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Introduction
The songs of the minstrels say that
time turns on a spinning wheel that Ages Past And Ages
passes through cycles that come and
go and come again. Each cycle heralds
Ahead
a time of change, but time itself spins If the Sovereign of Ruin is victorious,
on, its thread carrying many colors. the shape of the new world will follow.
History spins through centuries of In the past, each cycle of centuries
peace and strife, enlightenment and brought change from the turmoil at
venality, leaving tracks written in the end of an era. The gods retreated
books stretching back to the dawn of to slumber and the elves to the mists
the world. of dreams. Magic and artifice forged
Now, five hundred years of history an uneasy peace, and the world was
wind to a close. The world is ending, stable for a time… but now it may be
folk say, the rules of the world thrown thrown into chaos and a new era of
upended as it spins wild on its axis. A turmoil, or of unending torment under
new world must begin, born from the the heel of an immortal tyrant.
chaos and change of the last.
Kavarian Jal, the Sovereign of Ruin, Gods and Dreams
has taken it as a personal mission to
Though gods formed the world from
twist the axis of time, and to shape
the plasm of their own flesh and
the world’s coming form. The
blood, their violence and their
Sovereign’s armies sweep across the
passions were too great for the world
land, bringing fire and destruction
to survive. Over time, the gods
everywhere they touch. The Eastlands
retreated to sleep fitfully, coming only
are conquered; the Sovereign’s
rarely to visit the world for their own
inhuman minions sweep south and
pleasures. They left behind the world
west and no place is safe. All is
to the fragile creatures of simple
turmoil.
bodies and liminal souls—elves,
The glittering islands of the Trackless
humans, dwarves and other kin.
Sea sparkle like jewels in the sun, but
As the gods retreated, ambitious
the ships of the Sovereign spread
leaders sought to replace them with
across the world to engulf them all.
proud kingdoms of their own. Warfare
Only uncharted waters on the edge of
erupted as rulers clashed for
the world offer any sanctuary.
supremacy. Fueled by sorcery and
vengeance, these wars ended with the
retreat of elf-kind to the dreamlands
of the gods. Afterward, the sundered
veil of dreams let in creatures from
the void beyond, sowing cults and The Trackless Ocean
kingdoms of nightmares. Eventually With the Sovereign of Ruin sweeping
these ruinous abscesses were across the known world, the Jeweled
banished by great magic and the Islands are all invaded and besieged.
ordering of the Lords of Law, who The war, it seems, is already lost. A
fought against the unraveling of the new cycle is ready to begin, but the
world with potent sorcery and deep armies of the Ebon Cataphract trample
knowledge of the secrets of the underfoot all resistance and the
cosmos. Time led to the fall of the priests of the Sovereign proclaim a
decadent Lords of Law, who in their new cycle, an unending cycle of the
quest to order and enumerate the deathless tyrant. Survivors from the
cosmos became rigid and unable to navies of the conquered world, and
change with the turning cycle. Now at refugees from the taken cities, flee
last their towers are tumbled and the across the seas into the beyond,
cycle comes to an end, with all the hoping to find a lost paradise, a
rules of Creation on the table to be hidden respite, or a civilization
overturned. untouched by the reach of the
Sovereign.
The Gods of the Jeweled Isles Survival on the ocean is perilous. The
trackless ocean is uncharted, so ships
You are strongly encouraged to
make your own gods for your game, must make landfall whenever they can
but if you want a few for your use: to replenish their supplies. Fresh
Aenghar, the Lawgiver, is the water is scarce. Dangerous storms and
goddess of creation, order, and reefs can capsize a ship, leaving the
civilization. She smoothed the crew helplessly floating on jetsam or
waters and raised land so that
sinking into the depths. Yet there is
people might live upon it.
Olusho, the Keeper, is the holder of nowhere else to go.
knowledge, magic, and secrets. He
created sorcery and gave knowledge And Beyond…
of writing, and oversees the dead.
If the Sovereign of Ruin succeeds in
Parath, the Agitator, is the wild
force of storms, chaos, and chance. claiming the world, the new cycle will
They created monsters, but also be one of tyranny and despotism. All
formed the treasures of the deep. will chafe beneath the chains of
oppression.
But there is no strength left in the
world to oppose the Sovereign. The
great cities and nations of the world
are fallen, their vigor spent.
If a new era is to dawn, the only hope Glossary of New Terms
can come from seeking the unknown,
striking forth to discover some way to
unseat the Sovereign and spin the Artificer: A Profession focused on
wheel of Fortune once more. creating intricate devices, strange
chymicals, and black powder weapons.
Who is the Sovereign of Ruin? Battery: A set of 10 cannons, used on
a ship for naval combat.
The details of the Sovereign of Ruin Mariner: A Profession focused on
are left deliberately vague, for you
ships and sea travel.
to fill in for your game. The
Sovereign is a mighty figure with a Merrow: A sea-dwelling Kin of people
fearlessly loyal army, the Ebon with fish-like features and strong tail
Cataphract, and a powerful navy flukes instead of legs. Merrow can
bolstered with sorcery. The sometimes transform to walk on land,
Sovereign could be… though they are obviously different
… a forgotten god who remained in from other Kin.
the world instead of retreating to
Nautical Maneuver: A move made
dreams.
… a human sorcerer who has by a seacraft, such as coming about or
discovered the secret of immortality, slowing.
but must conquer the known world Nautical Round: One nautical round
to enact its spell. represents about 10 individual rounds.
… a Malformed demon-spawn bent A nautical round is the time necessary
on driving the world into an age of
to maneuver a ship, fire batteries of
abyssal darkness.
cannons, and perform emergency
… a ghost of a pirate, returned from
the dead and determined to sail the damage control.
length and breadth of the world as a Naval Damage: Ships that take hits
pirate king or queen. from cannons, or from running
… a vengeful follower of the god of aground, roll for special naval
chaos, who wants to open the damage.
floodgates of change and reshape
Priest: A Profession focused on
the world.
… an ancient elf, convinced that the interpreting and calling for the will of
younger kin have ruined the world, the gods.
determined to destroy them all in an Psychic: A Profession focused on
attempt to reset everything. harnessing strange mental powers to
… three goblins in a long sea-coat see distant times and places, move
and tricorne hat. objects with invisible forces, and read
minds.
Your Adventurer
swordmasters of the Perilous Spire,
The Kin of the Jeweled the ragged ruffians of the Pearl
Isles Coast—all have been displaced by war.
Despite their many cultures, humans
During the time of the Lords of Law, share the signature adaptability that
great cities rose up, and civilization aids them in turning tasks toward
spread across many lands. In time, their areas of expertise, and use this
though, this civilization became adaptability to their advantage.
corrupted by greed and avarice. The Farmers become soldiers, scribes
grasping claws of the vainglorious and become magicians, and ruffians
pretty seized at the thrones of power, become spies.
and what rose in glory fell into
ignominy. Humans and dwarves alike
succumbed to this cycle of decay, so
that none had the means to stand
against the rise of the Ebon Key Attribute: Empathy
Cataphract when they issued forth Kin Talent: Adaptability
from the volcanic isles of the southern Typical Professions: All
oceans.
