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Vergence
Vergence ™

Preview

A Roleplaying
Game of
Dimensional
Conflict and
Family Drama

By Small Cool Games™


Vergence Role-Playing Game
This is a free preview copy of Vergence. Thanks for checking it out and please share it with others!

Credits
◆ Game design, cover art, layout, interior art: David Rourke.
Email: smallcoolgames@gmail.com
Twitter: twitter.com/SmallCoolGames1
Storefront: smallcoolgames.itch.io
◆ Forged in the Dark system: John Harper.
◆ Illustrations: Billy A. (page 52), Russell Clark (page 88), David Coast (page 100), Jim Cooper (page 68),
currens (page 56), Iftekhar Uddin Emon (page 237), Mark Frost (page 72), ImaArtist (pages 76 and
96), Stefan Keller (pages 1, 41, 134, 152, 157, 213, 244, and 250), Mysticartdesign (back cover), Enrique
Meseguer (verso page 1, 7 and 92) Mi Minhaz (page 174), Artie Navarre (page 147), Raphael Ofagbe
(page 121), Tannetje Riek (page 84), and xresch (page 198).
◆ Icons: The Noun Project.
◆ Typefaces: Absolute Empire by Wahyu Eka Prasetya, Vollkorn by Friedrich Althausen, and SF Pro
by Apple.
◆ Software: Adobe Creative Suite and Google Sheets.
◆ Playtesters: Ken Burnside, Michael Christiansen, Harry Coins, Comprehensible, Raven Daegmorgan,
Jarred Davis, Travis DeVoll, Navi Drake, Shawn Drake, Dusk Bunny, Melanie Estes, Sam Gorton,
Skelpie Limmer, LonkSane, Kirsten Rourke, and Jacob Segal.
◆ Thanks: To the hack talk discussion participants at the Blades in the Dark Discord, Kirsten Rourke
for all her support and encouragement, Travis DeVoll for collaborative feedback, Jarred Davis for
expanding on Serpentine life, and John Harper for creating the Forged in the Dark game engine and
releasing it for public use.

Legal Stuff
This work is based on Blades in the Dark (found at http://www.bladesinthedark.
com/), product of One Seven Design, developed and authored by John Harper,
and licensed for our use under the Creative Commons Attribution 3.0 Unported
license (http://creativecommons.org/licenses/by/3.0/).
Blades in the Dark™ is a trademark of One Seven Design. The Forged in the Dark
Logo is © One Seven Design, and is used with permission.
All parts of this work other than those derived from Blades in the Dark are © 2020–2023 by Small Cool
Games.™ Vergence™ is a trademark of Small Cool Games.
Contents
Intro 1 Beast Rider .................................................... 77
Shaman ........................................................... 81
About the Game ..............................................1
Shapeshifter ................................................. 85
Basics 7 Conqueror ...................................................... 89
Building Blocks ...............................................7 Oracle .............................................................. 93
Actions and Attributes .............................. 11 Trickster ......................................................... 97
Stress ............................................................... 13 Challenge and
Action Rolls ................................................... 13 Alliance 100
Setting Position ........................................... 17
Alliance Creation ...................................... 100
Setting Effect ................................................ 17
Upgrades ...................................................... 102
Consequences ............................................... 19
Cohorts ......................................................... 103
Resistance ...................................................... 21
Dark Conspiracy........................................ 105
PC Death ......................................................... 23
Expedition ................................................... 109
Power Level ................................................... 23
Game of Houses ......................................... 112
Progress Clocks ............................................ 24
Grand Tour .................................................. 115
Flashbacks ..................................................... 25
Masked Ball ................................................. 118
Fortune Rolls ................................................ 26
Pursuit........................................................... 122
Teamwork ...................................................... 27
Siege ............................................................... 124
Conflict Between PCs ................................. 29
Succession.................................................... 129
Gathering Information ............................. 29
Equipment and Wealth ............................. 31 The Power 134
Factions........................................................... 32
Worlds ........................................................... 134
Favor ................................................................ 33
World Walking ........................................... 135
Getting Help From NPCs .......................... 34
Voidstones.................................................... 141
Advancement and Change ....................... 35
Other Abilities............................................ 143
Endings and New Beginnings................. 36
The Blood ..................................................... 143
Example of Play........................................... 37
The Remaking ............................................ 144
Characters 41 The Death Surge ........................................ 146
Character Creation ..................................... 41 Operations 147
Adept ............................................................... 53
Engagement Rolls ..................................... 147
Explorer .......................................................... 57
Battles............................................................ 150
Heir .................................................................. 61
Aeronaut......................................................... 65 Resting and Scheming152
Stormcaster ................................................... 69 The Rest Phase ........................................... 152
Storm knight ................................................ 73 The Scheming Phase ................................ 153
Playing the Game 157 Running the
Tone and Edginess ................................... 157 Challenge 213
Player Best Practices ................................ 158 Structuring the Challenge ..................... 213
Playing a Vergence Character ............... 159 Running the Dark Conspiracy ............. 216
Using the Game Rules.............................. 162 Running the Expedition ......................... 219
Actions .......................................................... 163 Running the Game of Houses............... 224
Managing Mode Splits ............................ 172 Running the Grand Tour ....................... 225
Players........................................................... 172 Running the Masked Ball....................... 227
Running the Pursuit ................................ 229
People and Places 174
Running the Siege..................................... 231
The Umbra ................................................... 174 Running the Succession ......................... 234
The Caverns of Agoros ............................ 176
The Maelstrom ........................................... 181 Making Changes 237
The Serpent ................................................. 186 The Setting................................................... 237
Inter-World Factions ............................... 190 Creating Your Own Challenge .............. 238
Anchors......................................................... 190 New Character and Alliance Options 239
Rumors ......................................................... 197 Optional Rules ........................................... 241

Running the Game 198 Tables 244


What Does the GM Do? ........................... 198 Random Complications .......................... 244
GM Principles............................................. 205 Notable Characters ................................... 245
GM Prep........................................................ 206 Random Umbra Encounters ................. 246
The Umbra ................................................... 206 Places in the Umbra ................................. 247
Managing Modes of Play........................ 208 Creatures ...................................................... 248
Conflict ......................................................... 208 Names ............................................................ 249

For System Veterans 250

Index 251
Vergence
Preview

About this Preview


W Vergence is
elcome to Vergence, the tabletop role-
playing game of dimensional conflict and
family drama. Crowdfunding
This freely available preview showcases much on Backerkit!
of the full game. It’s intended to illustrate how it
leverages the mechanics of the Forged in the Dark We are running a crowdfunding campaign for
game engine to explore the themes of dimen- Vergence on Backerkit. We are raising money
sional fantasy and cosmic powers. to pay to bring the game to completion with
printed books, great art, and several awesome
A couple of things this is not: stretch goals.
◆ This is not the full game. The complete game We’d love to have your support. We want to provide
contains all of the game rules, playsheets, you with an amazing game you can enjoy with
challenges, setting information, player info, your friends.
GM advice, random tables, and everything
else you need to play the game. Back the full game here:
◆ This is not a playable quick start. While this
document gives you some sample pages to look
at, you can’t play using just the information
vergencerpg.com
contained here (well, you could try, but you’d
have to make a lot up).
◆ This is not final. The game is in development.
You’re looking at draft pages; some things will
surely change before it’s done.
Intro

About the Game


V ergence is a game of dimensional conflict
and family drama.
You might…
◆ Lead a fleet of skyships in rebellion against the
It’s about exploration, investigation, intrigue, Sovran of All Skies.
power, scheming, and discovery. ◆ Set off on a quest through the Umbra, tra-
versing from one world to the next, on the trail
It’s a dimensional fantasy game about people
of an ancient Beast that predates the existence
with cosmic powers and extraordinary abilities.
of the multiverse.
Our heroes are drawn together from across ◆ Rescue a small(ish) dragon from the Royal
the multiverse to cope with challenges they Menagerie.
can’t manage by themselves. During play they ◆ Broker peace between two clans at war within
will discover their own bonds of friendship the Blood of the Serpent.
and loyalty.
◆ Prevent your cousin, the heir to the throne,
They may encounter assassins, noble houses, from gambling away his regalia.
strange worlds, conspiracies, shapeshifters, ◆ Explore the remains of a broken Vergence that
sorcerers, scheming courtiers, armadas, rulers, once ruled ten thousand worlds.
rebels, sky ships, monstrosities, trading empires, ◆ Find a way to get Morgaine, Dominus of the
family secrets, hidden fortresses, vendettas, Empyrean Knights, to challenge you to a duel.
alliances, betrayals, mysteries, and annoying Then win.
siblings. ◆ Respond to the sudden death of the Queen of
Vergence is a roleplaying game for about 3–6 Agoros by supporting a claimant to the throne
players (one of whom acts as the game moder- (perhaps a PC) against an alliance of scheming
ator), using a version of the Forged in the Dark rule factions.
system. You will create dynamic player characters ◆ Discover who has placed your favorite aunt
with deep connections to each other and to the into magical stasis and figure out how to
game world. The mechanics allow you to collabo- release her.
ratively drive the fiction toward a dramatic, tense,
and satisfying narrative.

