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Secrets of the Steppes<br />

Credits Contents<br />

Original Author<br />

John R White<br />

Editor<br />

Charlotte Law<br />

Cover Illustration<br />

Igor Kieryluk<br />

Layout<br />

Will Chapman<br />

Interior Illustrations<br />

Matt Morrow and Gill Pearce<br />

Playtesting<br />

Jim Abbott, Andras Furness<br />

Special Thanks<br />

Lawrence Whitaker & Michael<br />

Moorcock<br />

Additional Thanks<br />

James Biltcliffe, Simon Clements, Charles Green,<br />

Michael Moriarty, Pete Nash, Nick Robinson, Dan<br />

Voyce & Richard Watts<br />

<strong>Sample</strong> <strong>file</strong><br />

Secrets of the Steppes 2<br />

Adventures in the Dakwinsi Steppe 3<br />

The Roof of the World 9<br />

Shad 14<br />

Cruel Waters, Harsh Lands 69<br />

Hunters of the Snows 83<br />

Xiombarg’s Children 101<br />

The Green Peaks Forest 118<br />

Copyright Information<br />

Secrets of the Steppes ©2012 Mongoose Publishing. All rights reserved. All other significant characters, names, places,<br />

items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. Printed in USA<br />

1


2<br />

i n t ro d u c t i o n<br />

Secrets of the Steppes<br />

;<br />

Secrets of the Steppes is written as a volume that will require only the Legend and Elric<br />

of Melniboné core rulebooks to enable a Games Master to run a series of separate<br />

Young Kingdoms adventures or devise a linked campaign. This volume is intended<br />

to compliment Talons of Winter, a future Mongoose Elric Source Book that will<br />

describe other civilisations of the Dakwinsi Steppe in the Young Kingdoms Northern<br />

Continent. Besides incorporating a variety of scenario seeds it will feature a flexible<br />

‘sandbox’ campaign where material from both books can be utilised.<br />

Other Mongoose books are highly recommended as useful resources. Cults of the<br />

Young Kingdoms expands on the nature and powers of some of the deities covered<br />

in this volume. Cities of the Young Kingdoms: The South, besides being an excellent<br />

source of adventures, has an invaluable guide to the potential range of Non-Player<br />

Character hirelings and professionals, and their skills. Furthermore, it has a detailed<br />

feature on the composition and organisation of trade guilds.<br />

<strong>Sample</strong> <strong>file</strong>


C H A P T E R O N E<br />

Adventures in the<br />

Dakwinsi Steppe<br />

;<br />

The Talons of Winter Campaign<br />

This volume, although giving information for the general geography and inhabitants<br />

of the Dakwinsi Steppe, does not include a description of the Xanardwys Valley and<br />

its fabled city. Volume Two of the Talons of Winter campaign will provide details of<br />

the city, its local environment and its unusual climate. Besides including some of<br />

Xanardwys most important citizens, it will include generic Non-Player Character<br />

statistics and also a selection of scenario seeds. In addition, a chapter is devoted to<br />

the remnants of a race of giants who dwell amongst the Fire Mountains. A sandbox<br />

campaign titled Revenge Served Cold will be included in the next volume and<br />

features a deadly threat to the existence of Xanardwys. The Adventurers will have the<br />

chance to act as true heroes and hopefully prolong the existence of entire nations and<br />

races, for if the malign crusade that sweeps through the steppe lands is unchecked<br />

then all life in the Northern Continent might face extinction!<br />

<strong>Sample</strong> <strong>file</strong><br />

A Games Master wishing to play through the Talons of Winter campaign can decide<br />

to run a series of role-playing sessions using the locations and scenarios in Secrets of<br />

the Steppes as preliminary adventures. Ideally the Adventurers will establish a range<br />

of allies and enemies who can be used by the Games Master to aid, complicate and<br />

frustrate his Adventurers’ activities when they find themselves involved in the mad<br />

schemes of the legendary Snow Hag.<br />

3


4<br />

Given the sparse population of the northern lands above the Sighing Desert it is<br />

quite conceivable that enclaves of other races still exist in these regions, albeit in<br />

obscurity.<br />

Some have already been hypothesised within the Talons of Winter campaign, although<br />

Games Masters might like to consider whether any survivors of the Dharzi can be<br />

found in the reaches of the Dakwinsi Steppe lands. Alternatively a campaign might<br />

utilise other races, possibly ones created by the Games Master himself.<br />

Adventuring to the Northern Coastlands<br />

The Adventurers can be hired to accompany a trader or ambassador to Alofia.<br />

Alternatively, they might be hired by a nation, city-state or perhaps a private<br />

individual to recover a person from the cruel toil of slavery in the mines of the<br />

Yellow Mountain, Worse yet, they might be sent to labour there themselves as<br />

slaves! The cruel, northern weather, or perhaps the activities of pirates or monstrous<br />

beasts, might well force a party voyaging on the Pale Sea to seek sanctuary, or suffer<br />

shipwreck on the coastline of the Northern Continent. A party of Adventurers down<br />

on their luck in Ilmiora might be tempted to take passage with a whaler bound for<br />

the northern waters or else take on a job as guards at a whaling station or the Yellow<br />

Mountain. Long journeys to these realms will typically be undertaken by hiring a<br />

vessel to travel to the shores of Alofia. The few merchant vessels that visit the whaling<br />

stations and Alofian coast are usually from the Ilmioran City State of Shad or the<br />

