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Pure Steam - 5e - V2

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100% found this document useful (7 votes)
1K views

Pure Steam - 5e - V2

Uploaded by

Arthur Aytes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 147

This book is dedicated to Isaac Ludwig, with whom I fought my first giant.

May your final plane be a holy one.


-Adam Crockett

CREDITS
Creative Director / Founder: Adam Crockett
Lead Game Designer: Brennan Ashby
Game Designers / Creative Developers: Adam Swinder, Benton Spiker,
Davin Perry, and L. James Wright
Creative Input: Paul Crockett

Cover Artist: Mates Laurentiu (Avatar Art)

Editing & Development: Adam Crockett, Adam Swinder, Brennan Ashby,


Benton Spiker, Davin Perry, and L. James Wright

Maps: Robert Altbauer


Interior Artwork: Mates Laurentiu (Avatar Art), Alejandro Lee,
and Rebekah Crowmer
Proposed Layout & Design: Jameson McMaster
Layout & Production: Brennan Ashby

Copyright 2019 ICOSA Entertainment, LLC


All rights reserved
TM
Pure Steam is a registered trademark of ICOSA Entertainment, LLC
2nd Version: February 2020
Connect with us on Facebook: facebook.com/PureSteamRPG
Join the conversation and keep up-to-date on our Discord server: discord.gg/4jEqMVa

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a,
Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue,
plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game
Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this ICOSA Entertainment,
LLC game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this
work other than the material designated as Open Game Content may be reproduced in any form without written permission.

1
Contents
Ullera..................................................... 5 Fighter................................................. 68 Tinker.................................................. 104
Map of Northern Ullera...................... 7 Gunslinger....................................... 69
Lexicon............................................... 9 Pugilist............................................. 70 Customization........................................ 106
Languages........................................... 10 Ructioneer........................................ 71 Multiclassing................................................ 106
Map of FSU........................................ 11 Monk.................................................. 72 Feats.................................................... 107
The Bastion......................................... 12 Way of the Widowman.................... 72 Crossbow & Firearm Cusomtization.. 108
Five Points.................................... 16 Paladin................................................ 74
Nivens’ Outlook........................... 18 Ranger................................................. 74 Equipment.............................................. 109
Harmonia............................................ 20 Blockade Runner............................. 74 Weapons............................................. 111
Charton......................................... 24 Rogue.................................................. 75 Adventuring Gear............................... 112
Keystone............................................. 26 Clydesman....................................... 75 Tools................................................... 116
Galvanite City.............................. 36 Grease Rat....................................... 76 Mounts & Vehicles............................. 117
Sunderland.......................................... 38 Moonshiner...................................... 77 Services............................................... 118
Blackburn........................................ 43 Sorcerer............................................... 77
Leacher’s Vale................................ 45 Warlock.............................................. 78 Science................................................... 119
Paddlewheel Bend........................... 47 Wizard................................................ 78 Mechanics & Science Skills............... 119
Beyond FSU....................................... 51 Chaplain.............................................. 79 Technological Items........................... 120
Monument..................................... 51 Gatekeepers..................................... 82
Trefoil Laurels................................. 83 Vehicles................................................. 125
Factions.................................................. 54 The Magistrates............................... 84 Airship Stat Blocks............................. 125
The Network.................................... 84 Sample Airships................................. 126
Races...................................................... 58 Elocutions........................................ 85 Officers & Crew................................. 130
Dwarves.............................................. 58 Chaplain Spell List.......................... 87 Airships in Combat............................. 130
Elves................................................... 59 Gearhead............................................. 88 Air Travel........................................... 131
Gnomes............................................... 60 Field of Chronography.................... 92
Half-Elves........................................... 61 Field of Cryonics............................. 93 Monsters................................................ 133
Half-Orcs............................................ 62 Field of Electromagnetics................ 93 Cadaver Cactus................................... 133
Halflings............................................. 63 Field of Pneumatics......................... 94 Caterwaul Fish................................... 134
Humans............................................... 64 Field of Psychology......................... 95 Lynx, Winged..................................... 135
Orcs.................................................... 64 Field of Pyrotechnics....................... 96 Razorback, True................................. 136
Physicist........................................... 97 Reanimated Corpse............................. 137
Classes................................................... 66 Gearhead Contraption List.............. 97 Wondrous Armatures......................... 139
Barbarian............................................ 66
Path of the Civil Bedlamite............. 66 Backgrounds.......................................... 99 Thank you Kickstarter Backers!............ 144
Bard.................................................... 67 Drevan Alumnus................................. 99
College of the Vagabond................. 67 Gypsy.................................................. 100 OGL....................................................... 145
Cleric.................................................. 68 Hillbilly............................................... 102
Druid................................................... 68 Plugger................................................ 103

2
WHAT IN TARNATION?! BUT, CAN I...?
In these pages is the Pure Steam Campaign Setting, the In a word: yes. Pure Steam contains everything needed to
result of years of development, a successful Kickstarter delve into its immersive campaign setting without significant
campaign, and countless hours of playtesting. Pure Steam content generation by the GM or the players. But it is not
is a steampunk campaign setting compatible with the 5th our desire to disallow anything in the game world. Those
edition of the world’s most popular pen and paper role decisions are up to the GM. If you want a low magic,
high-tech campaign, Pure Steam is perfect for you. If you
playing game. We’ve endeavored to mesh our vision of a want mages slinging fireball spells next to a chaplain on an
gritty, greasy, springy, cog-laden campaign world with the ironclad steamship, Pure Steam is equally fitting.
premier RPG rules system. By way of compatibility, we’ve ensured you can mix a little
But don’t be fooled. Pure Steam isn’t your grandma’s medieval fantasy in your steampunk, or vice versa. All the
steampunk. While there are certainly nods and winks to way down to the in-game economy, this book is designed with
the established steampunk aesthetic (if such a thing can seamless compatibility in mind. Your wizard and our chaplain
be pinned down), this setting is anything but ordinary. can adventure together because they should scale in power
Hillbillies and Yankees scatter the landscape, which is the same way a wizard scales with a cleric. You’ll notice we
more Appalachian than Victorian. In the age of steam, coal didn’t eliminate magic completely from even our ‘low-magic’
is king. And the old, tired mountains rich in coal veins are options. The truth is, that was a necessary choice to maintain
home to the economic powerhouses of the setting. system compatibility and keep the rules simple.
This book focuses on the Federated States of Ullera, a While the rules for magic are used for characters such as
relatively young nation born out of the Abolition War, the chaplain, it’s important to note that spells are not actually
founded on freedom from oppression and learning to cope being cast. These effects manifest as a near supernatural
with newfound economic prosperity. influence of personality on the recipient. From a rules
In Ullera, science, technology, and reason have all but standpoint, there isn’t much difference, but while roleplaying,
extinguished religion, magic, and superstition. That is not to the difference is huge.
say you can’t find a cleric, druid, or wizard in Pure Steam.
Magic is not outlawed. The religious are not heavily EUREKA!
persecuted (at least not in the Federation). The fact is that As detailed in the preceding journal entry, Pure Steam
technology made the lives of the common folk so comfortable describes a hypothetical form of energy thought to be able to
that they simply ceased crying out for higher powers. Mages solve many of the issues of humanity. The hypothesis was
had trouble finding apprentices willing to study for years to found some time ago, but it was regarded by most as the
accomplish effects which a musket or a steam engine could twilight ramblings of an intelligent—yet unrealistic—scholar.
evoke in the hands of even an unskilled wielder. On his last expedition to the Eastern Continents,
however, Viktor Renz Etrau went missing. Years passed,
As a result, nearly every town in Ullera now hosts at and memory of him faded. All that changed some time ago
least one house of worship in disuse. Many of these churches when a crude,
serve as government buildings, or hotbeds for crime. Magic foreign sea vessel docked at a harbor in North Fork,
items from a bygone era sit in museums without competent Harmonia. A crew of dark-skinned seafarers delivered a
wielders. Spellbooks lie in rotting wizard towers, with ages lead box to the nearest dockworker. Unable to converse in
of powerful knowledge left untaught. the same tongue, the seafarers simply set sail toward the
East again. The dockworker read the affixed note:
HEY, THIS MAP LOOKS FAMILIAR... “Eureka! –V.R.Etrau”
Most certainly, it does. From its inception, Pure Steam was to He opened the box, shrugged, and warehoused it pending a
take place on our earth. With trivial changes, the geography of claim by any owner.
the game world mirrors that of the real world. The intent is a Word spread of the note, and a scientist and friend of
fresh, new setting with an ‘old shoe’ familiarity. Etrau claimed the package. He filed a scholarly journal
entry on his preliminary findings after rudimentary
That is where the mirroring ends, however. There are study. He concluded the contents were in fact clues to a
parallels in politics and historical events, but Pure Steam strange new energy source. The journal entry was quickly
is not simply a fantasy remix of real world history. In classified by the Federation government. The scientist
creating the campaign setting, we did not simply go back hasn’t been seen since. But enough copies of his findings
120 years or so and add in orcs and swords. We went back were read to catalyze a widespread search for the fabled
to the dawn of time and remodeled the origin of species, ‘pure steam.’ Governments, pirates, and madmen alike
the rise of nations, and the flow of technology. seek a new energy source—and potential weapon.

3
populace
w lo ng we ca n su st ain such a boom of t of land.
e case of ho fixed trac
. . . Then there is th borders. Ullera seems locked into a de any territories to
r
without expanding ou ch across Great River is unlikely to ce settled to their national
us
The Kingdom of Ra the noble Breymen to the north are as the vile Goblinoids
Ullera’s west. And eir type may be to dry land. Would more bloody than the
th
borders as any of northwest territories without a conflict populate this land more
to
retreat from their tainly not! It seems our fate, then,
Abolition War? Cer ings
. gion, one of three th s
densely every year s ov er cr ow d s a re
that when a specie s the increase in it
History has shown us umes all its food supply, it simply spur thin its ranks. If
ns to
happens: it either co , or it spawns new diseases with which ue to humanity. Many
on tr
predator’s populati as a disease, then these three hold ak or similar population
ar e tb re
you classify warf e
massive ou
a few years from a to believe we are to suffer the same
ic s fe ar we ar
academ one
in ni ng . O ur ba rb aric past would lead
th species.
fate of all defunct ing more
wh ic h me n ha ve al ways excelled: find kill
are two fields in ptions with which to
Historically, there el and devising more creative contra society has focused more
av r
efficient ways to tr technological advances prove that ou Holdings production of
nt an
his brethren. Rece e former. This is evidenced by Gor introducing one measly
an th on ly
on the latter th fi re arm models this year
(and
th an fi ve ne w
not less
boiler innovation). is no sm al l tr ai t. With the Scholarly
which this
ught himself science, ue our superiority on
But mankind has ta s are destined to find a way to contin eld of Eugenics to solve
fi
Method, great mind not endorse my contemporaries in the positive press than it
o re
earth. Surely I d The vile field of study has gotten mo ate segregation and
sl
population concerns. n one call himself an Ulleran and legi
deserves. (How ca
s?)
re species or classe ion, population, and
sterilization of enti ou r co nc er ns on po ll ut
the Method to solve marvels than simply
No, I intend to use st be a better way to power society’s on in the realm of power
mu ti
more. Truly there ly, the marketplace’s greatest innova is not to discount my
La te T ha t
heating water. re pl ac in g co al bu rners with oil. ( work in the field of
generation has been orfs, and their long if not fruitless
nd
friends, the Barro ration.) We can do better!
gyroscopic motion ge ne
er ou t th er e in th e aether. Could we nter of
e is something bett Inferno at the ce
I am convinced ther the clouds? Or harness the Great the materials of this
in e
capture the sparks we may discover a new way to arrang ’ for lack of a more
ps
the earth? Perha ue, and eternally. This ‘pure steam, earth. I imagine it
tr
rock to burn clea bring light to the dark places of this ver it may be, I will
n,
te
eloquent term, could d into a Grand Enlightenment. Wha
ou r wo rl
would propel
s discovery.
devote my life to it

Taken from one of the journals of Viktor Renz Etrau, in his home, after his disappearance.
Written approximately 162 E.A.

4
Ullera
Ullera is a continent that rests in the western and northern born out of the peaceful coexistence of populations.
hemispheres of the planet Geir. It is bordered by water Many human tribes adopt halfling ways of living,
on all sides: the Great Span to the east, the Manteca Gulf becoming the Krin Nation, whereas other halflings do the
and the Straits of Ciminno south, the Sun Current west, same with the Folk (mostly gentry gnomes), resulting in
and the Hiegliht Ocean in the icy north. Much of Ullera is the Nation of Sheraneek Peoples.
formed by a massive continental shelf that gradually rises –2,000~1,900. Hordes of jonnish orcs cross the ice bridge
east to west into broad peak lands; coastal plains dominate from Okrug into Atanak, pillaging, conquering and
the eastern seaboard, and mighty evergreen forests cover enslaving the resident borndrin. Many are transported
western shores. back to Okrug as slaves, the remaining borndrin of
Ullera is significant among the many landmasses of southern Atanak flee into the wide prairies of the Feral
Geir for being the first to truly embrace and apply the Expanse (Sunderland).
concept of ‘pure steam’ in all walks of life. No where –1,700~1,600. The Krin and Sheraneek Nations adopt
else is science and technology more widely used or more mound-builder techniques of northern tribes and adapt
commonly accepted. Battles for control of this technology them to southern climes. These tribal nations become
and what other secrets its knowledge might unlock have collectively known as the People of the Mounds.
defined generations of civilization here. The most populace –1,400~1,300. Oral tradition tells of the last flight and hunt
and powerful nations on Ullera are the Federated States of dragons. Apart from anomalies (e.g. isolated cryptids,
of Ullera, Atanak, Mazan, and Rausch. Human, gnomes, evolved states, etc.), most scholars contend that
halflings, orcs, dwarves, goblins, and many other races traditional dragons are effectively extinct after this period.
big and small populate the cities of each nation. Ullera’s –1,100. The first king of the newly named Theocracy of
history is laden with examples of these peoples working Rausch is seated upon the throne. Rausch is roughly a
and fighting together (or against each other) to shape the third the size of its present-day territory at this time.
continent’s ever-evolving future. –1,000. Rageaic armies erupt from Subterra and establish
the Dominion centered on Cog Island.
TIMELINE OF ULLERAN –830. Using slave labor and armed legions, the Dominion
HISTORY
becomes the greatest power on the continent.
–815. Dominion control extends as far south as the
–10,000. Earliest evidence of Halfling and Gnome hunter- Manteca Gulf along the Great River. There they found
gatherer communities in the Bastion. Rageaic tribes the prison colony, South Den, over the site of a former
control the Heartwater as far south as modern day Harmonia. human tribal fishing village.
–5,000. Borndrin nomads first encountered in Ullera –525. Scientific breakthroughs derived from the ruins
by the Folk. of Cog Island spark an industrial revolution. Primitive
–4,300. Dwarf sailors discover the northeast coasts of firearms and cannons are introduced into warfare.
Acarest (Keystone) and make contact with the Folk there. –520. Emissaries to the Dominion from Rausch come half-
–3,100~3,000. Human farmers move north from desert expecting to be disappointed by their visit to Cog Island,
communities into Ullera. but are instead horrified by the widespread slavery and
–2,600~2,400. Tribal relations between human (ancestors cruelty exhibited by their hosts.
of the Mezoqua), halfling (leatherfoot ancestors), orc –500. A Rauschite oracle is executed by the Dominion for
(borndrin), and the Folk improve as new cultures are publicly declaring the dynasty had reached the midpoint

5
of its reign over the continent. Rausch cuts political ties 86 EA. The First and Last Stand (Abolition War) ends in
with the Dominion. Keystone.
–490. The first fully autonomous clockwork device is 89~91 EA. Diasporic populations of Rauschite in Ullera
invented and recorded. begin a mass return to their homeland. These pious
–240. Rauschite emigrants carefully and peacefully humans known for their use of the Rauschite tongue,
insinuate themselves into many cities of the Dominion, religious taboos, and social isolationism led to friction
interbreeding with local populations. Early chaplains with their neighbors and the central government which
form in these communities. precipitated their departure.
–216. Slave revolts begin to plague the Dominion. 100.1 EA. Several other northern settlements in Sunderland
–77. Prisoner and liberator efforts at South Den finally are captured or sacked and looted as Ramson Downs is
break away from Dominion control and become the burned to the ground during the Great Hellfire.
Liberated Colony of Belle Venue. 100.5 EA. Construction of Second City begins.
1 EA. The Era of Abolition (or Enlightened Age) begins. 110 EA. The Border Threat (Abolition War) ends in
Dwarves, halflings, humans, and gnomes join to form Sunderland.
the Federation of Ullera and draft the Rational Orders. 118.8 EA. Northern emigrants, primarily retired veterans
Ullera claims control of Keystone. The first steam engine from The Border Threat and old money out of Keystone,
is invented. begin developing land and transcontinental means of
1.5 EA. The First and Last Stand (Abolition War) begins in transportation in the Bastion.
Keystone. 122.3~.5 EA. Cresape’s War ensues.
2 EA. The Fervent Fight (Abolition War) begins in the 140 EA. Those “convicted” for the Hill House Rebellion
lands south of Keystone (Harmonia). are executed in Second City. Many mark this as the
4 EA. The Federal Patent Office opens. beginning of the modern anarchist movement.
7.2 EA. The Abolition Trail comes into modern use. 153.7 EA. Berradine County Slaughter occurs in Harmonia
20.4 EA. An earthquake destroys the city of Brickton. The (the bloodiest event on Ulleran soil since the Abolition
event is known as the Brickton Quake. War ended there).
24.5 EA. The first recorded mason jar moonshine is created. 162 EA. Last public appearance of V. R. Etrau before
45.8 EA. Topper’s Highway develops into modern use, leaving for the Eastern Continents.
bisecting the Abolition Trail. 165.7 EA. First recorded moon shot attempt.
50 EA. Ullera moves south assimilating Harmonia and 168 EA. The Brelon faith is founded in Rausch by an
the Bastion, acquiring the southern end of the Great acolyte of the state church, Walter Hornby Thanek.
River through the annexation of Belle Venue. The 169.2 EA. The War of Division (Abolition War) begins in
burgeoning nation expands to become more formally the Bastion.
known as the Federated States of Ullera. 173.1 EA. The Leacher’s Vale Uprising occurs.
50.5 EA. The Fervent Fight (Abolition War) temporarily 173.4 EA. The War of Division (Abolition War) ends in
ends in Harmonia. the Bastion.
58 EA. The first wondrous armature is invented. 174.5 EA. King Thanek is crowned in Rausch.
61.7 EA. The Fervent Fight (Abolition War) resumes in 175.6 EA. Summit City becomes the capital of Ullera.
Harmonia. The Dominion seeks to reassert control over the 180.6 EA. The Holwake Incident, named for the suspect
continent sensing weakness in Ullera’s solidarity. thought to have planned the treasonous attack, concludes
Travelers leaving Ullera become targeted prey, and other on Summit City’s 5th anniversary. Though Holwake
Ullerans move to defend their brothers and sisters on exodus. is found dead in a burned down warehouse, and most
64.4 EA. Ram Arness is successful in crossing the Inland of his accomplices are captured, many conspiracies still
Seas by air (“The Fortuitous Flight”). He founds Ramson swirl about the true nature of the attack and whether such
Downs on the shores of the Melpomene. insurrectionist sentiments have fully abated.
70.2~71 EA. The Dominion is pushed north of the Inland 188 EA. Present day.
Seas and reforms into the Atanak Empire. Ullera begins
to build trade cities in Sunderland on the river banks and
the coasts of the Inland Seas. The Fervent Fight
(Abolition War) again ends in Harmonia.
77.9 EA. The Border Threat (Abolition War) begins in
Sunderland.

6
7
Artwork by Robert Altbauer
THE RA
a TIONAL ORDERS
For as much as it hath been adjudged in wisdom, discourse, and reason to order and dispose of things that we the Inhabitants and Residents
of the lands between the Great River and the Great Span, and well knowing where a people are gathered together rules and laws are required
to maintain the peace and union of such a people, there should be an orderly and decent Government established according to Rationality
to order and dispose of the affairs of the people at all seasons as occasion shall require; we do therefore associate and conjoin ourselves
to be as one Federation of Ullera; and do for ourselves and our successors and such as shall be adjoined to us at any time hereafter, enter
into Combination of States or Regions together, to maintain and preserve the liberty and purity of our intentions and principles which we
now profess; as also, the discipline of Rationality, which is now practiced amongst us, as also in our civil affairs to be guided and governed
according to such Laws, Rules, Orders and Decrees as shall be made, ordered, and decreed as forthwith:

MULTORUM SCURITAS
The safety of the Citizenry of the Federation is the paramount duty of the Government. The Borders of Ullera must be secured against
trespass, infringement, and illicit trade.

EADEM OMINA IURA a


The same laws a pply to all Citizens of Ullera. Legal punishment is equal regardless to status, race, or intent. Citizens who commit a crime
must prove their innocence to the commissioned legal authority of jurisdiction.

OMNIS TERRA a TUCTUR


All land in the Federation is partitioned into townships. Townships are incorporated and have full control over the use and development
of the land under their authority. Districts are composed of associated townships. A state, or region, is a political area composed of a
contiguous grouping of associated districts.

UT TELLUS LEO
The only standing professional army allowed within Ullera is the Federal Army. All citizens must provide the Federation with two years of
service to the federal armed forces, district militias, or core of engineers. All citizens are entitled to bear arms and armor to protect their
personal property.

NON ALITER SE
One cannot own another. Slavery within the Borders of Ullera is forbidden; any slave who enters the nation’s territory is immediately
emancipated.

IGNORA a NTAI ROBUR


It is an act of treason to publish, distribute, or release information determined to be vital to the safety and security of Ullera. The punishment
for violating National Confidentiality is to be rendered mute.

BELLUM PAXx
The Federation is vigilant in protecting its interests both foreign and domestic. The Citizenry of Ullera shall be defended by the Federal
Army while abroad. Vandalism, rioting, and defamation shall not be tolerated and is considered a threat to public safety. Civic leaders can
use any means to suppress unrest deemed a threat to public safety including martial law.

LIBERTAS SERVITUS
All citizenry must give the government two years of military service to earn the right to vote.

HIERAa RCHIA LEGUM


A township may draft any law that does not infringe district laws. A district can draft any law that does not violate federal law.

ORDINIS BONIS
The government must provide order to insure the prosperity of its citizenry. All voting citizenry shall gather at least twice annually to
address issues raised and legal proposals drafted by the elected body. Resolution among multiple competing proposals is by popular vote.

8
ULLERAN LEXICON GUIDE palm of another. A “five-mark” is now a unique bill of trade
Anarchaea [an-ar-kay-uh]: A loosely affiliated radical group worth 25 bucks in the Bastion, but only 5 bucks outside the region.
of energetic youth led by frustrated historians who are pledged Folk, the: Colloquial racial term used to refer to gnomes or
to anarchist designs of misrule and usurpation of the Ulleran their shared heritage.
establishment. FSU: The Federated States of Ullera.
arma-: The linguistic equivalent of the prefix, ‘anti-,’ as in Geir [geyr]: Scientific term denoting the planet upon which
“arma-bacterial.” everyone rests.
Berradiner [bair-uh-din-er]: A regional subculture within Great Span, the: Geographic term for the body of water lying
Ulleran society; any person demonstrating willful defiance between the Eastern Continents and Ullera.
or stubborn resistance to pressure from outside their social icetreaders: Colloquial term used to refer to borndrin orcs.
setting. Jonnish [jon-ish] (“prepared race” in Orc): Racial term
used to refer to pure orcs or their shared heritage. Used as a
Borndrin [bawrn-drin] (“readymade” or “made to move” in Orc):
proper noun to refer to such tribal culture(s) descendent from
Racial term used to refer to orcs native to the continent
orc ancestry.
of Ullera or their shared heritage. Used as a proper noun to
knattleikr [neyt-l-eh-ker]: A dwarven winter game played on
refer to such tribal culture(s) descendent from orc ancestry.
ice using special footwear, a wooden ball, and sticks.
Brelonite [bre-luhn-ahyt]: A member of the Reformed State Krin (Nation): A distinct cultural milieu of races, primarily
Church of Rausch. humans of Mezoqua stock and leatherfoot halflings in the
Brelonism [bre-luhn-izum]: A faith order and code of lowlands south of the Blue Capes, that coalesced out of shared
personal conduct established in Rausch by W. H. Thanek, the living practices (adopted by human immigrants) and peaceful
current king and theocratic leader of that nation. brotherhood.
Cairnbrûd [kairn-brood] (“rock kin” in Giant): Colloquial Kor-: The linguistic equivalent of the surname prefix, Mc-’
racial term used to refer to giants or their shared heritage. meaning “son of ~.”
clyde: Colloquial term for a dolt, dullard, or hooligan. landshark: Another term for bulette.
Specifically, it refers to a stratum of the Ulleran population People of the Mounds: The collective term for all such native
that go from job to job, with no real home, because “that’s tribal peoples of southern Ullera. Sometimes simply referred
all there is.” to as “the People.”
coterage (portmanteau of ‘coterie’ and ‘cottage’) [cot-er-ij]: “Pork Bellies”: Specifically, a derogatory term for civic
Architectural term for a gnomish family dwelling. proctors found in the largest cities of Sunderland. In general,
Sometimes called “mound-cabins,” these homes feature a this term has begun to be used to denote any such corrupt
modern interior that incorporates traditional mound police officers across Ullera.
building techniques with log buttressing and bedrock Rageaic [ri-jake] (Goblin): Colloquial racial term used to refer
foundations. to hobgoblins or their shared heritage.
cryptid: A creature or plant whose existence has been railroad: Engineering term that refers to the physical rail and all
suggested but is not recognized by scientific consensus. that rides it. Professionals use it to denote plans on a map, or
Eastern Continents, the: A catchall geographic term for a the geographical area upon which a rail-line sits.
group of land masses populated with foreign races and railway: Business term that refers to a specific railroad
creatures native to Geir’s eastern hemisphere. company; the plural refers to the collective companies in a
Enesora [in-eh-sawr-uh] (“riderless one” in Sylvan): given region.
Colloquial racial term used to refer to centaurs or their shared rail-line: Engineering term that refers more to the type of
heritage. transport the rail is suited to carry and/or the type of commercial
“Eureka!” (also in written form): A universal proclamation services offered on a particular length of track (i.e. freight,
of discovery. Also used as a nonracially distinct, non- passenger, etc.)
disciplinary exclamation with the same socio-linguistic rapid oxidation tempest (ROT): A supernatural storm
connotation as, “Great!”, “Superb!”, or “Amazing!” common to northwest Ullera that causes metal to rust and
Feral Expanse, the: Common colloquial term to refer to the disintegrate within a few minutes.
continent where Ullera rests. Official nomenclature denotes rumrunner: One who brews and sells liquor without paying
the continent as well as the nation as, “Ullera,” but those taxes or obtaining a liquor license.
wishing to distinguish between them will often use this term. Scholarly Method, the: The standard process by which ideas
five marks: A tribal greeting once used among the People of the are tested in Ullera, requiring results to be repeatable in order
Mounds; executed by touching five finger tips to the upraised for them to support a claim.

9
Sheraneek [shair-an-eek] (Peoples, Nation of): A distinct STANDARD LANGUAGES
cultural milieu of races (primarily halflings and gentry gnomes Language Typical Speakers Script
in the foothills south of the Blue Capes) that coalesced out of
Gent Bastion aristocracy Common
historically similar living practices and mutual prosperity.
soci etas [so-see eh-tayss]: A kind of magic hidden away Herdian Orcs, goblinoids Orc
within and fueled by interactions of people on a large scale. Mezuan Mezoqua humans Logographic script
Chaplains practice this form of “magic,” though few outside of Musgee Bastionite gnomes Gnomish
their circles understand it. Prude Bastion lower class Common
tamers: Colloquial term used to refer to jonnish orcs. Rauschite Rauschite humans Celestial
Temarest [tem-uh-rest]: Gnome term denoting their ancestral
homeland; translated to mean “Deep Rest” or “Stone’s Rest,” EXOTIC LANGUAGES
and often shortened to simply “The Rest” in everyday speech.
Language Typical Speakers Script
temporal riparian biome (TRB): A geographic region where
the rate of time changes erratically. Commirse Urbanites of Keystone Common
“Topper’s friend”: An expression given to labeling or Dit-Dah Communications Dashes and dots
describing someone known for their association with workers, military
vagabonds, traders, and clydesmen. Often used to reassure personnel, and
postmen
another of one’s experience on the road.
Trail, the: Common colloquial term used concerning the famed Gypsy cant Gypsies and the like Eclectic mix of
Abolition Trail running through Harmonia and Keystone. original runic
turfball: A widely played warm-weather ball game of Ulleran alphabets and
writing styles
invention using a special field, teams, and league play.
Ullera [yoo-leyr-uh]: The given name of the continent on
which the FSU is located. Also used to refer to the FSU as a SETTLEMENTS
nation. Villages typically have little in the way of infrastructure.
Venuvian: A resident of the township of Belle Venue. Homes lack indoor plumbing, and use fuel tanks for heat
and gas lighting. There is typically a train station, post
LANGUAGES office, and a few basic stores. Law enforcement is present
In the world of Pure Steam, you’ll find many of the same if understaffed, and one or two village doctors care for the
spoken and written languages commonly found in the population. Villages often serve as hubs of commerce for
world’s most popular pen and paper tabletop role-playing surrounding farms and small communities.
game, such as Dwarvish or Draconic. In addition, you’ll Towns offer paved roads, indoor plumbing, and gaslit streets.
encounter some languages unique to this world. These new Homes are heated and lit from central gas lines. A town will
languages are presented here. often have one or two train stations and a few official buildings.
Commirse. A Keystonean dialect of Common using Many towns publish a daily newspaper and/or one or two other
shorthand phrases and a wealth of economic jargon to allude periodicals. Town governments consist of a mayor and city
to other more mundane topics. council, police force, fire department, and a hospital.
Dit-Dah Code. A telegraph, ticker tape, and heliograph Modern city environments may have multiple train stations,
language using dots and dashes to represent letters and local, regional, and international post offices, and airship docks.
numbers. It is also used for punch card programing. Cities have large and competent police forces, fire departments,
Gent. Short for gentry, this is a refined form of the and hospitals. They often use extensive sewer networks to
common tongue used by the wealthy and over educated. provide waste removal and running water. A few wealthy
Gypsy Cant. A secret language, also called “Romany,” neighborhoods may even have electric lighting. Many cities
born and used primarily within nomadic camps and itinerant house the seat of government for an entire region or country.
fringe-of-society dwellers. ULLERA POPULATION RANGE BY SETTLEMENT TYPE
Herdian. A mongrel blend of Orc, Goblin, and various
Settlement Type Population Range
native race languages of the plains of Ullera.
Prude. A coarse version of the common tongue riddled Village Up to 2,000
with slang invented by the unemployed and working classes. Town Up to 50,000
City Up to 250,000

10
11
Artwork by Robert Altbauer
THE BASTION Prior to the arrival of Mezoqua emigrants, natives such
“Ne’er been one to call a place home … there be Homes for as the Pitch Tree Tribe of Leatherfeet and mixed tribes
the Sick, Homes for the Elderly, Homes for the Poor—not belonging to the Folk shared the land surrounding the
the kind of places a fella can get lost in, find hisself. Here, central village of Standing Pitch Tree. Uninterested in
you have that chance.” conquest, the humans instead learned from the native
– Jharlie Puck (“fastest gun in the south”) inhabitants—content perhaps merely to be out of the
desert—and the Krin and Sheraneek Nations were born
Population 3,696,150 (45% human, 34% halfling, under the boughs of the Standing Pitch. South of the
16% gnome, 3% orc, 2% other races) Painted River, the plateau upon which Standing Pitch Tree
Capital The City and County of Five Points (pop 59,000) rested has long been a natural deterrent against flooding
Notable Settlements Belle Venue (pop 168,100), and inclement weather. Long too has the region been
Garden City (29,650), Shawano (22,300) marked by bountiful greenery—soaring oaks, magnolias,
Government Confederal timocracy (nine appointed dogwoods, and pine trees filling the void between here and
county marshals and a comptroller each delegated by the the Blue Cape Mountains to the north where black bear,
Commonist League), and one autonomous municipality grouse, boar, wild turkey, and whitetail deer all roam.
Quite apart from the rest in the southwest lies cloistered
AUTHORITY Belle Venue. Founded as a humble fishing village
High Minister Parl Geffen Radditch Longtom overlooking the Manteca Gulf, this formerly Atanakan
(N male gnome [gentry]; spokesman for the city of Five city now boasts unrivaled wealth and unparalleled
Points and nominal figurehead of the Bastion) poverty to match. A place of decadence which masks its
internal calamity, Belle Venue is nevertheless known for
NOTABLE RESIDENTS its gourmet food and trendsetting music, all birthed in
Eirick Everin (CG male human [ulleran]; noted the stagnant swamps and endemic disease of the Three
Commonist idealist, equestrian, and suitor) Sloughs Delta. And though, statewide, many of these
Gavel Hallasmaster (CN male dwarf [brey]; noted things remain, so too have some very important things
information broker and the High Minister’s bodyguard) recently changed.
Laanwana (CN female human [ulleran]; quiet advocate
of the People and dark-eyed, brooding sponsor of the HISTORY
Mud Daubers) The most notable change occurred some three generations
Tadyurnok “Tad” Pelle (CG male gnome [sharper]; ago when northern settlers began to move into the region
descendent of “Rostafer, Savior of Belle Venue” and in droves. Initial reaction by northern settlers upon first
claimant as king to one of the most powerful Crewes in contact with the natives saw a mass exodus of the People
the city). of the Mounds. Many opted to cede their land rather than
risk losing their families and watching their homes burn
LANGUAGES to the ground to sate the land-grabbing appetites of what
Common (known as “Gent”, as opposed to “Prude” became known as the Expansionist wing of the northern
which is spoken in the North), Halfling, Musgee (native settlers. With the influx of population came a flood of new
tribal tongue), and Gnomish. ideas and industry, and after only fifteen years several
Those who speak Orc are viewed in an extremely poor, railroads crossed the state, all stretching to the same
even racist light, given the centuries of cruelty jonnish terminus—the site that links them all becoming known
tribes once perpetrated against leatherfoot and Folk alike. as Five Points. Over the next twenty years, the town had
quadrupled in size and become a bustling supply depot
MAJOR EXPORTS and railing juggernaut, but had also been divided by the
Transportation equipment, textile materials (cotton, factions that came to shape regional politics there: the
wool, flax), fine tobacco products, fruit, nuts, livestock. Expansionists and the Commonists.
Expansionists, largely composed of savvy urbanite
MAJOR IMPORTS immigrants and their indentured army of icetreaders,
Raw materials (coal, metal ore, timber), skilled workers, believed it was their destiny to tame the frontier and bring
furniture, gunpowder, feed, processed goods, textiles. order to an otherwise chaotic wilderness. Naturally, those
who stood against such progress were to be “removed”

12
or displaced. The Commonist cause, made up more of the Commonist League’s continued belief in mutual
of working-class immigrants and large swaths of the prosperity through a commonwealth of shared labor and
native population, cautioned against creating unchecked resources. Clear ownership of property and possessions
diasporas of people, and championed the idea of a common is approved by each county’s comptroller, whereas each
fellowship that promised to work through differences, county’s marshal enforces the law and oversees disputes.
no matter how great the struggle. Further divisions were Other state matters (e.g. trade, land-zoning, lawmaking,
drummed up and hostilities broke out. etc.) are overseen by the League itself, a purportedly
Their Venuvian neighbors, however, were not concerned. revolving body of officials representative of the Bastion’s
For generations had they established a functional and wide diversity, and deemed the most trustworthy and
thriving society where they lived, satisfied with what influential members from their respective camps. Rumor
they had built and unconcerned about the rapacious has it that the League has no true power, and is under
habits of others. Instead, they cut themselves off from constant review and repeal by Ulleran leadership.
the growing conflict, secluded behind fortresses of steel There is yet one corner of the Bastion where outside
and cannoned towers. Still, the war waged on with or political rancor has no say. Led by the Prefect of Belle
without Belle Venue’s consent, and while Expansionists Venue and her elected Council of Wardens, the fortress-
and Commonists both sent emissaries to curry favor and city and its surrounding hamlets have built an autonomous
assistance during those times, history has yet to tell how culture of strict organization and discipline coupled
successful any of them were or to what extent Venuvian with unchecked avenues of expression and recreation.
backing may have affected the war. Innovative civic bodies such as the Sanctification &
The fiercest fighting of the War of Division played Sanitation Department (SSD), Municipal Transport
out over four years across the state: pitting stubborn Department (MTD), and Department of Measures &
Commonist pride of their right to the land and a long Weights (DMW) all operate under the leadership’s
tradition of peaceful coexistence against bold Expansionist purview, with citizens of all stripes taking up positions
overzealousness in transforming the land and a long within these bureaus as Brigadiers or Watchers (the militia
tradition of successful campaigning. Ideal versus ideal, and police), Plugmen (fire and cleanup), Dispatchers
and brother against brother, the war resulted in the (porters and coach), and Levies (tax and gate keepers).
deaths of thousands and a rift that has only now begun to It is these long-standing, self-perpetuating governmental
heal. And though Expansionist numbers remain strong, functions which keep high-class Venuvians sequestered
the Commonist cause ultimately won out, leading to from outside influences, but also put them at odds with
the current climate in the Bastion. Only time will tell, grassroots feelings that call for parity and a more open
however, if that victory is permanent, or merely a brief society, like that advocated by the League.
calm before an even greater storm. Foremost among the Commonist League’s members
is the High Minister, currently a gnome by the name of
GOVERNMENT & PEOPLE Parl Geffen Radditch Longtom. Hailing from a gnomish
Transformed out of the ashes of the civil war that split enclave—bastions unto themselves—he is regarded by
these lands more than fifteen years ago, the Atlantan many as fair, levelheaded, and not without a firm sense
Society is all that remains of the still influential of familial jurisprudence that is seen as the hallmark of
Expansionists. Adopting a banner and change in name to his race. The Folk from the Blue Cape Mountains played
go with their vision of a human-led nation spanning across a significant part in the latter days of the war as they
the West from the Great Span, much of their bark is now began to mediate and enjoy confidence on both sides,
gone, but their bite still remains. Permitted to maintain a which historians are recording as having helped to end
private army of 5,000 icetreaders, all veterans of the war, the hostilities. Some see the Folk as the worst kind of
regarded as the Bastion’s only standing military, and led opportunists, however, pointing to the fact that steam-
by Commander Hardt (N male orc [borndrin]), a fierce powered weapons and vehicles of gnomish design often
opponent of “disloyalists,” the Society engages them in crop up in postwar collections from both sides of the
chaplain-led rebuilding projects across the state, while conflict.
also working hard at rebranding their image as responsible And whereas the Folk are relatively staid inhabitants
landowners and concerned patriarchs. of the Bastion, others of the land’s natives are restless.
The Society is allowed to exist, as are all peoples and Though no longer chief among them in numbers (because
persuasions within the borders of the Bastion, because of disease, diaspora, and war), the People of the Mounds,

13
as the tribal nations are collectively known, wage a patient the middle class of the city. Broadmeir is the industrial
war of tolerance and suffering against the onslaught of heart of the city. Lakeside is filled with parks and the
encroaching populations. Secretly at first, though not so mansions of the wealthy. Melody is famous for its artists
subtly these days, the People are building a resistance, and musicians. Rumrun turns shipments of sugar and wood
working to discredit and sabotage attempts at displacing into rum and watercraft. Lorue is a mixture of low income
them further, and even to supplant the current government housing and tenant farmers. Breem is well known for its
entirely, some say. warehouse district and skilled craftsmen. Crux is a mid-
In the mean, the People are defined mainly by their income ward that caters to the river trade. Low Bank is an
largest constituency: the Leatherfeet of the Pitch Tree impoverished ward notorious for street gangs and frequent
Tribe. As “pureheart kin” to all races, the halflings ever flooding. Dray and Drover are the two newest wards
keep their mixed brothers and sisters out of starting another composed of plantations that grow food and livestock for
war with their willingness to accept the Commonist cause; the city. A warden is elected for each ward who appoints a
not once forgetting (or able to forget) whose side they cabinet to help administer the ward. Wardens’ cabinets are
were on during the bloodshed. These Leatherfeet champion composed of the five commanding officers from each of
the People’s love of running free, living outdoors, and the city’s unique bureaus.
shepherding the land, but aren’t afraid of outsiders and
“building bridges,” qualities which continue to make them CAUSEWAY BRIDGE
the strongest and ironically least overlooked voice in a The largest mechanical bridge in existence, this major
mixed society that is still trying to find its way. road traffic artery leads into Belle Venue from across Lake
Char-Pony Train. It is also a time-honored mustering point
GAZETTEER for annual talks in discussing changes in colors, leadership,
The Bastion consists of one incorporated municipality and membership between the Heralds and Bannerguards
(Belle Venue) and five districts or counties. Outside of of the city’s Crewe Promenade during Masqueraad. Three
Five Points, which is its own county, the counties are massive sections of this five-lane bridge rise 220 feet into
named for the cardinal directions (e.g. “South County”) the air to allow the passage of water vessels. The center
and divvy up the land fairly equally by population. lane of the bridge maintains a skyrail line that operates
Prolonged settlement by civilized races has seen to the from beneath the arching superstructure.
removal or extinction of many of the most fell creatures
here as compared to northern regions, though at least GARDEN CITY
one recognized Rageaic settlement has sprung up on The earliest recorded shared settlement in the Bastion
the western range. Other occassional threats such as the began in the sandy hills here. At the time, Summerdale
itinerent giant or field-hidden gang of redcaps exist. Giant housed prosperous lines of both the Krin and Sheraneek,
dragonflies and mud bugs infest the rivers, and the rare though as more and more settlers were drawn to the town
giant snapping turtle also occupy overgrown places on the to luxuriate in the mild weather and friendly conditions,
coast. Winged lynx and caterwaul fish too are indigenous many natives became xenophobic at the overcrowding and
to the region. frivilous use of resources, relocating south or west. One
holdover of note is the Summer Parish, an old chaplain’s
BELLE VENUE training seminary founded by famed pioneer Welborn
The city is divided into twelve wards, all of which grew Smith, where many chaplains still study and return to when
organically causing the centers of each ward to bulge seeking respite. The city also caters to seasonal tourism,
from the inside out. The initial plan for Belle Venue was offering the finest “beauty and relaxation,” or B&R, spas
a perfectly geometric city with a series of square urban and the regional benchmark in herbal and alcoholic brews
blocks surrounded by diamond-patterned fortifications to complement the retiring scenery and services.
facing the Great River, explaining why First Ward is still Lying east along the rail from Garden City stands Soda
called the “Old Square.” Gant and Broadmeir were the Acres (pop 13,800), an agricultural hub made up of textile
next wards added to the city due to the sudden influx of and sugar farms. Soda Acres is also the nation’s largest
immigrants fleeing a rash of “corpsemen” on the Crab producer of carbonated beverages and soda drinks, hence
Islands. the name, and puts out a new flavor every year. This year’s
Old Square is famous for its hotels, restaurants, delight is “Pomegranite Blast.”
boutiques, and dance halls. Gant is a residential area for

14
THE GREAT RIVER dreaded caterwaul keeps to smaller creeks and streams off
Reaching its widest point (over 1 mile) in several places the main waterway, where land prey is plentiful.
along the Bastion’s western flank, the river is also known During the war, a number of earth and wooden wedge-
as the “Heartwater” because of its centuries-long role shaped fortifications were built and arranged along
in continental trade and traffic. The river’s long history the riverbank in saw-tooth patterns as defensive choke
also conceals many things, and it is an odd year when the points. Today, much of the Bastion’s army spends
diggers and surveyors who canvas the river’s floodplains time patrolling and securing these territories, often
don’t find some relic or body (or worse!) buried in the silt demolishing the forts after retaking them from bandits or
up and down its shores. smugglers held up inside.
ROCK MOUNTAIN
THE LOWSHORE
Composed of the Bubbling Water Swamp and the This massive quartz and granite dome, east of Five Points,
surrounding low coastal lands, this peat-rich wetland has is the tallest summit for miles around (at 840 feet). Dating
become home for many new settlers and older residents, back to prehistory, the People of the Mounds used it
collectively called “swampers” by folk at large. Numerous as a defensible vantage point and ceremonial site, with
pontoon towns and barge-cabins connected by planks strange circular rock formations still found on the dome’s
and floating bridges can be found tucked within heavy top to this day; oddly, these rock formations seemed to
mangrove coves and bogs to eighty miles inland. have served no real tactical purpose. The mountain is
Boggy Flats (pop 4,000) is the largest of these traversable by foot up an even slope on three sides, but
settlements, a place where peat from all over the Lowshore the fourth is a sheer drop and famous suicide location. A
is brought to market. Peat sold here is particularly prized skyrail line connects the Rock Mountain Observatory to
as a fuel source (for trains, etc.), and as roofing insulation, the army depot and base camp, Hiker’s Breach (pop 650).
demanding prices of up to 9 bucks a pound. The Flats also
SHAWANO
see many visitors year-round who come looking to make
their fortune by skimming and diving the waters offshore, Long a stronghold of the People, many developers and
in hopes of discovering some bygone relic or remnant from landowners have sought to acquire the town and nearby
the Drowning Isles, the vanishing archipelago of a long territories in hopes of creating a second Garden City on the
dead culture. coast. News of freak accidents and sudden deterants such as
Foraging, hunting, and taxidermy are also major disease and misfortune, the causes of which are seldomly
pastimes in places like Portfyre (pop 1,800). The ground apparent, routinely block such land-grabbing attempts. The
in these locales is pocked with steaming tar pits that are deer population is immense here, and the People hold these
scoured for hidden treasures, most often well-preserved animals in high regard. There are many eyewitness stories of
carcasses. Afterward, these tar pits are set aflame by locals lone bucks or small groups of does coming to the aid of an
to provide lighting or as entertainment. Wildlife in the area injured or threatened traveler, and even some who claim to
includes mallards, herons, egrets, and ibises, while toads, have seen natives “conversing” with the deer.
turtles, lizards, and snakes are often kept as pets, and more
dangerous bog threats such as bleeders, dire alligators and “Listen here, now, ‘less you forget. The number ‘5’
bears, and even carnivorous plants, like the hooded pitcher is afforded much significance, what some ‘ould say,
or the predatory thorny hurler, are to be avoided. superstition, in the city. You find it ‘ere you go, and
that’s no mistake. A’fore five railways as there’s always
PAINTED RIVER been, more had we then; bought and sold for the keeping!
Where rail and air transport dominate travel in North, East, Four walls do not a coterage make for the Folk, as
and West County, towed-barges, paddleboats, and steamers pentagonal designs are comin’ into fashion hereabouts.
of all sorts troll the over 400-mile artery that navigates And the five burrows, you no doubt know…but what o’
South County’s deep reaches. The river, a symbol of their the five marks, hmm? A ‘paw’ … yes, ‘s what they call it
lifeblood, takes its name from Musgee; various spurs of don’they? What’s now five ink-dipped fingers pressed to
rock and overhangs bearing evidence of Nature’s art in a bill of trade was once an old truce ‘n greet o’ passage
metamorphic swirls and swatches of color. Its banks are ‘tween friends among the People, like a firm clasp o’
studded with cypress, sweetgum, and white hickory, while hands. S’true. C’mere, I’ll show ya how it’s done.”
its waters are full with trout, bream, bass, and catfish. The —Marla Aves on local customs

15
SUGAR DOME The neighborhoods, called “burrows,” as coined by
Behind their polished veneers, Venuvians have a mean Leatherfoot and Folk surveyors, are all fairly strictly
streak of competition and a vigorous gladiator tradition. defined. Much of the manufacturing within the city,
Arenaed within the Sugar Dome, beasts, machines, and including RaccWear’s headquarters, is located in
gladiators alike do battle for glory and wealth. Most Thrasherford, named for a prominent founder. Other
battles are nonlethal and full medical support is provided burrows include: Marlasville (after the highly revered and
for all combatants. Death matches, called “Blood Wails,” elderly comptroller who still presides there), East Town
are rare, and often fueled by intense rivalries among (shared by humans and icetreaders; where the army camps
gladiators or between differing schools of thought or in winter), Old Fourth Quarter (predominantly tribal
criminal disputes in society. Standard ranged weaponry natives), and Claytonburg (the richest and most affluent
and firearms are prohibited as a courtesy to the viewing neighborhood).
audience. The Dome is often transformed to accomodate
other events, such as the “Bayou Thunder” (a swamp boat POINTS OF INTEREST
race), “Gator Hunt” (a somewhat less sporting version of Five Points Enclave: A much lauded and influential
a tribal rite of passage), “Mudbug Madness” (a demolition learning and residential center begun as a Folk
derby involving wheeled, tracked, bi- or quadripedal, and neighborhood before the Abolition War came to these
air cushion vehicles), and the “Gorgon Run” (wherein lands. Enclaves are renowned for producing brilliant
citizens reenact the last successful invasion of the city, an minds and brokers of social welfare within the secluded
event that sees them play out both sides of the conflict in suburbs where they are found, though Five Points Enclave
all its gory detail). is unique for the openness and transparency it allows, even
providing grounds for an academy open to the public.
FIVE POINTS Outstanding members of the enclave often reach out to
Latitude 33N 45’, Longitude 84W 23’ private concerns around the region to satisfy a need.
City Seat of the League: A splendid piece of architecture,
Government autocracy evincing the joined work of many races in its veined marble
Population 59,000 (41% human, 34% halfling, columns, handsome clay-tiled roof, and richly polished
17% gnome, 7% orc, 1% other races) latticework windows. The Seat houses the clerical offices for
Major Industries Rail, cotton, seasonal crops (peaches, the comptrollers and an auditorium where they convene with
pecans, peanuts) marshals and other citizens during public hearings.
The Springs: Due to Five Points raised position above
NOTABLE RESIDENTS
the riverbed, getting water to the county can be difficult. A
High Minister Parl Geffen Radditch Longtom (N male number of ferrying services and water towers are available
gnome [gentry]) to the citizenry, but the most popular method of getting
Jonas Thrasher III (CG male human [ulleran]; youngest water is by the many artesian wells kept here. Groundwater
heir of whom and single richest landowner in the city) is plentiful, and since much of the city’s center is at a
Marla Aves (CG female halfling (leatherfoot); local lower elevation than the plateau’s ridgeline, the use of
historian) artesian wells is an effective and inexpensive way for the
city to supply water to its people. Several of the wells
have seen postwar conversions into luxurious beauty and
Also called “Terminus,” the city’s prominent rise from
relaxation spas (rivaled only by those in Garden City),
depot to trade center over the course of a few short decades
famous for its heated mud baths, massage therapy, and
owes largely to the rail industry. There are five major
“gingerroot” teas (known for its restorative properties), all
railway companies that originate here, doing business of which can run a customer upwards of 50 bucks a visit.
far and wide: Ulleran Road*, South Settler Rail, Central “The Switchtracks”: While air traffic transfers through
Banking Rail (CBR), Bastion & Sunderland (B&S)*, the Milepost, the Switchtracks, an organic community
and All Points Rail (APR)*, by order of establishment belonging to workers called “rail gypsies” that grew up
(railways with an ‘*’ changed names due either to mergers along the rails, services five independent rail-lines (each
or takeovers). While not directly responsible for how the with its own circuit of spur lines). There are rails each that
city is structured today, the rails brought trade, war, and travel through South and East Counties, two that mainly
ensuing peace to the region, negotiated by the people who engage in northern trade, and one that goes west through
would call it home. Decant (pop 1,100) and Abernathy (pop 5,200), then on to

16
Naughton in Harmonia. Each of these railroads is dotted Float Like a Butterfly (2/Short or Long). Sarzec can take the
with dozens of outlying farms and smaller settlements Dodge action as a bonus action.
where rail gypsies congregate to maintain the spur lines
and benefit from doing commerce with travelers. Indomitable (2/Day). Sarzec rerolls a failed saving throw.
Terminus Army Depot: The largest military training Second Wind (Recharges after a Short or Long Rest). As a bonus
grounds in the Bastion, the annual number of soldiers action, Sarzec can regain 20 hit points.
stationed here averages 3,000, accounting for the majority
of icetreaders in the city. Encamped amid a tent-city with Sting Like a Bee. Once per turn, when Sarzec hits a creature with
very few permanent structures, soldiers practice routine drills at least two unarmed strikes during his turn, he deals an extra 1d6
bludgeoning damage to the creature.
and see to ground repairs. The cost of encamping such large
numbers of troops in the city has persuaded army commanders ACTIONS
to give local businesses leasing rights to employ small Multiattack. Sarzec makes four attacks with his unarmed strike.
companies of soldiers for approved labor and security tasks.
Zero Milepost: Rising high above the rustic, track- Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one
laden landscape is a 500-foot slender tower of gently target. Hit: 7 (1d6 + 4) bludgeoning damage. Sarzec’s unarmed
strike are considered magical for the purpose of overcoming
rusted metal framework and cable; the most recognizable
resistance and immunity to nonmagical attacks and damage.
supply offloading and airship mooring point in the
Bastion. Begun as a simple spike in the ground to mark BOON
where future railroad tracks would intersect, the Milepost A PC who lasts more than 5 consecutive rounds with Sarzec in a
became not only the center of town but a symbol of friendly challenge bout will earn his respect, and Sarzec will offer his
Bastonian unity. During the war, neither side would lay services as an added strong-arm for 1 day free of charge, or even an
siege to it out of respect for its meaning (though more alchemically-enhanced tattoo at reduced cost, within the next week.
likely because it was too important a strategic locale

Artwork by Mates Laurentiu


to do away with). Most talk relating to distance in Five Sarzec was born under a circus tent and has traveled with
Points and the surrounding countryside is measured various carnival troops all his life. His bald body is a
by the Post, as in, “Army’s gone out beyond the ten- supreme display of the tattooist’s trade, mixing together
Milepost,” or, “His place is out beyond the Post” tattoos of normal and alchemically-enhanced inks. He
(meaning the Post can’t be seen from that location). usually gigs “king of the ring” matches, as a carnival
strong man, or even tattoo artist, but has lately formed a
SARZEC “THE MAGNIFICENT”
“Split your lip for it?”
Medium male human [ulleran], neutral evil
Armor Class 15
Hit Points 165 (22d8 + 66)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 8 (-1)
Saves Strength +8, Constitution +7
Skills Athletics +8, Deception +3, Intimidation +3, Perform +3;
dice gaming set +4, tattoo kit +4
Senses passive Perception 12
Languages Common, Halfling
Challenge 9 (5,000 XP)
Alchemical Tattoos (Recharge 5-6). Sarzec’s alchemical-inked
tattoos grant him an underhanded advantage. When Sarzec hits with
an unarmed strike, the attacked creature must succeed on a DC 16
Constitution saving throw. On a failed save, Sarzec can choose to
either push the target 10 feet away from him or impose disadvantage
on the next attack roll that target makes before the end of its next turn

Dukes Up. When not wearing armor or using a shield, Sarzec adds
his Constitution modifier to his AC (included in AC) Sarzec “The Magnificent”

17
carnival smuggling ring. He is proud of his hand-to-hand pain of confiscated goods, as decreed by the many forged
combat style and loves to rip apart opponents with his bare congressional writs he keeps about the place.
hands. His three most impressive tattoos are the angel and “Grabnsnatch” Docks: A series of low-board vessels
devil decorating opposing arms, and the ironclad sailing and beached housing forms an awkward walkway and
across his chest. docking facility where most of the town resides. Named
as such because vessels here bear names such as “The
NIVENS’ OUTLOOK Dauntless Grabnsnatch,” “The Water Sprite Grabnsnatch,”
Latitude 27N 46’, Longitude 82W 38’ or “The Teary-eyed Grabnsnatch,” designating the vessel’s
Town primary use,. A crew of mercenaries who work for Nivens
Government overlord tending the artificial wave barrier that is used to mark the
Population ~2,500 (can increase to twice this number town’s outer limits are also quartered here.
before and after rainy seasons; 63% human, The Gull’s Nest: A lashed and welded assemblage of
17% halfling, 16% elf, 14% others) three or four different masts rise over a hundred feet in
Major Industries Salvage and recovery, rare and black the air marking the town’s highest point. Lookouts do not
market items trade, piracy, information post here, but the masts mark where many of the islands
denizens come to fill their cups and partake of the more
NOTABLE RESIDENTS
carnal pleasures in this ramshackle den that is also one of
Jonah Bell Nivens (CN male human [ulleran]) the only freestanding buildings anywhere in town.
Caerwyn (CN female half-elf [loci]; at times Jonah Bell’s The Laffey Theater: Called “Laffey’s,” this multi-stage
first mate and rumored lover, at other times his greatest performance arena hosts everything from bawdy theater acts
competition for control of the town), to black market auctions, and from empty audience readings
Reemus KorDolloway (NE male human [ulleran]; the of epic poetry to packed house crooked mock (and not so
foremost local expert on legends and rumored treasure mock) trials that usually end in a dunking (or a hanging).
locations).
JONAH BELL NIVENS
Whereas most upstanding citizens go through Boggy Flats “Ware your eyes and pad your thighs if yer wading round these
to acquire a treasure hunter’s license—a practice never made parts. The water hides more’n shiny treasures!”
official by the federal government—on their fortune-finding Medium male human [ulleran], chaotic neutral
excursions off the coasts of South County, a less savory sort Armor Class 20 (diver’s plate and shield)
finds his home in the flotilla of private and contract vessels Hit Points 143 (22d8 + 44)
that make up the community of Nivens’ Outlook. Speed 30 ft.
Ostensibly led by a salty crumb of the earth pirate STR DEX CON INT WIS CHA
and enforced by a tenuous league of “loyal swabbies,” 18 (+4) 12 (+1) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
Jonah Bell Nivens oversees a semi-legal marine salvage Saves Strength +8, Constitution +6
operation that fuels the local economy. The Ulleran Skills Athletics +8, Intimidation +4, Investigation +5, Nature +5;
government has made some kind of deal with the pirate, at cards gaming set +4, navigator’s tools +4, vehicles (water) +4
first glance anyway, that he police the islands and report Senses passive Perception 12
on any news that comes his way—though what he shares Languages Common, Dwarvish
is anyone’s guess. Steam trawlers, barges, sailing vessels, Challenge 9 (5,000 XP)
and dinghies litter the island where the Outlook calls Diver’s Plate. Nivens’s full plate armor allows him to breathe
home, and attracts more than its fair share of cutthroats, underwater for 1 hour.
gypsies, and tramps.
Indomitable (2/Day). Nivens rerolls a failed saving throw.
POINTS OF INTEREST Propeller Boost. While underwater, Nivens can launch himself up to
Filcher’s Bureau: Nivens runs this small ticket office out 20 feet in a straight line as a bonus action. If Nivens makes an attack
of a covered barge he keeps floating near to shore. Visitors after this movement and hits, he deals 5 extra bludgeoning damage
can purchase portage, steerage, and salvage licenses through and the target must succeed on a DC 15 Strength saving throw or be
this office. The pirate mayor often pesters, but never harms, knocked prone.
visitors with valid “shore-bought licenses,” and is not Second Wind (Recharges after a Short or Long Rest). As a bonus
above trying to swindle them into buying a second set on action, Nivens can regain 20 hit points.

18
ACTIONS alternative to river travel, but rural settlers only see their
Multiattack. Nivens makes three attacks. lands being bought up or reduced, and river transport
businesses don’t fancy the competition. Because of all this,
Bucklergun (Revolver). Ranged Weapon Attack: +5 to hit, ranged city planners and other interested parties are beginning to
50/150, one target. Hit: 8 (2d6 + 1) piercing damage; deadly, reload (6). think they’re sitting on a social powder keg in Sleepers
Falchion. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Camp (pop 1,450), where railroad ties are manufactured.
Hit: 9 (1d8 + 4) slashing damage. Adding to matters, the town is set to host a delegation of
Rauschite priests who wish to bless the undertaking as they
Harpoon Gun. Ranged Weapon Attack: +5 to hit, ranged 20/60 or commemorate one of the few remaining Brelonite places
30/90 underwater, one target. Hit: 7 (1d10 + 1) piercing damage; of worship in Ullera.
two-handed, loading. Masqueraad: During this celebration marking the end
of the year, wherein citizens of Belle Venue enjoy masked
REACTIONS balls, parades, stunts, trysts, and are invited to indulge
Parry. Nivens adds 2 to its AC against one melee attack that would themselves in bawdy affairs and the “art of the vendetta”,
hit it. To do so, the captain must see the attacker and be wielding a
outside interest and participation in the infamous week
melee weapon.
long event has reached an all-time high. The Prefect and
BOON
leaders of the city have decided to institute a new tradition
Nivens can arrange to have the PCs released from custody or spared of permitting one new Crewe Promenade to form out of the
criminal penalty while in the Drowning Isles—for a price. masses of non-citizenry seeking admission at Masqueraad,
a post to be held in trust by them throughout the year (with
This canny pirate specializes in high-risk dives into restriction of residence to those who can actually afford to
shipwrecks and the undersea ruins dotting the Drowning live there). Though the highly competitive and territorial

Artwork by Mates Laurentiu


Isles—that is, when he isn’t playing lord and mayor to kings, queens, and courtiers who lead and make up the
his own self-titled settlement. His success has earned him bulk of each Crewe may have other ideas.
acclaim and the envy of other sailors, though few would
disagree that his success was not achieved without help—
but from whom?
Nivens knows that valuable treasure finds are extremely
dangerous, drawing in competitors and local navies.
Wrecks themselves are often dangerous and can be
unstable or infested with monsters. Nivens tends to
operate in secrecy with a trusted crew, and he changes
boats and routes frequently to throw off spies and thieves.
He is known for using a rubberized and airtight suit of
plate armor that allows him to walk along the seafloor at
considerable depths.