1
The Setting Vergences
There are infinite worlds—so many and so varied Across the vastness of the Umbra flow lines of
that virtually anything you can imagine exists dimensional energy that concentrate and inter-
somewhere. The player characters are extraor- sect at places of great power called Vergences.
dinary people who have inherited the ability to Because the Power runs in families, each Vergence
travel among these worlds and manipulate reality. is associated with a particular ruling bloodline.
Those with the right kinship can attune to the
The Umbra center of that Vergence, greatly boosting their
inherited abilities. A bloodline with the Power, in
Think of all the worlds of the multiverse as if laid control of a Vergence, can achieve a position of
out on a flat surface, with those most similar to preeminence among many worlds.
each other closer together. This expanse is called
the Umbra. There are a three known Vergences: the Caverns
of Agoros, the Serpent, and the Maelstrom. These
You travel through the Umbra by moving (walking, places have large populations, each ruled by a
riding an animal, driving a car, flying) while noble bloodline that has the ability to make full
visualizing a small change in the world. Around use of its Power. Lots of other people live in each
that bend in the road will be a small inn. As you Vergence, but do not have this Power.
go around that bend, you use your Power to make
it appear, just as you imagined. In doing so, shift
from one world to another. Touchstones
By making one small change after another, you When you’re thinking about the game or pitching
can find any place, person, or thing of your desire. it to others, here are some influences you can use
If you have been to a place before, you can find it to relate it to things they might be familiar with.
again, or any variation on it that you can imagine. This game and its setting are not quite like any of
You can find places with any set of physical laws, these sources, but referencing them can give you
any history, any culture. All of them are available a starting point for discussion.
to you. ◆ Chronicles of Amber (story series by Roger
After a long journey, Amiris wants to find a comfort- Zelazny) and the Amber Diceless Roleplaying
Game (by Erik Wujcik).
able place to rest, but there isn’t anything like that
close by in this world. She uses her Power to look for ◆ Eternal Champion Sequence (story series by
Michael Moorcock).
a small weakness between worlds. She walks forward,
◆ Everway (roleplaying game by Jonathan Tweet).
concentrating. After a short while, she senses a gap
and visualizes reaching into it and opening it up. She ◆ Glory Road (novel by Robert Heinlein).
steps through to a slightly different place. Just as she ◆ His Dark Materials (story series by Phillip
imagined, there is a small copse of trees here where Pullman).
there was none before. ◆ Kill 6 Billion Demons (web comic) and
Broken Worlds (roleplaying game) by Tom
This is closer to what she wants, but she’s not there Parkinson-Morgan.
yet. She creates another opening and in the next world ◆ Myst (video game series by Robyn and Rand
there is a road next to the trees. Another transition, Miller).
and as she walks forward she sees a small inn next to ◆ Nobilis (roleplaying game by Jenna Katerin
the road. One more shift, and there is a stack of coins Moran).
(the kind they use here), sitting next to that tree…

2 Intro
What You Need ◆ A way to roll dice. Each player can have a set
of physical dice to roll, or you can use a digital
to Play dice roller or app (if you type “roll 2d6” in the
Google search box, it will roll two six sided
When you get together to play a game of Vergence, dice).
you'll need a few things.
◆ A copy of this book, handouts, and digital
Friends (Or at Least character sheets (see above).
Acquaintances) Sessions and Campaigns
You'll need some interested people who want to Each session of Vergence is likely to last about 3–4
play together. There are two roles to take. hours (but some groups like to play all day, which
◆ Players. About two to five players will take is fine if you have the stamina). A campaign
the role of player characters (PCs) in the story. (series of sessions) can last anywhere from one
Their job is to each create and embody an session to 20, 30, or more, depending on interest
engaging protagonist, making decisions about and availability.
how that person deals with the difficulties pre-
sented in the game. Community
◆ Game moderator. One player will take the If you'd like to talk about this game with users
role of game moderator (GM). The job of the and developers, get and share information,
GM is to manage the world around the player find online players, or just hang out, please
characters. When the PCs take risks or engage come join our Discord server using this link:
in conflict, the GM describes the action and https://bit.ly/SmallCoolGamesDiscord.
makes judgments about what happens.
Nowadays, people play games like this in a couple The Characters
of ways. Which you use determines what you
The player characters (PCs) come from the noble
need for play.
houses of different Vergences. Their abilities
allow them to travel between worlds and to attune
If You’re Playing in Person
to the center of their Vergence.
◆ A printed or digital copy of this book.
◆ Printed or digital copies of playbooks and hand- When you create a character, you’ll choose which
outs. You can find digital sheets for Vergence at Vergence bloodline to belong to. Each bloodline
this link: https://bit.ly/VergenceSheets. has three playbooks to pick from. Your playbook
gives you access to a set of special abilities. Here
◆ Six sided dice. Three or four per player is best
are the bloodlines and associated playbooks:
(you can also use a dice rolling app).
◆ Blank paper, index cards, pens or pencils. The Caverns of Agoros
If You’re Playing Online Agoros is an underground world
consisting of caves filled with
◆ A communication system. Video conferencing
cities, towns, and farmland connected b y
works well, but you can also go voice-only.
pneumatic trains. It operates on steampunk
There are online systems that are built spe-
technology powered by the Orb, a glowing source
cifically for roleplaying games (called “virtual
of Power within its central cavern. It is ruled by
table tops”), but you can use whatever confer-
Queen Inhedron and a power structure of ruling
encing system you like.
families, guilds, and cartels. Agoros oversees
a great trading network extending through
the Umbra.

Intro 3
These playbooks are available to Agorian These playbooks are available to Lost characters:
characters:
◆ Conqueror: Lead warriors and armies across
◆ Adept: Channel and manipulate arcane the Umbra.
dimensional Powers. ◆ Oracle: Connect with the underlying nature of
◆ Explorer: Develop trading networks and reality and see what others do not.
make contact with new worlds. ◆ Trickster: Influence and confuse, play tricks
◆ Heir: Use political connections as the scion of and mind games.
a noble house.

The Maelstrom The Challenge


The Maelstrom is a great storm system The PCs have cosmic powers and can travel to any
with a civilization centered on floating place of their desire. What draws them together?
citadels, crossed by fleets of sky ships. These To answer that question, the group (players and
playbooks are available to Maelstrom characters: GM) will choose a challenge. This is a threat or
set of problems that gives the PCs a reason to
◆ Aeronaut: Captain a dimensional skyship form an alliance to work on common goals.
across the Umbra.
◆ Stormcaster: Call upon the power of the These challenges are available:
Maelstrom to manipulate storms and winds. ◆ Dark Conspiracy: A secret faction has come
◆ Storm Knight: Play a powerful warrior with out of the shadows to attack the players, their
mystic storm abilities. homelands, and their friends.
◆ Expedition: The PCs will join a venture to
The Serpent explore an ancient and forbidden place that
The Serpent is a living creature, about was once a Vergence.
1000 miles long, traveling endlessly ◆ Game of Houses: The PCs each have reason to
through the Umbra. Millions of support a noble house within a Vergence. They
people and creatures live on and will be given a series of tasks for the purpose
within the Serpent. of protecting that house and advancing its
interests.
These playbooks are available to Serpent
◆ Grand Tour: The PCs have been invited
characters:
on a tour of interesting places all over the
◆ Beast Rider: Befriend and ride strange crea- multiverse.
tures through the Umbra. ◆ Masked Ball: The PCs will be attending
◆ Shaman: Harness your mystical connections the Agorian Royal Masked Ball, where they
with the Serpent. will engage in courtly intrigue and political
◆ Shapeshifter: Use the power of the Serpent to maneuvering.
control your own physical form. ◆ Pursuit: In this short challenge intended for
just one or a few sessions, the PCs are in pur-
The Lost suit across the Umbra to catch a villain who
Sometimes, a member of a bloodline has committed a terrible crime.
leaves an unknown child out in the ◆ Siege: The PCs are trapped in a city that is
Umbra. These are the Lost. Some of under inter-dimensional attack.
the Lost discover how to use their own ◆ Succession: The throne of a Vergence is sud-
birthright powers. denly empty and the PCs have a stake in who
takes it.

4 Intro
Action Summary
You will find more detailed information on the nine actions starting on page 163 . Here is a summary.

Command Contrive Craft


Compel swift obedience. Implement a clever Create or modify phys-
You might intimidate a strategy. ical objects.
faction leader, force the You might use misinfor- You might give an item
council to declare you mation to turn a neutral arcane properties, bypass a
innocent, or lead warriors faction, set up a clever security system, or harden
into battle. You could try ambush, or distract the a city wall. You could try to
to get the Queen to give guards. You could try to create a portal to another
you support (but Persuade decipher an inscription world (but Warp might
might be better). (but Study might be better). be better).

Engage Overpower Persuade


Contend physically Employ brute physical Influence with charm,
against an opponent. force. guile, argument, or
You might duel with a You might smash down a oration.
sword, fire your rifle at door, create chaos to make You might lie convincingly,
enemy troops, or seize an a distraction, or put some- get someone to think your
advantageous position one into a choke hold. You idea is theirs, or argue
in battle. You could try could try to overwhelm an a compelling case. You
to wrestle someone to the enemy with sheer force in could try to get troops to
ground (but Overpower battle (but Engage might follow you into battle (but
might be better). be better). Command might be better).

Study Traverse Warp


Acquire and synthesize Move with skill and Reach out with the
critical information. finesse. Power to sense or
You might identify a weak- You might sneak past a manipulate.
ness in enemy defenses, guard, travel from one You might find a weak point
figure out the best way to world to the next, or leap between worlds or detect
sneak into the fortress, or across rooftops. You could echoes of the Power in
research someone's history. try to jump off a building nearby parts of the Umbra.
You could try to devise a to stab a giant monster in You could try to activate an
battle plan (but Contrive the eye (but Engage might arcane artifact (but Craft
might be better). be better). might be better).

12 Basics
Equipment and Wealth
PCs can obtain almost any item they desire. All Athena and Jodre are fighting a masked stranger who,
they have to do is travel in the Umbra, imagining they believe, is the key to finding out who murdered
the thing they want, until they find it just sitting their uncle. They are in a low tech world and all armed
there for the taking. Wealth is also effectively with melee weapons. After Athena manages to get in
infinite. They can have as much of any kind of
a cut to the masked figure’s arm, the stranger pulls a
money, valuables, or token of exchange they wish.
stone from his pocket. A gate appears and the stranger
Because the Power is so potent in granting disappears into it. Before it can fade, they both
possession of whatever a PC wants, equipment leap through.
is not that important in this game. For the most
part, PCs are assumed to have brought whatever But it’s a trap! They find themselves in a large, fea-
could reasonably have been anticipated with the tureless white room, facing soldiers in powered battle
information they have available. armor and armed with gatling cannons. “Surrender or
die,” the stranger tells them. “I don’t really care which.”
During play, we won’t concern ourselves too
much about kind and quality of equipment, since When equipment matters, the GM will consider
PCs can get what works best for them (that’s part that in determining position, effect, and conse-
of why they get potency when their quality level quences. In the example above, the PCs are in a
is higher than that of the opposition). When it very tight spot. If it turns into a fight, they’re likely
makes a difference, you can establish the specific to start at Desperate position and Zero effect.
equipment carried through free play or flash-
backs (page 25).
Encumbrance
If the player wants to have brought along a
You can carry as much on your person as seems
particularly unlikely piece of equipment, the
reasonable. If you’re carrying a lot of weight or
GM can call for a flashback, with a stress cost
bulk, the GM might call for an action roll when
if appropriate (page 25).
that would not otherwise be required, or adjust
World walkers usually choose equipment that is position or effect to represent how loaded down
reliable across different environments. High tech you are. NPCs might also take notice if you’re
items are useful in worlds where they work, but wearing armor, armed with unusual or disal-
dead weight in places where they don’t. Magical lowed weapons, or carrying a lot of stuff.
items may be locally effective, but not useful in
GM: Load and encumbrance are handled
other places. A sword, on the other hand, will
informally in this game. Don’t suddenly
serve its purpose almost anywhere. A flying beast
impose penalties on a player for declaring a
or armored vehicle can’t carry you where the
lot of gear. If a character seems loaded down
physics don’t allow it, but a riding beast with legs
with a lot of stuff, discuss it with the player
can go most places you can.
and incorporate that into the fiction and
Equipment does make a difference when a char- stakes of die rolls where appropriate.
acter needs something unanticipated, but doesn’t
In practice, since the game doesn’t put a lot of
have the opportunity to acquire it.
emphasis on detailed equipment inventories,
players usually don’t, either. Most of their
capabilities are represented by action ratings
and special abilities.