The Kin of the Jeweled Isles function
as described in the Forbidden Lands
Player’s Guide, except as described
here.
ElF
Human Elf-kind were created from the stuff of
Humans of the Jeweled Isles are a dreams and given life, but after their
varied lot, many swarthy and with rich heyday in an earlier age, many of
brown skin and curled hair, though the them retreated back to the land of
rare children of the hoarfrost are dreams—the world of Faerie. Few
strangely pale, like cloudy ice. Their elves wander the Jeweled Isles now,
homes are now sacked and ruined, so usually as lone travelers, sometimes in
whether from distant places or local, small troupes that keep to
they share a common bond: They themselves. Ageless and graceful,
have become refugees in a world on they have learned much from their
the edge of the blade. The cunning watch over the more vibrant and
artificers of Kypesh, the mystics of mortal kin, but with the cycle bearing
Zil-Kyn-Kane, the boastful
to a close, many choose to make their
Sorcerer
final exit.
Elf-kind remain only because they
have a strong connection to someone
or a burning need to complete some
task. A few seek vengeance against
the Sovereign of Ruin for wrongs
DwarF
done, or hope to shape the coming
Age, even though they can escape to Forged by the gods at the dawn of
the land of dreams and leave the time, dwarves were made to create.
world of mortals behind. Their gift is the gift of making: To
forge tools that will shape the world,
to craft art that will shape thoughts, to
build legacies that will last through
history.
Like the stone and metal from which
Key Attribute: Agility they were initially given life, dwarves
Kin Talent: Inner Peace are tough and strong, and they favor
Typical Professions: Druid, that which endures—that which is
Minstrel, Hunter material, which is tangible, which lasts
beyond the breath of a day. Thus they
have always had strife with elvenkind,
who are creatures of dreams, fancy,
and whimsy, who flit away like a
vanishing mirage at the touch of
Elf-Kindred dawn’s light.
Elves and humans have always had
complicated relationships, with elves
drawn to the vigor of humans and
humans to elves’ longevity and grace.
Offspring of their rare trysts usually Key Attribute: Strength
live among one people or the other, Kin Talent: True Grit
Typical Professions: Artificer,
bear some of the characteristics of
Fighter, Priest
both kin.
Orc
Key Attribute: Empathy In earlier ages, orcs waged war
Kin Talent: Hard to Catch against humans and elves and
Typical Professions: Minstrel, dwarves. Now, they have lands of
Peddler, Rogue their own, satrapies and fiefdoms and
even republics where orc-kind live in
dark mountains and deep forests and
bitter taiga. Always wary of their
former enemies, orcs have turned
their hands to their own way of life, a
Merrow way based on challenges and oaths,
All along the sunny coasts of the upon an uneasy blend of utility and
tropical isles, merfolk sun themselves piety. Their culture is that of the
and sing to passing ships. Living survivor, those who have outlasted
simply in small communities beneath war and famine to forge new destinies
the ocean, they have always been a for themselves.
gentle people, though some are
rumored to lure sailors to watery
graves. Now, though, the Ebon
Cataphract threatens them as well;
merrow are hunted and slaughtered Key Attribute: Strength
wherever they are found. In turn, Kin Talent: Unbreakable
some have allied themselves with Typical Professions: Fighter,
Hunter, Rogue
other kin, in hopes of forming bands
that can survive the coming
onslaught.
Goblin Key Attribute: Strength
At the edges and borders, in the Kin Talent: Choose either
spaces between night and day, goblins Adaptability or Unbreakable
Typical Professions: Fighter,
lurk at the places where humans fear
Priest, Rogue
to tread and even orcs reject as
worthless. Like elves they are
creatures of Faerie, made of
dreamstuff, but shaped by nightmares
and malevolent whims. Thus they are
the small shadows that huddle just out
of sight, sneaking forth to play tricks Professions
and steal livestock, or living in twisting The people of the Jeweled Isles are
caves and bramble-filled crevasses. varied in their talents, and many skills
have been passed down through the
ages. Even as the rules of the world
change from cycle to cycle, people
adapt and find new ways to make
Key Attribute: Agility their talents useful.
Kin Talent: Nocturnal The professions described in the
Typical Professions: Hunter, Rider,
Forbidden Lands Players’ Guide still
Rogue
function unchanged, and the following
additional professions are practiced
among the people of the Jeweled
Isles.
Orc-Kindred Artificer
Though orcs and humans co-exist only Throughout the last century, sages
uneasily, their shared borders and and tinkers sought to codify the rules
cities do give rise to people who hail of creation. The Lords of Law passed
from both stock. Orc-kindred often down knowledge, which spread to
find orcish society more accepting every corner of the lands, in hopes of
than humanity, where they are spreading practical wisdom and useful
sometimes judged by their learning. From such knowledge came
appearance, but they seek to blend a way of understanding the properties
their strengths to claim a birthright of reagents, the shaping of elements,
from both heritages. and the crafting of cunning and clever
devices. Though the fall of the Lords
of Law and the burning of the world
has cast much knowledge into
obscurity, you have retained what you
can in hopes that the future will still before people learn that you are
know the light of learning. a fraud.
Relationships
Choose an option below or create your
own:
● … doesn’t really appreciate your
Key Attribute: Wits
inventiveness.
Skills: Crafting, Healing, Lore,
Marksmanship, Might ● … has the aptitude of a good
Typical Nicknames: Book-Sage, apprentice.
Soot-Hand, Tinkerer ● … is always trying to steal your
ideas and must be closely
guarded against.
Gear
Hammer, flintlock pistol, one item of
Pride your choice from the list of trade
Choose an option below or create your goods (see page 182 of the Forbidden
own: Lands Player’s Guide), one set of tools
● Your knowledge of the Laws of relating to your chosen Profession
Creation is greater than any Talent (chymist’s tools, gunsmith’s
magic. tools, or tinker’s tools), D8 silver.
● Your creations are stronger than Resource Dice: Food D6, Water D8,
the weaknesses of flesh. Bullets and Powder D10.
● You will keep the secrets of the
world from this Age to the next. Mariner
The waves call to many people, and to
Dark Secret
see the Jeweled Isles, one must sail
Choose an option below or create your between them. Every land has a
own: coastline and every sea has a horizon.
● You accidentally destroyed the You have sailed many, learning the
defenses of your hometown and ropes of ships, the ways of the ocean,
let in the troops of the the scent of storms and the strange
Sovereign of Ruin with a sights far from land.
misbegotten invention.
● You don’t actually believe that
the gods exist (any more).
● You realize that your true scope
of knowledge is feeble and you Key Attribute: Agility
hope to discover lost secrets Skills: Crafting, Endurance,
Marksmanship, Move, Scouting
● … reminds you of a young sailor
Typical Nicknames: Deckhand,
Pirate Petey, Old Salt who didn’t make it through the
wars.