BASTION ADVENTURE PLOTS


Flooding Five Points: An underground movement
from within the People have taken to dressing up as “bog
monsters” and filling the artesian wells within the city in an
attempt to back up some of the wells and cause the others to
flood the city. The saboteurs are particularly skilled at this
considering they use methods once common among their
people for constructing mud chimneys and tunnels. As such,
the name they’ve taken for themselves translates into “Mud
Dauber” (a distinctive mud-dwelling wasp).
Holy Water Vs. Holy Railers: Work on a sixth railroad
linking Five Points with parts along the Painted has been
ongoing for six months. City folk see it as a convenient Jonah Bell Nivens

19
HARMONIA which confer more civilly than in the rest of the nation.
“What too many folk aren’t for knowin’ is, this is where From steel mill studded valleys to coastlines sprawling
we work, what makes us who we are, what we want the with vast plantation acres, and from blue-hued strips of
future to be…” mountain country to the wide plateaus and steep ridges that
– Tomdan Merlyn (personal envoy to the President’s partition the rest, Harmonia is likely the most unspoiled
Mansion and renowned freelance courier) of all incorporated Ullera. Thanks in part to these unique
geographic features, and Harmonites own quiet yet proudly
Population 4,266,700 (33% human, 27% gnome, held social contract of “living apart,” broad travel and
20% halfling, 14% dwarf, 4% orc, 2% other races) settlement in the region is anything but ordinary.
Capital Summit City (pop 65,650)
Notable Settlements Naughton (pop 164,500), HISTORY
Ardenboro (128,800), Betel (70,150), North Fork (30,450) The tale of Harmonia can best be summarized by
Government Representative council (composed of elected examining the artery through which its lifeblood—its
industry leaders) people—arrived: the Abolition Trail. The Trail was
first used by ancient tribes in various short segments as
AUTHORITY they followed migration patterns of deer, elk, and other
Chief Councilor Eustice Curutherford (NG female human beasts. Its more recognized use came in the days before
[ulleran]; Harmonia’s first female governor, duly the Abolition War. Slaves from near the Inland Seas and
appointed on widespread popularity and trade council other parts in the northern Feral Expanse fled their harsh
approval after rescuing her predecessor’s youngest on masters and clung to the largely unknown path, hiding
the Abolition Trail. She then delivered a scathing in caves and creek beds as they did. Together, after the
reprimand to the former Councilor’s face in light of that Brey offered their assistance to indigenous humans,
event among others.) gnomes, and halflings, Harmonia’s forebears secured the
northernmost hundred miles of the Trail with garrisons. It
NOTABLE RESIDENTS was here that the first fugitive freemen formed an alliance
Lady Burnelle Doroth (N female dwarf [drague]; iron- with the dwarves. Dwarven control of the Trail expanded,
fisted plantation owner and wealthy socialite) and it became a means for spies to transfer information
Messer Illbottom (NE male half-orc [avus]; cunning knave throughout enemy lines. It was on the Trail that Human
and personal rival of Tomdan Merlyn) and Dwarven forces met, even surrounded on all sides
“Tiny Red” Gage (CE male gnome [sharper]; smuggling by Rageaic regiments. While unconventional (in that the
savant and foremost rumrunner in Harmonia) forces voluntarily allowed themselves to be flanked), “The
Pinch” worked, securing the Trail as a conduit for supplies,
LANGUAGES espionage, and free passage for new freemen.
Common, Dwarvish, Gnomish, Halfling, Sylvan During the Abolition War, a platoon of freedom fighters
hid in the nearby caves along the Trail and discovered
MAJOR EXPORTS a concentration of saltpeter, crucial to the making of
Raw materials (coal, metal ore, timber), gunpowder, fine gunpowder. They risked life and limb to report this
alcoholic products, laborers, fine tobacco products, fine discovery to their superiors. Soon, an entire garrison was
horse breeds. stationed there to ensure the goblinoids couldn’t take the
powder, and a strong Federal Ulleran military presence has
MAJOR IMPORTS remained in the region ever since.
Transportation equipment, fruit, livestock, processed Though fiercely independent, Harmonites possess a
goods, grain, textiles, skilled workers. deep patriotic streak that stems directly from the state’s
experiences during the Abolition War. Although historians
Harmonia describes the largely mountainous state seated in Keystone largely dispute the claim, native residents still
laterally across the center of Ullera. Named for the peace boast that Salton was the first “true” Ulleran town. Still,
and tranquility of the local nature, with a mild climate there’s no doubt that the discovery of the saltpeter mine
featuring few extremes, Harmonia is by all accounts a there was the turning point of the War here, and no small
pleasant place to live. In recent years, it’s come also to cause for the state’s patriotic pride.
refer to the diverse racial, social, and political factions

20
GOVERNMENT & PEOPLE and six hundred federals died in that period. The tax is
Unlike in other regions of Ullera, where the people and currently at 3%, paid on an honor system. Because of
their homes are divided along more politically driven events like these, the term “Berradiner” has been embraced
lines of race or socioeconomic status, Harmonites can be by anyone exhibiting or supportive of such behavior.
categorized more easily by relational borders and group While much of the legal trade of distilled spirits occurs in
sensibilities reflected in the small geographic differences Ardenboro, rumrunners bent on evading taxes do a decent
than by anything else. Resourceful, stubborn, trustworthy, portion of illicit trade throughout the state, too. There has
and backwards—all terms which have been used to rarely been a major bust of this illicit activity in Harmonia,
define citizens of Blue Cape, “The first place you’d want however, which leads citizens to believe the authorities are
your wagon to break, and the last you’d want to insult either inept or in bed with the rumrunner elements.
someone,” and all are true to some extent. The people Despite years of peace, Harmonites quietly (but not
of Oyo Valley are said to be as diverse as those in all of secretly) train and maintain an all volunteer militia, with
Ullera, and just as unpredictable. Conversely, the people members as young as thirteen. Even many federal soldiers
of Smokerise are a quiet, determined frontier bunch, garrisoned within the region sneak off on duty weekends
where meeting eyes with a resident elicits a silent nod to drill with the Eveready, who number in the thousands.
but rarely more. And most know the people of Susquah Brigadier General Andrew KorDunna (LG halfling
are rich, with a self-aware reputation for elitism. Despite [leatherfoot]) currently leads the Eveready, personally
these differences, they are nothing more than what might commanding a cavalry regiment (thought outdated since the
be found within a very, very large family, and it is the advent of vehicles) of 200 soldiers mounted on all manner of
commonly held practices of the region which are more beast: horse, pony, and riding dog, among others.
characteristic of its nature, if not its name.
Many towns in Harmonia are governed by Trade GAZETTEER
Councils, composed of members from each of the major Harmonia boasts four distinct districts, each offering
trade industries (labor, transport, thoroughbreds, and notable economies and cultures. These are (from northwest
spirits). These members hold closed-door meetings to set to southeast): Oyo Valley, Smokerise, the Blue Capes, and
trade quotas, tariffs, and enforcement measures. Apart Susquah Bay. There are several hollows and shanty towns
from these measures, much of the policing and governing in Oyo Valley populated solely by Rageaic ex-patriots and
happens on the local level, with many concerns taken up refugees that have fled here hoping for tolerance from the
and resolved by the respective parties without outside surrounding populace. Smokerise residents enjoy regaling
arbitration. each other about a family of Cairnbûd tending a herd of
Though Harmonites are well known for congeniality bison on the plateau. Tales of a crag creature, thought to
among their kind, their fierce independence is equally have been a war beast near the tail end of The Fervent
as famous. A segment of the population from Berradine Fight, continue to this day, some say raising a brood in
County, called Berradiners, are the prime example of this. the Blue Cape Mountains. And though the shores feature
They are frequently guilty of refusing to answer federal little more than abundant waterfowl and the rare cryptid as
census data, failing to register for the military draft, and compared to the interior, Harmonia’s hazardous coastline
making outsiders feel quite unwelcome.Any attempts to has claimed more ships than any other in the nation.
disrupt the moonshining trade of the Berradiners is met
with outrage (and often violence). ABOLITION TRAIL
The largest number of Ulleran deaths in Harmonia Starting near the Bastion, running through the Blue
since the Abolition War ended here is known as the Cape Mountains, and ending on the northeastern edge of
County Slaughter, an event that erupted after the Federal Ullera is an ancient footpath known by locals as simply
Government increased the tax on spirits and potions from “the Trail.” The Trail is largely traveled by history buffs
3% to 7%. Berradiners simply refused to pay, bypassing and adventure seekers. Though far from uncommon,
federal checkpoints to deliver their goods direct to rumrunners and other illicit activity on the Trail are
consumers. Locals started outfitting their wagons with infrequently reported, and haven’t garnered federal
cannon and steel plating. The government sent in one attention. What all trail-goers are fully aware of, and
thousand soldiers and an air squadron to collect the taxes. try desperately to avoid, is the true terror of the region:
They were met with gunfire, which went on for four days mothman. Residents are unsure if only one such specimen
until the federals retreated. Over one thousand Berradiners exists or if there are many, with only solitary sightings

21
and no corpses to mention. Whatever the case, the BLUE CAPE MOUNTAINS
cryptid roams always out of sight of larger settlements Weaving its way between broad leafs and needle leaves—
and can scarcely be tracked across open ground. More primarily spruce, fir, and pine—the Trail finds its home
than a handful of people have been committed to mental among the crooks and valleys in a range of low peaks
asylums or worse after coming face to face with this called the Blue Capes. The Blue Capes form the spine and
boogeyman of the mountains and canyons where the southernmost extent of the “Ulleran Uplands”—a series of
Trail wends travelers. plateaus and ranges that create an east-west barrier up and
down the continent. All manner of arboreal and ground
ARDENBORO burrowing animals abound here, preyed upon by snakes,
Situated at Buckeye Falls, a series of rapids and a foxes, coyotes, and wolves. Cliff faces and mined fault
natural barrier to boats and barges on the Buckeye lines lie open like old wounds up and down the range,
River, settlement became forced here at this stopping some of which hide crystal smokehouses once used by
point. During the early period, boats were rented so that woodland tribes of the Folk and Leatherfoot, or expose
individuals could debark at one end of the falls, return their temporal riparian biomes where ancient wildlife has
rented boat, procure wagon transport to the other end of stewed since time immemorial.
the falls, and rent another boat for the rest of the way. This Sunk into the salt marshes of the Sheraneek River
practice ended when the Arden Locks and Dam Project basin, Salton (pop 1,500) has long been an ecological
was completed, allowing largely uninterrupted travel. By curiosity of the region. Prior to settlement, these marshes
that time, however, Ardenboro was a permanent fixture. attracted wildlife, or some say spawned it through the
The city attracts thousands every year for the annual weird ministrations of astronomical phenomena and
Ardenboro Runoff, the capstone event to two weeks of geological stress unique to districts like Salton’s. Some of
drinking, riding, showmanship, and celebration. Such an the most ancient remains of prehistoric creatures are found
honored, apolitical venture is the Runoff that members preserved in the region. Most notably, locals tell of the
are welcome to enter from any nation, even Atanak. mid-torso and head of a precursor resembling a kelpie—
Nevertheless, some small amount of drama always with gangly, webbed hands, and a misshapen horse’s
threatens when outspoken members of the Enesora from skull—that was found nearly perfectly intact during a
Sunderland come to attend the event, conducting usually saltpeter excavation decades ago. Others, though, dispute
nonviolent civil disturbances and preaching against the the claims that such cryptids are limited to the fossil
recreational servitude of their “bondslave” cousins. record, and aren’t above sharing these secreted locations
with interested parties.
BETEL
Something of an anomaly among Ulleran cities, the people HEALING WELLS
here are very well integrated yet also seem to conform Thermal vents run throughout the Blue Capes, and the
to the most predictable stereotypes of their breed, all at nearest minerals often form a solution in the natural pools
the behest of human planners. Smaller folk (halflings of water that collect here. Primitive beings held these
and gnomes) tend to fall into servile positions, pushing springs sacred. Today, those aware of these wells use
papers and running errands; dwarves do much of the labor them for all manner of healing. Travelers who rest in and
in the city. Unions govern the shared work, with human around these springs may double their natural healing rate.
overseers to guide everything, but no one does much Spending just an hour soaking in a healing well lessens the
complaining outside of their own inner family squabbles. following conditions by one step: exhausted to fatigued to
Betel is also unique for two other reasonsboth defeats. normal, or nauseated to sickened to normal.
A bulk of the leadership offered the Expansionist cause
during the Bastion’s War of Division were educated in NAUGHTON
Betel, and the city became a major funnel for political Occupying a substantial bluff rising from the Heartwater,
support and resources in that struggle against the Bastion’s the site of Naughton is a natural location for settlement. First
native constituents. Furthermore, Betel was among the discovered by primitive Rageaic tribes, for over ten millennia
leading cities in the bid to win the privilege to become they occupied the bluffs along the river, continually building a
the federal capital. Despite these setbacks, Betel remains large mound on the bluff. Today, the city’s “Star Committee,”
a proud and respected city, and a nerve center attracting an elected trade council of seven (one each drawn from the
newcomers and forward thinking radicals from all around. state’s primary industries, and three nonbusiness related

22
adviserships) oversees things. Several large islands exist off Berradine County (est. pop 16,000; citizens do not
the river banks of Naughton, all reserved by government consent to the federal census) has long been renowned
decree for tribes seeking peaceful shelter after the War of for its distilleries. Since the art of distilling alcohol was
Division in the Bastion. Racial tensions are high in Naughton, developed, denizens of the county have worked to innovate
however, as interest groups are challenging the local and perfect the practice. Locals claim that the region’s
government’s tradition of mandating that at least two tribal natural freshwater filtration system provides the best
members maintain sovereignty on their island sanctuaries as circumstances for moonshine and other distilled goods.
well as have seats on the Star Committee, though militant Outsiders, however, claim that the backwards folk are so
reactions have yet to develop. miserable in their squalor they have to drink to stay happy,
Naughton has the second largest contingent of tribal resulting in their high level of skill making the drink; the
peoples—outside of Shawano in the Bastion—living within its truth lies somewhere in the middle. Towns in Berradine
borders. Naughton also has the second-busiest cargo port on County typically hold no more than 200 permanent
the Heartwater, second only to Belle Venue. Four heavy-duty residents, and largely serve as trade points. Residents live
rail bridges cross the Great River at Naughton; two with lanes in multigenerational family steads spanning dozens of
for steam wagons, carts, and foot traffic. Persistent volumes acres. Many of them still don’t boast modern amenities,
of rail freight move through Naughton, transported by its two and don’t much care to.
railways: Barber & Whitehall (B&W), and Ulleran Road, both
of which do major trade between Ullera and Rausch. SMOKERISE
From the Heartwater, clear to the foothills of the Blue
NORTH FORK Capes, Smokerise is a watershed plateau that has seen its
The world’s largest naval shipyard lines the docks of share of troubles. The term was coined by human settlers
North Fork, taking up the majority of the shoreline here. perched on nearby hills who saw myriad plumes of smoke
This port also serves as the third most popular point of coiling from primitive tribal camps. During the Abolition
embarkation for exploratory endeavors. From North Fork, War, the bulk of the bloodiest battles happened in this
adventurers can commission ships on air or sea to traverse area, with entire settlements, forts, and forests set ablaze
the Great Span on a voyage to the Eastern Continents. by warmongers. Even now, the district earns its namesake
Shellfish and other sea life are heavily harvested here from the sheer number of industrial factories and forges at
and find their way onto everyone’s plate, and into all work atop the plateau.
manner of personal and house decoration. Sightings Riverpoint (pop 1,150), long a military and economic
of giant jellyfish, shark-eating crabs, and at least one strategic location, sits at the confluence of the Buckeye
shipwrecker crab are reported in the region at various and Stonejaw Rivers. The town serves as a trade depot
times. Some point to the coastline’s heavenly formation in for Harmonia to the north, allowing easy commerce with
ancient times as the reason for such large and threatening many parts of Sunderland and Keystone. Fort KorLee was
specimens today. Others suspect the government knows erected here before the first shots of the Abolition War,
more than its letting on about these finds. News of glowing and housed human soldiers and goods. It still stands to this
orbs (or “caseless lanterns”) being transported from the day, but more as a historic museum than any true form of
water’s edge to secluded locations inland, dockworkers not defense. A small federal presence (80 resident soldiers)
requiring light to work at night, and decommissioned dry is here to regulate interprovincial trade and provide the
docks where ships haven’t been made in months have thus appearance of security.
far proved nothing more than coincidences of the day.
SUMMIT CITY
OYO VALLEY Named for its elevation and easy access for zeppelins, Summit
Married to the original Folk name for the Buckeye City has only recently flourished into a political and economic
River, Oyo Valley serves as an integral link in a major powerhouse. This is thanks to the founding of many major
overland trade route across Ullera: Topper’s Highway. coal mines nearby, and its strategic location (in the near middle
The Highway starts deep within Keystone, travels of the nation). All these factors led to a congressional vote to
across Harmonia through Oyo Valley, and spills out move the Ulleran capital to Summit City, and with it a boom
into the Heartwater. All manner of industrial work of population. Artisans and architects were brought in from all
abounds along this route, from the turning of turbines corners of the known world to craft illustrious buildings and
to the cooling of slag. pave new roads. Work finally completed this year on the State

23
Building, President’s Mansion, and Halls of Congress, and a CHARTON
special congressional session to be held uninterrupted by the Latitude 38N 27’, Longitude 82W 38’
ongoing construction will fall on the first Monday this August. Town
Other architectural feats in the city include four buildings Government autocracy
over ten-stories high, each with special rooftops that serve Population 3,350 (50% human, 25% gnome,
as private airdocks able to receive up to four zeppelins 10% halfling, 9% dwarf, 6% others)
or copters at a time. The rarity of these airdocks (due to Major Industries Iron, medical services and supplies,
government regulation) makes use of them nearly cost freight
prohibitive to all but the most wealthy operators, though
cheaper landing zones exist outside city limits. However, NOTABLE RESIDENTS
the residents of Millionaire’s Town, located roughly eight Mayor Turlis Auscamp (NG male human [ulleran])
miles northwest of the city limits, require no such low-grade Slovak “The Ironmonger” Weiscov (LE male orc [borndrin])
municipal handouts. As its name suggests, this suburb is
situated in the perfect location for Summit City’s richest Charton began as the Weiscov family estate in the
members to enjoy a modicum of privacy, and an exclusivity Silverwater Valley of the Blue Capes district. Trade and
of access and privilege to the fruits of everyone’s labor— travel down Topper’s Highway brought immigrants, and
even behind the closed doors of their private community— extended-family settlements like Weiscov’s Landing became
that some are beginning to clamor about. the norm as the federal government was eager to grant plots
of land to those who would develop them. Ultimately, the
SUSQUAH BAY settlement changed its name to Charton as it grew into a
Residents forever spin stories about this district’s town and industry started to blanket the region.
formation after the impact of a burning, building-sized The town’s economic growth came from the pig iron
meteorite that struck the bay an eon ago. People here smelts and stockyards that built up here. The Barber &
are a weathered and colorful sort, with a tradesman’s Whitehall Rail Company also maintains a small depot and
appearance and a poet’s acumen at speech, they balance
an appreciation of seafaring myth equally with the science station in the town. During the second span of warfare
of a laborer’s trade. The Bay is also the most developed that marked The Fervent Fight in the region, chaplains
military and shipping port in the nation, where Ulleran used Charton as a base hospital for tending to the sick and
Military Barracks Outfitters (UMBO) calls home. wounded. The Noble Son Hospital remains a prominent
Many of the surrounding lands feature fertile plantations fixture to this day.
fed by The Holdwater that support the district’s key
cash crop: tobacco. These plantations are the manors of POINTS OF INTEREST
long families that sit upon the most valued real estate in Mosquito Cemetery: Despite its clever name, this 57-acre
the region. Plantation homes boast three to four levels park is the central attraction for the town’s recreation. At
above ground, often with elaborate cellars underneath. first supporting a pond, engineers filled it with dirt after an
Although times are good, staffs of hired hands are slowly
being replaced with steam combine walkers which can be infestation of stirges struck the town. Though several colonies
operated by two to three hands and can perform a variety of striges tend to return to the humid area seasonally, the park
of tasks including plowing, sowing, reaping, and baling. is best known as a place to enjoy a game of turfball.
Noble Son Hospital: A chaplain training seminary and
ZINGIBER SOLULIDE “GINGERROOT”
care provider that sees patients from all over Harmonia.
This regional favorite is renown for its medicinal purposes, Many of the richest landowners in the region submit requests
promoting the feeling of youth and resistance to nausea symptoms to have a number of the staff here on permanent retainer, and
and effects. Less well known are its addictive qualities and side- some believe such requests are beginning to gain traction.
effects, which can lead to some particularly hazardous results. Once Chaplains belonging to the Trefoil Laurels number the
you imbibe the substance, you become immune to the poisoned greatest among current staff members.
condition for 2d4 hours, and are temporarily relieved of the effects The Steel Yards: These open-area stockyards are
of the highest level of exhaustion you currently have for the same each connected to steel plants in towns where this work
duration (without removing the exhaustion in question). However, happens. While much of the work is done by hand, a
when you imbibe Gingerroot, you also take 1d4 extra damage each good portion of it is automated by machinery. Where
time you are wounded during the substances duration. After the automation goes, danger is sure to follow, and more than
substance’s benefits expire, you gain one level of exhaustion.
a few of the town’s youth wind up being rescued from or

24
pulverized by the machinery in these steel yards every “The Ironmonger” has been the dark sobriquet of an
year. infamous Harmonite fence for the last thirty years or
Weiscov’s Chop Shop: Secret crime boss, Slovak Weiscov, more. Slovak Weiscov is the most recent owner of the
runs a profitable chop shop out of a three-story building here: title “Ironmonger,” but he is far more than a simple shop
a mishmash of brick, corrugated tin, and abandoned rail cars owner. He arrived in Harmonia a penniless refugee,
encircling a dusty courtyard of rusty rubbish. It’s the largest seeking out the roots of his native heritage, but scaled the
pawnshop and scrapyard in town where a dedicated shopper ladder of the rich Maginot family instead to become a
with a keen eye may find just about anything. crime boss in the region.
Besides his pawnshop in Charton, he also operates an
SLOVAK “IRONMONGER” WEISCOV underground smuggling ring, protection racket, and talent
“No refunds, no trademarks, and nothing leading back to me. Take brokerage. Many come to him to acquire or repair the
your pick and make it quick, I’ve got customers lined up.” weapons, armor, and devices they can’t obtain legally as
Medium male orc [borndrin], lawful evil well as the custom devices built in his sweatshops. Slovak
Armor Class 16 (studded leather) has a reputation for ruthlessness but is a man of his word.
Hit Points 60 (11d8 + 11) The Ironmonger is well defended by bribed officials as
Speed 30 ft. well as guardian golems and explosive traps concealed
STR DEX CON INT WIS CHA within the mounds of scrap about his domain.
15 (+2) 18 (+4) 12 (+1) 14 (+2) 12 (+1) 8 (-1)
Saves Dexterity +7, Intelligence +5 HARMONIA ADVENTURE PLOTS
Skills Deception +5, Insight +4, Intimidation +5, Investigation +5; The Haunt of Atlati: During the Bastion’s War of
tinker’s tools +3 Division, explosives were warehoused for easy transport
Senses darkvision 60 ft., passive Perception 11 across the border at Atlati (pop 17,450), the largest
Languages Common, Orc population center of dwarves and gnomes this far south.

Artwork by Mates Laurentiu


Challenge 7 (2,900 XP) A decade ago, citizens reported seeing, “A caped man,
Demolisher. When Slovak attacks an object or vehicle with a weapon, lurking in shadows, his eyes glowing red.” They heard
he deals an extra 7 (2d6) damage. odd veiled warnings through their phonographs, and
several citizens went mad. Two weeks after the first
Evasion. If Slovak is subjected to an effect that allows he to make a sighting, a munitions warehouse burst into flames, sending
Dexterity saving throw to take only half damage, he instead takes no cannonballs and smoldering shrapnel throughout the town,
damage if he succeeds on the saving throw, and only half damage if
he fails. killing thirty and harming over ten times more. Sightings
of the mysterious figure continue in nearby areas, usually
Sneak Attack (1/Turn). Slovak deals an extra 14 (4d6) damage when followed by a catastrophe.
it hits a target with a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of Slovak that isn’t
incapacitated and Slovak doesn’t have disadvantage on the attack roll.

ACTIONS
Multiattack. Slovak makes two hammerhead shotgun attacks.

Hammerhead Shotgun. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Hammerhead Shotgun. Ranged Weapon Attack: +7 to hit,


ammunition 30/90, one target. Hit: 13 (2d8 + 4) piercing damage;
deadly, two-handed, reloading (2).

Pipe Bomb (7). Slovak can light his bomb and throw it at a point
up to 60 feet away. Each creature within 5 feet of that point must
succeed on a DC 12 Dexterity saving throw or take 2d6 fire damage
and 1d6 piercing damage.

BOON
Slovak can provide a 5% cumulative discount (up to 30% max) to
repeat customers. Slovak “Ironmonger” Weiscov

25
Hell to the Chief: Boss Brohl of Betel’s Barber & KEYSTONE
Whitehall Rail Company is upset with where the capital “A monument to our triumphs, and a fierce lesson of
currently sits, as it’s proving much harder for him to failure to those against whom those triumphs were won.”
“influence” this new government. He has orchestrated – Thalomon G. Zaslo (federal chronicler)
several rail “accidents” in the state to make the case for
a widened jurisdiction of his rail police—most famously Population 6,103,000 (26% human, 24% gnome,
during the Holwake Incident—but these actions were 22% dwarf, 20% halfling, 2% loci, 2% avus,
never pinned to him despite local and federal investigation. 2% rageaic, 2% other races)
Capital Esteem (pop 1,755,200)
He’s currently hiring adventurers to carry out other acts Notable Settlements Camaraderie (pop 837,550),
of sabotage, and may even consent to staging a foiled Brickton (358,800), Abysspolis (190,900),
assassination attempt on the president’s processional—to Paternoster (127,300), Alabaster (75,950),
show a lax in capitol police security, opening the door Sanctuary (60,250), Galvanite City (60,150),
for him to make a case for moving the nation’s seat to his Foundry (35,300), Harrowgate (31,500),
more well protected city. Arsenal (30,900), Brass Tub (29,150), Erato (28,450),
Horseshoes & Hunches: As trainers and onlookers Serenome (21,600)
anticipate this year’s Ardenboro Runoff, plans are again Government Representative council (composed of
being made to host Atanakan entrants for the race. As elected district leaders)
before, this is never much of a security threat given that
each foreign horse may only be accompanied by a cadre AUTHORITY
of six individuals (including the trainer and jockey). Samuel Halsker, Proctor-at-Large (LN male human
Atanakans have never won, but are gaining more respect [ulleran]). Halsker is merely the current vessel of
each year as breeders. An inordinate number of Atanakan a unique LN ghost—recognizing itself as the spiritual
entries in the Runoff this year has Ulleran intelligence embodiment of Reemus Feathercrown, an early founder
of Ullera—who has possessed and controlled the
forces on edge. Are they simply trying to win the Runoff,
actions of this region’s governors for the past 150 years.
or will the 96 Atanakans justify the suspicion?
New Marshal In Town: Adherent Drake Spurr (LN NOTALE RESIDENTS
male human [ulleran] widowman) has been assigned Neffigenia “Neffy” Wilikers (CG female halfling
to Berradine County. He plans to crack down on the [tenderfoot]; renowned stage personality and secret
voluntary tax collection method, but is he lighting the fuse cutpurse who is lusted after by all)
to another powder keg? Gerrard Caffrey (LE male human [ulleran]; premier
“Ulleran Vault in Them Thar Hills!”: Recently, training commander at the Drevan Academy)
reports of hammering heard within the stone and witnesses T. R. Beauchamp (NG male human [ulleran]; storied
claiming to have seen lights shafting out from crevices in prizefighter out of Esteem)
the rock have brought all manner of interested sightseers Dr. Ptolemy Fields (LN male human [ulleran]; chaplain
to Oyo Valley. Local government has asked people of the Magistrates and accomplished and tireless
to stay away while the army looks into it, and many of pursuer of unsolved mysteries).
those who’ve claimed seeing or hearing something are
LANGUAGES
often found drunk or seem “mind-addled” afterwards,
convincing some people that the stories are hogwash, or Common, Gnomish, Sylvan, Dwarvish, and Halfling.
that the dangers are real. MAJOR EXPORTS

THE ROILING SOUP


Building supplies, processed goods, textiles, immigrants,
A mixture of cold from the Gairnwurt Current and hot from skilled workers, furniture.
the Manteca Flow roil in the waters off the coast of Harmonia,
MAJOR IMPORTS
especially around Croaker’s Island and the Outer Bars. The weather
around any of these locations, including Croaker’s Cape, Cape Raw materials (coal, metal ore, timber), dairy products,
Spyglass, and Cape Abandon, can be particularly severe when under textile materials (cotton, wool, flax), fruit, grain, fine
inclement conditions. alcoholic products, fine tobacco products, paper.
There have been documented cases of lightning strike survivors
of the Roiling Soup that temporarily yielded some strange spell-like
effects from the incident.

26
Keystone is the oldest region in Ullera, described by the oust and then keep out dominating influences from their
disparate influences which guide it, the unique position and homes. Though the fighting was rarely constant, with
rambling borders that define it, and the coveted existence periods of cold war and proxy war throughout, history tells
of Cog Island that lies at its heart—and from which much how it was the Commonwealth that took the lead in the
of the modern era of enlightenment has evolved. fight. The Commonwealth drew its courage and mustered
A group of nine districts in the northeast of Ullera give its forces through the enlightened acknowledgement that
Keystone its shape. From north to south these districts are each individual was free to determine its own path—as
Acarest, Nova Hamal, Vorlejj, the Commonwealth, Rubro recognized in the Rational Orders—and was the first to
Ipsum, Lushbarrow, Heavenswake, Pennoncelle, and abolish slavery and institute universal suffrage.
Gardenia. Districts range from lightly populated to heavily Whereas common purpose helped to drive Keystoneans
industrialized, and the region enjoys rich internal supplies to victory in many early battles during the war, it was
of timber, fur, fish, shellfish, and stone. often the things out of their control which stood in their
Many of the forests in the region are untouched by way. The Brickton Quake was one such example, having
civilization and are home to tribal bands of tamers, devastated that city and set early Ulleran leadership
goblinoids, and gnolls. Summers are mild here, but about the region to find less centralized headquarters to
winters are bitterly cold. The climate from north to south further promote their war efforts. These mobile activities
shifts generally from sub-arctic to humid continental and a trusted seafaring tradition have been ingrained in
with pockets of subtropical warmth more common to Keystone’s development, and while calamity and war
Harmonia hidden within thickly wooded clefts along the were on the rise, the region has often had to combat its
coastal plain. The humanoid population has its highest dark history with privateers eager to take advantage of any
density along the coastlines, many pursuing seafaring and situation. So too do many Keystoneans watch for signs
mercantile professions. and portents, eager to stave off the next natural disaster or
supernatural event. Small communities in the region often
HISTORY erect blessed placards and guard stones in the town square
Long had the fist of Subterran rule clenched the lands that or green to ward against ill fortune and sate superstitions.
would be Ullera in a time before such dreams were had. In hindsight though, the quake did have one positive effect
The attractive potential which had drawn Rageaic tribes on Keystone’s development: greater gentrification. This
out of their fortresses and boltholes was centered on Cog led to improved building codes, a housing boom, and
Island. Little did the conquerers know that other spirited shared wealth as created by the newly built factories which
races with their own designs on the land would be attracted sprang up all over.
to the great potential hidden away within the very earth As Keystone’s society began to take shape, and the highest
itself—and indeed, too, within themselves. Having served minds of its citizens began to work together, ideas and
as the hub of the Dominion for many years, the origins of solutions were put forth to better predict the future. Across
the island are shrouded in mystery. Some believe the island the region, important centers of meteorological science
is a divine miracle, while others see it as a curse. Orthodox began to crop up, such as the Great Blue Hill Observatory
views state that Cog Island is an exposed part of the buried (GBHO) and its many satellite labs. Meteorologists educated
machinery that regulates the globe. here keep the populace apprised of dangers—including rapid
And thus it is that Keystone takes its name: a place oxidation tempests and sough whirlpools—and academic
by which all mysteries can be unlocked if but for the achievements in weather science.
ingenuity of its peoples. Its natives, the Folk, are said to And as infrastructure and the Scholarly Method took
have long understood this in an innate sense, but it was root in Keystone, so too did the need for careful financing.
only after their discover by dwarves across the Great Span, Lushbarrow was founded by a group of financiers and
their mingling with Leatherfoot and Tenderfoot tribes of industrialists persuaded to move their money management
the south, and their acceptance of human tribes from the businesses out of the Commonwealth during the war.
west were they all able to render a working plan for the Financial networks soon grew across the state, backing and
betterment of all. insuring homeowners and entrepreneurs alike against the
Birthed among the region’s districts, each reacted with onslaught of war. Commuter routes later developed to carry
the same revulsion of and stubborn will to fight against workers to upper management offices in Esteem, which was
tyranny that Ullera is known for. Keystoneans know this largely insulated from attack by its sheer population and
action as The First and Last Stand—an 85-year struggle to collaborating elements scattered throughout the region.

27
Today, most federal banks have headquarters in one of communicate with the others, and together the proctors
the major cities of Keystone. As Keystoneans invested, form the “highest” level of regional government which
the banks in turn used their money to provide loans at it turn reports and receives messages to and from federal
profitable interest rates. Legal statutes were written to offices. Nevertheless, town forums are the breeding
require banks to have enough currency on hand to cover grounds for democracy in Keystone, and although the
daily withdrawals and prevent runaway inflation. Crucial process can be laborious—wherein a township must
innovations such as the telegraph and the ticker-tape first inform its district’s second to inform the district’s
machine came out of this financial boom. Additionally, proctor to inform another proctor who informs that
bankers invented punch card “bank notes” representing district’s second to inform a corroborating township before
a fixed sum of credit for exchange at designated something can be agreed upon—most would agree they
depositories. Bank notes have been commonly used in the would not have it any other way.
cities of Ullera for decades, but have not seen much use in In the Commonwealth, nicknamed “Cadet Alley”
rural areas or foreign nations. because of the multitude of private military colleges
Another great tradition which came out of the Abolition lining the River Lush, privateers guilds have become a
War, aided by the competitive mix of races in Keystone, passing fancy to those seeking a life of money, sex, and
was a thriving sports scene. Periodically, the war left adventure. Although enjoying a stretch of peace time at
the ground dead and scorched, and turfball fields were present, the military academies here continue to put out
improvised to salvage the land in those places. Besides stalwart graduates; though without an enemy to fight,
providing exercise and a break from the stressors of these talented youth often end up selling their services to
fighting, Keystoneans learned to hone basic skills and clandestine guilds than state causes. This trend is only now
practice teamwork in their spare time. Turfball is a catching the attention of government agents, and it remains
common sight today, with Keystone’s league play and to be seen if the privateers guilds will cooperate with the
its nine districts each supporting its own club, including reduction of their memberships or move their ambitious
venues for other sporting events and contests of skill and hopefuls about to conceal their agendas.
physical prowess the people here have pioneered. Most of Acarest’s people—primarily gnomes and
Though not all interaction within the region is dwarves—live on the coast as whalers and fishermen,
conciliatory and sportsmanlike. Historically, border so inured to their trades that they hardly stop to notice
disputes with neighboring districts and regions has been privateering activities. Few coasters choose to live inland
as much a pastime as turfball. The most famous of these with more than one person for miles around. The largest
concerns various lengths of land lying between Keystone industries in Acarest are fisheries, mills, and presses.
and Harmonia. Towns this side of the border feature the Steel vehicles are rare in the district due to frequent rapid
stiffest bureaucracy in all of Keystone. Communities south oxidation tempests (called “ROTs”) and the bountiful
of Abysspolis contain some of the most jealously guarded supply of wood. Most citizens use archaic transports like
coal and oil caches in Ullera, and it is a rare year when sailing ships, wood wagons, pole barges, hide canoes, dog
miserly miner and driller families aren’t feuding across sleds, and draft ponies.
borders with each other. Lushbarrow lies directly south of the Commonwealth,
bisected by a popular rafting stretch of the River Lush
GOVERNMENT & PEOPLE that runs north to south, emptying into the Great Span.
The districts here govern from the bottom up, with most Lushbarrow is extremely flat, and its southern coastline
decisions coming from town forums that are then passed is heavily populated. Small cities and fisheries line the
up the chain of communication to other administrative southern seaboard across to Esteem Sound. Many of the
bodies. Each district consists of cities, towns, and district’s citizens, colloquially called “cargo hops” or
villages, like any other, which are at first nominated and “hoppers,” routinely take the ferry to work in Esteem
if eligible granted a communal charter, making each one businesses, while “homers” back in the district tend their
an incorporated township. Keystonean townships differ plots and reel in their catches to be served up in Esteem
in that the local town government rather than the region eateries and markets.
has legal jurisdiction over the land surrounding the town, Mountainous Nova Hamal can be divided into four
can determine how land is used, and adjudicates public geographical regions for the types of critters raised there:
services and utilities for the region-at-large. the Great Moth Woods, the White Ant Mountains, the
Each district elects a proctor and a second to Leech Country, and the Crayfish Basin. Most of the

28
district is covered by forests which are home to hundreds vitae, but tiny smuggled vials are used for gambling and
of varieties of moths, their larvae, and the vermin that secret trading. Every inmate is issued a uniform, the color
feed on them. The hermetic monks of the Tin Mountain and pattern of which matches the steward of their assigned
Monastery, brought east by half-elven explorers, use group. While some stewards are brutal toward those under
trained giant luna moths as mounts, couriers, and for their their care, others are merely pragmatic or even paternalistic.
silk. Patrolling the bitterly cold White Ant Mountain range, The district of Heavenswake is the most populous district
the monks here have developed sophisticated methods in Ullera. Esteem, Ullera’s most massive city, serves as
of extracting dyes from the scales of the native Whipsaw the state capital along the narrow sea coast. Heavenswake
Koi—found in the lake of the same name—and injecting is the center of the region and shares a land border or
the dyes under their skin to fend off the cold. The brilliant maritime body with almost every other district of the state.
dyes also have the side-effect of coloring the monks’ skin The immense size and industry of Esteem means it is also
in splotches of reds, yellows, and blues. a nexus of culture, politics, and commerce for the region.
Vorlejj is known as the “Green Peak District,” not The Planners of Esteem, as the city-dwellers are known,
because of its high population of icetreaders, but because each take pride in the work they contribute, no matter
of the green mica deposits in its forested ranges; the how menial, to ensure that the city remains great. No
highest being Killaman Peak. Vorlejj is unique among small amount of pride is held by those who know Esteem
the districts of Ullera because it is actually a protectorate. was the site of the first and some of the largest battles
The district has no official charters, only a provisional against the Dominion, and was the first municipality to be
land grant on federal trust that the districts inhabitants will evacuated of Dominion troops during the Abolition War.
protect themselves and the surrounding lands from foreign The citizens of Gardenia are sandwiched between two
incursion. A “council of borderlords” represents each tribal large cities: Esteem to the northeast and Camaraderie
band. The Borderlords maintain a loose economy with to the southwest. “Old Baron” Jammer Felcon, a leader
wider Ullera as the leading producers of ambrosia syrup. during the Abolition War and architect of Ulleran freedom,
The icetreader tribes of Gruntland (pop 10,600) tend dairy called the state “a barrel tapped at both ends.” Gardenian
herds and ship lumber, granite, marble, and slate by the politics is shaped by its powerful neighbors. Generally
Green Peak Rail to locations outside the district. though, Gardenia takes its cues from Pennoncelle, as both
The smallest district of Keystone is not a district in the districts share in profitable ore mining operations across
normal sense, but a massive prison plantation, work camp, their borders. Bog iron pits in Southern Gardenia are
and group of rogue islands where castaways and recluses among the finest sources of iron in Ullera. Shared mines
live offshore. The inmates of mainland Rubro Ipsum must with Pennoncelle include the Mt. Despair Excavation
serve out a life sentence and are forbidden from rejoining Escarpment and the Rockery Dale Mines, integral to
the nation-at-large. Prisoners here vary by type, though feeding the steam industry. Zinc mines are also profitable,
rumors persist that political detainees outweigh the more especially the Worthy Knoll Mine.
heinous offenders. Prisoners have no vote, no property, Also, the first steam engine in Ullera was introduced
and are left with no means to communicate outside their at the Schuyler Copper Mine in Millstone (pop 8,000),
confinement. A few favored individuals are employed by Gardenia. Mining has created boomtowns throughout
the outside government as supervisors to maintain order, Gardenia and Pennoncelle, and so long as everyone
meet work quotas, and distribute supplies. In return, these continues to share in the wealth no large amount of
“stewards” earn various perks, luxuries, and a measure of discontent will be felt by those who know authorities out
safety. To attack or kill a steward is a death sentence. of Pennoncelle call the shots. Gardenia and Pennoncelle
Much of the acreage in the district is dominated by both have recently experienced mass migrations of
plantations that raise crops to feed the inmates and goblinoids, or “greenskins,” into their cities and towns,
stewards. The massive docks of the prison are home to giving the area a distinctly earthy tone and ethnic feel.
the most dangerous and toxic foundries and factories in
Ullera, and are leased by government contract. Unlike GAZETTEER
other conventional prisons, Rubro Ipsum has no walls and Keystone features a wide array of climates and
no guards. No recorded escape has yet occurred at Rubro geographies. The most northern and eastern climes are
Ipsum because of “aqua vitae,” a purple sap-like drug that 90% old growth forest with rolling hills and a jagged rocky
the inmates are fed daily and dependent on to survive. It coastline. The mountainous ranges and trails, starting in
is difficult for an individual to build up a surplus of aqua Acarest, moving down through Nova Hamal, and into non-

29
coastal portions of Heavenswake, are lightly populated ALABASTER
and heavily forested, full of conifers and broadleaf So named for the many pieces of worked gypsum and
deciduous trees. The flatter lands in Lushbarrow across calcite that virtually litter the entire city. In its early days,
to Pennoncelle are cooler on average than the heights, but limestone quarries throughout Keystone had trouble
many lowland areas, in particular those near the Erato Sea, marketing the material for use in construction, and the city
experience more than a hundred inches of snowfall each of Alabaster was conceived as a marketing ploy to show
winter. Water spouts are not uncommon, and they have other municipalities that the material was worthy of notice.
been known to touch down on flat terrain and form into Instead of propagating its use region-wide, people from all
full-blown tornadoes across the region. Various vermin of over began to migrate to Alabaster, summoned some say
staggering sizes persist under many of the largest cities and by an irrational attraction to the mineral, and ultimately
in hidden country hollows. Monstrous crabs, selkies, and it became the seat of the district. Here all manner of
sea serpents plague the waters all the way from Delaminate buildings, statuary, thoroughfares, and new “stonecraft”
Estuary to north of The Hook. machineries are made of the stuff.

ARSENAL
AMBROSIA SYRUP
Ambrosia syrup is harvested in the Uplands of Vorlejj (the area The largest mass producer of single-shot pistols and
between the Warren and Gruntland) from the Elder Trees, known for long firearms in Ullera, the city’s blast facilities also
their amazing regenerative capabilities. The syrup can be made into supply the Ulleran Army and Navy divisions with brass
one of the following applications: a salve, a lotion, or a paste. cannons, mortars, and other siege weaponry. Arsenal has
As a salve, it heals most minor wounds (2d4+2 hit points, and transfigured the construction of firearms with its assembly
stops bleeding effects or effects that require magical lines and production of interchangeable gun parts. And
healing; a creature cannot heal more than 10 hit points per even though the city contains more firepower than any
day from ambrosia syrup). three others combined, Arsenal’s heavily enforced
As a lotion, it provides resistance to acid and fire damage for 1 ordnance policies ensure that accidents and mass shootings
hour.
are kept to a nationwide record low.
As a paste, it can be used to reattach a severed limb over a long
rest, so long as the limb is recovered within 1 hour of its amputation
BRASS TUB
(requires 5 applications of the syrup).
A single application’s worth of Ambrosia Syrup costs $75. As a major coastal port and shipping center, Brass Tub
features a much lauded row of docking slips that form
its pristine shipyard. Local lumber is used here to build a
ABYSSPOLIS variety of clippers and coasters that ply the trade routes
Abysspolis is not only the center of coal and oil mining of the Great Span. Many shipbuilders here also contract
in the district, but also the chief exporter of fossil fuels in to make very specific vessels: unique types bought by
Keystone. The city is named after the network of narrow, collectors or buyers seeking a ship unlike any other. Many
lightless, mining tunnels excavated from beneath the city. independent nautical craftsmen got their start at Haberrath
The miners are mostly dwarves, but goblinoids, kobolds, Industries, which is headquartered here.
and tamers are also hired at greatly reduced wages. The The city takes its name from several of its famed slips
most valuable mineral apart from “abyss diamonds” is which are built almost entirely from brass. The upkeep on
anthracite. This high luster coal has the greatest calorific these facilities is tremendous, but workers say the product
content of any coal and produces a smokeless blue flame is infinitely of a higher quality. The brass housings of the
of incredible heat. A steam vehicle fueled with anthracite slips help to prevent sparks and fires from damaging a hull
needs only half as much coal and is 10% faster. Anthracite during the build. Vessels which “sing” as they slide off the
averages 20 bucks per pound up and down Topper’s Highway. brass slips are said to be the most fortunate; blessed with
Miners spin stories about the creatures lurking in the special traits or characteristics generally unknown to all,
deepest mines when every year some of them disappear even the ship’s designers.
without a trace. The output of each mine is not only a matter
of profit for the mining company, but an issue of state BRICKTON
security. Unions and labor strikes are discouraged at both The birthplace of Ullera’s founding contract with its
the local and federal level, and any decrease in productivity peoples, Brickton is the fortified seat of the district, and
must be rapidly addressed. Problem solvers are handsomely by far the most industrious and populous of all the cities
rewarded and viewed favorably by the government. in the Commonwealth. Its citizens see themselves as

30
Bricktonians foremost, with their allegiance to Keystone land or larger, the environment of which is distinguished
secondary and to Ullera in general tertiary. As its name by finite temporal vortexes causing lifeforms within them
implies, most of the buildings of the city are made of red to experience time at a much slower or faster rate than
clay bricks as well as many of its most scenic streets. normal. It is theorized that inhabitants can spend a minute
Redheaded births are also curiously common in the of “false time” in a riparian biome that may last only
region despite the appearance of their parents. Bricks, seconds or several hours of real time. TRBs are typically
unfortunately, perform poorly against earthquakes, and undetectable and require special instruments to observe.
much of the city was heavily damaged after the historic The biomes expand and contract haphazardly in random
Brickton Quake. locations, and travelers are frequently enveloped in a TRB
The city itself is on a heavily fortified peninsula with by accident. The effect of TRBs is often apparent in the
only a tiny land bridge linking it to the continent. Harbors deciduous trees of the range, in that some swaths of forest
surround the city, but many of the subsistence level fishers acquire their autumn colors prematurely while others
and sailors live outside these areas, superstitious that remain inexplicably green. Rumors of immortal hermits
their presence there would generate another earthquake. living in the mountains have been the basis of songs and
Replacing much of the low cost housing are massive folklore for generations, and some have even taken up
warehouses used for shipping and other commercial residence in regional sanatoriums.
structures. The focus of Brickton’s economy is banking,
medicine, book publishing, and higher education. This COG ISLAND
focus has created a greater than normal concentration of This historic and awe-inspiring stretch of land is composed
entrepreneurs, professors, and tycoons. of an interconnected set of five dials made of concentric
Magister’s Road is a well known chaplain college rings of bedrock in constant counterpoint rotation. Each
located here since the city’s founding, its campus one cog disc is twenty-three miles in diameter and divided into
of the richest and most well staffed in the nation. Castle one-mile wide rings with a five-mile diameter wooded
Island is a vital naval fortress used to protect the sea lanes park at their centers. The outer rim of each disc is the
leading to the city with tea kettle destroyers and massive busiest and is filled with federally licensed and leased
cannons. The largest naval battle fought in the harbor was vendors of all sorts—including the workshops of the
the “Brickton Brouhaha,” so dubbed in honor of the valiant widely successful Savig’s brand (named for the inventor,
role the district’s naval services had played. Niklos Savig [CG male half-elf [loci]). The inner rings
are largely residential with the most valuable property
CAMARADERIE surrounding the central parks. Building codes and loitering
The third most populous city in all of Ullera, Camaraderie laws here are very strict so as not to interrupt the so-called
sprawls across the roof of the Delaminate Estuary and the delicate and intricate work of the cogs. The entire chain of
South River. Numerous railroads and canals carve up the five cogs is 118 miles long.
city’s infrastructure into neat quadrangles and open-area The origins of the island are shrouded in mystery, but
courtyards that serve as popular meeting venues for the it was the throne of Dominion rule for centuries. Some
citizens’ personal and business affairs. The city is built on believed the island was a divine miracle while others saw
a principle of openness and fair use of local resources as it as a curse. Today, the widely held orthodox view is that
a means of fostering the key value attributed by the city’s Cog Island is an exposed part of the buried machinery
namesake. Still, though, visitors can’t help but notice a that regulates the globe, and the spark from which the
strange patina of inauthenticity in many of the citizens’ Scholarly Method lights up the world.
attitudes toward togetherness. Certain “crackpot” analysts
have pointed out time and time again that this is due to the “CUT A SWATH WITH NATURE’S KNIFE”
city’s water supply and/or architectural style—a style that No other region in Ullera contains as many artificial
borderlines on the inhumanly mechanical. waterways connecting its natural rivers and lakes as does
Keystone. Long ago, a plethora of developers, many owing
CATAMOUNT MOUNTAINS their trade and expertise to either gnomish or dwarven
Throughout Keystone, but especially in the Catamounts engineering, rallied round a common motto and set about
of Heavenswake, environmental phenomena like temporal carving up the land with canals, levees, and dams for
riparian biomes (TRB) are relatively common. TRBs, creating new routes of travel and commerce. And it is little
first identified in Keystone, are usually acre-sized plots of wonder that many of the state’s townships developed along

31
these lines. The most famous canal-city of Cataract (pop structures, or “roosts,” built here, dwarven designs have
4,950), site of where the truce to end the First and Last yielded wide, squatty, partial-subterranean hangar facilities
Stand was signed, is built on both sides of the Cataract that can sustain the stress of winter snows equally well.
Falls between the lakes Erato and Clio. Turbine-driven Erato also serves as an important shipping and refueling
mills are powered by the rushing waters, unnavigable port for long voyage vessels plying the Inland Sea routes
by ship. The citizenry here are also unique in that they across country. During the Abolition War, the Battle of
maintain a strictly neutral policy—some say encouraged by Erato Sea proved that Keystone’s control over waters it
federal agents—toward Ulleran and Atanakan influences, bordered would be absolute and lasting against further
even though Cataract is on Ulleran soil. Concerned more Atanakan naval assaults.
with managing the canals circumscribing the falls than
politics, the people of Cataract have peaceably negotiated ESTEEM
a toll system the bordering nations use as one of the only Esteem is centered on a spit of land north of Cog Island
standing legal means of egress to the other side. known as Mannazan Island. The City of Esteem has
Much of the rest of these canal-cities are found in Nova flourished and overgrown its borders many times,
Hamal. The town of Pitfall (pop 3,350) stands on pylons subsuming other nearby neighborhoods, and even
driven deep into the four inky black Pit Lakes which developing public and private facilities and residences
are connected by dam to the River Lush. Oldgravesport on Cog Island. An inspiration to scientists, industrialists,
(pop 7,850) sprang up on the coast where an old logging and inventors everywhere, many come to Esteem risking
facility, now a regional landmark, had been converted fortunes and standing in vast waiting-lines simply to find a
into a receiving facility on the “Coffinway”—a canal lease on Cog Island for a brief stay.
route used to float boxed corpses down the Merrimack for Esteem is home to every humanoid race in the nation,
internment—during the war. And Embargo (pop 4,550) be they goblin or giant. Residents daily commute to
uses a sophisticated series of canals to herd its giant the city by rail or ferry, but living and parking space is
leeches into culling pools where they are taken up as “part at a premium, so foot travel is preferred except for the
of security” to the floating ironclad fortress/prison that many corporate dirigibles and courier gyro-copters that
is permanently moored above the trees near the district slide between city buildings like coy tropical fish. On
border with Acarest. Cog Island, travel is restricted to foot—partly to combat
pollution, but also because the island is always in motion.
DEAD RIVER Instead of vehicle transport, one simply waits until a cog
The Dead River stretches over 170 miles from Hornhead ring has rotated to the desired location. The rings move
Lake down to the southern coast of Acarest. It is primarily with enough speed to be mildly treacherous, but the young
used to float lumber but was once used as an invasion and spry have little difficulty moving from circle to circle.
route into Atanak. Ulleran Brigadier General Auldor On the mainland, the city is divided vertically into
Benedok infamously led a force of 1,100 infantry troops Upper Esteem and Lower Esteem due to the numerous
up the unmapped river in hopes of out flanking the Rageaic towers, skyways, and skywalks. All floors 20th and
city of Quelfloh. At the end of his ill-conceived march, above are Upper Esteem; floors beneath the 20th and the
only 600 infantry remained to fight the disastrous Battle of underground are considered Lower Esteem. It is common
Quelfloh. Some claim that the slain soldiers of that march for residents to place emphasis on how high above the
lie-in-wait to drag unlucky travelers beneath the Dead ground they live, and the wealthiest use dirigibles to move
River’s waters to join their ranks. In spite of the legends, about the rooftops rather than pedestrian traffic.
the Dead River is an important waterway for Acarest. Its
banks pass directly through the frozen village of Snow FOUNDRY

Hedge (pop 500) and the early Folk settlement of Ol’ Nova Hamal’s largest city and district seat, this “company
Gustav (pop 6,950). The Dead River also supplies drainage town” is owned and operated by Mayrbronne Limited.
for the shipbuilding center at Brass Tub. Ariettas “Blood” Mayrbronne (LE female dwarf [drague])
is a leading capitalist and the most powerful rail baron
ERATO in Keystone. Besides rail, her factories produce an
Erato has the distinction of being a significant launchpad eclectic variety of custom-made equipment marketed to
from which many of the earliest air-based expeditions adventurous types. Always one to diversify, Blood’s other
set out to navigate and map the Inland Seas and settle holdings use massive looms and water power from the
Sunderland. Besides the more typical steep-roofed Merrymaker to weave fully 15% of the nation’s cloth.

32
Unbeknownst to citizens and visitors alike, every business Pennoncelle townships along Topper’s Highway.
in Foundry is run by Blood, meaning all employees The Paxton Riders, a criminal syndicate, is based in
effectively work for Blood, and all the goods bought and Harrowgate. They engage in smuggling, gunrunning, and
brought into the city are at Blood’s discretion. racketeering. The Riders have made deep inroads into local
government and are virtually immune to prosecution. The
HAMAL BEACH city is also at the heart of the fertile Dusun Country, known
A prosperous vacation resort with boardwalk casinos, for its orchards and concentration of dwarves.
several glamorous pleasure parlors, and a number of The Dwarves of Dusun Country are isolated within their
offshore flophouses catering to a discrete clientele of own dialect and culture, having largely been unable to
outdwellers. The beach faces the Shrouded Isles seven take advantage of the rapid industrialization of the region.
miles offshore, and is only fifteen miles south of the Dusun Dwarves are trained through apprenticeship rather
industrious ocean harbor of Reverie (pop 2,800). than formal schooling, with many settling down to become
farmers, miners, and day laborers, but nary a foreman
or strong unifying leader among them. Numerous rights
THE HAMATE
efforts have been made to unionize the city’s laborers, all
The Hamate (“The Hook”) is the eastern most portion
so far unsuccessful.
of the Commonwealth and is a massive peninsula that
shelters the coast of the district from storm waves. Replete
LACUM RUBRO IPSUM
with fishermen and whaling communities, The Hamate Beneath the coast of Rubio Ipsum is a subterranean lake
has become a summer haven for wealthy city folk who use and cave system that can only be reached by diving bell.
the cape for yachting, sailboat racing, and trophy fishing. By far the most hazardous and profitable labor available in
Poor soil and limited freshwater on The Hook means that Rubio Ipsum, the threat of freezing, asphyxiation, cave-ins,
agriculture is limited to smaller farms, vineyards, and and predator attack are frequent perils faced by those who
cranberry orchards. And standing watch to the constantly dare. The underwater caverns have extensive pockets of air
shifting sandy shoals luring in the bay, numerous allowing for mining and undersea exploration.
lighthouses with permanent crews dot the peninsula. Among the many prized minerals, shells, and sea
The Hook is also home to a massive federal air base creatures found in these caves, the most desired are night
which houses facilities for both naval airships and pearls. This milky crystal gives off an eerie blue or green
steamships. Local parlance out of Hamate Port (pop 5,650) glow and can be shaped into artwork, jewelry, weapons,
has taken to naming the personnel among the naval crews or armor (add $50 per pound to the object’s cost). A night
in colorful fashion. “Slicks,” the lowest rank of naval pearl lantern is prized by spelunkers since it is as bright
sailor, including those who man hydrogen airships, are as an oil lantern but can be submerged, will not set off
known for their unmarked rubberized uniforms. A “killick” combustible gasses, and does not need fuel.
or “air boss” are the leading crewmen for sea and air,
respectively. “Windjammer” refers to the helmsman of a
vessel propelled by wind. The soot covered uniforms of AQUA VITAE

“tars” indicate they crew a steam-driven vehicle. Aqua vitae is a drug that nearly all prisoners of Rubro Ipsum become
“Roughnecks” are specially trained shock troops used addicted to, made from the purple sap of a shrub that only grows in
the red soil of the district. Aqua vitae addicts are marked by a web-
in boarding actions and amphibious assaults. “Lascars,”
like network of purple veins on their arms and neck that fades away
derived from Dwarvish, are foreign-born merchant marines
as the drug leaves their system.
hired by overseas shipowners and traders. And a “swabbie” When you consume this substance, you gain the benefits of a long
is a broken down sailor reduced to menial duties. rest in the span of a single short rest. You cannot gain this benefit
again until after you complete a natural long rest. However, one hour
HARROWGATE after consuming the substance, you suffer 10 (3d6) poison damage,
Harrowgate is named after unusual rifts of unknown and your maximum hit points are reduced by the same amount.
origin common in the land here. It is said that some of the You can avoid this poison damage if you succeed on a DC 15
of these crevasses extend deep into the crust and may be Constitution saving throw or if you take another dose of Aqua Vitae.
volcanic fissures. Local legend abounds of fiery creatures You can make a DC 15 Constitution save after each long rest to
emerging from these rifts and setting homes and fields break the addiction, and thus restore your maximum hit points. A
ablaze. As the district seat, the city is the central hub of single dose of Aqua Vitae costs $50.
a recently completed local railroad and canal network
linking with Camaraderie, Abysspolis, and many other

33
NEEDLE BARRENS (LN female human [ulleran]) directs the funds of many
The Needle Barrens is an ancient forest of spindly conifers would-be investors. SUM’s goal has been to create an
and thorny bushland spanning central Gardenia. The industrial complex capable of satisfying the rapidly
sandy, acidic, nutrient-poor soil of the area is hostile to growing populations across all eastern Ulleran metropolises.
crops. Despite its proximity to major cities, the Needles Many district industries and refineries (collectively
Barrens remains largely untamed and uncut. These called the “Alchemical Coast”) are powered by coal-house
uncommon conditions enable the Barrens to support a kilns above which building materials are produced and
unique and diverse spectrum of plant life, including wild excess heat energy is either lost through the towering
orchids and carnivorous man-eating plants. The area is also stacks or siphoned into machinery at other factories,
home to rare pygmy Pitch Pines—a plant with sap that can like the Lyrist Sewing Machine Company, where cotton
be refined into a low-emission fuel—and a well-kept secret fabrics, silk, and furniture are assembled. The demand on
by the locals. The sand here is called “sugar sand” due to laborers has spurred union activity which recently peaked
its high silicon content and white color. with the notorious “Silk Strike,” when the silk workers
The Barrens are extremely hazardous to travelers demanded an eight-hour day.
with quicksand, forest fires, dire wolves, giant rats, and Paternoster is the cradle of many entrepreneurial
monstrous insects a common threat. But the most dreaded inventors. Discoveries and inventions made in the
threat inhabiting the Barrens, if reports of the gruesome region include the steam engine, the rotary pistol, the
evidence left by its attacks are to be believed, is the incandescent bulb, the wax recorder, the self-sealing steam
curiously named “Jocelyn Devil” (an advanced peryton). bolt, and the pneumatic tube. Famed inventor Rhomiston
Edeillon (LN male gnome [gentry]) has become a well-
NORTH RIVER respected figure among scientific circles, owning over
Emptying into estuary waters south of Esteem, the North a thousand patents for inventions he developed locally.
River flows through eastern Heavenswake and is linked in Edeillon’s facilities, at Memento Square, are rivaled only
the north by canals to the Inland Seas. The district seat at by Savig’s workshops in all of Ullera. Chrystal Street
Alabaster lies on the banks of the North River. The Tears in Memento Square was the first thoroughfare on the
Glacier on Mount Mercy is the highest tributary to the continent to have direct current lighting installed.
North River at an altitude of 6,000 feet, known to be home
to a pair of polar rocs that migrate here in late fall. SANCTUARY
The district seat and largest township in Lushbarrow
PATERNOSTER lies in the middle of the southern coastline and has its
Mechanization has caused northern cities like Paternoster own natural harbor. The city is famous as the home of
to grow and prosper. It was the first planned industrial city the gifted inventor and entrepreneur, Ollestrom “Ollie”
developed using private funds. Previously, the district’s Whiteknees (NG male gnome [sharper]), whose one-time
economy was largely agrarian; subject to crop failures, apprentices included both Savig and Edeillon. His genius
poor soil, and hurricanes. The shift to an industrialized laid the foundation for many of the mechanical marvels
economy has drawn laborers out of the fields and into of today. The Safe Arms Company he founded long ago
the city. The Society for the Establishment of Useful is still one of the premier firearms innovators. Other
Manufactures (SUM), currently headed by Alexia Hamung notable companies based here include Grandee’s Candy
Company (the foremost producer of sugary confections
and hard candies), Samson Locks & Safes (one of the
RAPID OXIDATION TEMPEST (R.O.T.) nation’s leading manufacturers), Sanctuary School Press,
ROTs are infamous and unpredictable meteorological menaces in and Revenant Trust (the public arm of the Lobe and
the northern districts of Keystone. ROT weather can strip the metal Lock Society). The Civic Telegraph Company (CTC),
from man and machine within minutes, dealing 5 damage (ignores
headquartered in Sanctuary, provides telegraph and ticker-
resistance) per round to metallic objects unless a DC 13 Constitution
save is made to resist damage that round, or shelter is taken.
tape service for all but the smallest townships in the region.
There is a 25% chance ROT conditions will persist within The city has a long history of urban planning and was the
northern districts (e.g. Acarest, Vorlejj, Nova Hamal, and first in the region to institute the Nine-Square Plan, with
the Commonwealth) for 6d10 minutes during any period of each central plot in the square design left to function as a
precipitation. ROT conditions are almost assured for the same forum or green, often beautified by slender paved avenues
duration under storm conditions. lined with elms. The city is also the envy of the region for

34
its many handsome sporting venues, including dedicated THE SHROUDED ISLES
stadium grounds for year-round turfball and knattleikr play. The Shrouded Isles are a chain of rocky outcroppings
The vital Farmark Canal flows through the city and links split between Acarest and Nova Hamal. These islands are
Sanctuary Harbor allowing seagoing vessels to move their treeless and desolate without cultivatable soil. Centuries
cargoes inland all the way north to the district border with ago the isles were used as an anchorage for sea pirates and
the Commonwealth. The city council, known as the Board many believe that the isles are haunted by the shadows and
of Aldermen, consists of thirty spokesmen elected by each shades of these buccaneers.
city ward. Exercising greater influence than the Board Hog Island is the largest with a small fishing community,
is the Drevan Academy, famous for producing the high- artists enclave, and a respected sanatorium to call its own.
caliber federal agents known as “widowmen,” strives to Pentacle Island is a religious retreat that only allows day
ensure the city lives up to its reputation. visitors. Silver Noose Island is the home of Thaxter Shreve
(LN male human [ulleran]) a notable inventor, shipping
SERENOME tycoon, and host of the most lavish and decadent parties
During its subjugated years, the village of Serenome on the coast. Cinder Island is also a private residence. A
(Gnomish for “place of peace”), was notorious for breakwater connecting tiny Malefic Isle to Silver Noose to
wreckers, pirates, and smugglers. While under the Cinder to Pentacle creates a harbor for visiting ships and
authority of the Dominion, the citizens led a double life private yachts. Duccover Island to the north is used as a
of ordinary peasants and new moon raiders. Eventually, bomb range for the military and is dotted with unexploded
a massive tribunal was held on the village green. Public bombs and other volatiles; where few are willing to risk
torture was used to force citizens to inform on friends and a landing regardless of rumors of hidden pirate treasure.
family, followed by a ruthless lynching of the indicted. Whiting and Codfish Islands are the sites of matching
This once thriving township is now largely abandoned Nova Hamal lighthouses as well as aquatic trade bazaars.
and many claim is haunted by the undead. The legacy
of bloodshed here is said to attract fell spirits and other SOUGH WHIRLPOOL
unsavory menaces. Only the brave, foolish, or ashamed These massive wandering vortexes can be hundreds of feet in
choose to live in Serenome now, but treasure hunters and diameter and are the scourge of unwary captains and becalmed ships
investigators often venture here to either sate their greed in in the Gulf of Acarest. Only vessels with very powerful engines or
finding hidden bounties or to sharpen their skills at solving skilled pilots can hope to pull free of a whirlpool’s grasp. Smaller
dormant mysteries. sough whirlpools that spawn randomly are more common but are
much less dangerous to shipping. Some believe the whirlpools
SMITHFELLED can be attributed to natural phenomenon, but others claim sea
This large commune (pop 15,200) is an exclave of the elementals, krakens, or ocean leviathans create them.
Whatever the source, a sough whirlpool is an environmental
Commonwealth to the south. They ignore Acarest authorities
hazard for ocean vessels and sea creatures alike. Once caught in the
and only take direction from their southern patrons (who whirlpool, creatures and vessels must succeed on three successful
rarely seem to pay them much heed). This heavily fortified Strength (Atheltics) checks if swimming, or vehicle (water) checks
community, having never attained township status, is an if sailing, before three failed checks in order to escape it. Failure to
island of steam technology in the feral wilderness of central escape a sough whirlpool drags a creature or vessel to the eye of the
Acarest, and makes extensive use of exoskeletons for lumber whirlpool, where it is crushed and battered before being dragged
harvesting, slate quarrying, and town defense. beneath the water and ejected out the bottom, back into the ocean.
Always at risk to ROT weather, massive slabs of slate If a creature or vessel is larger than the vortex, it only needs to
are used to cover hangers, smelters, and drop forges. Small make a single success before three failures to escape the whirlpool.
local mines provide the community with gems, metals, and Failure to escape in this case results in the creature or vessel taking
minerals, but coal must be shipped here from Harmonia, only half the rolled crushing damage before being ejected, and it is
where Topper’s Highway begins (or ends, according not dragged beneath the water.
to some), as few other districts will sell to Smithfelled.
Whirlpool Crushing Escape
Smithfelled is one of the largest quasi-legal corporate Vortex Size Reach Damage DC Challenge
communes in Keystone, supplying its hushed masters with Large (common) 100 feet 1d4 x 5 13 2
timber and slate without paying local taxes. Tensions are
Huge (uncommon) 400 feet 3d4 x 5 17 5
high between the Commonwealth and Acarest over what
Gargantuan (rare) 800 feet 5d4 x 5 21 10
local officials consider the resource poaching of their district.