Basics 31
Factions
A faction is a group or organization with the well-equipped individuals. The highest quality
potential to significantly affect the plot of the factions have central cadres consisting of people
game. The PCs are the most important faction. from Vergence bloodlines (quality level 2 or 3).
They will interact with other factions: making Empowered enemies of great capability might be
enemies, gaining favor, and creating alliances. at quality level 3 or even 4.
Cohorts (page 103) are factions that the The Crimson Guard of Agoros consists of the most elite
PCs control directly. A cohort can be a single warriors of the kingdom (quality level 1), led by loyal
person (an agent) or a group (a contingent). Bloodline members of the Royal Family (quality level 2
Factions have three basic characteristics: quality, and 3). The Crimson Guard is quality 3.
scope, and expertises. Many faction leaders Rank and file members of a faction will often be
are detailed in the People and Places chapter one or possibly two quality levels lower than the
(page 174). (The GM can choose to have any of base (maximum) quality of that faction.
that information turn out to be incorrect.)
GM: Much of the game involves interac-
tion with factions. The players have family
Scope
connections among the Vergence factions Scope is a measure of f the scale and breadth of
and are likely to find themselves aligned with faction operations. Faction scope is rated on a
some factions and at odds with others. Don’t scale from 1 to 5.
hesitate to incorporate leaders and factions A faction of lower scope operates more locally,
into the action of the game. with smaller numbers, on fewer worlds, and with
less adaptability to various kinds of operations.
Faction A faction of higher scope is larger and operates

Leadership more broadly. While scope is not explicitly a


measure of numbers, an organization of larger
In Vergence, factions are usually represented most scope likely has more members than one of lesser
visibly by th leader of the faction. There are, of scope (if only because it takes more people to do
course, other members of that faction that PCs more things and operate in more locations).
can interact with, but if they want the whole The Heralds are an interdimensional organization
faction on their side, they will need to deal with
functioning as negotiators and information brokers.
the leader.
They operate in all of the major Vergences and fre-
Some factions have no single leader, or the quently travel throughout the Umbra along pathways,
titular leader is not really in charge. Control maintaining an unmatched network of communica-
could be distributed, contested, or in disarray. If tion among worlds. The Heralds are scope 5.
so, gaining influence might require dealing with
more than one NPC.
Faction Expertise
Quality Each faction has one or more areas of expertise.
Factions operate at their full quality and scope
Quality is a measure of highest level of capa- rating when operating within their expertise.
bility that a faction can effectively bring to Outside of their expertise, they operate at one
bear. Faction quality is rated from 1 to 4. Higher or more levels lower (as determined by the GM).
quality factions are overall more capable and can Here is a list of common expertises, but you can
call on the most competent, well-trained, and add others if needed.

32 Basics
◆ Crime ◆ Mercantile ◆ If you get into fight with the Ghan’s bodyguard, you
◆ Culture ◆ Military are acting against the quality of his faction
◆ Espionage ◆ Magic ◆ If you send an army to conquer the Ghan’s domain,
◆ Government ◆ Religion you are acting against the scope of his faction.
◆ High tech ◆ Smuggling A faction might take action that is beyond its
◆ Interdimensional ◆ Special operations expertise (such as a consortium that specializes in
commerce finding itself involved in interdimen-

Faction sional warfare). When that happens, the GM can


apply a -1d or -2d penalty to the roll, depending
Effectiveness on the circumstances.

When considering the effectiveness of a faction, If two or more factions are operating together as
use the faction’s quality if the most important allies, the GM will start with the best quality or
factor is the ability of the most capable core scope between them (as appropriate). If they are
members of the faction. Use the faction’s scope likely to compliment each other, the GM can add
when the scale and breadth of faction operations a +1d or even +2d bonus to reflect their combined
make the most difference. Consider expertise abilities. Use the fortune roll to determine how
if a faction is operating outside of its normal well the faction’s actions have gone.
capabilities.

Favor
The bloodline characters of Vergences have all the
money and wealth they want, so they do not care
Earning Favor
about those things. Instead, they trade in favor. The alliance can earn favor via in-game actions
during free play or operations; or during the
When those of the blood aid each other, they
scheming phase via the Earn Favor action
keep track. The greater the aid, the more that can
(page 155).
be asked in return. If favor is owed, it is a severe
breach of honor and protocol to refuse to return it. A representative of the Heralds asks that the PCs per-
Even among deadly enemies, favor is acknowl- form a scouting mission. They agree. When the PCs
edged and repaid (sometimes with gritted teeth). return with valuable information, they earn 4 favor
In the midst of battle, opponents have been with the Heralds, which is recorded on the Favor
known to call in favors from their enemies. Canny
Tracking Sheet.
leaders know to research the favors owed by and
to those under their command, in order to avoid How Much Favor to Award
surprises or achieve unexpected advantages.
The GM should award favor when a faction has
Within the game, favor is measured numerically. reason to acknowledge an obligation to the PCs.
When the PCs provide assistance to an important The amount is decided by the GM, with this table
NPC or faction, they gain favor with them. Favor as a general guide.
is an abstract representation of obligation and
debts of honor.

Basics 33
Storm Knight by Mark Frost
The Maelstrom

Storm knight
The Storm fills you and surrounds you, even in moments of calm.
You are trained warrior of the Storm,
having traveled far and proven your
Storm knight
worth in many battles. Perhaps you Default Ability
have been a mercenary or pirate. Or
you have served your noble house in Storm Rider
war. As a noble of the blood, you've You have ridden the Maelstrom and
chosen a much more difficult path than stared into the Eye. It has ripped you
you needed to, devoting yourself to devel- asunder and remade you. Its winds fill
oping your prowess. your lungs, invigorate your blood, and give you
the Power to travel between worlds. When you
Play a Storm Knight if you want to be a formidable
manifest your Power, your eyes blaze, lightning
combatant with mystic powers.
crackles around you, and winds stir.

Starting Actions Storm knight


􀜞􀜞􀧙 Engage Special Abilities
􀜞􀧙􀧙 Traverse Battleforged
You’ve learned from the best. In a fight, you can
Storm knight Bonds flash back to a hard lesson you learned from a
Fill in a bond with at least one other PC. You can teacher or opponent. Choose one: you discover a
use these sample bond statements, change them, weakness you can exploit—a cohort under your
or make up different ones if you prefer. control rolls at +1d—gain defense against phys-
ical -or- arcane attacks—assist an ally at no
◆ “[Name] and I fought a duel once over some
stress cost—escape unscathed—learn something
offense I no longer quite remember. We have
you can use the next time you are in this kind
since developed respect for one another. Who
of fight.
won? Ask [Name].”
◆ “I'm not actually quite sure why, but when Briefly describe your painful lesson (what
[Name] has called, I have always been there happened and with whom). Choose one
to help.” advantage you gain from your flashback.
◆ “[Name] and I have a mutual enemy. Our rea-
The first use of this ability in a fight will cost
sons to seek revenge are different, but we are
0 stress, but after that the GM will assess a
united in this goal.”
cost for multiple battleforged flashbacks in
one scene.

73
Comrade Leap On the Wind
When you lead a group action, you get +1d. You Within an atmosphere, you can call upon the
have defense against any consequences you wind to help you perform otherwise impossible
suffer from group actions or protecting another athletic maneuvers. You can’t fly, but you can
character. make prodigious jumps and can fall from any
height without harm.
Group actions are a way for multiple charac-
ters to work together on a single action. See Using this ability doesn’t cost stress and in
page 28 for more information. normal circumstances won’t require a roll.
When things are especially difficult or there
Deadshot is notable opposition, the GM may call for
When employing a ranged weapon, you have a roll.
potency and can fire with accuracy at up to
maximum range. When you push yourself Lightning Warrior
while employing a ranged weapon, you can hit You can spend 1 stress to imbue your body and
the weakest spot—perform a trick shot—avoid equipment with empowered electrical energy,
detection if firing from concealment—use it giving you potency in close combat against
unimpaired in close quarters or while grappling. vulnerable enemies and the ability to strike
even those who are insubstantial or protected by
When you push yourself, you also get the regu-
arcane shielding.
lar effects of pushing (+1d or increased effect).
An enemy is vulnerable if unshielded from
Empowered Artifact electrical effects. Your empowered energy can
You are the keeper of an ancient and powerful last up to several minutes, if you choose. You
artifact. Describe it and pick two advantages: might also use this ability in clever ways, such
can throw concussive blasts—armor provides as to short out high tech equipment or push a
defense against cutting or thrusting attacks— jolt of electricity into a pool of water or other
can sense that which is concealed or invisible conductive material.
nearby—eagle eyes—can turn you into an insub-
stantial creature of air for a few moments. Warbird
You have a large bird of prey as your companion
It could be a gauntlet, a sword, a wand, a
and mount. It is a quality level 2 agent with
feather, a magical ring, a pair of shoes, a
expertise as a battle mount. Pick two:—can speak
stone attached to your forehead a shield, or
with you telepathically—its claws can penetrate
something else. How did you acquire it?
almost any armor—fast and agile—vicious and
Invest another special ability in your artifact terrifying—can travel through the Umbra on its
to give it two additional advantages. own.
Invest another special ability in your warbird
Indomitable to give it two additional advantages.
You are undeterred by obstacles or odds. Penalties
from harm are one level less severe (though Warriors
level 4 harm is still fatal). If you are exhausted,
You have a contingent of loyal warriors from a
you get defense against any kind of harm.
storm world near the Maelstrom. They are scope 1
You cannot make a resistance roll if you are and quality level 1, with military expertise.
exhausted, but having protection means that Pick two additional abilities: quality 2—huge
the severity level of harm is automatically and fierce—have their own warbirds—expert
reduced by one level. scouts—can adapt to any kind of tech — athletic
and quick—very well armored.