● … seems to understand how
much the sea moves you.
Gear
Pride Knife, your choice of one of: falchion,
Choose an option below or create your scimitar, short sword, or trident; one
own: item of your choice from the list of
● You’re as much at home in the trade goods (see page 182 of the
salt spray as any landlubber on Forbidden Lands Player’s Guide), D8
the ground. silver. Resource Dice: Food D8, Water
● You’ve seen so many things on D8.
your journeys to the far ends of
the world that nothing can Priest
surprise you now. Though the gods slumber, they do so
● Nobody can tie a knot, batten fitfully, and sometimes they sleepwalk
the hatches, or deliver a in the waking world. Through dreams
broadside like you. you can communicate with them and
know their will. Supplicate the gods
Dark Secret
and they will gift you with their favor;
Choose an option below or create your ignore their prophecies, and peril will
own: surely follow. You speak for the gods,
● You love to use nautical terms and through their words you guide folk
just to confuse and befuddle in moral and upright behavior, and
landlubbers. give wisdom and comfort to the
● You are terrified of the deep bereaved.
sea, and fear that some day it
will take you, because it always
claims its own.
● You once saw something that
shouldn’t exist out beyond the Key Attribute: Empathy
horizon, and you’ve never been Skills: Healing, Insight, Lore,
quite the same. Manipulation, Performance
Typical Nicknames: The Devout,
God-Botherer, Scourge of the
Relationships Faithless
Choose an option below or create your
own:
● … is just too gullible for their
own good.
Pride trade goods (see page 182 of the
Choose an option below or create your Forbidden Lands Player’s Guide),
own: D8 silver. Resource Dice: Food D8,
● Your compassion is great, and Water D8.
you will always help the
suffering and downtrodden. Psychic
● The gods answer your prayers Strange phenomena have followed you
and you walk with their favor. since you were a child. Yet the words
● Your moral scruples are strong, of magic are not yours: Instead, you
and your philosophy have flashes of insight, strange senses
impeccable; you can evaluate of the thoughts and moods of those
the consequences of any act, no around you, an intuitive ability to tug
matter how difficult. on invisible threads of the unseen
world. Your heritage is neither magical
Dark Secret nor divine, but the gift of an opened
Choose an option below or create your mind that senses—and controls—an
own: ethereal tapestry draped across the
● You secretly doubt the will of material realm.
the gods, and are not sure if
your dreams and visions come
from them.
● You are a zealous follower of
only one god, and hope to make Key Attribute: Empathy
that god ascendent in the new Skills: Endurance, Insight, Lore,
age. Manipulation, Scouting
● You seek to awaken the gods to Typical Nicknames:
Ghost-Speaker, Starmind, Visionary
walk the world once again.
Relationships
Choose an option below or create your
own:
● … needs to spend more time Pride
praying. Choose an option below or create your
● … is clearly favored of the gods. own:
● … must realize that community ● No sorcerer or priest can match
and service to people are your talents.
important, too. ● Your gift of foresight will allow
you to change the world to suit
Gear your vision.
Holy symbol, staff, vestments, one
item of your choice from the list of
● Because you are sensitive to Kin Talents
others, you have a powerful
The Merrow Talent: Sea Legs
wellspring of empathy.
Merrow spend much of their lives
underwater, and they are well-adapted
Dark Secret
to the cold depths of the ocean.
Choose an option below or create your Merrow can breathe underwater and
own: can Move freely while swimming. Due
● You know others better than to ancient magic, merrow can also
they know themselves. shift their form to have legs, like a
● Your abilities stem from a dark bipedal land-dweller. The merrow’s kin
place and a foul memory deep is still obvious—they retain their gills,
in your mind. finned ears, and scales—but they can
● You secretly enjoy shocking and walk, run, climb, and fight just like
controlling others. other people. Transforming in this
way, or back again, is a Slow action. It
Relationships costs you one Willpower Point to shift
Choose an option below or create your to a bipedal form, but does not cost
own: WP to change back.
● … needs to stop thinking about
That Thing.
● … is your only comfort when the
pressure of your strange talents
causes you pain and grief.
● … makes you feel unappreciated
and insignificant.
Gear
The Artificer’s Talents
Staff or knife, two items of your choice
As an Artificer, you can learn the
from the list of trade goods (see page
following three profession talents. The
182 of the Forbidden Lands Player’s
Artifier’s talents reflect knowledge of
Guide), D6 silver. Resource Dice: Food
the Laws of Being and the ability to
D6, Water D6.
create cunning devices that take
advantage of this knowledge. You get
Talents rank 1 in one of these talents at
The kin and professions of the Jeweled character creation.
Isles have their own special talents,
relating to the strange devices of the Path of the Chymist
artificers’ academies, the workings of You study the combination of various
the slumbering gods, and the deeps of essential forms to create marvelous
the ocean. tonics, elixirs, and powders.
● Rank 1: You can create dig deep into the wellspring of
chymicals by using special inspiration.
formulae and materials with ● Rank 2: You can make firearms
your CRAFTING skill. See the with a Weapon Bonus that is
Chymicals listing of the new one point higher than normal.
Trade Goods table. Creating a This takes twice as long, and
chymical costs one Willpower your roll is modified by -2.
Point, as you must dig deep into ● Rank 3: You can make firearms
the wellspring of inspiration. with a Weapon Bonus that is
● Rank 2: You can spend a two points higher than normal.
Willpower Point when you craft This takes four times as long
a chymical to make two doses and your roll is modified by -4.
instead of one, from the same
raw materials. Path of the Tinker
● Rank 3: You can spend a You make whimsical, fanciful, and
Willpower Point to craft a clever devices that can perform
chymical on the fly. This allows unusual tasks.
you to make your CRAFTING ● Rank 1: You can use your
roll as a Slow action, regardless CRAFTING skill to create any
of the normal construction time Cunning Device for which you
for the chymical in question, so have the appropriate tools and
long as you have the necessary materials. Crafting a Cunning
raw materials at hand. Device costs one Willpower
Point, as you must dig deep into
Path of the Gunsmith the wellspring of inspiration.
You have turned your talents to the ● Rank 2: By spending a
most dangerous weapon of the combination of the appropriate
age—the way of the gun. materials and time, you can
Having any ranks in the Path of the combine two Cunning Devices
Gunsmith allows you to use into one. Spend one Willpower
MARKSMANSHIP with firearms and Point to use your CRAFTING
cannons, and you can repair them and skill to create the device, which
make powder horns and powder has the functions of two
barrels. Cunning Devices of your choice.
