer
-1 to attack checks. Furthermore, if the shield
is used to parry a Vicious Blow in melee, its
surface transforms into the fanged mouth of
a deep-sea fish, which deals 3 damage to the
opponent. However, if the latter is wearing heavy
armor or has a DD value equal to or greater than
3, the fish's teeth break and the shield loses 1
Endurance point.
47
Coral Armor (attack/defense, armor): The Cursed Blow (attack/hinder, heavy weapon):
armor is covered in grim colored corals and is The weapon is cursed! If you deal a Vicious Blow,
repaired by 1 Endurance point. Also, whenever you suffer the same amount of damage divided by
you suffer a hit that deals 3 or more damage, no 2 (rounded down). If you miss, however, one of
matter how much damage the armor absorbs, the weapons you are holding (if any) begins to
a piece of coral falls to the ground. At the start shake violently, then falls to the ground dealing 1
of your next turn, all corals detached in this way additional damage that ignores armor.
hurl themselves at the closest opponent (medium Lead Beacon (attack, ranged weapon): The
range) and deal 1 damage that ignores armor. projectile turns into a small glowing orb. You gain
Krakil's Slash (attack/hinder, weapon): The +2 to hit, but the attack deals no damage, instead
weapon disassembles and reassembles to form a drop sailors on deck to the lower floors, snap
large semi-circular shield with a shape vaguely lines, topple smaller masts and so on.
similar to that of a tortoise. This shield cannot Marine Stroll: Action, contact, difficulty 4+.
be destroyed, but when the power ends, part of For 1 minute, you or any target you touch (either
it backfires on the deceased who loses two body an object or a living being) can float on the surface
parts for each turn the shield was active. If the of the water. Note that you cannot use this power
power has been active for 3 or more turns, the on targets that have half or more of their body in
deceased also suffers 2 lethal damage. water. In any other case, they’re automatically
In addition, whenever the shield absorbs a pushed to the surface. For each +1 increase in
Vicious Blow, the opponent (if no larger than a difficulty: +2 minutes duration.
troll) is knocked to the ground by a sudden blow. Water Bomb: Action, medium range,
Windsap (attack, melee weapon): Tiny storm difficulty 5+. You summon a sphere of black
clouds begin to envelop the weapon, yearning to water drawn from the farthest depths of the sea
unleash tiny storms. Whenever you deal 1 or more of the dead. If the sphere hits a living being,
damage with the weapon, you absorb a charge of any shields and armor they’re wearing lose 1
energy and the clouds inflate. When you wish, as Endurance point, while if it hits a deceased, they
part of an attack, you may spend 1 SP to discharge recover 1 lethal damage or 2 non-lethal damage
the accumulated energy. (your choice).
1 Charge: A bolt of lightning shoots out from
the weapon, dealing 2 damage that ignores armor.
2 Charges: In addition to other effects, the Rank II Spells
opponent is trapped in a whirlwind and thrown Dry Land: Action, long range, difficulty 7+.
twenty meters into the air. You raise a sunken land to the surface of the
3 charges: In addition to other effects, when sea. Roll 1d10 to establish its size: on a 1-4 you
the opponent is knocked into the air, you can bring out shallows that slightly outcrop from the
perform a ranged attack roll. If the check is water, on a 5-8 a group of rocks and on a 9-10 a
successful, a hail of sharp hailstones is hurled mountain or a small island. The raised land sinks
from the weapon, dealing 3 damage. after 5 minutes. For each +1 increase in difficulty:
4 Charges: If the hailstones dealt at least 1 +10 minutes of duration.
damage to the opponent, the cloud enveloping the Rottenwood: Action, long range, difficulty
sword hurls itself at the opponent and envelops 8+. A considerable portion of a target ship rots.
them, then slams them violently to the ground, This power may be used to spring large leaks,
dealing 3 damage that ignores armor. Then the knock down a row of cannons, break the main
power ends. mast, cause the captain's cabin to fall off and
More than four accumulated charges have no so on.
effect. Salty Blast: Action, medium range, difficulty
Note that if the attack does not hit the target, 7+. You summon a large sphere of black water
all accumulated charges are lost. drawn from the depths (this time even deeper!)
of the sea of the dead. When it explodes, the
sphere hits all targets within a 10 meter radius.
SPELLS Any shields and armor worn by affected living
The sea is an amagical place, don't you think? beings lose 1 Endurance point, while all affected
Dangerously amagical I would add, so much so deceased revoer 1 lethal damage or 2 non-lethal
that the arcane forces roused by its waves and damage (your choice). In addition, the target
whirlpools reached us, affecting the bodies of the directly hit by the explosion suffers 3 damage.
dead. Enjoy these new spells, with which you'll
be able to bend water (but also oil or beer, if you
prefer) to your will.
49
Rank III Spells Navy’s flag, complete with a crew ready to rescue
Frothy Tsunami: Action, difficulty 9+. By you (as well they should - they are handsomely
pointing a finger at a spot that you can see on paid for each summoning). The ship remains at
the surface of the water, you can summon a great sea for 3 rounds: it’s not possible to board the
wave of black water from the depths (very deep ghost ship, just as its sailors cannot abandon it.
this time) of the seas of the Orchard. The wave They just open fire with their cannons and yell
travels one hundred meters and tramples anyone colorful slurs at your enemies.
along its path. Any armor and shields worn by Spirit of the Kraken: Action, difficulty 8+.
affected living beings lose 1 Endurance, and all By pointing a finger at a spot that you can see on
affected deceased recover 1 lethal damage or 2 the surface of the water, you can summon one of
We’ve finally arrived at the section that by the forces of whodo and, finally, the incredibly
interests you the most. How do I know? Just look precious Ancient Caskets, which in turn contain
at your face: even if death has messed up all your the Knick Knacks of the Conquistamuertes.
facial features and blended your muscles, your
face lights up just hearing the word “treasure”. Or Aside from the Ancient Caskets, which I'll
maybe you're just shedding some more skin. tell you about in more detail later, common
Who can blame you? After all, the whole treasures and cursed treasures differ from each
Age of Undead Buccaneers is kept alive by the other because of their value: Cool, Sublime or
constant search for treasures and I admit that there Breathtaking. But be careful, this is the value
is nothing more exciting than sticking the shovel attributed by the Orchard and it’s not based on
into the ground once, twice, a hundred times, quantities, but on the objects that compose the
until you feel its tip hitting something hard. Then loot. For example, a chest full of doubloons or
you realize it was a stone or the skull of a former precious spices is of Cool value, one full of
partner of yours and you start digging again. But pearls and noble jewels is of Sublime value
when you see the wood of a chest emerge… Well, and one full of diamonds, ancient objects, well-
let's just say that if I had a heart it would beat preserved historical relics and risqué calendars
wildly at the thought! is of Breathtaking value.
Oh, I almost forgot the most important
thing: to be considered as such, a treasure must
TYPES OF TREASURES be contained in a casket. Don't ask me why
First of all, you must know that there are three and don't ask me questions like "wouldn't it be
types of treasures: common ones, that is the shiny enough to put them in a bag?": it's tradition,
junk that the living like so much and… ok, I admit period!
that I liked it too when I was still up there; then
there are cursed treasures, more precious than
common ones but bearing horrible curses, created
50
COMMON TREASURES Cursed treasures do not generate Pieces of Late
However common, the treasures that comprise and when they arrive in the Orchard, they remain
the most banal riches of the living contain stories intact (provided they are contained in a whodo
and often fragments of the souls of the brave chest). Once taken to the Grinding Ovens, both
men and women who hoarded them. Fortresses, the chest and its contents are shredded, generating
the holds of merchant ships (sunken or not) and an amount of vouchers and dead energy based
antiquities markets are excellent places to find on their preciousness and the outcome of the
wealth to amass, while treasures already packed shredding.
and crammed into coffers are found under the Note that by dead energy we mean the points
sand of islands, used as hiding spots (often so received by the dead, exactly as for squeezing
4 - IN THE DEAD MAN'S CHEST
many times that one could start digging at random the licenses, and these are divided equally and
and still find something), caves bristling with distributed among the members of the crew
traps and basements of captains' houses. (unlike vouchers: they have to take care of sharing
them!). If any points remain that cannot be divided
equally, these are received by randomly selected
Collection of Pieces of Late crew members by rolling dice.
By bringing a common treasure to the Orchard,
the casket and what's inside rots, like all things that To determine a whodo casket’s amount of
cross any border or whirlpool from the world of vouchers and dead energy points, roll 1d10:
the living. However, as they decompose, there is a 1-3, Oven Breakdown: 20 vouchers and 1
chance that they will generate one or more Pieces point (Cool), 55 vouchers and 3 points (Sublime),
of Late, testifying to the essence of the valiant men 90 vouchers and 6 points (Breathtaking).
who fought for that treasure… or stole it. 4-6, Power Decrease: 35 vouchers and 3 points
(Cool), 100 vouchers and 5 points (Sublime),
When a common treasure arrives in the 200 vouchers and 8 points (Breathtaking).