74 Characters
The warriors are yours separately from the
alliance, though you may instruct them to
follow the orders of others. Invest another
special ability in your warriors to give them
two additional characteristics

[Veteran Ability]
When you first create your character, one of your
three special abilities can be taken from another
playbook of the same bloodline.
Later on, when you gain an additional special
ability through advancement, it can be from
your playbook or any other from your blood-
line. Explain how it makes sense in the fiction
for you to do this.

Characters 75
The Serpent

Shaman
You have opened your soul to the Blood of the Serpent. What has it
taught you?
The Heartsblood has consumed you, poisoned
you, dissolved you into a mush of blood and
Shaman Default
organs, and remade you. While others look Ability
back on that experience with horror, you
have continued to explore the power of the Serpent Mage
Serpent's blood, whatever the cost. You have drunk the heartsblood of the
Serpent and it has remade you. The blood
You have learned many of the secrets of the
fills your veins with the Power, granting you
Serpent's rituals. You understand the desires
world-walking abilities. When you mani-
of the Serpent and the vast ecology of creatures
fest your Power, your eyes become black
who live on and within it.
hypnotic pits and writhing tendrils of light
Play the Shaman if you want to find the way that and dark surround you.
lies beyond rational understanding.
Shaman Special
Starting Actions Abilities
􀜞􀜞􀧙 Warp Afflict
􀜞􀧙􀧙 Contrive Catch the eye of a target and draw a sign of doom
in the air. Describe a terrible and fearful vision
Shaman Bonds the target experiences. This is a psychic attack on
the person’s mind.
Fill in a bond with at least one other PC. You can
use these sample bond statements, change them, When used successfully, this power can cause
or make up different ones if you prefer. psychic effects in the form of emotional
manipulation (fear, rage, etc.), confusion,
◆ “The Serpent told me I would have to trust seizures, or even death.
[Name] with my life one day.”
◆ “[Name] and I have known each other for many Blood Blade
years. Perhaps now we will each actually learn
You have an empowered edged weapon, forged
who the other is.”
with the Blood of the Serpent. Choose two advan-
◆ “[Name] once rescued a close friend of mine tages: potency against arcane enemies—can cut
from a terrible fate.” holes in reality, allowing you to pass through
barriers without leaving a mark—if it has ever
touched a drop of someone’s blood, it can point

81
toward them no matter where they are—if you now. You gain potency on actions reflecting your
strike with it you can choose to cause psychic foreknowledge.
harm, leaving no physical mark.
This ability allows you to take setup actions
In the hands of anyone else, this is just a at +1d using your connection to the Serpent.
normal weapon. It is special only when you If a consequence results from your roll, you
wield it. What kind of blade is it? A knife? A might anger a spirit, misread portents, or
spear? find yourself swearing to perform a service
for a spirit.
Invest another special ability in your blade to
give it two additional advantages.
Healing Balm
Blood Magic Spread your balm onto a wound and conduct a
brief ritual. Make a Risky action roll and, if
You can infuse your Serpent-empowered blood
successful, you reduce its severity by one level.
into an object, imbuing it with arcane proper-
During a scheming phase, your presence counts
ties such as potency against the werewolves of
as being in a special medical facility for anyone
a particular world, a magically strong door lock,
taking a recover action.
or sleeping potion. These properties dissipate
with world shifting, but you can make the effect You can only reduce the severity of a wound
permanent with a project. Blood magic effects if there is an empty box below it. For example,
are lessened in Vergences and other places of if all level 1 and 2 boxes were filled, you’d need
stronger reality. to remove a level 1 harm (opening up a level 1
harm box) before you could use your balm on
The exact properties that can be created
a level 2 wound.
are negotiated with the GM, and may vary
with the characteristics of whatever Umbra Consequences from the roll can affect either
wold you are in. In a challenging situation, the caster or the target and can include extra
you’ll usually make an action roll with stress cost, taking more time and ticking a
Craft to determine the effectiveness of your troublesome clock, harm to the caster, or
blood magic. suffering from a magical compulsion for a
few hours (such as to speak only in rhyme or
You can find more information about projects
to turn only in a leftward direction).
on page 156.
See page 153 for more about recovery
Eyes of Darkness actions and special medical facilities.
When you extend your senses outward, your eyes
become pits of absolute darkness. You can see Step Sideways
without light and sense that which is mystical or You can step into the Otherworld. In this dark
not in true form. You can reach your senses out to and eerie place, the normal world is ghostly and
the world you are in and to nearby worlds, and immaterial, while to those in the normal world
can initiate psychic contact or observe emotional you are ethereal. At other layers of this place are
states of those you can sense. You can surround strange creatures, echoes of possible futures, and
yourself in a veil of darkness, giving potency ancient gods. It is possible but difficult to lead
when you conceal yourself in shadows. others into the Otherworld.
The GM and players can work out exactly
Foresee
what the Otherworld is and what can be found
Take a flashback at 0 stress cost and make an there. You might encounter alternate realities
action roll at +1d to contrive with the spirits or other versions of people you know (includ-
within the blood of the Serpent. On a success, ing, perhaps, yourself), or who have died.
you’ve foreseen and planned for what is happening There might be other strange inhabitants,

82 Characters
along with ancient spirits and fragments of Tulpa
gods left over from previous versions of the
You have made a creature from your own dreams
current reality.
and the Blood of the Serpent. It is quality level 2
and has one expertise. Pick two: insubstantial, but
Summon visible to you—hypnotic eyes—can strike terror—
You can summon a spirit from within the Blood you can sense through its senses—you can use
of the Serpent. It appears after a ritual requiring your mystical powers from the tulpa’s body—an
several hours. Name the spirit and bargain with additional expertise.
it to perform a service for you. The greater the
service, the greater the price you will have to pay. How does your tulpa manifest? Which of your
dreams did you create if from? How does it
A spirit might answer a question about reflect fragments of your memories, desires,
something otherwise hidden, transport you and fears?
and a few companions to a guarded location,
distract a host of enemies while you sneak Invest another special ability in your tulpa to
past, or some other service. You and the GM give it two additional characteristics.
will determine the scope of what is possible.
[Veteran Ability]
The spirit will always demand something in
When you first create your character, one of your
return. Depending on how great a service is
three special abilities can be taken from another
performed, this could be giving up half your
playbook of the same bloodline.
own blood (level 3 harm), going on a quest
within the body of the Serpent, accepting a Later on, when you gain an additional special
behavioral compulsion such as being unable ability through advancement, it can be from
to enter a dwelling without invitation, or your playbook or any other from your blood-
other payment. line. Explain how it makes sense in the fiction
for you to do this.

Characters 83
Challenge
and Alliance

Alliance Creation
I n addition to creating their own individual
player characters, the players will also be
choosing a challenge and forming an alliance.
Players: Creating characters and choosing a
challenge can happen together. Think about
which challenges you are interested when
In doing so, they will decide on the kinds of choosing your playbook. Think about which
resources they, as a group, can bring to bear to playbook you want to play when choosing
address that challenge. the challenge. Everyone will tend to have a
better time when characters and challenge
GM: You and all the other players get a say
are chosen as part of the same discussion.
in choosing the challenge. If there are chal-
lenges you don't feel up to running or that are
not interesting to you, make sure the group
knows that. Depending on how many sessions
1. Choose the
the group intends to play, some challenges Challenge
will be a better fit than others. The choice of
The players (including the GM) will decide on the
challenge should be a group consensus.
challenge you will face. The challenge determines
These choices will set up the overall tone and what brings the PCs together and holds them
theme of the game, so it’s best if everyone is together despite any rivalries they might have.
involved in making decisions. Don’t overthink it,
Challenges are about the goals you have, the oppo-
but do try to find a set of options that everyone
sition you will face, and the kinds of settings or
think is fun and can get excited about.
situations you will play out during the campaign.
These challenges are available:

100
◆ If you want a somewhat longer game (4–10
An unknown enemy has chosen
Dark to act directly and violently sessions), choose Dark Conspiracy, Masked
Conspiracy against the PCs and all they Ball, Expedition, Siege, or Succession.
hold dear. ◆ If you want an extended campaign (6–20 or
more sessions), choose Dark Conspiracy
The PCs are part of a journey of or consider how a medium length challenge
Expedition exploration to an ancient and might be extended.
forbidden world.
Keep discussing until you come to consensus on
which challenge the group thinks would be the
Game of The PCs undertake a series of most fun and best suited for the kind of game you
missions to support a chosen
Houses Vergence faction. want to play. But don’t get caught up in analysis
paralysis: any of the challenges will allow you to
The PCs have accepted an guide the narrative. They are not pre-planned
Grand invitation to participate in scenarios. And they’re all fun.
Tour a journey to visit interesting
places all over the multiverse. GM: Guidance on presenting and elabo-
rating on each challenge is provided later,
The PCs will attend a Royal in the section on how to run the challenge
Masked Masked Ball and try to (page 213). This current chapter gets the
accomplish various goals
Ball without ruining their challenge set up. While that chapter is not
secret from the players, it is really written for
reputations.
the GM.
The PCs chase a vile enemy
Pursuit through the Umbra. What
happens if they catch up? 2. Set Up the
The PCs are trapped in a Alliance
Siege city under siege. They must Each challenge type has prompts to identify why
fight, escape, or go over to the PCs are joining the alliance. What harm has been
other side. done or what threat is perceived? What are the
The throne of a Vergence is character's motivations?
unexpectedly empty. The The setup lays out what the PCs know at the start
Succession PCs have a strong interest of the game, gives them motivation to act, and
in determining who is
provides a reason why they will work together.
the successor.
Read through the setup information for the chal-
Talk with the other players about which challenge lenge you have chosen, responding to prompts
you are most interested in. As you do, it’s also a for each PC. When you’re done, you should know
good idea to consider how many sessions you’re who the other PCs are, why they are together, and
looking to play: some of the challenges are better what kinds of action they will be called to at the
suited to longer or shorter campaigns. beginning of the game.
◆ If you want a one shot (single session) game, Also note bonds between PCs. How do you know
choose the Pursuit. each other? How do your bonds integrate with
◆ If you want a game that lasts 2–4 sessions, this type of challenge?
choose Expedition, Masked Ball, Pursuit, or
Siege.
◆ If you want an episodic game that can last any
number of sessions, choose Game of Houses
or Grand Tour.