● Rank 1: You can use your The GM may disallow
CRAFTING skill to make guns, nonfunctional combinations.
cannons, and black powder with ● Rank 3: With tinker’s tools, ten
the appropriate tools and Iron, five Wood, and one
materials. Crafting a firearm Leather, you can spend one
(but not a powder horn or week to craft a clockwork
powder barrel) costs one animaculum. Pick an animal
Willpower Point, as you must type from page 126 of the
Gamemaster’s Guide, and give ● Rank 2: Once per nautical
your animaculum a name. As a round, you may spend one
Slow action, you can handle the Willpower Point to immediately
animaculum to set it to perform load a battery of guns, without
an action of your choice; you using an action.
must use another Slow action to ● Rank 3: Spend one Willpower
change the animaculum’s Point when you hit a target with
action, which it otherwise a ship’s cannon battery. You
performs until stopped. The may roll twice on the Naval
animaculum does not require Damage table and choose the
food, water, or sleep, nor does result.
it have a mind, but otherwise
has the same traits as the Path of the Sea Dog
animal that it was created to You have sent merchant vessels to a
resemble. watery grave and buried treasure on
sandy islets. You’ve lived by a code
The Mariner’s TalenTs with fellow buccaneers, working with
the crew according to a charter that
As a Mariner, you can learn the
you agreed upon in your search for
following three profession talents. The
booty and plunder.
Mariner’s talents enhance their bond
● Rank 1: When you KEEP
with sailing and the sea. You get rank
WATCH at sea, you can succeed
1 in one of these talents at character
automatically by spending a
creation.
Willpower Point. You can roll
first and spend the point if you
Path of the Cannoneer
fail.
Though you may not know the
● Rank 2: If you aren’t wearing
artificer’s craft, you understand
metal armor, you may spend a
cannons and how to fire them. You are
Willpower Point to automatically
no stranger to the roar of the ship’s
succeed on an ENDURANCE roll
guns.
to swim.
Having any ranks in the Path of the
● Rank 3: You can spend a
Gunsmith allows you to use
Willpower Point to go through
MARKSMANSHIP with firearms and
your knapsack for a treasure
cannons, and you can repair them and
map. Use the random legend
make powder horns and powder
generator to create the history
barrels.
of the map. At each roll of the
● Rank 1: Spend one Willpower
random legend generator, you
Point to cause a successful
may roll twice and take the roll
attack with a cannon battery to
of your choice.
inflict two Naval Damage hits.
Speed Loader
You have learned a few tricks to
greatly increase the speed at which
you can reload handheld firearms.
● Rank 1: Reloading a handheld
firearm only takes you two Slow
actions.
● Rank 2: Reloading a handheld
firearm only takes you one Slow
action.
● Rank 3: Reloading a handheld
firearm only takes you one Fast
action.
Strong swimmer
You swim like an otter, gliding through
the water with ease.
● Rank 1: You modify your
ENDURANCE rolls to swim by
+1.
● Rank 2: If you sink while
swimming, you can make an
ENDURANCE roll on subsequent
rounds to regain your bearings,
without needing someone else
to save you.
● Rank 3: You can SWIM for up
to a Quarter Day without
needing to make an
Nautical Journeys
Sailing into unknown waters, nobody water and food—for the most part,
can say what you might encounter. you will only gain water from rain, and
Your look-outs will spot shorelines, food from fishing. Monsters and
shoals, whale-spouts, and pirate hostile ships also roam these waters.
ships. Your only hope is to find some ATOLLS are islets formed by a ring of
distant place, far from the Sovereign coral surrounding a lagoon. Atolls can
of Ruin, where you can live without be hazardous to navigate, as the coral
fear, perhaps even form a new can destroy a ship’s hull, but the
resistance to strike back against the lagoons often support great varieties
tides of the Ebon Cataphract. of life and sometimes have water.
Atolls are surrounded by water, and
The Map thus reached by sailing.
SANDY DESERT consists of rolling
Unlike other Forbidden Lands settings, dunes and little else. Water and game
the Jeweled Isles use a are extremely scarce, and the sand
randomly-generated map. The map is makes travel slow and difficult.
still measured with 10 kilometer SCRUB DESERT is rocky, dry terrain
hexagons, but the contents of these that receives very little water. In cold
hexes are unknown until you explore climates, it may be frozen plains or
them! tundra. Small bushes and twisted
trees grow here, and water is a
Types of Terrain precious commodity.
In addition to the terrain types JUNGLE terrain boasts a riot of life:
described in the Forbidden Lands flowers, trees, and many animals.
Player’s Guide, you will cross a variety Hunting and foraging is easy here, as
of other places while sailing the there are many edible plants and
Trackless Sea. creatures, and water is common, but
SHALLOW WATER usually occurs the dense undergrowth and the
around coastlines. Shallow water often stinging insects often make travel
teems with fish, seaweed, and other difficult.
aquatic life. Sometimes you can see
ruins beneath the waves. The other kinds of terrain described in
DEEP WATER is the open ocean, vast the Forbidden Lands Players’ Guide
and formless. You must cross deep form the islands that you will discover
water to reach distant shores, but it is while sailing. Small islands might
dangerous in stormy weather, and it is consist solely of desert or plains, while
harder to acquire supplies of fresh
larger islands may have forests,
mountains, jungles, even volcanoes!
New Terrain Types
Type Movement Forage Hunt Fish
Atoll Requires +1 –1 +2
watercraft
Jungle Difficult +2 +2 —
terrain
Foundering Mishaps
Roll Mishap
6 Hulled! The ship takes on water below decks and will sink in 1
turn (15 minutes) unless it is repaired with a CRAFTING
check. Even if repaired, the ship is Crippled (see
STRONGHOLDS AND SHIPS chapter for information about ship
damage).
Row
You can row while on the water, if you
have enough people aboard your
vessel. Rowing is slow and tiring, but
the only way to move when the
weather is becalmed.
When you spend a Quarter to ROW, Weigh Anchor
you can only move one hexagon per
Instead of MAKING CAMP, when you
Quarter Day. Every rower makes a
choose to stop traveling on a
MIGHT roll. Failure causes the rower
watercraft you WEIGH ANCHOR. This
to take one point of Strength damage.
generally means dropping a heavy
weight overboard, attached by a rope
SAIL or chain, so that the vessel does not
A ship with a working sail (or multiple drift away in errant currents or run
sails) can travel several hexagons in a aground at night.
Quarter Day, as determined by the Because your watercraft has all the
ship’s Speed. The drawback is that space and amenities available for you,
you cannot SAIL against the direction you do not need to spend a Quarter
of the wind, and you cannot SAIL at Day to WEIGH ANCHOR. This affords
all if there is no wind. you much more travel time, but there
are other drawbacks.
It is risky to have fires aboard a
Drift watercraft made of wood, sealed with
If you have no oars, no sails, and no pitch, and sailed with cloth. If you do
anchor, and your ship is not tied down, not make a fire, anyone who does not
you must DRIFT each Quarter on sleep in a ship’s cabin or hold suffers
water. Your ship moves with the the effects of cold (see the Forbidden
current in a random direction. This can Lands Player’s Guide p. 111). If you
do make a fire, you take a –2 modifier or ROW while you DIVE, but several
to your Survival check to WEIGH people can DIVE at the same time.