35
WHITE ANT AND FARSTRIDER MOUNTAINS anthracite that is periodically magnetized through a special
Notorious for gale force winds and bitter cold, the White process as needed by the wearer. These tokens not only
Ant and Farstrider Mountains are a forking pair of ranges serve as a kind of privileged identification, but are said
that together form the northeastern-most extent of the to ward off disease, “bad influences,” and even make an
Ulleran Uplands. Said to be infested with air elementals, attuned wearer aware of unlocked potentials within them
banshees, and cannibalistic mountain men, some even they would otherwise be unable to access.
claim to have spotted scantily dressed white-haired
nymphs with indigo eyes and lips during the fiercest POINTS OF INTEREST
blizzards. The storms common to the area often blot out The Brothers’ Basilica: Originally the “High Basilica”
the sun with intense snowdrifts. as left by Rauschite settlers who had flourished here
Beneath the steep escarpments, early underground Folk during the Abolition War, the place was renovated
and Dwarf communities dot the range. Yetis and ice drakes after the Rauschite population left and is now kept as a
are the dominant predators, trophies from these specimens grand ballroom and event center by a pair of local twin
adorning the mantlepieces of many a big game lodge. The philanthropists. The building features a central domed and
subalpine krumholtz forests are home to giant white ants stained-glass atrium with four separate wings branching in
that will attack foragers and unwary travelers. Many brave the cardinal directions, each rented out to interested parties
souls journey into these ranges in hopes of wealth and for private events.
adventure, but more than a few do so because they say the Delamin Coal Mine: The only functioning coal mine
mountains call to them. that also doubles as a guided-tour museum for visitors
who wish to learn the history of and observe coal mining
GALVANITE CITY firsthand. The Delamin mines date back to their earliest
Latitude 41N 24’, Longitude 75W 40’ occupation by Folk tribes, and boast a safety record
City unmatched in all the nation.
Government autogracy Elessini’s Parlor: At once the family domicile and
Population 60,150 (29% human, 22% dwarf, private laboratory of Eienhart Elessini (CG male gnome
21% gnome, 21% halfling, 7% other races) [sharper]), this three-story home is also the burgeoning
Major Industries Anthracite coal, iron, rail, tourism guild for a group of Elessini’s apprentices, though he
does not advertise. Though Elessini, a known skeptic who
NOTABLE RESIDENTS has made a side-career of exposing otherwise legitimate
Everett Blondhawk (LG male halfling [tenderfoot]; spellcasters as frauds, does most of his work in Esteem,
pious, do-gooding gunslinger) he retreats here from time to time to study and recoup.
Fellow Tawn Shane Irwynn (CE male human [rauschite]; Adversaries of his in the city would like nothing more
spokesman and face for the Temple of Empty Penance). than to breach his inner sanctum, regardless of the terrible
deterrents that are rumored to guard his manse.
From its humble days as a summer coterage camp The Temple of Empty Penance: A dual-purpose ore
belonging to the Delamin family of Folk tribes, to its processing center below ground and membership-only
frontier and freedom fighting days as the growing mill- edifice of civic and moral virtues above, many flock
town of Briggs Hollow, the place that would become here to do nothing more than tour the exquisite grounds.
Galvanite City has long indicated the trajectory of Ullera’s This sprawling mansion rests on twenty-five square
future. The trailblazing efforts of Ulleran patriot Topper acres of manicured lawns and menageries, all crawling
Sowersgell galvanized the citizens around him into forging with clockwork insects and decorated with gear-wound
the Highway, a life’s work and sister pathway to freedom statuary of animals and people that periodically shift into
and economic opportunity as the Abolition Trail before it. new poses. The grounds are kept by temple fellows, of
Galvanite City was among the locations in competition which Tawn Shane Irwynn is the head, who also spend
over the naming of Ullera’s new capital over ten years time proctoring social acceptance and civic duty seminars
ago, due in part to the city’s record growth, sparkling citywide. It is here that citizens can apply for membership
infrastructure, and amazing quality of life. The citizens of to receive their galvanite, which are visibly common
Galvanite City are among the longest lived and healthiest throughout the city.
in the nation. Locals are known for carrying worn tokens, Whistle-Stop Square: Whistle-Stop is the nexus of
“galvanite,” each made from chemically hardened mechanization and industrial knowhow for hundreds of

36
miles around. Pneumatic roundhouses, tracked aerodromes, Few people are more enthusiastic about hunting than Mr.
polished factory stacks, and artfully calibrated lengths of Blythe, and very few have the wealth to travel round the
curving rail stand out from the Square like trophies to the world to gather the collection of trophies he possesses. He is
world. Both the North & South (NS) Canal Company, very comfortable in the old growth forests of Keystone, but
known for its more traditional gravity and steam rail, and the rumor of the discovery of a new and dangerous species
Heavenswake/Pennoncelle Conglomerate and Western somewhere will bring him running. His fortune is based on
(HPC&W) Rail, famous for producing “coalless carriages” the not inconsiderable land holdings of his family, but he has
or electrified cable cars, are headquartered here. Galvanite very little to do with the business and political side of things
Furnaces Incorporated, one of Ullera’s most prolific which he leaves to his younger siblings.
steelworks factories, also maintains its central offices here.
KEYSTONE ADVENTURE PLOTS
ALISTAIR SERAFUS BLYTHE
“I’ve not the mind to sit here and prattle on with ye city folk all day. You Cresape Reborn!: The truce signed after “Cresape’s
wish to see what my trade is like? Grab that longarm there and strap in War,” a series of marked conflicts concerning borders
behind me, if’n ye care. Now then, you there, bring me a brew!” between Keystone, Harmonia, and Sunderland, defines
Medium male human [ulleran], lawful neutral these regional boundaries as depicted on most current
Armor Class 16 (studded leather) maps. Interested individuals, however, differ on the lay
Hit Points 91 (14d8 + 28) of certain properties that predated the border. Though the
Speed 30 ft. conflict was louder than it was bloody, and casualties were
STR DEX CON INT WIS CHA low, few if anyone has forgotten. Now, word has it a new
13 (+1) 18 (+4) 14 (+2) 12 (+1) 15 (+2) 8 (-1) agitator claiming to be “Cresape the Reborn” has begun
Saves Strength +4, Dexterity +8 riling up small town fervor in the countryside.
Skills Arcana +4, Nature +4, Perception +5, Survival +5; The Great Jail Break-in: In Rubro Ipsum, a loose

Artwork by Mates Laurentiu


taxidermy kit +3 syndicate of kingpins, known locally as “stains,” have
Senses passive Perception 15 set up protection rackets and smuggling scams that keep
Languages Common even their business partners “juiced” on aqua vitae, thus
Challenge 5 (1,800 XP) squeezing their clients to maintain contact due to their
Deadeye (3/Day). As a bonus action, Blythe can add 1d10 to his next addiction. A small union of common laborers so addicted,
attack or damage roll with his rifle.

Trophy Hunter. Blythe has advantage on Wisdom (Survival)


checks to track aberrations, beasts, and monstrosities, as well as on
Intelligence checks to recall information about them.

ACTIONS
Multiattack. Blythe makes two attacks.

Hunting Trap (2/long). Blythe can set a hunting trap and then
camouflage it with a Wisdom (Survival) check. Any creature
that crosses the hunting trap must make an opposed Wisdom
(Perception) check or succumb to the trap.

Saber. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 7 (1d6 + 4) slashing damage.

Revolver Rifle. Ranged Weapon Attack: +9 to hit, ammunition


80/240, one target. Hit: 15 (2d10 + 4) piercing damage; deadly, two-
handed, reloading (6).

BOON
Blythe will loan out a single firearm of the PC’s choice (though noth-
ing more expensive than what he has in his personal gear) so long as
they assure him they intend to “bag a big one” with it and bring him
back a trophy. Alistair Serafus Blythe

37
forced to live on subsidized quarters within the district for SUNDERLAND
the sake of their lives, have managed to send word of their “The sky can be just too big sometimes. That’s why I live
predicament to outside concerns, offering all they have for in the city behind nice thick walls.”
someone to stage a “break-in” and devise a way for them – Lowell Carver (factory worker)
to be free of their predicament.
High Society: New activity is ongoing at Serenome. Population 2,496,150 (24% human, 23% avus,
Cloaked and hooded figures sneak about at night tending to 16% dwarf, 10% orc, 7% halfling, 5% centaur,
unknown concerns. Several residents have reported finding 5% gnome, 4% goblinoid, 3% giant, 3% other races)
strange runes or crests freshly burnt into the ground or on Capital Centerpoint (pop 85,450)
objects lying about town. Symbology experts claim the Notable Settlements Second City (pop 919,850),
crests are reminiscent of older ones used by the Lobe and Cinnabar (243,200), Tallmills (154,450),
Lock Society as a kind of ward or mark of ownership. Paddlewheel Bend (40,600), Acme City (27,600)
Curiously, the Society seems unashamed to mark Government Associated state governed by local unitary
sensitive places in Serenome steeped in the town’s dark authorities
past. This press and activity is bringing up questions
of what the Lobe and Lock has planned, or what AUTHORITY
responsibility they may had in shaping the town’s past? The Assembly of Inland Sea Cities (LN group
“The Monowheel Rally”: Jacona (pop 5,550) is a small composed of LG and LE representatives under the
city on the shore of Lake Whipsaw Koi. It is here that the “purview” of a bought and paid federal advisor).
largest monowheel rally in Ullera takes place. Gyrocycle
clubs from all over the country attend this week-long NOTABLE RESIDENTS
celebration. In addition, this rally hosts a number of Fiegaraugh the Fierce of Nebenjo (NE male cloud giant;
nationally sanctioned sporting events including: road and celebrated warrior and self-proclaimed leader of all
off-road racing, endurance events, the “Hare Scramble,” giants in Sunderland)
indoor grease track events, power pulling events, and “Judge” Handus Cloudborn the Honorable (LG male
street sprints. Most races feature the unique capabilities human [rauschite]; highest ranking holy order priest
given gyroscopic design, including racing along a steel east of The Great River, and walking antique)
cable, extreme hairpins, backspins, topspins, and spin “Shaky Loupe” (CN female half-elf [loci]; current leader
jumps. In this fiercely competitive sporting environment, of the Bootleggers operating out of Second City)
hundreds of golden eagle medallions (a special currency Zhara the Unbridled (N female centaur; matriarch to
awarded during the rally) are gained and lost in betting, the largest clan of Enesora in the region, and troubled
endorsements, and company sponsorship. opponent of industrialization).
Up for Grabs: Recently, leadership for the Warren
(pop 3,700) in Vorlejj has either moved on or passed on, LANGUAGE
leaving the small town in the lurch. The Warren lives Orc, Common, “Herdian” (a mongrel blend of Orc,
up to its name due to its twisted, unpaved streets and Goblin, and various native trade tongues of the plains),
tumbled granite buildings. The Borderlords, unable to Sylvan, Dwarvish, and Giant.
settle political squabbles between themselves and having
no interest in the failing town, have sent out a public MAJOR EXPORTS
request seeking to give enterprising adventurers a chance Dairy products, grain, fruit, feed, raw materials (coal,
at running the leaderless city. metal ore, timber), paper, livestock.

MAJOR IMPORTS
Immigrants, laborers, building supplies, transportation
equipment, textiles, fine tobacco products, fine
alcoholic products.

The youngest state of Ullera, Sunderland has no regional


districts. Technology is sporadic and unwanted outside
urban centers. The nomadic and monstrous cultures

38
living on the rustic tundra and lake-dotted prairies have That mood changed when the Downs burned to cinders
little interest in steam gadgets, preferring to use the in the Great Hellfire (or Hellfire Uprising, depending on
fuel for heat. They also have little tolerance for foreign whom you ask) thirty years later. Though Ulleran settlers
interference. The city folk, however, view the nomadic had been struggling against their northern oppressors for
clans as dirty savages and obstructions to progress. years in the state, this startling incident (what many in
Alluvial river valleys, glacial plains, and primeval the region contend was merely the height of the conflict)
plateaus dominate this newly settled region. Principally made clear the seriousness of the ongoing frontier war, and
Jonnish and Borndrin until the last century, with the brought public attention to a hard question: Could civilized
construction of the Grand Bridge Canal, Sunderland has folk coexist with the harsh natives of these unforgiving
become flooded with immigrants from the crowded eastern lands? It took the vision of one gnome and the labor of a
cities of Ullera. Along rivers and man-made canals, cargo nation to build what is now Second City over the ruins.
travels northwest from Keystone, through the Inland Seas, The Lord Builder W. T. Marrenck (LN male gnome
and south to Harmonia and the Bastion. Waterways are [gentry]) and his visionary idea of manufacturing modular
the lifeblood of many here, with local shipping carrying component buildings precut in a factory and assembled
freshly harvested crops, timber, and dairy goods across on location contributed to the city’s—and in turn the
borders and even directly into people’s homes, where state’s—recovery. While astonishing numbers returned to
livelihoods so heavily rely on the rivers themselves. ensure Second City’s rise and prominence, many of those
Railroad in the region has been slow to develop. Rail who had fled the Hellfire contributed to burgeoning cities
connections between the big cities are available and elsewhere, spreading an ideological spirit and belief in
well protected, mainly due to political encouragement progress through industry across the region.
and funding from business interests south where rail is Summarily, the Border Threat ended due to the bulge
lucrative, but spur lines out to rural areas don’t stretch far and often violent push of unchecked populations that came
and are plagued by the weather, sabotage, banditry, and to dwell on either side of the Patrol Line shared by Ullera
land shark attack. and Atanak. Since then, outside of immigrant farmers and
ranchers whose private goals of cultivating square plot
HISTORY fields and raising livestock on the hinterlands don’t always
Clinging to prehistoric traditions that have served match up with the big city vision of the future, the real
them well against the cold and predators of the plain, drama plays out within the cities as they compete with
industrialization is a new and troubling concept to the each other in a race to see which can tame Sunderland
earliest inhabitants of Sunderland. Indigenous plainsfolk first. These frontiersfolk face considerable challenges from
still hunt the bison, mastodon, and native dinosaur herds, the local weather, beasts, and clans that share this land of
and have long gathered the same wild plants and fungi as rapidly industrialized cities and staunchly unchanging mud
their ancestors until the time of the Border Threat. These brick villages; skyscrapers and megaliths; railroads and
practices were first seriously challenged in the wave of river canoes; steam engines and muscle power; courage
settlers eager to stake out farms, ranches, and mineral and doubt.
claims. The encroachment of Ullera into Sunderland
followed an expedition by early airship crews that sought GOVERNMENT & PEOPLE
to map out navigational routes across the wind torn lake Throughout history, the ancient peoples of Sunderland
lands. The agronomist Ram Arness (NG male dwarf have built massive monuments of earth and stone. These
[drague]) was the first to land at the site that would petroforms not only display the industry and artistry of a
come to be known as Ramson Downs, named for the people, but are vital to the defense of their communities,
abundance of wild leeks growing there that the dwarven and remain highly visible even today.
captain vigorously took to cultivating (the leeks taking Giants of Sunderland, the Cairnbrûd, build dolmens
on the epithet, “sons of Ram,” and eventually the plural (large stone mounds or “tables”). Dolmens are used to
“ramsons”). Sprawling along the shoreline of Lake dry meat, place items out of reach, and as a safe place to
Melpomene, so too did the landing site quickly grow from sleep at night. Whenever giants gather to parley, trade, or
depot to permanent settlement. Many would-be aeronauts form a war band (fist), they always construct a dolmen.
often died tragically when embarking on the “Fortuitous Abandoned dolmens are often converted into stone keeps
Flight,” leading future settlers to brave the rivers rather or bolt-holes used by tengu, derro, or morlocks. Entire
than the air during the initial Sunderland Land Rush. cities of dolmens, such as Nebenjo (pop 2,900) and

39
Paukinok (pop 1,750) still stand in the uplands, the last Assembly has little true governing power, leaving most
vestiges of nephilim power where they hold sway over matters to local leaders, but the body’s primary objective is
their less intelligent cousins. Hill and stone giants are in attracting moneyed interests to their respective cities to
the most common type in Sunderland, but spontaneous maintain their prestigious lifestyles on the Assembly. This
mutation can see a clan evolve within a single generation money in turn goes into the hiring of private adventuring
to become frost, storm, fire, or any other type adapted to its companies and other measures of self-preservation that
new habitat. keep these islands of civility afloat in a sea of wilderness.
Centaurs of Sunderland, calling themselves the Enesora Regardless of how one survives in the region, the
raise menhirs (long stones) throughout their territories. recognized government of Sunderland has waged a
Solo standing stones are decorative, act as landmarks, “war on chaos” since its inception. Civic proctors
and help detect the presence of bulettes, remorhazes, or brutally rounding-up vagrants, vandals, rebels, free
ankhegs. A loose ring of menhirs can warn a campsite or traders, and other criminals, labeling any divergent
animal herd of imminent attack. Multiple rings of heavy behavior the work of Anarchaea, forced these miscreants
stones can block or deflect assault, and may force the into the Underground. Anarchaea cells living in the
creature to the surface where the clan can kill it. Stone ring Underground—and throughout Sunderland—are diverse in
designs can be extremely sophisticated and used as clocks, both nature and goals, but four major criminal cartels exist.
calendars, or ley line markers important in ritual practice
or for focusing “energy.” GAZETTEER
Orcs, believing themselves to be the Jonnish, and The prairies of Sunderland are thick with discovery and
frequently called “tamers” for their propensity to create the clash of cultures. In particular, the peninsular and
seeming symbiosis among fell creatures, live in large uplands areas are filled with monstrous threats. Burrowing
encampments throughout Sunderland. They have little predators such as the ankheg and bulette prowl just below
of the technology and none of the creativity of their the ground, and the grass offers little concealment from
dwarf and human neighbors, but turn their numbers and aerial hunters like the griffin, wyvern, and cockatrice.
muscle to advantage. A jonnish encampment has multiple Packs of cunning beasts such as harpies, barghests, and
lines of defense: deep trenches to break charges and blink dogs are always looking for an easy meal. If you
spot burrowers; wooden palisades decked with covered can’t fly or outrun these hunters you must develop other
catwalks and weapon turrets; and massive tumuli (flat defenses, or keep to the urban islands of this untamed land.
mounds of earth and stone) to grant the defenders high
ground, force attackers to fight uphill (often over hazard- ACME CITY
laden ground), and block burrowers from tunneling in (due Begun as a work camp forty miles south of Lake Erato,
to heavy stones sunk into the slope). this city has become famous for its rubber industry
Borndrin of the region, called “icetreaders” by those (producing components for everything from armor,
who speak Common, are steadily leaving their perennial airships, boots, vinyl, linoleum, and a variety of toys), as
lands and moving into the cities of Sunderland. Most are well as stoneware, metal casting, fishing supply, and farm
looking for greater prosperity and security in a factory job. equipment factories. Davro Designs Dispensary keeps its
Historically, borndrin communities are round dried clay main offices here also.
houses built in an oval ring around a stone block plaza. Each corner of the city is controlled by powerful factory
The ceremonial mounds borndrin build are often shaped tycoons that have made their fortunes in rubber. Markus
like animals. the Younger (NE male dwarf [brey]) of Bellwether is
Eschewing megalith use altogether, less hearty races taking over the company from his father, recently deposed
find pole houses to be suitable dwellings in the hinterlands and presumed insane. Jess Stone (CN female human
where wood is plentiful. Chain nets and concrete slabs [ulleran]) of Stone Park is the elderly baroness that has
are often the foundation of homes and barns built on the bitterly competed with the Bellwethers her entire career.
ground. Settlers employ minefields or fences (including Tobias Turnwell (N male gnome [sharper]) of Turnwell
subterranean elements) to dissuade predators. However, started not just a tire company, but is also a noted blimp
the greatest development in defense against unwanted manufacturer with many military contracts—like those that
incursion has been the establishment of the Assembly of are housed in the Acme Airdock, a massive hollow hangar
Inland Sea Cities, a revolving body of civic leaders drawn that invariably houses at least eight rigid airships year
from each of the richest water-trade cities in the state. The round. Zacharias Ozul (CG male human [rauschite]) of

40
the Heights is a newcomer investor to the rubber industry, power brokers all—make up the bulk of the population.
but his “renewable elastics” is growing quickly due to his The old blood of the city rule as the Court of Cinnabar.
innovative polymers. Aside from charitable pursuits, the Court exists to strengthen
military and rail ties with the southern regions, ensuring that
BUCKEYE TREE FRUIT their competitive political needs are met through proxies
The buckeye trees of the Bellwether Valley are notorious for their and agreements. Another influential group is the Steam
hard poisonous fruits. Enginemen League (STEEL), a fellowship of extraordinary
When the ubiquitous brown buckeyes are boiled, peeled, and inventors, pilots, explorers, and rail marshals housed in the
mashed they make a long lasting trail ration. Grand Terminal, a massive 180-foot art deco dome and
Common yellow buckeyes can be blanched to extract tannic acid, railway consortium. The League is subsidized by the local
providing a +1 bonus when doing such things that include alchemy, railways to insure the safety and security of passengers,
leatherworking, dye-making, or when applying a medical astringent. but is also hired by river boat traders as investigators,
Uncommon pewter buckeyes are so tough they can be used as
contractors, and privateers. From the Grand Terminal,
sling ammunition.
Rare oxblood buckeyes, when oven dried, explode into a powdery
most citizens use a grid of railed streetcars to move about,
mist on a high velocity impact. If thrown (up to 60 ft.) or flung from transferring to trains and ferries on the outskirts.
a sling, the buckeye explodes into a 10-foot sphere of dust upon Other attractions in the city include Canary Tower (a
impact. The sphere spreads around corners, and its area is heavily mulitplex hotel/department store/theater topped with an
obscured. It lasts for 1 minute or until a wind of moderate or greater aviary), the Ingot (a 15-story heavily fortified federal bank,
speed (at least 10 miles per hour) disperses it. mint, and silver and gold reserve said to house a treasure trove
of other indigenous artifacts and family heirlooms), and the
CENTERPOINT
Hippodrome (which hosts turfball play, and is famed for its
horse, cart, and now razorback races) are also well known.
The great hope for Ullera’s future as conceived by
Sunderland’s elite is best represented by the utopian dream GRAND TAR BOGS
of transportation control that is Centerpoint. The city plan
is of concentric rings bisected through the heart by the Named after the oily black water and naturally occurring
main thoroughfares, the Meridian and the Nadir. Elevated tar pits of the local swamps and marshes, points of dry
rail-lines run the megastructure’s perimeter, with public ground are sprinkled about this ancient glacial lake, used
cable cars and private pneumatic transport tubes radiating for farms and homesteads. The tar bogs are a natural
throughout, both above and below ground. With its defense against land assault, but only hardy souls can
creation, Sunderland’s founders hoped to help bring people thrive in this pestiferous muck. Lumberjacks, trappers, and
together, facilitating movement across country through a fishermen that tend the area call Blackjack (pop 6,550)
city-sized switchtrack and depot. home, where icetreaders, boggards, and goblins dwell.
Fully 60% of Centerpoint’s population are low-level Venomous plants, animals, and vermin thrive in the
maintanence and civil engineers who receive subsidized region, and their glands are sold to pharmacologists
housing here in return for upkeep and development. The back east. Gases and distillates are also pumped out of
city is home to the KorNaughton Emporium, famous for the ground and sold to passing airships. Only during
its “KorNott Gels” (priced 25% less than standard fuels).
TAR BOG FEVER
There’s also the Delos Gnosis University, known for its
Tar Bog is a common disease afflicting visitors to Blackjack. It is
agricultural experiments in crossing odd and dangerous
transmitted through contaminated water and mosquito bite, and only
plants with domestic varieties to increase crop yield, pest bondrin have developed an immunity through exposure. Threat of
resistance, and fertility. the fever makes traveling through the Grand Tar Bogs extremely
dangerous and has inspired plans for draining the swamp and
CINNABAR converting it to farmland.
A well developed rail and river hub, replete with Exposure to this disease incurs a DC 13 Constitution save one day
stockyards and meat packing plants on the banks of the after the initial exposure. On the first failed save, a creature becomes
Buckeye River, Cinnabar has grown like a boomtown over infected, becoming poisoned and their maximum hit points are reduced
the last century, enjoying an influx in population after the by 2d4. On the second failed save, a creature becomes blind and an
additional 2d4 maximum hit points. The first time a creature saves
Great Hellfire that befell its chief trade rival. Outside of
against Tar Bog Fever, they return to their normal hit point maximum,
refugees and immigrants, the families of landed gentry— are no longer blinded, and become immune to the disease for 24 hours.
some decendents of war veterans, but money holders and

41
the summer and winter is wheeled traffic feasible on the skyline in what its people call, “The City That Never
roads made of logs that float just above the oily waters. Ceases.”
The common tar trees are used to produce rubber and Ribbons of road and sky bridges connect the city together
flammable oils. in an asphaltum and iron web. Towers are topped with
turbines that use the constant winds to spin the gears far
THE INLAND SEAS below in the factories at the base of each. Solariums and
The Inland Seas are five gigantic, interconnected, brackish multistory glass arcades plaster the sides of most towers
lakes between Sunderland and Keystone and shared like moss growing on a tree, creating vertical gardens and
with Atanak. Due to the nation’s extensive use of canals, parks a hundred feet above the ground. Arched roadways
watercraft can travel the circuit from the North River of tunnel through buildings, and rotating bridges act as traffic
Keystone or the Sentinal River into the Inland Seas, up from intersections. Balloon platforms move people and vehicles
The Great River at Belle Venue, or laterally on the Buckeye vertically throughout the city. Like Ramson Downs before
River or its many tributaries to navigate across the nation’s it, Second City commands shipping from the Inland
northern reaches. Atanak’s veiled hostility toward Ullera Seas of Sunderland and Keystone to the Heartwater of
means that its shipping is never fully safe from raiders and Harmonia and the Bastion.
pirates based in Atanakan ports. The Inland Seas are also However, for all its growth and splendor, the city is not
home to a variety of aquatic species that trade with both without flaw. The sewers empty directly into the harbor
nations and often play Ullera and Atanak against each making it the filthiest of any Ulleran city. The criminals
other, intensifying the rivalry. The seas, named after mythic of the city are notoriously violent and many cartels have
aspects of Folk ancestry, are from west to east: Terpsichore, their hooks into local government and law enforcement.
Melpomene, Urania, Erato, and Clio. Additionally, working conditions for most unskilled
laborers is extremely poor and the city government
“PERPETUAL WORK PROMISES ENDLESS takes an active role in suppressing political unrest and
GROWTH” maintaining the status quo. Second City is home to all the
This familiar adage not only sums up the constant push and races of Ullera, but the Underground appeals especially to
grind to maintain life in Second City, but points to the greatest those with light sensitivities.
achievement of this triumph: the city’s towering high-rises that
form the industrial and financial heart of the city. Munificent STARVATION ROCK
Mile is one example—a loop of mega-towers connected by A famous landmark, this large sandstone promontory was
sky bridges, each with its own manufacturing, shopping, the site of an oft retold military disaster. History tells that
gardens, schools, and residences. Others are like the water a cavalry unit lead by Gilliam “Uncle Gill” Tecumsar was
spires that soar overhead throughout the city. Each spire is a isolated and trapped on the rock by a pair of bulettes. After
castellated monstrousity completely filled with water (directed several attempts at escape, the unit perished from suicide
to the spires by massive cribs or intakes that carry water and and hunger. Starvation Fort (pop 70) in recent years has
aquatic humanoids to the city from the Inland Seas), with been converted into a hotel resort known for beautiful
pepperbox hydrants sprouting out of every eave (useful for vistas and seclusion. It can only be reached by horseback
dousing fire). (due to lack of space for airships), and has become a
Most famous, however, is the Second City Trading famous retreat for poets and big game hunters. It was
House, a massive affair that holds a commodities market, originally built to protect lead miners and lumberjacks in
the Board of Trade, and the massive Babbage Trade Index the area.
Calculator (BTIC). The bottom six stories of the Trading
House is a cathedral like space of terraced balconies SUNUP AERODROME
known as the Trading Floor. The next ten floors are the
One of the largest aircraft testing fields in Ullera, not only
office space of the members and functionaries of the Board
was this the launching point from where early airship
of Trade. The final ten floors are filled with the complex
pilots began to chart these lands, it is also the main base
gears, cogs, and punch card stacks of the BTIC.
of operations for the Ulleran Air Marshals. The UAM
is tasked with arma-piracy patrols, airspace security,
SECOND CITY
predation control, and weather forecasting. Each air task
A synthesis of art, architecture, and organization; massive group, or “AT-wing,” follows a circuit beginning in the
wind towers of steel, stained glass, and polished stone fill community of Sunup (pop 14,000), which supports the

42
base, and passes through satellite aerodromes to the north, weapons, armor, drugs, explosives, and smuggled military
south, and east. Messages are sped from the ground to grade technology).
airship patrols by use of massive parabolic mirrors that The sewers beneath the Underground are labyrinthine
can hit a target with signal flashes over a hundred miles and add another layer of complexity to the city. Few
away on a clear day. Latest innovations in aerodynamics voluntarily choose to live and work in the sewers due
and armament make this locale a high security risk, with to the common infestation of dire rats and other vermin.
guards given standing orders to shoot intruders on sight. Goblins and kobolds often hide in the sewers and sneak
above ground to loot and pillage during the night. Most
TALLMILLS city factories dump their toxic wastes into the sewers
Once the gathering place for Borndrin tribes called which empty into the harbor.
the Mastodon Hunters, the Tallmills of today is the
conurbation of three embedded rivals branching across BLACKBURN
the Redstone River. “Westsiders,” who live in Kilborn Latitude 44N 44’, Longitude 85W 10’
(for the liberator patriarch, Colonel Jafreg Kilborn [LN Village
male dwarf [brey]]), center around their operation of the Government autocracy
Kilborn Bottling Company, the region’s leading provider Population 707 (50% human, 41% dwarf,
of beer, milk, and seltzer. Normally reduced to selling their 5% stone giant, 4% others)
products from sawdust-floor dives, the KBC raises the Major Industries Timber, fishing
bar for the industry with its upscale saloons, high quality
products, corporate sponsorship, and blatant political NOTABLE RESIDENTS
lobbying. “Eastsiders,” hailing from either Onjeneau Xalter Loess (LE male dwarf [drague]; a cowardly career
or Volker Point slightly south, share ownership of the politician who turns a blind eye to foreign interests and
Meatpackers Union which commands activities in the knows how to keep his job).
many slaughterhouses where cattle, bison, and mastodon
are shipped. Far outside the worries of most Sunderlanders, Blackburn
While the city’s largely borndrin population is lies on a glacial plateau in the northeast corner of Barren
contentious at times, no citizen is unfamiliar with the Country (the wide lower peninsula of Sunderland). Built
ubiquitous “badger holes”—converted concrete bunkers after the Hellfire Uprising, the town is protected by a
from where old lead mining caverns used to be, used for wooden palisade and log fort housing a division of Ulleran
living space. The city also never lost sight of its old face; irregulars. Blackburn is one of a chain of fortified towns
the oxidized silhouettes of grain silos, paper mills, and protecting the cities to the south from northern invaders. In
lumberyards, once used by the early miners and foresters truth, the only real protection afforded the town is that by a
who settled here, still dot the area like metal tombstones, clan of Cairnbrûd (mostly NG stone giants) who regularly
about which nothing much grows but rust. interact with locals and trade information and their
menacing presence for tobacco, alcohol, and other exotic
THE UNDERGROUND trade goods brought up from the south. These Cairnbrûd
When Second City was rebuilt, the city planners took had their own homes raised and plundered during the
advantage of the ruins to raise the entire city above the Hellfire Uprising, and remember well whose side they
flood zone. These areas have been excavated and linked weren’t on all those years ago.
together to form the undercity called the Underground. Other than Cedar Street, the roads about town are
Here be the homes of the counter culture comprising unpaved, with most commercial traffic keeping to water.
Anarchaea members and disenfranchised groups. The The town’s single unfinished light-rail line sees little
Underground Economy is Second City’s version of the movement as developers claim spur-lines north of Metris
black market. The saying goes that anything that can be are a dead end. Timber is commonly floated down an
bought or sold is available for sale in the Underground. intricate watershed of rivers and streams to the Inland
The Underground also has its criminal attractions Seas. Wooly trout fishing is also popular along these
including gambling, speakeasies, and illegal blood sports waterways. During winter, the heavy snow and ice choked
like steel boxing, steamroller derbies, and circus dueling. waterways means the only way in and out of town is by
The Underground Economy is the only place one can sled or snowshoe.
purchase restricted items without a permit (including

43
Reverand Geirhardt “Gard” Hathsbury
Civic Proctors’ Nest, Second City
5 April 188 E.A.

The thaw is on and as the ice recedes so too do the hidden places, and those kept hidden within them, make themselves more visible. A look
now at the current habits and perceived activities of the fringe elements that persist in our homes—may we be wise in our studies to catch the
stirring schemers unawares!
First are the “Cold Hawks,” paramilitary insurgents dedicated to undermining or usurping current city governments. Most are infiltrators
trained in winterland warfare (utilizing “snowsheds” or “snowfalls”, i.e. snow-covered ambush mounds and snowy pit-traps, and
manufactured avalanches to great effect). While not officially sanctioned by High Atanak, Cold Hawks do receive funding from private citizens
of the Old Dominion sympathetic to their seditionist cause.
The “8” is a radical activist group striving for better working conditions for all laborers (specifically an 8-hour workday). A noble
pursuit, they are sadly named after a group of eight men lawfully sentenced and hanged for participating in the Hill House Rebellion, which
was broken up by lethal gunfire from rogue proctors—the identities and motives of whom have never been agreed upon. The “8” publish
propaganda, incite unrest, and will use violence to accomplish their goals.
The Hallowed Order of Boilermakers is a male only guild that attempted to maintain a citywide monopoly on industrial engineering
contracts. The monopoly was broken, in no small part due to our vigilance, and the activities of “HOB” now include illegal racing, chop
shops, and gun-running. HOB members usually wear leather masks to keep their identity a secret, and frequently target women inventors and
engineers with hate mail, vandalism, and even violence.
The “Bootleggers” are a smuggling ring for alcohol and other commodities. They also run gambling halls and unlicensed gin parlors.
Second City is a proven example where income and property taxes are void, and the stores run dry. Revenue comes from sales taxes and
tariffs and every conscience-minded citizen readily pays 10% more than average on legal purchases. Bootleggers circumvent city taxes by
supplying buyers with untaxed contraband, and drinkers with cheap booze. The historical origin of the Bootlegger name is attributed to Shaky
Loupe (the inherited title of the group’s leader), a double amputee that hid bottles of liquor in his hollow artificial legs. It is rumored many
politicians and police officials are on the take, therefore we must be vigilant. Worse still, others tend to ignore Bootlegger activities so long
as they remain discreet. Word has it independent operators are straining for a larger slice of the pie, giving us cautious hope that the current
ring is crumbling. Alarmingly, violence appears inevitable as the smuggling ring becomes factionalized.
Tall and wide is the place we have come to call home, therefore no less in stature must our resolve be to see these ills made well. All in due time.

POINTS OF INTEREST brainwashed lot, at times spending hours commenting on


Abompson Sawmill: The Abompson Sawmill employs nothing more than the shape of a snow flake, and at others
nearly everyone in town. It uses a weir turbine on the engaging in wild saber-toothed tiger hunts. In winter, the
Swift River to power the saw belts during the spring and hotel hosts knattleikr season, an ancient ball game played
summer months. The prized Night Wood conifers only by the dwarves on an outdoor ice rink. Players are divided
grow in the pitch black soils of the area. Night Wood gets into teams and strike at a wooden ball with a stick or with
its name from the ebony grain and shiny crystal inclusions their hands. Physical contact, intimidation, and tarred or
in the wood. Blackburn harvests Night Wood Pines roughshod shoes—now ice skates—are all vital aspects of
through fire since the outer layers of the tree are as hard the game. Winning is achieved by hitting the ball into the
as stone and fire resistant. The fire burns through the roots net of the opposing team more often, or by sundering the
and inner core of the tree, leaving the shell to be tipped ball in a single stroke when taking aim at the net. Penalties
over and stacked like sections of pipe. The beauty of the are assessed by removing players from the game into a
wood means it is usually used for furnishings, but can be “penalty pillory.” Most knattleikr rinks are circular in
incorporated into weapons and armor. shape, but other shapes exist.
Blackburn Hotel: The Knights of Gordryyn, the town’s Fort Drumlin: Fort Drumlin is tasked with patrolling
sole winter lodge and sporting club, gathers weekly in the the coast of Barren Country and houses up to 200 soldiers.
oval ballroom of the town’s only inn. Lodge membership Military post is delivered by airship year-round, and the
is the closest thing the town has to local politicians or fort maintains a single small airship hanger. The fort is
celebrities, featuring eccentric town elders and their built on a dome-shaped hill with wooden walls and has
loyal offspring. Outsiders might view the bunch as a five cannons and five bombards for defense. The current

44
commander is Franco Addax (LE male human [ulleran]) Pistol. Ranged Weapon Attack: +2 to hit, ammunition 50/150, one
a former boxer with a reputation for avarice and sudden target. Hit: 8 (2d6 + 1) piercing damage; deadly, light, reloading (1).
violence. His devoted second is Blaine “Rags” Ricoh (NG
male halfling [leatherfoot]) who handles most of the day- BOON
to-day operations of the fort and conceals his commander’s Palos can arrange to perform in a location sure to draw attention away
misdeeds. from the PCs to lessen the likelihood that they’ll be noticed passing
through the area.
Palos Konev was a purser on an airship transport but was LEACHER’S VALE
driven out for his insubordination and a scandal involving
some missing jewelry. He now works as a private eye and Latitude 40N 37’, Longitude 80W 50’
freelance reporter. Unlike most civilians he races toward Village
danger rather than flee it. He uses his performance abilities Government council
and skills to grill witnesses and suspects, but can be very Population 652 (63% human, 34% halfling, 3% others)
charming when he wants. Major Industries Hunting, logging
NOTABLE RESIDENTS
PALOS KONEV First Trustee Fehris Roth (LG male human [ulleran])
“No use in fightin’ it, friend. Let the music take you where it will, I “Hostile” Grady Hosstetler (CG male halfling [tenderfoot];
always say.” leader of the activist group, the Roustabouts)
Medium male orc [borndrin], chaotic neutral
Elba Hosstetler (LN female halfling [tenderfoot];
Armor Class 12 (chain shirt) outspoken “opponent” of her grandson’s band of
Hit Points 60 (11d8 + 11)
Speed 30 ft.
misfits, the Roustabouts [though in truth, she does this
only to ferret out any naysayers to be later chastised]).

Artwork by Mates Laurentiu


STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 12 (+1) 14 (+2) 12 (+1) 18 (+4)
Saves Dexterity +1, Charisma +6
Skills Athletics +3, History +4, Insight +5, Investigation +6, Percep-
tion +3; forgery kit +2
Senses darkvision 60 ft., passive Perception 13
Languages Common, Abyssal, Dwarvish, Halfling, Raushite, Orc
Challenge 4 (1,100 XP)
Eye for Detail. Konev can use a bonus action to make a Wisdom
(Perception) check to spot a hidden creature or object or to make an
Intelligence (Investigation) check to uncover or decipher clues.

Spellcasting. Konev is a 5th-level spellcaster. His spellcasting ability


is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the
following bard spells prepared:

Cantrips (at will): friends, mage hand, message


1st level (4 slots): charm person, comprehend languages, detect
magic, dissonant whispers
2nd level (3 slots): enhance ability, locate object, zone of truth
3rd Level (2 slots): nondetection

ACTIONS
Weird Words. A target within 60 feet of Konev, that he can see and
that can hear Konev, must succeed on a Wisdom saving throw or
take 2d6 psychic damage and have disadvantage on the next attack
roll it makes before the end of its next turn.

Sword Cane. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) piercing damage; light.
Palos Konev

45
Ugly reactions to the War of Division were not all the square, pointing to the river, and mewling about the
confined to the Bastion. While very few of the conflicts moon’s reflection on the water (all caused by a moon-beast
that marked that period happened outside Bastion’s which is so far content to prey on travelers while it studies
borders, one such conflict is famous for how far north the town to see if it might make a suitable home).
it occurred—near the settlement of Leacher’s Vale in Winter Retreats: Local hunters and loggers often come
Sunderland. upon hidden caches of dried and buried food or supplies
To counter Leatherfoot support for the Commonist cause in the creeks and wooded hollows in the hills and up
late in the war, local landowner and retired Brigadier and down the Buckeye. Some of them use these sites as
General Mort Ergan had been gently press-ganging overnight camps, always careful to restore any of the stock
Tenderfoot youth into a coalition in support of his they deplete, while others stay strictly away, whispering
Expansionist allies down south. Many of the overeager of haunts and predatory animals. Every local knows these
halflings had been told lies about whom they might end up are the winter retreats frequented by members of “Hostile”
fighting, thinking instead how they would soon be standing Grady’s gang: the Roustabouts.
side-by-side with their Bastonian cousins. As Sunderland
authorities began to look into rumors of Tenderfeet
militarizing in the hinterlands, General Ergan became “HOSTILE” GRADY HOSSTETLER
“Don’t mind the name. It’s the meat and bones spittin’ it at ya that
paranoid that the Federal Army was on to him and fled ya ought’n’t to forget.”
with his “duty scouts” in tow. After a series of duck-and- Medium male halfling [leatherfoot], chaotic good
cover episodes along the Buckeye at night, during which Armor Class 16 (studded leather)
Ergan had split his forces and given his scouts explicit Hit Points 65 (10d8 + 20)
orders on what to do if confronted, Ergan circled back Speed 25 ft.
seeking refuge at a friend’s private estate. STR DEX CON INT WIS CHA
Before reaching the grounds, however, General Ergan
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 16 (+3)
ran afoul what he perceived was a federal search party,
guns leveled at him. Offering no resistance, the drunken Saves Strength +2, Constitution +4
Skills Athletics +2, Intimidate +5, Persuasion +4, Stealth +6,
general failed to recognize his failure until too late,
Survival +5
instead surrendering to a group of his own scouts: pairs Senses passive Perception 11
disguised as humans, one on the other’s shoulders, in Languages Common, Halfling
stolen overcoats. No sooner had this become apparent Challenge 4 (1,100 XP)
when a squad of federal troops arrived on the scene to find
Brave. Hostile has advantage on saving throws against being
Brigadier General Mort Ergan held at gunpoint by one of frightened.
his finest scouts: Grady Hosstetler. Locally, this event is
known as the Leacher’s Vale Uprising. Lucky. When Hostile rolls a 1 on an attack roll, ability check, or
saving throw, he can reroll the die and must use the new roll.
POINTS OF INTEREST
Savage Ingenuity. Once per turn, Hostile can deal an extra 1d6
The Nor’east Crook: The largest trade road that runs damage to one creature he hits with an attack if he has advantage on
through the area, known for the elbow like curve it takes the attack roll.
changing direction from east-west to north-south along its
route. The road sees very little heavy traffic, but locals say ACTIONS
the loggers and hunters who selfishly patrol either side of Multiattack. Hostile makes two attacks, or makes one attack and
it create special traps and hazards befitting their profession uses Cunning Tactics.
to keep predatory animals (nosy trespassers, more likely!)
off their grounds. Blunderbuss. Ranged Weapon Attack: +6 to hit, ammunition 20/60,
Township Square: Every township that touches one target. Hit: 11 (2d6 + 4) piercing damage; deadly, reloading (1),
two-handed.
the Crook keeps a central square off the road for trade
purposes, often marked with flying banners and paved Cunning Tactics (Recharge 4-6). Hostile chooses a friendly
with flagstone. During the day, these are hotspots of creature who can see or hear him. That creature can immediately
local business, where neighbors solely rely on each other use its reaction to make one weapon attack, adding 3 (1d6) to the
for goods and services. At night, however, eyewitnesses attack’s damage roll.
have seen nude and bleeding out-of-towners crawling in

46
Improvised Shortblade. Melee Weapon Attack: +5 to hit, reach 5 ft., to the shackling of youth—or liberating those from their
one target. Hit: 6 (1d6 + 3) piercing damage; light. masters who won’t listen—and continues to light a spark in
the hearts of Sunderland’s overlooked youth.
BOON
Hostile and his Roustabouts can offer the PCs a suitable place to rest PADDLEWHEEL BEND
and recover from injury, away from authorities or prying eyes.
Latitude 37N 58’, Longitude 87W 33’
Ever since the Leacher’s Vale Uprising has there been one Town
name in liberated youth all across Sunderland—“Hostile!” Government autocracy
Though the leader of the Roustabouts—a band of castaways Population 40,600 (49% human, 29% dwarf, 15% orc,
and foundlings beholden to no one but themselves—is 5% halfling, 2% other races)
reported to be a private sort tucked away in his wilderness Major Industries Shipping, river tourism, gambling
hollow, the public actions of him and his gang show NOTABLE RESIDENTS
dedication and boldness that startles some and emboldens Admiral Joiss “Even Keel” Carver (LG male
others who would use his name as a rallying cry. dwarf [drague]; a war veteran)
A model unto his followers, Hostile Grady is a two-fisted “Queenie” (LE female dwarf [drague]; owns a floating
activist and a gifted outdoorsman. Though he calls the land empire of riverboat casinos up and down the Buckeye
around Leacher’s Vale home, he has been careful never to and Great River)
set down roots, and seldom winters in the same place twice. Jack Plum (NE male human [ulleran]; a beguiling
He mentors his Roustabouts (roughly 30 strong, mostly riverboat gambler).
NG and CG warriors and experts levels 2-7) in methods
of digging out crude shelters in the wilds, how to forage Nestled in the coils of the Buckeye River, Paddlewheel Bend
off the land, and to fight with whatever is at hand—while

Artwork by Mates Laurentiu


thrives on cargo moving up and down the waterway. While
never forsaking the notion that quick feet and a sharp tongue the port city lacks none of the conveyances common to the
are just as valuable as a good aim. Still, Grady’s career as rest of Ullera, the Bend has grown mainly on the back of
a survivalist pales next to his cagey fighting and zeal for its vigorous steamboat fleet, delivering western lumber and
sheltering the young away from those who would prey upon southern cotton for the cities and factories of Keystone and
their unspoiled potential. He harbors ill will toward slavers bringing back finished goods and coal from the east. The
(goblinkin in particular), fights to awaken the populace oldest and wealthiest families in the city are dwarven.
The city takes its name from a series of naval victories
fought using paddlewheel craft to make cunning
maneuvers around the river’s curves, as made famous by
the city’s resident brown water admiral and mayor, Joiss
Carver. Paddlewheel Bend is the largest producer of the
“Beachhead,” a shallow draft steamboat with a metal
prow that splits down the middle to allow rapid egress of
vehicles and troops. Like most Ulleran cities, the Bend has
a city militia along with a series of defensive earth levees,
concrete bunkers, mine fields, and pumping stations to
protect from natural disasters and monster attack.

POINTS OF INTEREST
Azure Casino: Located in Riverside, a strip of
boutiques, hotels, cafes, theaters, and dance halls between
the wharfs and downtown, is the area’s crowning
jewel: a massive building built on the rusty hull of the
“Dreadnaught,” a metal barge of Rageaic design used
as a floating fortress. The ship was scuttled during the
Abolition War and sank in the middle of the harbor. A
landed crime boss, known only as “Queenie,” seized
“Hostile” Grady Hosstetler

47
upon the property as the city has no legal jurisdiction motivated. Trimmed in the purple and orange that mark
on flotsam in the bay. It’s said that Queenie feeds pick its school colors, the house is also rumored to contain an
pockets and card sharps caught in her casino to the exotic extensive underground complex.
pets she keeps in the lower decks. The casino’s dangerous Wollford Library: The first of its kind in Sunderland,
reputation has only made it more attractive to thrill this public library allows anyone entrance and doesn’t
seekers. Her right hand man and paramour, Jack Plum, is a charge its patrons for its use. Besides common print books,
permanent onboard resident. the library holds a massive collection of genealogical data
Burdock Fountains: Burdock Fountains is a massive for the area and an extensive local history archive. The
park and event center used for city fairs, weddings, picnics, library is also the meeting place of the Four Freedoms
burgoo cook-offs, and sports. National paved and off- Movement. This political group has birthed idealists of
road velocipede competitions are also held here. The park both the Expansionist and Commonist persuasion in the
gets its name from its water displays and pools. During Bastion, but generally opposes the militant policies of
the summer, citizens don their bathing habits to enjoy the Ullera and strives for political reform.
recently completed paddlewheel wake pool and wooden
flume slides. The park also has the latest in simulated golf JEROME GOTTS
courses, as well as several fishing lakes stocked with a “What you want, Jerome Gotts!”
variety of different aquatic life. Medium male human [ulleran], lawful neutral
Crowncrest: A famous diner on the west side of town, Armor Class 18 (plate armor)
their signature dish is “the best calf brain sandwich served Hit Points 49 (9d8 + 9)
north of the Buckeye.” The brain is sliced thin, covered Speed 30 ft.
with batter, fried, and served on a poppy seed bun. They STR DEX CON INT WIS CHA
will also prepare a burgoo stew with any type of meat in
19 (+4) 14 (+2) 12 (+1) 18 (+4) 10 (+0) 8 (-1)
their lockers or that customers provide. The second floor
offers bunk rooms and private rooms, breakfast included. Saves Intelligence +6, Wisdom +2
Maecena Gardens: This wildlife preserve and tourist Skills Athletics +6, Mechanics +6, Perception +2, Science +6;
attraction is sealed beneath a complex of glass domes smith’s tools +2, tinker’s tools +2
Senses passive Perception 12
covering four acres. The environment of each dome
Languages Common, Dwarvish, Elvish, Gnomish, Rauschite
is regulated to simulate different climates. The entire
Challenge 4 (1,100 XP)
complex was a gift to the city by the late gnomish
adventuress Isiewu Maecena. Besides flora and fauna, the Contraptions. Gotts can give non-concentration contraptions to
gardens also keep all of Lady Maecena’s artifacts, statuary, allies to activate. Save DC 14; Contraption Attack +6; Prepare 9
contraptions
and sarcophagi collected on her sojourns to the southern
hemisphere. Rumors of exotic animals living wild on her Gadgets: light (shoulder bulb), mending (tool), produce flame (wrist
gated estate are common but unproven. Some say she device)
brought her death home with her as an unknown disease 1st-Level (4 slots): absorb elements (shoulder-mounted device),
local doctors could neither diagnose nor cure. Her adjacent burning hands (hand-held device), catapult (launcher attached
estate is protected by armed guards and held in trust by to pneumatic crossbow), create or destroy water (device built into
her attorneys for an absentee heir. Neighbors report drum armor), feather fall (rocket backpack)
2nd-Level (3 slots): invisibility (chest-mounted device), see
music and strange lights on some nights, but during the invisibility (goggles)
day the house looks abandoned. 3rd-Level (2 slots): fireball (wrist mounted device), fear (hand-held
Westwarden Woods: At 240 acres, this upper crust device)
community is home to numerous private estates and is the
largest preserve of virgin forest within any metropolitan Pneumatic Armor. Plate armor that increases Strength to 19.
area in Ullera. While building the city to avoid conflict, Bonus action to expend contraption slot; For 1 round + 1 round per
the city leaders delineated areas of forest for preservation. contraption slot, gain advantage on Strength checks and Strength and
Dexterity saving throws, and carrying capacity doubled.
No new homes are built here, and all entrants would be
wise to first appease the fey who tend and live off the Scalding Steam. Gotts converts fire damage from his contraptions
grounds beside neighborhood tenants. The finest home into steam damage. Steam damage ignores both resistance and
in the city, Augustus Mansion, is also found here. Led by vulnerability to fire, does not ignite objects, and extinguishes non-
Rector James Augustus, the manor is a political epicenter magical fires.
and conservatory, with invitations to the house for tea or
a meal considered a high honor and always politically

48
Steam Cloud (2/long). As a bonus action, Gotts can create a 1st-level Operating out of a small but profitable workshop in
fog cloud, centered on himself and moves with him, for 1 minute a small town outside of Paddlewheel Bend, his works
or until he ends it (no action). Gotts does not need to concentrate to are locally promoted with hand bills and poster boards
maintain this fog cloud. emblazoned with his iconic logo and proclaiming the
above slogan. The adjacent posh saloon owned by
ACTIONS
Pneumatic Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
his moonshiner wife is packed at night with moguls,
ammunition 100/400, one target. Hit: 11 (1d10 + 2) piercing adventurers, and inventors.
damage; reloading (5), two-handed.
SUNDERLAND ADVENTURE PLOTS
BOON Copperheads vs. Lilywhites: Begun as lowborn
Gotts can find buyers for items the PCs would like to sell, fetching criminals who vie for influence and cater to the city’s
higher prices than normal. He is also able to procure technological
items to sell that would otherwise be rare or unavailable in the region.
vices, the Copperhead Cartel, a thorn in the side of
Cinnabar’s Court, is now a populist movement making
Jerome Gotts is a fashionable innovator of technology real inroads in local government. In response, the private
known to brand his creations with the same logo of unruly firm GHITI (pronounced, “fish”), whose members, known
hair and fierce mutton chops that is characteristic of his as “Lilywhites” by the public—acting as political body
look. He repairs steam vehicles, weapons, and armor in guards, informants, saboteurs, and even assassins—are
his workshop, but also creates unique contraptions that he culled from leading families and businesses, and have
loans out to friends and adventurers for field testing. begun to target the Copperheads in an urban war full of
intrigue that will no doubt lead to collateral damage.
The Secret Ruins of Metris: Ramson Downs wasn’t
the only city to be rendered tabula rasa during the Great

Artwork by Mates Laurentiu


Hellfire, as few to no survivors were left in the city of
Metris (est. pop 9,000, mostly hidden) after its “sacking.”
Some believe more than three-quarters of Metris’s
residents were captured and brought north to serve in slave
camps or worse. Many who have been there claim to have
seen impossibly tall men directing citizens in camps about
the dilapidated remains of the city. Still others contend the
Ulleran government is somehow responsible for the city’s
condition, and the real reason behind why Metris hasn’t
recovered like Second City.
The Serpent Mound: One of the ancient ceremonial
mounds built by borndrin, legend says that a massive
purple worm fell from the sky and died here, its skeleton
eventually covered by dirt and grass. The myth claims that
the serpent’s flesh peeled away in strips to become the
purple worms that plague coal miners throughout Ullera.
Others believe that the massive serpent was never alive,
but built as a stellar calendar marking the end of the world,
or for even more nefarious purposes. The coils of the
Serpent Mound line up with the stars of the constellation
Draco twice each year. Archaeologists from Delos Gnosis
have discovered that magnetic compasses do not function
on site for some unknown reason. There is also evidence of
a massive meteor strike in cryptoexplosion crystals found
in the sediment of the area.
Shoot-the-Chute: A representative from the Court of
Cinnabar is hiring out for a group of porters to safeguard
a “sensitive delivery of goods” along the city’s inclined
Jerome Gotts

49
plane portage sledges, which use a network of steep BOON
tessellated chutes to move people and cargo down Mt. Bess can allow the PCs to pass through the Disputed Lands without
Henna by high speed toboggan into the Buckeye River. being robbed, or they could attempt to acquire an item or deliver a
The job requires that the porters ensure the integrity of the secret message directly to an NPC in the Disputed Lands.
protective rigging encasing the cargo during the descent, as
well as see to its final delivery, including fending off any In the lands between the walls of Fort Kincaid to the
would-be intercepting agents, at Fort Kincaid (pop 8,250) bridges of Naughton, rumors swirl about an auburn-
four days southwest along the river. headed hellion who brings outlaw men to their knees. Born
The Sunup 555: Famous for its air races, Sunup holds Elizabeth Wilke, “Bess” to those in the know, she grew up
this marathon race for motorized aircraft around an oval on a farm on the outskirts of Apex (pop 17,950).
track once each year. As the flyers circle round the course Growing up, Bess drove her mother mad--always caked
they are expected to acquire points by threading their in mud or flirting with a Brelonite lad headed for the
vehicle between pylons and through hoops anchored along Disputed Lands. She always turned up for Pa’s nightly
the route. The first to score 555 points wins the race. whippings, though. Her upbringing instilled in her a quirky
blend of carelessness and discipline.
Well known as a borderlands transient, Bess’s time as
ELIZABETH “BESS” WILKE
“Reckon I don’t get paid to figure whether you actually done it. I an irregular during the Abolition War was rough. She
get paid to drag your ugly hide back to Fort Kincaid, dead or alive. constantly chaffed against her superiors, but her success in
Now, what’ll it be?” capturing a trio of saboteurs during the Holwake Incident
Medium female human [ulleran], neutral impressed a military hire who gifted her with a unique
Armor Class 15 (studded leather) pair of fine revolvers. Soon after, she took up a full-time
Hit Points 120 (16d8 + 48) bounty hunting contract through Fort Kincaid.
Speed 30 ft.
Artwork by Mates Laurentiu

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 16 (+3) 13 (+1) 12 (+1) 15 (+2)
Saves Strength +5, Dexterity +6
Skills Animal Handling +4, Intimidation +5, Investigation +7, Per-
ception +4, Survival +7; thieves’ tools +3, tinker’s tools +3
Senses passive Perception 14
Languages Common, Rauschite
Challenge 7 (2,900 XP)
Bullseye. If Wilke hits the same creature with both of her revolvers in
the same turn, she can deal an extra 3 (1d6) damage to that creature.