Orchard, the carrier rolls 1d10. On a 7-10 its 7-8, Standard Grinding: 50 vouchers
unraveling generates 2 Pieces of Late (Cool), and 5 points (Cool), 150 vouchers and 7
4 Pieces of Late (Sublime), or 6 Pieces of Late points (Sublime), 300 vouchers and 10 points
(Breathtaking). On a 4-6 it spawns half as many, (Breathtaking).
and on a 1-3 it spawns nothing; in this case it 9-10, Hypergrinding: 75 vouchers and 6 points
means that it was nothing more than a heap of (Cool), 225 vouchers and 9 points (Sublime),
simple riches for live-flesh. 450 vouchers and 12 points (Breathtaking).
in the darkest depths where these precious stones can unlock different powers, randomly chosen
rested, the sand and rocks became mouths, which from the list below. The power is activated when
then engulfed them and brought them back to the the Knick Knack is embedded into an item or
surface, transforming themselves into ghostly- when an individual takes control of it, therefore
looking caskets. after three days of possession.
Roll 1d10 as soon as this happens, check the
An Ancient Casket has the vague shape of a result and get ready to own the powers of the sea!
regular casket, enriched however with arcane If you prefer, following these guidelines, as
symbols and seals from other ages, made of wood Ferryman you can also make up new powers for
that swells and shrinks like a lung. Their innards, your players or… their enemies.
because it's almost more like we're talking about
living creatures, give off a pulsating light that
expands its energy up to kilometers away, bending
the laws of the sea, physics and even math.
It’s impossible to determine the true power and
potential of an Ancient Casket, but no one in their
right mind, dead or alive, would ever consider
taking it aboard their ship or bringing it anywhere
near any populated center, let alone the Orchard!
K HARBOR MARKET
“I do not ask for riches, nor hopes, nor love, nor a friend who understands me: I only asked for a crew, a ship,
a dozen cannons and a beautiful uninhibited Squishy to have fun with before departure, ahr ahr ahr!”
[Captain Rottenbert Steventomb, pirate poet of the four seas]
What are you looking for? More firepower? Ectocoral Clump (O, 4 vouchers): This
Go to a Hartillery: come on, you won’t upset conveniently packaged Ectocoral Clump makes
your ancestors if you enrich your arsenal with for quick, sticky repairs. If placed on a Leak, it
something more than the five-generation family immediately repairs it.
sword from your Funerary Equipment. Looking Ectocoral Slippers (O, 6 vouchers): These
for exotic items? Go to the whodo shaman stalls; slippers with a semi-circular sole will allow you
just beware of swindlers: they might even sell you to effortlessly slide on the sea surface without
their granddaughter's doll by passing it off as an ever sinking. While wearing Ectocoral Slippers,
amagical ragdoll. you will be able to move on the surface of the
If one of these items presents the letter O in water, receiving +2 to the meters of movement.
brackets, it means that it can only be found in the However, for every 2 movement actions in a row,
Orchard. If not, it can be purchased in any harbor, roll 1d10: with a result of 9-10 you slip and end up
both in the world of the living and the dead. in the water upside down. However, if you wear
Ectocoral Slippers on land or on the deck of a
Bottomless Mug (O, 7 vouchers): Every ship, you receive -2 to meters of movement.
sailor's dream is to own a mug that is never filled Fins and Mask (6 vouchers): With this
to the brim and never empties. Sadly for the living, swimming set, including fins that look like bat
only we have such an item. The Bottomless Mug wings and a fanged mask, you can splash around
contains Grop, a special blend of broth that drives underwater like a true rotting fish. As long as
all of us sea dogs who miss rum crazy. As an you’re in the water, the Fins and Mask allow you
action, you can down a gulp of Grop: if you do, to double your movement, while if you use them
you can reroll the dice for a failed ranged attack on land or on the deck of a ship, they limit the
(immediately after drinking). If this roll also movements you can make per turn to 1.
fails, however, the blow hits one of your allies (if Grave Compass (O, 6 vouchers): Sold only
possible). in Undead Port Authority offices to the overly
Furthermore, anyone who owns a Bottomless distracted deceased, a Grave Compass works only
Mug, at the beginning of each fight, instead of in the world of the living and always points in the
adding SPs to receive a bonus to the initiative roll, direction of the nearest Maelstomb. Once it goes
can take a sip of Grop. If they do, for 1 round they through one, however, it gets damaged. When this
receive +2 to all the ship's gunfire and steering happens, roll 1d10. On a roll of 8-10, the compass
checks. If all crew members take a sip of Grop, in begins pointing at the nearest cursed treasure
addition to the bonus, they receive 1 free action for instead, getting permanently destroyed once the
the first round of combat. Any check performed treasure is found. The Grave Compass only works
with this bonus action that fails is considered a in the hands of a deceased person.
critical failure. Horned Tricorn (25 vouchers): Fusing the
Dead Sea Dog’s Coat (O, 25 vouchers): Not all fashion of the pirate tricorn with the horned
sailors can afford this item of clothing, taken from helmets of barbarian countries, the Horned
the corpse of a dead-dead-at-sea captain whose Tricorn was born: a combination of style and
remains have somehow ended up in the Orchard aggressiveness. While wearing the Horned
. As long as you are on the deck of a ship and Tricorne, you may use the Entertainment skill to
wearing the Coat of the Dead Sea Dog, each time brutally but elegantly offend any target that can
you roll a Critical Failure you may suffer 1 lethal hear you. If the check is successful, until the end
damage to reroll. Instead of taking the damage, you of the following round, the target cannot perform
may inflict it on an ally within 10 meters or cause a any Heroic Actions, spend more than 1 SP or CP
Leak on your ship (if you are on board). for an action, or deal Vicious Blows.
Note that the taunt cannot target the same
target during the same fight.
57
Joyous Spear (40 vouchers): The weapons Item Price
of the Livingjoys would normally not be able to Ship Equipment
reach the Orchard: the spears used by Livingjoy
Cannon Set 20 Vouchers
sailors however are partly imbued with whodo
energy which, once in contact with the world of Classic Ball 2 Vouchers
the dead, transforms and develops a whole new Cursed Ball 6 Vouchers
potential. While wielding a Joyous Spear you Ectoadhesive Ball 4 Vouchers
can detect the presence of a Livingjoy up to 500
meters away and you receive +1 to hit and +1 to Ectocoral Plus 20/40/70 V
damage against Livingjoys. Also, whenever your Flashy Sails 50 Vouchers
Captain
First of all, you should know that an Undead Need I tell you what a Captain does? Fine
Buccaneer must have two things: the first - and - the Captain is the highest position within a
damage to the ship, you receive +1 to the check. In the Sea of Mora or a Maelstomb to return to the
addition, with a Carpentry check you can reattach Orchard, you and all your companions get +2 to
a piece to a dead person, thus healing them of 2 your SP limits for 5 hours (not stackable).
non-lethal damage. Training as a Navigatorn lasts 2 sessions.
Training as a Corpsenter lasts 2 sessions.
Quartermonster
Gonner Who takes care of storing the treasures? And
Gonners are in charge of cannon fire and… who has the power to harness their dead energy?
shooting their comrades. Calibrating a cannon And who supports the Captain even if they’re
shot in the open sea is a huge challenge, not to sleeping (whether in the cabin or with the fish)?
mention aiming so that your fellow crew members Who takes care of leading the dead into battle? The
end up on the target and not in the open sea. answer is always the same: the Quartermonster!
You get +1 to the check to open fire with If you’re aboard a ship carrying Common
cannons. If you’ve armed one, it takes 1 less Treasures, when it enters the Orchard you can
action to open fire. If during your turn you spend roll 2 times to establish the number of Pieces of
1 action giving directives on how to aim, the other Late gained. Likewise, if you’re aboard the ship
gunners receive +1 to their shooting check for 1 when the curse attached to a Cursed Treasure
round (not stackable). is randomly determined, you can roll twice and
Training as a Corpsenter lasts 2 sessions. choose the result you prefer.
Furthermore, if the Captain has given an order,
at the same time you can use an action (which is
Nagivatorn subtracted from those of your next turn) to confirm
In addition to taking care of the ship’s it and thus receive an additional +1 to the check.
maneuvers, making the most of the wind and Training as a Quartermonster lasts for 2
removing seagull droppings from the wheel, sessions.
Navigatorns have unique experience in the
crossing between the world of the living and
In the following pages we introduce the 4 new types of dead that this expansion adds, always limited to your
character’s Dead Body.
So, let’s see with what blessings the sea granted to your resurrection!
5 - WATERED DOWN FATE
63
64
CORALLY
Some corpses that meet their end in the
abyss end up becoming part of marine life.