ANCHOR. To DIVE, you only need a knife or
If you do not have an anchor, you dagger (so that you can remove
must DRIFT. When you DRIFT, roll a shellfish from rocks) and something to
number of Base Dice equal to the carry your findings in (your knapsack
Wind Strength. If you score any 1, you or a net will suffice, as will a piece of
suffer a Sea Travel Mishap (see the clothing, in a pinch). You can’t DIVE
Forbidden Lands Player’s Guide p. effectively while wearing metal armor.
156). A result of “Navigational Error” Make a MOVE roll modified by the
causes you to drift randomly into an DIVER talent and any Gear Bonus
adjacent hexagon. from your diving gear.
Success means that you come up with
a number of units of SEAFOOD equal
to the number of X you rolled. The
SEAFOOD can be cooked by a CHEF
(Player’s Guide p. 74) or at an INN
(Player’s Guide p. 168), and is then
turned into an equal amount of FOOD.
You can eat SEAFOOD raw—you then
consume a unit of SEAFOOD instead of
Dive rolling your Resource Die for FOOD.
When you are in SHALLOW WATER or You need to do this within a day, or
an ATOLL, you can DIVE to harvest the the SEAFOOD will be spoiled.
bounty of the sea—clams, oysters, If your roll fails, you don’t bring up
abalone, crabs, lobsters, urchins, any SEAFOOD and you also suffer a
seaweed, sea cucumbers, and other mishap. Roll on the accompanying
tasty morsels. You cannot HIKE, SAIL, table.
Diving Mishaps
D6 Mishap Effect
1 Dropped Knife Your knife or dagger is caught in a rock while you are
running out of air. You must make a MIGHT roll to pull
it free. If you fail, it is lost.
Marine 1 silver
Naval Actions
Characters can undertake various
actions on ship, but the skipper is the
ultimate arbiter of what the ship does
for the round. Individual adventurers
may still cast spells, fire weapons, or
use skills, but the ship as a whole will
also take one Slow Action and one
Ship Combat and Damage Fast Action on its indicated turn.
Ship combat happens at a different
Naval vessels will engage in battle and rate of speed, called nautical rounds,
boarding actions, which proceeds in a as ships make large, sweeping
fashion similar to melee combat. Ships maneuvers, cannons are reloaded and
engage at the same ranges shown for aimed, and sails are adjusted. Thus,
Combat & Damage in the Forbidden one round of naval combat takes
Lands Player’s Guide, which means about ten times as long as one round
that most ships engage at Short, of personal combat. During naval
Long, or Distant range until boarding combat, most characters are busy
actions occur. avoiding shrapnel, trimming sails,
loading cannons, and performing
Naval Initiative damage control, so characters only
Initiative in naval battles uses cards as have time to perform one set of
described on p. 83 of the Forbidden personal actions in a nautical round. A
Lands Player’s Guide, but each boat or character undertaking a naval action,
ship itself acts on its skipper’s such as firing guns or directing the
initiative order. crew for a maneuver, performs those
tasks as their actions.
Disengage — Move
Reduce Speed — —
Disengage
All Ahead Attempt to flee the engagement and
If successful, increase the ship’s evade an enemy ship. Your roll is
Speed by 1, up to its maximum. contested by that ship. If you succeed,
move the ship one range band more
Close Range distant from you. If you are already at
Distant range, the ship is removed
You attempt to move closer to another
from the engagement.
ship. Your roll is contested by that
ship. If you succeed, move the ship
one range band closer to you.
Narrow Profile
Bring the ship about to minimize its
Come About profile to the enemy’s broadside. Roll
MOVE, and for each X, you eliminate
Turn the ship to gain tactical
one X from a single attacker’s roll. You
advantage. If successful, you gain a
cannot Fire Guns in the same round
+1 bonus to FIRE GUNS in the same
that you Narrow Profile.
round.
Reduce Speed
Damage Control
Cease rowing or furl the sails. Reduce
If the ship has taken a hit below the
the vessel’s speed by 1.
waterline, use Damage Control to
patch the hull. Damage Control
requires one cargo unit of Wood. Naval Damage
Failure to do so means that the ship
A ship struck by cannon barrages,
begins to sink.
rams, or running aground rolls on the
accompanying table to determine the
severity of its damage.
1 No effect! The damage is cosmetic and does not impede the ship.
3 Deck hit. 10 crew are lost, and each character on the deck takes an
attack with a strength of 5 dice. If no crew remain, the ship takes a hull
hit instead, as #6 below.
4 Sails hit. The ship loses 1 point of Speed. If the ship has a speed of 0, it
takes a hull hit instead, as #6 below.
5 Guns hit. The ship loses the use of 10 cannons. If the ship has no
remaining cannons, roll one die: on a 1, the powder magazine is hit.
6 Hull hit. The ship suffers minor damage below the waterline, which must
be repaired with damage control, or the ship begins to sink (see
Sinking).
Sinking
When a ship takes damage that
indicates sinking, the ship’s speed
immediately drops to 0. The ship will
sink beneath the water in 2d6 rounds.
Crippled Vessels
Ship Cargo
A vessel that has had to use Damage
Large ships can carry significant stores
Control three times is Crippled. The
of cargo, and trading is certainly one
ship’s speed is reduced to 1 until it
of the principal goals of a ship laden
undergoes an overhaul in a shipyard.
with cloth, jewels, dyes, and valuable
A Crippled ship that takes damage
metals. Cargo is stored in boxes and
again immediately begins sinking,
barrels; one unit of cargo is equivalent
regardless of the results of the table.
to ten individual items, so a cargo
crate of iron ore holds 10 individual
Powder Magazines pieces iron ore, while a cargo crate of
A ship with cannons has a powder field rations holds 10 units of field
magazine where cannonballs and rations. Cargo crates and barrels are
black powder barrels are stored. large and bulky and weigh
During combat, these are brought on approximately 100 pounds, so a
deck as needed. On rare occasions, a character can only haul one at a time
hit may land in the powder magazine. and always counts as
In such a case, the ship takes one over-encumbered while doing so.
automatic roll on the damage table for Many trade goods pass through the
each cargo unit of powder stores. For ports of the Jeweled Isles, and
most ships, this will immediately sink merchants keep ledgers and tallies of
them. them all. Some are valuable for
manufacturing, while others are used
by artificers to make their strange
devices and chymicals, and some are
valued simply for their rarity and
decorative beauty.
Laying In Provisions due to miasma or algae. One cargo
unit of grog increases a ship’s grog
Ships have food and grog dice, just
rating by one die.
like an adventurer’s food and water
dice. At the end of a day, roll the
ship’s food and grog dice, just as you Powder
would for an adventurer. A ship that A ship’s guns use large quantities of
runs out of food or grog cannot supply gunpowder and cast iron cannonballs.
its crew, which will eventually lead to Both are stored in barrels, which are
a mutiny. kept in a ship’s powder stores. Only
Ships can carry extra cargo units of artificers and mariners who specialize
field rations and grog in order to in the cannon know the secrets of
extend their supplies. A cargo unit of their manufacture.
field rations increases the ship’s food A ship has a Cannonballs & Powder
provisions by one die step, while a rating, much like a character’s Arrows
cargo unit of grog increases the ship’s rating. After any engagement in which
grog provisions by one die step. the ship fires its cannons, roll this die;
A newly-constructed ship has no on a 1, it decreases by one step. A
provisions; they must be laid in by ship without Cannonballs & Powder
hunting, foraging, bringing in fresh cannot Fire Guns.
water, and so on. Since ships are built
at well-developed fortresses, this Wood
usually won’t be a problem.