Trick Shot. Before making a ranged attack with her firearms, Wilke
can take disadvantage on her attack roll. If she hits, the target takes
damage as normal, and must succeed on a DC 15 Dexterity saving
throw or either be immobilized until the end of its next turn or one
item the creature is holding of Wilke’s choice falls to the target’s feet,
Wilke’s choice.

ACTIONS
Multiattack. Wilke can make two revolver attacks, or if she has both
revolvers drawn, she can make three revolver attacks.

Dual Revolvers. Ranged Weapon Attack: +6 to hit, ranged 50/150,


one target. Hit: 9 (2d6 + 3) piercing damage; deadly, reload (6 each).

Roundup (2/long). Bess can draw manacles or other bindings from


her person and then attempt to bind a creature of Large size or
smaller. The creature must succeed on a DC 15 Dexterity saving
throw or be bound and restrained until freed.
Elizabeth “Bess” Wilke

50
BEYOND THE Monument is a pioneer town established along the Brelon
FEDERATED STATES
Trail. Generations ago, human settlers left the desert

OF ULLERA (FSU)
kingdom of Rausch for Temarest, the land of The Folk.
After the Abolition War, however, thousands of the
The earthly realm of Geir hides many secrets and untold Brelonite faithful decided to return to their homeland of
legends across far-flung reaches the likes of which are Rausch, tired of persecution by the populace and offended
not detailed in this book. Perhaps your Pure Steam by the secular stance adopted by the government of Ullera.
campaign is set in the elven lands of Rhim, across the Over time, small towns began to appear along the trail.
glittering Sun Current beyond the westernmost shores of The towering Monument Bluffs are a natural landmark
the Ulleran continent. Perhaps your campaign seeks to in the flat Plaudit River Valley, and mark a navigable pass
detail the ancestral homes of the dwarves, found in the through the Great Divide Mountain range to the Kingdom
Eastern Continents bridged only by the Great Span and of Rausch. The town of Monument was named after this
the very daring. Further still, adventures aplenty lie in the geographic feature. With the foundation of Ullera, trade
myriad lands that clutter the Feral Expanse. The cradle and travelers moved steadily across the old migration
of humankind in Mazan? The foreboding icy climes of route between the Kingdom of Rausch and the East. The
goblin-ruled Atanak? The pious high culture of Rausch? completion of the railroads made this dusty depot into
Or even the untamed wilderness that is the Disputed a permanent settlement, and caused a recent boom in
Lands! All these, and more, can be yours to create as you population.
see fit, and are sure to be coming to a bookshelf near you Known for practicing frontier justice, the town of
in the near future! Monument is not under the authority of Rausch or Ullera,
For now, we give you a glimpse of what lies-in-wait in but is a trade link for both. Enforcement of laws is subject
the Disputed Lands. Tread warily, friend, not all that goes
to vagaries of public sentiment and local feuding. Most
here survives for very long!
who carry firearms are free to kill others in disputes over
body and property. The construction of the Minatory Water
THE DISPUTED LANDS
Reservoir thirty years ago provides local irrigation. A train
Between Ullera and the Kingdom of Rausch, a vast stretch known as the Zephyr Line, carries passengers, minerals,
of open plains lies unconquered. Without unification under a cattle, and trade goods back and forth as far as Second City
banner, the disparate towns and counties shift allegiance for and Five Points. Much of the town’s rustic appearance
safety and gain. It’s not uncommon for a town under the sway remains, but wooden walkways and sod buildings are
and ‘protection’ of the goblinoids of Atanak to sit only miles slowly giving way to brick and concrete.
away from a town paying taxes to the Ulleran Government.
POINTS OF INTEREST
MONUMENT Tarsaltown: An enterprising halfling by the name of
Latitude 41N 52’, Longitude 103W 39’ Jiggens Tarsal is one of the wealthiest landowners in
Town Monument. He owns numerous businesses in a south side
Government autocracy area of town named for him; the employees of which all serve
Population 2,350 (33% human, 29% avus, as his gofers and intimidation squad (used rarely to dissuade
17% orc, 16% halfling, 5% others) bold outlaws or frontier warlords). He is a local born “soddie”
Major Industries Seasonal crops (corn, potatoes, sugar (poor sod farmer) who enjoys wide loyalty, known for his
beets), tourism, land management staid nature and hard-earned generosity. His first business
was a brick factory to spur local construction. He also owns a
NOTABLE RESIDENTS dancehall, soda parlor, creamery, icehouse, forge, and the only
Jiggens Tarsal (NG male halfling [leatherfoot]; alchemical refinery in the valley. Tarsal is also a patron of the
recognized leader of the town, though he does not arts and hosts the annual Giant Vegetable Shine and Sculpt, an
openly campaign as mayor) event he uses to scout new “talent.”
“Colonel ‘Ar-dee’” Rutger Dabney (CN male Monument Hunting Club: This large paddock just
half-orc [avus]; this boisterous war veteran, now local outside of town is a dues paying club for spot shooting.
sheriff and commander of Fort Miter, deals in used Inside its walls, exotic animals are released and hunted by
body augments and frontier justice), the membership. Recently, the club has closed its doors,
Willium Foster (LE male human [ulleran]; a mindful with very little word escaping about the circumstances.
Locals whisper that perhaps this once popular pleasure
developer who sees “great things” ahead for Monument).

51
spot has now become more of a prison, keeping dangerous Contraptions. Daro can give non-concentration contraptions to allies
sorts in and curious sorts out. to activate. Save DC 16; Contraption Attack +8
The Monument Bluffs: A majestic series of highly
stratified rock formations, spread over 3,000 acres, stand Gadgets: light (headlamp), mending (tool), ray of frost (wrist
device), shocking grasp (glove)
out above the plains in five distinct locations: King’s Rock, 1st-Level (4 slots): absorb elements (belt device), create or destroy
High Rock, Ave’s Rock, Harp Rock, and Seer’s Rock. water (hand-held device), detect magic (monocle device), faerie
Annual events centered on the bluffs and set to begin this fire (wrist device)
year include aircraft and horseback races aimed at drawing 2nd-Level (3 slots): locate object (wrist device), slow (hand-held
additional interests from abroad. One competing developer device)
would prefer to see a circuit of cable cars for observation 3rd-Level (2 slots): lightning bolt (hand-held device)
installed, connecting the bluffs.
Pharaonic Theater: This theater is built within a brick ACTIONS
pyramid with aluminum and copper trim. At night, the gas Bombs (4/long). Daro hurls a volatile alchemical bomb at a creature that
lamps reflecting off the metal can be seen twenty miles he can see within 20/60 feet. He can choose acid, cold, fire, lightning,
away. The theater hosts all manner of entertainments, poison, or thunder for the type of alchemical explosive he creates, and
from sideshows and operettas, to plays, lectures, pugilism then makes a ranged weapon attack against the target, with a +4 bonus
to hit. If the attack hits, the creature takes 3d6 damage of the type Daro
exhibitions, and ballets. Whatever the occasion, the chose, and creatures adjacent to that creature take 1d6 damage of the
Pharaonic always seems to be ripe for an unscripted same type unless they succeed on a DC 16 Dexterity saving throw.
gunfight, bringing out the dramatic in everyone.
Fort Miter: Fort Miter was built to guard and protect Pepperbox Pistol. Ranged Weapon Attack: +4 to hit, ranged 50/150,
wagon travelers moving through the Disputed Lands. one target. Hit: 8 (2d6 + 1) piercing damage; deadly, reload (4).
Now the fort guards the town and railhead from attack.
The original sod fortifications have been replaced with BOON
concrete. The fortress has a forty-man barracks, a stockade, Daro can teach the PCs the finer points of his handiwork, provid-
a sally port, rifle loopholes, four sentinel towers, an ing advantage on ability checks concerning alchemist’s supplies or
underground armory, and a small aerodrome for military tinker’s tools.
and civilian aircraft.
A gifted young tinker who cut his teeth on the workshop
WANDERING PERSONALITIES benches at Mayrbronne Limited in Foundry, H.D. always
knew he was not long for that world, even if the self-
While the following NPCs don’t actually call the FSU their serving lessons of technological control he had learned
home, they are known throughout the land in various circles. from the company boss stuck with him. Horattious is the
industry’s worst nightmare: a prodigy of their own making
HORATTIUS DARO “H.D.”
“Bring me what I need, H.D., and I’ll make you a paragon of who learned to think for himself. Unrecognized though
engineering perfection.” he may be, past partners of his have benefitted from the
Medium male gnome [gentry], neutral evil work they did together, even if H.D.’s impatience wouldn’t
Armor Class 13 (studded leather) allow him to see it through. Still, the resentment he harbors
Hit Points 104 (16d8 + 32) pales compared to the next great secret he is developing
Speed 25 ft. which could change the face of technology. He calls his
STR DEX CON INT WIS CHA current scheme “cold steam.”
10 (+0) 12 (+1) 14 (+2) 20 (+5) 10 (+0) 11 (+0) He stays on the move setting up mobile workshops to
avoid corporate attention, and those who meet him tend to
Saves Intelligence +8, Wisdom +3
Skills Deception +3, Mechanics +8, Medicine +3, Science +8;
come away doubtful such could be the source of brilliance
alchemist’s supplies +3, tinker’s tools +3 evident in his work. He speaks with few words—except
Senses passive Perception 10 to himself—and his humor is generally at the expense
Languages Common, Gnomish, Rauschite, Sylvan, Dwarvish, of others. His contraptions are his babies, and though
Halfling, Goblin he is certain few others can understand him, he enjoys
Challenge 8 (3,900 XP) explaining their functions to oblivious sorts in excruciating
Alchemy. Daro has sufficient supplies to have prepared alchemical detail, all with a silly grin on his face at the cosmic irony
substances that replicate the following spells. Save DC 16. of the situation.
Cantrips: acid splash, resistance, true strike
1st-Level (3 slots): enlarge/reduce, entangle, expeditious retreat

52
KYNNE LOQUA ACTIONS
“I’m never quite so at home as when I’m on the road.” Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.,
Medium female elf [jade], chaotic good one target. Hit: 5 (ld4 + 3) piercing damage.
Armor Class 15 (studded leather) Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
Hit Points 45 (10d8)
target. Hit: 6 (ld6 + 3) piercing damage plus 2 (1d4) psychic damage.
Speed 30 ft.
STR DEX CON INT WIS CHA BOON
12 (+1) 16 (+3) 10 (+0) 11 (+0) 13 (+1) 16 (+3) PCs may aid Kynne (or vice versa) during a performance, and if a
check yields a memorable performance or better, the PC(s) involved
Saves Dexterity +5, Wisdom +3
receive a +1 luck bonus on any saving throw or ability check for the
Skills Acrobatics +5, Perception +5, Performance +7, Sleight of next 24 hours.
Hand +7; card gaming set +4, thieves’ tools +2
Senses passive Perception 15
Languages Common, Elvish, Sylvan
Kynne Loqua is a sensitive dreamer and altruist always on
Challenge 3 (700 XP) the lookout for those in need, but shying a bit toward the
role of a lone wolf despite those friendly travelers she may
Spellcasting. Loqua is a 4th-level spellcaster. Her spellcasting ability
is Charisma (spell save DC 13, +5 to hit with spell attacks). She has meet. She often runs afoul of the law, suspicious more of
the following bard spells prepared: her looks than her actions, but uses her gypsy talents and
effusive charm to get out of many jams. Her uncanny ability
Cantrips (at will): guidance, mage hand, prestidigitation, vicious
mockery at finding trouble sees her either rescuing those caught in
1st level (4 slots): dissonant whisper, charm person, healing word, a fix, or needing rescue herself. She is extremely skilled
hideous laughter, sleep with a bow and combines archery and gypsy magic to great
2nd level (3 slots): augury (R), invisibility, locate object effect. She is struck with endless wanderlust and has taken

Artwork by Mates Laurentiu


to drifting through towns and cities across Ullera, usually
Vagabond Prank (3/Day). Loqua can use a bonus action on her turn
to target one creature within 30 feet of her. If the target can hear her, forsaking transport to continue on foot.
the target must succeed on a DC 13 Charisma saving throw or have
disadvantage on ability checks, attack rolls, and saving throws until
the start of Loqua’s next turn.

Horattius Daro “H.D.” Kynne Loqua

53
Factions
Ullera is home to many associated groups and races. Each Heroes may decide to work for Atlas Transports
entry below briefly discusses an example of an influential either as employees of the company or as freelancers.
faction that does business somewhere on the continent, as As employees, the crew receives wages equal to 10%
well as who the faction’s members are, what the faction does of the market value of goods delivered minus a penalty
(and why), and what privileges members are granted (as well for delays, but the airship is the property of Atlas. As
as whether the organization is suitable for heroes to join). freelancers, the crew receives 60% of the market value
of trade goods but must pay all operating costs. Atlas
ATLAS TRANSPORTS Transports has its own team of mechanics and occasionally
resells used or captured aircraft.
Alignment: Lawful Neutral
Headquarters: Great Sandy Helium Mines CALICO RAIDERS
Activities: Passenger and cargo services, airship leasing
Membership: 330 Alignment: Chaotic Evil
Races: Any Range: Northern Sunderland and surrounding
Secrecy: History DC 12 for activities, facts, or information borderlands between Ullera and Atanak
Activities: Arson, raiding, plundering, reconnaissance
Atlas Transports has a fleet of helium filled zeppelins Membership: 53
that travel across the globe. Boasting a motto that says, Races: Rageaic (goblinoids)
“Fast Travel: Atlas. Scheduled Delivery: Atlas. Chartered Secrecy: History DC 14 for activities, facts, or information
Flights: Atlas. Get There: Atlas,” they can be chartered
to carry parcels or passengers anywhere in the world. The Calico Raiders are named after Brigadier General
They use a wide variety of aircraft and are always on the Calico who harassed towns and cities along the Inland
lookout for skilled pilots, mechanics, and flight crews. Seas during the Abolition War there. Calico also worked
Airship captains working for Atlas Transports can use their as a spy and insurgent during the war, was captured,
own aircraft and crew to reap bulk profits, but take on all escaped, lived as a pirate, and finally became an appellate
the financial risks as well as costs for repairs and dock judge in Atanak. The Calico Raiders are riverine privateers
charges, weather, pirates, and monster attack. employed by Atanak in the undeclared ongoing conflict
The company was founded by Dwali Rielat (NG male between Ulera and Atanak. The Calico Raiders are trained
gnome [sharper]) and his handmade cargo airship, the in boat handling as well as cavalry maneuvers and use
“Atlas.” He and a few fellow airship captains decided to the Inland Seas to launch raids into Sunderland leaving
work together to establish a stable intercontinental trade torched towns behind. Blackburn and towns like it are
ring. They built on early success by adding more airships likely targets for these raiders.
and trade routes to their network. But what truly established The Calico Raiders are divided into four cavalry units.
them as a premier transport company was the control of a Bridadier General Ilar Gasters (CE male hobgoblin) is
hidden helium refinery. Helium has greatly reduced their in overall command. Four hobgoblin captains command
operating costs, and is far less dangerous than hydrogen gas. each posse of twelve riders (goblinoids of all types). Each
Helium is a prize not only to transport companies but also raider has two mounts while on a mission, and a barge acts
to militaries the world over, and Dwali has kept the location as a beachhead and treasure ship for each raid. General
secret with great difficulty and sacrifice. Gasters is nominally loyal to Atanak since they provide
him with a safe harbor between raids, but he also realizes

54
that they will not come to the rescue of his Calico Raiders CROWLEY & SONS SHIPWRIGHT
if captured on foreign soil. He is just a spiteful way for Alignment: Neutral Evil
Atanak to continue to harass Ullera and other countries Headquarters: Nivens’ Outlook, the Bastion
without legally breaking the armistice. Activities: Shipbuilding, undersea salvage, robbery, murder
Membership: Unknown.
COMMONIST CROP COMMUNE (C3) Races: Gnomes, humans, merrow (aquatic trolls), sea hags
Alignment: Neutral Good Secrecy: History DC 18 for activities, facts, or information
Headquarters: Monument, Disputed Lands
Activities: Agriculture, political lobbying, market Besides conventional ship repair, Crowley & Sons
manipulation specialize in the construction of submersible vessels
Membership: ~170. for sale to the treasure hunters exploring the Drowning
Isles. The basic design is a diving bell which is a massive
Races: Primarily dwarves, gnomes, halflings, and humans
iron sphere that must be lowered and raised by a crane.
Passengers in the diving bell only have a set of tiny
The wave of recent arrivals to Monument can only afford windows for an undersea view but can swim out the open
small plots of land of marginal fertility within the lightly bottom of the bell to explore or retrieve valuables.
patrolled borders of the settlement. These immigrant Crowley & Sons also appraise and purchase recovered
farmers from the Bastion, Keystone, and Harmonia artifacts and provide expert advice on undersea salvaging
looked for opportunity in the underpopulated region of operations. Few know that the gnomes who own the
Sunderland, but have little collateral to secure loans or business have joined up with a band of merrow and sea
to buy equipment or seed stock, and just can’t afford the hags claim jumpers to rob successful treasure seekers.
expense of a steam tractor. Uryat Crowley (CE male gnome [gentry]) acts like a
Initially the C3 was set up to provide low interest kindly toy maker, but is a ruthless criminal. He has built a
credit and share ownership of a pair of steam tractors. As wide variety of contraptions, vehicles, and weaponry used
its ranks swelled it gained social, economic, and political by local pirates in the region and his shop is considered
leverage over native families and businesses. The Commune common ground for likeminded individuals in the area. If
now functions as a power block with suppliers, shippers, he is killed or captured by the heroes his many sons will
and politicians. Some of the wealthiest landowners return seeking revenge in their own machinations.
resent the group’s influence on Ulleran development in
EXOGENESIS ORCHARDS
the Disputed Lands. They are afraid the Commune will
become increasingly radical and powerful enough to mold
Monument, and other settlements like it, to fit their ideals Alignment: Neutral
of shared property and rationed prosperity. A few leading Headquarters: Bulwark, Gom Shao
citizens with Expansionist sympathies are looking for ways Activities: Agriculture, pharmacology, weapons
to break the Commune legally or otherwise. research, commerce
The organizer of C3 is Dina Ginsi (N female halfling Membership: ~500 (mostly field workers)
Races: Mostly elf
[leatherfoot]) who moved to the area five years ago and
Secrecy: History DC 12 for activities, facts, or
has overseen the rapid rise of the Commune. She has
information; DC 18 for darker experiments
personally sponsored the arrival of friends and relatives to
Monument and has a very firm hold on the leadership of The famous gardener alchemist, Toime Beipo, was the
the Commune. She is ambitious and plans to eventually first to perfect the grafting of plant and animal tissues.
run for government office and nationalize local banks and His company has developed many pharmacological drugs
stores to move the town closer to the Commonist ideal of extracted from its exotic orchards of blood oranges, dead
a secured prosperity for everyone. She has met with local man’s fingers, chokecherries, muskmelons, and dragon-
tribes and attempts to secure their support with promises to fruits. Exogenesis also grows woods harder than steel and
right past wrongs and better relations with Monument. capable of self-regeneration used in weapons, armor, and
Heroes are welcomed by the Commonist Crop Commune constructs. There are also rumors of darker experiments
if they share its vision of peaceful coexistence with native with weaponized plants, toxic algae, hybrid plant/animal
peoples and the fight against labor exploitation. Membership breeds, and inquiries into fungi.
itself has little benefit to heroes not interested in farming. The current chairman of the company is Bao Lau-Lau
(CN male elf [jade]). He wishes to grow the company

55
beyond pharmaceuticals and crop breeding into the military FIVE POINTS SYMPHONIC LABS
market. He has invested vast resources into experimental Alignment: Neutral
research and is hoping for a rapid return to secure his Headquarters: Five Points, the Bastion
position in the company. He may sponsor adventurers Activities: Music production, sonic research, historical
acquiring exotic plant specimens, testing products in the sound archive
field, guarding convoys or deliveries, or exterminating Membership: ~100-150
orchard vermin or capturing escaped test specimens. Races: Human, Gnome, Halfling, Dwarf
Exogenesis has developed hybrid fruits that replicate
alchemical items. They also stew and ferment these This company is the Bastion’s leader in the wax press
fruits into elixers, potions, and oils, and will provide free music industry. They record local and national artists
and sell the wax cylinders to phonograph owners across
samples to heroes that work for the company or benefit the Federation. Symphonic Labs also preserves political
its interests. Alchemists and gearheads working for speeches, plays, comedies, and operettas in a massive
the company have developed many new infusions and environment controlled vault. Audio artists flock to the
contraptions during product development. studio to sign recording contracts for national exposure.
Scholars use the laboratory’s advanced acoustic equipment
FIFE & DRUM FRATERNITY for sonic experiments, listening to its catalog of public
Alignment: Lawful Good speeches, and for access to its extensive catalog of
Headquarters: Centerpoint, Sunderland recorded nature sounds of earth, sky, and sea.
Activities: Performance, charity, veteran’s aid, volunteerism The market for recorded artists is rapidly growing as
Membership: 215 more people purchase phonographs for their own homes.
Races: Any Musicians delight in the royalties received from wax
recordings, but scorn the grainy tunes produced as no
The Fife & Drum is a group of fervent patriots and military comparison to a live performance. Wax voice recordings
veterans scattered throughout Sunderland. They campaign are sometimes combined with automatons and armatures to
annually to raise funds for hospitals, monuments, or other give the construct greater verisimilitude to living creatures
public works. Beyond marching bands, the Fife & Drum and allow for limited conversation. It is the conceit of
sponsors concerts, recitations, plays, and road shows for the some wealthy ideologues to provide a tombstone statue
employment of its membership and to bring wholesome, low or bust with a voice recording of the subject for the
cost, patriotic entertainment to the townships of Sunderland. edification of the masses. Some taxidermists install a
Most performances are light comedies or martial dramas recording of calls or roars inside preserved trophies.
of glory, sacrifice, and duty. The Fife & Drum Fraternity
swear to uphold four basic principles: Charity, Harmony, HARVEST GYPSIES
Brotherhood, and Patriotism. Members must display Alignment: Chaotic Good
charity to the less fortunate and to strangers in need. They Headquarters: None
must respect elected authority, obey the law, and live Activities: Harvesting, planting, music, dance, labor,
harmoniously with their neighbors. All members of the Fife medicine
& Drum are bound together in fraternity regardless of race or Membership: 800-900
age and stand with the Federation against all enemies foreign Race: Elf, Half-Elf, Human
and domestic. Members range in age from minors of 12 to Secrecy: History DC 12 for activities, facts, or information
seniors of 60 and older. Females can join a sister sorority of
identical philosophy.
Heroes are welcome to join the ranks of the Fife & Harvest Gypsies are nomads that move about the countryside
Drum, and if they are in good standing, interactions with providing seasonal labor. Nearly a thousand settle for a few
any Fife & Drum sister or brother will be improved by months in tent cities around Bulwark during the harvest. The
one step (e.g. from Indifferent to Friendly, etc.). Fife & life of a harvest gypsy is harsh and penurious, but the gypsies
Drum membership is a cross section of society including support each other physically and spiritually. Some people see
rich and poor, erudite and unschooled, bombastic and them as tramps, but they view themselves as strong, free, and
modest, military and civilian. There is a 10% chance in any independent. Beneath their colorful clothes and rough manners
non-combat NPC encounter of meeting a fellow member. are hidden talents for music, survival, engineering, and
War history and theatrical performance is the soul of the holistic medicine. Many also practice witchcraft or sorcery.
organization and members receive a 10% discount on The Gypsies are mostly honest folk but a few bad apples can
musical instruments, reenactment weapons, and replica trigger persecution and prejudice. Heroes may come to help
armor purchased from the organization. them or be hired to investigate their ranks for evildoers.

56
STONEFELL UNION OF MINEWORKERS VICTORY OVER WAR (V.O.W.)
Alignment: Neutral Evil Alignment: Chaotic Evil.
Headquarters: Galvanite City, Keystone Range: Scattered throughout the Federated States.
Activities: Racketeering, gambling, game fixing, Activities: Assassination, insurrection, violent protest,
smuggling, loansharking sabotage
Membership: 1,320 Membership: Unknown.
Races: Dwarf Races: Any.
Secrecy: History DC 14 for activities, facts, or information Secrecy: History DC 18 for activities, facts, or information
The Stonefell Union of Miners began as a protest Espionage agencies are always looking for agents with no
movement over considered policies to remove certain personal ties that they can redirect and mold. The recently
mine safety restrictions in Galvanite City, but has grown bereaved are often filled with burning desire for vengeance
far more powerful. In its glory days, it clashed many times and little regard for personal welfare. To those ends, VOW
with industrialists and the government over reduction in is allied with anarchist political movements but has its
safety and death benefits, but an unscrupulous new union own agenda. An inversion of widowman training, these
leader, Brodsky Fairfield (NE male dwarf [drague]) has revolutionaries tutor bereaved wives, orphans, and forgotten
turned it into a front for organized crime. The Stonefell elders in the arts of espionage, assassination, and sabotage.
Union now operates illicit gambling, racketeering, and The members of Victory Over War are violently opposed
booze running throughout Pennoncelle, and its main claim to the Federation’s expansionist policies and national draft.
They believe sowing seeds of chaos throughout Ullera will
to fame is “match fixing.” Stonefell pulls the strings in bring down the wealthy elite and end the war movement. They
pugilism, racing, and turfball contests across the city. particularly target Expansionist concerns and the war industry
Canny observers know better than to welch on bets with with violent and destructive protests. VOW feeds on chaplain
Stonefell bookies; the union owned crematoriums ensure organizations and other charities like a parasitic vine. VOW
the police will only find ashes. Union members display a agents seek out the bereaved and give them tools and talents
striped black/white/black band or ribbon, and membership to retaliate. VOW is extremely secretive, broken into cells of
is limited to dwarves. five or six individuals. The mother cell located in Paddlewheel
Bend watches the river traffic and is responsible for a few
TSURU SHIMO LIBRARY
“accidental” deaths and disasters each year.
Alignment: Neutral WILDLIFE IDENTIFICATION AND
Range: Global
LAND DEVELOPMENT (W.I.L.D.)
Activities: Arcane research, wizard training, alchemical
research Alignment: Lawful Neutral
Membership: ~480 Headquarters: Betel, Harmonia
Races: Elf Activities: Exploration, mapmaking, specimen
Secrecy: History DC 12 for activities, facts, or information collection, public speaking
Membership: ~1,500
Wealthy philanthropist Tsuru Shimo has funded the Races: Human, Dwarf, Gnome, Halfling
construction of a multitude of elven libraries across
the globe. The two-story library built in Bear Valley Voters, capitalists and politicians of the Expansionist
(“Kumagai”) follows the basic formula of other Tsuru- movement are eager to increase the sovereign territory of
the Federated States of Ullera into the western Disputed
designed libraries with four wings forming an “X” with Lands (i.e. the wider Feral Expanse). Lobbying together
the librarian’s round dome in the very center. Tsuru Shimo they have established the government funded offices
Libraries are public institutions, and meet the desperate of Wildlife Identification and Land Development. The
need of rising elven populations in towns and cities on employees of WILD are explorers and scientists interested
the western verges of Ullera. Anyone that can read Elven in wildlife research as well as cartography, engineering,
can make use of these library books, but the library also and geology. They hope to lay the groundwork for future
functions as a gathering place for arcane research and railroads, mines, and communities in the expansion of the
wizard training. Tsuru Shimo Libraries do have detractors, nation. WILD also endeavors to kindle support for the
and may come under assault by mobs with anti-Elf or anti- Expansionist cause and raise capital for future quests of
magic sentiments. scientific exploration.

57
Races
DWARVES ramparts. To this day there is no greater threat on land than a
The dwarves that populate Ullera are descendants of charging company of Brey soldiers. Dwarves leave wife and
seafarers. Geographically, the race originated in the children at home while they spend months at sea, forming
subarctic where their squat stature preserved bodily tight bonds in the bellies of great ships. They can be found in
warmth. Additionally, living through long seasons of every major body of water and port city. Their history is ripe
darkness has enhanced their vision. The limited amount with song and chant, and it’s rare to catch a dwarf on task
of arable land shaped dwarves into a race of coastal without a cant spewing from his lips.
fishers, explorers, raiders, and conquerors. These dwarven Subrace. Two main subraces of dwarves populate the
sailors crafted a coastal empire encircling the Great Span. world of Pure Steam: brey dwarves and drague dwarves.
Dwarven inhabitants of the land north of Ullera formed Choose one of these subraces.
an alliance with freedom-seeking humans and spilled
BREY DWARF
Artwork by Mates Laurentiu

much blood in the Abolition War. Together with gnomes,


humans, and halflings, dwarves founded the Republic of The Brey are a proud people trained from an early age
Ullera and political autonomy. in hunting, fighting, and tracking skills and are usually
described as boisterous, determined, and strong. As a race,
DWARF TRAITS
The dwarves of Pure Steam share the traits of normal
dwarves, except where noted below.
Alignment. Generally, dwarves come from highly
structured backgrounds with strong leaders and clear rules.
They can be fiercely dedicated to a cause once they’ve
dedicated themselves to a cause, and hate to see evil go
unpunished. Typical dwarves trend toward chaos and
good. Further inland, however, many dwarves simply
value freedom and their actions and motivations can be
unpredictable.
Relations. Because of their serious and taciturn nature,
there are few who enjoy the company of a group of
dwarves. Once earned, however, a bond of fellowship
with a dwarf is hard lost. They have a curious attitude
towards the smaller races, surprised such beings have
lived so long in such an unforgiving world. They view
elves with contempt, claiming the fairer race stole their
homelands and forced them into permanent wandering.
Dwarves almost universally have a deep hatred of orcs and
goblinoids.
Society. The Drague Empire has long focused on
exploration and expansion over the seas, using the strength
and speed of their marines to bash gates and overrun Drague Dwarf

58
they prize individual glory, self-reliance, and pragmatism Expanse in their ancestral ships. Traditionally, elves are
born from their early struggles surviving in the subarctic. fond of transmuting wood into an iron hard substance to
The Brey partnered with the Drague in empire building replace iron and steel components in equipment.
long ago and have fought countless battles against orcs and
goblinoids to establish the nation of Drom Gol on Ulleran ELF TRAITS
soil and spearheaded the conflict with the Dominion in the The elves of Pure Steam share the traits of normal elves,
Keystone Region. The Brey are the backbone of the Drom except where noted below.
Gol Marines and now the Ulleran Army as well. Many Alignment. Elves are law abiding and frugal, but prefer
work as craftsmen, traders, and scouts throughout Ullera. personal freedom. They are not vindictive, but never forget
Ability Score Increase. Your Strength score increases by 2. a slight. They dislike noncommittal attitudes and faulty
Sprinter. When you take the Dash action, your walking leadership, but tend to avoid a scene rather than voice
speed increases by 10 feet until the end of your turn. their concerns. An elf will stand his ground when he feels
wrongly accused of a slight, however. They see the art of
DRAGUE DWARF resting and replenishing as sacred, as is the dignity of work.
Undisputed masters of the seas, the Drague hold the titles Relations. Groups of elves tend to squabble among
of the first seafarers, the first intercontinental explorers, themselves over who is superior. Many of these
and the inventors of modern ironclad ships. At home in differences stem from the individual differences in elven
their native subarctic isles, they waded through freezing communities. Publicly, some elves will try to get along
channels to conquer and settle. Later, they sailed long with other races by forming large circles of friends, though
ships across the sea to settle the eastern reaches of the this often creates too many personal obligations. Other
Feral Expanse. Their invention of the ironclad helped elves feel more comfortable with a small, intimate circle
secure Ulleran victory in the Abolition War, and Drague
Dwarves have always held high positions in the Ulleran

Artwork by Mates Laurentiu


Naval Armada.
Ability Score Increase. Your Wisdom score increases by 1.
Saltbeard. You have advantage on ability checks
made to swim or hold your breath, and on any Wisdom
(Survival) check made at sea or along a sea’s coast.

ELVES
Elves are native to the lands known collectively as Rhim.
Ulleran understanding of this faraway place is ephemeral
at best, and most elves of the Feral Expanse remain tight-
lipped about their homeland. Perhaps this is because
they are only too happy to be away from it, or they are
unwilling to share their history and secrets to those who
would misconstrue them.
Elven wayfarers originally washed onto the western
shores of Ullera when their fleet was driven aground by a
tsunami riding the Sun Current (“Taiyousira,” in Elven, is
the ocean that lies west of Ulleran shores). The survivors
settled in the forests up and down the western coast,
known as Gom Shao—misinterpreted by Ulleran natives
for its similarity to “other world” in Undercommon.
Elves have a strong affinity with ecological cycles
and nature. Elf cities are more sprawling than eastern
cities, with room for private yards and gardens between
buildings. Elves make extensive use of wood both
living and dead in construction, and favor curves rather
than sharp corners in their architecture. They also use
bamboo, an exotic wood that they brought to the Feral Amber Elf

59
of associates. While it can be exceedingly difficult to Focused Study. You choose any two of your skill and
penetrate the outer layer of their stoicism, those they take tool proficiencies. You add half your proficiency bonus
into their confidence are friends for life. (rounded up) to ability checks you make that use either of
Society. In Ullera, elves have come to carry a reputation the chosen proficiencies.
as an industrious lot who are just as capable at hard Tool Proficiency. You gain proficiency with one artisan’s
labor as they are learning and sharing their ideas on the tools or musical instrument of your choice.
Scholarly Method. They adhere to communal habits
of fair play and shared responsibility, but refrain from GNOMES
pridefulness. Elven custom is patrilineal on the surface,
though females hold a remarkable amount of power over Gnomes are native to the Feral Expanse and have lived for
their husbands and the propagation of his line. They are generations up and down the eastern coast. They have long
peerless craftsfolk and soulful artisans. associated with other races and often live in multiracial
Subrace. Two main subraces of elves populate the communities. It is said that gnomes thrive in the nooks and
world of Pure Steam: amber elves and jade elves. Choose crannies of modern society, carving a place for themselves
one of these subraces. through skill, guile, and bravado. The long lifespan of
gnomes means that gnomes often amass multiple fortunes,
AMBER ELF numerous favors, and centuries of experience.
Amber elves originate from the interior flatlands and
steppes of Rhimgan’Pendi, translated into Common as GNOME TRAITS
“The Dry Basin of the Soaring Orb.” Their communities The gnomes of Pure Steam share the traits of normal
congregate around intricate networks of aquifers and gnomes, except where noted below.
other ingenious water conveyances that crisscross the land Alignment. Gnomes have long enjoyed the trappings
and irrigate the fertile soil. Amber elves generally have of wealth and status. They value honor, modesty, wealth,
Artwork by Mates Laurentiu

large extended families that often include adopted family generosity, and style. Their traditions tend to work within
members accepted from among those who have lost their the constraints of the law, and they usually strive for good.
parents or become homeless. Their skin ranges from a light There are, however, gnomes who were not brought up
tan to deep brown, and their natural hair colors range from
brown to orange to gold.
Ability Score Increase. Your Constitution score
increases by 1.
Martial Arts Lifestyle. You practice martial arts as a
form of meditation and exercise; as a result, you can add
half your proficiency bonus (round up) to the damage rolls
of your unarmed strikes.
Skill Versatility. You gain proficiency in two skills of
your choice.

JADE ELF
Jade elves have called the mountainous, lush forests of
Rhimidor’Bonchi (“The Green Basin of the Soaring Orb”)
home for millennia. Their land is steeped in magic, and
there are few among them that do not call on it daily for
even the most mundane tasks. Jade elf settlements are
hierarchical, with strict guidelines given to the living space
governed by each community, down to the individuals of
a family. They wear long flowing garments that cover as
much of their pale white skin as possible, and are known to
experiment with vivid hair dyes.
Ability Score Increase. Your Wisdom score increases by 1.
Elf Weapon Training. You have proficiency with the
longsword, shortsword, shortbow, and longbow.
Gentry Gnome

60
in such fortunate circumstances. The lack of consistent myriad knowledge and have become adept in social
tradition results in a less predictable, more chaotic interactions. You are proficient in History and Persuasion.
personality. Magical Showmanship. You know the prestidigitation
Relations. Gnomes usually work well with any other race, cantrip. Charisma is your spellcasting ability for it.
although at times they seem to act with the lofty benevolence
of a wealthy philanthropist or else the cynical detachment HALF-ELVES
of the traveling performer. Some gnomes harbor a deep It was not until the first elves sailed from their ancestral
generational hatred of the goblins that enslaved them, whereas home of Rhim to the Ulleran continent did the first half-
they may feel very little about other races or social groups. elves spring into existence. Since then, half-elves have
Society. Gnomes dominate the history, culture, economy, become a minority threaded throughout most Ulleran
and politics of the Bastion. A few have made it north, communities and nearly all levels of society. Depending
however. They own plantations, factories, and many of the on the community’s reaction to the race, half-elf families
local governments. Gnomes who choose not to settle down may live freely scattered about or in ghettos or clan
often find their homes in traveling circuses or trading houses. Half-elves have a self-sustaining population that
caravans. has existed for generations and are a part of every nation in
Subrace. Two main subraces of gnomes populate the Ullera and even the far-eastern lands of Rhim, but only in
world of Pure Steam: gentry gnomes and sharper gnomes. the Republic of Ullera have they gained political office.
Choose one of these subraces.
HALF-ELF TRAITS
GENTRY GNOME The half-elves of Pure Steam, loci, share the traits of normal half-
The oldest standing civilizations in the Feral Expanse elves, except where noted below.
are those of the Gentry gnomes. They have the most Alignment. Loci have to overcome a cultural perception
storied history of all cultured beings alive today. By that they are misfits and perpetual orphans, and so they trend
referring to themselves as the Folk, they view all toward neutrality regarding governments and politicians.
other civilizations and peoples as derivative—and They are generally more spiritual than others in Ullera, and
subsequently requiring of their influence. Perhaps will generally rally behind either good or evil to that end.
their conceit is well founded, as they have provided Relations. Loci tend to find themselves in the center
some of the most notable advancements in technology, of great events and horrible tragedies. This is often
philosophy, art, and literature in the past millennia. interpreted by the religious as a divine gift. At times
Ability Score Increase. Your Charisma score increases by 1. they harness their magnetic hold on fate to manipulate
Dilettante. You have a natural affinity and appreciation probability to suit themselves, resulting in reckless and
for the arts and sciences, sometimes to an obsessive manipulative behavior. Sometimes a loci will be seen as
degree. You gain proficiency in one skill and one tool of a divine omen and adopted as a religious symbol by local
your choice. clergy. Such loci will often use this to their advantage.
Society. Many loci have become either reclusive introverts
Magical Linguist. You know the friends cantrip.
or extreme extroverts because of their situation in life. Those
Charisma is your spellcasting ability for it. that embrace the mysticism and superstition surrounding their
race tend to become the spiritual leaders, clerics, and paladins
SHARPER GNOME
of Ullera’s dwindling faith communities. In any case, they are
When goblinoid slavers invaded the lands now called seen as diplomatic bridges between humans and elves, and so
Ullera, some fought and some rolled over and accepted are generally accepted by their parents’ communities, either
their fate. A third group, mostly gnomes, fled in a with love or reluctance.
perpetual attempt to outrun their vile would-be masters. Variant. The half-elves that populate the world of Pure
For over a century, they learned to stay on the move Steam typically exist as the loci variant.
and live on the road. Even after the Abolition War,
many settled down in towns and valleys, but the LOCI HALF-ELF
wanderlust didn’t leave many, who live the nomad’s Destiny can be a fickle thing to comprehend or grasp, and yet
life to this day. there are some that are touched by it every day. Even more
Ability Score Increase. Your Dexterity score increases by 1. rare are those beings that touch back upon destiny, bending
Cultural Explorer. You have been exposed to numerous their own fate whether unknowingly or by choice; these are
cultures on your travels. As a result, you have gathered the loci. No one can quite explain why the union of a human

61
and elf yields such gifted offspring, but one thing is for certain, settlements of sod houses and dirt mounts still exist in
these gifted individuals are almost always found at the center rural areas. Many Ulleran half-orcs work as mercenaries
of either great events or horrendous tragedies. for the nation of Atanak. In the Okrug Oligarchy,
This variant replaces the half-elf’s Fey Ancestry trait. half-orcs are typically serfs that support the immense
Bend Fate. You can force a creature that you can see or jonnish military machine.
hear (including yourself), to reroll a d20 roll it just made. Variant. The half-orcs that populate the world of Pure
You may choose to do so after knowing the result of the Steam typically exist as the avus variant.
roll. You must finish a long rest before you can use this
trait again. AVUS HALF-ORC
Truly half orc, the avus is the product of a union between
HALF-ORCS a borndrin and a human; a sort of genetic throwback
to their ancestral form. Civilized society sees the avus
The Ulleran plains ripple like an ocean of grass; flat as as monstrosities, the result of perversion and violence.
a pancake as far as the eye can see save for a cluster Whether or not this is actually true, they are rarely the
of low mounds in the distance within a ring of carved result of lasting, loving unions.
stone pillars. These are no ordinary hills, but an ancient This variant replaces the half-orc’s Ability Score
monument to the blood and sweat of generations of Increase and Savage Attacks traits.
borndrin. For millennia, orcs known as mound-builders Ability Score Increase. Your Charisma score increases
thrived as the dominant people in the predator infested by 2, and your Strength score increases by 1.
Feral Expanse. Over time, precursors to the modern Skilled. You gain proficiency in one skill of your choice.
nations of Ullera, Atanak, and Rausch encroached on their
ancestral homeland, forcing them to adapt, assimilate, or
risk annihilation. The trappings of the Enlightened Age
Artwork by Mates Laurentiu

are easy to adopt, as evidenced by the many borndrin who


have abandoned ancestral beliefs to create new lives in
neighboring Ulleran cities. This borndrin migration into
civilization and coexistence with humans has led to several
generations of avus half-orcs, whose numbers continue to
grow to this day.

HALF-ORC TRAITS
The half-orcs of Pure Steam share the traits of normal half-orcs,
except where noted below.
Alignment. Half-orcs who were brought up in human
civilization are most comfortable as boisterous lightning
rods in society. Their primal nature manifests as bold
willingness to step out and test what others think.
Relations. Half-orcs rarely fit in with either orcs or
humans as both societies are too noble, stubborn, or
prejudiced to accept such a genetic “accident.” In spite
of the predudice, half-orcs have gradually gained a
foothold in politics, academics, and high finance. Other
races often have mixed emotions when interacting with
an avus, as the passion and intensity of their primal
nature is reflected strongly in their actions and speech.
Society. Despite integrating fairly well into urban life,
half-orcs are almost always treated as second-class
citizens. They tend to inhabit their own neighborhoods
and communities, dominating the labor workforce and
remaining visible in other professions. Some traditional Avus Half-Orc

62
HALFLINGS tradition, even if it means falling behind other races
Halflings are native to the foothills and mountain valleys technologically and socially. Leatherfeet live off the land,
of the Catamount Range. They are clannish to a fault and and know the local area better than anyone.
have little respect for bureaucracy or legal codes. They Ability Score Increase. Your Wisdom score increases by 1.
have their own codes and traditions and blood comes first. Country Folk. Your people are suited to life in the
Many halfling clans prefer rural isolation while others countryside. Be it in the mountains, hills, forests, or
make their homes in the teeming metropolises. Their small swamps, you know just how to get along. You are
size and agility allows them to move easily through the proficient in Survival.
deep forests, swamps, steam ducts, and pipework that Stubborn. Your people are renowned for their
larger humanoids find impassible. stubbornness. You add half your proficiency bonus
(rounded up) on any Intelligence, Wisdom, or Charisma
HALFLING TRAITS saving throw you make that doesn’t already use your
The halflings of Pure Steam share the traits of normal proficiency bonus.
halflings, except where noted below.
Alignment. Most halflings are loyal to their good friends, TENDERFOOT HALFLING

and they are always willing to offer their help to those who Tenderfoot halflings get their names from their evolved
ask. Those who live in urban environments appreciate the footpads, which require the wearing of shoes and boots.
laws and structure of developed civilization, while rural This is due to how they embraced civilization long
halfling communities are more distrustful of governments before their leatherfoot counterparts. They share many
and large bureaucracies. Those that stray from the straight of the same tendencies as their hillbilly cousins, albeit in
and narrow have an easy time finding their niche; their different venues. Where leatherfeet thrive in the forests
and swamps, tenderfeet exhibit the same propensity for

Artwork by Mates Laurentiu


clever fingers and short stature lend themselves to thievery
and other dark deeds. stealth and thievery, in the streets rather than the hollows.
Relations. A halfling can get along with just about Ability Score Increase. Your Charisma score increases by 1.
anyone they could say has a lick of sense about them. They Opportunist. You are proficient in Deception and
rarely hold their noses up at a group. They have the easiest Sleight of Hand.
relations with humans of all backgrounds, and can be quite
jealous of the history and grandeur of gentry gnomes.
Halflings regard dwarves and humans with the utmost
respect, as it was those races that secured their freedom.
Society. Halflings are native to the hills and hollows of
Harmonia, the lazy midland region of Ullera. Traditional
halfling homes are multigenerational and fairly self-
sufficient, resembling a multigenerational family farm.
Rural halfling communities are small and tight knit,
friendly to outsiders but protective of one another.
Halflings who leave the village can blend easily into any
town. Because they have a history of occupation and
oppression, they have few traditions of their own and can
always land on their feet in larger communities.
Subrace. Two main subraces of halflings populate the
world of Pure Steam: leatherfoot halflings and tenderfoot
halflings. Choose one of these subraces.

LEATHERFOOT HALFLING
Hillbillies, bumpkins, rubes. The leatherfeet have garnered
many nicknames over the years, and all have some kernel
of truth to them. This subrace of halfling holds fast to Leatherfoot Halfling

63
HUMANS Divinization. The pious pursuit of a Rauschite to become
Humans migrated from the equatorial regions and have physically, mentally, and spiritually pure brings you closer
slowly spread across the Feral Expanse. Humans are able to a more divine form. You gain a +1 bonus to all of your
to adapt to a wide variety of habitats and innovate on the saving throws (including death saves).
technological innovations of other races. Humans also Languages. You can speak, read, and write Rauschite in
mature faster than the other Ulleran races and have out addition to your other languages.
populated the rest.
ULLERAN HUMAN

HUMAN TRAITS The humans of Ullera are the decedents of abolitionist


Rauschites. It was a pack of rowdy frontier Rauschite
The humans of Pure Steam share the traits of normal humans, humans who first challenged the Dominion’s slave trade.
except where noted below. Frustrated with Rausch’s ambivalence, the first Ullerans
Variant. The humans that populate the world of Pure wished to create a nation where every man had equal
Steam typically exist as one of three variants: Mezoqua, standing before the law and slavery was forbidden. Ullera
Rauschite, and Ulleran. Choose one of these variants. is the result of their hope and ambition. To uphold this new
ideology, every young-adult must pledge their service to
MEZOQUA HUMAN the nation’s military for a five-year tour of combat duty.
The Mezoqua live in the most arid habitats of the Feral After completing their military tour of duty, they are free
Expanse. They have adapted to desert living and have to marry, raise a family, and live a life of their choosing.
many ways to gather and conserve water. They generally These variant traits replace the human’s Ability Score
live in small communities due to scarce resources and Increase trait.
build homes in sheer cliff walls, multistory adobes, mesas, Ability Score Increase. Two different ability scores of
and geodesic glass domes. They trade in rare minerals your choice increase by 1.
and crystals, medicines, pottery, and glass. They have Feat. You gain one feat of your choice.
developed a variety of flight- and solar-powered weapons Mandatory Service. All Ulleran youths must serve in
using their advanced skills in gem crafting and lens- the Ulleran Army once they come of age. You may gain
shaping. The Mezoqua have also harnessed the power the benefits and characteristics of the Soldier background,
of several rivers flowing through their lands with damns in addition to a background of your choice. If the Soldier
reminiscent of the stone pyramids of their ancestors. background is your chosen primary background, you may
This variant replaces the human’s Ability Score Increase gain two weapon proficiencies and one additional skill
trait. proficiency of your choice.

ORCS
Ability Score Increase. Two different ability scores of
your choice increase by 1.
Feat. You gain one feat of your choice. The wind bites, snow crushes, and ice grinds in the frigid
Desert Dweller. You have advantage on ability checks lands of Okrug. Only the hardest of creatures will brave
and saving throws you make to avoid gaining levels of the killing cold, but orcs, the jonnish, consider it their
exhaustion. You’re also naturally adapted to hot climates. home. The jonnish are well adapted to the dark, harsh
Languages. You can speak, read, and write Mezuan in climate of Okrug and thrive on the battlefield. Jonnish
addition to your other languages. first invaded Atanak and Ullera in the –2000s EA, raiding
borndrin settlements and sending captives back to their
RAUSCHITE HUMAN home nation of Okrug across the ice bridge of north-
Rauschites are a deeply pious people that live in a monarchy western Atanak. The development of the wheel, sail, and
ruling the midlands east of the Heartflow. Some patriarchs now steam engine has only spread the pillaging across the
take multiple wives. Married women work to support the globe, and pockets of jonnish can be encountered almost
troops, succor the nation, and nurture the next generation of anywhere. The brutishness of the jonnish has hampered
Rauschites. Unwed women can either join the army or take their own technological development, but they have no
holy orders. trouble using and maintaining captured technology. They
This variant replaces the human’s Ability Score Increase trait. commonly raid other nations but occasionally provide
Ability Score Increase. Two different ability scores of mercenaries and shock troops of a share of loot. Through
your choice increase by 1. conquest and imitation, the Okrug Oligarchy has become
Feat. You gain one feat of your choice. one of the most dangerous intercontinental nations on Geir.

64
ORC TRAITS Sacred Scars. Your people decorate themselves with
The orcs of Pure Steam share the traits of normal orcs, except tattoos, piercings, and ritual scarification, which they
where noted below. believe grants them mystical strength. You gain a +1 bonus
Alignment. As a rule, orcs are brutal to each other, and to all of your saving throws (including death saves).
even more so to smaller races, but uphold a lawful manner
of savage honor and a warrior’s respect. They revere ancient JONNISH ORC
mysticism and ritualistic blood bonds, which lean toward a Some creatures have thrived on Geir for eons. The fossil
passive, naturalistic morality. The orcs of Okrug believe in a record shows that the saber-toothed cat, the mastodon,
selfish destiny where the they rule over the entire globe. the woolly rhino, and the axebeak have been predator and
Relations. Historically, orcs are known for their ferocity prey to jonnish for millennia. Some paleontologists even
and expansionist attitudes. These societal traits have created claim that orcs are the ancestral forerunners of human-
much animosity between orcs and other races, especially the and elven-kind, sparking much religious controversy, but
dwarves and the elves. The “civilized” jonnish orcs of Okrug none can deny the uncanny resemblance or the antiquity
generally rely on muscle far more than machine and would possessed of jonnish civilization. However, despite
still be in the dark ages if not for discoveries stolen from their phenetic similarities with human- and elven-kind,
neighboring nations. Personal status is all-important, and jonnish are genetically unable to breed with those races,
worldly possessions are the best measure of worth. perpetuating their bloodlines through either pure-breeding,
Society. Orcs may be the oldest of all humanoid races, interbreeding, or mating with their borndrin cousins, which
but are surpassed in numbers and technological prowess is the least accepted practice of the three as they consider it
by civilized man. The majority of orcs reside in the distant, to be “weakening the bloodline.”
massive steppe lands of Okrug and have unified into the stable These variant traits replace the orc’s Aggressive trait.
nation of the Okrug Oligarchy, with all the trappings of a Steppe Born. You’re acclimated to high altitude,
modern world-power that reaches far into the lands of Atanak including elevations above 20,000 feet. You’re also
and the Feral Expanse in Ullera. The Okrug Oligarchy is ruled naturally adapted to hot and cold climates.
Weapon Familiarity. You are proficient with heavy crossbows,

Artwork by Mates Laurentiu


with an iron fist and built on the back of conquered races.
The original tribal mentality has translated into a council of longbows, scimitars (sabers), short bows, and whips.
warlords that rule the Oligarchy. They are no longer allowed
to openly battle each other, but compete in honor and status
by building the most powerful army or capturing the most
territory and serfs for the nation. Outside of the Oligarchy, orcs
form smaller tribal societies that have found ways to coexist
peacefully with the wider world or else keep to themselves.
Variant. The orcs that populate the world of Pure Steam
typically exist as one of two variants: borndrin orcs and
jonnish orcs. Choose one of these variants.
BORNDRIN ORC
The borndrin are the remnants of an ancient line of jonnish
that crossed over from Okrug to western Atanak during the
last ice age, and have since evolved into a different species
of orc to adapt to the rugged wilderness of Atanak and the
Feral Expanse. It is also theorized that the borndrin are the
evolutionary step between orcs and humans, but the borndrin
universally resent this notion. Unlike their jonnish cousins,
the borndrin are able to reproduce outside of their own race,
yielding half-orc children known as “avus” when copulating
with humans. Borndrin are slightly better able to adapt to
change than their jonnish cousins, and, like humans, have
varied aptitudes to flourish in many different occupations. In
the jonnish ruled nation of Okrug, borndrin are second class
citizens regardless of their many contributions to Okrug’s
prominence.
This variant replaces the orc’s Ability Score Increase and
Powerful Build traits.
Ability Score Increase. Your Wisdom score increases by 2,
and your Strength score increases by 1. Borndrin Orc

65
Classes
CLASSES IN PURE STEAM PRIMAL PATHS
The Age of Steam breathes new life into established Barbarians in Pure Steam have the following additional
engines of learning and industry, just as it breeds new Primal Path option.
stalwarts to confront the challenges presented in this
new day and age. The character classes given below are PATH OF THE CIVIL BEDLAMITE
essential cogs in the everyday heroics of Pure Steam, Once a common citizen, each civil bedlamite was an
and provide players and Game Masters (GMs) alike new unremarkable and inconsequential cog in a greater
avenues for populating their worlds. machine. Unknown to his coworkers, neighbors, and
family, he was a powder keg ready to explode at the right
BARBARIAN trigger. The civil bedlamite has succumbed to barbarism.
Artwork by Mates Laurentiu

Barbarians are a vanishing breed. As civilized society His rage is not fuelled by tribal warrior traditions, but the
expands into the untamed wilderness, it brings with it result of work stress, grief, or mental upheaval that has
the goods, medicines, and conveniences that lure the
noble savage away from his traditions. Compounded by
virulent disease, herd declination, integration projects,
and land portioning, few tribes can claim to be untouched
by civilization. A tribal barbarian may be the last of his
people trapped in a world turning progressively alien. Of
course, there is the counter culture: people who intentionally
dispense with socialization and choose to live as nomads
and bohemians. Others overindulge in alcohol, stimulants, or
aberrant behavior and lose all decorum and self-restraint.
Role. An educated populace is a wellspring of productivity
for the civilized lands of Ullera, and most nations attempt to
instruct the average citizen in reading, writing, and arithmetic.
Not all societies value brain over brawn, however, and
barbarians compose the majority of monstrous humanoid clans
(e.g. gnolls, bugbears), and even among the peaceful Enesora.
Atanak drafts barbarians from the goblinoid tribes under their
control, but trains them in the basics of modern combat before
battle.
Barbarism can also be an individual choice whereby one
rejects civil society and becomes a nomadic brute. Outside
the wilds, barbarians excel as lumberjacks, pioneers, miners,
railroad workers, coachmen, and ranchers, where strength and
a high constitution are paramount. They also perform well
in urban professions that fall within their skill set, such as
bouncer, leg breaker, bodyguard, bagman, and dock worker.
Civil Bedlamite

66
turned the character into an outcast and rebel. Perhaps he is musical instruments; conversely, wax recordings, photog-
a shell-shocked soldier, a backyard brawler, a teenage thrill raphy, and theatric automatons now imperil the livelihood
seeker, an overworked postal drone, or a mercury-poisoned of live musicians, painters, and actors. Fortunately, the
haberdasher. Whatever the genesis, civil bedlamites now bard can combine her performances with her special train-
delight in motorized violence and gunplay. ing to make something memorable and exceptional for
even the most jaded audience.
BONUS PROFICIENCIES Role. Bards in Ullera are diverse, making use of modern
At 3rd level, when you adopt this path, you gain instruments and gadgets to perform marvelous acts and
proficiency in improvised weapons and you can add half escape danger. Steam transport not only brings in cargo
your proficiency bonus (round up) to any ability check you from around the world, but also introduces new forms
make while operating a vehicle that doesn’t already use of art and music to the public. Bards can now travel
your proficiency bonus. worldwide and many seek global fame by entertaining
foreigners with their artistry. Newspapers are always on
SHOOTING SPREE the lookout for entertaining storytellers willing to travel
Starting when you choose this path at 3rd level, you can to dangerous locales and some bards become journalists
go on a shooting spree when you rage. If you do so, for and noted authors. Museums pay well for rare artifacts
the duration of your rage, you no longer gain advantage on and keep bards and rogues with training in archaeology
Strength checks and saving throws, but you can now apply on retainer. Long voyages need entertainers to keep the
your rage damage bonus to ranged attacks with a firearm passengers happy, and bards often get a free ride if their
instead of melee weapon attacks. In addition, for the willing to provide a show. Less reputable bards traveling
duration of your rage, you can reload a firearm as a bonus as vagabonds or snake oil salesmen use their bardic
action or as an attack, instead of as an Action. training to con the public with false promises and slick
Starting at 6th level, when you go on a shooting spree banter.
when you rage, you can also make a single ranged attack
with a firearm as a bonus action. If you choose to make BARDIC COLLEGES
these extra attacks however, when your rage ends, you Bards in Pure Steam have the following additional Bardic
suffer one level of exhaustion. College option.
NOTHING TO LOSE
COLLEGE OF THE VAGABOND
Beginning at 6th level, you become immune to the
frightened condition. Lacking some of the formal education of the classic bard
colleges, you’ve instead immersed yourself in the culture,
BARNSTORMER
traditions, mysticism, and tricks of a nomadic outcast
Beginning at 10th level, you have advantage on ability community. The way of the vagabond is mysterious,
checks you make to operate a vehicle. In addition, you can entwined closely with the fates and luck. It trains you to
add half your barbarian level (rounded up) to any damage survive on the streets; to employ your talents and skills to
roll you make using your vehicle. separate the well-off folk from their riches or to avoid a
scrupulous eye.
IMPROVED SHOOTING SPREE
GYPSY MYSTICISM
Beginning at 14th level, when you go on a shooting spree
when you rage, you can now make two ranged attacks with Starting at 3rd level, you learn the guidance cantrip and
a firearm as a bonus action, instead of just one. you can now use a divining tool (special sticks, a trinket,
bones, dice, ornate cards, etc.) as an arcane focus for your
BARD
bard spells. In addition, you learn the augury spell, and can
cast it as a ritual spell. These spells do not count against
There are no fewer exploits worthy of heraldry in the age your limit of bard cantrips or spells known, respectively.
of steam than in medieval times. In fact, heroes of Ullera
tend to face greater odds due to the technological prowess STREETWISE MAGPIE
of their foes. Bards, therefore, have their work cut out for Also starting at 3rd level, you gain proficiency in Sleight
them, spinning tales of greatness both past and present. of Hand and disguise kits. If you are already proficient
Technical innovation has created many new art forms and with either Sleight of Hand or disguise kits, you gain

67
Expertise in those proficiencies, which doubles your missionaries are not an uncommon sight on street corners
proficiency bonus when making checks using that skill or attempting to entice Ullerans into the Brelonite faith.
kit, respectively. Lastly, you can now select any gaming Secret societies dedicated to earning the favor of evil
set you are proficient with when choosing proficiencies deities through profane acts also exist, but are disbanded
with your Expertise feature. whenever uncovered. The established churches of Rausch
and Mazan have many clerics, of course, but jealously
VAGABOND PRANK
guard their people from heresy.
Starting at 6th level, you learn how to use your cunning
to distract, confuse, and otherwise sap the confidence and DRUID
competence of others. When a creature that you can see Druidism is an ancient faith brought to these lands
within 60 feet of you makes an attack roll, an ability check, notably by dwarves, practiced throughout Drom
or a damage roll, you can use your reaction to expend one of Gol, the Feral Expanse, and often embraced by those
your uses of Bardic Inspiration, rolling a Bardic Inspiration disenfranchised by the Era of Abolition. In the cities,
die and subtracting the number rolled from the creature’s some vagrants and bohemians have adopted an urban
roll. You can choose to use this feature after the creature druidism based on an empathy with the plants and
makes its roll, but before the DM determines whether the animals found in the streets, sewers, and city parks.
attack roll or ability check succeeds or fails, or before the Druids specializing in botany are often hired as
creature deals its damage. The creature is immune if it can’t consultants for home defense and park security.
hear you or if it’s immune to being charmed. Role. Druids are deeply integrated into the wilds
of Ullera. They are protectors of impoverished rural
FORTUNE OF THE VAGABOND communities threatened by feral monsters and natural
Beginning at 14th level, when you finish a long rest, roll dangers, act as low cost doctors and veterinarians to their
two d20s and record the numbers rolled. You can replace neighbors, and can aid farmers and ranchers by increasing
any attack roll, saving throw, or ability check made by you crop yield, controlling the weather, and warding off
or a creature that you can see with one of these foretelling predators. Radicals and anarchists sometimes become
rolls. You must choose to do so before the roll, and you druids in protest against the destruction of nature caused
can replace a roll in this way only once per turn. by mining and factory pollution. The finest gardeners in
Each foretelling roll can be used only once. When you Ullera are druids that specialize in plants which are often
finish a long rest, you lose any unused foretelling rolls. incorporated into home security and burglar traps.