Challenge and Alliance 101


3. Choose Alliance Creation
Starting Summary
Upgrades 1 Choose a challenge. The challenge is what
drives the formation of your alliance and
will determine the primary challenges that arise
An upgrade is an asset or advantage that helps
the alliance. The challenge setup pages will tell during play.

2
you whether there are any preselected upgrades Set up the alliance. Introduce the player
for the alliance and how many additional characters and say why each of them is
upgrade points you can spend at game start (if joining the alliance. Also note who has bonds to
any). Most challenges start with upgrades, but which other PCs.
Pursuit does not. You can pick upgrades from any
on the challenge sheet.
When selecting upgrades, think about where
3 Choose starting upgrades. The information
on your specific challenge will tell you how
many preselected upgrades you start with and
they come from and how they reflect the how many other upgrades you can choose from
PC's background and history. the alliance sheet.

Upgrades
Here is a list of standard upgrades. Each type of ◆ Sanctuary: When members of the alliance
alliance may have some or all of these, as well as rest or scheme in their base, they recover an
specific upgrades for their challenge type. extra 2 stress. Cost 1.
If the alliance has a base, the players can define ◆ Secret Base: Your base is hidden from anyone
what that world is like, who lives there, etc. searching for it through the Umbra. Cost 1.
◆ Voidstones: You have a cache of voidstones:

Resource one per PC. They are ready to be attuned. Cost 2.


See page 141 to learn about voidstones.
Upgrades
◆ Blocked Base: Entry, exit, and communica-
tion to and from your base is blocked to anyone
Training Upgrades
you don't give permission to. Cost 1. ◆ Empowered: Each PC in the alliance can
choose an additional special ability. Cost 4.
◆ Guarded Base: Your base is guarded by a con-
tingent of quality level 1 and scope 4. This ◆ Hardened: Each PC in the alliance gets
contingent cannot move from the world of the +1 stress box. Cost 3 (once only).
base, however. Cost 1. ◆ Experienced: Each PC in the alliance can add
◆ Hospital: When you recover in your base, you one dot to any action rating. They don't all
always count as being in a special medical have to choose the same one. Cost 4.
facility and can roll for extra healing. Cost 1.
◆ Pathways: You have established secret path-
ways that lead to and from your base out into
the Umbra. Cost 1.

102 Challenge and Alliance


Challenge

Masked Ball
The PCs will be attending a royal masked ball. There will be intrigue,
romance, perhaps dueling, possibly murder. And yes, dancing.

Setup
Blue and Lisabet join the dance, moving smoothly into
the intricate pattern. There are a hundred pairs on the
floor of the main ballroom, passing and turning in
rhythm to the exquisite performance of the musicians The masked ball is an important event that all of
in the balconies above. the PCs will be attending.

Although the dancers are costumed and masked, they


have little trouble making out their target. Nika is the
Establishing
Dominus of the Citadel of Kor, visiting Agoros from Details for the Ball
the Maelstrom. She’s dancing with some foppish local Go around the group and ask each player to
courtier who seems quite taken with her. provide one detail about the Ball, it’s traditions,
its current fashion, etc.
Lisabet calculates a dance pattern that will lead them
into an interception and nudges her partner in that For example, a player might say that the Masked
direction. They will need to plant the incriminating Ball is held only once every 12 years, or that the
fashion this year is for men to be costumed with a
letter on Nika without her noticing. That’s going to be
springtime theme and women to wear an autumn
difficult, but they have a plan…
theme, or that the first dance is always for foreign
The Masked Ball challenge begins with each visitors. If the group thinks it would be fun to add
player being invited or obligated to attend a more details than just one per PC, it’s OK to do
formal party at the royal palace in Agoros. They another round or so, but stop before it gets to be
will participate in the ball over multiple days, too much to keep track of.
attempting to accomplish one or more goals.
The rest of the group can call bogus on a detail
Choose this challenge if you want short-ish game if it is irreconcilable with already established
(2-5 sessions) with intrigue, revelry, politics, and facts or it makes things less fun.
shenanigans.
After the players create a few details, the GM
GM: A guide to running the Masked Ball can add other information to establish what
starts on page 227. the Masked Ball is and the kinds of customs or
protocol that seem interesting and relevant as the
game begins.

118
PC Goals For each goal, the Masked Ball is the best (or only)
opportunity for success. Any PC without a goal is
The PCs will have one or more goals they are part of the alliance to help the others (perhaps
attempting to accomplish. Select goals using the to repay a debt or favor). Lean on established
table provided, or make up your own. bonds, kinship among PCs, or just owing favors
◆ If you want a short game that can be wrapped to provide motivation for PCs who do not have a
up in a couple of sessions, then one or two specific goal.
goals for the whole group is a good number. To select a goal, you can roll randomly on the PC
◆ If you want a somewhat longer game, go with Goals table (discarding any repeated results that
one goal per player. don’t make sense). If you prefer, you can also just
◆ If you want a longer game, each player should pick a goal that looks interesting or make up your
have a goal, and the group as a whole can have own.
one or two additional goals.
The players decide the reason why their charac-
Once you decide on the number of goals, pick ters have these goals. If they can’t think of a good
which PCs will have a goal. You can have the one right now, they pick or make a roll on the
players who express interest do that, or you can following table. A result such as “love” or “coerced”
use a random method such as picking marked may need supporting details in order to make
slips of paper from a bag. sense.

Pick from the table, invent an interesting goal, or roll (1d for vertical and 1d for horizontal).

PC Goals for the Masked Ball


1–2 3–4 5–6
Someone you like very much
Retrieve a book from a secret
is in love with you. Set that Discover who murdered your
1 and forgotten library hidden
person up with someone else uncle.
somewhere in the palace.
who is worthy.
Provoke Morgaine, Dominus
Plant forged documents in the Ensure that an incriminating
of the Empyrean Knights,
2 office of the Commander of letter is found on the person
into challenging you to a duel.
the Crimson Guard. of Sir Nethelon.
Then win.

Set up your cousin Tretheen Quietly assassinate Find a patron to support your
3 with Sir Vadren. They Kaledra, Primus of the Blue venture (arts, exploration,
currently hate each other. underworld faction. mystical, etc.).

Ensure that Duchess


Provoke a diplomatic crisis Steal a cache of documents
Kyneth of Tresol is publicly
4 between Agoros and the from the Queen’s private
humiliated, but that it cannot
Maelstrom. office.
be traced to you.
You believe that someone You deepest desire is to woo
Arrange for your incredibly
unknown plans to assassinate a special person who does
5 shy cousin to recite a poem
Duchess Kelso at the ball. not know you well. Win that
before the Queen.
Prevent this. person's heart.
At midnight, arrange for
Steal a specific sculpture from Rescue a (relatively) small
an extremely chaotic and
6 the gardens and replace it dragon from the royal
distracting scene to break out.
with a replica. menagerie.
Avoid blame.

Challenge and Alliance 119


See page 141 to learn about voidstones.
PC Goal Motivations
They are, if you wish, already attuned to any
1 Revenge subjects you could reasonably have been able
to focus on. If you want one or more of them
2 Help your family or faction to be blank, ready to attune, that’s also OK.
3 Coerced In addition to starting upgrades, you have
3 upgrade points to spend from the Masked Ball
4 Help a relative or friend alliance sheet.
5 Pay off a debt
Available Upgrades
6 Love Only the following upgrades are available for this
alliance type.

Forming the Cohorts


◆ Cohort: You can recruit agents or contingents
Alliance normally. See page 103 for more informa-
tion. Standard costs apply.
For this alliance, the PCs are assumed to be friends Team Abilities
or allies. They will all attend the ball in an effort to
◆ Counter-Espionage: All PCs and any con-
accomplish each of the group’s goals. In the first
tingent with the espionage expertise in your
scene, they will meet together to plan how they
alliance get +1d to gather information rolls
can mutually assist each other.
designed to find traitors, moles, or double

Special Rules agents. Cost 2.


◆ Disguise: Any or all PCs have expert and
◆ The Masked Ball challenge does not have stan- discrete help in setting themselves up to go
dard upgrades available. Use only the upgrades to the ball disguised as someone else, with
listed below. appropriate identification. You have potency
◆ During the Ball itself, the PCs will normally in convincing others that you are someone you
be able to take a rest after each night of the are not when using a prepared disguise. Cost 2.
ball. They will probably not be able to take a ◆ Surveillance: When gathering information
scheming phase until after the ball is over. by observing or casing a location for the pur-
pose of planning an operation, you and your

Upgrades cohorts have potency. Cost 2.

Alliance Upgrades
Starting Upgrades ◆ Courtly Dance: All of the PCs have learned
to perform the full range of traditional and
You start with these two upgrades automatically. currently fashionable dances correctly and
They are already marked on the Alliance sheet. gracefully. Cost 1.
◆ Luxury Apartments: When restoring stress ◆ Friends Among the Crimson Guard: You
in their own quarters, all members of the alli- don’t know everyone in the Guard, but you do
ance recover 3 extra stress. have friends. Everyone in the alliance has been
◆ Voidstones: You have a cache of voidstones: introduced to (and shared drinks with) several
one per PC. They are already attuned to any of the Guard members who will be on duty
subject you have access to. during the Ball. Cost 1.

120 Challenge and Alliance


The Power

Worlds
The Umbra Anchors
T he Umbra is an infinite expanse of worlds.
These worlds exist in every imaginable
combination. Alternate earths, places with vastly
Throughout the Umbra are smaller centers
of Power, called Anchors. An Anchor is like a
Vergence, but less so. Each Anchor is set within
different physical laws, places inconceivably a world and has some source of Power, but that
strange—all are out there ready to be found. source is not strong enough to confer full world
walking abilities or other strong applications of
Each world is “next to” others that are slightly
the Power. Nevertheless, inhabitants of Anchors
different. Move further away and the differences
can learn to manipulate Power and can be capable
increase. Move far enough and you can find just
and formidable on their home ground. A few
about anything
Anchors, such as the Great Herd or the Legion, are
mobile. They have a source of Power that moves
Vergences with them from world to world (as the Serpent
also does).
Within the Umbra exist places of great Power with
a higher level of attunement to the underlying
structure of reality. These are Vergences, and at The Void
the core of each is an object of vast Power. These
If you travel far enough in any direction in the
cores are unique—the Eye of the Maelstrom, the
Umbra, through places far beyond the “normal”
Heart of the Serpent, the Orb of Agoros, but they
realms where the rules of cause and effect are
each represent the convergence of the structure of
comprehensible, there is a place of howling chaos
Power throughout the Umbra. Surrounding each
called the Void. No one is known to have survived
core is a world with its own rules, where manip-
entry into this zone of impossibility. Even
ulation of reality and probability is more difficult
approaching it is hellaciously dangerous. Near
than in the mundane worlds of the Umbra.
the border of the Void is a fortress town called
Fringe, from which edgewalkers set out to search
for treasures.