When the Orchard then notices them and
claims them, these deceased bring with
them everything they accumulated during
their patient stay on the seabed. But to
be so well preserved, these corpses must
have sunk a certain way: this is the case
5 - WATERED DOWN FATE
SQUASHBUCKLER
There are some people in the world
who perform heroic deeds without even
realizing it: men and women who, kissed
by a drunken luck, are capable of giving
life to daring gestures bordering on the
surreal: they can perform somersaults
that end in perfect landings, use stones
as snowboards while falling off a cliff,
end up aboard a ship after being spat out
by a squeamish abyssal monster, and who
knows what else. Now, these actions often
end with death for the living, but in the
case of the resurrected it’s a completely
different story. The Blustedeads in life
were daredevil adventurers who could
count on this oddity (and which in most
cases caused their death), and now that
they’re dead they can make the most of it
without risking breaking their heads - only
losing them at sea .
With regard to certain feats, you have
to wonder whether they think of them in
advance or if they improvise.
67
Rank I Rank II
Squashbuckling Battle: When you Cannon Fodder: If you’re fired from a
perform a Heroic Action in battle (an attack, cannon, you may spend 1 SP to perform a Heroic
push, block, etc.), you may spend +1 SP to Action aimed at attacking a target on board, or a
make it a Squashbuckler Action. The effects Squashbuckler Action if you have the Squashbuckler
are the same, except that you can perform an Battle ability (in this case without having to spend
additional attack with one of your weapons. the additional SPs). However, if the shot involves
The attack does not require an action and crashing somewhere, you may also spend 1 SP to
receives +2 to the check. make sure you don’t shatter upon landing.
You can’t wait to have a nice swim, feel the “Let's take mine!”: As already mentioned,
wind on your skin and enjoy a nice cocktail on some deceased arrive in the Orchard with their own
don’t try to cheat the sea with words or tricks to earn go to sea within 5 days, they will be attacked by
more than it could grant you. Remember that it’s a Dragon or a Wyvern, at the Ferryman’s choice
very vindictive, as well as touchy. (see chapter 9 of the Corebook, “Bestiary”).
3-4: One Recommendation from each
deceased is pulverized. If the deceased has no
Rewards… or Misfortunes Recommendations, a Mark of Dishonor appears
Death is eternal, but the sea doesn't have that on their forehead.
much patience. Unlike Unfinished Business, each 5-6: The ship of the dead (or the one they are
Business with the Sea has a time limit. The more on, if they don't have one) is affected by a curse
difficult the resolution of the Business, the more (chosen from those in chapter 4, “In the Dead
time the sea grants (Simple Mission, 7 days; Risky Man’s Chest”) which from that moment on will
Mission, 10 days; Complex Mission, 17 days). If never be removed.
the Business with the Sea is completed on time, the 7-8: The ship sinks or otherwise falls apart. If
reward is immediate and more generous than that the crew does not have a ship, sink the one they’re
given by an Unfinished Business. If not, expect on. If they don't own a ship or they aren’t on a
vengeance for offending the oceans just as quickly. ship, each of them has a randomly chosen item
And remember, whether reward or misfortune, from their Funerary Equipment destroyed.
these consequences can reach you wherever you 9-10: Each deceased is struck by black
are, whether it's at sea or on land, in the world of lightning, suffering 1d10/2 lethal wounds
the living or the dead. (rounded up).
The rewards are double those normally Examples of Business with the Sea *TP*
granted by an Unfinished Business and are Below you will find some examples of
distributed among the deceased in the same way. Business with the Sea. Next to each, in brackets,
They could rain from a bizarrely shaped cloud in is the equivalent value of the Unfinished Business,
the sky, be encased in a floating bottle, or even so as to help you in your choice. If you wish, the
carried by an Abyss-hopper. The only difference Ferryman can choose your Business with the Sea
is that Recommendations are replaced by other for you, so as to give more of the feeling that
types of treasure, randomly chosen by rolling someone else has decided how you will repay
1d10 for each one. Note that a roll of 9-10 can your death debt.
only be achieved with a Complex Mission. In the
case of a Simple or Risky mission, the dice must • Saving a Tribe from the yoke of a Joyvernor
be re-rolled until a different result is obtained. (Complex Mission; 17 days).
• Removing a shipwreck from a coast: ruining
1-2: 5 Deluxe Pieces of Late, whose favor is the landscape (Simple Quest; 7 days).
always granted (therefore without having to roll • Bringing to light the remains of an ancient
the die). sunken civilization (Complex Mission; 17
3-4: Each deceased gains a new weapon or days).
armor power, a new spell, or a new dead power, • Bringing down (or dissuading) the crew of a
at their choice. whaler from hunting again (Risky Mission;
5-6: Marks of Dishonor are erased from all the 10 days).
deceased. Furthermore, it’s not possible to receive • Finding and slaying a dead abyssal monster
any for 48 hours, regardless of the transgression. wreaking havoc (Risky Mission; 10 days).
7-8: 3 Postcards from the Sea, which may • Feeding the sea lions of Greater Seabass
teleport you to any Harbone or Maelstomb at any Island (Simple Mission; 7 days).
time, whether you’re in the world of the dead or
that of the living.
9-10: The map to an Ancient Casket.
77
F ABC OF NAVIGATION
"It's not difficult: the bow is the FRONT and the stern is the BACK and... yes, I know that the bow of this ship
is coming out of the stern, but I already told you how that happened!"
[Miss Avis, Quartermonster of the Puzzle Deck]
Judging by the way you look at ships or at me Furling the sails (“closing” them) causes the
when I talk about maneuvering at sea, I gather you ship's maximum Wind Points to be 1. Dropping
don't know a damn thing about navigation? Don't anchor causes the ship to stop abruptly, but doing
Scutter
Frightener
Galle-Gone
79
Fighting As explained in chapter 4, "In the Dead Man's
Cannons out, load the muskets and put your Chest", only Gallegones may also have fore and
best boarding face on! A combat between ships aft cannons.
begins like a regular combat (we recommend
involving only the characters and a limited number Captain's Orders: Regardless of the order
of opponents and allies: it’s not necessary to of combatants, during a combat between ships,
involve the entire crews, especially when they are each round begins with the Captains giving orders
both numerous), with the difference that it’s often (maximum 2) to their crews. Use the initiative to
inaugurated by a nice cannonade (or broadside). decide which of the two Captains starts giving the
Repairs: With a Carpentry check it’s possible In addition to fixing the damage and the
to repair the damage suffered, as shown in the related penalty, each repair allows you to recover
matching column of the table. These checks are 1 Structure Point.
to be carried out over the course of the repairs, When there’s a “/” in the Repairs column, it
which can take a long time (no less than ten means that that specific damage cannot be repaired
minutes to repair a leak, up to half a day to repair (in the case of cannons, they are destroyed, while
the main mast). in the case of hit crew members, well… maybe
you’ll have to buy back a sailor or two too!).
80
Leaks: The ship can withstand a certain Also, unless the crew members are engaged
number of Leaks, as shown in the table in chapter in specific actions, imagine that they are always
4, "In the Dead Man’s Chest". If the leaks in a ship around the ship tightening ropes, checking the
reach half that number, it will sink after 5 rounds, wind, cleaning the deck, and so on. Therefore,
and if they’re equal to that number, it will sink don’t focus too much on the exact position on
after 2 rounds. A smaller number will make it sink board of each member, unless they’re busy firing
over a much longer period, but it’s still wise not the cannon or have climbed onto the crow's nest
to neglect them! Leaks have no effect in the Sea (lookout post). For example, after having lowered
of the Dead. the sails, a sailor might untie a lifeboat: it doesn't
6 - DEEDS IN THE SEA OF MORA
Each Leak also causes you to lose 1 Wind matter if the sail they lowered was at the back
Point. of the ship and the lifeboat is at the front. But it
Note that the Leak is considered plugged when would be different if there were a group of armed
the Carpentry check is passed, although the time enemies between the furled sail and the lifeboat.
necessary for the repairs must still pass before it’s As for movement on board, as Ferryman, try to
considered completely repaired. be malleable whenever possible in favor of speed
of play.
Other Damages
Cannon fire isn't the only way to damage a “Play Dead”
ship. Sea monsters, bombs, shoals, wrong parking You may end up overboard, find yourself in
maneuvers and many other events can turn a the middle of the sea after your ship has been
boat into a pile of driftwood. In the case of sea sunk, or even just want to go for a swim.
monsters, the damage is specified in chapter 7, Being a deceased, even a simple gesture like
"Between Sabers and Tentacles". In any other staying afloat needs some specifics: first of all, like
case, the Ferryman is free to determine the ships, the deceased float on the water of the sea of
damages they deem appropriate. For example, the dead, but nothing prevents them from diving,
crashing into another ship of the same size could even if they will have to make a Swimming check
inflict 2 Damage Points on each, while crashing (which requires no actions) at the start of each
into a group of rocks can deal 1 to 3 Damage turn to avoid being pushed back to the surface.