CLERIC FIGHTER
Most clerics have long since left the secular FSU A fighter is anyone who trains his mind and body
(Federated States of Ullera). The migration of Rauschites in martial combat. Unlike drafted soldiers and penal
to the West drew with them the fundamentalists that conscripts, the fighter has chosen a life of battle for
demanded a theocratic government. The few that remain himself. Fighters are the core of a nation’s military and
are visitors, immigrants, and diehards. The chaplain many eventually become officers. Other fighters look for
chapters based on nationalism and altruism meet the social, glory in sports, wealth as bodyguards, civic service as
civic, and spiritual needs of most Ullerans. Spiritualists are watchmen, or trophies as monster slayers. A few simply
tolerated but not warmly received by the public at large. If derive joy by spreading chaos and destruction wherever
a cleric directly opposes the Ulleran government too often they go.
or becomes too popular he or she may be labeled a radical Fighters are the masters of martial weaponry and are no
or insurgent and wind up deported.
Role. Clerics are a minority within the FSU and have strangers to the gun. Gun powder has considerably altered
marginal influence. Ulleran clerics are individuals the battlefield rending feudal castles, knights, and cavalry
responding to a personal calling and not part of any official charges nearly obsolete. The vulnerability of heavily
church. Any effort to establish a foreign faith church armored troops to gunfire has caused many fighters to
within federal borders will have little local support and adopt new fighting techniques including piecemeal armor,
be actively watched by authorities. Most Ullerans take trench warfare, and skirmishing squad tactics. Airships
extreme pride in their secular independence, so while provide a godlike view of the battlefield for a commander
they recognize the freedom of personal belief, they will that can secure the air, making mobility and stealth worth
resist any conversion efforts. In spite of this, Rauschite the cost of an extra layer of steel armor. In place of melee

68
combat, fighters may specialize in gunnery with firearms, Saving Throws. Some of your firearm exploits require
artillery, or vehicle mounted weaponry. your targets to make a saving throw to resist the exploit’s
Role. The fighter is a trained soldier. In the FSU, fighters effects. The saving throw DC is calculated as follows:
are often officer graduates of battle colleges, mercenaries,
or professional athletes. Mezoqua fighters come from Firearm Exploit Save DC = 8 + your proficiency bonus
warrior houses. The most prestigious are the House of the + your Dexterity modifier
Eagle and the House of the Jaguar. The Rausch military is
similar to Ullera and uses draftees led by a core of fighters QUICKDRAW
trained by local religious chapters. Rageaic are the most Starting at 7th level, you add your proficiency bonus
plentiful fighters in Atanakan armies. to initiative checks. In addition, whenever you stow a
firearm, you can immediately draw another. Lastly, you
MARTIAL ARCHETYPES can reload a single firearm as a bonus action or in place
Fighters in Pure Steam have the following additional of an attack during your Attack action, instead of as an
Martial Archetype options. Action or bonus action.

CLOSE-QUARTERS SHOOTING
GUNSLINGER
At 10th level, you learn to handle yourself in close combat.
In a land where everyone slings guns, few can truly call You can use your firearm to make ranged Opportunity
themselves gunslingers. Despite, or perhaps in spite of, attacks, and making a ranged attack roll with a firearm while
firearms being ubiquitous, those who live and die by the within 5 feet of an enemy doesn’t impose disadvantage on
gun are few indeed. Those who do walk down the path, your roll.
following the way of the gun to its bloody and violent In addition, if you hit a creature within 5 feet of you with
conclusion, are sharp-eyed, quick-on-the-draw combatants a ranged firearm attack on your turn, that creature can’t take
unwavering in the face of death. These Gunslingers, reactions until the end of this turn.
constantly hardened through the fires of confrontation,
forge a sense of grit that exudes from them like an aura, DEADSHOT
allowing them to commit extraordinary feats in the name Starting at 15th level, your ranged firearm attacks score a
of glory, fame, and survival. critical hit on a roll of 19-20.
GUNSMITH
TRUE GRIT
Upon choosing this archetype at 3rd level, you gain Starting at 18th level, you can expend a use of grit to gain
proficiency with smith’s tool and tinker’s tools. You may advantage on your next death saving throw this turn. In
use them to craft and maintain firearms and ammunition. addition, when you roll initiative and have no uses of your
Grit remaining, you regain one use of your Grit.
GRIT
Also at 3rd level, the dangerous life of a gunslinger and FIREARM EXPLOITS
the nature of firearms has steeled your mind and steadied These firearm exploits are presented in alphabetical order.
your hand, enabling you to perform amazing feats of Cauterize Wound. You can use the hot barrel of your
marksmanship with a firearm. firearm to stem a bleeding wound. As an Action expend
You learn two firearm exploits of your choice, which are one round of ammunition, or as a bonus action if you’ve
detailed below. Many exploits enhance an attack in some made a ranged firearm attack this turn, and then expend
way. Each use of a firearm exploit must be declared before one use of your Grit to touch a creature to heal a number
the attack roll is made. You can use only one firearm of hit points equal to 2d4 + your proficiency bonus. The
exploit per attack. target can’t regain hit points from this feature again until it
You learn an additional firearm exploit of your choice at finishes a short or long rest.
7th, 10th, 15th, and 18th level. Each time you learn a new Deadeye Shot. When you make a ranged firearm attack,
firearm exploit, you can also replace one firearm exploit you can expend one use of your Grit to gain advantage on
you know with a different one. your attack roll.
You gain a number of uses of this feature equal to your Disabling Shot. When you make a ranged firearm attack
Wisdom modifier (minimum of 1). When you finish a against a creature, you can expend one use of your Grit
short or long rest, you regain all expended uses.

69
to attempt to disable your opponent. On a hit, the target FIGHTING STYLE
takes normal damage and must make a Constitution saving When you are able to choose a Fighting Style, you can also
throw or suffer disadvantage on attacks until the end of choose from the following option.
their next turn.
Disarming Shot. When you make a ranged firearm Bare-Knuckled Brawler
attack against a creature, you can expend one use of your You gain the following benefits while you are unarmed:
Grit to attempt to disarm your opponent. On a hit, the • You can use Dexterity instead of Strength for the attack
target takes normal damage and must make a Strength and damage rolls of your unarmed strikes.
saving throw or drop one held item of your choice. • You can roll a d4 in place of the normal damage of
Piercing Shot. When you make a firearm attack against your unarmed strike. This die changes to d6 at 7th
a creature, you can expend one use of your Grit to attempt level, d8 at 15th level, and d10 at 18th level.
to fire through multiple opponents. On a hit, the creature
• When you use the Attack action to make an unarmed
suffers normal damage and you make an attack roll with
strike on your turn, you can make another unarmed
disadvantage against every creature in a line directly
strike as a bonus action.
behind the target within your first range increment.
Rattling Blast. You can utilize the thundering sound DUKES UP
of your firearm to shake the resolve of a creature. You
Beginning when you choose this archetype at 3rd level,
expend one use of your Grit and one round of ammunition
while you are not wearing any armor nor wielding a shield,
to make a Charisma (Intimidation) check with advantage.
your Armor Class equals 10 + your Dexterity modifier +
Scoot Object. Choose an unattended, small object within your Constitution modifier.
range. You expend one use of your Grit and make a ranged
firearm attack against the object. On a hit, you deal no
Artwork by Mates Laurentiu

damage to the object, and either interact with that object


(like throwing a lever or closing a door) or move it up to a
number of feet further away from the object’s origin equal
to your attack roll result. If you rolled a natural 1, your
attack damages the object as normal.
Staggering Shot. When you make a ranged firearm attack
against a creature, you can expend one use of your Grit to
attempt to stagger your opponent. On a hit, the target takes
normal damage and must make a Strength saving throw or
be pushed up to 10 feet directly away from you.
Steeled Resolve. When you make a Wisdom saving
throw, you can expend one use of your Grit to gain
advantage on your saving throw.
Toppling Shot. When you make a ranged firearm attack
against a creature, you can expend one use of your Grit to
attempt to trip up your opponent. On a hit, the target takes
normal damage and must make a Dexterity saving throw or
get knocked prone.

PUGILIST
Despite the advent of firearms and ‘gentlemen’s duels,’
there are still those who thrive on the rush of adrenaline
and the crack of knuckle on bone. In the ring, without
the crutches of weapons and armor, none is more deadly
than the pugilist. Outside the ring, he wears his bruises
and scars as badges of honor. The pugilist knows how and
where to strike hard to bring pain to his foe.
Pugilist

70
STING LIKE A BEE RAW METHODS
Also at 3rd level, once per turn, when you hit a creature with Rather than through formulaic instruction, your combat
an unarmed strike, you can set it up for a follow-up strike skills developed in unconventional and punishing ways.
(no action required). The next time you hit a creature that Beginning when you choose this archetype at 3rd level,
you set up with an unarmed strike before the end of your you gain proficiency with improvised weapons and in
turn, you can double that unarmed strike’s damage die. Intimidation. If you are already proficient in Intimidation,
you instead gain Expertise in Intimidation, which doubles
Also at 7th level, your unarmed strikes count as magical your proficiency bonus when making Intimidation checks.
for the purpose of overcoming resistance and immunity to In addition, when attacking with a melee weapon that
nonmagical attacks and damage. you are proficient with and that lacks the two-handed
property, you can use your Charisma modifier, instead of
FLOAT LIKE A BUTTERFLY Strength or Dexterity, for the attack and damage rolls.
Beginning at 7th level, you can take the Dodge action as
a bonus action on your turn. You can use this feature two SAVAGE INGENUITY
times. When you finish a short or long rest, you regain all Also at 3rd level, whenever you take the Disarm, Grapple,
expended uses. Help, or Shove action in combat, or use your Action to
perform some other underhanded or savage maneuver
FEINTING JAB (GM’s discretion), you can use your bonus action to make an
Beginning at 10th level, whenever you take the Dodge attack with an unarmed strike or improvised weapon you are
action, and a creature misses you with a melee attack, you wielding. You can roll a d6 in place of the normal damage of
can use your reaction to make one unarmed strike attack your unarmed strike or improvised weapon for this attack. This
with advantage. If the attack hits, you can set it up for a damage increases to d8 at 10th level, and d10 at 18th level.
Furthermore, as a bonus action, you may alter the type
follow-up strike on your next turn. of damage dealt by an improvised weapon to bludgeoning,

Artwork by Mates Laurentiu


piercing, or slashing damage.
HARSH TRAINING
Beginning at 15th level, you gain resistance to bludgeoning
damage and any damage dealt by a creature you are
grappling with. In addition, you ignore the effects of level
1 exhaustion, until you reach level 2 exhaustion.

KNOCKOUT PUNCH
Beginning at 18th level, as an Action you can make a
single unarmed strike attack with advantage. If the attack
hits, it is a critical hit and the target must succeed as a
Constitution saving throw or become stunned until the start
of your next turn. The DC for this saving throw is 8 + your
proficiency bonus + your Strength modifier or Dexterity
modifier (your choice).
If you rolled a natural 20 on your unarmed strike, and
the creature fails its saving throw, it instead becomes
unconscious until the start of your next turn.

RUCTIONEER
Wherever a fight breaks out for seemingly no reason, a
ructioneer is sure to be found grinning. To them violence
is art, and they are the graffiti artists of their day. They
often hire on as “wasters” and “mixers,” known by their
contemporaries and the common folk alike as the best
kind of toughs who waste no time in mixing it up. With
an abundance of attitude and hard-won (if not downright
dirty) ingenuity, ructioneers more often than not come
out on top, even if that means ending up lying at the
bottom of the pile. Ructioneer

71
BRUTAL BRAVADO MONK
Starting at 7th level, your overbearing swagger and brutal The monk is an ancient vocation for those seeking
confidence in combat unnerves your enemies, leaving religious insight or a mystical connection to the universe.
them rattled. You can use your action to frighten someone There are some, however, who hold to the ancient
with your menacing presence. When you do so, choose knowledge of self-perfection. The most conservative
one creature that you can see within 30 feet of you. If the monasteries wish to prove the superiority of the human
creature can see or hear you, it must succeed on a Wisdom body to any form of technology. Others readily incorporate
saving throw (DC equal to 8 + your proficiency bonus + scientific discoveries and recent medical breakthroughs in
your Charisma modifier) or be frightened of you until the order to hone their martial and mental prowess.
end of your next turn. On subsequent turns, you can use Role. True monks are extremely rare throughout Northern
Ullera, but boxers, wrestlers, and bare-knuckle brawlers are
your action to extend the duration of this effect on the relatively common. The Federated States of Ullera largely
frightened creature until the end of your next turn. This abandoned religion and mysticism early in its history. The
effect ends if the creature ends its turn out of line of sight unarmed martial arts developed by Ullera are based on the
or more than 60 feet away from you. inability of slaves to carry overt weaponry. The Widowman
If you slay a creature, score a critical hit, or perform some is the pinnacle of this revolutionary style. Rausch has many
other impressive combat feat (GM’s discretion), you can use religious monasteries, but only a secret few train monks in
your reaction, instead of your action, to frighten someone or unarmed combat to serve the theocracy when subtlety and
to extend this effect on a frightened creature, as above. piety are paramount. Rhim, and to a lesser extent Gom Shao
If the creature succeeds on its saving throw, you can’t in Northern Ullera, has a far more mystic approach to monk
use this feature on that creature again for 24 hours. training which includes meditation, dietary restrictions, and
arcane study.
NO GOOD, LOUSY
Starting at 10th level, the galling effect of your behavior MONASTIC TRADITIONS
leaves foes reeling from your unsuspecting blows. Once Monks in Pure Steam have the following additional
per turn, you can deal an extra damage equal to your Monastic Tradion option.
Savage Ingenuity dice to one creature you hit with an
attack if you have advantage on the attack roll, if the WAY OF THE WIDOWMAN
creature is frightened or intimidated by you, or if you are Even the most devoted law enforcer has limits. Family life,
within 5 feet of it, no other creatures are within 5 feet of lust, vices, and emotional scars provide a foundation of
you, and you don’t have disadvantage on the attack roll. inherent weakness that clever crooks can exploit.
Widowmen are Ullera’s answer to this inherent flaw in
NOT YOUR MAN mankind. These monks are trained at the mysterious Drevan
As the mercenary’s mercenary, you bring an undeterred Academy in Northeast Keystone. Their official government
swagger and decisiveness of action to every fight that title is Drevan Adherent, but their aloofness, detachment
others find hard to handle. Starting at 15th level, when you from societal norms, and lack of family or friends resulted in
take damage, you can expend one use of your Indomitable the commonfolk referring to them as “widowmen,” a term
which is almost universally used now.
ability to reduce the damage by an amount equal to 1d10 Trained for federal service, widowmen candidates are
+ half your fighter level (rounded up) + your Charisma taken from orphanages before they reach one month of
modifier. age (supremely patriotic families have been known to
give their children to the government to be trained as
VICIOUS BRAVADO widowmen).
Starting at 18th level, when you use your Brutal Bravado Widowmen-in-training are chemically sterilized to
ability, you may now choose to frighten up to three preclude sexual distractions. They train for decades with the
creatures that you can see within 30 feet of you. goal of total mental and physical perfection. The result is an
In addition, when you make an attack against a creature individual totally devoted to the State and undeterred by the
that is currently intimidated by you or frightened of you, offerings of society or nature. Widowmen are rare, and are
your attack ignores the target’s resistances to your weapon, only used by Ulleran officials for the most sensitive cases of
if any. If the target would not normally have resistance to espionage and organized crime investigation.
Less than 10% of all candidates become widowmen,
your weapon, your Savage Ingenuity dice is maximized if and those who wash out of training become dangerous
it applies to your attack. individuals unable to fold into society.

72
PATH OF THE WIDOWMAN BATTLE CALCULUS
When you choose this tradition at 3rd level, your special The Drevan Academy teaches that everything is finite—
martial arts training leads you to master the art of disarming including battle tactics. “Mankind,” the trainers say, “isn’t
and pacifying threats. You gain the following benefits. quite as creative as he tells himself.” After years of service,
Pacify Suspect. Whenever you hit a creature with one the widowman has seen virtually every martial application,
of the attacks granted by your Flurry of Blows, you can and knows how to counter each and every foe effortlessly.
impose one of the following effects on that target:
Beginning at 17th level, when a creature that you can
• It must succeed on a Dexterity saving throw or be
see makes an attack roll, an ability check, or a weapon
grappled by you.
• It must make a Strength saving throw. If it fails, you damage roll, you can use your reaction to spend 2 ki
force the target to drop one item of your choice that it’s points to subtract 1d10 + your monk level + your Wisdom
holding. The object lands at the target’s feet. modifier from the creature’s roll. You can choose to use
Widowman Equipment. You gain a Drevan Adherent’s this feature after the creature makes its roll, but before the
uniform, a widowman baton (see Technology chapter for GM determines whether the attack roll or ability check
details), and a Drevan Adherent’s badge. succeeds or fails, or after the creature rolls its weapon
Widowman Weapons. You gain proficiency with damage. Reducing an attack’s damage to 0 causes the
improvised weapons, and they are monk weapons for you. attack to miss entirely.
You can use a widowman baton or an improvised weapon
in place of an unarmed strike when making Flurry of
Blows attacks.
Without Temptation. Whenever you make a saving
throw against a charm effect, you can spend 1 ki to gain

Artwork by Mates Laurentiu


advantage on the saving throw.

SURVEILLANCE
Starting at 6th level, you gain proficiency in Wisdom
(Perception) and Intelligence (Investigation). If you are
already proficient with either skill, you gain Expertise in
those skills, which doubles your proficiency bonus when
making checks using that skill. In addition, you can now
take the Search action as a bonus action or reaction.

AGGRESSION REDIRECTION
Beginning at 11th level, whenever an attack you are
aware of misses you while you benefit from the Dodge
action, you may have that attack target another creature
within 5 feet of you.
WIDOWMAN LEGAL AUTHORITY

You have the authority to enforce the laws of Ullera, as well


as request aid from such authorities, and that status inspires
a certain amount of respect and even fear in the populace of
that region. People mind their manners in your presence and
avoid drawing your attention; they assume you have the right
to be wherever you are. Showing your Drevan Adherent’s
badge gets you an audience with anyone you want to talk to
(though it might cause more problems than it solves when
you’re dealing with incorrigible lawbreakers). lf you abuse
this privilege, though, you can get in serious trouble with your
superiors and even be stripped of your position.
Widowman

73
PALADIN captain airships, augurs, submersibles, or souped-up
Paladins are common throughout Ullera, but few maintain steam wagons. Most blockade runners own small nimble
the image of a knight in polished armor astride a white vehicles able to outrun patrols while others rely on guile or
horse. The paladin is not an orator like the chaplain or an subterfuge to pass through security cordons. The runner’s
artist like the bard, but inspires others with determination, allies consist of a handful of adventurous types that follow
persistence, and a generosity of spirit. Physically, paladins their leader based on loyalty and profit.
have little in common, but within each is a fiery spirit of
BONUS PROFICIENCIES
determination and virtue that guides them.
Role. Paladins belong to militant and often priestly Starting at 3rd level, you gain proficiency in two of the
orders in Rausch and Mazan. Within the Federated States following tools: disguise kit, forgery kit, vehicles (air),
of Ullera, a paladin can be anyone with a vow to fight for, vehicles (land), vehicles (water). In addition, you gain
and protect, an ideal. Theocracies invest everything into proficiency in two of the following skills: Deception,
maintaining the religious order, and paladins of Rausch Insight, Intimidation, Perception, Persuasion, or Stealth.
and Mazan can expect the support of local authorities.
PUBLIC ENEMY
Churches in the FSU are sparsely attended and poorly
funded. Ulleran paladins often have nothing more than Also at 3rd level, you gain advantage on Charisma ability
a tin star as a symbol of vocation and rarely receive any checks to interact with your favored enemy.
support from regional officials. Paladins are usually PROFESSIONAL SMUGGLER
assigned a territory to patrol. Prophets are missionary
By 7th level, you become an expert at smuggling cargo or
paladins of a deity hoping to establish more followers.
personnel. As long as a creature has spent a short or long
Prophets hope to gain converts through acts of heroism or
rest with you, it is considered your ally for this ability.
strength done in the name of their patron.
While knowingly smuggling contraband with you, or
RANGER
while knowingly being smuggled by you, your allies gain
advantage on ability checks made to avoid detection or
The ranger has many roles in and out of the wilderness. to aid in your smuggling attempt. If you or an ally uses
Besides scouting and hunting, the ranger offers aid and the Help action to aid in a smuggling attempt, the ally
comfort to people living and traveling through rural reciveing help may add half of helper’s proficiency bonus,
areas. Most rangers have some training in healing, and rounded down, to a helped ability checks that is made with
local rangers usually take the lead in a search and rescue. advantage.
A ranger can act as a messenger and guide in areas
without telegraph or roads, and is a welcome sight to COOL UNDER PRESSURE
most homesteaders. In state parks, rangers manage the Beginning at 11th level, whenever you make a Charisma
wildlife, protect tourists, enforce park rules, and watch for ability check or tool check that lets you add your
fire. In cities and harbors, rangers become pilots, sailors, proficiency bonus, you can treat a d20 roll of 9 or lower
investigators, exterminators, customs agents, smugglers, as a 10.
and street bosses.
Role. In Ullera the ranger is an extremely flexible class BACKROAD BYPASS
and can be soldiers, civilians, or criminals. Customs and Beginning at 15th level, when traveling through an area
appearance will vary widely depending on race and nation, or to a location that you’re familiar with, the distance you
but rangers can be found anywhere. and your allies can cover in a given timeframe, based on
your travel pace, is increased by one-and-a-half times.
RANGER ARCHETYPES Gathering information on an area and its backroad routes
Rangers in Pure Steam have the following additional beforehand is sufficient enough to consider you familiar
Ranger Archetype option. with the area (GM’s discretion).
In addition, the chance to come upon humanoid patrols
BLOCKADE RUNNER (such as border patrols, law-enforcement personnel,
The blockade runner is skilled at smuggling cargo, raiding parties, etc.) while traveling through a familiar
people, or information across hostile borders and security area is lowered, if you wish to avoid such encounters
checkpoints. Many still pilot boats, while others now (GM’s discretion).

74
ROGUE falling damage you take by an amount equal to three times
The rogue defies easy classification, but all rogues are highly your rogue level.
skilled and love to take advantage of their foes. Crime comes At 9th level, you gain the ability to move along vertical
easy to the rogue, but rogues that want to stay legit can take surfaces on your turn without falling during the move.
on nearly any job that requires a measure of coordination
and guile. Some agencies follow the maxim, “It takes a thief DEADLY MOMENTUM
to catch a thief,” and employ rogues in security and counter Starting at 9th level, when you hit with a weapon attack
espionage operations. Rogues that take firearm training can during the same turn you’ve taken the Dash, Disengage,
become excellent snipers. Those who study engineering or Tumble actions, and you don’t have disadvantage on
become expert vehicle pilots. your attack, you can deal Sneak Attack damage even if you
Role. It’s impossible to pin the rogue down to a specific didn’t have advantage on your attack roll. All the other
role in Ullera. With her skill and talent set, little is out rules for Sneak Attack still apply to you.
of her reach. A rogue can always find an opportunity for
theft, spying, and assassination (even for the government). NEVER OUT OF REACH
Industrial espionage is a new phenomenon in Northern Starting at 13th level, you gain advantage on Strength
Ullera, brought on by the rapid advance of science and (Athletics) and Dexterity (Acrobatics) checks made during
the fierce competition among Ulleran nations. Atanak is your movement, as long as you’ve moved at least 5 feet
always looking for the latest and greatest, but collecting before making the check.
your pay can be difficult. Assassination is commonplace in
Mazan and usually safe from retaliation. In the Federated HARD KNOCKS
States of Ullera, a rogue with the right connections can Life on the fringes of society teaches a you that, in order
attempt a career as a politician, but usually her past will to survive, you must learn from your mistakes and past
catch up with her. Blackmail is extremely lucrative in all experiences. Starting at 17th level, when you don’t meet or
civilized nations. exceed the DC of a saving throw or ability check, you may

Artwork by Mates Laurentiu


add your Wisdom modifier (minimum +1) on your next
ROGUISH ARCHETYPES saving throw or ability check.
Rogues in Pure Steam have the following additional
Roguish Archetype options.

CLYDESMAN
As civilization matures and dares to grow upward and
outward, there are those who dare to climb. Tumbling with
undeniable grace, these daredevils put life and limb on the
line in order to reach new heights untouched by common
folk. Where others see a sky choked with noxious gas and
cloying smoke, these light-footed few see a way to escape
the confines of their urban jungle, running free through the
peaks and valleys of the cityscape.
These are the so-called airship mules or drifters, the
bottom feeders, hooligans—the “clydes” that society has to
offer—not always because they hail from such circles, but
because they are the only ones dumb enough to risk life and
limb to take on the dangerous jobs; to traverse locales others
fear or deem impractical to tread, just to get the job done.

TRAVERSING THE WORKS


Starting at 3rd level, when you use the Dash action,
climbing and moving through difficult terrain doesn’t cost
you extra movement on that turn.
When jumping you only need to move at least 5
feet immediately before making a running jump, and
the distance and height cleared of your jump can be
determined by your Dexterity, instead of Strength.
You can use your reaction when you fall to reduce any Clydesman

75
GREASE RAT MOONSHINER
Grease rats are at home amongst gears and tools. Never Ostensibly for the good of the people, most centralized
acquiring formal schooling, they learn the language of governments of the day heavily regulate commerce and
repair by trial-and-error. In a pinch, none is better than science. Some of the most explicit restrictions are placed
he to keep a damaged device limping along. Grease rats on mind- and body-altering liquids. Ulleran hillfolk have
tend to have a variety of skills; sometimes these skills rebellion in their bones, however, and many make it their
are similar to an engineer’s, but a grease rat’s forte is business to distill and deliver the goods to anyone who
repair done in the heat of action, when there is little time
to craft a formal solution to a technical problem. Dirty, wants a taste—free of taxes and pesky ingredient guidelines.
blistered hands and a sense of adrenaline set the grease Using hand scrawled recipes and unorthodox methods,
rat apart from other mechanical savants. moonshiners create wondrous effects in the form of potent
liquids which affect the imbiber. Years of ‘taste-testing’
CRACK MECHANIC
allow the moonshiner to metabolize and employ their brew
Starting at 3rd level, you are proficient with tinker’s tools in interesting ways. They get their name by largely
and you also gain a set of those tools for free as a result of employing their craft ‘by the light of the moon’ to avoid
the tinkering you’ve done to hone your skills. You can select legal entanglements. Harmonia is home to the majority of
tinker’s tools when you gain the Expertise ability at 6th level. moonshiners, but anywhere the law restricts the imbibed
In addition, by spending a short rest or long rest with a non- substances, a moonshiner is sure to be close.
magical object, construct creature, or vehicle, you can make
repairs with your tinker’s tools. These repairs mend objects BONUS PROFICIENCIES
as per the mending spell, and heal 1d10 + half your rogue When you choose this archetype at 3rd level, you gain
level (round down) hit points to a single construct creature or proficiency in Nature and Survival, and brewer’s supplies
vehicle (1d10 + your full rogue level, after a long rest). and you also gain a set of brewer’s supplies for free as a
Artwork by Mates Laurentiu

result of the brewing you’ve done to hone your skills. You


DEMOLISHER
can select brewer’s supplies when you gain the Expertise
Starting at 3rd level, you can now use a light hammer or ability at 6th level.
a mace to deal Sneak Attack damage. In addition, when
attacking an object or vehicle using a weapon, your
weapon deals an extra amount of damage equal to half
your Sneak Attack dice (rounded down).

JURY-RIG
Starting at 9th level, you can use the bonus action
granted by your Cunning Action to use your tinker’s
tools to disarm a trap or device, use your tinker’s tools to
temporarily return functionality to a broken object or part
of a vehicle for 1 minute, or take the Use an Object action.

IMPROVED DEMOLISHER
Beginning at 13th level, you now deal your Demolisher
extra damage to construct creatures, even if you don’t
have advantage on your attack or an ally within 5 feet of
your target, and as long as you don’t have disadvantage on
your attack. Against construct creatures, your Demolisher
damage stacks with your Sneak Attack damage. All the
other rules for Sneak Attack still apply to you.

WITH MY EYES CLOSED


Starting at 17th level, you can use your tinker’s tools
even when you can’t see, you never have disadvantage on
checks made using your tinker’s tools, and whenever you
make a check with your tinker’s tools, you can treat a d20
roll of 9 or lower as a 10. Grease Rat

76
GOOD FOR WHAT AILS YOU MOONSHINER SPELLCASTING
Starting at 3rd level, you gain the ability cast spells Level Spells Known Spell Slots Slot Level
through your moonshine.
Spell Slots. The Moonshiner Spellcasting table shows 3rd 2 2 1st
how many spell slots you have. The table also shows what 4th 3 2 1st
the level of those slots are; all of your spell slots are the 5th 4 2 2nd
same level. To cast one of your moonshiner spells of 1st
level or higher, you must expend a spell slot. You regain all 6th 5 2 2nd
expended spell slots when you finish a short or long rest. 7th 6 2 2nd
For example, when you are 7th level, you have two 2nd-level 8th 7 2 2nd
spell slots. To cast the 1st-level spell cure wounds, you must 9th 8 2 3rd
spend one of those slots, and you cast it as a 2nd-level spell.
Casting Moonshiner Spells. Moonshiner spells do 10th 9 2 3rd
not have verbal, somatic, or material components. You 11th 10 2 3rd
must imbibe or administer alcohol, also your spellcasting 12th 10 3 3rd
focus (see below), in order to cast a moonshiner spell on
13th 11 3 4th
a target. Imbibing or administering the alcohol is part of
the action to cast the spell. 14th 11 3 4th
Spells Known. At 1st level, you know the cantrips 15th 12 3 4th
friends, guidance, resistance, and true strike, and two 1st- 16th 12 3 4th
level spells of your choice from the moonshiner spell list.
The Spells Known column of the Moonshiner Spellcasting 17th 13 4 5th
table shows when you learn more moonshiner spells of 18th 13 4 5th
your choice of 1st level and higher. A spell you choose 19th 14 4 5th
must be of a level no higher than what’s shown in the 20th 14 4 5th
table’s Slot Level column for your level.
Additionally, when you gain a level in this class, you can MOONSHINER SPELLS
choose one of the moonshiner spells you know and replace
Spell Level Spells
it with another spell from the moonshiner spell list, which
also must be of a level for which you have spell slots. 1st comprehend languages, cure wounds, bless (single
Spellcasting Ability. Intelligence is your spellcasting target), false life, heroism, longstrider, speak with
ability for your moonshiner spells. You use your Intelligence animals
whenever a spell refers to your spellcasting ability. 2nd darkvision, dragon’s breath, enhance ability, lesser
Spellcasting Focus. You must use alcohol as a restoration, locate object, protection from poison, see
spellcasting focus for your moonshiner spells. invisibility
3rd haste, protection from energy, speak with plants,
TEMPERED RESILIENCE tongues
Starting at 9th level, you gain proficiency in Constitution
4th death ward, freedom of movement, locate creature
saving throws.
5th modify memory, skill empowerment
BANJAX
Beginning at 13th level, whenever you deal the extra SORCERER
damage from Sneak Attack, and you have a hand free, as
a bonus action you can smash a container of moonshine Unlike wizards, sorcerers are born with magic and need
into the face of your foe. As long as the target creature training only to direct it. Nations that embrace magic have
could become intoxicated by consuming alcohol (GM various methods of training mages including academies,
discretion), it must succeed at a Constitution saving throw tutors, guilds, and apprenticeships. Because of its history,
or be blinded and stunned until the start of your next turn. Ullera discourages the practice of magic and prefers to rely
The DC for this saving throw is 8 + your proficiency bonus on technology that better fits with its ideology of universal
+ your Intelligence modifier. legal equality and democratically elected government.
Role. Ullera is a federation that fought its way to
STAGGERING STUPOR
freedom from the Dominion. Magic was used extensively
Beginning at 17th level, whenever you take the Dash or to enslave the population and crush rebellions. It was
Disengage actions, you gain the benefit of the Dodge action.
magic that allowed the few to rule the many, and in

77
reaction to this most Ullerans detest magic and are NEW CLASSES
suspicious of any creature that uses it, outside a chaplain. These new classes inhabit the world of Pure Steam.
Despite this sorcerers are born in Ullera every day. Most
will travel to foreign nations to gain control of their CHAPLAIN
birthright, but secretive cabals exist throughout Ullera. The At the center of social movements, from foundings to
use of magic without a license is illegal in Ullera and any wars and reconciliation, chaplains are gifted with no small
type of magical assault or deceit incurs stiff penalties. amount of magical ability and special training to ensure
those social movements never end.
WARLOCK Role. Unlike other divine casters, chaplains as a secular
chapter draw divine energy from the well being and
Unlike other spellcasters, a warlock deliberately seeks vibrancy (socia etas) of the community they counsel.
out a supernatural power and strikes a deal with it for The chaplain class is presented in greater detail on the
supernatural abilities. Warlocks are usually reviled by following pages.
most nations and are actively hunted down in Rausch. The
warlock may be the easiest route to magical power, but GEARHEAD
most see it as the most perilous to the soul. Charged with shepherding the technological growth of a
Role. Warlocks are what most Ullerans think of when nation, gearheads come armed with a bevy of wondrous
spellcasters are discussed. Because a warlock does not need technological devices, the likes of which rival anything
arcane books, training, or birth magic, anyone so motivated found in the supernatural realm.
can become a warlock. Most Ulleran warlocks are people Role. Gearheads are inveterate inventors that build
seeking revenge on a community, family, or the government, prototype contraptions in multiple fields of science and just
giving the pursuit a terrible reputation. Evil warlocks use might have the device to deny eminent disaster.
the power given to them through a pact to inflict harm and The gearhead class is presented in greater detail later in
Artwork by Mates Laurentiu

terrorize others; good warlocks covertly help others with this chapter.
healing and good works. No publically-open warlock has
ever been given a license to practice magic legally in Ullera.

WIZARD
The wizard relies on spell tomes and a systematic
understanding of magic that requires an infrastructure of
arcane academies and spell libraries to excel. Wizards
and magi are common in the lands of Rhim and the
elven nation of Gom Shao in Northern Ullera. Due to
the suffering inflicted on the citizens of Ullera by the
Dominion, all forms of magic are illegal without a casting
license. Rausch forbids all forms of magic not sanctioned
by the church. Mazan has far more sorcerers and warlocks
than wizards. Atanak has a mixture of stolen magic
and relics taken from all the races complementing its
traditional adepts.
Role. Occasionally, someone will stumble across a
grimoire or apprentice wizard’s book in some dusty attic
or forgotten library. With more enthusiasm than sense
they start down the road of a self-taught wizard. The other
option within the borders of Ullera is to join a cabal. The
cabal will provide you with the tutorship and a casting
license, but in exchange you must perform tasks given to
you by the cabal leader. Often these cabals are supported
by politicians, industrialists, and antiquarians. Wizards
who misuse their license may have it revoked and end up
being hunted by the cabal. Magistrates Chaplain

78
CHAPLAIN knowledge you can manipulate. Consider that the chapters
A kindly meddler, sometime rabble rouser, and full time vary from community minded healers to cloak-and-dagger
wondermaker who can be seen as a stalwart or a bit of a spies. Have a discussion with your GM about your level of
swindler. They belong to many schools of thought that involvement with the chapter, including how you represent
coalesce into chapters working to perfect the soci etas, a them, possible contacts, and duties you must carry out.
worldview and gateway to a form of divine magic lying QUICK BUILD
unawakened in the ebb and flow of community. People You can make a chaplain quickly by following these
view their magic as modern day sorcery, having no suggestions. First, Charisma should be your highest ability
knowledge of the soci etas, the ingredients of which are score, followed by Dexterity. Second, choose the folk hero
found in the very people themselves. background. Third, choose the friends and thaumaturgy
cantrips, along with the following 1st-level spells:
THE POWER OF SOCIETY
command and healing word.
Your mysterious gifts are unlocked by your influence and
standing in society. People believe in them because they hold CLASS FEATURES
such a foundational place in society. People would have to
As a chaplain, you gain the following class features.
struggle against the idea of society to take away the chaplain’s
power, or else society would have to vanish altogether.
HIT POINTS
As defenders (or usurpers) of the status quo, chaplains
Hit Dice: 1d8 per chaplain level
are armed with an understanding of both the material world
Hit Points at 1st Level: 8 + your Constitution modifier
and the people and behaviors who vie for control over
Hit Points at Higher Levels: 1d8 (or 5) + your
it. Chaplains are comfortable mentors, whether serving
Constitution modifier per chaplain level after 1st
the poor as instructors, the sick as doctors, or the rich as

Artwork by Mates Laurentiu


administrators. They often start as scholars or scientists
whose discipline takes them into the field because no one
else is capable enough to carry out their mandates. They
work well as leaders, but are more comfortable advising
whoever is in charge, ever willing to step into the spotlight
when their services are the only answer to the apparent
problems.

CHAPTER REPRESENTATIVES
Chaplains belong to dedicated chapters that espouse their
own doctrine and methodology. Trefoil Laurels, by federal
sponsorship, seek to mitigate suffering through medicine
and are known as activists for ecological study and in
staunching the effects of war. Gatekeepers belong to a
fraternal agency of professionals that serve as arbitrators
and lobbyists to the public, though their secret agendas
are rarely up for appeal. Magistrates, all graduates of a
prestigious private university, protect society from itself
as investigators who examine, predict, and protect against
society’s failures and atrocities. No confirmed chaplain
chapters exist outside of Ullera.

CREATING A CHAPLAIN
When creating a Chaplain, it is important to think about
exactly what role in society your character is going to
play. Because chaplains draw from soci etas, it’s important
to consider whether you view this source of power as a
boon that you are fortunate to receive, or a well of secret Laurels Chaplain

79
THE CHAPLAIN
Proficiency Cantrips Spells Elocutions
Level Bonus Special Known Known Spell Slots Slot Level Known
1st +2 Chaplain Chapter, Gravitas (d6), Soci Etas 3 2 1 1st ---
2nd +2 Elocutions, Rumor Mill 3 3 2 1st 2
3rd +2 Projection 3 4 2 2nd 2
4th +2 Ability Score Improvement 4 5 2 2nd 2
5th +3 Gravitas (d8), Resilient Persona 4 6 2 3rd 3
6th +3 Chaplain Chapter feature 4 7 2 3rd 3
7th +3 --- 4 8 2 4th 4
8th +3 Ability Score Improvement 4 9 2 4th 4
9th +4 --- 4 10 2 5th 5
10th +4 Chaplain Chapter feature, Gravitas (d10) 5 10 2 5th 5
11th +4 Soci Secret (6th) 5 11 3 5th 5
12th +4 Ability Score Improvement 5 11 3 5th 6
13th +5 Soci Secret (7th) 5 12 3 5th 6
14th +5 Chaplain Chapter feature 5 12 3 5th 6
15th +5 Gravitas (d12), Soci Secret (8th) 5 13 3 5th 7
16th +5 Ability Score Improvement 5 13 3 5th 7
17th +6 Soci Secret (9th) 5 14 4 5th 7
18th +6 --- 5 14 4 5th 8
19th +6 Ability Score Improvement 5 15 4 5th 8
20th +6 Superior Gravitas 5 15 4 5th 8

PROFICIENCIES CHAPLAIN CHAPTER


Armor: Light armor You’ve dedicated yourself to doctrine and methodologies
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, of a chaplain chapter. Choose from the Trefoil Laurels, the
light hammer Gatekeepers, the Magistrates, or The Network, all detailed
Tools: None at the end of the class description.
Your choice grants you features when you choose it at
Saving Throws: Wisdom, Charisma 1st level. It also grants additional benefits at 6th, 10th,
and 14th level.
Skills: Choose two skills from Deception, History, Insight,
Intimidation, Investigation, Perception, and Persuasion GRAVITAS
Languages: Two of your choice Your voice and personality carry so much power and
extraordinary authority that you can bolster or weaken a
EQUIPMENT
creature’s resolve with a single utterance. This power is
You start with the following equipment, in addition to the represented with a Gravitas die, a d6. To focus this power,
equipment granted by your background: choose one creature other than yourself within 60 feet
• (a) a diplomat’s pack or (b) a scholar’s pack or (c) an of you who can hear you and that you can see, and then
explorer’s pack choose one of the options below.
• (a) a dagger and a light crossbow with 20 bolts or (b) a Inspire. As a bonus action, you give that creature one
quarterstaff and a sling with 20 sling bullets Gravitas die. Once within the next 10 minutes, the creature
• Padded armor, a signet ring of your chapter, and legal can roll the die and add the number rolled to one ability
documentation that permits your use of magic check, attack roll, or saving throw it makes. The creature
can wait until after it rolls the d20 before deciding to use

80
the Gravitas die, but must decide before the GM says level no higher than what’s shown in the table’s Slot
whether the roll succeeds or fails. Once the Gravitas die is Level column for your level. When you reach 6th level,
rolled, it is lost. A creature can have only one Gravitas die for example, you learn a new chaplain spell, which can
at a time. be 1st, 2nd, or 3rd level.
Intervene. When the creature makes an attack roll, an Additionally, when you gain a level in this class, you can
ability check, or a damage roll, you can use your reaction choose one of the chaplain spells you know and replace it
to expend one of your uses of Gravitas, rolling the Gravitas with another spell from the chaplain spell list, which also
die and subtracting the number rolled from the creature’s must be of a level for which you have spell slots.
roll. You can choose to use this feature after the creature
makes its roll, but before the GM determines whether the SPELLCASTING ABILITY

attack roll or ability check succeeds or fails, or before the Charisma is your spellcasting ability for your chaplain spells,
creature deals its damage. The creature is immune if it so you use your Charisma whenever a spell refers to your
can’t hear you or if it’s immune to being charmed. spellcasting ability. In addition, you use your Charisma
You can use this feature a number of times equal to your modifier when setting the saving throw DC for a chaplain
Charisma modifier (a minimum of once). You regain any spell you cast and when making an attack roll with one.
expended uses when you finish a long rest. Spell save DC = 8 + your proficiency bonus + your
Your Gravitas die changes when you reach certain levels Charisma modifier
in this class. The die becomes a d8 at 5th level, a d10 at Spell attack modifier = your proficiency bonus + your
10th level, and a d12 at 15th level. Charisma modifier

SOCI ETAS SPELLCASTING FOCUS


Drawing on the divine essence of the soci etas, the power You can use your voice as a spellcasting focus for your
of society and community itself, you can cast spells to alter chaplain spells.
the wills, minds, and hearts of others. See below for the
chaplain spell list. RUMOR MILL
As a perennial busybody and community spokesperson,
CANTRIPS you and the circles you run in become storehouses for
You know vicious mockery and two cantrips of your disparate bits of information. Beginning at 2nd level,
choice from the chaplain spell list. You learn additional you add half your proficiency bonus (round up) on
chaplain cantrips of your choice at higher levels, as shown Intelligence and Charisma ability checks you make to
in the Cantrips Known column of the Chaplain table. recall or discover information that doesn’t already use
your proficiency bonus. If you can’t seem to recall a bit
SPELL SLOTS
The Chaplain table shows how many spell slots you have. of information, you typically know who can, or where to
The table also shows what the level of those slots is; all discover the information.
of your spell slots are the same level. To cast one of your
chaplain spells of 1st level or higher, you must expend a ELOCUTION TALENTS
spell slot. You regain all expended spell slots when you During your time channeling the soci etas, you learn
finish a short or long rest. techniques of articulation and nuanced pronunciation that
For example, when you are 5th level, you have two 3rd- allow you to better control how your personality affects
level spell slots. To cast the 1st-level spell healing word, those around you. At 2nd level, you gain two elocutions
you must spend one of those slots, and you cast it as a 3rd- of your choice. Your elocutions options are detailed at
level spell. the end of the class description. When you gain certain
chaplain levels, you gain additional elocutions of your
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
At 1st level, you know two 1st-level spells of your choice choice, as shown in the Elocutions Known column of the
from the chaplain spell list. Chaplain table.
The Spells Known column of the Chaplain table shows Additionally, when you gain a level in this class, you can
when you learn more chaplain spells of your choice of choose one of the elocutions you know and replace it with
1st level and higher. A spell you choose must be of a another elocutions that you could learn at that level.

81
PROJECTION moon, eclipses, etc.). One thing is clear: the Gatekeepers
Starting at 3rd level, you gain the ability to focus the soci have an unnatural way to toy with the psyches of others.
etas to project your force of personality. When you cast a This is evident in their habitual securing of lopsided
chaplain spell that has a range of 5 feet or greater, you can business deals, winning elections by landslides, and
expend one use of your Gravitas to double the range of the charming juries. The ultimate goal of the organization
spell. When you cast a chaplain spell that has a range of is complete influence over the nations through curious
touch, you can expend one use of your Gravitas to make means. Members study the stars, history, religion, and
the range of the spell 30 feet. current events in order to find patterns and opportunities.
As a result, a gatekeeper’s governing philosophy is a
RESILIENT PERSONA mishmash of the most appealing (and seemingly effective)
Beginning when you reach 5th level, you regain all of aspects of at least a dozen ideologies.
your expended uses of Gravitas when you finish a short Chaplains of this order are dispatched to silence
or long rest. opposition, or dispose of it. Gatekeepers are aware of the
rumors surrounding their ilk, and know how to use them
SOCI SECRET to unnerve others in conversation and combat, always
Starting at 11th level, your connection to the soci etas manipulating others to further the goals of the order,
brings about a revelation in its magical nature. Choose one rarely leaving a trace of the order’s involvement. It’s no
6th-level spell from the chaplain spell list as this secret. coincidence folks who publicly criticize the organization
You can cast your secret spell once without expending soon confess to crime, leave town, or commit suicide.
a spell slot. You must finish a long rest before you can
do so again. EXPANDED SPELL LIST
At higher levels, you gain more chaplain spells of your As a chaplain of the Gatekeepers, you may choose from an
choice that can be cast in this way: one 7th-level spell at expanded list of spells when you learn a chaplain spell. The
13th level, one 8th-level spell at 15th level, and one 9th- following spells are added to the chaplain spell list for you.
level spell at 17th level. You regain all uses of your Soci
Secret when you finish a long rest. GATEKEEPERS EXPANDED SPELLS
Spell Level Spells
SUPERIOR GRAVITAS 1st hex, witch bolt
At 20th level, when you roll initiative and have no uses of 2nd detect thoughts, phantasmal force
Gravitas left, you regain one use. 3rd bestow curse, hunger of the void

CHAPTERS
4th banishment, phantasmal killer
5th modify memory, seeming
Each chaplain is pledged to a chapter, a large organization
that operates within Ullera to serve specific functions or DARK STUDIES
work toward a set of goals. The chapter you choose will Starting at 1st level, you gain proficiency in Arcane,
play a large role in how your skills are utilized and how History, and Religion.
your abilities will develop. Each chapter grants access to
different spells and abilities, and gives direction on how VILE RHETORIC
a chaplain is supposed to function while out in society at large. Starting at 1st level, you learn the message cantrip and it
does not count against your number of cantrips known.
GATEKEEPERS When you cast message on a creature you can force the
Easily the most secretive non-governmental agency in recipient of the message to make a Wisdom saving throw
Ullera, the Gatekeepers allow only wealthy males to join, against your chaplain spell DC or suffer 1d8 psychic
strictly by invitation. No nonmember has ever stepped foot damage. The spell’s damage increases by 1d8 when you
in one of their temples, thanks to their devotion to security reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
and privacy. Nearly every Ulleran settlement with at least In addition, when you use Gravitas to intervene on a
5,000 citizens has a Gatekeepers Temple. The uninitiated creature’s roll, that creature takes an amount of psychic
make up stories about the goings-on during the group’s damage equal to your Gravitas die result.
meetings, which are only held during celestial events (new

82
DARK GRIMOIRE TREFOIL LAURELS
Starting at 6th level, you’ve gained access to the inner Created during the Abolition War to provide battlefield
circle of the Gatekeepers and have gained access to one of aid to wounded freedom fighters, the Trefoil Laurels is a
its ancient tomes of secrets. When you gain this feature, chapter devoted to “eradicating suffering and furthering
choose three cantrips from any class’s spell list. While the
book is on your person, you can cast those cantrips at will. the healing sciences.” It got its name from a three-leafed
They don’t count against your number of cantrips known. tree common to Harmonia and Sunderland whose roots
In addition, choose two spells of 3rd-level or lower that were used for herbal healing. Today Laurels chaplains can
have the ritual tag from any class’s spell list. The spells be found on research expeditions the world over, collecting
appear in the book, become chaplain spells for you, and and cataloging herbs and minerals. They also often
don’t count against the number of spells you know. With accompany Federation troops in excursions, erecting aid
your dark grimoire in hand, you can cast the chosen spells camps for all affected by combat.
as rituals. You can’t cast the spells except as rituals, unless
you’ve learned them by some other means. You can also EXPANDED SPELL LIST
now cast chaplain spells you know as a ritual if it has the As a chaplain of the Trefoil Laurels, you may choose from
ritual tag. an expanded list of spells when you learn a chaplain spell.
On your adventures, you can add other ritual spells to The following spells are added to the chaplain spell list
your dark grimoire. When you find such a spell, you can
add it to the book if the spell’s level is equal to or less than for you.
half your chaplain level (rounded up) and if you can spare
the time to transcribe the spell. For each level of the spell, TREFOIL LAURELS EXPANDED SPELLS
the transcription process takes 2 hours and costs 50 dollars Spell Level Spells
for the rare inks needed to inscribe it. 1st detect poison and disease, longstrider
If you lose your dark grimoire, you can perform a 2nd lesser restoration, protection from poison
1-hour ceremony to receive a replacement from your
chapter. This ceremony can be performed during a short 3rd remove curse, revivify
or long rest, and it destroys the previous book. The book 4th aura of purity, death ward
turns to ash when you die. 5th greater restoration, raise dead

LOOMING RECITATION PHYSICIAN


Starting at 10th level, if a creature is frightened of you, its Starting at 1st level, you gain proficiency in Medicine and
speed is reduced by half while within 30 feet of you, and that healer’s kits, and you gain a healer’s kit from your chapter.
creature takes psychic damage equal to half your chaplain Lastly, while under your care, any creature that spends one
level if it starts its turn there.
At 14th level, the frightened creature’s speed is reduced to 0. or more Hit Die to recover hit points during a short rest
can’t roll below your Wisdom modifier.
CURSE OF THE DARK GATE
ALLAY INJURIES
Starting at 14th level, you’ve learned an ancient curse,
taught only to those Gatekeepers of the inner circle, that Starting at 6th level, you can use your medical knowledge
is said to able to cast the mind of any being into madness. and methods to help treat your wounded allies during a
As an action, you can force one creature within 90 feet of short rest. If you spend the majority of a short rest treating
you that can hear you and understand a language to make a the injuries and spirits of your allies, each friendly creature
Wisdom saving throw against your chaplain spell DC. On you interact with regain 1d8 hit points at the end of the
a failure, the creature is charmed by you and also confused short rest.
as per the confusion spell for 1 minute, or until it saves. The regained hit points increase when you reach certain
You do not need to maintain your concentration for this levels in this class: to 1d10 at 10th level and to 1d12 at
charm to persist. While charmed in this way, if the creature 14th level.
would ever act normally, you can command the creature to
instead act as per the crown of madness spell.
VACCINE DISCOVERY
If the creature succeeds on its saving throw, it is stunned
until the end of its next turn, as it struggles physically and Starting at 10th level, during a long rest, you can use a
mentally to fight off the curse. healer’s kit to attempt to cure a creature of a disease. The
Once you utter this curse, you cannot do so again until DC of this check is equal to the save DC of the disease.
you finish a long rest. If you succeed, that creature becomes immune to that

83
disease. For any disease you cure in this way, you can AUTOPSY
create a vaccine for. It takes one long rest and $250 to Starting at 6th level, during a short or long rest, you can
create a vaccine. A created vaccine is then good for 1 spend at least 10 minutes with a corpse to medically
month, and its immunity effect lasts for 1 year. examine it. At the end of the 10 minute examination,
you glean five pieces of information. The information
TREFOIL PANACEA gleaned could come from the following list: when the
Starting at 14th level, you may spend a long rest to brew target died (time of death), how the creature died (the
a special remedy called a ‘trefoil panacea’ that lasts for 6 wounds it sustained recently and what attack reduced it
hours. The material cost for a trefoil panacea is $500. to 0 hit points), where it died (if different from where
As an action, you can either consume or administer it was found), where it resided in the last month or so,
the remedy to a creature. Doing so removes all curses, what it last ate, its creature type (including race, age, and
diseases, and poisons affecting the imbiber. The imbiber gender), its senses, its movement speeds and types, its
also regains all its hit points. You cannot brew another damage vulnerabilities, its damage resistances, its damage
trefoil panacea until after you finish another long rest. immunities, or its condition immunities. Afterward,
at any time should you encounter remains or evidence
THE MAGISTRATES you suspect may be connected to the corpse previously
Founded in Brickton, graduates of Magister’s Road go on examined, you may make a Intelligence (Investigation)
to take up rank as chaplains of the Magistracy. Magistrates, check with advantage to determine if there’s a connection
as they are called, view the world as spiraling into violence between the two instances, at the GM’s discretion.
and chaos if not for the efforts of “the offices of man,”
which they are taught keeps society in check. Whereas EIDETIC MEMORY
some chaplains see nature as their companion, magistrates Starting at 10th level, you can accurately recall anything
see it as a resource to be tamed, never forsaking the you have seen or heard within the past month. In addition,
advances of modernity as that would leave too many whenever you make an Intelligence ability check, you can
people vulnerable and unprotected. To these ends, they are treat a d20 roll of 9 or lower as a 10.
trained as criminal investigators and social chameleons
who form powerful connections and use smart investing to ROAD’S SCHOLAR
ensure that they can meet their tasks at hand. Starting at 14th level, a magistrate has attained the honor
of “Road’s Scholar”. This provides the chaplain with a
EXPANDED SPELL LIST couple new advantages.
As a chaplain of the Magistracy, you may choose from an First, you are obligated to pay $100 dollars in monthly
expanded list of spells when you learn a chaplain spell. dues and spend one week a month teaching at an annex to
The following spells are added to the chaplain spell list gain access to the Scholar’s Fund. If you miss payments,
for you. you must make up back dues to remain in the chapter’s
good graces. Thereafter, once per level, you may draw
MAGISTRATES EXPANDED SPELLS on the fund, requesting up to $5,000 dollars in credited
Spell Level Spells grant money toward your endeavors. The funds are made
1st detect magic, detect poison and disease available one week after the request has been placed. These
2nd detect thoughts, locate object
funds need not be taken at every level, and funds not taken at
one level rollover into subsequent uses at later levels.
3rd clairvoyance, nondetection
Second, starting with this level and every even-numbered
4th arcane eye, locate creature level after, you make a new professional, trustworthy, and
5th legend lore reliable ally to include in your ring of “informants.”

STUDIED SURGEON THE NETWORK


Starting at 1st level, you gain proficiency in Investigation The Network refers to a loose, unofficial ring of masters of
and Medicine, as well as the physician’s kit, and you gain espionage across Northern Ullera. Known in the vernacular
a physician’s kit from your chapter. Additionally, you may as “cloaks,” individual members of the order may be spies
make Intelligence (Medicine) checks instead of Wisdom for hire, agents of sedition, or powerful political puppeteers.
(Medicine) checks. Business enterprises at times employ the Network to sow

84
unpopular rumors of a rival, or to gather information about creatures, you can alter one creature’s understanding so
competitors. Network chaplains are masters of subterfuge, as that it remains unaware of being charmed.
their success relies largely on their marks’ ignorance of their Additionally, once before the spell expires, you can use
motives. By appearing as a trusted individual, the cloak pulls your action to try to make the chosen creature forget some
the strings with impunity. of the time it spent charmed. The creature must succeed
on an Intelligence saving throw against your chaplain spell
EXPANDED SPELL LIST save DC or lose a number of hours of its memories equal
As a chaplain of the Network, you may choose from an to 1 + your Charisma modifier (minimum 1). You can
expanded list of spells when you learn a chaplain spell. make the creature forget less time, and the amount of time
The following spells are added to the chaplain spell list can’t exceed the duration of your enchantment spell.
for you.
THE NETWORK EXPANDED SPELLS ELOCUTIONS
These chaplain elocutions are presented in alphabetical
Spell Level Spells
order. If an elocution has prerequisites, you must meet
1st disguise self, illusory script them to learn it. You can learn the elocution at the same
2nd detect thoughts, invisibility time that you meet its prerequisites.
3rd feign death, nondetection
4th freedom of movement, greater invisibility AVERT AGGRESSION
You can cast mage armor on yourself at will, without
5th far step, modify memory
expending a chaplain spell slot. By expending one use
of Gravitas, you can cast sanctuary without expending a
SUBVERSIVE chaplain spell slot.
Starting at 1st level, you gain proficiency in Sleight of
Hand and Stealth, as well as disguise kits, and you gain a CHAPTER ACOLYTE
disguise kit from your chapter. Prerequisite: 5th level
You can expend a use of your Gravitas to cast a 1st-level
CUNNING chapter spell from your Chapter without expending a spell
Starting at 6th level, whenever you make an ability check slot. These spells are always cast as a 1st-level spell, and
that includes your proficiency bonus, you may expend you don’t need to know your 1st-level chapter spells to be
one of your uses of Gravitas, roll a Gravitas die and add able to cast them in this way.
the result to your ability check. You can choose to use
this feature after you make your roll, but before the GM CONFOUNDING WORD
determines whether the ability check succeeds or fails. Prerequisite: 7th level
You can expend one use of Gravitas to cast confusion as a
BEGUILING SUBTEXT 4th-level spell without using a chaplain spell slot.
Starting at 10th level, you can choose to lace your words
with enchantment. After conversing with a creature for DECLAMATION
at least 1 minute, you can cast an enchantment chaplain Prerequisite: 5th level
spell with a casting time of 1 action without any somatic, You gain the ability to use words of power to disrupt mind-
verbal, or material components, completely undetectable influencing effects. As an action, you can start an oration
by witnesses not trained in Arcana. Witnesses trained that lasts until the end of your next turn. During that time,
in Arcana can attempt an Intelligence (Arcana) check you and any friendly creatures within 30 feet of you have
opposed by your Charisma (Deception) check to detect advantage on saving throws against being frightened or
whether you are casting a spell. A spell with a material charmed. A creature must be able to hear you to gain this
component with a cost listed in the spell’s description benefit. The oration ends early if you are incapacitated or
cannot be cast in this way. silenced or if you voluntarily end it (no action required).

SILVER TONGUE DEMAND SILENCE


Starting at 14th level, you gain the ability to make a Prerequisite: 5th level
creature unaware of your magical influence on it. When You can cast silence once using a chaplain spell slot. You
you cast an enchantment spell to charm one or more can’t do so again until you finish a long rest.

85
EXTRAORDINARY EMPATHY SOCIAL EMPATHY
You can expend one use of Gravitas to cast healing word You gain proficiency in Insight, if you don’t already have
as a 1st-level spell without expending a chaplain spell slot. it, and you can make Charisma (Insight) checks to glean
You can cast this spell as a 2nd-level spell at 7th level, and clues from body language, speech habits, and changes in
a 3rd-level spell at 15th level. mannerisms. In addition, when your friends spell ends,
the creature no longer realizes that you used magic to
FOMENT HESITATION
influence its mood.
Prerequisite: 5th level
You can cast slow once using a chaplain spell slot. You
SOCI SENSITIVITY
can’t do so again until you finish a long rest.
Prerequisite: 7th level
INSPIRE ALACRITY
You can use your action to focus your senses to the
Prerequisite: 5th level persona energies of creatures in the region around you.
You can cast haste once using a chaplain spell slot. You For 1 minute, you can sense whether creatures with an
can’t do so again until you finish a long rest. Intelligence score of 3 or higher are present within 1,000
feet of you. This feature doesn’t reveal the creatures’
INSTILL CONFIDENCE location or number, but with another action you can
You can expend one use of Gravitas to cast bless as a 1st- narrow your focus to only 120 feet around. Within this
level spell without expending a chaplain spell slot. You narrowed range, your senses reveal the different types of
can cast this spell as a 2nd-level spell at 7th level, and a creatures within range and their general emotional state.
3rd-level spell at 15th level. You can use this feature a number of times equal to 1 +
your Charisma modifier. When you finish a long rest, you
LINGUISTIC STUDIES regain all expended uses.
You learn to read, write, and speak two languages of
your choice. SOW DOUBT
You can expend one use of Gravitas to cast bane as a 1st-
MEDIATE level spell without expending a chaplain spell slot. You
Prerequisite: 5th level can cast this spell as a 2nd-level spell at 7th level, and a
You can expend one use of Gravitas to cast calm emotions 3rd-level spell at 15th level.
without expending a chaplain spell slot. You can’t do so
again until you finish a long rest. STEADY AFFECT
Prerequisite: 9th level
PROBING CONVERSATIONALIST You can’t be charmed or frightened.
Prerequisite: 15th level
When you are engaged in mutual and intelligible SURGE OF CONFIDENCE
conversation with a creature for at least 1 minute, you Prerequisite: 9th level
can force that creature to make a Wisdom saving throw When an ally uses your Gravitas die on a roll, they also gain
against your chaplain spell DC. On a failure, you’re able to a number of temporary hit points equal to twice their Gravitas
deeply probe the creature’s mind, as if you had cast detect die result. These temporary hit points lasts for 1 minute.
thoughts, for as long as your conversation continues, to a
maximum duration of 10 minutes. TRUE SPEECH
Throughout the rest of the conversation, the creature Prerequisite: 12th level
mentally reveals to you its secrets, as long as they You learn to touch the persona-energy of other minds so
somewhat relate to the current topic of discussion. If the that you understand all spoken languages. Moreover, any
creature succeeds on its saving throw, it vaguely realizes creature that can understand a language can understand
that you are trying to manipulate it, and you cannot use this what you say.
feature on that creature again for 24 hours. A creature that
is immune to charm is also immune to this feature. WORD OF AUTHORITY
You can expend one use of Gravitas to cast command as a
SHARP TONGUE 1st-level spell without expending a chaplain spell slot. You
When you deal damage with the vicious mockery cantrip, can cast this spell as a 2nd-level spell at 7th level, and a
you add your Charisma modifier to the damage it deals. 3rd-level spell at 15th level.

