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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.