Ships use wood to make repairs, and
sometimes to construct rafts or
Food STores launches for exploration. Most large
Food stores aboard a ship are field ships carry a small amount of extra
rations: dried, salted, and smoked timber in case they need to replace a
meat, flour for making hard biscuits, mast or repair damage below the
and sometimes pickled vegetables. waterline.
One cargo unit of food increases a
ship’s food rating by one die. Other Cargoes
You can crate up other non-perishable
Grog goods, such as metal ingots, bolts of
Ships store barrels of grog for sailors cloth, pelts, leather, oil, glass, spices,
to drink. Grog is a weak alcoholic tools, and so on for trade. Ten items of
beverage; the alcohol helps to keep it the same type boxed and barreled up
palatable on long journeys and become one unit of cargo.
prevents the water from going bad
Gear
The tables here include new kinds of Speed or at the current Wind
supplies that you’ll use while sailing Strength, whichever is lower.
the Trackless Sea. Draft: Vessels are listed as having a
shallow draft or deep draft. This
Nautical Vessels determines the kinds of water
hexagons that they can enter. A vessel
The Trackless Seas are home to a wide with a shallow draft can enter any kind
range of watercraft, from tiny humble of water hexagon, including rivers and
rowboats to massive galleons sporting atolls. A vessel with a deep draft may
multiple sails and powerful cannon. only enter deep water hexagons.
Nautical vessels include notes about Vessels with a shallow draft are at risk
their crew and carrying capacity, but of foundering in deep water.
also have additional important notes. Cargo: A ship that does not list an
Crew: A vessel can hold the listed item capacity can carry crates of cargo
number of people. A skeleton crew equal to the number of people that it
(the minimum number of people to can carry. A crate of cargo represents
operate the vessel) is 1/10th of this roughly 100 pounds of material, and is
value (minimum 1). an abstraction for carrying food, water
Any vessel with a deep draft or with barrels, treasure, cloth, and so on.
the ability to carry 10 or more people Ships use cargo space to carry
includes cabins and decking to shelter supplies for their crew, black powder
against the elements. and shot for their cannons, and
Cannons: The amount of cannon that materials for repairs.
a ship can mount. Small vessels have Remember, you can find rules for
an item limit instead; a vessel of this canoes, rowing boats, and sailing
size cannot safely fire a cannon boats on pp. 190-191 of the Forbidden
(though it could carry one as cargo). Lands Player’s Guide. Canoes and
Ten cannons make up one battery, rowing boats have a Speed of 1, while
fired as a volley in naval combat. sailing boats have a Speed of 2. All
Note that constructing a ship does not three have shallow drafts and cannot
include constructing cannons for it! mount cannons.
Speed: A nautical vessel’s Speed
indicates the number of hexagons that
it can move in a Quarter Day. Rowed
vessels move with a Speed of 1.
Sailing vessels move at the listed
Nautical Vessels
Vehicle Price Supply Raw Time Talent Tools Notes
Materials
Caravel Carrack
A relatively small, three-masted vessel A massive three-masted ocean-going
suited to ocean voyages and cargo vessel with high fore and aft castles.
transport. Difficult to steer into the wind, thus
being replaced by galleons.
Catamaran substantial cargo capacity. Has a low
forecastle to improve maneuverability,
A two- or three-hulled canoe or sailing
but can mount significant guns and
vessel. Usually used for sailing around
carry a large complement of crew and
archipelagoes, atolls, and near coasts.
cargo. Often used for war—the
Easy to build, quick, and with a good
monarch of the sea.
cargo capacity for its size.
Corvette Lugger
Two-masted sailing vessel with a low
A small, lightly-armed warship with
profile, sometimes used for
three sails. Fast and maneuverable,
smuggling.
built to intercept other ships and
provide support fire for fleet
engagements. Ship of the Line
A large, three-masted vessel designed
Dinghy definitively for war. A development of
the carrack and the galleon into a slow
A rowboat with the addition of a sail.
but stable firing platform for many
cannons, with three decks stacked
Fluyt
with guns and room for many
A three-sailed, high-hulled, marines.
square-rigged merchant vessel
designed to carry large amounts of Xebec
cargo with a minimal crew. The small
A fast, maneuverable coastal ship with
crew and number of cannons makes it
three masts and oars. Often used for
unsuited to naval combat and best
interception or piracy. The xebec’s
used to carry large cargoes in safe
shallow draft makes it unsuited for
waters. Despite its small crew, the
long ocean voyages.
fluyt can carry 200 crates of cargo.
Derringer Cannon
A small, snub-nosed flintlock pistol, A large-bored artillery piece, typically
easily concealed and easy to handle placed on a wheeled carriage and
but only effective at very close range. hauled by horse or pushed by multiple
A derringer is unlikely to kill except crew on a ship. A cannon counts as 10
with a lucky shot. items, so it is too heavy for most
people to carry, and it cannot be held
Flintlock Pistol like a weapon (except perhaps by a
giant…). Cannons are usually used
A smoothbore, muzzleloading
against fortifications, but a cannonball
single-barreled pistol with a hammer
hit against a creature is usually fatal.
and trigger mechanism. A flintlock
pistol is the most common kind of
firearm, often seen in the hands of Powder Horn
pirates and sailors. Even so, they A hollowed horn or container holding a
require special skills to make, as each supply of black powder and extra
is manufactured by hand, so they are bullets. Use this to increase one’s
still rare. Bullets & Powder Resource Die by one.
Chymicals—Crafting
Chymical Price Supply Weight Raw Time Talent Tools
Materials
Pelagic Ink 5 silver Rare Tiny 1 Fish or One Day Path of Chymist’s
Seafood, the tools
1 Herbs Chymist
Cunning Devices—Crafting
Spring Gun
A simple but powerful coiled spring
serves to propel a spike loaded into
this single-shot weapon. Use
New Raw Materials
MARKSMANSHIP to fire the spring
gun. Once fired, it must be rewound, In addition to the trade goods in the
which takes three Slow actions. A Forbidden Lands Player’s Guide, your
spring-launched spike has Short players may encounter goods such as
range, 2 Gear dice, and inflicts 2 cotton, copper, tin, and pearls.
damage. Metal spikes can be made
with 1 Iron and a forge.