86
CHAPLAIN SPELLS

CANTRIPS (0 LEVEL) Fear Behind me, the door slammed open as Speaks’s
Friends Mass Healing Word black-vested henchfellow burst his way into the
Guidance Sending room, double-barreled hand cannon on display.
Message Tongues Speaks finished his command phrase and the hidden
Resistance joints and gears of the standing clock in the corner
Thaumaturgy 4TH LEVEL all clicked and fell into position at once, revealing
Thunderclap Banishment itself to be a fully functioning automaton. And in
True Strike Charm Monster virtually no time at all, the odds were against me.
Word of Radiance Compulsion Sped from my mouth at the henchfellow, my voice
Confusion
1ST LEVEL Dominate Beast
laden with the weight of the soci etas—the power
Animal Friendship Freedom of Movement
of compulsion beckoned by all chaplains—I recited,
Bane “The will of the one wins out against none!”
Bless 5TH LEVEL The henchfellow’s eyes flew wide, conflicted as he
Cause Fear Antilife Shell was, and I watched as his steady aim on my head
Ceremony Dominate Person wavered before his gun discharged. I blinked at the
Charm Person Geas blast of both barrels unloading, one bullet flying
Command Hold Monster well wide of the mark, while the other tore a path
Compelled Duel Modify Memory past the left side of my face. Both projectiles
Comprehend Languages Skill Empowerment were pushed more outwardly from my body by the
Dissonant Whispers Synaptic Static electromagnetic wiring in the high collar dickey
Expeditious Retreat that I wore, though one grazed flesh from my earlobe.
Healing Word 6TH LEVEL
Heroism Eyebite I saw the henchfellow’s body weight shift and
Hideous Laughter Heroes’ Feast realized he was about to drop his firearm and bull
Shield of Faith Mass Suggestion rush me. Preying upon his low propriety among
Sleep Irresistible Dance henchfellows, I called upon the deep reservoir of
Thunderwave Word of Recall “social magic” given my station and instructed
him thusly, “Your weapon is dry, seek safety
2ND LEVEL 7TH LEVEL below.”
Aid Divine Word
Calm Emotions Power Word Pain The henchfellow’s brow wrinkled profoundly then he
Crown of Madness turned to flee out the door.
Enhance Ability 8TH LEVEL Timing his turn and measuring the placement
Enthrall Antipathy/Sympathy of his foot, I took a severed-hand-filled jar from
Hold Person Dominate Monster the shelf beside me and rolled it to the spot I had
Prayer of Healing
Shatter
Feeblemind
Glibness
mentally marked on the floor. The henchfellow’s heel
Suggestion Mindblank
landed on the curved face of the glass vessel as it
Zone of Truth Power Word Stun
rolled and his body pitched forward. Lucky I was—
to say the least—that my foe did not possess the
3RD LEVEL 9TH LEVEL
means to best gravity, or the effect that it had on
Aura of Vitality Foresight
his considerable bulk, bouncing and thumping down
Beacon of Hope Power Word Heal
the stair.
Catnap Power Word Kill
Counterspell Psychic Scream
Crusader’s Mantle
— On His Magistrate’s Public Inquest
Dispel Magic
Enemies Abound

87
GEARHEAD MODERN “MAGIC”
The Age of Enlightenment saw a surge of interest in using You carry with you a portable power source that
science to answer questions that can’t be answered through empowers your scientific contraptions before it needs to
spiritualism or superstition. This new wave of scientists be maintained or recharged. The contraptions that you
seeks to explain the previously unexplainable through build have effects much like magical spells except that
rational means. They demonstrate their explanations
through reliable demonstrations of natural phenomena these effects are not magical in nature--they are produced
that can be replicated time and time again. Gearheads take from your deep understanding of the fundamental rules
their experimentation to the next level, finding ways to use that govern the natural world. In addition, you can apply
natural elemental energies to create intricate machines of your mechanical knowledge to build and customize a wide
surprising power. variety of items.

SCIENCE! CREATING A GEARHEAD


The gearhead specializes in applied science and uses esoteric As you create your gearhead, take a minute to think about
formulas and theories developed in laboratories to create your attitude toward science. What was it that made you
extraordinary devices. While some gearheads are the so interested in science? Are you a mad scientist or a
stereotypical absent minded, myopic masterminds covered relentless explorer?
in trial-by-error stains and scorch marks, others have
evolved a highly polished erudite pragmatism and maintain Consider what might motivate you to leave the
immaculate appearances. The ultimate capabilities of laboratory and venture out into the wider world. What is it
the gearhead are as high as the moon given that the trade that you seek to prove? Do you have one central question
constantly surpasses itself in inventiveness and aptitude, that you wish to answer? Are you in search of enough
limited only by his access to the latest schematics, tools, resources to complete a large scale experiment?
Artwork by Mates Laurentiu

time, and funding. Many gearheads become adventurers


not only to right wrongs or fight for country, but also to gather QUICK BUILD
the necessary funding to continue their research and tinkering. You can make a gearhead quickly by following these
suggestions. First, Intelligence should be your highest
ability score, followed by Constitution or Dexterity.
Second, choose the tinker background. Third, choose
the fire bolt, light, and mending gadgets, along with the
following 1st-level spells: absorb elements, catapult, faerie
fire, feather fall, grease, and shield.

CLASS FEATURES
As a gearhead, you gain the following class features.

HIT POINTS
Hit Dice: 1d6 per gearhead level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per witch level after 1st

PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbow, heavy crossbow
Tools: Choose two from boliermaker supplies, smith’s
tools, and tinker’s tools

Saving Throws: Intelligence, Wisdom


Skills: Choose two skills from History, Insight,
Gearhead Investigation, Nature, Mechanics, and Science

88
THE GEARHEAD
Proficiency Gadgets --- Contraption Slots per Contraption Level ---
Level Bonus Special Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Contraptions, Scientific Field 3 2 --- --- --- --- --- --- --- ---
2nd +2 Crafting Expertise, Maintenance 3 3 --- --- --- --- --- --- --- ---
3rd +2 Calibrations 3 4 2 --- --- --- --- --- --- ---
4th +2 Ability Score Improvement 4 4 3 --- --- --- --- --- --- ---
5th +3 --- 4 4 3 2 --- --- --- --- --- ---
6th +3 Scientific Field feature 4 4 3 3 --- --- --- --- --- ---
7th +3 --- 4 4 3 3 1 --- --- --- --- ---
8th +3 Ability Score Improvement 4 4 3 3 2 --- --- --- --- ---
9th +4 --- 4 4 3 3 3 1 --- --- --- ---
10th +4 Calibrations, Scientific Field feature 5 4 3 3 3 2 --- --- --- ---
11th +4 --- 5 4 3 3 3 2 1 --- --- ---
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 --- --- ---
13th +5 --- 5 4 3 3 3 2 1 1 --- ---
14th +5 Scientific Field feature 5 4 3 3 3 2 1 1 --- ---
15th +5 --- 5 4 3 3 3 2 1 1 1 ---
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 ---
17th +6 Calibrations 5 4 3 3 3 2 1 1 1 1
18th +6 Contraption Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Contraptions 5 4 3 3 3 3 2 2 1 1

EQUIPMENT as such forces disrupt the natural fabric and laws of reality
You start with the following equipment, in addition to the and science. See the general rules of spellcasting, and
equipment granted by your background: below for the gearhead contraption list.
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) smith’s tool or (b) tinker’s tools GADGETS
• (a) an explorer’s pack or (b) a dungeoneer’s pack At 1st level, you know three gadgets (cantrips) of your
• Any simple weapon, contraption scrap pouch, choice from the gearhead contraption list. You learn
leather armor, and a schematic book additional gearhead gadgets of your choice at higher
levels, as shown in the Gadgets Known column of the
CONTRAPTIONS Gearhead table.
When you gain a level in this class, you can replace one
Not only masters of building mundane machinery and of the gearhead gadgets you know with another gadget
mechanical devices, you are an engineer capable of from the gearhead contraption list.
utilizing an arrangement of various energy sources,
clockwork cogs, gears, pistons, springs, lenses and other SCHEMATIC BOOK
mechanical components to create ingeniously complex At 1st level, you have a schematic book containing six 1st-
mechanical devices that produce extraordinary feats of level gearhead contraptions of your choice.
science. Contraptions produce the effects of the spells
they are based on, and they follow all of the rules of PREPARING AND ACTIVATING CONTRAPTIONS
spellcasting except where noted below. Features which The Gearhead table shows how many contraption slots you
modify an individual’s resistance against magic or have to activate your gearhead contraptions of 1st level
spells do not apply against contraptions. They can be and higher. To activate one of these contraptions, you must
counterspelled and may not function in areas of antimagic, expend a slot of the contraption’s level or higher. You

89
regain all expended contraption slots when you finish a equal to your Intelligence modifier + your gearhead level
long rest. Contraption slots cannot be used to cast spells. (minimum of one contraption). The contraptions must be
You prepare the list of gearhead contraptions that are of a level for which you have contraption slots.
available for you to activate. To do so, choose a number Each prepared contraption represents a unique
of gearhead contraptions from your schematic book mechanical device, worn or carried on your person, that
you can power with variable levels of energy, represented
YOUR SCHEMATIC BOOK
by your contraptions slots, when you activate it. It is highly
The contraptions that you add to your schematic book as
recommended to flavor the specifics of your contraptions:
you gain levels reflect the mechanical research you conduct
on your own, as well as intellectual breakthroughs you have how they operate when activated, how or where they are
had about the scientific nature of the multiverse. You might worn or carried, even what their pseudo-scientific name
find other schematics during your adventures. You could might be.
discover a contraption recorded on a blueprint in a villainous For example, if you’re a 3rd-level gearhead, you have
gearhead’s workshop, for example, or in a dusty tome in the four 1st-level and two 2nd-level contraption slots. With
library of a renowned university. an Intelligence of 16, your list of prepared contraptions
Copying a Contraption into the Book. When you find a can include six contraptions of 1st or 2nd level, in any
gearhead contraption of 1st level or higher, you can add it combination, chosen from your schematic book. If you
to your schematic book if it is of a level for which you have prepare the 1st-level contraption burning hands, you can
contraption slots and if you can spare the time to decipher activate it using a 1st-level or a 2nd-level slot. Activating
and copy it. the contraption doesn’t remove it from your list of
Copying a contraption into your schematic book involves
prepared contraptions.
reproducing the basic mechanics of the contraption, then
deciphering the unique system of notation used by the You can change your list of prepared contraptions when
gearhead who wrote it. You must tinker with the contraption you finish a long rest. Preparing a new list of gearhead
until you understand the mechanical workings and scientific contraptions requires time spent reviewing the blueprints
principles required, then transcribe it into your schematic in your schematic book and tinkering with the mechanical
book using your own notation. parts needed to build and activate your contraptions: at least 1
For each level of the contraption, the process takes 1 hour minute per contraption level for each contraption on your list.
and costs $25. The cost represents material components you
expend as you experiment with the contraption to master it, SHARING CONTRAPTIONS
as well as the materials you need to record it. Once you have The effects on your contraptions can be generated
spent this time and money, you can prepare the contraption by a self-contained energy source, housed within a
just like your other contraptions. contraption’s physical structure, allowing you to share
Replacing the Book. You can copy a contraption from
your contraptions with others. To do so, you must expend
your own schematic book into another book—for example,
if you want to make a backup copy of your schematic a contraption slot of 5th level or lower at the time the
book. This is just like copying a new contraption into your contraption is shared (no slot is expended by sharing a
schematic book, but faster and easier, since you understand gadget), and the contraption is then removed from your
your own notation and already know how to prepare the list of prepared contraptions until the shared contraption is
contraption. You need spend only 30 minutes and $10 for retrieved or until you take a long rest. A shared contraption
each level of the copied contraption. cannot require concentration to maintain.
If you lose your schematic book, you can use the Any creature holding or wearing the contraption
same procedure to transcribe the contraptions that you thereafter can use an action to activate it if the creature
have prepared into a new schematic book. Filling out the has an Intelligence score of at least 6. The contraption
remainder of your schematic book requires you to find new is activated at the slot level you expended when it was
contraptions to do so, as normal. For this reason, many shared, using your engineering ability to determine the
gearheads keep backup schematic books in a safe place.
contraption’s effects, DC, and contraption attack modifier.
The Book’s Appearance. Your schematic book is a
unique compilation of contraption schematics, with its own When you share a contraption in this way, it must be used
decorative flourishes and margin notes. It might be a plain, within 8 hours. After that time, its stored energy fades and
functional leather volume that you received as a gift, a is wasted. At any one time, you may only share a number
scorched and stained portfolio, or even a loose collection of of contraptions equal your engineering ability modifier
blueprints scrounged together after you lost your previous (minimum of 1).
schematic book in a mishap.

90
ENGINEERING ABILITY MAINTENANCE
Intelligence is your engineering ability for your gearhead By 2nd level, you’ve learned to extend the life of your
contraptions. You use your Intelligence whenever a contraption and energy reserves through consistent
contraption refers to your engineering (spellcasting) ability. tinkering and regulation. Once per day when you finish
In addition, you use your Intelligence modifier and a short rest, you can choose expended contraption slots
proficiency bonus for the contraption save DC of a to recover. The contraption slots can have a combined
gearhead contraption you activate and when making an level that is equal to or less than half your gearhead level
attack roll with one. (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level gearhead, you can
Contraption save DC = 8 + your proficiency bonus + recover up to two levels worth of contraption slots. You
your Intelligence modifier. can recover either a 2nd-level contraption slot or two 1st-
Contraption Attack modifier = your proficiency bonus level contraption slots.
+ your Intelligence modifier.
CALIBRATIONS
CUSTOM ENGINEERING At 3rd level, you gain the ability to tweak your contraptions
You can construct and activate a gearhead contraption as on-the-fly to suit your needs. You gain two of the following
a ‘ritual’ if that contraption has the ritual tag and you have Calibration options of your choice. You gain another one
the contraption in your schematic book. You don’t need at 10th and 17th level.
to have the contraption prepared. This method follows the You can use only one Calibration option on a contraption
general rules of ritual casting. when you activate it, unless otherwise noted.
You can use this feature three times. When you finish a
CONTRAPTION COMPONENTS short or long rest, you regain all expended uses.
Contraptions use natural materials, energy, mechanical
movement, and scientific methods in place of the verbal PRECISION CALIBRATION
and material components specified for a spell for which a When you activate a contraption that forces other creatures
contraption is based; somatic components are met by the to make a saving throw, you can protect some of those
physical action of flipping switches, turning dials, tossing creatures from the contraption’s full force. To do so, you
the device, or pressing the buttons required to activate expend one use of your Calibration feature and choose a
the contraption. But if a cost is indicated for a material number of those creatures up to your Intelligence modifier
component, you must have paid that cost for a scientific (minimum of one creature). A chosen creature automatically
replacement of that specific component before you can succeeds on its saving throw against the contraption.
activate the contraption. If a contraption states that a
material component is consumed by during its activation, DISTANCE CALIBRATION
you must provide this component for each activation of When you activate a contraption that has a range of 5 feet
the contraption. or greater, you can expend one use of your Calibration
feature to double the range of the contraption.
LEARNING CONTRAPTIONS OF 1ST LEVEL When you activate a contraption that has a range of
AND HIGHER touch, you can expend one use of your Calibration feature
Each time you gain a gearhead level, you can add two to make the range of the contraption 30 feet.
gearhead contraptions of your choice to your schematic
book. Each of these contraptions must be of a level for EMPOWERING CALIBRATION
which you have contraption slots, as shown on the When you roll damage for a contraption, you can expend
Gearhead table. On your adventures, you might find one use of your Calibration feature to reroll a number
other contraption schematics that you can add to your of the damage dice up to your Intelligence modifier
schematic book. (minimum of one). You must use the new rolls.
You can use Empowering Calibration even if you have
CRAFTING EXPERTISE already used a different Calibration option during the
At 2nd level, your proficiency bonus is doubled for any activation of the contraption.
ability check you make that uses your proficiency with a tool.
In addition, when you craft a mundane or technological EXTENDING CALIBRATION

item relative to the tools with which you are proficient, When you activate a contraption that has a duration of
it takes you a quarter of the normal time, and it costs you 1 minute or longer, you can expend one use of your
Calibration feature to double its duration, to a maximum
half as much of the usual dollars.
duration of 24 hours.

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HEIGHTENING CALIBRATION for civil order, the flow of time is not capricious, but can
When you activate a contraption that forces a creature to be measured, quantified and accounted for. Chronikers
make a saving throw to resist its effects, you can expend specialize in calculating relative timelines, harnessing the
three uses of your Calibration feature to give one target of capabilities of dynamics through the motion of clockwork
the contraption disadvantage on its first saving throw made mechanics, and adapting technology to the effects of
against the contraption. temporal distortion. Their insight into temporal mechanics
provides nearly precognitive benefits and unique
QUICKENING CALIBRATION clockwork capabilities.
When you activate a contraption that has a casting time of 1
action, you can expend two uses of your Calibration feature to
TIMED CALCULATION
change the casting time to 1 bonus action for this activation.
Starting at 1st level, you always know the precise time of
day on your home plane, regardless of location or time zone.
CONTRAPTION MASTERY
You are also incredibly accurate at estimating or judging
At 18th level, you have achieved such mastery over certain
contraptions that their activation has a negligible impact on segments of time, such as travel times, or time in relation
your power source. Choose a 1st-level gearhead contraption to distance. You’re also able to diagnose a timepiece and
and a 2nd-level gearhead contraption that are in your whether it is precisely accurate.
draftbook. You can activate those contraptions at their lowest In addition, as an action, you can take some time to study
level without expending a contraption slot when you have your current situation. Within the next minute, you can add
them prepared. If you want to activate either contraption at a your Intelligence modifier (minimum of +1) as a bonus to
higher level, you must expend a contraption slot as normal. one attack roll, saving throw, or ability check you make of
By spending 8 hours in study, you can exchange one or your choice, or to your AC against one attack made against
both of the contraptions you chose for different contraptions you that you are aware of. You can add this bonus before
of the same levels. or after making your d20 roll, or before or after knowing
the result of the attack roll made against you.
SIGNATURE CONTRAPTIONS You must finish a short or long rest before you can use
When you reach 20th level, you gain mastery over two this feature again.
powerful contraptions and can activate them with little
effort. Choose two 3rd-level gearhead contraptions in your SPRING-LOADED
draftbook as your signature contraptions. You always have Starting at 1st level, you can take the Use an Object action
these contraptions prepared, they don’t count against the as a bonus action on each of your turns.
number of contraptions you have prepared, and you can
activate each of them once at 3rd level without expending a CLOCKWORK ADJUNCT
contraption slot. When you do so, you can’t do so again until
you finish a short or long rest. Starting at 6th level, you’ve completed your work on a
If you want to activate either contraption at a higher level, clockwork, prehensile or assisted, appendage. After a long
rest, after you’ve prepared your contraptions for the day,
you must expend a contraption slot as normal.
you can select one benefit that your clockwork adjunct
provides from the list below. This benefit lasts until you
SCIENTIFIC FIELDS prepare your contraptions again after another long rest.
Beginning at 1st level, you choose a scientific specialty. • You can hold an item in your clockwork adjunct. You
This specialty reflects the specific topics you have spent the bulk can use this item as a bonus action, even if your main
of your time studying. You are singularly knowledgeable hands aren’t free. If the item is a weapon, you can
in your field, and that expertise will give you access to unique attack with that item as a bonus action.
abilities to boost the effectiveness of your contraptions. • Your clockwork adjunct extends the reach at which
Your choice grants you features at 1st level and again at you can manipulate objects or attack with a melee
6th, 10th, and 14th level. weapon by an additional 5 feet. Your clockwork
adjunct also features built in thieves’ tools, and you
may add half your proficiency bonus (rounded down)
FIELD OF CHRONOGRAPHY
to check you make with these tools, if you are not
It has been proven that the flow of time in not universal, already proficient with such tools.
rather it depends upon the interaction of gravity fields near • Your clockwork adjunct grants you advantage on
and far. This phenomenon results in Temporal Riparian Strength checks and saving throws
Zones where time proceeds at a different rate. Fortunately

92
• Your clockwork adjunct increases your walking speed You can use this feature a number of times equal to 1 +
by 10 feet, and when you make a running jump, the your Intelligence modifier. When you finish a short or long
distance or height you cover increases by a number of rest, you regain all expended uses.
feet equal to your Intelligence modifier.
GLACIAL FABRICATION
PRECISE TIMING Starting at 6th level, you can crudely fabricate a Large
Starting at 10th level, on your turn, you can take one or smaller object out of ice, given a sufficient quantity of
additional action on top of your regular action and a water. The object must be contained within up to a 10-foot
possible bonus action. This additional action, however, cube, or up to eight connected 5-foot cubes, and must
must be the Ready action. Once you use this feature, you be relatively simple in design such as platforms, simple
must finish a short or long rest before you can use it again. melee weapons, mechanically simple tools or objects, or
sculptures. This requires 10 minutes of work to complete.
STUTTER IN TIME
Starting at 14th level, you can take one extra turn after another FREEZER BURN
creature’s turn of your choice this round, during which you can Starting at 10th level, when a creature takes cold damage
use actions and move as normal. Once you use this feature, from your 5th-level slot contraptions or higher, they must
you must finish a long rest before you can use it again. also make a Constitution saving throw against your gearhead
contraption save DC or gain one level of exhaustion. These
levels of exhaustion cannot push a creature past level 3
FIELD OF CRYONICS
exhaustion. Upon a fourth failed saving throw, a creature
Many polar crossings have failed due to the weather. At becomes partially encased in ice and is restrained for 5
below zero, most machines fail to function and alchemical minutes or until it uses an action to attempt a Strength saving
items will freeze solid leading to the development of new throw against your contraption save DC to break itself free.
fuels, alloys, and unguents that function far below freezing. Upon a fifth failed saving throw, a creature becomes fully
As a cryogenicist, you specialize in fabrication and encased in ice and is petrified for 1 hour or until thawed.
mechanics at extremely low temperatures. Your scientific Creatures with resistance or immunity to cold damage
studies have also translated well to winter warfare, deep automatically succeed on the saving throw, as do creatures
sea exploration, high altitude travel, or even cryotherapy. naturally adapted to cold climates.

COLD MECHANICS CRYO-FREEZE


Starting at 1st level, you learn the frostbite gadget. This Starting at 14th level, as a reaction when you take damage,
does not count against your limit of gadgets known. In you can entomb yourself in ice, which melts away at the
addition, whenever you activate a contraption using a 1st end of your next turn. You gain 10 temporary hit points per
gearhead level, which take as much of the triggering damage
level slot or higher, you gain resistance to cold damage as possible. Immediately after you take the damage, you
and you gain a number of temporary hit points equal to the gain vulnerability to fire damage, your speed is reduced to
contraptions slot x 5, until the end of your next turn. 0, and you are incapacitated. These effects, including any
remaining temporary hit points, all end when the ice melts.
ANTIFREEZE Once you use this feature, you can’t use it again until you
Starting at 1st level, you and your equipment are protected finish a short or long rest.
from hot and cold climates and extreme temperatures. You
automatically succeed all saving throws associated with FIELD OF ELECTROMAGNETICS
exposure to these environments. Some say, when the first child shocked its sibling after
In addition, as an action, you can chill a container of creating friction with its foot across a rough floor, the first
water, that remains chilled for up to 5 minutes. Any electrical engineer was born. These pioneers in the use of
character that consumes this chilled water using the Use electricity are no mere children, however, but savvy and
an Object action restores 1d4 + your Intelligence modifier confident builders intent on pushing the bounds between
(minimum of 1) hit points and gains advantage on saving positive and negative charges.
throws made to resist extreme heat exposure for 1 hour.
The hit points restored by this chilled water increases to AMPED
2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level. Starting at 1st level, you learn the shocking grasp gadget.
A creature cannot regain hit points from this feature This does not count against your limit of gadgets known.
again until it finishes a short or long rest. When you activate a shocking grasp gadget, you can

93
increase the range of the activation to 30 feet. Furthermore, in order to maximize the damage of the 5th-level gearhead
if a target of your shocking grasp contraption attack is contraption.
wearing metal armor, and your attack roll misses, the When you use this feature, your contraption ignores
target still takes half damage. any resistance to lightning damage the target might have.
Alternatively, if the target of your maximized contraption
LIVEWIRE has immunity to lightning damage, it instead has resistance
Starting at 1st level, whenever you activate a gearhead to lightning damage to your contraption.
contraption that you’ve prepared, you become charged
until the start of your next turn. While you are charged, FIELD OF PNEUMATICS
any creature that damages you with a melee attack, or that Few things are more awe-inspiring than the unbridled
starts its turn grappling with you, takes lightning damage power of water, as people come from all around to view
equal to half your gearhead level (round up; minimum of 1). crashing waterfalls and surging rivers. As a pneumatic
engineer, you simply take that observation and awed
ELECTROMAGNETICS
respect to its natural conclusion; finding ways to use
Starting at 6th level, you’re able to harness the innate
electromagnetic energy from your contraptions in heated water and the energy it produces in marvelous ways.
innovative ways. Whenever you prepare your gearhead
contraptions for the day, you choose a benefit from the SCALDING STEAM
following list: Starting at 1st level, when you prepare your contraptions
• You gain a +1 bonus to AC. This bonus increases to +2 at the end of a long rest, you can choose to alter any
if you are attacked by an object comprised of metal. contraption that would normally deal fire damage to instead
• You cannot be disarmed. As a bonus action, you can deal steam damage until you prepare your contraptions
pull an unattended metal object, that is within 30 feet of again. Steam damage is fire damage that ignores resistance
you, into your hand as long as it weighs 10 pounds or less. and vulnerability to fire, does not ignite flammable materials,
• You gain a climb speed equal to your half your and extinguishes non-magical open flames.
walking speed while moving on metal surfaces,
allowing you to climb difficult metal surfaces, STEAM BLEED
including upside down on ceilings, without needing to Starting at 1st level, you discovered cunning ways to
make an ability check. utilize your steam power. When you use your Steam
As a bonus action, you can spend 1 calibration point to Bleed, you choose which effect to create from the options
change the effect of this feature. below. You must then finish a short or long rest to use
your Steam Bleed again.
ELECTRICAL DIFFUSION Beginning at 6th level, you can use your Steam Bleed
Starting at 10th level, you gain resistance to lightning twice between rests, and beginning at 14th level, you can
damage, as your worn contraptions help insulate you. use it three times between rests.
Furthermore, you can use your reaction to absorb electrical Steam Cloud. As a bonus action, you can create a 1st-
energy when you are hit by an attack that deals lightning level fog cloud, that is centered on you and moves with
damage. When you do so, the lightning damage you take you, without expending a contraption slot. This effect
from the attack is reduced by 1d10 + your Intelligence remains active for 1 minute or until you end it (no action),
modifier + your gearhead level. and does not require your concentration to maintain it.
If you reduce the lightning damage to 0, you can expend Steam Propulsion. As a reaction, you can add your
1 calibration point to make a shocking grasp attack as part contraption attack bonus to the distance or height of your
of the same reaction. jump, or to reduce falling damage by the same amount.
Alternatively, while you are swimming, you can take the Dash
action as a bonus action on your turn. While moving in this
OVERCHARGE
Starting at 14th level, you can increase the power of way, you gain a swim speed equal to your walking speed.
your simpler contraptions. When you activate a gearhead
contraption of 5th level or lower that deals lightning PNEUMATIC ARMOR
damage, you can expend a number of contraption Starting at 6th level, your constant tinkering yields you a
slots with a combined level equal the level of your free suit of pneumatically powered armor (a suit of half
activated contraption to deal maximum damage with plate), and you gain proficiency with medium armor.
that contraption. For example, if you activate a 5th-level While the pneumatic armor is worn, your Strength score
gearhead contraption that deals lightning damage, you changes to 19. If your Strength is already equal to or
could expend an additional 2nd-level slot and 3rd-level slot greater than 19, the item has no effect on you.
As a bonus action, you can expend one gearhead

94
contraption slot to supercharge your pneumatic armor. For makes its roll, but before the GM determines whether the
1 round + 1 additional round per level of the contraption attack roll or ability check succeeds or fails, or before the
slot you expend, you gain advantage on Strength checks creature deals its damage. The creature is immune if it
and Strength and Dexterity saving throws, and your can’t hear you, has an Intelligence lower than 4, or if it’s
carrying capacity is doubled. immune to being charmed.
You can convert a specific suit of light or medium armor You can use this feature a number of times equal to your
of your choice into pneumatic armor, but doing so renders Intelligence modifier. When you finish a short or long rest,
your other suit of pneumatic armor inert. At 14th level, you you regain all expended uses.
can also convert suits of heavy armor. You perform the
conversion over the course of 1 hour, which can be done PRINCIPLES OF SOCIAL DYNAMICS
during a short rest. At 1st level, you gain proficiency in one of the following
skills of your choice: Deception, Intimidation, or
SUPERIOR PNEUMATIC ARMOR
Persuasion. In addition, when you make a Charisma ability
Starting at 10th level, your constant exposure to steam and check, you may add your Intelligence modifier to your
pneumatic heat has strengthened your endurance against
such elements. You gain resistance to fire damage, and check result.
steam damage cannot ignore this resistance. In addition,
technological advancements made in your pneumatic armor HYPERRATIONALITY
allows you to better regulate power to technological items. Starting at 6th, when you are forced to make a Wisdom or
You can now attune to one additional technological item Charisma saving throw, you can instead choose to make an
above normal at any one time (so up to any combination Intelligence saving throw to resist the effect.
of three magic or technological items, plus one additional
technological item). MNEMONIC TINKERING
Starting at 10th level, by interacting socially with a
REVOLUTIONARY PNEUMATIC ARMOR creature for at least one minute, you can force the creature
Starting at 14th level, long hours of experimentation and to make a Wisdom saving throw against your contraption
advancements with your pneumatic armor has lead to save DC. On a failed save, you can affect the target’s
revolutionary breakthroughs in pneumatic technology. memory of an event that it experienced, and that you are
Your pneumatic armor becomes a suit of full plate, and
you gain proficiency in heavy armor. While the pneumatic aware of in detail.
armor is worn, your Strength score changes to 21, and You can permanently eliminate all memory of the event,
you have resistance to bludgeoning, piercing, and slashing allow the target to recall the event with perfect clarity
damage from nonmagical attacks. and exacting detail, change its memory of the details of
the event, or create a memory of some other event. You
FIELD OF PSYCHOLOGY must speak to the target to describe how its memories
Most physical scientists build devices that can reach out and are affected, and it must be able to understand your
manipulate the outer world. As a psychologist, you concern language for the modified memories to take root. Its mind
yourself with devices that reach towards the inner world of fills in any gaps in the details of your description. If the
the mind. As an expert in your field, you build contraptions interaction ends before you have finished describing the
that can affect the brain on a chemical level to instill fear, modified memories, the creature’s memory isn’t altered.
create trust, or even change the fabric of memory. With this Otherwise, the modified memories take hold when the
specialty, you can apply your knowledge of how the brain interaction ends.
works to create visceral and immediate effects. A modified memory doesn’t necessarily affect how a
creature behaves, particularly if the memory contradicts
MIND GAMES the creature’s natural inclinations, alignment, or beliefs.
Starting at 1st level, you exploit a creature’s expected An illogical modified memory, such as implanting a
behavioral response to specific stimuli to distract, memory of how much the creature enjoyed dousing itself
befuddle, and otherwise sap the confidence of others. in acid, is dismissed, perhaps as a bad dream. The GM
When a creature that you can see within 60 feet of you might deem a modified memory too nonsensical to affect
makes an attack roll, an ability check, or a damage roll,
you can use your reaction to use this feature, rolling a a creature in a significant manner. A greater restoration
d6 and subtracting the number rolled from the creature’s spell cast on the target restores the creature’s true memory.
roll. You can choose to use this feature after the creature

95
MASTERFUL MANIPULATION below. You can add one effect by expending a 1st-level
At 14th level, you gain the ability to make a creature contraption slot, two effects by expending a 2nd-level
unaware of your psychological influence on it. When you contraption slot, or three effects by expending a 3rd-level
activate an enchantment contraption to charm one or more contraption slot.
creatures, you can alter one creature’s understanding so • If your contraption attack hits, you deal an additional
that it remains unaware of being charmed. 1d6 thunder damage and the target must also succeed
Additionally, once before the contraption expires, you on a Constitution saving throw against your contraption
can use your action to try to make the chosen creature save DC or be blinded until the end of its next turn
forget some of the time it spent charmed. The creature • Whether your contraption attack hits or misses, the
must succeed on an Intelligence saving throw against your target is enveloped a 10-foot cube of thick smoke
gearhead contraption save DC or lose a number of hours which lasts until the end of your next turn. A strong
of its memories equal to 1 + your Intelligence modifier wind can disperse the cloud and end this effect early
(minimum 1). You can make the creature forget less time, • If your contraption attack hits, you deal an additional
and the amount of time can’t exceed the duration of your 1d6 thunder damage and the target must also succeed
enchantment contraption. on a Constitution saving throw against your contraption
save DC or be deafened until the end of its next turn
FIELD OF PYROTECHNICS • If your contraption attack hits, you also damage one
Gunpowder was originally used in fireworks rather than creature of your choice within 5 feet of your target. In
firearms. A few simple chemical additives can dramatically addition, both the primary and secondary targets take
alter gunpowder combustion to create a rainbow of different an additional 1d6 thunder damage
colors, alter burn rate, create sparkling patterns, and modify • If your contraption attack hits, you deal an additional
acoustic reports. The recipes of signature fireworks were 1d6 thunder damage and the target must also succeed
closely held secrets of the original guild artisans, but on a Strength saving throw against your contraption
a pyrotechnician has a scientific mastery of explosive save DC or be knocked prone
synthesis and can infuse any combustible with bombastic flair. • If your contraption attack hits, you deal an additional
1d6 thunder damage and the target must also succeed
FASCINATING FIREWORKS on a Dexterity saving throw against your contraption
Starting at 1st level, you learn the dancing lights gadget, save DC or the target and any flammable objects it is
and it counts as a gearhead contraption for you. This does wearing or carrying ignites, if possible
not count against your limit of gadgets known. You can
end your concentration on your dancing lights gadget as a EXPLOSIVE EXPERIENCE
reaction to force any creature within 30 feet of one of your Starting at 6th level, you gain advantage on saving throws
dancing lights to make a Wisdom saving throw against to resist the blinded or deafened conditions. In addition,
your contraption save DC or be charmed by the light you gain proficiency in Dexterity saving throws.
until the creature takes damage or until the end of your
next turn. The charmed creature’s speed drops to 0, and CONTRAPTION DEMOLITIONIST
the creature is incapacitated and visibly dazed. Once the Starting at 10th level, you can deliberately rig one of your
effect ends, or if the creature succeeds on its initial saving contraptions to catastrophically malfunction. To do so, you
throw against this effect, you can’t use this feature on that must expend a contraption slot as normal, and then, as an
creature again until you finish a long rest. action, you can either throw the contraption into a chosen
In addition, at 3rd level, you add skywrite to your point up to 40 feet away, place the contraption at your feet,
gearhead contraption list, as well as your schematic book, or stick it onto an object. A contraption rigged per this
at no cost. feature is removed from your list of prepared contraptions
until you finish a long rest. You can then spend an action
AMATEUR ROCKETRY to detonate the contraption at any time during the next
Starting at 1st level, you learn the fire bolt gadget. This minute, otherwise the contraption explodes after 1 minute.
does not count against your limit of gadgets known. Using an action, a rigged contraption can be disabled using
In addition, by expending a contraption slot when you thieves’ or tinker’s tools before it detonates, with a DC
activate your fire bolt or produce flame gadgets, you can equal to your contraption save DC. You do not need to
add additional effects to your gadget, chosen from the list make a check to disable your own rigged contraptions.

96
When the contraption detonates, all creatures and RECALIBRATION
objects within a specific radius sphere centered on the Starting at 10th level, you can reconfigure and tweak
contraption must make a Dexterity saving throw against your power source to transform unexpended uses of your
your contraption save DC or take 1d10 thunder damage Calibration feature into one contraption slot as a bonus
per contraption slot level that you expended to rig the action on your turn. The created contraption slots vanish
contraption. A creature takes half damage on a successful at the end of a long rest. The cost of creating a contraption
save. The radius of this explosion depends on the slot is equal to the level of the contraption slot you wish to
contraption slot level you expended, as described in the create, but no higher in level than 6th.
Rigged Contraption Explosion Radius table.
CALIBRATION MASTERY
RIGGED CONTRAPTION EXPLOSION RADIUS Starting at 14th level, you can now apply up to two
Contraption Slot Level Explosion Radius calibration options to a contraption when you activate it,
1st-3rd 10-foot radius sphere
unless otherwise noted. Furthermore, you can now use
your Calibration feature a number of times equal to 1 +
4th-6th 20-foot radius sphere
your Intelligence modifier (minimum of three) before
7th-8th 30-foot radius sphere needing to rest.
9th 40-foot radius sphere
GEARHEAD CONTRAPTION LIST
AWESOME EXPLOSIONS
Starting at 14th level, you deal an additional 1d10 thunder GADGETS (0 LEVEL) Cause Fear
damage with your fire bolt or produce flame gadgets. You Acid Splash Charm Person
deal this thunder damage even if your contraption attack Blade Ward Color Spray
missed, unless your d20 roll was a 1. Booming Blade Command
In addition, any time your gearhead contraptions deal Control Flames Comprehend Languages
thunder damage to an object or construct, you double the Fire Bolt Create or Destroy Water
thunder damage dice. Friends Cure Wounds
Frostbite Detect Evil and Good
PHYSICIST Gust Detect Magic
Unfettered by squabbles between competing engineers Light Detect Poison and Disease
over which field of engineering science is the best, you Lightning Lure Earth Tremor
adopt a more holistic approach to the problems of your Magic Stone Faerie Fire
craft. Your home, when you can even remember where to Mending Feather Fall
find it, is covered in impossible to decipher formulae and Message Fog Cloud
the newest prototypes fresh off the workbench. Minor Illusion Ice Knife
Poison Spray Inflict Wounds
FUNDAMENTALS
Produce Flame Grease
Starting at 1st level, you learn two additional gadgets of Ray of Frost Jump
your choice from the gearhead contraption list. In addition, Shocking Grasp Longstrider
you add your Intelligence modifier (minimum of +1) to Spare the Dying Ray of Sickness
damage rolls you make with gadgets. Thornwhip Shield
Thunderclap Shield of Faith
APPLIED REASONING
Silent Image
1ST LEVEL Sleep
Starting at 1st level, you can use your Intelligence modifier
in place of other ability score modifiers when making an Absorb Elements Snare
ability check. You can use this feature three times. When Alarm Thunderwave
you finish a short or long rest, you regain all expended uses. Armor of Frost Witchbolt
Bane
Bless 2ND LEVEL
EXTRA CALIBRATION
At 6th level, you gain one additional Calibration option of Burning Hands Scorcher
your choice. Catapult Arcane Lock

97
Blindness/Deafness Major Image Insect Plague 8TH LEVEL
Blur Minute Meteors Mass Cure Wounds Antimagic Field
Calm Emotions Protection from Energy Mislead Antipathy/Sympathy
Cloud of Dagger Revivify Passwall Control Weather
Crown of Madness Sending Synaptic Static Dominate Monster
Darkvision Sleet Storm Telekinesis Earthquake
Detect Thoughts Slow Transmute Rock Feeblemind
Dragon’s Breath Stinking Cloud Wall of Force Glibness
Earthbind Thunder Step Incendiary Cloud
Enlarge/Reduce Tidal Wave 6TH LEVEL Horrid Wilting
Flaming Sphere Tongues Chain Lightning Maddening Darkness
Find Traps Vampric Touch Circle of Death Mind Blank
Gust of Wind Wall of Sand Contingency Power Word Stun
Heat Metal Wall of Water Disintegrate Sunburst
Hold Person Water Breathing Eyebite Telepathy
Invisibility Water Walking Find the Path
Knock Wind Wall Flesh to Stone 9TH LEVEL
Levitate Freezing Sphere Astral Projection
Locate Animals or Plants 4TH LEVEL Globe of Invulnerability Foresight
Locate Object Blight Harm Gate
Acid Arrow Charm Monster Irresistible Dance Invulnerability
Misty Step Confusion Investiture of Flame Meteor Swarm
Pyrotechnics Control Water Investiture of Ice Prismatic Wall
Ray of Enfeeblement Compulsion Investiture of Stone Psychic Scream
Scorching Ray Dimension Door Investiture of Wind Storm of Vengeance
See Invisibility Elemental Bane Mass Suggestion Time Stop
Shatter Fire Shield Mental Prison Weird
Silence Greater Invisibility Move Earth
Snowball Swarm Hallucinatory Terrain Primordial Ward
Spider Climb Ice Storm Programmed Illusion
Suggestion Locate Creature Scatter
Web Resilient Sphere Sunbeam
Sickening Radiance True Seeing
3RD LEVEL Stoneskin Wall of Ice
Blink Storm Sphere Word of Recall
Call Lightning Vitriolic Sphere
Catnap Wall of Fire 7TH LEVEL
Clairvoyance Watery Sphere Delayed Blast Fireball
Counterspell Finger of Death
Daylight 5TH LEVEL Fire Storm
Enemies Abound Cloudkill Forcecage
Erupting Earth Cone of Cold Mirage Arcane
Fear Contagion Plane Shift
Fireball Control Winds Power Word Pain
Flame Arrows Dominate Person Prismatic Spray
Fly Enervation Project Image
Glyph of Warding Far Step Reverse Gravity
Haste Geas Symbol
Hypnotic Pattern Hold Monster Teleport
Lightning Bolt Immolation Whirlwind

98
Backgrounds
This chapter offers additional background options for WITHIN THE HALLS
characters in a Pure Steam campaign, in addition to those Your time at Drevan Academy was formative and special.
normally available, many of them specific to Ullera in Noteworthy and impactful events happened during
particular. your time there, and at least one event in particular that
As normal, each of the backgrounds presented here happened there has shaped your thinking and/or behaviors
provides proficiencies, languages, and equipment, as well to this day. It may have been a confrontation between you
as a background feature. For personality traits, ideals, and one of your instructors. It may have been the time
bonds, and flaws, you can pick characteristics, roll dice when you were tasked with disguising yourself amongst
to determine them randomly, or use the suggestions as criminals to better observe them and learn their habits and
inspiration for characteristics of your own creation. foibles. It may even have been related to some reward
or even punishment you received for your actions in the
DREVAN ALUMNUS Academy. Perhaps its intrinsically tied to a piece of your
equipment or uniform, or graven on your skin. Use one
You were an orphan, foundling, or rare donated youth
of these ideas, or something original you come up with
raised within the storied confines of the Drevan Academy.
along your GM, to detail a signature event that occurred
Sheltered from the worst of the ocean’s storms by Cog
at Academy which should color your role-play as it
Island Sound in the Keystone city of Sanctuary, the
manifests today.
Academy, too, is seen as a bulwark against pernicious
and often unseen threats that come against the Federated
FEATURE: LEGAL FAMILIARITY
States: THE place where Drevan Adherents, known as
“widowmen” by the public at large, are bred into being. Years of study of laws and governments have given you
Ripped from your biological family, the Academy encyclopedic knowledge into the laws that govern the
ensured you cannot start a new one. The years of intense nations of Ullera. You have unique insight into local
study, grueling training, and chemical alteration have government structures, enforcement techniques, common
permanently changed you. Few civilians have the punishments, and law enforcement agencies. You are
discipline or eye for detail that you have. However you aware of laws in many regions, and are able to quickly
left the Academy, as a graduate or a dropout, the time identify the right contact person to approach with inquiries.
has come to use your training and seek your fortune. Such knowledge has been known to exonerate an ally on a
Regardless of your actions, the sobriquet of widowman technicality, expedite approvals of requests, and convince
will forever after be yours. the constabulary to look the other way.

Skill Proficiencies: Insight, Intimidation SUGGESTED CHARACTERISTICS


Languages: Two of your choice Drevan Alumni are affected for the rest of their lives by
Equipment: A set of common clothes, Drevan academy the time spent at the Academy. Years of conditioning
training uniform, trinket from your childhood during create individuals who see the world differently from many
your time in the academy, widowman’s field manual, a others. They are obsessed with details, rules, and structure.
leather wallet containing $25 Their ideals and flaws often reflect whether they are loyal
agents of the government or jaded rebels with their own
sense of purpose.

99
d8 Personality Trait d6 Bond
1 I am a paragon of stoicism. 6 I keep a trophy case of spoils from my adversaries
2 I enjoy offering strange hypothetical situations to my that has worth and meaning only to me.
companions as an esoteric means of evaluating their
current mental state. d6 Flaw
3 Though I can speak, I prefer to communicate solely 1 I'm unable to distinguish between the letter and the
through body language and things I make and unmake spirit of the law.
with my hands.
2 I seem like a harsh judge to others, but I judge myself
4 I am fastidious and am constantly grooming myself. most harshly of all.
5 I tend to describe things that happen to me and 3 I have a secret, illegal vice.
those around me using shapes and colors rather than
traditional words. 4 I'm incapable of deception.
6 I treat any failure, no matter how small, as a valuable 5 I’m allergic to filth and untidiness.
learning experience. 6 While some may find me dangerous when I’m awake,
7 I am always eating something, and I enjoy sampling I’m just as much so (if not more) when I sleep-walk.
new cuisines.
8 The best way to defeat an opponent is to get inside GYPSY
their heads, and I excel at experimenting new ways You’re a member of a culture of traveling performers and
in doing so. rogues. You lived in a nomadic culture out of colorful
wagons and tents, and are often scorned by most civilized
d6 Ideal communities. Your community has their own rich culture,
1 Harmony. There is a definite way in which people
mystic traditions, and secret language (gypsy cant) that
ought relate to one another, they simply need to be insulates and isolates them from the rest of the world.
shown that way. (Lawful) All gypsy camps are deeply immersed in performance,
2 Disharmony. The only way for me to create lasting
but especially music, storytelling, and dancing. It is
change is to break people out of their fixed patterns. likely through street performance, con jobs, or fortune
(Evil) telling that you’ve earned most of your coin. Even though
your community is generally held in contempt, some of
3 Perfection. I owe it to myself and those who rely on
me most to achieve the best possible body and mind I
the largest and most successful traveling circuses and
can. (Neutral) sideshows in Ullera are owned and staffed by members of
your community.
4 Decisiveness. When the situation calls for what I
bring to the table, I must never fail to act without
hesitation and without regret. (Lawful) Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Choose two from: one type of gaming
5 Protection. My training and knowledge are at their
best when used to protect ones who cannot protect
set, one type of musical instrument, disguise kit, herbalist kit
themselves. (Good) Equipment: A set of common clothes, a sentimental
heirloom trinket, and a belt pouch containing $15; One
6 Order. My duty is to quell lawlessness wherever it
gaming set, kit, or musical instrument of your choice
may hide. (Lawful)
COMMUNITY SUPERSTITION
d6 Bond Along the myriad, twisting paths the gypsy walks, so
1 My baton is my life—the two of us are inseparable. too follows (and often leads) a superstitious sense. The
2 Whatever tries to kill me only makes me stronger. world is full of common obstacles and bad omens often
3 I am drawn to the harshest elements that nature can
lie where you least expect them, which informs your
summon. stricture against remaining in any place overlong. Enough
such superstitions have promulgated to give rise to sets
4 I am a steadfast caretaker of those in my custody,
of subcultures within gypsy society. Choose your favorite
regardless of reciprocal treatment.
community superstition from the list below, or roll to
5 I still keep a wild animal friendship that grew up with randomly generate it.
me in the Academy.

100
d10 Superstition d8 Personality Trait
1 Clocks and watches are bad luck. 6 I tend not to value personal property. If I need
2 Medical science is morally wrong, I only rely on something I use it, even if it’s not ‘mine’.
magical or herbal remedies. 7 Civilized society is unsettling to me, so I avoid it
3 People who don’t drink have tainted souls. Alcohol whenever I can.
cleanses evil spirits from your soul. 8 I’ve been hoping towns so long I fear settling down.
4 Absolute aversion to the color yellow.
5 You must travel with a bird if you intend to make money. d6 Ideal
6 It’s a black day if you don’t consult the bones every 1 Deference. Other cultures can teach you something;
morning, and the results dictate my behavior that day. follow their customs when in their midst. (Lawful)
7 We believe that salt is used for mind control, and so 2 Selflessness. I will not hold onto material wealth if I
we never eat it see others in need. (Good)
8 Whenever you sleep in someone else’s bed, you 3 Subversion. Pushing back against oppressive
leave a part of yourself there and must replace it with tradition and rules is a virtue. (Chaotic)
something of theirs. When you offer someone else a
place to sleep, it is customary to give them a small 4 Superstition. Any external action may affect my luck
card or token. for the day, and I will change my course based on it.
(Chaotic)
9 Electricity is inherently wrong—it is evil energy.
Fire is inherently good, and purges negative energy. 5 Ambivalence. I will not get caught up in the politics
Electrical fires are what happens when good energy or hysteria of the common culture. (Neutral)
rises to purge evil energy. 6 Fame. I hope my deeds live on in tales and songs
10 Anyone who plays an instrument has true insight into across the world and throughout time. (Any)
the world.
d6 Bond
FEATURE: GYPSY CANT 1 I vow to sing the songs and tell the tales of
You are able to speak and decipher thieves’ cant, but marginalized people.
someone that only knows thieves’ cant can only decipher 2 I will subvert the ruling class and government that
your spoken gypsy cant with a DC 13 Intelligence check. oppresses the have-nots.
Gypsy cant can be plainly understood by members of other 3 I give most of my gains to local misfit communities.
gypsy communities. 4 A community that showed me kindness was brutalized,
and I seek to return what was taken from them.
SUGGESTED CHARACTERISTICS
5 I have a tradition or superstitious ritual I perform with
Gypsies’ personalities are as varied as their clothing,
regularity.
ethnic sensibilities, and racial makeup. Nomadic to the
core, they are a product of years spent travelling from 6 I am part of a network of communities that smuggles
people to freedom or illicit goods to those that need
place to place without putting down roots. Their flaws and
them.
bonds are shaped by their time seeing the world as an ever-
shifting backdrop to their life experience.
d6 Flaw
d8 Personality Trait 1 I will steal from others, even if I don’t need what
1 I exaggerate everything to make it sound more they have.
interesting. 2 I often break bonds with people when relationships
2 I am extremely tolerant of misfit cultures— get too serious.
intolerance grates on me. 3 My superstitions lead me to making irrational choices.
3 I try to explain away everything with superstition. 4 I often commit to too much, and don’t follow through.
4 I believe science is no replacement for wits and luck. 5 I am not punctual, and will often keep others
5 I’ve got a parable for every situation—and often they waiting hours.
do (or don’t) make sense. 6 I find it difficult to respect others with wealth and station.

101
HILLBILLY SUGGESTED CHARACTERISTICS
Child of the outskirts. Stranger to blue water. Moonshine Hillbillies pride themselves on being simple folk. They
ferryman. So many names across so many parts, none of come from stable, constant backgrounds, and tend to have
which are unknown to you. You are at home in the woods, stubborn ideals that don’t change easily. To a hillbilly,
in the canyon, or in the swamp, dodging life’s bumps and the world might be an intrusion or a curiosity; it’s always
enjoying the scrapes with aplomb and a wanton disregard something on the outside being seen from an insider’s
for the fineries of the urbanite—or at least their shoes! point of view.
You are a careful observer of what goes on around you,
even if others wouldn’t guess it. You are good with your d8 Personality Trait
hands and what your meager surroundings provide. The 1 I’m smarter than I let on, and I enjoy hiding this fact.
“inside world,” as some call it, is a place of control and 2 I am completely uninformed about modern machines
limited experiences, or so you’ve been told—though you and happily use them in ways that may be considered
might find it more alluring or intriguing than frightening or ignorant or simply humorous.
befuddling. 3 I actively work to make a place feel like home,
regardless of what others may think.
Skill Proficiencies: Persuasion, Survival 4 I talk to myself in a folksy manner that might make
Tool Proficiencies: Choose two types of artisan tools from others think I’m addressing someone else in the area.
the following list: brewer’s supplies, carpenter’s tools, 5 I’m very hands-on, even rough, when I greet or play
cook’s utensils, glassblower’s tools, leatherworker’s with others, despite what the accepted social norms
tools, mason’s tools, smith’s tools, weaver’s tools, might be.
woodcarver’s tools 6 I have a very traditional, some say “old fashion,”
Equipment: A set of artisan’s tools (one of your choice), sense of right and wrong, and I’m not shy about
a set of common clothes, a flask of moonshine, a piece sharing it when occasions arise.
of clothing fashioned from the pelt of an animal, and a 7 I’m particularly taken with people and cultures
belt pouch containing $10 different than I am, and I love “walking in their
shoes” for a time to better understand and appreciate
NEVER MET A STRANGER those differences.
You excel at finding common ground with everyone you 8 I offhandedly make up whatever it is I’m “reading”
meet. You marvel at differences between yourself and the when pressed, because I can’t read and I don’t plan
people and creatures you come across, but you always seem on learning.
to have a story or anecdote from your past to better relate
how those differences only illustrate how alike so many
people are. Your stories might be long-winded yarns, or just d6 Ideal
a few simple words and an unashamed smile in passing. 1 Self-reliant. I’d rather live a sub-par life on my own
These relational moments might be sparked by something terms. (Chaotic)
the other has in their possession (a physical object they wear 2 Traditional. I honor my folks by holding to their
or wield), something they do (an activity or behavior), or ways. (Lawful)
something that happens to them because of their very nature 3 Subversive. If they won’t leave me alone, I’ll make
(a short person’s need for a stool, the creaky floorboards them regret it. (Evil)
beneath a large creature’s feet, or the look of another’s hair 4 Helpful. If you need assistance, I’ll do whatever I can
in the morning). In relating these experiences to yourself, to help. (Good)
you might recall a long gone relative, an old friend or pet, a
5 Flow Like a River. Seeking the path of least
memory from your childhood, or the characteristic shape or resistance is a virtue to be honored and practiced.
feeling you got from some rock, or tree, or cloud that brings (Neutral)
it all together for you.
6 Unperturbed. As we are all sons and daughters of
our own hollers, the world follows where we go, not
FEATURE: BACKWOODS INGENUITY
the other way around. (Any)
You can attempt tool checks, and without penalty, even
when you don’t have the proper tool or proficiency, as
long as you have an improvised object on hand.

102
d6 Bond PREPARED FOR THE WORST
1 Some folks from my holler can’t benefit from Not every citizen condones open carry of guns outside
adventuring, so I am to do well for all of us. of dangerous surroundings. You, on the other hand, are
enthusiastic about your right to bear firearms in public.
2 I left the comfort of my adopted home to save it from
my enemies of old.
Your sidearm is proudly displayed as a status symbol or
maybe to give you an intimidating presence. It is rare for
3 The roads that lead away from my holler demand to be
you to roam without your trusty weapon–in fact, you feel
traveled, and I will not stop until I’ve tread them all.
naked and exposed without it. Your dedication to keeping
4 I must unite the people of the hills far and wide to guard yourself armed stem from a memorable life event, a set of
against a great secret they too must have discovered.
long-held values, or a holdover from training received in a
5 I am called to spread a message of simple living as previous life.
opposed to reliance on the trappings of the urbanite.
6 I seek and encourage child-like wonder in all those FEATURE: GUN CLUB
who work and play outdoors. You are an enthusiast on the quality and rarity of firearms.
You also know various contacts or venues that can find
you deals on firearms, ammunition, and firearm upgrades.
d6 Flaw
As a card carrying member of the Ulleran Firearms
1 I am blind to polite society and step all over social Club, you receive a biannual issue of William Wingate’s
mores very easily.
Ballistic Almanac that keeps you up to date with all the
2 Machines and handheld devices with moving parts latest innovations in firearm technology, giving you an
are impossible for me to ignore. edge when you need to identify the make, model, and
3 I have no concept of personal hygiene modifications of firearms or ammunition.
4 Other genders ought to be subservient and deferential
to my wishes. SUGGESTED CHARACTERISTICS
5 I take far too many naps, and I’m incredibly difficult For good or ill, the display and use of firearms are always
to wake up. in the back of a plugger’s mind. Whatever their reasons
6 Any perceived slight on my bravery or skill must be for placing so much value on weapons, they have sized up
met harshly. the situation and are mentally prepared for the worst-case
scenario. Their enthusiasm (or lack thereof) for a gunfight
can be a noble ideal or a tragic flaw.
PLUGGER
Across the continent of Northern Ullera, it is not only the d8 Personality Trait
military and police which carry firearms. Civilians roam 1 I was mugged on the city streets. I’ll never be the
the streets and wilds armed with this extra firepower. victim again.
Colloquially called “pluggers,” Their reasons for carrying 2 My firepower is a burden and a responsibility I will
guns are as varied as their weapons. Some are looking for use it reluctantly.
trouble, while others have been taken advantage of and
3 I carry my weapon visibly in order to show my
refuse to be a victim again. Many are simply pragmatic superiority.
types who simply carry in order to win an inevitable
4 I never sit with my back to the door.
showdown.
5 I’m so scared of confrontation I will draw my weapon
Skill Proficiencies: Intimidation, Perception immediately to try to end it.
Weapon Proficiencies: Blunderbuss, musket, or pistol 6 Sometimes I use the threat of violence to get what I want.
(choose one) 7 I am a veteran holding onto the power I once had in
Equipment: A set of common clothes, a blunderbuss, the military.
musket, or pistol (your choice), 20 rounds of ammunition 8 I work gun-related puns and idioms into every
for the chosen firearm, a small box of firearm cleaning conversation.
supplies, and a lambskin wallet containing $10

103
d6 Ideal or a malfunctioning clockwork device, or the like, and it’s
1 Independence. People should be able to do what they your place in the world to act as solver and caretaker both
wish. (Chaotic) to bring out the potential in all things.
You grew up in a place filled with odds and ends, never
2 Strength. The strongest person in the room is in the
best position. (Neutral)
lacking in the pieces and parts that filled your hours and
days. You may have been fortunate enough to have a
3 Security. Everyone in the world deserves to feel safe.
mentor or have been part of a team or clan of folks who
(Good)
nurtured each other in your tinker’s pursuits. Then again,
4 Heritage. The most valuable things are those tied to you might equally have been an outcast and a recluse who
your customs. (Lawful)
felt out of place except when you were surrounded by what
5 Self-Reliance. Individuals need to be able to fend for the others called “junk.” To this day, you are most at home
themselves (Neutral) wherever you can exercise your talents or ply your trade,
6 Vengefulness. When someone wrongs me, I pay whether it be in the chopshops of a city or the blasted
them back in spades. (Evil) wastes of a boneyard.

d6 Bond Skill Proficiencies: Mechanics, Science


Tool Proficiencies: Tinker’s tools and one other set of
1 I am committed to protecting those around me
artisan’s tools of your choice
2 I am an advocate for personal freedoms—always Equipment: A set of common work clothes (with many
looking to free the oppressed
pockets), a set of tinker’s tools, a claw hammer, the
3 I am always on the lookout for the most peaceful charred and twisted remains of a failed experiment, a
solution to the problem wallet containing $10, and any one of the following: a
4 My weapon, an heirloom or gift, is faithful to me, and single stick of chewing gum, a broken set of binoculars,
I will be faithful to it. a broken carbide lantern, a broken gas mask, or a broken
5 I am devoted to single firearm manufacturer and pocket watch
refuse to use others’ arms.
6 I am a heavily engaged member of a firearms TINKERED OBJECT
enthusiast guild or shooting club. You gain one of the following objects of your choice.
Clockwork Toy. This toy is a clockwork animal,
monster, or person, such as a frog, mouse, bird, dragon,
d6 Flaw or soldier. When placed on the ground, the toy moves 5
1 My itchy trigger finger is going to get me in over my feet across the ground on each of your turns in a random
head one day. direction. It makes noises as appropriate to the creature it
2 I’m terrified of of actually killing someone. represents.
3 I’m all too eager to intimidate someone by flashing Fire Starter. The device produces a miniature flame,
your piece which you can use to light a candle, torch, or campfire.
4 Don’t get too close to me or I’ll plug you! Using the device requires your action.
5 I’m always impulsively upgrading to the newest, best Inflatable Pants. {As a bonus action, you can inflate
equipment. these pants to become buoyant for 1 minute. If you are
submerged in a liquid, the pants carry you to the surface
6 I can’t sleep without my firearm.
of the liquid at a rate of 60 feet per round. Alternatively,
you can inflate these pants as a reaction when you fall to
TINKER reduce the amount you take from a fall by 5. You must
Enamored at an early age with how things work and the finish a long rest to use these pants again.
interchange of mechanisms to achieve an outcome, you are Music Box. When opened, this music box plays a single
a true problem-solver when it comes to building something song at a moderate volume. The box stops playing when it
with little more than your wits and your tools. You find reaches the song’s end or when it is closed.
value and solace in making the old new again, and in Reacher Grabber. When operated, you can pick up
salvaging what others would just as likely throw out. The unobstructed items that weigh less than 5 lb and are 5 feet
world and all its little details are a grand scattered puzzle, or less out of reach. Using this device requires your action.