134
World Walking
Those with Power have the ability to freely travel the destination, always taking the quickest path
from one world to another through the Umbra. without worrying about risk or comfort.
To do this, begin by imagining a place of your
The pace is relaxed, steady, or rushed. The faster
desire. Where do you want to go? In what ways
the pace, the more quickly you’ll go but the more
is it different from the place you’re in now?
risk you will take.
Visualize a place, next door to this one, that would
be a step closer to the place of your desire. Find a
weakness in the boundaries of this world that lies
2. The GM Sets a Number
in that direction, open that into a doorway, and of Obstacles
step through. The GM decides how many obstacles the group
This is mainly an intuitive process. You think of will face on their journey: 0, 1, 2, or 3. The number
where to go, reach that way, find a gap between of obstacles is based on distance through the
worlds, and go through. Now you’re closer. Do Umbra and whether there is opposition or diffi-
that again, and again, and as you do you find your culty involved in the journey.
surroundings getting more and more like your GM: More than three obstacles per journey
destination. Eventually, you arrive in the world tends to bog the game down. Don’t get too
you had imagined. concerned about how much time is taken: a
The greater the differences between the world you journey could be anything from a few hours
are in and the world you desire, the more shifts to a month. Just think about how consequen-
will be required to get there. A place that is just tial the trip is and set a number of obstacles
a shift or two away can take just a few minutes. that fits the story.
A place completely different from your current If you just want to narrate the journey and not
location can take days or weeks to get to. bother with die rolls, the number of obstacles
If you are restrained in some way and unable can be zero.
to move in the world you are in now, it becomes Each obstacle will present a problem or danger
difficult or impossible to transition to the next that must be overcome. The GM can say what
world. Thus, the easiest way to keep someone with form the obstacle takes or ask the players for
the Power from world walking is to restrain their ideas (but has veto power if needed).
movement or put them into a small enough cell.
GM: There’s one obstacle between you and Shroud.

Travel What do you think it is?


Nate: Maybe as we transition into the next dimension,
When traveling through the Umbra, there is a
it’s dark and suddenly there’s are many weird, hypnotic
simple procedure to follow. There are five steps
lights moving out in the darkness. The empowered can
(some of which repeat).
stay focused, but our allies start to walk like zombies
1. The Players Choose the toward them.
Destination and Pace GM: Love it!
The destination is the location the PCs are trying If you need to invent details about the places you
to get to. travel through, you can make random rolls on the
The players also choose the pace. They can Worlds and Places in the Umbra (page 247) or
travel slowly, moving through worlds that are Creatures (page 248) tables.
comfortable and safe. Or they can hurry toward

The Power 135


3. A PC Leads the Group GM: Who will lead the group through the world of
darkness with the hypnotic eyes? They’re pulling your
For each obstacle, choose one PC to lead a group
action (page 28) to overcome or bypass it. This cohorts away from you into the night.
is an action roll. Josh: Severan will do that. I’ll use my authority as an
◆ The goal will generally be to pass the obstacle. Agorian High Commander to rally them back so we
◆ The player states how the group is trying to can push through to the next world.
pass the obstacle and which action rating best GM: Sounds like Persuade? Command?
reflects that approach.
◆ The GM sets the stakes. By default, the pace Josh: Oh, I am totally commanding them.
establishes the position: GM: Sounds good. That’s a risky/standard roll.
⚫ Relaxed pace = controlled position. Standard will get you past the hypnotic eyes, whatever
⚫ Steady pace = risky position. they are. But you might lose some of your troops.
⚫ Rushed pace = desperate position.
◆ Assisting, pushing, Devil’s bargains, etc., all
Sample Obstacles
work the same as any other action roll. A range of incredibly high mountains, too high
to fly over, extending through many worlds
◆ Any mixed or full success at standard effect
across the group’s path.
allows the group to pass that obstacle. Limited
effect means the obstacle is only partially A world of absolute darkness, dimming even
overcome and someone else will need to lead the brightest light, with phantom psychic
predators.
the rest of the way. Great or extreme effect
means that the group has moved very quickly Giant machines wander the landscape,
(so the GM will apply fewer ticks to trouble- ever-hungry.
some clocks in step 5). A hanged woman beseeches the group for help.
◆ A failure means that a different PC will need Is it a trap?
to lead the group and try some other approach. A world in which the PC’s memories create
alternate versions of those most important
4. A Different PC Leads to them.
Past Each Obstacle The Queen of the Ice Giants demands tribute
When journeying, the PCs must take turns before the group may pass.
leading the way. After you take a turn, you can’t Volcanic eruptions blast downward from a
do it again until all the other PCs have each led rocky sky.
the group past an obstacle. Vampiric bat-like creatures, each with a needle-
sharp proboscis.
5. The Group Arrives and the GM Thousands of meteors screech across a
Ticks Troublesome Clocks multicolored sky, but some of them change
direction to aim at the group.
Once the group has passed the final obstacle, they
arrive at the destination. Ambush predators fire sticky nets across great
distances.
Upon arrival, the GM ticks any troublesome
An endless ruined city creates mazes from
clocks representing impending threats or the which escape is nearly impossible.
actions of enemies. The number of ticks applied
depends on the distance traveled and the pace Everyone is filled with a sense of paranoia.
Something wants them to harm each other.
the players chose. A faster pace means more risk,
but arriving more quickly and fewer ticks on trou-
blesome clocks. These clock ticks can’t be resisted.

136 The Power


How Long Does It Take? ◆ Clocks: Tick or create a clock representing
some kind of trouble: the PCs are being fol-
The standard travel procedure abstracts lowed, enemy factions are advancing their
travel time and is really only concerned with own plans, travel is delayed, etc.
obstacles and ticking of clock segments. But
◆ Voidstone connection: Someone unfriendly
it can sometimes help to know about how
contacts a PC or NPC via voidstone.
long it takes to get somewhere.
◆ Meet a contact: A significant NPC arranges
That depends. It takes about a week to travel to meet up with the group as they travel. This
the Great Tormillian Way between Agoros could become a major encounter.
and the Maelstrom. It takes months to go
The player can, of course, resist any of these
from one end of the Umbra to the other. It
consequences.
takes about a week, at a steady pace, to go
from Koth to the Serpent.
Larger groups, slower pace, dealing with
Shifting to or
problems, or other delays can make travel From a Vergence
slower. A rushed pace, while riskier, gets you
Shifting directly near a Vergence is quite chal-
there faster.
lenging, especially right near the core of that
Vergence: the Orb of Agoros, the Eye of the
Major Encounters Maelstrom, the Heart of the Serpent. Reality is
more firm in these places, so opening gaps is
The basic travel procedure assumes that each harder. Distance from the source of Power makes
obstacle can be overcome with a single action traveling difficult, but less so. The usual approach
roll. If there is reason for a major event, such as is to travel physically away from the source until
the alliance’s nemesis staging an ambush while shifting becomes more practical.
the group travels through the Umbra, it’s OK for
Anchors present similar difficulties, but to a lesser
the GM to turn that encounter into an operation,
degree.
potentially with a whole series of action rolls.
A simple way to reflect this in game terms is to call
Travel for action rolls when shifting in or near the core
of a Vergence. Here are some situations that could
Consequences come up, with suggestions for how the GM might
set the stakes.
When a travel roll generates a consequence, the
GM will decide what that is depending on the ◆ Shifting near a Vergence core might start at
situation. Zero effect and require Great effect to achieve
a shift.
Common kinds of travel consequences include:
◆ Shifting 10 miles from a core might start at
◆ Harm to a PC: Some environmental hazard, Limited effect and require Great effect.
creature, or enemy causes harm. ◆ Shifting 100 miles from a core might start at
◆ Harm to allies or cohorts: NPCs traveling Standard effect and require Standard effect.
with the PCs suffer harm. ◆ Shifting in an Anchor might start at Limited
◆ Loss of resources: The PCs lose access to their effect and require Standard effect.
riding animals, vehicles, rations, equipment,
If the PCs have advantages such as plenty of
etc. They can go get more in the Umbra, of
time to prepare or no pressure, adjust the stakes
course, but that will take more time. Or they
accordingly—but shifting close to a source of
can press on without those resources, poten-
Power will still be a challenge.
tially affecting the position or effect level of
later rolls.

The Power 137


Aside from world walking, other uses of the project involves, the harder it will be to find that
Power, such as those that depend on the PC’s which is hidden. Some places in the Umbra, such
special abilities, may be riskier and more as Shroud (page 195) make it naturally easier to
difficult near large Vergence Power sources. hide.
Such use tends to be noticeable, since there
A PC can attempt to find something hidden via a
are lots of empowered individuals nearby
series of action rolls while traveling through the
who are sensitive to warping of reality.
Umbra. The stakes are established based on the
difficulty of the task. Typically there will be a clock
Finding People that must be filled in. When that is completed,
and Things that which was lost has been found.

Since the Power lets you travel to a place of your


desire, it is possible to visualize a person or thing
Language and
that you want and travel there. If it’s someone or Communication
something that you are imagining from scratch
The people of each of the Vergences speak
(for example, you just decide you want to meet
mutually comprehensible dialects of a common
a lady with green eyes in a blue dress), you can
language called Speech.
choose exactly what you are looking for, “creating”
it by finding it within the infinity of the Umbra. Throughout the Umbra, there are infinite
You can find any mundane thing you can imagine. languages. Unless they specifically intend
otherwise, world walkers will normally guide
This approach does not allow you to “create”
themselves toward places where the locals are
something of significant Power (although you
conversant in Speech (although it might be called
can find a simulacrum). However, if something
something else).
of Power already exists in the Umbra, you can go
toward it. To do so, you envision that thing, and Bloodline characters, being highly intelligent and
gradually shift from world to world until you get experienced with travel, learn languages quickly
to where it is. If your half sister is missing and when they need to.
you search for her, you can do that. But you can’t
decide where she is. By visualizing your sister and
moving toward her, you will eventually find your- Time
self in her location. If she is being held captive in Time moves linearly and at a constant pace across
an alien fortress, you will travel to where she is the Umbra. You can find a world in which time
imprisoned. flows at different rates, or even a world where you
If someone is moving among worlds, you can travel back in time, but when you exit that world
follow. If they’re running away, you can chase you will find that time has passed at a constant
(this can be resolved with competing clocks). But rate on the outside, even if it appeared to move
it can be dangerous to do that, because you can be differently for you while you were there. No one
led into a trap, or a series of traps. has ever found a world in which they could travel
backward in the overall time flow of the cosmos.