Points depending on their size. The exact same thing applies to Squishies and
Windies in the waters of the world of the living.
Skinnies and Stuffies, on the other hand, sink like
Steering a Ship stones, but can stay afloat by performing another
A ship is not a horse or a cart, but a very check (which does not require any actions) at the
delicate and pretentious instrument which, in beginning of each turn.
addition to requiring a certain amount of care, Swimming checks are performed taking
needs a minimum number of sailors to make it into consideration the physical strength of the
work at its best. This number is specified in the deceased.
Crew (minimum) column in the Ships table in
chapter 4 “In the Dead Man’s Chest”.
What happens when this number is not met? Storms
The sails may take longer to unfurl or lower, The clouds gather on the horizon and the
the anchor may be dropped late, and in general water becomes more agitated, like a bubbling
the rigging becomes more complex. From a stomach after an indigestion of oysters. Then, if
mechanics standpoint, a number of crew members you are in the Sea of Mora, the rain comes; if,
lower than the minimum does not affect the ship's on the other hand, you’re sailing in the Orchard,
movements or its resistance, but it will be up to stones, phalanxes and, may the gods strike me
the Ferryman to penalize the completion times of down, even sea urchins may rain down!
maneuvers such as those just listed. I’m talking about the storms of course. While
up there these are generated by stormy winds,
here they come to life from who knows what
mysterious joke of dead nature. Either way, there's
something to be afraid of.
A storm smashes masts, throws sailors
overboard and wrecks ships. Nothing can be done
against it and this makes it the greatest enemy of
every sailor.
81
During storms, the normal rules for sailing are Author’s Note: Everything about ship
not used: all a sailor can do is hold the course (or movement, damage, and equipment in Sea of
just keep the ship afloat) by performing Navigation Bones has been deliberately simplified to speed
checks when requested by the Ferryman (usually up the gameplay experience. However, nothing
no less than one every five minutes), with a prevents you from inserting additional regulatory
penalty from -2 to -5, and an additional -1 if the elements during maneuvers at sea. In regards
sails are unfurled. to speed, for example, although it’s true that in
Each failed check causes 1 Damage Point to the open sea and with the wind in your favor, a
the ship: if it affects the crew, it could mean that galleon has more or less the same speed in knots
a sailor has been hit on the head by flying debris, as a brig, it’s however able to cover more distance
lightning or any object that rains from the sky - in during long crossings, while a brig picks up speed
the case of a storm in the Orchard - or that they much faster at the start. Similarly, repairing a leak
ended up in the water. in a galleon takes a long time because the pressure
exerted by the ship’s weight is greater, unlike a
However, storms can be of different leak in a sloop.
magnitudes and be more or less raging, but It’s up to you to choose how realistic you want
they’re almost always unpredictable. It’s up to to make your sea voyages, just keep in mind that
the Ferryman (indeed, it’s encouraged) to add Sea of Bones is not a sea voyage simulator… it’s a
unexpected elements and special conditions when death at sea simulator!
a crew is facing a storm.
82
Example: Let's see a typical situation on the open sea, with two ships coming to collide after a
chase through the waves. The Puxtol, a Freightener carrying 4 dead (characters) captained by Stinky
De Sanctos, was targeted by the Smiling Judge, a Livingjoy brig (the equivalent of a Freightener)
captained by Joseph "JoJu" Justice. Both ships have 5 Wind Points, but Smiling Judge's helmsman
makes a Navigation check to move the ship into the wind, thus gaining +1 Wind Point. The shift causes
the Smiling Judge to no longer be aiming at the Freightener, but the Captain is ready to correct course
as soon as they get close enough.
6 - DEEDS IN THE SEA OF MORA
After two hours (yes, chases at sea are very slow) the Smiling Judge has almost reached the
Freightener, whose dead in the meantime have armed their cannons. Since the fight is inevitable, they
also decide to lower some sails (equivalent to -2 Wind Points) and the helmsman veers, so as to offer
the Smiling Judge its side and open fire with the cannons. They then perform two Navigation checks
(difficulty 6+, as specified in the movements paragraph), plus the final Navigation check (5+, free) to
return the wheel to the central position. In the meantime, three deceased have positioned themselves
at the cannons and once the ship has turned, they open fire on the bow of the Smiling Judge, which is
about a hundred meters away.
Of the three cannons, armed with Common Balls, only two hit (ranged weapon attack check), thus
inflicting 2 Damage Points on the Smiling Judge. The dice rolls for the specific damage are 3 and 8,
which means that the Livingjoy ship loses 2 cannons and that one of the sailors is hit and suffers 4
damage.
Now the real battle begins - the order of combatants is established (5 dead and as many Livingjoys,
obviously including Captain Joseph). First it's time for orders: Captain Stinky orders to open fire and
stop the ship, while Captain Joseph orders the helmsman to go straight and his men to prepare to
board. The first to act is the helmsman of the Smiling Judge, who limits himself to holding the course
to reach the Puxtol.
The dead at the cannons (four, including Stinky, while the fifth is at the helm) use 2 actions to load
and fire again. This time only one hit is successful, but the damage affects the main mast, causing the
loss of 2 Wind Points and halving the Wind Point maximum (which therefore goes from 5 to 2). The
helmsman, on the other hand, uses their entire turn to drop anchor, thus stopping the ship. However,
since the sails weren’t lowered first, the ship suffers 1 Damage Point. In this case it’s still possible to
make 1 veer per turn, precisely because the sails are not yet fully furled.
Puxtol: 9/10 Structure Points, 3/5 Wind Points (anchor down, 1 Veering action allowed),
0/5 Leaks, 8/8 cannons.
Smiling Judge: 7/10 Structure Points, 1/52 Wind Points (broken mast), 0/5 Leaks, 6/8 cannons.
The second round begins: Stinky orders two deceased to continue to open fire with the cannons,
while he, the helmsman and the third deceased prepare for the assault. Joseph instead orders the
helmsman to turn 90° and the soldiers to fire a salvo with their rifles, given that in the meantime the
Smiling Judge has come quite close to the Puxtol. The Smiling Judge's crew is very numerous, so much
so that they have men at the cannons, and therefore ready to open fire as soon as the ship is in position.
However, due to the damage suffered, the helmsman can only perform one Veering (45°) action.
Therefore, at the end of the turn, not being parallel to the Puxtol, the Ferryman decides that only 2 of
the 4 cannons placed on that side can open fire. But the Livingjoys, despite those uncomfortable hoods,
are skilled shooters and each of the two balls hits, inflicting 2 Structure Points on the Puxtol and also
opening as many as 3 Leaks.
During the deceased’s, one of the cannons fires again. The shot hits and 2 other cannons of the
Smiling Judge are destroyed!
And now, swords and rifles in hand: let’s board! Will Captain Stinky’s Puxtol be able to stay afloat,
or will they all be forced to sink to the sound of Joseph's and his Livingjoys’ laughter?
SAILOR GAMES
You there! Yes, I'm talking to you, deckhand! Treasures, gunfire and mermaids are all fascinating things
(perhaps the latter not so much, considering they have fish attributes on the wrong side of their bodies),
but how about you give yourself a break from the exhausting search for a happy death and don't enter the
tavern? This is where legends abound and you can drink yourself drunk (or whatever happens to the dead
when they drink too much), side by side with the bravest and most decomposed sailors of the four seas!
So order a mug of Grop, sit down, take a swig and try your hand at one of the most daring games
designed to amuse the soul, even the dimmest and most faded one.
Here are the most popular sailor games! Read them and study their rules well: you don't want to have
all the doubloons you bet stolen from under your nose, do you?
Sword-Tip
Two challengers goliardically stab rusty swords in each other’s sides. Each contender has five swords at
their disposal (2 non-lethal damage). One takes turns thrusting one of the swords into the other's ribs (melee
attack check). If they get a Vicious Blow, the sword breaks between the ribs and the contestant who delivered
the blow scores a point. If the blow hits but isn’t Vicious, the sword does not break and, during their turn,
the opponent can decide to try to remove it and insert it in the other contender’s side (strength check). If
they succeed, the sword breaks in the other contender’s ribs and the attacker scores a point. If they fail, the
sword breaks between their own ribs and the other contender scores a point. After having landed five total
hits each (whether successful or not), whoever has the most points wins!
Keel Lap
What for the living is a barbaric torture, for us the dead is a race of speed! Keel Lap is a team sport:
a deceased from each team is tied to a rope that wraps around the entire hull of the ship, from port to
starboard. Their teammates, on the other hand, have to pull the rope to make them go around faster than
the opposing team’s champion. The teams are side by side: whoever pulls the rope can use any tricks they
want to distract or put a wrench in the works of the other team, but they’re not allowed to cut the rope.
In turn, during their turn, the deceased tied to the rope can perform Athletics checks to go faster or a
Dexterity check to tamper with the opponent's rope, which in this way passes through the most inaccessible
points of the hull, making them lose ground.