104
CHILDHOOD INVENTOR d6 Ideal
Early in life you made a name for yourself with a minor 3 Security. Everyone in the world deserves to feel safe.
engineering or design feat or flop. Such an innovation (Good)
garnered you acclaim or criticism in your hometown 4 Heritage. The most valuable things are those tied to
community, and even may have resulted in a registered your customs. (Lawful)
patent. While you didn’t get wealthy, you can rely on
5 Self-Reliance. Individuals need to be able to fend for
people in the right circles to have heard of you, or at least
themselves (Neutral)
your invention.
6 Vengefulness. When someone wrongs me, I pay
FEATURE: TECH JARGON
them back in spades. (Evil)
Your extensive knowledge of mechanical devices grants
you a “secret language” that even the most introverted d6 Bond
mechanic or craftsman will give you access to high quality
1 I am committed to protecting those around me
tools and well equipped facilities that can aid you in your
tinkering and crafting efforts. You may even be able to 2 I am an advocate for personal freedoms—always
secure help with big jobs or funding if you are able to find looking to free the oppressed
a benefactor who takes an interest in your work. 3 I am always on the lookout for the most peaceful
solution to the problem
SUGGESTED CHARACTERISTICS 4 My weapon, an heirloom or gift, is faithful to me, and
Tinkers relate more to their machines than they do to I will be faithful to it.
others. Their devotion to technology can make them 5 I am devoted to single firearm manufacturer and
endearing, cripplingly shy, or simply a little awkward. refuse to use others’ arms.
Without fail, a tinker will have spent hours thinking about 6 I am a heavily engaged member of a firearms
new and different ways to use their tech for various use enthusiast guild or shooting club.
cases at every scale. Sometimes these projections are for
the good of others, sometimes not.
d6 Flaw
1 My itchy trigger finger is going to get me in over my
d8 Personality Trait
head one day.
1 I was mugged on the city streets. I’ll never be the
2 I’m terrified of of actually killing someone.
victim again.
3 I’m all too eager to intimidate someone by flashing
2 My firepower is a burden and a responsibility I will
your piece
use it reluctantly.
4 Don’t get too close to me or I’ll plug you!
3 I carry my weapon visibly in order to show my
superiority. 5 I’m always impulsively upgrading to the newest, best
equipment.
4 I never sit with my back to the door.
6 I can’t sleep without my firearm.
5 I’m so scared of confrontation I will draw my weapon
immediately to try to end it.
6 Sometimes I use the threat of violence to get what I want.
7 I am a veteran holding onto the power I once had in
the military.
8 I work gun-related puns and idioms into every
conversation.

d6 Ideal
1 Independence. People should be able to do what they
wish. (Chaotic)
2 Strength. The strongest person in the room is in the
best position. (Neutral)

105
Customization
MULTICLASSING that class. If you are a ranger 4/gearhead 3, for example,
If your group uses the optional rule on multiclassing, here’s you know three 1st-level ranger spells based on your levels
what you need to know if you choose the chaplain or the in the ranger class. As 3rd-level gearhead, you know three
gearhead gadgets, and your schematic book contains ten
gearhead as one of your classes, introduced earlier in this book. gearhead contraption, two of which (the two you gained
when you reached 3rd level as a gearhead) can be 2nd-
MULTICLASSING PREREQUISITES level contraptions. If your Intelligence is 16, you can
prepare six gearhead contraptions from your schematic
To qualify for one of these new classes, you must meet the book. Each contraption you know and prepare is associated
ability score prerequisites for both your current class and your with one of your classes, and you use the engineering
new one, as shown in the Multiclassing Prerequisites table. ability of that class when you activate the contraption.
Contraption Slots. You determine your available
MULTICLASSING PREREQUISITES contraption slots by adding together all your levels in
Class Prerequisites the gearhead class, half your levels (rounded down) in
classes that gain contraptions at the same progression a
Chaplain Charisma 13 paladin or ranger would gain spells, and a third of your
Gearhead Intelligence 13 class levels (rounded down) if you gain contraptions
through a subclass feature. Use this total to determine your
contraption slots by consulting the Multiclass Engineer table.
MULTICLASSING PROFICIENCIES If you have more than one engineering class, this table
When you gain a level in a class other than your first, you might give you contraption slots of a level that is higher
gain only some of that class’s starting proficiencies, as than the contraptions you know or can prepare. You can
shown in the Multiclassing Proficiencies table. use those slots, but only to activate your lower-level
contraptions. If a lower-level contraption that you activate,
like burning hands, has an enhanced effect when activated
MULTICLASSING PROFICIENCIES using a higher-level slot, you can use the enhanced effect, even
Class Proficiencies Gained though you don’t have any contraptions of that higher level.
Chaplain Light armor, one language of your choice
Gearhead Light armor, smith’s tools, tinker’s tools DUKES UP
The Dukes Up feature functions equivalently to the
Unarmored Defense feature. If you already have the
MULTICLASSING FEATURES Unarmored Defense feature, you can’t gain it again from
another class.
When you gain a new level in one of these classes, you get
its features for that level. A few features, however, have SPELLCASTING
additional rules when you’re multiclassing: Contraptions Soci Etas. If you have both the Spellcasting class feature
and Spellcasting. and the Soci Etas class feature from the chaplain class, you
can use the spell slots you gain from the Soci Etas feature
CONTRAPTIONS to cast spells you know or have prepared from classes with
Contraptions Known and Prepared. You determine the Spellcasting class feature, and you can use the spell
what contraptions you know and can prepare for each class slots you gain from the Spellcasting class feature to cast
individually, as if you were a single-classed member of chaplain spells you know.

106
MULTICLASS ENGINEER: check result (round up), to a minimum of $5. For example,
CONTRAPTIONS SLOT PER CONTRAPTION LEVEL if you make a check with smithing tools to craft a suit of
Lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th plate armor, and your check result was a 15, your market
value increment toward the completion of the suit of plate
1st 2 --- --- --- --- --- --- --- --- armor is $7 for that day. Alternatively, with the same
2nd 3 --- --- --- --- --- --- --- --- check, you make $7 worth of items for that day.
3rd 4 2 --- --- --- --- --- --- ---
4th 4 3 --- --- --- --- --- --- --- FIREARM MASTERY
5th 4 3 2 --- --- --- --- --- --- After countless hours spent with a gun in your hand, you
6th 4 3 3 --- --- --- --- --- --- know where your bullets are going before you even pull
the trigger. You gain the following benefits:
7th 4 3 3 1 --- --- --- --- ---
• You gain a +1 bonus to attack rolls you make with a firearm.
8th 4 3 3 2 --- --- --- --- --- • Being within 5 feet of a hostile creature doesn’t impose
9th 4 3 3 3 1 --- --- --- --- disadvantage on your ranged attack rolls.
10th 4 3 3 3 2 --- --- --- --- • When you roll a 1 or 2 on a damage die for an attack
11th 4 3 3 3 2 1 --- --- --- you make with a firearm that you are wielding, and that
12th 4 3 3 3 2 1 --- --- ---
attack is a critical hit, you can reroll the die and must
use the new roll, even if the new roll is a 1 or a 2.
13th 4 3 3 3 2 1 1 --- ---
14th 4 3 3 3 2 1 1 --- --- MEDICAL PHYSICIAN
15th 4 3 3 3 2 1 1 1 --- You master the physician’s arts, gaining the following benefits:
16th 4 3 3 3 2 1 1 1 --- • You gain proficiency in the Medicine skill. If you are
17th 4 3 3 3 2 1 1 1 1 already proficient in the skill, you gain expertise in that
18th 4 3 3 3 3 1 1 1 1 skill, allowing you to add double your proficiency
bonus to checks you make with it
19th 4 3 3 3 3 2 1 1 1
• During a short rest, you can clean and bind the wounds
20th 4 3 3 3 3 2 2 1 1 of up to six willing beasts and humanoids. Make a
DC 15 Wisdom (Medicine) check for each creature.
FEATS On a success, if a creature spends a Hit Die during this
If your group uses the optional rule on feats, you can forgo rest, that creature can forgo the roll and instead regain
taking the Ability Score Increase feature to take one of the maximum number of hit points the die can restore.
the feats presented here of your choice instead. You can A creature can do so only once per rest, regardless of
take each feat only once, unless the feat’s description says how many Hit Dice it spends. If, at the start of a short
otherwise. rest, a creature that you medically attend to has no
You must meet any prerequisite specified in a feat Hit Die to spend, your successful Wisdom (Medicine)
to take that feat. If you ever lose a feat’s prerequisite, check instead grants the creature one free Hit Die to
you can’t use that feat until you regain the prerequisite. spend normally during that short rest.
• After a long rest, creatures you rest with recover one
EFFICIENT CRAFTSMAN additional spent Hit Die when you medically attend to
You know how to optimize the use of raw materials while them throughout the rest.
performing your craft. You gain proficiency in one tool of
your choice. If you are already proficient with the chosen NATURAL PRINCIPLES
tool, you add double your proficiency bonus to checks you Prerequisite: The ability to prepare at least one gadget or
make with the tool. contraption
Additionally, for every day of downtime you spend During a long rest, when you prepare your gadgets and
crafting, you can make a check with your tools to contraptions that normally deal acid, cold, fire, lightning,
determine the total market value of items you craft for that or thunder damage, you can substitute that damage type for
day, and therefore the amount of raw materials needed another one from that list until you prepare your gadgets
to craft that value, or the total market value increment of
progress you make toward crafting a single item. The total and contraptions again. This substitution is chosen for each
market value amount or increment is equal to half your gadget and contraption individually.

107
NOVICE INVENTOR KEYED TRIGGER
Prerequisite: Intelligence 13 or higher Cost. $50 Prerequisite. Crossbows & Firearms
You learn two gadgets of your choice from the gearhead’s This modification replaces the weapon’s traditional firing
contraption list. mechanism with a two-part puzzle mechanism. A puzzle
In addition, choose one 1st-level contraption from that ring worn on the shooter’s hand completes the puzzled
same list. You learn that contraption and can prepare and firing mechanism of the weapon, preventing the weapon
activate it at its lowest level. Once you activate it, you from firing otherwise.
must finish a long rest before you can activate it again.
Your engineering ability for these contraptions is MUFFLING EMBOUCHURE
Intelligence. When you gain a level, you can choose one of Cost. $75 Prerequisite. Firearms
the gearhead gadgets or the 1st-level contraption you know This embouchure reduces the flare and volume of a
and replace it with another gadget or 1st-level contraption firearm when fired. This embouchure can be attached to or
from the gearhead contraption list. removed from a firearm’s barrel with an action. Perception
checks made to hear the report of a firearm with this
CROSSBOW & FIREARM embouchure attached are made with disadvantage.
CUSTOMIZATION SECONDARY LAUNCHER
It’s common practice in Ullera to customize firearms to Cost. $150 Prerequisite. Crossbows & firearms
suit individual needs. Gun owners can make their own This modification adds a special tube onto a firearm
modifications or pay a skilled craftsman to perform the or crossbow that can hold a grenade, grappling hook, or
work for them, but modified firearms are prized personal possibly other similarly sized object sturdy enough to
possessions and rarely found for sale. The skills and tools withstand the force of being fired.
for modifying and customizing crossbows and firearms As an Attack action, the wielder can pull a special
are similar to those needed for other crafting skills. Each trigger to channel the force of black powder or pneumatic
modification is crafted individually, requiring smith’s propulsion into this tube to fire the object up to 120
tools, tinker’s tools, or woodcarver’s tools, and can be feet away. This secondary tube has the loading weapon
applied to a weapon only once, unless specified otherwise. property.
EXPANDED CAPACITY TELESCOPIC SIGHT
Cost. $150 Prerequisite. Crossbows with the reload Cost. $100 Prerequisite. Crossbows & firearms
property & firearms. This attachment replaces the standard aiming sights of
This modification increases a weapon’s reload value by 1. the weapon. Targets viewed through a telescopic sight are
This is achieved by incorporating additional barrels, adding magnified to twice their size. As a bonus action, you can
a revolving cylinder, expanding a weapon’s magazine size, aim through the sight, granting your next ranged attack roll
or the like. This special modification may be applied to the made this turn a +2 bonus.
same firearm multiple times.
VARIANT TWO-WEAPON FIGHTING
EXPANDED CALIBER
This variant allows you to incorporate light ranged weapons,
Cost. $250 Prerequisite. Firearms. such as hand crossbows or pistols, into your two-weapon
A firearm with an expanded caliber has a much larger fighting without the need for special features from classes or
chamber for additional black powder and/or larger caliber feats.
rounds. This modification increases the firearm’s weapon
damage dice by one size (1d10 becomes 2d6, 1d12 When you take the Attack action and attack with a light
becomes 2d8, 2d4 becomes 2d6, 2d6 becomes 2d8, 2d8 weapon that you’re holding in one hand, you can use a bonus
becomes 2d10, and 2d10 becomes 2d12) action to attack with a different light weapon that you’re
holding in the other hand. You don’t add your ability modifier
IMPROVED RIFLING
to the damage of the bonus attack, unless that modifier is
Cost. $100 Prerequisite. Firearms negative.
Rifling cuts spiral grooves into the gun’s barrel that spin If either weapon has the thrown property, you can throw the
a bullet as it leaves the firearm, increasing accuracy and weapon, instead of making a melee attack with it.
range. A rifled firearm has its range increased by 20/60.

108
Equipment

WEALTH AND MONEY the Starting Wealth by Class table to determine how much
money you have to spend.

Artwork by Jameson McMaster


What everyone wants, but never has enough of.

CURRENCY STARTING WEALTH BY CLASS


In Ullera, the most common form of currency is the printed Class Funds
dollar note ($), commonly referred to as a “buck” by the Chaplain 3d4 x 10 dollars
people of Ullera. A one-dollar note is worth 10 dime coins Gearhead 5d4 x 10 dollars
(¢). Each dime coin is worth 10 penny coins (¢¢). The
printed dollar comes in notes of $1, $5, $10, $20, $50, and
$100 denominations. ARMAMENTS IN PURE STEAM
The standard dollar note (regardless of denomination) The world of Pure Steam is one on the brink of industrial
weighs about 1 gram (450 to the pound). The standard revolution. Because of the advances in technology and
dime coin weighs about 5 grams (90 to the pound), while manufacturing processes over a typical medieval fantasy
the standard penny coin weighs about 2.5 grams (180 to setting, just about any weapons, armor, and equipment
the pound). listed in the core rules books of the 5th edition of the
The currency of Pure Steam mirrors that of most fantasy world’s most popular pen and paper RPG, will still be
settings; one dollar is equivalent to one gold piece, one available but often with a modernized, steampunk twist.
dime is equivalent to one silver piece, and one penny You are encouraged to take aesthetic liberties with the
is equivalent to one copper piece. The prices listed for appearance and construction of items that would otherwise
weapons, armor, equipment, and so on in any of the core be rustic and handmade.
rule books of the 5th edition of the world’s most popular
pen and paper RPG, are unchanged in the Pure Steam WEAPONS
campaign setting unless otherwise stated. War is ever changing because weapons are ever evolving.
The Weapons table shows the new weapons found in the
STARTING WEALTH world of Pure Steam, their price and weight, the damage they
When you create your character as one of the classes deal when they hit, and any special properties they possess.
presented in this book, you receive equipment based on a
combination of your class and background. WEAPON PROPERTIES
Alternatively, you can start with a number of dollars Many of these new weapons have special properties related
based on your class and spend them on equipment. See to their use, as shown in the Weapons table.

109
110
Artwork by Jameson McMaster
WEAPONS
Name Cost Damage Weight Properties
Simple Ranged Weapons
Blunderbuss $75 2d6 piercing 7 lb. Ammunition (firearms; range 20/60), misfire,
reload (1 shot), two-handed
Flintlock Pistol $50 1d10 piercing 3 lb. Ammunition (firearms; range 30/90), light, misfire,
reload (1 shot)
Musket $75 1d12 piercing 10 lb. Ammunition (firearms; range 40/120), misfire,
reload (1 shot), two-handed
Pneumatic crossbow, hand $85 1d6 piercing 4 lb. Ammunition (range 30/120), light, reload (3 bolts)
Pneumatic crossbow, light $35 1d8 piercing 6 lb. Ammunition (range 80/320), reload (5 bolts),
two-handed
Martial Melee Weapons
Bayonet $2 1d6 piercing 1 lb. Special, versatile (1d8)
Firearm hammerhead $5 1d8 bludgeoning 4 lb. Special
Pistol Axe $3 1d6 slashing 1 lb. Special
Pistol blade $2 1d4 piercing 1 lb. Special
Sledgeaxe $15 2d6 bludgeoning 10 lb. Heavy, special, two-handed
Martial Ranged Weapons
Pistol $75 2d6 piercing 2 lb. Ammunition (firearms; range 50/150), deadly, light,
reload (1 shot)
Pneumatic crossbow, heavy $60 1d10 piercing 19 lb. Ammunition (range 100/400), heavy, reload (5 bolts),
two-handed
Revolver $125 2d6 piercing 3 lb. Ammunition (firearms; range 50/150), deadly, light,
reload (6 shots)
Rifle $175 2d10 piercing 8 lb. Ammunition (firearms; range 80/240), deadly,
reload (1 shot), two-handed
Sawed-Off Shotgun $125 2d6 piercing 5 lb. Ammunition (firearms; range 15/45), deadly, light,
reload (2 shots)
Shotgun $150 2d8 piercing 7 lb. Ammunition (firearms; range 30/90), deadly,
reload (2 shots), two-handed

Ammunition. The ammunition of a firearm is destroyed Reload. A limited number of shots can be made with a
upon use. weapon that has the reload property. A character must then
Deadly. When you score a critical hit with a weapon that reload it using an action or a bonus action (the character’s
has the deadly property, you can roll one of the weapon’s choice).
damage dice one additional time and add it to the extra
damage of the critical hit. SPECIAL WEAPONS
Misfire. Whenever you make a ranged attack roll with a Weapons with special rules are described here.
simple firearm, and the d20 roll is a 1, the weapon misfires. Bayonet. A bayonet is a small blade that can be attached
The attack misses, and the weapon cannot be used again to a two-handed firearm, turning the firearm into a spear.
until you spend an action to try and repair it. To repair your When not attached to a firearm, the bayonet is used as a
firearm, you must make a successful DC 10 tinker’s tools dagger.
check. If your check fails, the weapon is broken and must be Firearm Hammerhead. A firearm hammerhead is a
mended out of combat at a quarter of the cost of the firearm. small bludgeon that can be attached to a two-handed
Creatures who use a firearm without being proficient firearm, turning the firearm into a warhammer. When not
increase the weapon’s misfire on a d20 roll of 1, 2, or 3. attached to a firearm, the bludgeon is useless.

111
Pneumatic Crossbows. A pneumatic crossbow’s manufactures items based on animal motifs and often from
reloading lever is mechanically cranked back into position animal remains (i.e. pelts, bones, etc.). These items are
after each shot by a steam-powered mechanism, and then generally used for their convenience outdoors, or because
fed a new bolt from an attached box. If the weapon’s they are small and easy to conceal.
steam battery is depleted, you treat the weapon as a normal
crossbow of the same type. It is assumed that you replenish SAVIG
your steam battery whenever possible during your “Brilliance is bliss!”
downtime between adventures, when you have ample time Savig’s is a high-concept science bureau renowned
or resources to do so. for producing precision instruments that provide sharp
Pistol axe. A pistol axe is a simple axehead that must be resolution and accurate readings. These instruments are
attached to any one-handed firearm, allowing it to be used more delicate than usual due to their finely machined parts.
interchangeably as a firearm or a hand axe.
ULLERAN MILITARY BARRACKS
Pistol blade. A pistol blade is a miniaturized bayonet that OUTFITTERS (UMBO)
must be attached to any one-handed firearm, allowing it to This manufacturer was formed out of Ullera’s historically
be used interchangeably as a firearm or a dagger. war-filled past, with licensed surplus retailers dealing
Sledgeaxe. A sledgeaxe has both a large axe-head and a
directly to the public across the country. Built for the
dense, blunt hammer-head mounted to a long, thick handle.
battlefront, UMBO gear enjoys enhanced durability at the
At the start of each of your turns, you decide whether the
weapon deals bludgeoning or slashing damage that turn. expense of additional weight.

MANUFACTURING SIGNATURES ADVENTURING GEAR


Each company below is known for producing items that This section describes items that have special rules or
feature special qualities (“signatures”) unique to their require further explanation.
brands. When buying equipment, you may decide Alchemical Cartridge. Ammunition for the blunderbuss,
which manufacturer’s signature you would like to an alchemical cartridge is a prepared bundle exotic
apply to a specific item upon purchase. material, which is then wrapped in paper or cloth and
sealed with beeswax, lard, or tallow. They come in the
DAVRO DESIGNS DISPENSARY following forms:
“A deft, dauntless design; it’s all in the Three Ds.” • Dragon’s Breath Cartridge. This cartridge produces
An innovator in the field of compartmentalization and a 15-foot cone of fire instead of the normal attack. Each
materials science, Davro Designs is known for taking creature in that area must make a DC 12 Dexterity
excess mass out of bulky merchandise to produce versions saving throw, taking 2d6 fire damage on a failed save,
that are lighter and smaller than normal, but tend to be or half as much damage on a successful one.
more fragile.
• Entangling Shot Cartridge. This cartridge deals half
HABERRATH INDUSTRIES
damage to creatures it hits, but the target must make a
“We know the sea.” DC 12 Dexterity saving throw or become restrained
This dwarven manufacturer is known for making devices until the end of your next turn.
and equipment sea-ready. Haberrath items can be made • Flare Cartridge. When a flare cartridge hits its target,
either waterproof (to a depth of 50 ft.), or rust resistant, but your weapon only deals half damage and its damage
are bulky and hard to conceal. type is changed to fire, but creatures within a 20-foot
sphere of the target must make a DC 10 Constitution
MAYRBRONNE LIMITED saving throw or become blinded until the end of their
“Undeterred by danger.” next turn. Flare cartridges are also useful for sending up
Known for their rugged design and thorough stress tests signal flares.
owning to strict factory standards, Mayrbronne products • Salt Shot Cartridge. This cartridge contains black
are durable, but notoriously unattractive. powder and rock salt, incapacitating your targets
RACCWEAR instead of killing them outright.
“Nature outfitted for you.” Alchemical Shell. Alchemical shells are modern versions
This specialty clothiers and sporting goods company of alchemical cartridges and are ammunition for shotguns.

112
Babbage Calculator. This device is an adding machine When you hit a target within half of the shotgun’s
made of steel gears. This ten pound machine is often used normal range with pellets, and you roll a 1 or 2 on the
by artillery officers and accountants for speedy calculation shotgun’s damage die, you can reroll the die and must
of quadratic equations. use the new roll, even if the new roll is a 1 or a 2.
Backpack, Drogue Wing. Drogue wings ensure the Camera, Ferrotype. The Collodion Spirit Imager
safe descent of their wearer through a set of cellophane (sometimes “Col-Mag,” or simply “Imager”) is the
seraphim wings. This effect is similar to the spell feather leading model of ferrotype camera, complete with an
fall, and lasts for 5 rounds. The wings deploy from the oversized frame, aperture, diaphragm, and copper tubes.
pack with a single yank of a ripcord (reaction). Drogue Ferrotype photographers often work at fairs and carnivals
wings are ripped to pieces by the descent and can only be providing visitors with a black and white family picture
used once. within minutes after the picture is taken. The collodion
Barometer. A barometer is a scientific device used to photographic emulsion is stuck to a sheet of iron, hence the
measure atmospheric pressure to help predict the weather. name, and can be sealed with lacquer to protect the image.
A barometer can also be used to get an estimate of your The camera comes with a standing tripod for ease of use.
altitude above or below sea level. Canned Food. Meat, fruits, vegetables, and milk can
Beeswax. Beeswax is a valuable byproduct harvested be preserved for much longer by cooking it and sealing
when collecting honey. It is used in facial cosmetics, it inside a tin can. One can is enough for a meal for a
preserving cheese, mustache wax, hair pomades, candles, medium sized adult and tastes far better than dry rations.
shoe polish, phonograph cylinders, mold making, lip balm, Chewing Glue. Chewing glue or gum (made from
and waterrepellent. Fresh beeswax can also be used to paraffin wax, spruce gum, and other saps and synthetics)
create an armafungal, arma-bacterial seal on porcelain and is a useful breath freshener as well as a multipurpose
glass containers doubling the lifespan of preserves. adhesive when merging small objects or attaching

Artwork by Mates Laurentiu


Binoculars, Folding. These function much like the diminutive or smaller items to a subject’s body without
standard model described below except they are smaller need for a specific means of storage.
and collapsable. Objects viewed through folding binoculars Clothes, Aviator’s. Aviators generally wear a pilot’s cap,
are magnified to thrice their size. a heavily pocketed leather jacket, and thick-lined clothing
Binoculars, Standard. Objects viewed through to fight wind shear. Aviator clothing comes in a variety of
binoculars are magnified to thrice their size. styles by nation or allegiance.
Blackpowder Cartridge. A blackpowder cartridge is a
prepared bundle of black powder with a ball bearing or pellets,
which is then wrapped in paper or cloth and sealed with
beeswax, lard, or tallow. They come in the following forms:
• Ball Bearing. This is the standard ammunition for
flintlock pistols and muskets. A blunderbuss can be
loaded with a large ball bearing known as a slug. When
firing a slug, a blunderbuss’ range increases by 10/30.
• Pellets. The standard ammunition for the blunderbuss.
When you hit a target within half of the blunderbuss’
normal range with pellets, and you roll a 1 or 2 on the
blunderbuss’ damage die, you can reroll the die and
must use the new roll, even if the new roll is a 1 or a 2.
Bullet. These sturdier versions of blackpowder cartridges
serve as the ammunition for martial firearms. They can hold
either bullets or pellets, and are wrapped in a thin casing with a
blackpowder primer. They come in the following forms:
• Bullet. This is the standard ammunition for pistols,
revolvers, and rifles. A shotgun can be loaded with
a large bullet known as a slug. When firing a slug, a
Drogue Wing
shotgun’s range increases by 10/30.
Backpack
• Pellets. The standard ammunition for the shotgun.

113
Clothes, Coveralls. Coveralls are usually made of Kinescope Device. This hand-held device displays a reel
denim, but rubber is used by sanitation workers. They are of celluloid film on a glass screen. The viewer stands in
designed to preserve regular clothes from the filth of heavy front of the device and can see a 5 minute black and white
labor, but some Ullerans even enjoy them as daily wear. motion picture.
Clothes, Sportsman’s. A sportsman’s outfit is the Lamp Helmet. A lantern-mounted full helmet. The oil
uniform worn on game day. Fans will often dress in lamp burns like a hooded lantern in one 90-degree arc, and
support of their favorite team or star player. the padded helmet provides protection versus falling objects.
Clothes, Wilderness. While these outfits are derived Lantern, Carbide. Carbide lanterns produce light by
from and made of skin and fur components from a variety burning the gas released by mixing water and calcium
of wildlife (e.g. badger, bear, boar, deer, fox, moose, etc.), carbide. The lantern’s reflector creates bright light in an 80
the most common is that of the raccoon. foot cone and an additional 80 feet of dim light beyond that.
Compass. A magnetic compass aligns with the magnetic Machine, Dictation. A dictation machine has three main
field encapsulating the planet and constantly points toward components: a wax recording cylinder, a sound stylus,
magnetic north. It provides advantage on checks to avoid and speaking trumpet. It can record up to 5 minutes of
becoming lost and to navigate underground. A compass and sound on a single wax cylinder and play it back. The
pocket watch are vital for navigation without landmarks or gramophone, phonograph, zonophone, and logophone
stars. It can also be used to detect intense magnetic fields, are all competing commercial designs of the same
indicating the strongest field within 10 feet. basic machine, but use incompatible wax recordings. A
Contraption Scrap Pack. A contraption scrap pack is a clockwork motor keeps the record spinning.
small, leather, sling bag that has compartments to hold all Machine, Ether Ice. This device creates refrigeration
the material components and other special items you need through the evaporation of ether. It can be used to create
to prepare your contraptions, except for those components ice or keep food, medicine, or volatiles at near freezing
that have a specific cost (as indicated in a contraption’s temperatures for 3 days before needing to be serviced.
description). Music Box. These small devices vary according to
Dime Novel. Urban investigative stories, frontier tales, the volume, complexity, and length of the music, but
farflung adventures, and romances are marketed to the typically only play a single tune. Music boxes use a
middle class and casual readers. clockwork engine.
Eyeglasses. Clear or colored glass can be used to create Newspaper. The size of the newspaper varies according to
ordinary spectacles, goggles, monocles, or glass contact venue. City papers have more stories and are thickened by
lenses. Clear glass lenses can be shaped to correct minor advertisements. Rural papers are often only a few pages long.
defects in vision. Clear goggles protect eyes from fumes, Nickelodeon Device. This small device plays up to
splinters, splashes, and improve underwater vision for land a dozen different songs. Some use automated musical
creatures. A monocle affects only one eye but costs half as instruments rather than wax recordings.
much as spectacles. Bifocals combine reading glasses with Oil, Whale. Blubber is rendered into oil on whaling ships
long range lenses. Tinted glasses create a monochromatic sailing the coasts of the Great Span. Whale oil is used in
perspective that hides or reveals hidden messages written perfumes and functions identically to oil, except that it
with colored ink. burns twice as long.
Flask, Whiskey. A whiskey flask is made of stainless steel Paper Drinking Straws. Servers usually provide a pair
and far more robust than a common glass flask. It is often since one rarely lasts through an entire beverage. Straws
monogramed or designed for concealment. It holds one pint. can be used to make an improvised single-use blowgun,
Gas Mask, Arma-Plague “Snout”. A gas mask with lightweight framework models, or even as a breathing
plating fashioned to mimic the scutes found on an apparatus usable for 5 minutes from just beneath the
armadillo’s hide. This type lasts twice as long as a standard water’s surface.
gas mask (24 hours) and covers the head, neck, and Penny Dreadful (“Potboiler”). A lurid serial printed
sternum. Replacing a gas mask filter requires an action. weekly or monthly. The books are the equivalent of a
Gas Mask, Standard. The standard gas mask provides single chapter of a horror or salacious novel aimed at
breathable air for 12 hours of exposure before the filter entertainment of the lower classes.
must be replaced. A functional gas mask grants immunity Pocket Watch. A good pocket watch will keep nearly
to inhaled poisons and smoke inhalation. A gas mask does perfect time so long as it is maintained and wound. It not
not allow a creature to breathe underwater. Replacing a gas only marks the passage of time, but is a vital tool for sea
mask filter requires an action. navigation. Clockwork mechanisms are incorporated into

114
ADVENTURING GEAR
Item Cost Weight Item Cost Weight
Ammunition Pocket watch $275 ---
Alchemical cartridge $3 --- Polarized visor $20 ---
Alchemical shell $3 --- Portable rampart $150 25 lb.
Blackpowder cartridge (10) $1 --- Postage stamp 15¢¢ ---
Bullet (20) $2 --- Schematic book $25 3 lb.
Babbage calculator $100 10 lb. Skates, ice $40 4 lb.
Backpack, drogue wing $50 10 lb. Skates, roller $30 4 lb.
Barometer $20 1 lb. Soda 1¢ ---
Beeswax $10 1 lb. Tinderbox, matchsafe $4 1/2 lb.
Binoculars, folding $225 1 lb. Torch, foxfire $65 1 1/2 lb.
Binoculars, standard $200 2 lb. Traveler’s almanac $5 1 lb.
Camera, ferrotype $250 12 lb. Typewriter $90 5 lb.
Ferrotype photo plate $5 1/2 lb.
Canned food $2 1/2 lb.
Chewing glue (stick) $5 ---
Clothes, aviator $4 5 lb.
Gas Mask
Clothes, coveralls $2 3 lb.

Artwork by Mates Laurentiu


Clothes, sportsman’s outfit $3 4 lb.
Clothes, wilderness $12 7 lb.
Compass $50 ---
Contraption scrap pack $25 10 lb.
Dime novel 1¢ ---
Eyeglasses $10 ---
Flask, whiskey $2 1 lb.
Gas mask
Arma-plague mask $200 12 lb.
Filter $10 2 lb.
Standard mask $100 5 lb.
Kinescope device $25 10 lb.
Lamp helmet $30 5 lb.
Lantern, carbide $15 3 lb.
Machine, dictation $100 5 lb.
Wax recording blank $5 ---
Machine, ether ice $1,000 120 lb.
Music box $10 1/2 lb.
Newspaper 5¢¢ ---
Nickelodeon device $20 5 lb.
Oil, whale (quart) $7 1 lb.
Paper drinking straw (box of 100) $5 1 lb.
Penny dreadful 1¢¢ --- Portable Rampart

115
many devices to measure time or provide kinetic energy Snuff Tin. Snuff is powdered tobacco inhaled through the
through a compressed mainspring. nose. The tin is usually very small to fit inside a waistcoat
Polarized Visor. Usable only with goggles, full helmets, pocket or clutch bag. The tin keeps the snuff dry and helps
and gas masks. This accessory reduces visual range to 60 measure out dosage. The tobacco can be combined with
feet and lightly obscures the wearers vision, but provides other drugs to make potent and addictive blends.
advantage on saving throws and checks made to resist Soda. The health benefits of soda are widely touted
the blinded condition. A polarized visor also negates a and no pharmacy would be complete without a soda bar.
creature’s sensitivity to daylight or bright light. Each drug store has its own signature flavors of soda
Portable Rampart. Developed for Ulleran drop troops, (sarsaparilla, vanilla, lemon, orange, cherry, grape, or
the portable rampart is composed of four pieces of ballistic ginger) sold in small glass bottles.
grade sheet metal attached to a central weldment with Tinderbox, Matchsafe. This airtight tin box holds 20
strong springs and a heavy-duty clasp. When deployed matches safe from spoilage by water or accidental ignition.
(an action), this piece of protective equipment serves as Torch, Foxfire. A foxfire torch is often used
a short wall and provides half cover from one side. A underground because it generates light without flame
prone character gains three-quarters cover from a portable or heat. Gas pockets are a common hazard in caves and
rampart, and can shoot firearms and crossbows normally coal mines. Foxfire is a bioluminescent fungus grown on
through the slit in the middle. Folding a portable rampart is cultivated wood to create a green luminescence as bright as
also an action. a common burning torch.
Postage Stamps. Stamps are a convenient way to send Traveler’s Almanac. This is an annual publication
a message or package by land, air, or sea. The number of that includes information such as weather forecasts, a
stamps needed depends on the weight and distance carried. road map, tide tables, and tabular information arranged
Schematic Book. Essential for gearheads, a schematic according to the calendar date. Astronomical data and
Artwork by Mates Laurentiu

book is a leather-bound tome wilh 100 blank vellum pages various statistics are also found in almanacs, such as
suitable for recording contraption schematics. the times of the rising and setting of the sun and moon,
Skates, Ice. Ice skates add 10 feet to a creature’s walking eclipses, hours of full tide, holidays and festivals, terms
speed on solid ice. of courts, local customs, local cuisine, taxonomic key,
Skates, Roller. Roller skates add 10 feet to a creature’s historical timelines, and more. This can be a vital aid to a
walking speed (20 feet when going downhill) on a hard, flat party traveling through unfamiliar territory. An up-to-date
surface. A creature wearing roller skates has disadvantage on almanac grants you a +1 bonus on History and Survival
checks and saves made to resist being shoved. checks made in the region covered by the almanac.
Typewriter. A typewriter creates legible documents
much faster than by hand writing or the printing press.
Carbon paper (5¢ per sheet) creates a duplicate of anything
you type. A typewriter may be incorporated into complex
machines as a control or communication system.

OBSOLETE ADVENTURING GEAR


Certain items are considered obsolete technology for the
purposes of value and pricing in Pure Steam. This does
not mean such items are any less prevalent or popular in
use, but that the cost of producing such items have been
refined by modern technology, materials, and techniques,
and thus purchasing such items cheaper than normal. For a
full list of what is considered obsolete, and thus needing an
adjustment in cost, refer below.

TOOLS
Advancements in technology have led to a variety of new
tools alongside the skills to use them.
Barber’s Supplies. A barber’s kit has all the tools you

116
OBSOLETE ADVENTURING GEAR TOOLS
Item Cost Weight Item Cost Weight
Book $5 5 lb. Artisan’s tools
Hourglass $12 1 lb. Barber’s supplies $5 2 lb.
Magnifying Glass $10 --- Boliermaker’s supplies $80 25 lb.
Paper (one sheet) 6 ¢¢ --- Taxidermy tools $35 10 lb.
Parchment (one sheet) 3 ¢¢ --- Gaming set
Spellbook $25 3 lb. Sportsman’s set $100 15 lb.
Spyglass $100 1 lb. Physician’s kit $70 4 lb.
Technical inspector’s kit $100 8 lb.
need to practice the profession of barber, such as a straight Vehicles (air, land, or water) * *
razor, leather strop, shaving cream, and mustache wax. * See the “Mounts and Vehicles” section.
Boilermaker Supplies. Within a boilermaker kit are
all the tools you need to maintain and repair any steam Bicycle, Penny-Farthing (“High Wheel”). The front
engine. Tools in the kit include: a monkey wrench, two wheel of this bicycle is much larger than the rear wheel
pipe wrenches, a 5-lb sledge hammer, large and small and the rider is unable to touch the ground. The large
crescent wrenches, large and small pry bars, pliers, tin front wheel provides great speed but makes the bike top-
snips, a dozen bull pins, and one pair of bolt cutters. heavy. It has a steel tube frame and solid rubber tires.
Physician’s Kit. This collection of medical supplies, The Pennyfarthing increases a rider’s walking speed by
herbs, and surgeon’s tools counts as a healer’s kit, but one-and-a-half times (rounded up to the nearest 5 foot).
grants a +1 bonus to any check you would normally use a Difficult maneuvers require a Dexterity (vehicles [land])
healer’s kit for. A physician’s kit has ten uses. check to stay mounted.
Sportsman’s Set. A commercial sportman’s kit provides Bicycle, Standard. This modern design has many
legal gear to play a specific sport (turfball, rugby, bocce, features to improve the safety of the rider. The steel tube
basketball, boxing, etc.). Clubs, sticks, mallets, and the like frame of the bike forms a diamond shape and both wheels
can be used as improvised clubs. If you are proficient with are equal size. The bike has rear wheel drive and gears
a sportman’s set, you can add your proficiency bonus to to reduce pedaling labor and brakes on both wheels. The
ability checks you make to play that sport. inflated tires increase shock reduction. A bicycle doubles
Taxidermy Tools. This carrying case has what is required the walking speed of the rider.
to mount and preserve up to 10 mammal, reptile, fish, and Gyro Cycle. This cycle has only a single massive
insect trophies. It contains alum, borax, formaldehyde, paint, motorized wheel, leaving the driver exposed on either side.
glue, modeling clay, bone saw, bone drill, wire brush, steel It is largely constructed of tin to reduce weight.
comb, tack hammer, awl, rasp, pins, twine, scalpel, and an A gyro cycle can seat one driver and one passenger
assortment of glass eyes. Tiny specimens can be preserved directly behind them, as well as 30 pounds of cargo in a
intact, but usually the skin is removed, treated, and stitched 2-cubic foot compartment. It has a travel pace of 14 miles
over a dummy head or full body frame. per hour (112 miles per day).
Technical Inspector’s kit. This kit consists of an Gyro Copter. This tin flying marvel has a rapidly turning
almanac of patents, magnifying glass, fine examination rotor, powered by a gyroscopic engine, that keeps it airborne.
implements, chemical testing strips, small hand tools, and The gyro coptor can seat one pilot and one passenger, as
an engineer’s pocket reference guide. The use of this kit is well as 60 pounds of cargo in a 8-cubic foot compartment.
crucial in the identification of technological devices and It has a travel pace of 10 miles per hour (80 miles per day).
discovering how they operate. Steam Wagon. Steam wagons resemble a wooden stage
coach, but all the horsepower comes from a coal fed steam
MOUNTS & VEHICLES engine. Its spring suspension buffers cobbled streets as
In Ullera, the mechanical conveyances for transportation well as rocky roads.
are on the rise. From low maintenance personal transport The steam wagon can seat one driver and up to 5 passengers
to large scale military applications, these mounts and or up to 1 ton of cargo within a 72-cubic foot space. It has a
vehicles are common sights in the world of Pure Steam. travel pace of 9 miles per hour (72 miles per day).

117
MOUNTS AND VEHICLES SERVICES
Carrying Service Pay
Item Cost Speed Capacity Communication
Land Vehicles Pneumatic correspondence tube $1 per object/message
Bicycle, penny-farthing $100 x1 1/2 --- Telegraph 1¢¢ per word
Bicycle, standard $300 x2 --- Telephone $1 per minute
Gyro cycle $1,000 120 ft. 30 lb. Rail passage
Steam wagon $5,000 80 ft. 1 ton Between settlements 5¢¢ per mile
Airborne Vehicles Within a city 5¢¢
Gyro coptor $3,000 90 ft. 60 lb. Ship’s passage (air) 3¢ per mile
Ship’s passage (water) 1¢ per mile
SERVICES Spellcasting license $30 per month
Ullera has developed a large service economy that allows Workshop
individuals to communicate or travel over long distances Expert $10 per day
for a relatively small amount of money. In addition, you
Industrial $20 per day
can pay to have access to workshops where they can use
their crafting skills to their greatest potential. Standard $5 per day
Pneumatic Correspondence Tube. A vacuum system
pulls message capsules throughout office buildings and
over multiple city blocks. This system has been embraced
Artwork by Alejandro Lee

by the public and the government, but cannot send an


object weighing more than a pound.
Telegraph. The telegraph uses Ditdah Code (new
language) to transmit letters by wire. The telegraph system
is a government controlled monopoly.
Telephone. Telephones are available only to the very
wealthy. All telephones pass through a switch board
operator who completes the phone line connection.
Anyone can pick up a phone and talk to anyone else
hooked into the same line.
Spellcasting License. Ullerans have long had a deep
distrust of magic, preferring instead to use mechanical
means whenever possible. In most large urban areas, magic
users are required to register with the local government
and obtain licenses to practice their skills without
interference from the authorities. These licenses are in the
form of documents that spellcasters will often display in
their place of business, although adventurers will often
carry the papers with them in a weather-resistant envelope.
Workshop. When you employ the services of a
workshop, you gain advantage on your artisan tool checks
that relate to that workshop. In addition, for every day of
downtime you spend crafting within a workshop, the total Gyro Cycle
market dollar value of items you craft for that day, or the
total market dollar value increment of progress you make
toward crafting a single item that day, doubles (standard),
triples (expert), or quadruples (industrial).

118
Science
Science has grown from a hobby for wealthy eccentrics INTELLIGENCE (SCIENCE)
to a national passion due to steam engineering. All the Your Intelligence (Science) check measures your ability
nations of Ullera are now locked in an industrial race for to recall lore about scientific theories, natural phenomena,
prestige and power to build the longest rail lines, to create existing technologies, and prominent scientists
the largest factories, and to make the greatest discoveries.
Science has given us flight by airship, steam driven
USING MECHANICS TO IDENTIFY
carriages, and an ironclad sea trade. Telegraph and rail TECHNOLOGICAL DEVICES
lines allow the daily exchange of goods and information
between the gaslight cities of Ullera. Science is also By using a technical inspector’s kit and taking about 10
unlocking the mysteries of nature and gives us verifiable minutes researching, examining, and testing a technological
truths about ourselves, our world, and our universe. device, you learn the device’s properties and how to use them,
Gearheads are at the forefront of scientific innovation whether it requires attunement to use, and how many charges
and their schematics lay the groundwork for further it has, if any. If the item was created by a contraption, you
technological development. Gearhead contraptions are learn which contraption schematic created it.
prototypes based on the latest scientific discoveries. These
prototypes are generally fickle devices that function
properly only for the creator. Technological devices are TECHNOLOGICAL ITEMS
refined machinery designed with universal engineering
conventions for reliability. ‘Technological’ is a colloquial expression used for
The Republic of Ullera currently leads the continent newfangled, revolutionary devices, weapons, and armor
in scientific progress due to free public education and its that possess scientific enhancements or special capabilities
immense metal and coal deposits. Founded by people rebelling that seem wondrous in nature. They utilize extraordinary
against the Atanak Empire which used magic to enslave scientific principles such as pneumatics, electromagnetism,
and subjugate, the Ulleran public views spell casters with kinetics, or acoustics in their functionality and produce
automatic suspicion. Scientific technology, unlike magical extraordinary effects. Technological items are not magical.
items, can be built and used by the common man, uses fuel Like contraptions, technological items can be
instead of magical energy, doesn’t require spell knowledge, counterspelled if they produce effects based on spells and
and doesn’t require powerful spell casters to create. may not function in areas of antimagic, as such forces
NEW SKILLS
disrupt the natural fabric and laws of reality and science.
Science and technology are frequent storytelling devices in ATTUNEMENT
steampunk, and so here we have presented two new skills: Technological items often use delicate mechanical
Mechanics and Science. These new skills reflect abilities components and complex mechanism to work properly.
that characters in Ullera might have that aren’t represented
The aura emitted by magical items can interfere with these
in traditional high fantasy settings.
devices, therefore you must be careful when mixing the
two. Because of this, some complex technological items
WISDOM (MECHANICS)
require attunement and count toward the number of items
A Wisdom (Mechanics) check lets you diagnose the
to which you are attuned--in other words, you can attune to
mechanical workings of a device and find faults in its
any combination of magical and technological items, but
construction. If the function of the device is unknown, you
are still limited to three attuned items at any one time.
may be able to glean its purpose.

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TECHNOLOGICAL ITEMS A-Z Belt of Electromagnetic Deflection
A sample of technological items are presented in
alphabetical order. A technological item’s description
gives the item’s name, its category, its rarity, and its
technological properties. Game masters and platers
alike are encouraged to design their own innovative
technological items that are right for their campaigns and
characters.

AIR BLADDER BROGANS


Wondrous item; uncommon or more complicated locks may require more time. If
These stretchy gumboots are covered with leather air you are damaged before the lock opens, you must make
bladders that expand around the shoe when inflated. As a concentration check to continue using this device. If no
an action, you can inflate the air bladders of both shoes, locks or latches remain, the object itself opens.
allowing you to stand on and move across any liquid An automatic lockpick can be used to unlock up to ten
surface as if it were solid ground, albeit at half your normal locks. After the tenth lock it breaks and becomes useless.
walking speed.
BANG STICK
ALCHEMIST’S BLADE Weapon (simple bludgeon); common
Weapon (any bladed weapon); uncommon One of the few uniquely borndrin-orc inventions, a bang
The blade of this weapon features a cylindrical chamber stick is essentially a bludgeon with a blackpowder muzzle
running through the center of its length. Extending out crudely grafted on an end. Unlike other blackpowder
Artwork by Mates Laurentiu

from this center chamber towards the edge of the blade weapons, the muzzle of a bang stick are not designed to
are several small grooves. The hilt of the weapon sports fire bullets, imposing disadvantage on attack rolls and
a small device that allows you to safely fill the blade’s treated as an improvised weapon when doing so.
chamber with liquid substances, such as alchemist’s fire, As a bonus action, you can ignite the blackpowder
holy water, or poison. in your bang stick to make an Intimidation check with
As a bonus action, you can release the stored substance, advantage, or to attempt to deafen a creature within your
causing it to coat the blade and remain potent for up to 1 reach. You can attempt to deafen a creature as a reaction
minute. Each hit with the coated weapon deals weapon when you score a critical hit with your bang stick. The
damage as normal, as well as subject the target to the creature must make a DC 12 Constitution saving throw or
liquid substance coating the weapon. The damage dice be deafened until the end of your next turn. Replacing a
of the alchemical substance coating your weapon cannot blackpowder charge requires an action and costs 1 dime.
exceed your weapon’s damage dice when used in this way.
For example, coating an alchemist’s dagger with holy BELT OF ELECTROMAGNETIC
water only deals an additional 1d4 radiant damage, despite DEFLECTION
holy water dealing 2d6 radiant damage normally. Wondrous item; rare (requires attunement)
This belt features a powerful earth magnetic wrapped
ASBESTOS CLOTH ARMOR in copper wire that, when activated as a bonus action,
Armor (light); common generates a personal electromagnetic field around you.
Asbestos cloth will not catch on fire, making you immune This field grants you resistance to bludgeoning, piercing,
to such effects, and provides you resistance to fire and and slashing damage from nonmagical weapons or
lightning damage. ammunition comprised of metal. The belt’s field remains
generated for 1 minute, or until you use a bonus action to
AUTOMATED LOCKPICK end this effect. After the minute passes, the belt cannot be
Wondrous item; uncommon used again until after a long rest.
This brass pistol-like device is filled with a drill bit and A wearer not attuned to this belt has disadvantage on
mechanized lock picks. When pressed against an object ability checks and attack rolls made with metal tools or
held shut by a mundane lock, one lock on the object opens weapons while the field is active.
after 6 seconds (at the start of your next turn). Tougher

120
Nichrome Sword DEPLOYABLE PLATE ARMOR
Armor (any medium or heavy plate); rare (requires attunement)
While wearing a special contact magnet suit associated
with your deployable armor, you can call the armor to
yourself as an action if the armor is within 30 feet of you.
The armor flies to you in a straight line, and is considered
to have a Strength of 5 for the purposes of overcoming
barriers in its path. When the armor reaches you, it is
immediately donned.

DYNAMIC TORQUING HARNESS


Wondrous item; uncommon (requires attunement)
Springs and pistons mounted on this exo-skeletal frame
lower your center of gravity, improve your posture,
and absorbs shock. While wearing this frame, you have
advantage on Strength checks and saving throws, and your
carrying capacity doubles.

FRAGMENTATION ARROW
Ammunition (arrow or crossbow bolts); uncommon
BULLETPROOF ARMOR The head of this arrow carries a small charge of powder
Armor (light or medium); common that causes it to fragment upon impact, scattering shrapnel

Artwork by Mates Laurentiu


This suit of armor is reinforced by many tightly woven throughout the wound. On a hit, this ammunition deals
layers of silk that are designed to absorb the impact from an additional 1d4 slashing damage. On a critical hit with
firearm-fired projectiles, and can be worn under normal this ammunition, this extra slashing damage is rolled three
clothes if the armor is light. While you’re wearing it, times and then added together, instead of twice.
you have resistance to nonmagical firearm damage, and
any critical hit against you from a firearm becomes a LEAD-LINED ARMOR
normal hit. Bulletproof armor becomes normal armor after Armor (medium or heavy; not hide); uncommon
negating its first critical hit from a firearm, and must be Armor lined in lead grants you resistance to necrotic
repaired or replaced to regain its benefit. damage and advantage on saving throws you make to resist
spells and contraptions of the divination and necromancy
COPPER-PLATED ARMOR schools.
Armor (medium or heavy; not hide); common
Armor plated in copper grants you resistance to acid and MAGNETIC HEELS
fire damage while you wear it. In addition, but you also Wondrous item; uncommon (requires attunement)
gain vulnerability to lightning damage. While you wear these thick boots, you can move up, down,
and across vertical metal surfaces and upside down along
COPTER HARNESS metal ceilings, including such surfaces covered in ice or
Wondrous item; rare oil, while leaving your hands free. You have a climbing
This leather harness is fitted with a miniaturized speed equal to your walking speed, and you gain advantage
gyroscopic engine that spins a retractable helicopter blade. on checks or saving throws against effects that would
It has a flying speed of 40 feet and can hover. It can carry knock you off your feet while on such surfaces.
up to 300 pounds, but its flying speed becomes 20 feet
while carrying over 150 pounds. NICHROME BLADE
You can use the harness to fly for up to 4 hours, all at Weapon (any sword); rare
once or in several shorter flights, each one using a minimum The dull grey blade of this weapon is comprised entirely
of 1 minute from the duration. If you are flying when the of a composite that generates significant heat. Upon
duration expires, you fall. The copter harness regains 2 hours activation as a bonus action, metal coils forged into
of flying capability for every 12 hours it isn’t in use. the blade become superheated by an electrical current,

121
Pneumatic Gauntlets RETRACTABLE ARMOR
Armor (half plate, splint, plate); uncommon
This suit of armor is designed to collapse and expand, like
a folding telescope, as a bonus action. In its retracted form,
the armor has the statistics of breastplate, thus negating
the armor’s imposed disadvantage on Dexterity (Stealth)
checks and Strength requirement.

ROCKET SLINGER
Weapon (firearms or crossbows); uncommon
This weapon of gnomish design sports a special rail system
that can be loaded with miniature rockets. As an action,
or as a bonus action after taking the Attack action during
your turn, you can fire a rocket from your weapon. You are
proficient with rocket attacks as long as you are proficient
with the weapon you fire them from.
Rockets have a range of 100/400, have the loading
property, cost 5 dimes a rocket, and deal 2d4 fire damage
on a hit. Each object in a 10-foot cube of where a rocket
powered by a chemical battery attached to the weapon. The impacts is outlined in sparkling light (a color of your
blade sheds bright light in a 5-foot radius and dim light for choice). Any creature in the area when the rocket impacts
an additional 5 feet. While the blade is heated, it deals an is also outlined in light if it fails a DC 12 Dexterity saving
Artwork by Mates Laurentiu

extra 2d6 fire damage to any target it hits. You can use a throw. Until the end of your next turn, objects and affected
bonus action to deactivate the weapon, and its battery can creatures shed dim light in a 5-foot radius. Any attack roll
power it for up to an hour of usage. The battery can be against an affected creature or object has advantage if the
recharged over a long rest. attacker can see it, and the affected creature or object can’t
benefit from being invisible.
PNEUMATIC GAUNTLETS
Wondrous item; uncommon (requires attunement) SPINNING DIAL SHIELD
Pneumatic gears and pistons aid in strengthening your grip Shield; uncommon
while wearing these gauntlets, granting you a +5 bonus to This shield has two layers, the original shield overlapped
Strength (Athletics) checks you make to climb or maintain by slotted dial. The press of a button causes the dial to spin
a grapple, checks and saving throws made to maintain your with a shriek of escaping steam. With luck the ovals will
grip on something, and checks and saving throws made hook your opponent’s weapon and pull it from its grasp.
to resist being disarmed of something you are holding. In As a reaction when a creature misses you with a melee
addition, due to the size of the gauntlets, and from the aid of attack made with a weapon, you can force the creature to
pneumatic pistons, you gain a +2 bonus to damage rolls you make a DC 13 Strength saving throw or be disarmed of
make with unarmed strikes while wearing these gauntlets. its weapon. The weapon falls to the ground in a random
Due to the size of the gauntlets and slight delay in location within 5 feet of you.
actuator response times, pneumatic gauntlets impose
disadvantage on all precision-based tasks involving your SPRING HEEL JACK BOOTS
hands (such as opening locks) if you are not attuned to Wondrous item; common (requires attunement)
these gauntlets. While you wear these boots, your walking speed increases
by 10 feet. In addition, you can jump three times the
PUNK’D AXE normal distance, though you can’t jump farther than your
Weapon (any axe); uncommon remaining movement would allow.
This weapon delivers a potent acoustic blast when it
strikes, dealing an extra 1d6 thunder damage. If you TECHNOLOGICAL AMMUNITION, +1 , +2, OR +3
are trained in Perform, this weapon can be used as an Weapon (any ammunition), uncommon (+1), rare (+2), or
improvised musical instrument. very rare (+3)

122
(From left to right): tunnel sweeper, sling mine, rocket slinger, fragmentation arrow, bang stick

You have a bonus to attack and damage rolls made with speaking a deliberate lie for the next 10 minutes. An affected
this piece of ammunition. The bonus is determined by the creature is aware of the serum’s influence and can thus avoid
rarity of the ammunition. A piece of +3 ammunition counts answering questions to which it would normally respond

Artwork by Mates Laurentiu


as magical for the purpose of overcoming resistance and with a lie. Such a creature can be evasive in its answers as
immunity to nonmagical attacks and damage. long as it remains within the boundaries of the truth.

TECHNOLOGICAL ARMOR +1, +2, OR +3 SAVIG-COIL BLUDGEON


Armor (light, medium, or heavy), rare (+1), very rare (+2), Weapon (any bludgeoning); rare (requires attunement)
or legendary (+3) This weapon features a miniaturized electrostatic generator
You have a bonus to AC while wearing this armor. The in its frame, able to generate a significantly powerful
bonus is determined by its rarity. electrical shock. You can use a bonus action to activate
its generator, causing coils encasing this bludgeon to
TECHNOLOGICAL SHIELD +1, +2, OR +3 crackle with energy. These coils shed bright light in a 10-
Armor (shield), uncommon (+1), rare (+2), or very rare (+3) foot radius and dim light for an additional 10 feet. While
While holding this shield, you have a bonus to AC the bludgeon is energized, it deals an extra 1d6 lightning
determined by the shield’s rarity. This bonus is in addition damage to any target it hits. On a critical hit, the extra
to the shield’s normal bonus to AC. lightning damage increases to 1d10, and the creature hit
must succeed on a DC 15 Constitution saving throw or
be stunned until the start of your next turn. You can use a
TECHNOLOGICAL WEAPON, +1, +2, OR +3
bonus action to deactivate the weapon, and its battery can
Weapon (any), uncommon (+1), rare (+2), or very rare (+3) power it for up to an hour of usage. The battery can be
You have a bonus to attack and damage rolls made with recharged over a long rest.
this technological weapon. The bonus is determined by the
weapon’s rarity. A +3 weapon counts as magical for SLING MINE
the purpose of overcoming resistance and immunity to Ammunition; common
nonmagical attacks and damage. Similar in design to a naval mine, these metal spheres
are covered with pins that detonate a powder charge on
TRUTH SERUM impact. You attack with a sling mine by throwing it at
Wondrous item; uncommon a point up to 60 feet away, or by hurling it with a sling.
This serum is stored in single-dose disposable hypodermic Each creature within a 5-foot cube of where a sling mine
needles. A creature injected with this serum must succeed impacts must succeed on a DC 13 Dexterity saving throw
on a DC 14 Charisma saving throw or be prevented from or take 2d4 thunder damage and 2d4 slashing damage.

123
SOLVENT ASPERGILLUM tanks. After sustaining two critical hits, your suit no longer
Weapon (flail); rare remains sealed to the point where it can grant you the
Glue factories created a chemical that liquefies bone salts ability to breathe underwater.
and dissolves flesh. A reservoir built into this flail splashes In addition, tiny propellers on the suit grant you greater
the target with the solvent with each blow, dealing an maneuverability in the water, granting you a swim speed
extra 1d4 acid damage. Against a non-incorporeal undead of 20 feet.
creature, the acid damage increases to 2d6. The weapon’s
reservoir can hold enough solvent for several dozen WIDOWMAN BATON
strikes, and can be refilled with new solvent for $20. Weapon (club); uncommon (requires attunement)
This baton resembles an L-shaped policeman’s baton good
STROBING SHIELD for striking and blocking. A hollow well inside the handle
Shield; uncommon holds quartz, batteries, and a gravitational actuator. These
This shield blazes with a brilliant light when the built components disrupt a creature’s bioresonant frequencies
in strobe bulb is triggered. As a bonus action, you can when struck, increasing the save DC of your ki abilities by 1.
choose one creature within 5 feet of you to make a DC
14 Constitution saving throw or be blinded until the end VULCANIZED RUBBER ARMOR
of your next turn. At the start of each of your turns, roll Armor (any); uncommon
a d6. If the roll is a 6, you regain the use of this shield’s The thick rubber substance of this armor both replaces
special ability. cloth or leather materials used in its construction, as
well as coats metal plates or chain sheets, rendering you
TUNNEL SWEEPER completely immune to lightning damage while wearing
Weapon (blunderbuss); rare this suit or armor.
Artwork by Mates Laurentiu

Designed by the Brey dwarves to be a mobile, hand-


held version of the cannon, the dwarven tunnel sweeper
can be loaded with up to two blackpowder cartridges
(pellets) at once into its singular barrel. When you do so,
your next attack with the tunnel sweeper instead fires its
pellets in a 30 foot cone. Creatures and objects in this
cone make succeed on a Dexterity saving throw (DC 8 +
your proficiency bonus + your Strength modifier) to avoid
taking damage.
Creatures and objects within the first 15 feet of the cone
instead take 2d8 piercing damage on a failed save, and if at
least one creature or object takes damage within this range,
every target beyond that range now has half cover from
your cone attack. A creature that rolls a natural 1 on its
saving throw takes damage as if you had scored a critical
hit with the weapon.
If you make a cone attack and your Strength score is less
than 14, you are knocked prone after your cone attack.