Hiding in the The reckoning of time from one Vergence to


another varies. There is always something similar
Umbra to a day, although it’s called a beat in the Serpent,
a cycle in Agoros, or a sleep in the Maelstrom.
It is possible to hide in the Umbra, even when
There are ways to account for longer chunks of
empowered individuals are looking for you. PCs
time, but for simplicity we can just reference
can hide themselves or anything else (even a
weeks, months, and years as our equivalent
whole world) via a project during the scheming
translations.
phase (page 156). The more clock segments the

138 The Power


Means of Conditions
Locomotion Across Worlds
You can, of course, simply walk from one transi- The natural laws of one world can differ in subtle
tion to another as you travel between worlds. To or substantial ways from those of other worlds.
move a bit more quickly and comfortably, you can The more technologically sophisticated a device,
get a riding animal. If you find yourself without the less likely that it will work in a different world
a mount, you can begin your journey by seeking with different rules.
one out and then proceeding from there.
If you are traveling from one place to another, you
Some groups like to travel by air. Usually that can choose to adjust your route so that your gear
works fine, but there are worlds where that is functional in each world you pass through. That
will cause problems. The local physics might may slow you down quite significantly, however,
not allow aircraft to work. If the PCs are on since you have to select each world not just for
flying beasts, they may find worlds (such as existing in the direction “toward” your destina-
th Earth you are presumably reading this tion, but also for compatibility with the tech you
on), where physics doesn’t work well with want to use. This is effective when traveling slow
the physiology of large animals that can and easy, but not fast and hard.
carry people and cargo. Sometimes, flying
If your destination is one that you have chosen,
is not a viable strategy and that itself may
you can decide what the rules are and make sure
present obstacles.
your tech is compatible. But if it’s an already
In places where flying is viable, the obstacles established world, or one where someone else has
the GM presents chosen the local conditions, your tech will work
only if fits into those local rules.
The obstacles the GM presents to a fliers will
need to differ somewhat from a group trav- Most bloodline individuals who travel among
eling by land. That could involve encounters worlds become expert at adapting to local
with flying creatures or sentients, environ- environments. They learn to never depend on
mental hazards, a mountain range that goes advanced technology, magic, or any other tool
higher than the atmosphere, physical laws that requires specific local conditions. A gun
that make flying difficult or impossible, works in some places, but a blade works almost
mystical barriers, ranged attacks from the everywhere. Those with the Power trust riding
ground, and so on. beasts, swords, and crossbows over guns, blaster
pistols, pickup trucks, or spacecraft. But also, they
You can also use a vehicle. A motorcycle, car, train,
have been to many worlds and seen many things.
ship, airplane, dirigible, spaceship, or any other
They’ve encountered myriad kinds of technology
imaginable vehicle can be used to travel between
and magic and they know how to figure out what
worlds. You’ll need to limit your movement to
to do with it.
worlds in which your vehicle is able to function
properly.
Note that physical speed doesn’t affect how
Bringing Others
quickly you move through the Umbra. The With You
important thing is how you manage shifts from
You can use the Power to bring friends along on
one world to the next. You can do that just as well
your travels. Those without the Power can follow
while walking as while in a supersonic jet—you’ll
you through the gaps you establish between
get to your destination in the Umbra just as fast
worlds.
either way.

The Power 139


If it’s a large group, you’ll need to stay by the traveled routes are more tenuous and difficult,
doorway to keep it from closing. You won’t be able with disorienting transitions and many hazards.
to find or create a new opening until all of your
Pathways are easier to ruin than they are to build.
companions are through. If something happens
Those with the Power can disrupt the connec-
to disrupt your concentration, the doorway will
tions between worlds that a pathway depends on,
close and you’ll need to find your friends again.
create traps or barriers that make travel difficult,
It is possible to guide any number of companions or even divert a pathway through different worlds
across worlds. Even an army can travel with you, with very different inhabitants or rules of exis-
but if you are the only one with the Power in the tence. Mainstream pathways must be guarded
group, you’ll move very slowly as you create a against tampering. Less known pathways are
doorway, keep it open until everyone is through, often kept hidden so that they are less vulnerable
find the next doorway, hold it open as the travel, to interference.
and so on until you reach your destination. It
would be easy for an enemy with the Power to Roads
disrupt such a large group. Generally, the only With enough sustained and consistent effort, a
practical way to lead a large army (or fleet, etc.) pathway can be can be upgraded to a road. A road
through the Umbra is with many empowered is designed to make it easy to engage in large scale
individuals working cooperatively to make that travel and trade across many worlds. Typically,
happen. Even so, there are serious logistical and roads take a longer route to maintain consistent
tactical challenges. conditions (climate, gravity, atmosphere, phys-
More often, those with the Power prefer to lead ical laws, etc.). They may be strewn with inns, way
smaller, well-trained groups. An elite team can stations, and other conveniences. They may be set
move faster and is much harder to interfere with. up to allow vehicles such as cars, trains, aircraft,
Similarly, it’s easier to move a small squadron of or spacecraft to be used across a long series of
ships, planes, or spacecraft than a large fleet. transitions. Sometimes the craft are especially
designed to adapt to differing conditions, such

Pathways as having both steam engines for low tech worlds


and an electric motor for higher tech locations.
It is possible to create persistent pathways Alternately, it might be normal to change from
through the Umbra that lead from one place to one method of transportation to another as
another. Once created, others can follow such a conditions change.
pathway even if they are without the Power.
The Tormillian Way
When the PCs travel by following a well-es-
The most established umbral road is the Great
tablished pathway, the GM can reduce the
Tormilian Way, which runs from Terminus
number of obstacles (potentially to zero) and
(a world just outside the Caverns of Agoros),
assume that travel is faster (so fewer ticks are
through many connected worlds, all the way to
applied to troublesome clocks).
the storm worlds next to the Maelstrom.
Pathways will fade without regular maintenance.
Travel along the Tormillian Way is via trains,
That requires of someone with the Power to walk
wagons, suborbital spacecraft, and palanquins
the pathway slowly, reinforcing each transition
carried by giants. To keep the Way running, teams
between worlds. Each major Vergence has a
of empowered world walkers travel along the
number of pathways established that it keeps
road, reinforcing each transition and ensuring
maintained. For a mundane person, a well-main-
that the entire route is stable.
tained pathway is fairly easy to follow. The less

140 The Power


People and
Places

T his chapter provides a guide to the most rele-


vant and well known locations and people in
the Vergence setting. The factions are each repre-
GM: What is presented in this chapter is
based on public knowledge and reputation.
Appearances should sometimes be deceiving.
sented by the main NPC in charge of the faction, Depending on which challenge is being played,
with other important NPCs also detailed. some NPCs and their factions might be
secretly very different from the public
The information on scope, quality, expertise,
version described here. The leader presented
etc., refers to the faction, not the person. So, for
in the description may actually be only a
example, when it says that Queen Inhedron is
figurehead, or the leader's personality might
scope 3, that means she is in direct control of her
only be a façade. Actual quality or scope could
own personal faction of scope 3.
be higher or lower than is generally believed.

The Umbra
The Umbra is an infinite multiverse in which World walkers can move between any two imag-
virtually all possible worlds exist. It is impossible inable places by progressively shifting from one
to make an accurate map of the Umbra because it universe to the next. Each of the three Vergences
exists in a multidimensional geometry that shifts is connected by a roadway between universes.
and flows over time. The Great Tormillian Way between Agoros and
the Maelstrom is the most developed of these,
We can make a diagram of Vergences, Anchors,
but there are other roadways that allow trans-
and other places in the Umbra. On a flat surface,
port between important locations, even by those
it can represent spacial relationships only very
without the Power.
approximately, but it can give a sense of how one
might travel from place to place.

174
a
t h i s is !
e m ber: t a map
Rem am, no
r
diag

People and Places 175


The Maelstrom
The Maelstrom is world of primal storms Stormcasters, who can summon and
which have raged for millennia across control storms, can change the paths of
thousands of miles of sky under a sun great air-streams and thereby influence
that provides unrelenting daylight. the paths taken by citadels and other
There is no land or sea, only infinite sky. habitations.
Within this sky are countless ecosystems
The politics of the Maelstrom are as
of flying, gliding, and floating creatures
stormy as its environment. The myriad
ranging in size from tiny sky-krill to miles-
noble houses, citadels, trade federations, reli-
long floaters who themselves host millions of
gious cults, nomadic tribes, villages, sky fleets,
smaller animals.
pirate clans, and guilds, bicker and compete with
Inhabitants of the Maelstrom live within floating each other, following arcane laws and customs.
cities and other airborne habitations. These There is a complex system of informal courts
places have no set location but and lawsuits, which sometimes break
instead travel in great orbits down into violence
along great streams and feuding.
of air and storm.