Grops Up
We couldn’t do without a good, old fashioned drinking contest! Grop is the most famous drink of the
Orchard, the schlop of true sailors that cannot be missing in any tavern, since it’s also sold instead of tar to
clean the hulls of ships. After all, just because it's the most famous drink doesn't mean it's also the healthiest.
Drinking more than the recommended amount could even hurt us dead… and that’s why we bet on it!
Grops Up sees two to five contestants taking swigs from a huge mug full of Grop. Taking turns, one
player starts drinking. At the first sip the contender must perform a difficulty 4+ Sensory check in order
not to vomit purplish bile (which comes from who knows where). On the second sip, the difficulty of the
check increases by 1, on the third by 2, and so on, until the contestant reaches 5 sips or vomits. The first
one to get to 5 sips, wins!
Once per game, instead of drinking, a contender may pass the turn, force another contender to take
a swig, or challenge a specific opponent. When two participants challenge each other, both take a drink. If
both do not vomit, the one who got the best roll wins (which translates into a loud burp from the beyond).
Although these games were designed to have fun in taverns or to pass the time during long
voyages, they’re also sometimes used to settle disputes (both on board and between different
crews), to get loot from others or to discredit a crew. Come to think of it, sailors take these
games very seriously!
Chapter 7 - Between Sabers
84
and Tentacles
7 - BETWEEN SABERS AND TENTACLES
OLD FRIENDS
The special abilities of the profiles described
in the Corebook are the same, but depending
on the creature their habits could change: by
venturing out to sea, some could therefore have
given up on the solitude that distinguished them
and allied themselves with other creatures to form
diverse crews. It’s not strange, for example,
to see crews formed by War Pigs fighting
alongside trolls, or human pirates using a
couple of Giants as oarsmen.
Their abilities also changed as a result,
so the Ferryman is free to allow these
creatures to benefit from the new Sea of
Bones skills - Carpentry, Navigation and
Orientation.
86
Livingjoys With an action and 3 SPs (difficulty 6+)
Skilled navigators, shooters and even sniffers! they can create a Cursed Ball. Furthermore,
They can smell the stench of death carried on by spending 2 additional SPs and receiving +2
the wind up to 2 kilometers away, which is how to the difficulty of the check, they can use the
much the range of their Hunt the Dead ability is Necropuppeteer ability to take control of a boat in
increased. the Orchard just as if they were deceased and the
SPs spent trying to resist the control are absorbed
by all the deceased on board. If there are none, the
Necrolovers controlled action automatically succeeds.
7 - BETWEEN SABERS AND TENTACLES
You know those crabs that shed their shells as 5-7: The casket disintegrates and with it the
they grow? Here, sometimes those who are a little forces of whodo it housed. POOF!
too grown choose caskets full of whodo energy 8-10: The casket remains intact and becomes a
7 - BETWEEN SABERS AND TENTACLES
as their home. The curses obviously do not affect casket containing a Cursed Treasure.
them, they’re not that petty, but amagical energies Battle Whiskers (2): Action, 2 CPs,
are a whole other story: they can’t wait for a new difficulty 6+, medium range. A Grab-Crab's
being to twist with their nature illusionist’s tricks. whiskers are very long and capable of precise
For these little creatures, the casket works like and lethal movements. With this ability, the
an oven for leavening dough: they start to grow and Grab-Crab can grab any held object (or limb, in
grow, but instead of burning, they overflow from the case of a deceased) and throw it even up to
the cracks and joints and the casket becomes little ten meters away.
more than a hat or helmet that completely covers Battle Whiskers can also be used to attack
their head. At this point the whodo energy treats the (Light Weapon – Contact, Bludgeoning, 1
grotesque pet like a puppet, taking control of it and damage, ignores armor).
guiding it towards the only thing a giant crustacean Casket Chic (3): Thanks to its ability
cares about: a new home. A newborn Grab-Crab has to blend scrap and debris with taste and
nothing to wear, so it will go looking for a new shell wisdom, the "outfit" of an elderly Grab-Crab
large enough (obviously without getting rid of the look complex and even refined. In addition to
chest) looking for it in the only obvious place it could knowing how to blend in with its surroundings
be: on a ship. They also change shells when they get by being able to arrange the multiple portions
tired of the previous one, or when they grow up. of its shell, it can also use an action and 4 CPs
Grab-Crabs almost always move alone or in (difficulty 7+) to clam up and receive +2 DD.
pairs: they aren’t excellent swimmers, but they In addition, when it’s in this form it can only
love to attach themselves to the hulls of ships and move (4 meters for each move action) and use
stay there, enjoying the journey, even for whole his Battle Whiskers, but it’s able to perform 3
weeks before attacking, therefore, every now and attacks at the cost of 1 action.
then you should check your hull.
They say that in the very distant future these Special Abilities (dead)
beings will become so large as to wear entire Coffin Lobster (1): When a Grab-Crab dies,
Galeomundis as a home: I only feel sorry for its shell is often destroyed in the crossing between
those unfortunate souls who will find themselves the world of the living and the Orchard… but if
fighting them, ahr ahr ahr. there’s one thing that isn’t lacking around here,
it’s containers. The Grab-Crabs therefore get
Type: Amagical Beast (12 wounds, DD 2, dressed, almost as if it were the result of a bestial
movement 10 meters), Fieris. instinct, with one of the many coffins scattered
Level: Locked Up Shrimp (1), Clawed around the Orchard, which give them unique
Treasurer (2), Crab King (3). powers (as well as a more suitable look).
Courage Points: 8 (1), 10 (2), 13 (3). Whenever a deceased deals 2 or more lethal
Skills: Advanced Animalism (1), Sensory (1), damage to the Grab-Crab with a melee attack,
Stealth (2), Athletics (3), Advanced Sensory (3). the latter can spend 2 SPs and perform a check
Equipment: Coconutcracker Claw (Heavy with difficulty 5+ to swallow them and lock
Weapon - Contact, Bludgeoning/Slashing, 4 them inside the coffin. The deceased can attempt
damage, Vicious Blow 9-10). to get free during their turn by performing a
difficulty 8+ check. If they’re still trapped at the
Special Abilities (living) end of the turn, they suffer 1 automatic lethal
Cursed Crustacean (1): When you deal the damage.
final blow to a Grab-Crab, roll 1d10. A Grab-Crab can lock in its coffin a number of
1-4: The chest is shattered and the whodo deceased of human size (or equivalent) equal to
energy is absorbed by the ship (the one it was its level. For example, a level 2 Grab-Crab could
on or alternatively the closest one in a radius of lock up four gobbalins or a troll, while a level
200 meters), which this way receives a randomly 3 Grab-Crab could also lock up an adolescent
chosen curse which will haunt it for 24 hours. giant, or a troll and two gobbalins.
89
Q LOST
“They say that in the seas of the Orchard, beyond the coasts of the Mortopolis of Flatterdom, sails the Aguja
Lùgubre, a ship as precious as it is dangerous. Why is it dangerous? Because it is a Galeomundi full of Lost Livingjoys.
Why valuable: because it contains the maps to at least 4 Ancient Caskets. So, do you still volunteer for this deed?”
[Williamort Rottengard, Quartermonster of the Rigor Floartis]
For resurrected sailors who venture out to sea Some notorious pirates, as well as some
there is a fate worse than death-death. Whether in Necrolovers, manage to gather and control crews
Heavy Weapon (2), Light Shield (2), Heavy all consumable amagical items, then non-
Firearm (3), Light Armor (3). consumables, and finally weapons.
Route Thief (3): Action, 4 SPs, difficulty 7+.
Special Abilities Lost Captains often stick entire wheels into their
Light of the Lost (1): The body and weapons bodies, but they are far more than mere grisly
of the Lost appear gleaming and sprinkled with embellishments. By activating this power, if the
bluish flames of the same color as those that guide Lost is aboard a ship, they can take control of it
the dead through the seas of the Orchard, although for 1 round as if they were at the helm. During
they have the opposite effect. At the start of each their turn, in addition to their normal actions,
turn, if you’re within 10 meters of a Lost and are they can perform 2 more bonus actions to
able to see it, you must perform a 6+ Sensory maneuver the ship.
check. If you fail, the Lost can use one of their
actions for the next turn to make you perform an
action of their choosing.
91
F NAUTICAL GOLEM
“Poor devil, that Morguez; he was so happy to show off his new ship: he showed it to everyone with pride…
before it ate him.”
[Alasteer Bronzeocolus, innkeeper of the Rolled Ship]
In some cases, death takes life (you don’t Type: Orchard Amagical Construct (movement
say), while in others it gives it - such is the case 10 meters).
of Nautical Golems. When the wrecks that rain Soul Points: 10 (1), 12 (2), 15 (3).