UNDERWATER SURVIVAL APPARATUS


Armor (heavy); rare
This imposing yet cumbersome suit of metal and
rubber creates a watertight environment for underwater
exploration. Oxygen tanks allow you to breathe underwater
for up to 2 hours. Alternatively, your suit can be tethered
by an oxygen line to a above-water respirator for near
indefinite oxygen. Whenever you sustain damage from a
critical hit, you lose 2d10 minutes of oxygen from your
Spring Heel Jack Boots

124
Vehicles
Ullera boasts the pinnacle of technological achievement. An airship can’t move into a space that is too small to
Factories with mechanical production lines manufacture accommodate it. If it tries to do so, it crashes, as described
components and assemblies at staggering rates. Firearms in the “Crashing an Airship” section (page 131).
make it so a 95 lb. schoolteacher on the frontier can
protect herself against a mob of muscular ne’er-do- CAPACITY
wells. And modern vehicles allow rapid transit across An airship’s stat block indicates how many creatures and
land, sea, and air. Steam engines propel safe and reliable how much cargo it can carry. Creatures include both the
transport devices. Lighter-than-air travel is becoming crew of the vessel and any passengers who might ride
more affordable and prevalent, but largely only sees along. Passengers don’t generally engage in running
use by the military and elites. Some gnomish inventors an airship, but they also don’t need to be mere bystanders.
with government grants recently patented gyroscopic Airsick merchants and marines thoroughly capable of
propulsion, which is highly experimental but promising. facing menaces from the air both count as passengers.
Cargo capacity notes the maximum amount of cargo an
AIRSHIP STAT BLOCKS airship can carry. A vessel can’t move—or might even
start descending—if its cargo exceeds this capacity.
To aid in running adventures where airships engage in
combat, undertake precise navigation, or face situations TRAVEL PACE
where their various capabilities become relevant, the An airship’s travel pace determines how far the vessel can
following section presents new rules and stat blocks for move per hour and per day. An airship’s movement-related
a spectrum of vessels. components (described later in the stat block) determine
how far the vessel can move each round.
BASIC STATISTICS
ABILITY SCORES
An airship stat block has three main parts: basic statistics,
components, and action options. Airships can’t take any An airship has the six ability scores (Strength, Dexterity,
actions on their own. Without effort from its crew, an Constitution, Intelligence, Wisdom, and Charisma) and the
airship might drift on an air current, come to a stop, or corresponding modifiers.
careen out of control as it plummets to the ground. The Strength of an airship expresses its size and weight.
Dexterity represents an airship’s ease of handling. An
SIZE
airship’s Constitution covers its durability and the quality
Most airships are Large, Huge, or Gargantuan. An of its construction. Airships usually have a score of 0 in
airship’s size category is determined by its length or width, Intelligence, Wisdom, and Charisma.
whichever is longer. For instance, an airship that is 10 feet If an airship has a 0 in a score, it automatically fails any
long and 20 feet wide would use the size category that has ability check or saving throw that uses that score.
a 20-foot width, which means the airship is Gargantuan. VULNERABILITIES, RESISTANCES, AND
IMMUNITIES
SPACE
An airship’s vulnerabilities, resistances, and immunities
An airship doesn’t have a square space unless its stat block apply to all its components, unless otherwise noted in the
specifies otherwise. For example, an airship that is 20 feet stat block.
long and 10 feet wide occupies a 20-by-10-foot space. Airships are typically immune to poison and psychic

125
damage. Airships are also usually immune to the following ARMOR CLASS
conditions: blinded, charmed, deafened, exhaustion, A component has an Armor Class. Its AC reflects the
frightened, incapacitated, paralyzed, petrified, poisoned, materials used to construct it and any defensive plating
prone, stunned, and unconscious. used to augment its toughness.
HIT POINTS
ACTIONS
An airship component is destroyed and becomes unusable
This part of the stat block specifies what the airship can when it drops to 0 hit points. An airship is wrecked if its
do on its turn, using its special actions rather than the hull is destroyed.
actions used by creatures. It even relies on its actions to An airship doesn’t have Hit Dice.
move; it doesn’t have a move otherwise. The airship’s
captain decides which actions to use. A given action can be DAMAGE THRESHOLD
chosen only once during a turn. If an airship component has a damage threshold, that
threshold appears after its hit points. A component has
COMPONENTS immunity to all damage unless it takes an amount of
An airship is composed of different components, each of damage that equals or exceeds its threshold, in which case
which comprises multiple objects: it takes damage as normal. Damage that fails to bypass the
Hull. An airship’s hull is its basic frame, on which the threshold is considered superficial and doesn’t reduce the
other components are mounted. component’s hit points.
Control. A control component is used to steer an airship.
Movement. A movement component is the element of SAMPLE AIRSHIPS
the airship that enables it to move, such as an engine This section provides stat blocks, deck plans, and other
and rotors or gas envelopes, and has a specific speed. details for some of the most common airships in Pure Steam.
Weapon. An airship capable of being used in combat
has one or more weapon components, each of which is CARGO BLIMP
operated separately. A cargo blimp has loose gas envelopes rather than a rigid
An airship’s component might have special rules, as ones like a zeppelin. This means that it can’t move as fast,
described in the stat block.

CARGO BLIMP CONTROL: HELM


Gargantuan air vehicle (gondola: 60 ft. long by 30 ft. wide; 40 ft. high. Armor Class 16
Two dirigibles on either side: 120 ft. long by 40 ft. wide; 40 ft. high) Hit Points 50
Creature Capacity 10 crew, 50 passengers Move up to the speed of one of the blimp’s movement com-
Cargo Capacity 20 tons ponents, with one 90-degree turn. If the helm is destroyed, the
Travel Pace 9 miles per hour (216 miles per day) zeppelin can’t turn.
STR DEX CON INT WIS CHA MOVEMENT: OIL ENGINE
16 (+3) 11 (+0) 12 (+1) 0 0 0 Armor Class 18
Damage Immunities poison, psychic Hit Points 100; –20 ft. speed per 25 damage taken
Condition Immunities blinded, charmed, deafened, exhaustion, Locomotion (air) engine, speed 80 ft. (requires at least 4 crew).
frightened, incapacitated, paralyzed, petrified, poisoned, prone, If the engine is destroyed, both gas envelopes take 10d10 fire
stunned, unconscious damage.
ACTIONS MOVEMENT: GAS ENVELOPES
On its turn, the blimp can take 2 actions, choosing from the Armor Class 12
options below. It can take only 1 action if it has fewer than five Hit Points 300 each; –10 ft. speed per 25 damage taken
crew. It can’t take these actions if it has fewer than two crew. Locomotion (air) current, 60 ft.; 30 ft. while flying into the wind;
Fire Ballistas. The zeppelin can fire its ballistas. 90 ft. while flying with the wind.
Move. The blimp can use its helm to move with its engine or gas WEAPONS: BALLISTAS (2)
envelopes. Armor Class 15
HULL Hit Points 50 each
Armor Class 13 Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit Points 300 Hit: 16 (3d10) piercing damage. (Requires 2 crew each)

126
but can carry considerably more as the envelope isn’t as PRIVATE ZEPPELIN
heavy. Cargo blimps are more likely to use hydrogen as a Gargantuan air vehicle (gondola: 40 ft. long by 20 ft. wide; 20 ft. high.
lifting gas because it far cheaper and more buoyant than One dirigible: 80 ft. long by 30 ft. wide; 30 ft. high)
helium. Only the most desperate sky pirates take cargo Creature Capacity 4 crew, 10 passengers
blimps into battle. Cargo Capacity 5 tons
A cargo blimp has the following features: Travel Pace 11 miles per hour (270 miles per day)
STR DEX CON INT WIS CHA
Ceilings. Weight is at a premium and ceilings of the 12 (+1) 14 (+2) 12 (+1) 0 0 0
gondola are just above six feet high. The shorter and Damage Immunities poison, psychic
lighter the crew, the better. Condition Immunities blinded, charmed, deafened, exhaustion,
Lights. Open flame and sparks are an extreme hazard on frightened, incapacitated, paralyzed, petrified, poisoned, prone,
all blimps, so cargo ships that can afford it splurge on stunned, unconscious
foxfire torches to illuminate the gondola. ACTIONS
Rigging. Silk rope rigging connects the single gas On its turn, the zeppelin can use its helm to move with its engine or
envelope directly above the gondola which can be gas envelope. It can’t take this action if it has fewer than two crew.
climbed with a strength check.
Gas Envelope. A cargo blimp has a single loose gas HULL
envelope covered by a silk rope net so the crew can Armor Class 13
climb to inspect and patch its skin. Hit Points 200

EXAMPLE OF CARGO BLIMP CREW CONTROL: HELM


• One captain Armor Class 16
• Three officers: engineer, cargo chief, and cook/medic Hit Points 50
• Six deckhands Move up to the speed of one of the zeppelin’s movement com-
ponents, with one 90-degree turn. If the helm is destroyed, the
GONDOLA MAIN DECK zeppelin can’t turn.
The main deck of the cargo blimp has the following features:
MOVEMENT: OIL ENGINE
Ballistas. Two ballistas are mounted at the front and rear Armor Class 18
on the underside of the gondola. Ten ballista bolts are Hit Points 100; –20 ft. speed per 25 damage taken
kept beside each. They can target anything below or Locomotion (air) engine, speed 100 ft. (requires at least 1 crew).
around the cargo ship but not objects above the blimp. If the engine is destroyed, the gas envelope takes 10d10 fire damage.
Ballistas are commonly used in place of cannons because
their operation doesn’t represent a fire hazard to the blimp. MOVEMENT: GAS ENVELOPES

Bridge. A glass enclosed area at the prow containing the Armor Class 12
Hit Points 200 each; –10 ft. speed per 25 damage taken
blimp’s helm, flight controls, and weather instruments.
Locomotion (air) current, 80 ft.; 40 ft. while flying into the wind;
Brass tubes allow the bridge to communicate with the 120 ft. while flying with the wind.
engine room.
Engine Room. The engines of the cargo blimp provide politicos, couriers, comandos, spies, touring groups, and
power to the single propeller assembly outside the rear of it is the preferred raiding vessel of sky pirates. Instead of
the gondola. They also supply the crew with heat and hot passengers, sky pirates carry a boarding party to capture
water. and commandeer the cargo blimps, steam wagons, and sea
Cargo Ramp. A 10 ft. wooden ramp can be dropped for vessels they prey upon.
access into the belly of the gondola A private zeppelin has the following features:
PRIVATE ZEPPELIN Ceilings. Weight is at a premium and ceilings of the
A private zeppelin is the ultimate status symbol of wealth gondola are just above six feet high.
and success. The tallest most prestigious building in Lights. Open flame and sparks are an extreme hazard on
each Ulleran city has an airship dock for their resident’s all aerostats so private zeppelins that can afford it splurge
convenience. This aerostat is also used by explorers, on foxfire torches to illuminate the gondola.

127
Rigging. Silk rope rigging connects the single gas GONDOLA UPPER DECK
envelope directly above the gondola which can be The upper deck of the war zeppelin has the following features:
climbed with a strength check.
Gas Envelope. A private zeppelin has a single rigid gas Ballistas. Three ballistas are mounted on the roof of the
envelope that the crew can walk inside so long as the gondola and used to attack threats from above as well
move along its ribs and provide their own oxygen. as far away. Ten ballista bolts are kept beside each, with
explosive tipped bolts kept in the armory.
EXAMPLE OF PRIVATE ZEPPELIN CREW Bridge. A glass enclosed area at the prow containing the
• Captain • First mate airship’s helm, flight controls, and weather instruments.
• Engineer • Bosun Brass tubes allow the bridge to communicate with the
engine room.
GONDOLA MAIN DECK Escape Hatches. Two narrow hatches access the roof at
The main deck of the private zeppelin has the following the prow and stern of the gondola
features:
GONDOLA LOWER DECK
Bridge. A glass enclosed area at the prow containing the The lower deck of the war zeppelin has the following features:
blimp’s helm, flight controls, and weather instruments.
Brass tubes allow the bridge to communicate with the Cannon. One cannon is mounted in a 180° swivel turret at
engine room. each cardinal point of the airship.
Engine Room. The engines of the cargo blimp provide Bunkers. These are sealed metal compartments that hold
power to the single propeller assembly outside the rear of water and fuel, but can be vented if the vessel requires
the gondola as well as heat and hot water to the crew. emergency lift.
Cargo Ramp. A 10 ft. wooden ramp can be dropped for Armory. The armory holds firearms, explosive munitions, and
Artwork by Alejandro Lee

access into the belly of the gondola the powder stores of the ship. In the event of a fire, the entire
compartment can be jettisoned to avert an explosion.
WAR ZEPPELIN Engine Room. The engines of the zeppelin provide power to
A war zeppelin is a light metal gondola hung between two the dual propeller assembly outside the rear of the gondola.
rigid gas envelopes pushed by steam driven propellers. Most They are also a source of heat and hot water for the crew.
war zeppelins have a modular design that can be quickly Main Ramp. A mechanical ramp drops open a 10 ft. portal
converted at a military aerodrome to carry either gliders, into the lower deck.
paratroops, bombs, a variety of artillery, or military supplies.
A war zeppelin has the following features:

Ceilings. Weight is at a premium and ceilings of the


gondola are just above six feet high.
Lights. Open flame and sparks are an extreme hazard on
all airships, so warships spend extra for foxfire torches to
light the gondola.
Rigging. Steel rigging connects the gondola to the gas
envelopes. It can be climbed with an ability check.
Gas Envelopes. A war zeppelin has a pair of rigid gas
envelopes above and to either side of the gondola to
lift heavy armaments and increase stability as a firing
platform. The crew can walk inside the envelopes along
its ribs but with suffocate without oxygen supply.

EXAMPLE OF WAR ZEPPELIN CREW


• One captain • 12 ratings
• Eight other officers: two pilots, navigator, engineer,
steward, cook, surgeon, crew chief

128
WAR ZEPPELIN MOVEMENT: OIL ENGINE
Gargantuan air vehicle (gondola: 60 ft. long by 20 ft. wide; 30 ft. high. Armor Class 18
Two dirigibles on either side: 100 ft. long by 40 ft. wide; 40 ft. high) Hit Points 100; –20 ft. speed per 25 damage taken
Creature Capacity 21 crew, 30 passengers Locomotion (air) engine, speed 90 ft. (requires at least 4 crew). If
Cargo Capacity 10 tons the engine is destroyed, the gas envelope takes 10d10 fire damage.

Artwork by Alejandro Lee


Travel Pace 10 miles per hour (240 miles per day)
STR DEX CON INT WIS CHA MOVEMENT: GAS ENVELOPES

14 (+2) 12 (+1) 14 (+2) 0 0 0 Armor Class 12


Hit Points 300 each; –10 ft. speed per 25 damage taken
Damage Immunities poison, psychic Locomotion (air) current, 80 ft.; 40 ft. while flying into the wind;
Condition Immunities blinded, charmed, deafened, exhaustion, 120 ft. while flying with the wind.
frightened, incapacitated, paralyzed, petrified, poisoned, prone,
stunned, unconscious
WEAPONS: BALLISTAS (3)
ACTIONS
Armor Class 15
On its turn, the zeppelin can take 3 actions, choosing from the Hit Points 50 each
options below. It can take only 2 actions if it has fewer than ten Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
crew and only 1 action if it has fewer than five. It can’t take these Hit: 16 (3d10) piercing damage. (Requires 2 crew each)
actions if it has fewer than three crew.
WEAPONS: CANNONS (4)
Fire Ballistas. The zeppelin can fire its ballistas.
Fire Cannons. The zeppelin can fire its cannons. Armor Class 19
Move. The zeppelin can use its helm to move with its engine or Hit Points 75 each
gas envelopes. Ranged Weapon Attack: +6 to hit, range 600/2400 ft. one target.
Hit: 44 (8d10) bludgeoning damage. (Requires 2 crew each)
HULL
Armor Class 13
Hit Points 300 (damage threshold 15)

CONTROL: HELM
Armor Class 16
Hit Points 50
Move up to the speed of one of the zeppelin’s movement com-
ponents, with one 90-degree turn. If the helm is destroyed, the
zeppelin can’t turn.

129
OFFICERS & CREW CREW MEMBERS
Each vessel requires people to run it: the officers in charge An airship requires a number of able-bodied sailors to crew
and the sailors who follow their orders. it, as specified in its stat block. A crew’s skill, experience,
morale, and health are defined by its quality score.
TYPES OF OFFICERS This score can affect a number of general ship activities,
If you’d like to explore running an airship, it needs officers like the crew’s ability to notice threats or contend with
to oversee its operations—officers who fill six different hazards. A crew starts with a quality score of +4, but that
roles. Some roles aboard an airship reflect the need for score varies over time, going as low as -10 and as high as
trained experts to direct a crew’s efforts. Other roles focus +10. It decreases as a crew takes casualties, suffers hardship,
on keeping the crew’s health and morale in order. or endures poor health. It increases if the crew enjoys high
The roles are meant to provide a sense of the types of morale, has good health care, and receives fair leadership.
ability checks useful to managing an airship. Of these,
MUTINY
though, captain is the only role that must be filled for the
ship to function. An airship needs a single person to issue A poorly led or mistreated crew might turn against its
orders and respond to threats, otherwise a ship risks chaos officers. Once per day, if a crew’s quality score is lower
and confusion during a crisis. than 0, the captain must make a Charisma (Intimidation or
Each type of officer is described below, along with the Persuasion) check modified by the crew’s quality score.
abilities and proficiencies that help a character excel in that If the check total is between 1 and 9, the crew’s quality
role: score decreases by 1.
Captain. The captain issues orders. The best captains If the check total is 0 or lower, the crew mutinies. They
have high Intelligence and Charisma scores, as well become hostile to the officers and might attempt to kill
as proficiency with air vehicles and the Intimidation them, imprison them, or throw them overboard. The crew
and Persuasion skills. can be cowed into obedience through violence, combat, or
First Mate. This specialist keeps the crew’s morale high offers of treasure or other rewards.
by providing supervision, encouragement, and discipline. When the GM ends tbe mutiny, the crew’s quality score
A first mate benefits from a high Charisma score, as increases by ld4.
well as proficiency with the Intimidation and
SHORE LEAVE
Persuasion skills.
Bosun. The bosun (or boatswain) provides technical Life aboard an airship is a constant wear on the crew.
advice to the captain and crew and leads repair and Spending time in port allows the crew to relax and regain
maintenance efforts. A good bosun has a high Strength its composure.
score, as well as proficiency with boilermaker’s If a crew’s quality score is 3 or lower, the score increases
supplies, carpenter’s tools, smith’s tools, or tinker’s by 1 for each day the crew spends in port or grounded.
tools, and the Athletics and Mechanics skills.
Quartermaster. The quartermaster plots the airship’s AIRSHIPS IN COMBAT
course, relying on knowledge of geographic charts and Whether flying to war or thwarting notorious pirates,
a study of weather conditions. A reliable quartermaster airships make deadly weapons and dramatic battlefields.
tends to have a high Wisdom score, as well as This section provides guidance on using airships in combat.
proficiency with navigator’s tools and the Nature skill.
Surgeon. The airship’s surgeon tends to injuries, keeps AIRSHIPS AND INITIATIVE
illnesses from spreading throughout the ship, and over An airship rolls initiative using its Dexterity, and it uses its
sees sanitation. A capable surgeon benefits from a high crew’s quality score as a modifier to that roll.
Intelligence score, as well as proficiency with On an airship’s turn, the captain decides which of the
physician’s kits and the Medicine skill. ship’s actions to use.
Cook. An airship’s cook works with the limited
ingredients aboard a ship to make meals. A skilled cook SPECIAL OFFICER ACTIONS
keeps the crew ‘s morale in top shape, while a poor one
drags down the entire crew’s performance. A talented During an encounter, the captain, first mate, and bosun
cook has a high Constitution score, as well as each have access to two special action options: Take Aim
proficiency with brewer’s supplies and cook’s utensils. and Full Speed Ahead, both detailed below.

130
TAKE AIM to move but is fixed in place is instead destroyed.
As an action, the captain. first mate, or bosun directs the A creature struck by an ship must make a Dexterity
crew’s firing, aiding in aiming one of the ship’s weapons. saving throw with a DC equal to 10 + the ship’s Strength
Select one of the ship’s weapons that is within 10 feet of modifier, taking damage based on the airship’s size (as
the officer. It gains advantage on the next attack roll it shown on the Crash Damage table) on a failed save, or
makes before the end of the ship’s next turn. half as much damage on a successful one.
An airship that crashes due to falling out of the sky takes
FULL SPEED AHEAD 1d6 bludgeoning damage to its hull for every 10 feet it fell,
As an action while on deck, the captain, first mate, or to a maximum of 20d6, in addition to taking damage for
bosun can exhort the crew to work harder and drive the hitting the ground, which is treated as a Gargantuan object.
ship forward faster. Roll a d6 and multiply the result by
5. Apply the total as a bonus to the ship’s speed until the CRASH DAMAGE
end of the ship’s next turn. If the ship is already benefiting Size Bludgeoning Damage
from this action”s bonus, don’t add the bonuses
Small 1d6
together; the higher bonus applies.
Medium 1d10
CREW IN COMBAT Large 4d10
Managing an airship’s entire crew in combat can prove Huge 8d10
cumbersome, especially as larger ships often host dozens Gargantuan 16d10
of sailors. Typically the crew is too busy managing the
ship to do anything else during combat. Don’t worry about
tracking their specific positions unless you want to add AIR TRAVEL
that complexity. You can assume that the crew is evenly
The following rules help adjudicate air travel, specifically
divided among the upper decks of a ship.
voyages of an hour or more.
CREW CASUALTIES
TRAVEL PACE
Slaying an airship’s crew reduces the number of actions
most ships can take, making the crew a tempting target in Ships travel at a speed given in their stat blocks. Unlike
combat. In the case of effects that cover an area, such as with land travel, ships can’t choose to move at a faster
a contraption or spell, you might track the exact location pace, though they can choose to go slower.
of the effect and crew to determine how many sailors it If a ship’s mode of movement takes damage, it might
affects. be slowed. For every decrease of 10 feet in speed, reduce the
Alternatively, you can roll ld6 per level of the ship’s travel pace by I mile per hour and 24 miles per day.
contraption or spell. The total of the dice is the number of
crew members caught in the contraption’s or spell’s area. ACTIVITY WHILE TRAVELING
The activities available to a ship’s crew and passengers
CRASHING A SHIP are a bit different from the options available to a group
If an airship moves into the space occupied by a creature traveling by land. A number of activities are restricted
or an object, the ship might crash. An airship avoids to certain officers, unless the GM rules otherwise. For
crashing if the creature or object is at least two sizes example, a GM might allow a bard to engage in the Raise
smaller than it. Morale activity by playing bawdy songs on deck to lift the
When an airship crashes, it must immediately make crew’s spirits.
a DC 10 Constitution saving throw. On a failed save, it The party’s pace has no effect on the activities they can
takes damage to its hull based on the size of the creature engage in while traveling by airship.
or object it crashed into, as shown on the Crash Damage
table. It also stops moving if the object or creature is DRAW A MAP
one size smaller than it or larger. Otherwise the airship A ship’s captain often undertakes this activity, producing
continues moving and the creature or object collided with a map of the ship’s progress and helps the crew get back
moves to the nearest unoccupied space that isn’t in the on course if they get lost. No ability check is required.
ship’s path. At the GM’s discretion, an object that is forced

131
RAISE MORALE (FIRST MATE ONLY)
The first mate can manage the crew’s time to grant Sandy plains of salt glisten wet like the tears
extended breaks, provide instruction, and generally of a thousand settlers who have trodden the muddy
improve the quality of life on the ship. Once every 24
hours, if the crew’s quality score is 3 or lower, the first
roads and grassy trails that snake along the River
mate can make a DC 15 Charisma (Persuasion) check. On Akanape and its more than thousand-mile march
a successful check, the crew’s quality score increases by 1. across the Disputed. Long islands of stubbornly
green trees, for all the world seeming odd rows of
NAVIGATE (QUARTERMASTER ONLY) broccoli crowns ready to be plucked, chase the river
The quartermaster can try to prevent the ship from along its course in places where true tears—both
becoming lost, making a Wisdom (Survival) check when mournful and joyous—have been shed by all those
the GM calls for it.
who knew the rigors of crossing this land in times
NOTICING THREATS past. My eyes bleed no tears now, even at the sting
Use the passive Wisdom (Perception) score of the player of the wind as it bites my face through the clouds,
characters or the crew to determine whether anyone on at once both a statement of the ease of my travel
the airship notices a hidden threat. The crew has a passive standing along the lower gunwale of the great
Wisdom (Perception) score equal to 10 + the crew’s air-vessel within whose belly I ride, and a further
quality score. The GM might decide that a threat can be
noticed only by characters in a specific area of the ship.
embarrassment of the genetic disposition given my
For example, only characters below deck might have a feasting eyes.
chance to hear or spot a creature hiding on board.
In this day and age, man truly has become like a
REPAIR (BOSUN ONLY) bird with too much seed to follow.
At the end of the day, the ship’s bosun can make a Strength
check using tools. On a 15 or higher, each damaged Westward still, my wandering orbs spy a herd of
component regains hit points equal to ld6 + the crew’s
quality score (minimum of 1 hit point). A component other longhorns being moved between spikes of civilization
than the hull that had 0 hit points becomes functional again. on the limitless horizon, so flat and featureless
it is for miles at a stretch. Traipsing along what
STEALTH (CAPTAIN ONLY) can only be the Shiholm Trail, the animals are a
The airship’s captain can engage in this activity only if rawhide stain barely visible against the backdrop
the weather conditions restrict visibility, such as in heavy of tanned wilderness that dominates so hereabout.
clouds. The airship makes a Dexterity check with a bonus
equal to the crew’s quality score to determine if it can hide.
Admittedly, a less inspiring sight than the
midnight mammoth’s herd of bison the crew alerted
us to yestereve; and we verily felt the rumble of
their hooves from the air, set into motion as they
were by hunting Enesora, that we captured with
our gas-fed spotlights, running amongst the bison,
spears aloft. (I must admit, that being my first
time witnessing the half-man horse breed in action,
I was edified to learn from our helmsman that the
Enesora rarely used the spears to kill, but instead
to prod the mindless herds over a cliff’s edge. Said
he, “‘Tis better for the eating, tenderizin’ ‘em
so. Loosens up their pelts, too. Makes a cinch at
skinnin’ ‘em!”)

132
Monsters
Despite the rise of technology and widespread settlement, CADAVER CACTUS
the continent of Northern Ullera holds many pockets of Medium plant, unaligned
uncharted wilderness where danger lurks. Fell beasts and Armor Class 7 (natural armor)
feral barbarians still control these lands, and most civilized Hit Points 37 (6d8 + 12)
folk stick to the cities. Those who travel into the wild Speed 5 ft.
regions are wise to pack firepower and be wary. STR DEX CON INT WIS CHA
All manner of creatures from the world’s most popular 11 (+0) 1 (-5) 15 (+2) 1 (-5) 3 (-4) 1 (-5)
tabletop role playing game can be found somewhere in the
Condition Immunities blinded, deafened, frightened
Pure Steam universe. In addition, Pure Steam offers unique
Senses tremorsense 20 ft., passive Perception 6
monsters to enhance your immersion in the age of steam. Languages ---

Artwork by Rebekah Crowmer


Challenge 1 (200 XP)
CADAVER CACTUS False Appearance. While the cadaver cactus remains motionless, it is
A unique breed of ferny cactus, the cadaver cactus is both indistinguishable from an ordinary cactus.
a pest and a danger; a festering sore on the land, with
ACTIONS
coloring like that of sickly flesh, and a round misshapen Tendril. Melee Weapon Attack: +2 to hit, reach 15 ft., one target. Hit:
trunk that vaguely resembles a corpse clawing out from the 7 (2d6) piercing damage, and the target must succeed on a DC 12 Con-
earth in its final death throes. stitution saving throw or be poisoned for 1 minute. The poisoned target
Dry, Desolate Environments. Cadaver cacti tend to grow is paralyzed, and it can repeat the saving throw at the end of each of its
in dry gulches, or former river beds, and even in places turns, ending the effect on a success.
where sunlight is uncommon (often taking on the color of The target is also grappled (escape DC 11). While grappling the target
with a tendril, a cadaver cactus can’t use this attack against other targets,
pallid flesh rather than its characteristic pea green under such but may use an action to pull the grappled creature 5 feet toward it.
conditions). The plant is thought to be a cause of drought-
like conditions in some areas as much as it is drawn to them. Constrict. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
The plant’s thorns are also coated with a paralytic toxin, thus Hit: 11 (3d6) bludgeoning and piercing damage plus 2 (1d4) acid
caution must be taken to ensure its removal. damage, and the target is grappled (escape DC 13). Until this grapple
ends, the creature is restrained, and the cadaver cactus can’t con-
Deadly Trapper. When a creature approaches too near, strict another target.
the cadaver cactus will sense it through the ground—its
roots acting like the switch-plate on a catapult—and will
launch a corresponding spined tendril (with a thin vine
attached) at the target.
Terrifying Anatomy. The oddest characteristic of the
cadaver cactus is its tendency to slowly deform and take on
some part of the previous creature it preyed on after it has
retrieved a kill and dragged it back to its bulb-like trunk
for digestion (usually over 2-3 days, during which the prey
may still be partly conscious), incorporating that body part
into the whole.

133
CATERWAUL FISH CATERWAUL FISH
A terrifying and oddly-limbed predator, this bathtub-sized Medium beast, unaligned
freshwater fish is covered in yellow-green scales and bares Armor Class 12 (natural armor)
a strange hollow protuberance on its horrible face. Hit Points 65 (10d8 + 20)
Aggressive Ambusher. Feared for its tendency to crawl Speed 10 ft., swim 40 ft., burrow 10 ft. (20 ft. in mud)
to land and hide in shallow muck, the caterwaul fish STR DEX CON INT WIS CHA
prefers to take their prey by surprise only to then employ 14 (+2) 13 (+1) 15 (+2) 7 (-2) 11 (+0) 10 (+0)
its startling strength to smother it shallow mud or water
Skills Deception +2, Stealth +3
after grabbing it.
Senses blindsight 30 ft., passive Perception 10
Deadly Deceiver. The sound factory apparent on its face Languages ---
acts as a complex resonating chamber that the caterwaul Challenge 2 (450 XP)
fish uses to imitate foreign sounds it picks up through its
Amphibious. The caterwaul fish can breathe air and water.
evolved earbuds. By imitating surrounding wildlife and
even humanoids with familiar calls of distress, the fish Mimicry. The caterwaul fish can mimic animal sounds and humanoid
lures its prey to the water’s edge or muddy banks in which voices. A creature that hears the sounds can tell they are imitations
it lies in wait. with a successful DC 13 Wisdom (Insight) check.
Camouflage Carapace. Caterwaul fish are sometimes
hunted not merely out of hate, but to harvest the tough, Mud Camouflage. While remaining completely still while
mottled carapace they have (worth up to $100 among submerged in mud, the caterwaul fish gains advantage on Stealth
tanners or collectors) which is useful for making checks made to hide.
hooded camouflage raincoats or slickers (that provide a
ACTIONS
+1 bonus on Stealth checks in wet, swampy, or densely
Artwork by Rebekah Crowmer

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
forested areas).
9 (2d6 + 2) piercing damage, and the target is grappled (escape
DC 13). Until the grapple ends, the caterwaul fish can’t bite
another target.

134
LYNX, WINGED LYNX, WINGED

Artwork by Rebekah Crowmer


This rangy specimen of bobcat has many features—the Small beast, unaligned
pointed ears, tawny, speckled fur coat, and jawline Armor Class 13
whiskers—typical of its kind, though one recognizable Hit Points 17 (5d6)
feature that stands out above the rest: a pair of Speed 40 ft., climb 30 ft., fly 40 ft.
magnificently striped and feathered wings! STR DEX CON INT WIS CHA
Mysterious Origins. Stories forever swirl about how the 12 (+1) 16 (+3) 10 (+0) 3 (-4) 14 (+2) 7 (-2)
winged lynx went from a tree-dwelling menace to one of Skills Perception +4, Stealth +7
the noblest creatures of the sky, but whatever the truth, Senses passive Perception 14
nothing quite surpasses seeing one in the wild. The most Languages ---
popular legend states that early conservationists saw the Challenge 1/2 (100 XP)
decreasing numbers in the common forest lynx (largely Flyby. The winged lynx doesn’t provoke opportunity attacks when it
by hunting and predation from caterwauls), and either flies out of an enemy’s reach.
knew of some forgotten tribal ritual that caused the lynx to
sprout wings, or that some mad “biotech” genius devised Keen Smell. The winged lynx has advantage on Wisdom (Perception)
a harmless way of installing the feathered augmentations checks that rely on smell.
to save the species. Now, only large eagles and hawks
compete with the winged lynx for game; though its mortal Pounce. If the winged lynx moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn, that target
enemy remains the caterwaul fish.
must succeed on a DC 11 Strength saving throw or be knocked prone.
Timid Hunters. Less aggressive than its land-bound If the target is prone, the winged lynx can make one bite attack against
cousins, winged lynxes can be ferocious fighters if it as a bonus action.
cornered. When hunting, they prefer flying with the wind
to gain speed for a charge that results in a pounce attack. ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 1) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
(1d4 + 3) slashing damage.

135
RAZORBACK, TRUE RAZORBACK, TRUE
The true razorback is an enormous variety of dire boar Large beast, unaligned
covered in long sharp quills. Armor Class 14 (natural armor)
Cinnabar Swine. Swine are big business in Cinnabar in Hit Points 68 (8d10 + 24)
many ways. In an effort to increase yield and create a herd Speed 40 ft.
animal resistant to predation, the true razorback, sometimes STR DEX CON INT WIS CHA
“porcuswine,” were bred. These behemoths dominate the 18 (+4) 10 (+0) 16 (+3) 3 (-4) 10 (+0) 5 (-3)
local meat market, are served in grills (where its exotic meat Senses passive Perception 10
can fetch prices of up to $1 per pound), and some skilled Languages ---
riders choose them as battle mounts. Challenge 3 (600 XP)
Big Pig. True razorbacks are omnivorous and will eat Charge. If the true razorback moves at least 20 feet straight toward
virtually anything they can fit in their mouths. All true a target and then hits it with a tusk attack on the same turn, the target
razorbacks are covered in coarse, ruddy quills, but males takes an extra 7 (2d6) slashing damage. If the target is a creature, it
have a bristly mohawk. A true razorback stands more than 6 must succeed on a DC 14 Strength saving throw or be knocked prone.
feet tall at the shoulder and is 9 to 12 feet long, weighing in
Relentless (Recharges after a Short or Long Rest). If the true
between 1,800-2,400 pounds. razorback takes 10 damage or less that would reduce it to 0 hit points,
Prized Hide. The cured hide from a single razorback can it is reduced to 1 hit point instead.
be used to create a spiked wooden shield, a pair of spiked
leather gauntlets, and a suit of spiked leather armor. Quills. If the true razorback is attacked by a melee weapon without
reach, or if it is being grappled, the attacker takes 3 (1d6) piercing
damage from its razor sharp quills.
Artwork by Rebekah Crowmer

ACTIONS
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit:
11 (2d6 + 4) slashing damage.

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REANIMATED CORPSE REANIMATED HUMAN CORPSE
This walking corpse wears fine clothing appropriate for a Medium undead, unaligned
funeral. Its flesh hangs tentatively to its bones, with glazed Armor Class 8
unfocused eyes and rasps bleating out its gaping maw. Hit Points 22 (3d8 + 9)
Mad Science. Reanimated Corpses are forced into Speed 20 ft.
the vile state by mad scientists who use illegal reagents. STR DEX CON INT WIS CHA
They function in many ways as zombies (including 13 (+1) 6 (-2) 16 (+3) 3 (-4) 10 (+0) 5 (-3)
most undead traits). Reanimated Corpses are unthinking
Damage Resistance poison
automatons, and can do little more than follow orders.
Saving Throws Wisdom +2; Advantage vs. poisoned condition
When left unattended, Reanimated Corpses tend to mill Senses passive Perception 10
about in search of living creatures to devour, their actions Languages understands all languages it knew in life, but can’t speak.
sometimes mimicking what they did in life. Reanimated Challenge 1/2 (100) XP
Corpses attack until destroyed, having no regard for their Keen Smell. The reanimated corpse has advantage on Wisdom
own safety. (Perception) checks that rely on smell.
Mindless Soldiers. Although capable of following
orders, Reanimated Corpses are more often unleashed Living Dead Fortitude. If damage reduces the reanimated corpse to
into an area with no command other than to feed upon 0 hit points, it must make a Constitution saving throw with a DC of
living creatures. As a result, Reanimated Corpses are often 5 + the damage taken, unless the damage is from a critical hit. On a
success, the reanimated corpse drops to 1 hit point instead.
encountered in packs, wandering around places the living
frequent, looking for victims. Reanimated corpses take ACTIONS
the most direct route to any foe, unable to comprehend Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
obstacles, tactics, or dangerous terrain. A reanimated (1d6 + 1) bludgeoning damage.

Artwork by Rebekah Crowmer


corpse might stumble into a fast-flowing river to reach
foes on a far shore, clawing at the surface as it is battered
against rocks and destroyed. To reach a foe below it, a
reanimated corpse might step out of an open window.
Reanimated corpses stumble through
roaring infernos, into pools of acid, and
across fields littered with caltrops without
hesitation. A reanimated corpse can follow
simple orders and distinguish friends from
foes, but its ability to reason is limited
to shambling in whatever direction it is
pointed, pummeling any enemy in its path.
A reanimated corpse armed with a weapon
uses it, but the corpse won’t retrieve a
dropped weapon or other tool until told to
do so.
Living Dead Nature. A reanimated
corpse does not register as an undead
creature for affects that detect such
creatures. Furthermore, a reanimated corpse
gains advantage on saving throws and
resistance against affects that target or harm
undead creatures. A reanimated corpse
doesn’t require air, food, drink, or sleep.

137
CREATING A REANIMATED CORPSE slots. At the GM’s discretion, traits that would be
harmful to undead no longer affect undead.
PREREQUISITE
The corpse of any aberration, beast, dragon, giant, humanoid VARIANT REANIMATED CORPSES
or monstrosity may be twisted into a reanimated corpse. The typical reanimated corpse is a slow-moving
abomination that is tough to destroy. Yet this tough
STATISTICS abomination is not the only type of reanimated corpse to
AC. As base creature, accounting for their modified plague Geir. Each of the following two variant reanimated
Dexterity score. corpses modifies the base reanimated corpse in a few
HP. As base creature, accounting for their modified simple ways.
Constitution score.
FAST REANIMATED CORPSE
Ability Scores. The reanimated corpse’s Strength
increases by 3 if the base Strength was a 12 or lower, Unlike the standard, plodding reanimated corpse, a fast
its Dexterity score is decreased by 6 (to a minimum of reanimated corpse moves with a supernatural quickness.
6), its Constitution score is increased by 2 (to a Speed. The reanimated corpse’s walking speed is not
maximum of 18), and its Intelligence, Wisdom, and reduced. If the base creature had a walking speed less
Charisma scores become 3, 8, and 5, respectively than 30 feet, it becomes 30 feet.
(unless the base creature’s Intelligence, Wisdom, and Ability Scores. A fast reanimated corpse does not have a
Charisma scores are lower). reduction in Dexterity. If the base creature had a
Senses. The reanimated corpse gains darkvision out to Dexterity score later than 10, it becomes 10.
a range of 60 feet, unless the base creature had superior Lunge Tackle. If the fast reanimated corpse moves at
darkvision. least 20 feet straight toward a creature and then
Damage Resistance. The reanimated corpse is resistant hits it with a slam attack on the same turn, that target
to poison damage. must succeed on a Strength saving throw (DC 10 +
Saving Throws. The reanimated corpse gains proficiency the reanimated corpse’s Strength modifier) or be
with Wisdom saving throws and gains advantage on knocked prone. If the target is prone, the fast
saving throws made to resist the poisoned condition. reanimated corpse can make one slam attack against it
Speed. The reanimated corpse’s speed is decreased by 10 feet. as a bonus action.
Languages. The reanimated corpse understands all
PLAGUED REANIMATED CORPSE
languages it knew in life, but can’t speak.
Skills. The reanimated corpse loses all its skill proficiencies. These reanimated corpses carry a terrible disease that
Alignment. The reanimated corpse’s alignment changes perpetuates their living dead lineage—those infected by a
to neutral evil. plagued reanimated corpse’s contagion rise as reanimated
TRAITS
corpses themselves when they perish.
Keen Smell. The reanimated corpse has advantage on Damage Immunities. A plagued reanimated corpse is
Wisdom (Perception) checks that rely on smell. immune to poison damage.
Living Dead Fortitude. If damage reduces the Condition Immunities. A plagued reanimated corpse is
reanimated corpse to 0 hit points, it must make a immune to the poisoned condition.
Constitution saving throw with a DC of 5 + the damage Fetid Slam. The plagued reanimated corpse’s slam
taken, unless the damage is from a critical hit. On a attack is replaced by this attack. On a hit, the target
success, the reanimated corpse drops to 1 hit point instead. takes an additional 3 (1d6) poison damage and must
Living Dead Nature. A reanimated corpse does not also make a Constitution saving throw (DC 8 + the
register as an undead creature for affects that detect reanimated corpse’s Constitution modifier) or contract
such creatures. Furthermore, a reanimated corpse gains unliving rot disease. The diseased target can’t regain
advantage on saving throws and resistance against hit points, and its hit point maximum decreases by 3
affects that target or harm undead creatures. A (1d6) for every 24 hours that elapse. If the disease
reanimated corpse doesn’t require air, food, drink, or sleep. reduces the target’s hit point maximum to 0, the target
Other Traits. The reanimated corpse loses any trait, such dies, and it rises as a plagued reanimated corpse after
as Amphibious, that assumes a living physiology. The 2d6 minutes. The disease lasts until removed.
reanimated corpse cannot cast spells and loses all spell

138
WONDROUS ARMATURES STEAM DRAGON
In secretive labs away from critical eyes, scientists seek to A genius design born from mad science, the steam dragon
push the limits of technological creation. Inspired by the came about as an attempt to mimic the legendary creature
need for extraordinary security, or perhaps a longing for with revolutionary steam technology. Steam dragons are
companionship, these scientists craft living constructs to do extremely rare, and few Ullerans are even aware of their
their bidding; wondrous armatures, automatons of immense existence. Unlike other armatures, steam dragons take on
scientific and technological innovation. a kind of sentience. Its design is so sophisticated that once
Brain Matter. Armatures stand apart from other living activated, it does not obey the commands of any master
constructs in the nature of their animating force— armature and pursues its own mysterious goals. The steam dragon
are granted life via a repurposed brain and spinal cord, emits a stench of burning coal while in operation. Its
typically that of a large animal, but in rare and weird cases, spikes leave a trail of black smoke, and its eyes are lamps
that of a freshly deceased humanoid. Death, as well as the of burning carbide. In addition to metal claws, teeth, and
process of conditioning an armature, wipes the mind of any tail, this dragon breathes a cone of superheated steam and
memories of its previous life, leaving nothing but a mindless, the heat radiating from its boiler is sweltering. To create
obedient vessel for subjugation. During its creation, an a steam dragon cortex, one would need a remarkably
armature’s augmented brain and spinal cord create a sort of intelligent brain. Exactly what sort of brain remains a
“nervous system”, in which all of the armature’s mechanical secret that its inventors have taken to their graves.
faculties and technological equipment are merged.
Conditioning. Once an armature’s construction is STEEL SQUID
complete, its mind is conditioned by its creator through a
The steel squid is employed to attack enemy ships and
secretive process that binds the construct to its master’s
submarines. Its locomotion is powered by electricity
will. Being mindless, armatures do nothing without orders
conducted throughout its body. It is constructed of
from their creator. They follow instructions explicitly and
stainless steel to resist corrosion from water and salt and is
are incapable of complex strategy or tactics. An armature’s
usually hung from the sides of warships like a lifeboat so
creator can command it if the armature is within 60 feet and
that it can be quickly deployed into or retrieved from the
can see and hear its creator. If uncommanded, an armature
water. It closely resembles a squid with its ten tentacles,
usually follows its last instruction to the best of its ability,
beak-like grinder, and ability to produce an ink cloud.
though if attacked it returns the attack. The creator can give
Multiple cephalopods are used to create a cortex that can
the armature a simple command to govern its actions in his
properly coordinate all the limbs. The steel squid is a top
absence, or can order the armature to obey the commands
secret project, and so far has only been deployed in covert
of another, but the armature’s creator can always resume
operations. To aid in the deception, the Ulleran Navy has
control by commanding the armature to obey him alone.
all steel squids in deployment fitted with a rubber skin to
Many organizations that employ armatures commonly bind
hide its mechanical nature.
the construct to the command of a group of individuals,
called handlers.
SUMMIT CITY SENTINEL
Constructed Nature. An armature doesn’t require air,
food, drink, or sleep. This statuesque armature is a large bronze humanoid
design created for major Ulleran cities. It is armed with
LOCUST DRONE both lethal and nonlethal weapon systems to be employed
A cheaply made armature, locust drones are made by the as needed. A few Sentinels have been equipped with
dozens. A locust drone resembles a copper grasshopper with customized weapons for combating elementals or the
a ferrotype camera for a head and a pair of caged fans in undead. Its bronze chassis proudly bears the seal of the city
place of jumping legs and wings. They are primarily used and it is a vital tool in law enforcement and civil defense.
to establish a perimeter or defensive zone since they can be It has been used to control crowds and capture criminal
programmed to utter a recorded warning, take a photo of the suspects as well as combating raiders, river pirates, and
intruder, set off an alarm, attack, or return to base. Unarmed monstrous threats, but many still remain leery of the
civilian models are used by photographers, journalists, and construct on social grounds. Suspicious unionizers see the
paparazzi as a voice controlled camera. Not a dedicated Sentinel as a forerunner of future labor replacements. The
combat unit, these drones are armed only with pneumatic armature is limited, however, by the pickled cerebellum
darts—though the darts can be poisoned if need be. used to regulate it. Dog pounds supply the most common
Passenger pigeon brains are often used for the cortex units. candidates due to the perceived loyalty and tractability of

139
canines, but the armature must still be supervised through STEAM DRAGON
all but the simplest of tasks. The Sentinel is often utilized Huge construct, neutral
in extremely hazardous situations or toxic environments, Armor Class 17 (natural armor)
such as bomb demolition and disposal that put living Hit Points 276 (24d12 + 120)
creatures are at great risk. Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
ULLERAN BATTLE SENTRY
27 (+8) 13 (+1) 20 (+5) 10 (+0) 10 (+0) 1 (-5)
The battle sentry is built to carry and fire gatling guns Damage Resistance fire
without the need for a normal gun crew. The gatling guns Damage Immunities poison
use a feed hopper that can be loaded with rubber bullets Condition Immunities charmed, exhaustion, frightened, paralyzed,
for riot control and strike breaking. The blocky armature petrified, poisoned
resembles a giant crab with a large pincer claw on one arm Senses darkvision 60 ft., passive Perception 10
while the other is fitted with a motorized drill or saw. The Languages understands the languages of its creator but can’t speak
main guns are affixed to the machine’s shoulders. Sentries Challenge 18 (20,000 XP)
are typically supervised to keep them from harming the Legendary Resistance (3/Day). If the steam dragon fails a saving
innocent—only madmen and secret societies will deploy throw, it can choose to succeed instead.
a sentry without supervision. Occasionally, a sentry will
accompany a military or mercenary squad into the field, or ACTIONS

be assigned to a checkpoint or convoy. Civilian versions Multiattack. The steam dragon can use its Boiler Heat Aura. It then
makes three attacks: one with its bite and two with its claws.
of this design lack the gatling guns and are used in heavy
construction, lumberjacking, and excavation. The cortex of Nichrome Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
a sentry generally uses a building or burrowing carnivore target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) fire damage.
brain like a beaver, raccoon, badger, or fox.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit:
LOCUST DRONE 15 (2d6 + 8) slashing damage.
Small construct, unaligned
Armor Class 15 (natural armor) Fling. One Medium or smaller object held or creature grappled by
Hit Points 22 (5d6 + 5) the steam dragon is thrown up to 60 feet in a random direction and
Speed 5 ft., 40 ft. fly knocked prone. If a thrown target strikes a solid surface, the target
STR DEX CON INT WIS CHA takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.
If the target is thrown at another creature, that creature must succeed
12 (+1) 18 (+4) 12 (+1) 6 (-2) 14 (+2) 1 (-5) on a DC 18 Dexterity saving throw or take the same damage and be
Skills Perception +6 knocked prone.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
petrified, poisoned Hit: 17 (2d8 + 8) bludgeoning damage, and the target is grappled (escape
Senses darkvision 60 ft., passive Perception 16 DC 18). Until this grapple ends, the target is restrained and the steam
Languages understands the languages of its creator but can’t speak
dragon can’t grapple another target with its tail, but can continue to make
Challenge 1 (200 XP)
tail attacks if the grappled target is Medium or smaller.
Camera. As an action, the locust can use its ferrotype camera to take
a single still frame photograph. The drone may not take another such Boiler Heat Aura. Each creature that is within 30 feet of the steam
photograph until its handler changes the camera’s film disk.
dragon must succeed on a DC 19 Constitution saving throw or gain
Dictation Machine. It can record up to 5 minutes of sound on a one level of exhaustion. Creatures that are adapted to hot climates
single wax cylinder and play it back. Its handler may replace the wax automatically succeed on their save.
cylinder to allow up to 5 more minutes of recording. In addition, all manufactured metal objects in the aura, such as a
metal weapon or a suit of heavy or medium metal armor, begin to glow
ACTIONS red-hot. Any creature in physical contact with the object takes 9 (2d8)
Alarm. As an action, the locust can emit an audible alarm that pro- fire damage when the steam dragon activates this aura. If a creature is
duces the sound of a siren for 10 seconds that can be heard by others holding or wearing the object and takes the damage from it, the creature
within 120 feet. must succeed on a DC 19 Constitution saving throw or drop the object if
Dart. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. it can. If it doesn’t drop the object, it has disadvantage on attack rolls and
Hit: 6 (1d4 + 4) piercing damage. ability checks until the start of your next turn.

140
Artwork by Alejandro Lee
Breath Weapon (Recharge 5-6). The steam dragon exhales steam STEEL SQUID
in a 60-foot cone. Each creature in that area must make a DC 20 Gargantuan construct, unaligned
Dexterity saving throw, taking 66 (12d10) steam damage on a Armor Class 18 (natural armor)
failed save, or half as much damage on a successful one. Steam Hit Points 261 (18d20 + 72)
damage is fire damage that ignores resistance and vulnerability to Speed 5 ft., swim 40 ft
fire, does not ignite flammable materials, and extinguishes non-
STR DEX CON INT WIS CHA
magical open flames.
22 (+6) 13 (+1) 18 (+4) 4 (-3) 10 (+0) 1 (-5)
Smoke Cloud (Recharges after a Short or Long Rest). A 40-foot- Damage Resistance lightning
radius cloud of smoke extends all around the steam dragon if it is Damage Immunities poison
above water. The area is heavily obscured for 1 minute, although a Condition Immunities charmed, exhaustion, frightened, paralyzed,
significant wind can disperse the cloud. petrified, poisoned
Senses darkvision 60 ft., passive Perception 7
LEGENDARY ACTIONS Languages understands the languages of its creator but can’t speak
The steam dragon can take 3 legendary actions, choosing from Challenge 12 (8,400 XP)
the options below. Only one legendary action option can be used Jet Boosters. The steel squid can Dash as a bonus action.
at a time and only at the end of another creature’s turn. The steam
dragon regains spent legendary actions at the start of its turn. Lightning Capacitors. When the steel squid takes lightning damage,
its next tentacle attack deals and additional 14 (4d6) lightning damage.
Detect. The steam dragon makes a Wisdom (Perception) check. Siege Monster. The steel squid deals double damage to objects and
structures.
Tail Attack. The steam dragon makes a tail attack or a fling attack.
ACTIONS
Wing Attack (Costs 2 Actions). The steam dragon beats its wings. Multiattack. The steel squid can make three tentacle attacks.
Each creature within 10 feet of the steam dragon must succeed on
a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning Grinder. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
damage and be knocked prone. The steam dragon can then fly up to Hit: 19 (3d8 + 6) slashing damage. If the target is a Huge or smaller
half its flying speed. vehicle grappled by the steel squid, the steel squid deals triple dam-
age with its grinder attack, instead of double damage for it being an
object.

141
Tentacles. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. fewer, roll a d6. On a 6, the sentinel goes berserk. On each of its
Hit: 16 (3d6 + 6) bludgeoning damage, and the target is grappled turns while berserk, the sentinel attacks the nearest creature it can
(escape DC 18). Until this grapple ends, the target is restrained. The see. If no creature is near enough to move to and attack, the sentinel
Artwork by Alejandro Lee

steel squid has eight tentacles, each of which can grapple one target. attacks an object, with preference for an object smaller than itself.

Ink Cloud (Recharges after a Short or Long Rest). A 60-foot-


radius cloud of ink extends all around the steel squid if it is
underwater. The area is heavily obscured for 1 minute, although a
significant current can disperse the ink.

SUMMIT CITY SENTINEL


Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 1 (-5)
Skills Perception +4
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands the languages of its creator but can’t speak
Challenge 9 (5,000 XP)
Projectile Hands. The sentinel can make its slam attack at a range of
20/60. It must spend a bonus action retracting the chain attached to
its fist before it can make a ranged slam attack with that fist again. If
the sentinel is grappling a creature when it retracts its fist, the creature
must succeed on a Strength contest against the sentinel or be pulled up
to 20 feet toward the sentinel.
Short Circuit. Whenever the sentinel takes 10 points of lightning
damage or more, and its current hit point total is 60 hit points or

142
Once the sentinel goes berserk, it continues to do so until it is ULLERAN BATTLE SENTRY
destroyed or regains all its hit points. Large construct, unaligned
The sentinel’s handler, if within 60 feet of the berserk sentinel,
Armor Class 18 (natural armor)
can try to calm it by speaking firmly and persuasively. The sentinel
Hit Points 95 (10d10 + 40)
must be able to hear its handler, who must take an action to make
Speed 40 ft.
a DC 15 Charisma (Persuasion) check. If the check succeeds, the
sentinel ceases being berserk. If it takes lightning damage while still STR DEX CON INT WIS CHA
at 60 hit points or fewer, the sentinel might go berserk again. 18 (+4) 14 (+2) 18 (+4) 6 (-2) 8 (-1) 1 (-5)
Steam Driven. Whenever a creature scores a critical hit against the Damage Immunities poison
sentinel with a melee attack without reach, the attacking creature is Condition Immunities charmed, exhaustion, frightened, paralyzed,
blinded until the end of its next turn, and must make a DC 15 Dexterity petrified, poisoned
saving throw, taking 17 (5d6) steam damage on a failed save, or half as Senses darkvision 60 ft., passive Perception 9
much damage on a successful one. Steam damage is fire damage that Languages understands the languages of its creator but can’t speak
ignores resistance and vulnerability to fire, does not ignite flammable Challenge 5 (1,800 XP)
materials, and extinguishes non-magical open flames.
Gatling Gun Burstfire (Recharge 4-6). When a battle sentry makes
ACTIONS multiattack with its gatling guns, it can instead make this attack if it’s
Multiattack. The sentinel can make two slam attacks, or one net available. Instead of making two single-target attacks, the sentry can
launcher attack and one slam attack. spray up to two 10-foot-cube areas within normal range with shots.
Each creature in the area must succeed on a DC 15 Dexterity saving
Net Launcher (Recharge 5-6). Ranged Weapon Attack: +8 to hit, throw or take the gatling gun’s normal damage.
range 20/60, one target. Hit: A Large or smaller creature hit by the
net is restrained until it is freed. A net has no effect on creatures that Hexapod. The battle sentry ignores difficult terrain when it moves and
are formless, or creatures that are Huge or larger. A creature can use gains advantage on any check or saving throw it makes to resist being
its action to make a DC 15 Strength check, freeing itself or another pushed or knocked prone.

Artwork by Alejandro Lee


creature within its reach on a success. Dealing 15 slashing damage
to the net (AC 14) also frees the creature without harming it, ending Short Circuit. Whenever the battle sentry takes 10 points of lightning
the effect and destroying the net. damage or more, and its current hit point total is 40 hit points or fewer,
roll a d6. On a 6, the battle sentry goes berserk. On each of its turns
Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: while berserk, the sentry attacks the nearest creature it can see. If
14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape no creature is near enough to move to and attack, the sentry attacks
DC 16). The sentinel has two fists, each of which can grapple only an object, with preference for an object smaller than itself. Once the
one target. sentry goes berserk, it continues to do so until it is destroyed or regains
all its hit points.
The battle sentry’s handler, if within 60 feet of the berserk it, can try
to calm it by speaking firmly and persuasively. The battle sentry must
be able to hear its handler, who must take an action to make a DC 14
Charisma (Persuasion) check. If the check succeeds, the battle sentry
ceases being berserk. If it takes lightning damage while still at 40 hit
points or fewer, the sentry might go berserk again.

ACTIONS
Multiattack. The battle sentry can make two attacks; either two
machine gun attacks, or one drill attack and one pincer attack.

Drill. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit:
13 (2d8 + 4) slashing damage, plus 9 (2d8) slashing damage if the
target is a construct, object, structure, or vehicle.

Gatling Gun. Ranged Weapon Attack: +5 to hit, range 80/240, one


target. Hit: 12 (4d4 + 2) piercing damage.

Pincers. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit:
11 (2d6 + 4) piercing damage, and the target is grappled (escape DC
15). Until the grapple ends, the battle sentry can’t pincer another
target.

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Aaron Reimer Darren Johnson Jeffrey Bauer Mathew Iatorno Skrymir


Adam Boisvert Dave Kester Jeffrey Gates Mathew Irizarry Sleepy Shade
Adam Debus David Garcia-Brazales Jeffrey Palmer Matt Nickolette Snow Rivver
Adam Montgomery Santiago Jelle Meersman Matt Sanders sparky1479
Adrian Petrilli David Jenks Jens Halverson Matt Stinson Spike Y Jones
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Austin T. Ethan Weidman Jonathan Jordan Neil Belden Thomas Hovezak, aka
Battlefield Press, Inc. Ezra Jonathan McAnulty Neil Carr Theodor Kupferdach
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Black Kestrel Felipe Dias Joseph Boster Pascougnou Tijn Rams
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Chris Jahn insomniac009 Lacey Dangelo Ryan Percival Will Race
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Coinneach Uasal James Wood Lloyd Eley-Smith Scott lessey
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Curtis Edwards Jason Bergschneider Luiz Gustavo de Olive Shane D. Wilson
Dan Ben Jason Hobson Mark Gallicchio Shawn Koch
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Daniel Williams Jeff Honnold Mark Welch Simon Paquette
Daniel Winterhalter Jeffrey Allan Boman Martin Doyle Sjohn Chambers

144
OPEN GAME LICENSE Version 1.0a such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product
The following text is the property of Wizards of the Coast, Inc. and is Copyright Identity. The owner of any Product Identity used in Open Game Content shall
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. retain all rights, title and interest in and to that Product Identity.

1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 8. Identification: If you distribute Open Game Content You must clearly indicate
who have contributed Open Game Content; (b) “Derivative Material” means which portions of the work that you are distributing are Open Game Content.
copyrighted material including derivative works and translations (including into
other computer languages), potation, modification, correction, addition, extension, 9. Updating the License: Wizards or its designated Agents may publish updated
upgrade, improvement, compilation, abridgment or other form in which an existing versions of this License. You may use any authorized version of this License to
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, copy, modify and distribute any Open Game Content originally distributed under
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise any version of this License.
distribute; (d) “Open Game Content” means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not 10. Copy of this License: You MUST include a copy of this License with every
embody the Product Identity and is an enhancement over the prior art and any copy of the Open Game Content You distribute.
additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative 11. Use of Contributor Credits: You may not market or advertise the Open Game
works under copyright law, but specifically excludes Product Identity. (e) Content using the name of any Contributor unless You have written permission
“Product Identity” means product and product line names, logos and identifying from the Contributor to do so.
marks including trade dress; artifacts, creatures, characters, stories, storylines,
plots, thematic elements, dialogue, incidents, language, artwork, symbols, 12. Inability to Comply: If it is impossible for You to comply with any of the terms
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, of this License with respect to some or all of the Open Game Content due to statute,
photographic and other visual or audio representations; names and descriptions judicial order, or governmental regulation then You may not Use any Open Game
of characters, spells, enchantments, personalities, teams, personas, likenesses and Material so affected.
special abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; and any 13. Termination: This License will terminate automatically if You fail to comply
other trademark or registered trademark clearly identified as Product identity by with all terms herein and fail to cure such breach within 30 days of becoming aware
the owner of the Product Identity, and which specifically excludes the Open Game of the breach. All sublicenses shall survive the termination of this License.
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that
are used by a Contributor to identify itself or its products or the associated products 14. Reformation: If any provision of this License is held to be unenforceable, such
contributed to the Open Game License by the Contributor (g) “Use”, “Used” provision shall be reformed only to the extent necessary to make it enforceable.
or “Using” means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 15. COPYRIGHT NOTICE
means the licensee in terms of this agreement. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

2. The License: This License applies to any Open Game Content that contains a Pure Steam Campaign Setting Copyright 2019 ICOSA Entertainment, LLC; Authors:
notice indicating that the Open Game Content may only be Used under and in terms Adam Crockett, Benton Spiker, Brennan Ashby, Davin Perry, and L. James Wright.
of this License. You must affix such a notice to any Open Game Content that you
Use. No terms may be added to or subtracted from this License except as described System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
by the License itself. No other terms or conditions may be applied to any Open Authors: Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
Game Content distributed using this License. Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and Dave Arneson.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License. Ghosts of Saltmarsh Copyright 2019, Wizards of the Coast, Inc.; Authors: Mike
Mearls, Kate Welch, Wolfgang Baur, James lntrocaso, Joseph A. McCullough,
4. Grant and Consideration: In consideration for agreeing to use this License, the Jon Sawatsky, Steve Winter, Jeremy Crawford, Ben Petrisor, F. Wesley Schneider.
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original


material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by
this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE


portion of this License to include the exact text of the COPYRIGHT NOTICE of
any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including
as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of

145
IN THE AGE OF STEAM, COAL IS KING.

The Pure SteamTM Campaign Setting is set in the age of steam, and is fully compatible with the 5th edition of the world’s
most popular pen and paper role playing game. This book has everything you need to add some steam to your game. The
Federated States of Ullera serve as the launching point for endless adventure.

Within the Pure Steam Campaign Setting you can:


• Explore an entire campaign world not unlike our own, with a bevy of politics, personalities, and plot hooks
• Plunge into the setting with original subraces, each fresh and with a rich history
• Take on the role of the Chaplain, a class able to heal, buff, harm, and bewilder allies and foes through personality and
science. She adventures to further the goals of her chapter, each of which grants unique powers and options
• Power up as the Gearhead, a class able to create wondrous effects through the use of technology. The Gearhead is able to
construct useful and dangerous gear on the fly with a draft book full of schematics
• Try your hand at one of the many unique sub-class options such as the Blockade Runner, Grease Rat, Pugilist, or Ructioneer
• Aim true and strike hard with new weapons, accessories, and gadgetry
• Kick the tires. Brand new vehicles promise rapid travel and dynamic combat
• Experience the horror science can awaken with new monsters such as the Reanimated Corpse and the Wondrous Armature
• And much more!

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