Raw Materials
Raw Price Shelf Life Raw Talent Tools
Material Materials
Bronze Copper
An alloy of copper and tin, bronze is Copper deposits are not uncommon on
useful for making inexpensive tools or the isles. Copper is valued both for
weapons, or when iron is not manufacturing cookware and for
available. Bronze gear and weapons sheathing the hulls of ships to help
have one fewer Gear dice, because resist corrosion and barnacles. Alloyed
they are not as durable as iron ones. with tin, copper produces bronze,
For example, a bronze shortsword has which is useful in making tools and
a Bonus of +1 instead of +2. Bronze weapons when iron is not available.
cannot be used to make Heavy Most large trading polities also strike
weapons. copper coins and ingots.
Coal Cotton
Lumps of this black, slightly oily stone Cotton grows only in tropical and
serve as fuel for steam engines and subtropical climates, so it is not found
can also be burned in fireplaces or far north or south. Cotton can be spun
campfires in place of WOOD. into thread and woven into cloth,
which can be used just like wool or
silk cloth.
Silver
Silver mines are uncommon among
the Jeweled Isles, and dangerous to
work because the silver is often mixed
with lead. This makes smelting it
hazardous, because the fumes from
the smelting process are poisonous.
Still, silver is valued for its beauty, and
is used to make coins and precious
jewelry.
Tin
Tin alloys with copper to make bronze,
which is its principal value, but it is
also easy to melt and work with, so
traveling tinkers use it for spot repairs
on metal items such as cookware. It is
also alloyed to make pewter, which is
used for mugs and flatware.
Gamemaster’s Tools
leaving behind the sun, and the heat
History from the sun caused the seas to warm
and rain to fall. Aenghar looked upon
Long, long ago, all was chaos, a
the world, its islands and seas, its
churning and roiling abyss of water
night and day, and she chose to bring
and lava. In that chaos danced the
order out of chaos.
god Parath, born of the wild extremes,
Diving into the deeps, Aenghar
reveling in the constant change. Living
entered the realm of Parath. There she
things spawned from the boiling
struggled with the primal chaos until
morass, spreading across the deep.
she wrenched from it a great morass
From this chaos erupted a great mass
of soil and detritus, fallen bits of
of volcanic rock, which broke open to
matter and remains of the dead. She
reveal Olusho, the keeper of secrets.
brought this back to the surface and
The fragments of stone surrounding
from it formed figures of its clay,
the god floated to the surface and
leaving them out in the sun to dry.
became islands. Olusho rose to the
Finally, she asked Olusho to imbue
surface with the volcanic stones and
them with the spark of life, and he
stepped out into the black night, for
spoke certain words over them and
no sun or stars yet filled the sky.
gave them souls.
As the keeper of secrets, Olusho knew
Aenghar placed her figurines on many
all the secrets of time, both past and
isles across the world and they
future. Knowing what he must do to
awakened to life as human and elf,
bring about the world, he drew forth a
dwarf and merrow.
front of kelp from the sea and made of
it a staff, which he blew upon until it
dried. He plucked the leaves from this Time of the Gods
staff and spread them upon the In the earliest of days the gods walked
ground, then twisted the staff until the the islands and moved among the
leaves caught aflame. Sparks from the people. Aenghar taught people law,
leaves flew up into the sky and craft, and order; she gave the
pierced the veil of night, becoming understanding of time and the
stars; at last the staff burst into calendar, the working of stone and
flames, and he hurled it into the sky, metal, and the ways to organize cities.
where it exploded into light. Olusho whispered his secrets to a
From the light in the sky came chosen few, giving them the power of
Aenghar, the Lawgiver, formed of fire. sorcery, teaching them how to connect
Out of the flames she descended, to the mystical world, and giving the
knowledge of writing, mathematics, chose to leave the world behind.
and the secrets of alchemy and Taking the chained god of chaos and
brewing. A few he touched in strange creation, they stepped beyond the
ways, giving them gifts to see the waking world and into the world of
invisible world and to guide unseen dreams, bringing with them many
forces. Parath continued their frenzied among elvenkind who were so
dance of creation and destruction, distraught and broken by the war that
making new life, spreading discord, they had no wish to remain behind.
and sending storms and quakes that The gods disappeared into places that
destroyed settlements but also could not be reached by walking or
revealed hidden riches and inspired sailing. From this distant realm they
new ideas. only touched the dreams of the living,
The titanic strides of the gods could to give them inspiration, or hope, or
not go on without a price. Aenghar fear.
taught mortals to make walls and laws With the gods gone—and most of
with the hope of hedging in the world elvenkind with them—the scattered
and binding Parath into a prison of lands of the world came under the
rules, but Parath created orcs, goblins, dominion of humans and orcs, who
and monsters to destroy any who spread most prolifically and explored
would assail them. Olusho sometimes without fear into faraway places. The
aided Aenghar and sometimes Parath, dwarves dug ever deeper into their
pursuing his own inscrutable goals. volcano-island homes, while halflings
Eventually the struggle between the stayed on idyllic sprinklings of islands
gods became too great. Devastation in sunlit lands, and goblins skulked
wracked the face of the entire world. and spread on crude catamarans
In a final confrontation, Aenghar wherever they could thrive in places of
raised Parath to the surface, and with darkness and refuse.
a host of elves and merrow, she In this age, priests became
fought through the constant waves of intercessionaries for the gods. Those
creatures that Parath created and gifted with prophetic dreams, or divine
bound them with mighty chains forged insight, spread their teachings. The
by the dwarves. Yet the cost was first clergy were druids, who taught
terrible: Aenghar herself suffered a ways to understand the natural world
wound that would not heal, and the and its creatures. Later, the clergy of
host of elvenkind was shattered and Aenghar created rules and rites to
their strength lost. formalize their roles, leading to the
rise of priesthoods. Priests in service
Time of Dreams to Olusho and even Parath sought to
commune more closely with their gods
To prevent the world from breaking
via prescribed rituals, and many
under the constant thrashing and
priests pursued what wisdom they
wailing of Parath, Aenghar and Olusho
could glean from all three.
The Lords of Law
Guided by the oracular wisdom of
priests, the people of the Shining
Archipelago worked to form
increasingly sophisticated societies.
Trade between the island led to
constant development of increasingly
advanced shipbuilding, which in turn
made more exploration possible.
Climate Zones
Merchant vessels from the Shining
Archipelago traded with insular Your players will start in one of the
dwarf-holds in the Misty Isles and four climate zones: Tropical,
clashed with the orc-tribes of the subtropical, temperate, or cold. You
Steaming Boscage. Remote travelers decide the width of a climate zone,
brought back treasures and stories of and whether the players start near a
monsters, prompting further boundary between zones; on Earth, a
exploration… and pirates that preyed climate zone is roughly 5,000
upon such ships. kilometers (500 hexagons) across, but
Skilled sorcerers and wealthy you could make them smaller if you
potentates forged an alliance between want players to be able to sail across
several of the island city-states, with them in the course of a short
the goal of promoting further trade campaign.
and organization. Over generations, Climate zones affect the generation of
the most powerful (and ruthless) terrain.
among them established widespread
influence over the islands. They called Random Ocean Generation
themselves the Lords of Law, as the
self-proclaimed arbiters of social order. The Jeweled Isles do not have a set
For hundreds of years the Lords of map. Instead, you generate the map
Law dictated norms and shaped policy. randomly as you travel.