Even in the depths of the sea, amagic generates Special Abilities (living)
its Sources which, exploding, contaminate the Soaking Sailor (1): Sand Sharks are
creatures that live there. When a shark that has formidable swimmers: on land they move
yet to digest the last swallowed sailor comes into normally, but once in the water they are able to
7 - BETWEEN SABERS AND TENTACLES
contact with these energies, their meal merges travel twice as far with each movement action.
with them, generating the Sand Sharks, half men Additionally, their attacks in water gain +2 to
and half sharks which, given their bizarre shape their Vicious Blow range.
(fish above and man below ), are believed to be Using their powerful arms and powerful
strongly related to Mermaids. mouth, they can also swim under the sand (1
Although their animal side drives them to action to dive or surface), but with no movement
make the sea (and specifically those who cross it) bonus.
their laid table, their adventurous side, a legacy Jawsome (2): The jaws of a Sand Shark are
of incomplete digestion, stimulates them to unite, nothing short of powerful (and dirty with food).
forming dangerous crews of banqueters with an Their bite (4 damage - Contact - Piercing) on 6+
inexhaustible appetite. Their ships are small and can cause 1 Damage Point to a ship. Also, if they
often led by no more than three elements who, deal at least 2 damage to a target up to the size of
thanks to their strength and swimming skills, a troll, they can grab it between their teeth. The
manage to make them travel quickly under water latter can break free with an action with difficulty
(as well as under the sand), to then emerge right 7+ during their turn, at the end of which, if they
under their prey and launch into bloody battles! are still trapped, they suffer 1 direct damage. If the
The only thing that can save you from their Sand Shark has a target in its teeth it cannot bite
assaults is to take advantage of the moments in again, but it can attack with its other weapons,
which they are seized by the spasms of indigestion, swim and move normally, but at half its movement
their chronic condition... Perhaps that’s why speed (rounded up).
they’re so touchy. Captain's Outburst (3): Action, 4 CPs,
difficulty 7+. Usually the captain of a group of
Type: Amagical humanoid (10 wounds, DD Sand Sharks is the one who has eaten the most in
1), Homid. its life and, therefore, who has the most digestive
Level: Hungry Fin (1), Seafoodie (2), Bloated problems. With this ability, once per turn, it’s
Gourmet (3). able to shed some of its gastric weight, spitting
Courage Points: 6 (1), 8 (2), 10 (3). out a jet of vomit that hits all targets in a 5-meter
Skills: Animalism (1), Athletics (1), line. The point of impact of the regurgitation also
Navigation (1), Sensory (1), Stealth (2), affects all targets in a 2 meter radius. Anyone hit
Advanced Sensory (2), Advanced Animalism by this spray of undigested remains, splinters of
(3), Advanced Navigation (3). wood, and bits of bathing suits is unable to move
Equipment: Heavy Weapon (1), Firearm (1), or swim for 1 round, in addition to having the
Heavy Firearm (2), Light Armor (3), Light casting difficulty of powers and spells increased
Shield (3). by +2.
It's full of great sailors out there. And I don't Cousin of the Sea (2): A Fine Duelist's
mean improvised deckhands like you, who nautical and martial skills are unrivaled…and
couldn't tell the difference between the mouth if some were to rival them, they’d challenge
Ah, sea monsters. Is there anything more Type: Amagical Beast, Wild.
terrifying and at the same time fascinating than Level: Overgrown Fish (1), Fish Beast (2),
a beast the size of a mountain that roams the Island with Fins (3).
7 - BETWEEN SABERS AND TENTACLES
depths and occasionally decides to have a ship as Courage Points: 7 (1), 9 (2), 11 (3).
a crunchy snack? The depths of the Sea of Mora Skills: Animalism (1), Sensory (1), Advanced
(and consequently those of the sea of the dead) are Animalism (2), Advanced Sensory (3).
teeming with these creatures, so varied and unique Equipment: Fins, Teeth, Tentacles, and so
it’s impossible to draw up a comprehensive list. on… (Heavy Weapon – Contact, Piercing/
Some, like the Krakil, have tentacles the size Bludgeoning/Slashing, 4 damage, Vicious
of masts, others fins so sharp as to sever the hull Blow 9-10).
of a ship with one blow and still others have much
more bizarre shapes, such as the Balloonfish or the Creating a Sea Monster
Colossal Sardines. Sea monsters come in all shapes and sizes: and
this is where the fun begins, because as a Ferryman
you can create your own personal abyssal beast.
You can choose 2 of the following pieces (among
which there must be only one Body), +1 for each
level beyond the first.
95
Each time it attacks, an abyssal monster Tough Shell (Body): A crustacean rind that
spends 2 CPs, +1 for each consecutive attack after gives the monster +1 DD. However, the armor
the first if performed during the same turn. breaks when the monster's wounds exceed half its
total limit. Tough Shell regenerates +1 CP at the
Adamantine Beak: A beak similar to that of start of each turn.
birds of prey, which gives attacks +2 damage and
+1 Damage Point. Below are some pre-built sea monsters.
Eye Lights: Two luminous eyes, which help Balloonfish (2): Overgrown pufferfish. Very
the monster to orient itself even more effectively, overgrown. Adamantine Beak + Eye Lights + Hot
Gravesure Island is an introductory adventure Billy will also explain that the treasure is in
for Sea of Bones lasting 1-2 sessions, with an the Orchard, but that to get there you need to go
open ending and a Risk Level of 2, therefore through a Maelstomb located in the depths of a
ideal for sailors who have just (re)set foot on the mysterious cave of a mysterious island located in
8 - GRAVESURE ISLAND
deck of a ship. a mysterious stretch of sea.
Recruit your new crew of the dead, coat your What the deceased don’t know, however, is that
ship in ectocoral, mend the sails and prepare to before setting sail, a stowaway named Short Jim
rise in the Sea of Mora to search for traces of Bronze, also in search of the treasure, has boarded
the Ancient Casket hidden by the pirate James the ship, and aims to seize the Beggar’s Compass.
Slint. You can take this opportunity to try your During their journey in the Sea of Mora,
hand at creating a new deceased, use an existing Jim will make Fewbones disappear and so the
one or choose from the pre-gen ones that you can deceased will be forced to decipher the route to
download from our website www.acesgames.it. get to the island by themselves. Once they arrive,
Now you have everything you need to set after surviving a storm, they will have to face the
sail, so if you stay ashore there are two possible natives and finally descend into the dark cave that
explanations: either you don't have the guts (in a will take them back to the Orchard, in a stretch
broad sense, as well as organic) to venture into of sea unknown even to the most experienced
the seas of Unglorious, or your companions left resurrected navigators.
you on the dock while you were in the bathroom. Once the island is in sight, Short Jim will
make his move, sending a signal to his crew to
intercept the dead, thus starting a battle to the last
BACKGROUND cannon shot.
The deceased begin their adventure in the Once Jim's ship is on the skids (or is wrecked
Harbone of Wet Sloth, a few days' ride from the altogether), the deceased will be able to land on
Mortopolis of Limpdom. All of them are ready to the treasure’s island... but Short Jim Bronze is not
rise in the Sea of Mora… if only they had a crew. one to give up easily.
And a ship. Wandering through the dilapidated
and idle streets of the Harbone, they will notice
a recruitment ad from a certain Billy Fewbones, DECEASED (AND LIVING) NPCS
who is looking for a crew of valiant undead Billy Fewbones: Along with Short Jim
buccaneers to go in search of a mysterious Bronze, he used to be part of Captain Slint's crew,
treasure. In addition to the map, Billy can also with whom they recovered and hid an Ancient
supply a ship - what a stroke of luck! Casket whose location only he knows. He’s a
All that remains is to go to the Admiral treacherous, lying and rude Skinny, but he has
Morbone tavern and hear the mysterious what the characters need to start their adventure.
Fewbones’ sales pitch. A ship. Or at least, directions on how to steal one.
Karkatualgamarietot, Chieftain of the
Karkatua: Karkatualgamarietot is a giant, leader of
SYNOPSIS the Karkatua, the dangerous native shell collectors
Once at the inn, the dead will find themselves of Sneaky Island. His throne is made up of a huge
in front of the immoral Billy Fewbones, who pile of shells and blocks the entrance to the cave the
will tell them that the treasure to recover is the deceased must enter… and he's too lazy to get up.
Beggar’s Compass, an object contained in an Short Jim Bronze: The wily and mischievous
Ancient Casket and with the power to indicate Squishy Short Jim was the Quartermonster under
the location of cursed treasures that abound in the Captain Slint's command. He knows that Billy
Sea of Mora. There’s only one drawback: the ship. Fewbones has the treasure map, but his crew got
Billy doesn't have it, but he knows how to steal lost while searching for the island where he was
one from the Harbone. After stealing the ship and hiding; therefore he followed Billy's movements
obtaining the rising permit, the crew will have to in the hope that someone could decipher the
go to the Maelstomb which will take them to the route indicated by the map for him. He has an
Angery Sea. alchemical bronze leg that jerks and makes his
movements awkward and difficult.