Kingdom of Tarkesh.<br />

<strong>Sample</strong> <strong>file</strong><br />

Adventuring through the Steppe Lands<br />

The presence of Xanardwys is a lure that will draw explorers and traders across the<br />

Dakwinsi Steppe. Adventurers travelling eastwards from the coastline of Alofia or<br />

northwards through the Sighing Desert might be in the employment of a patron with<br />

a private agenda or a trader seeking to gain a fortune at the fabled city. The renowned<br />

explorer, Duke Avan Astran, might well lead such an expedition (Elric of Melniboné Core<br />

Rulebook, page 178). Possibly, a rival cartel of merchants seek to sabotage such a mission.<br />

Another potential lure is the existence of rare and potent herbs which bloom for a<br />

very small period of time in the climes of the steppe or Xanardwys, and which are<br />

avidly sought by alchemists and apothecaries such as Horat Stames who features in<br />

Talons of Winter.


It is conceivable that a party who anger the Alofians might, like Elric, find that the<br />

safest way to flee from their vengeance is to head deep inland and look for shelter with<br />

the nomads ,or else find a trail that leads towards Xanardwys or another civilisation.<br />

Perhaps an ancient enmity against one of the tribes of the Bastanissi festers in the<br />

heart of one of the Council of Six and One Other in Quazhasaat, and a scheming<br />

politician decides to hire or coerce the Adventurers into recovering a coveted<br />

heirloom from one of the Steppe tribes.<br />

The Urging of Priests and the Games of the Gods<br />

Those Adventurers who are pledged to the service of Gods, or who have incurred their<br />

enmity, might find themselves persuaded or compelled to travel to the Dakwinsi Steppe.<br />

Cultists of Mabelode might be sent on a mission to defeat the warriors of Alofia in<br />

challenges of combat. Alternatively, the Goddess Eequor, who despises the cult of<br />

Xiombarg’s Children, sends an agent to subvert the race to her own cause.<br />

The fanatical elements of the cults devoted to the Lords of Law such as Donblas<br />

and Miggea, decide to wipe out the ‘abominable savages’ of Alofia. They proceed<br />

to recruit a force of zealots to embark on a war and pogrom against the Children of<br />

Xiombarg.<br />

KINGDOMS OF THE NORTH<br />

Adventurers might originate from any of the following regions located in the steppe<br />

or on its borders. The city of Shad has been included as, despite its distance from the<br />

Steppe, it has significant trade links with some of these cultures. Further information<br />

relating to creating Adventurers from Alofian, the Dakwinsi Steppe or the Green<br />

Peak Mountains can be found in the chapters covering these locations.<br />

New Professions<br />

<strong>Sample</strong> <strong>file</strong><br />

Profession Cultural Background Notes<br />

Beach Comber Civilised, Primitive —<br />

Caravan Guard Barbarian, Civilised, Nomad —<br />

Civic Messenger Civilised Ilmiora only<br />

Coachman Civilised Eshmir, Ilmiora, Valderia<br />

Jockey Civilised Ilmiora or Eshmir<br />

Pilgrim Civilised Lawful nations only<br />

Pirate Civilised —<br />

Whaler Civilised Maritime nation. Not<br />

Melniboné or Pan Tang<br />

5


6<br />

Kingdom Cultures<br />

Alofia Barbarian<br />

Dakwinsi Steppe Nomad<br />

Green Peaks Forest Primitive<br />

Ilmiora, Shad Civilised<br />

Beach Comber<br />

The individual has adapted himself, through necessity or choice, to becoming self<br />

reliant on the shoreline of a sea or lake. The individual might have spent a long<br />

duration involuntarily marooned or might actually have jumped ship at an inviting<br />

and uncivilised location. It also includes successive generations of coastal dwellers<br />

who scavenge along the shore and shallows for food and fuel whilst praying that<br />

their inspection of flotsam and jetsam might yield valued treasures such as amber,<br />

ambergris, precious shells and shipwrecked goods.<br />

Common Skills: Lore (regional) +5%, Perception +5%, Resilience +10%. Select<br />

Two from: Athletics +10%, Combat Style (sling) +10%, Swim +10%.<br />

Advanced Skills: Pick One from Boating, Craft, Culture (other), Survival.<br />

Caravan Guard<br />

The safest way for a merchant to transport his goods overland is usually in the<br />

company of other merchants and travellers. Such an accumulation of wealth is a<br />

temptation for bands of outlaws and raiders. In consequence, it is common for<br />

competent individuals to be hired as scouts and guards for the duration of a journey.<br />

If well paid they can also prove a good deterrent to troublesome slaves and animal<br />

handlers in a caravan.<br />

<strong>Sample</strong> <strong>file</strong><br />

Common Skills: Lore (regional) +5%, Perception +10%, Resilience +10%, Ride<br />

+5%.<br />

One Combat Style appropriate to your culture +10%.<br />

Advanced Skills: Select One from: Survival, Track.<br />

Civic Messenger<br />

The City States of Ilmiora maintain a service of mounted couriers who wear bright<br />

tabards in the distinctive heraldry of their particular cities. Generally tasked with<br />

carrying documents, they are also expected to memorise short verbal messages word<br />

perfectly. They must also be able to show due deference or authority in their dealings.<br />

Missions usually require having to travel fast in all weathers and they must be as<br />

hardy and skilled a rider as the herdsmen of their native country. Generally they trust<br />

to the quality of their mounts to evade bandits, rather than risk the interception of<br />

their message.

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