New Lords were chosen from the most Each time the players explore a new
diligent graduates of the finest hexagon, roll on the sea exploration
academies, to succeed their table to see what they discover.
predecessors. The Lords of Law sought
not only to bring order to society, but
to exhaustively elaborate the very
rules by which the world itself
functioned.
A large island is 1d6+1 contiguous
Sea Exploration hexagons. Each hexagon in a large
island is a different terrain type.
2d6 Terrain
Generate a large island by starting at
2 Small island* the first discovered hexagon, then
rolling one die for each facing of the
3 Small island*
hexagon away from the discovered
4 Atoll side. On a 1-3, that hexagon is
shallow water; on a 4-6, it is part of
5 Deep water the island. If no spaces generate land,
then the hexagon directly across from
6 Shallow water
the discovery side is automatically
7 Deep water land. Roll again for each land hexagon
until you have completed the size of
8 Shallow water
the island.
9 Small island* The terrain of each hexagon of an
island depends upon the climate zone.
10 Small island*
Tropical Terrain
11 Large island*
D6 Terrain
12 Large island*
* When you roll an island, roll one die. 1 Dark forest
On a 1-4, the explored hexagon is 2 Mountains
shallow water, and the island starts at
the next hexagon directly across from 3 Mountains
it. On a 5-6, the island directly abuts
4 Sandy desert
the existing hexagon.
5 Jungle
Islands
6 Quagmire
Islands in Forbidden Waters come in
two sizes: small islands and large
islands. Both are typically surrounded
by shallow water, except in the case
that one was discovered directly
adjacent to a deep water hexagon.
A small island is one hexagon. Small
islands are of one random terrain
type. Small islands in adjacent
hexagons are typically separated by a
kilometer or two of shallow water.
On any mountain terrain, roll 1d6: On
Subtropical Terrain a 1, that hexagon includes a volcano.
D6 Terrain
Settlements and Ruins
1 Dark forest
For each island, roll 1d6: On a 1, the
2 Forest island has a ruin; on a 6, it has a
settlement.
3 Mountains Small islands will only have a village if
a settlement is indicated.
4 Scrub desert
Large islands with a settlement will
5 Plains have one as indicated: 1-3, village; 4,
town; 5, city; 6, roll twice and place in
6 Hills
different hexagons of the island. A
large island can have multiple
Temperate Terrain settlements but no more than one per
D6 Terrain hexagon at most.
4 Forest
The Edge of the World
Though the Trackless Ocean may
5 Marshlands seem to go on forever, in truth it
6 Hills reaches an edge. It’s up to you
whether the world is a flat circle, or if
the ocean ends in impassible cliffs, or
suddenly bends upward like the edges
of a bowl. Place the edge wherever vessels, the only recourse is to outrun
you feel it will set the size of your play them and hope that the sun rises
space appropriately. before the ship is able to close and
Sailors will, of course, tell tales of the commence boarding actions.
edge of the world. Perhaps you can
sail off into the night sky, or you will Attributes
fall off the edge and into the depths of A ghost ship uses the attributes of a
chaos. The players won’t know what is ship of its type, with the following
true unless they go there! modifications:
● The ghost ship does not require
powder stores to fire its
cannons, and cannot suffer a
powder stores hit.
● Hull hits have no effect.
● The crew are all skeletal pirates
with Strength 2, Agility 3, Melee
2, Move 2, and armed with a
variety of rusty hand weapons.
Bestiary ● Anyone killed by the crew of a
ghost ship is sentenced to
Ghost Ship become one of them, and to
Ships that sink at sea while under prowl the seas for eternity!
great duress, especially with crews of ● A defeated ghost ship carries
scalawags and ne’er-do-wells, may 2d6 cargo units of
rise again from the depths to haunt plunder—usually gold, silver,
the seas by dark. Ghost ships only cloth, and wood.
appear at night, and they are resistant
to mortal weapons, so for many
Movement: 1
Siren Swimming: A siren may freely move
through or under water without
Distant cousins to the merrow, sirens
making MOVE rolls or risking
do not shapeshift to live on land.
drowning, but cannot move onto land.
Instead they rest on shoals and rocks
Armor Rating: 2. Sirens have tough
near the coast and lure ships to their
skin to survive diving in the ocean,
doom with a hypnotic song.
and scaly flukes.
Attributes
Strength 2, Agility 3
Monster Attacks
D6 Attack
1-2 Drowning Kiss! The Siren attempts to grab one person within ARM’S
LENGTH and dive under to fill their lungs with water.
3-4 Siren Song! Everyone who is not already within ARM’S LENGTH of the
Siren must attempt to move as close as possible on their round.
5-6 Water Wall! The Siren raises a magical wave that splashes out to the
closest target up to Short range. This is an attack with six Base Dice and
Weapon Damage 1 (blunt force). Anyone who takes damage from it is
also knocked prone.
The Adventure Sites included here
Adventure Sites give you a broad range of places for
players to visit; many are isolated
You can co-opt adventure sites from
spots that are not interconnected by a
other Forbidden Lands campaigns
specific story thread.
easily, but the backstory of how places
(TBD)
were founded and what kinds of
organizations occupy them will require
updates to fit the history of the
Jeweled Isles.
Inspirations
The following works all inspired the The Pirates of Dark Water: An
creation of Forbidden Waters in some animated fantasy pirate/sailing
way. adventure cartoon from the early ‘90s.
One season of action and dark magic,
7th Sea: A swashbuckling roleplaying as a princely sailor discovers that he
game with pirates, politics, and must save the world by hunting down
powerful magical families, all set lost artifacts.
against the backdrop of a Restoration Treasure Island: The famous Robert
era world similar to but divergent from Louis Stevenson classic with pirates
our own. hunting for buried treasure. The
A General History of the Pyrates: forerunner of most pirate fiction
Yes, that’s spelled correctly. An tropes.
historical book from the 18th century
by Daniel Defoe, recounting the
historical stories of many pirates.
A Wizard of Earthsea: Ursula K.
LeGuin’s masterful fantasy story,
which takes place on a world of islands
with no continents.
Captain Blood: An upstanding doctor
is accused of treason, sentenced to
serve on a naval vessel as a conscript,
becomes part of a mutiny, and
becomes the ship’s captain. A wild
adventure story in the Age of Sail.
Master and Commander: The
signature adventure saga of the
sailing era, with naval ships hunting
pirates and enemies of their country.
Available in both novel and movie
form.
Stormbringer!: The end of the Elric
saga, in which the evil sorcerous
emperor Jagreen Lern sails forth to
conquer the known world and is only
defeated when the antihero Elric
sacrifices everything to stop him—and
in the process ushers in a new age for
the Earth.