98
Q TO THE DRINKING STATION
“It's been a while since I last set sail, but don't worry, I still remember how to steer a ship! … There should be
an engine somewhere, right?”
[Billy Fewbones, former pirate of Captain Slint's crew]
and ectoglue and a gaggle of sailors too listless to that he’s the last survivor of the crew and the only
even hoist a flag, they will find a recruitment ad one to whom the captain has revealed where the
from a certain Billy Fewbones. Beggar's Compass was hidden, a treasure enclosed
in an Ancient Casket. The compass seems to have
the power to show the location of every cursed
“To all sailors eager for adventure who treasure in the Sea of Mora. Billy has a map that
left seasickness in the world of the living! only he can decipher: what he needs is a crew…
I, Billy Fewbones, await you at the and a ship.
Admiral Morbone tavern to offer you
adventure and an immense fortune in
exchange for your services and a mug of THEFT AT THE PORT
good Grop! You put up your corpses, and
I’ll put up a ship and the route to follow!
… I wonder what kind of dried molluscs “True, I said I would put up a ship,
I'll have to accept. Not a single person in but I never said it was mine! First thing
this place has the backbone to be a REAL to do is steal one, and I know of a crew
pirate, or they don't have a backbone at dumb enough that we can steal it from
all… Oops, still writing, dammit!” under their noses. These are the men of
the siblings Rinko and Teka Hardbak, two
Stuffies with more sand in their skulls than
Note for the Ferryman: If the characters brains carried over from the world of the
don’t know each other yet, the first part of this living. They have a Scutter moored in the
adventure can focus on their first meeting, during harbor, the Desollado, and three of their
which they will all be at the tavern or on the men are right here in this tavern, so that
way there. All sailors who meet for the first time means only the two siblings are on board.
tend to hide or embellish their cause of death, to I suggest you find ways to keep them busy
embellish their feats, sometimes making some up while getting those two out of the way.
from scratch, or to assert their dominance with Where am I going? To queue at the Undead
displays of strength and cunning. In short, they all Port Authority office for the rising permit,
puff up their chests! of course!"
The Admiral Morbone is half empty, The best way forward for the group, then, is to
except for a few drunkards dangling from split up to do both tasks simultaneously.
table to table, bumping into every obstacle, The Hardbak pirates are patented drunkards,
and a Skinny playing darts using his head as so in order to keep them in the tavern it will be
a target. At the bar is a listless-looking Windy enough to offer them a drink or to delight them
using his poltergeist powers to clear the with some stories or an amusing show, therefore
cobwebs from the bottles behind him, while through an l Entertainment check (7+). If
an arachnobulb rebuilds them in record time. the deceased don't have the money to pay for
As you look around, you notice a dim, their drinks, they can steal a few bottles of Grop
greenish candle light in the darkest and with a l Stealth check (6+) by exploiting the
dampest corner of the tavern. A grim- innkeeper's constant carelessness.
looking bearded skull is illuminated by it.
Below him, a body covered in a worn (even
by Orchard standards) brown coat long
and dirty enough to look like it had been
collecting the filth of decks for decades.
99
Rinko and Teka Hardback Guide to the Encounter: Rinko is a
As assumed by Billy, Rinko and Teka are Cocooney Stuffy, with 7 SPs and the Bone Dust
aboard the Desollado, less than three hundred ability; he is also equipped with a rapier (Light
meters from the tavern. They’re on the bridge Weapon - Contact, Piercing/Slashing, 2 damage)
playing Sword-tip with each other. Hearing and a Light Shield. Teka, on the other hand, is a
them talk while they challenge each other with Corally Stuffy, with 7 SPs and the Five-Point Star
sword blows and jokes in bad taste, it’s easy ability; she is also equipped with a pistol (Light
to understand that they are hardened (as well Firearm, 2 damage) and Light Armor.
as stupid) players and at that moment they’re During the fight, Rinko will immediately go
betting on which of them will have to be shot into close combat, charging when possible and
8 - GRAVESURE ISLAND
from the cannon at the next boarding battle. exploiting his ability whenever he can, while Teka
By talking to them it will be easy to convince will climb the ropes, to then target opponents with
them to bet the ship, challenging them to any stars and gunshots.
sailor game (see chapter 6, "Deeds in the Sea of
Mora"). Alternatively, you can always resort to Desollado's Equipment: The Desollado is a
weapons! Scutter covered in blackish barnacles and slimy
If the players have not distracted the crew at algae, sticky in every nook and cranny. Hoisted
the tavern, they will return aboard after a few and clearly visible is the flag of the Hardbaks, two
minutes. crossed spines surmounted by a skull with a thick
Once the fight is over, the goofy and cackling mane of corals.
Billy Fewbones will appear, who already has his The Desollado has 4 cannons, 20 Classic Balls
rising permit with him. and 6 Stinky Balls. In the hold there are also 100
vouchers, 3 clumps of ectocoral and a pair of
ectocoral slippers. There’s a Leak in the bow hull,
which you will need to repair before rising.
100
K UP IS DOWN…
“Ahh, it’s been so long since I last saw sunlight. The song of the seagulls, the lapping of the water moved by the
wind, the white clouds in the sky. Let's do what we have to do and get back down, it sucks up here!"
[Billy Fewbones, former pirate of Captain Slint's crew]
It's time to set sail and reach the whirlpool After about thirty concentric laps, the
that will bring you to the Sea of Mora! Billy is a Desollado will be shot out of the Maelstomb (a
Captain and will therefore give orders. However, Green Maelstomb), landing 200 meters further
if another Captain is among the characters, Billy on with a thud that will put a strain on the hull…
8 - GRAVESURE ISLAND
will do anything to take charge, relying on his and also on the adherence of Short Jim who is
importance as keeper of the map. Both, therefore, attached to it.
will have to make a speech to the rest of the crew,
who in turn will have to vote to choose which Billy will order a course to the north, north-
Captain will lead them in the deed. east and the journey, with the wind in favor, will
Meanwhile, just before setting sail, the wily last a whole day.
and petty Short Jim Bronze, another survivor of
Captain Slint's crew, will have used his bronze Note to the Ferryman: Unless you want to
leg to get stuck between the wooden beams of the insert special events during the journey, you can
ship and thus become a stowaway. skip the navigation parts to get straight to the key
points of the adventure.
Some examples? An enemy’s attack (a
“Now hear me out, you sacks of couple of Sand Sharks, a small Sea Monster, a
cowardice gone bad: this I'm holding is Grab-Crab…), the sighting of a drifting wreck
the treasure map. I remind you that only waiting to be plundered, a daring escape from a
I am able to decipher it, but you should Livingjoys’ ship, the rescue of a castaway from
know where we’re heading! The whirlpool a handkerchief of land (who therefore could be
that we will cross will take us to the Angery useful for the journey) and so on.
Sea, east of the coasts of Limpdom. There
we must first of all arrive at a CERTAIN
ISLAND which hides a Maelstomb in THE DISAPPEARANCE
its depths which, once crossed, will take Short Jim's goal is simple: wait for the crew to
us back to the Orchard, in a stretch of locate the treasure island, and then send a signal
sea unknown to most. And it is here that to his crew, lost in that same mysterious stretch
the island where the Beggar's Compass of sea, and thus make them rush to get rid of the
is hidden is located. Once recovered, characters and conquer the Compass.
dozens of trips towards sure riches await His plan therefore consists in remaining
us… of which I will take the biggest slice, uncomfortably hidden under the ship... if only it
heheh. Damn, I'm thinking out loud again! weren't that, in fact, it's TOO uncomfortable. In
Anyway, TO YOUR STATIONS, YOU fact, taking advantage of the dark, Short Jim will
RANCID RATS!” get on board, but will be discovered by Billy. Jim
will then be forced to assassinate him after a brief
confrontation lasting a few seconds, and then
After a few hours of navigation, in which the throw the corpse overboard and go back to hiding
characters will have the opportunity to explore under the hull.
and repair the ship, a vortex of black water will be With a l Sensory check (7+) after the
sighted which seems to go down into the darkest commotion it will be possible to hear the regular
depths of the Orchard. The dead will have to let and rhythmic thuds, like metal against wood, of
the ship be pulled into the whirlpool and let it Short Jim's alchemical leg!
sink into nothingness. After a few moments filled The characters won't arrive in time to see what
with darkness and silence, the dead will begin to happened and after hearing the commotion and
hear a loud sound of water, as if they were inside arriving at the place of the clash, among shards
a waterfall. Once their eyes open, they will realize and splinters of wood, they’ll find only one thing:
they are in the eye of a Maelstomb, dragged by the treasure map.
a very strong current that pushes them upwards, Having killed the only one who could decipher
towards the blinding sun and the sea surface. the map, Jim left it there in the hope that the
deceased will discover the route to follow.