Ashkelon
􀢚 Natresk
􀢚

Tarsis Deselon
􀢚 Denishu 􀢚
The Eye 􀢚

Nesin
Etheria 􀢚
􀢚

Rebel
Strongholds

People and Places 181


Over this the Sovran, Ruslan, lays claim, but his each other’s ranks and throughout the near
rule is limited and shaky. The Sovran commands Umbra. Several noble houses are thought to
a powerful fleet and a strong alliance, but is be sympathetic to Anastasia’s cause and many
opposed by a rival claimant, Anastasia, who has younger members of those houses have joined
friends in many places. with her.
The situation has been in stalemate for a number Leader: Anastasia (proud, ambitious, canny)
of years, neither side able to achieve a decisive
advantage. Both sides currently observe a de facto Quality: 2
hostile truce, broken by espionage, skirmishes, Scope: 3
betrayals, and political maneuvering.
Expertise: Military, government, espionage

Maelstrom Factions The Empyrean Knights


Here are some of the most important and dramat-
ically interesting factions of the Maelstrom. The Empyrean Knights are an ancient order of
warriors, based in the mighty citadel of Ashkelon.
House Modren Long ago they pledged loyalty to the Sovran in
exchange for relative independence in ordering
Ruslan, the Sovran, leads the ruling house of the
their own affairs. In addition to their fortress they
Maelstrom. The ruling house includes much of
maintain chapter houses in locations throughout
the mechanisms of government: royal guards, a
the Maelstrom and nearby storm worlds.
judiciary, bureaucracy, etc.
Morgaine has been Dominus of the Knights
Ruslan has been Sovran for 12 years and is still
for more than 50 years. She is known to be
working to establish legitimacy and networks of
hard and strict, but unflinchingly fair. She has
alliance. He spends much of his time traveling
expanded the Empyrean Knights’ reputation for
throughout the Maelstrom, visiting citadels,
honor and competence as warriors, strategists,
meeting with union bosses, making himself
and mediators.
available to citizens. Last year he survived a
serious assassination attempt that he has yet to Leader: Morgaine (unflinching, capable,
fully recover from. honorable)
Quality: 3
Leader: Ruslan (competent, diligent, beset)
Scope: 2
Quality: 2
Expertise: Special operations, inter-
Scope: 3 dimensional, military
Expertise: Government, military,
inter-dimensional Natresk
Natresk is the greatest of the citadels of the
The Rebellion Maelstrom. It is a vast sky city, home to millions
Anastasia’s family and that of Ruslan, the Sovran, of people native to the Maelstrom and gathered
have been in opposition for centuries. When he from many parts of the Umbra. Alecto is a careful
won the throne, she and her allies revolteds. Since administrator, thought to have many secrets.
then, she’s set up a government in exile, some-
times maintaining a fragile peace, sometimes Leader: Alecto (competent, careful, secretive)
actively at war with the Sovran’s forces. Quality: 2
Anastasia controls a number of worlds in the Scope: 3
Umbra near the Maelstrom, as well as several
Expertise: Government, mercantile,
small citadels within the Maelstrom itself. Both
underworld
sides maintain extensive spy networks among

182 People and Places


The Sky Fleet The Red Fleet
The Sky Fleet patrols throughout the Maelstrom Stavros is the leader of a large outlaw sky fleet.
in great warships imbued with Lift. Because At various times they act as raiders, mercenaries,
the Maelstrom has been in a state of civil war traders, or allies of convenience to different
for years, the Sky Fleet is a critical asset for the factions. Stavros is an expert at being just useful
Sovran’s government, maintaining a strong enough to various power blocs that it is not worth
presence throughout the Maelstrom and nearby the commitment of resources that would be
storm worlds. It is composed of many small fast necessary to hunt down his fleet and wipe it out.
frigates and cruisers, backed up by much larger,
The Red Fleet maintains many small bases and
slower, and well-armed battleships.
repair facilities in the Umbra and nearby storm
Admiral Belen is friendly and jovial, with a love of worlds. They have a network of informants to
parties, fine liquor and revelry. He is also, however, ensure they know when to strike, negotiate,
known for toughness and political acumen. Belen or flee.
is a close ally of the Sovran, who maintains tight
connections to the Sky Fleet. Leader: Stavros (flamboyant, aggressive,
confident)
Leader: Belen (jovial, strategic, tough) Quality: 2
Quality: 2 Scope: 3
Scope: 3 Expertise: Military, Criminal
Expertise: Military
The Sky Traders
Denishu The Sky Traders are a league of aligned trading
Denishu is the citadel that orbits closest to the organizations that dominates much of the trade
Eye. This region is wracked by the most chaotic between the major citadels of the Maelstrom and
storms in the Maelstrom. As the gateway to the storm worlds. They also collaborate in managing
Eye, Denishu is a key prize in any contest for the Maelstrom end of the great Tormillian
overall control of the Maelstrom. It filled with Way. They cooperate and compete with the Blue
priests, mystics, papacies, monks, and prophets, Diamond Corporation of Agoros.
all insisting that they have secret knowledge Jalel, its leader, is an experienced and canny
about the power of the Eye. They argue frequently trader. She came up through the ranks, eventually
in the many open plazas spread through the city leading a challenge to the previous entrenched
and meet in conclaves to work out minor points and sclerotic leadership that used corrupt tactics
of doctrine. Choral music sung by various sects to try to retain power. Through populist policies
fills Denishu at all times. Over this the noble and careful strategy she attained leadership four
bloodlines impose a government led by Zavia, a years ago, but there are still sub factions within
competent administrator who generally manages the Traders who resent her and would take her
to maintain order. down if they could.

Leader: Zavia (taciturn, blunt, astute) Leader: Jalel (canny, energetic, talkative)
Quality: 2 Quality: 2
Scope: 3 Scope: 4
Expertise: Religion, Military Expertise: Mercantile, Interdimensional

People and Places 183


Maelstrom Life
Social Classes harvest the creatures and plant life that
grow upon them, relieving them of para-
The people of the Maelstrom reside sites and overgrowth in the process.
in great floating metropolises, towns,
citadels, and small sky villages. Each Arts
habitation has a way to stay afloat despite
gravity—usually Lift provided by storm- While many kinds of decorative crafts
casters, but in some cases other methods such are practiced in the Maelstrom, the prime
as leviathan bladders, dirigibles, etc. method of artistic expression is song. The
origins of the tradition of singing are thought to
Each habitation has its own culture, traditions, go back to early religious practices of placation
laws, festivals, and economy. These places trade to and reverence for storm gods. There are many
extensively across the Maelstrom, but there are singing traditions involving individual, choral,
also many isolated communities that want little and operatic forms. Singing can be a capella or
to do with outsiders. accompanied by a wide range of instruments.
Any habitation has commoners and leaders,
sometimes claiming noble heritage. The larger
Religion
citadels and domains are usually ruled by blood- There are many religious traditions practiced
line families. Commoners work at occupations throughout the Maelstrom. Some involve
such as crafter, builder, hunter, animal tender, worship of pantheons of storm and sky gods.
hunter, servant, fall rescuer, trader, etc. Many others are centered on the Eye or on the
teachings of prophets, martyrs, and messiahs.
There is a strong culture of egalitarianism within You can find many small religious communi-
much of the Maelstrom. Commoners do not bow ties out in the sky of the Maelstrom, quietly
down and there is a long history of rebellions (or not so quietly) practicing esoteric religions.
and resistance to authority. The workers in many Periodically a charismatic cult leader rises up
locations are organized into guilds or trade and threatens to become a major force, but thus
unions, while other places have traditions of far the noble houses have mostly kept that under
worker-owned companies. control.
Noble bloodline families maintain a struc- The most mainstream religious practices are
ture of patronage based on the wealth they centered upon the Eye, along with a variety
generate through the sky fleets that trade with of religious practices and customs existing in
other worlds in the Umbra. Commoners join semi-harmony with each other. There are sects,
these ventures as sky sailors, traders, servants, monastic orders, nunneries, priesthoods, papa-
and soldiers. cies, and mystics all intersecting in their worship
of the Eye and the spirits of the Storm. Many of
Food and Drink these build their main temples in Denishu, the
Staple foods in the Maelstrom are grown within citadel mostly closely orbiting the Eye.
a community or gathered from the bounty of the
sky. Every community has gardens and small Time
herds of animals and flying creatures. The Maelstrom exists under a sun that circles
Sky hunters travel out from communities on around the sky but never goes down. Time is
skycraft, gliders, and flying animals. They counted in watches: three per day. Possibly due to
capture small creatures in nets and hunt larger long-ago influence from Agoros, longer periods
ones with harpoons and other devices. They are usually counted as days and months.
also land upon some of the larger leviathans to

184 People and Places


The Storm Worlds
Surrounding the Maelstrom within the Hidekai
Umbra are hundreds of worlds that share
some its physical characteristics. These This is a well-guarded world with strong
are the Storm Worlds. ties of blood and loyalty to Anastasia,
the rebel claimant to the throne of the
Those closest to the Maelstrom are sky Maelstrom. Hidekai is a storm world of
worlds without any kind of surface. open skies that lies above an underworld
Further away, the nature of each world of dark, poisonous clouds and tentacled
may be different, with a surface, planetary monsters. A series of great obelisks rise
bodies, rotating galactic clouds, or other orga- up into the sky, each constantly surrounded by
nizing structure. Most have physical laws similar coruscations of lightning. Some obelisks have
to those of the Maelstrom, allowing limited been turned into mighty fortresses, while others
technology and storm-based magical powers, destroy all who approach them. The population
including Lift and sky ships. of Hidekai livess on these obelisks and in villages
and towns built upon mats of floating vegetation.º
The Storm Worlds connect to the Maelstrom via
pathways leading from one world to another,
accessible to those who do not possess the Power.
Gaeta
There are networks of trade, travel, and migra- Reflecting the structure of the Maelstrom, Gaeta
tion, with occasional conflict, war, and conquest. is a storm world with a gigantic cyclone at its
This interdimensional navigation system has center, constantly pulling debris and unwary
grown organically, without an overarching plan, sky ships into itself. It has many citadels ruled
extending outward into the Umbra. The greatest by warlords in a state of shifting alliances and
and most-used pathways lead to the Great constant warfare.
Tormillian Way, which connects the Maelstrom
and the Caverns of Agoros. Other pathways lead Jereden
chaotically across the Storm Worlds. A storm world ruled by an old and doddering
Some Storm Worlds and pathways are under king, Jereden has always been a loyal ally of the
the control of one or more Maelstrom factions. Maelstrom Sovran. In recent years a prophet
Because Maelstrom politics are often chaotic, named Zaha has become a powerful force in
these factions compete for dominance over path- Jereden. Her followers now number in the
ways and the worlds they lead to. Storm World millions, believing that she is the true voice of
factions also play a role in Maelstrom affairs, with god. Her cult has been exported to other storm
periodic influxes of new trade, threats, creatures, worlds and has even begun to make inroads
prophets, leaders, mercenaries, refugees, cultural among commoners within the Maelstrom.
trends, and immigration. Rebellious Maelstrom
factions, most led by Anastasia, maintain strong- Strasta
holds through many of the Storm Worlds. This is a storm world filled with small drifting
planets that each have local gravity yet repel
The default version of the Maelstrom is too
each other with a sort of reverse magnetic force.
chaotic to establish an empire among the
There is atmosphere throughout Strasta, but the
Storm Worlds. But you might prefer a darker,
only gravity is near a planet. People travel from
more imperial version. In that scenario, the
planet to planet by launching themselves upward
Sovran maintains control of Storm Worlds
on balloons and then using captured flying crea-
with fleets of sky ships, puppet governments,
tures or following wind currents.
and spy networks.

People and Places 185


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