101
The Map Now they will have to decipher the writing
The first part of the journey includes the corresponding to the numerical compass: each
arrival at Sneaky Island. To find it, just continue direction corresponds to a number in miles. As
to follow the route indicated by Billy until you indicated, the characters will have to consider
spot a patch of land that appears to be a giant only three cardinal points at a time and subtract
glittering rock. Here the deceased will have to them from each other. The ones whose subtraction
find a shell identical to the one shown on the turns out to be 0 (you will notice you’re standing
map, which the characters will discover is none still) are 12 (North) – 7 (North-East) – 5 (South-
other than the throne of the island's leader, the East). The route to follow then, as soon as you get
giant Karkatualgamarietot. out of the whirlpool, is South East (At that point
8 - GRAVESURE ISLAND
After descending into a deep cave, passing you just have to follow the direction of the shortest
through the huge shell, the characters will find distance among the three choices).
themselves in the seas of the Orchard. The last part of the map, the one that says
exactly the treasure is, is however absent, as it is
in the hands of Ben Grimm.
At the end of the stream, which crashes against understand a word of what they are saying to each
the rocky wall of the rock forming a lake, is set an other and that they don't even speak. He will also
enormous shell partially covered in algae, lichens, tell them that they trace the history of the island
other smaller shells and above all the imposing through the shells around him and which, when
body of Karkatualgamarietot, giant guardian of joined together, form specific designs.
the island and protector of the Karkatua. The drawings traced with the shells form
With a l Nature (6+) or l Sensory (8+) constellations which in turn can be interpreted to
check it will be possible to notice that the giant decipher a story through l Orientation checks
shell is the one shown on the map and therefore (7+). In addition to the history of the Karkatua,
represents the passage towards the cave and the made up of bloody battles, over time replaced
Maelstomb. Karkatualgamarietot was wedged by the collection of shells, and the arrival of
into it after being elected master of the island and Karkatualgamarietot, the constellations reveal that
his body now serves as a cork. before the giant's arrival, two other ships arrived
on the island; one of them was commanded by an
evil pirate with a bronze leg.
Karkatualgamarietot and the The drawings also show the depths of the
Karkatuas island and the Maelstomb hidden by the rock.
The Karkatua were once a tribe of great An alternative to cannon fire is to perform two
warriors, but over the generations their members l Carpentry checks (7+) to scrape away the shell
have softened, preferring to collect shells rather and therefore free Karkatualgamarietot’s body from
than fight. Karkatualgamarietot the giant instead the Conchrock. Even if the checks are successful, or
arrived on the island just two years before the if only one of the two fails, it will still take 3 hours.
current events and, given the shape of his head, If the natives notice this operation, they will
resembling the shell of an oyster, he was elected go on the attack, as they will also do at the first
supreme master of the island and later stuck inside cannon shot against the Conchrock.
the Great Shell at the base of the Conchrock, their
sacred boulder. Guide to the Encounter: The Karkatua are
The Karkatua will show themselves as Skull Collectors Natives. If the characters are in
soon as the characters arrive in the presence of the lake, they will jump into it and swim aboard
Karkatualgamarietot, but it’s possible to detect in 1 round. Dozens of Karkatua warriors live on
their presence with a l Sensory check (7+). the island, but they will assault the characters in
waves of four at a time.
As soon as they pass the vault of the cave, the THE ARRIVAL OF THE
characters’ amazement and sense of conquest will RESPANIOLA
turn into dismay when they see that the inside of Once the signal has been seen, the four
the rock is hollow and that, in front of them, there deceased crew members of the Respaniola,
8 - GRAVESURE ISLAND
is a waterfall that will drag them for hundreds of under the command of Short Jim, who have been
meters in the depths! missing in those waters for years, will chart a
course towards their captain and then towards the
Desollado. Exploiting their dead energies to the
After an inevitable fall seasoned with bone (quite literally), they will swoop down on
thunderous cries and the thought of seeing the characters before they even manage to drop
your ship (and your bodies) reduced to anchor on the island.
crumbs on impact, a purplish light appears Load the cannonballs… It's time to fight!
from the darkness of the Conchrock of
Sneaky Island and rapidly becomes more
intense. As promised by Billy, at the bottom You're still wondering where that signal
of the cave is a Maelstomb, ready to spit flare came from, when to your right the fog
you back into the oceans of the Orchard clears and you see another vessel appear.
and then, towards the next portion of your The hull, black and rotten as if it had
quest. spent the last few decades in the depths of
the Orchard, points towards you. On the
figurehead, a skeletal lion's head appears
After the characters have re-rise from the to cry out in your direction, while limp,
whirlpool, they will find themselves in the middle unmoving sails make the masts appear like
of the waters of the Orchard. Around them is only giant specters.
darkness, oily water as far as the eye can see, “Well, my eminent sailing companions,
partially cloaked in a light greenish mist. Yards the time has come for me to introduce
and skeletons of dead-dead sea monsters stick myself.” The voice comes from the
out of the water, like fingers of a stunted hand quarterdeck, where a massive Squishy
yearning for breath: they are the victims of those towers, dripping with water and peat. His
who have gotten lost in these seas, perhaps in hair looks like tufts of black straw and
search of the treasure island. peeks out from under a shabby tricorne
Before continuing, the characters will have like lightning from an ashen cloud. He's
to decipher the second part of the map and head missing more teeth than shreds of skin, but
southeast. he still manages to widen his mouth in an
The island known as Señora Volcado will be eerie, drooling smile. In place of one of the
clearly visible from miles away and just as it’s two legs there is an alchemical mechanical
spotted, Short Jim Bronze will make his move limb, which puffs out red smoke in dancing
by firing a scarlet flare from his leg, used as a rivulets.
cannon… the signal for his crew. “My name is Short Jim Bronze. I'm
sorry I killed old Fewbones, but it was
necessary: he had found me out. I have to
thank you for deciphering the map. Now
let me introduce you to my crew… they've
been prowling around here for a while not
knowing where to look, but thanks to you
we found the route. Now please, do us one
last favor… and go to the other world. The
other, other one I mean. It was implied."
104
Short Jim Bronze's Crew Merry Christmas Jorge is a Squashbuckler
On the Respaniola are Gonner Merry Skinny, with 7 SPs and the Squashbuckler Battle
Christmas Jorge, Quartermonster Israel No- ability; he is equipped with a Long Rifle (Heavy
Hands, Navigatorn Mot Rogman and Corpsenter Firearm, 3 damage, long range, 9-10 Vicious Blow).
Black Cat. Of course, Short Jim is the Captain of Israel No-Hands is a Whodeath Squishy, with
this merry bunch of buccaneers. 8 SPs and the Mark of Misfortune ability; he is
The ship is a Scutter with 4 cannons, 30 Classic equipped with a knife (Light Weapon - Contact,
Balls, 5 Ectocoral Balls and 2 Cursed Balls. Piercing/Slashing, 2 damage) and a Whodo Spool
of Thread (amagical item with the Water Bomb
Guide to the Encounter: Short Jim Bronze is and Chewing Skull spells).
8 - GRAVESURE ISLAND
a Hungmeat Squishy, with 10 SPs and the Squishy Mot Rogman is a Corally Stuffy, with 7 SPs
Fury and Energy Reserve abilities; he is equipped and the Coral Armor ability; he is equipped with a
with a saber (Light Weapon - Contact, Piercing/ Battle Ax (Heavy Weapon – Contact, Slashing, 3
Slashing, 2 damage), his Leg-Cannon (Heavy damage) and Heavy Armor.
Firearm, 3 damage, long range, Vicious Blow Black Cat is a Tanky Windy, with 7 SPs and
9-10) and Light Armor. the Tomb Fish ability; she is also equipped with
a pistol (Light Firearm, 2 damage, medium range,
Vicious Blow 9-10) and a Tribal Earring (amagical
item with the Limp Plank spell).
105
Since ships cannot be sunk in the Orchard to find out where exactly the Ancient
(although they can still fall apart) the strategy of Casket containing the Beggar’s Compass
the Respaniola pirates is to get as close as possible is located.
to the Desollado and then launch themselves onto You’re displaced and disoriented
its deck and engage the characters in hand-to- when suddenly, from the thick vegetation
hand combat. Only Merry Christmas Jorge will that seems to be made up of skeletal limbs
remain on board, opening fire with the cannons. of giants of the sea, a Skinny covered in
Note that if Short Jim is close to death-death withered fronds appears: his beard is so
he will feign dying and throw himself overboard, long as to dress him and his posture is so
and then continue to chase the characters for the curved that his chin almost touches the
8 - GRAVESURE ISLAND
rest of the adventure, until he tries again to seize ground.
the Beggar's Compass. “I guess you don't know where to go,
do you? Welcome to Señora Volcado. My
name is Ben Grimm. Let me help you
THE MISSING PIECE with that missing piece of the map, heh
After defeating Short Jim and his friends, it's heh heh..."
time to stop the ship and go ashore.
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