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Tableau Infractus 1

Tableau Infractus Volume 1 for the Earthdawn RPG

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Jason Locher
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75% found this document useful (4 votes)
512 views17 pages

Tableau Infractus 1

Tableau Infractus Volume 1 for the Earthdawn RPG

Uploaded by

Jason Locher
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
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Tableau Infractus Issue 1

1

Tableau Infractus
It aint broke Dont fix it Dahhh. you fixed it wrong!
Last words of Gahbore Hammerthumb, Weaponsmith of Amensvale

Contents
Issue 1, Winter 2010

Authors Corner .... 2
Where in I describe why I believe a fanzine is bet-
ter than a web log.

Horrors, Horrors & Horrors, Oh my... 3
A catalog of five very unpleasant and unusual
horrors for encounters ranging from Circle 1 to
Circle 15.

The Legend of Gahbore Hammerthumb....13
It takes a name-giver to practice a discipline, even
if the name giver is lacking in self discipline.

Role-play vs- Roll-play......... 14
General ideas for bringing the two together.

Iopos Jewel of Western Barsaive.15
First in the series delving into my Iopos setting.

Tableau Infractus
An Earthdawn Fanzine

How to contact me:
Dru1138@ yahoo.com

In the subject line please include one of the following:
Complaint: if you dislike something
Comment: if you have something to say
Request: if you want something included
Question: if you need clarification
Subscribe: for notification of each release

Website:
http://www.4shared.com/dir/28316119/e26be9b
/sharing.html






































CREDITS
Writing
Andrew Tobin
Design
Andrew Tobin
Cover Artwork:
Keita Amemiya
(used without permission)
Cover Design
Andrew Tobin

Disclaimer: Earthdawn is a Registered
Trademark of FASA Corporation. Original
Earthdawn material 1994-2010 by
FASA Corporation & Redbrick Limited.
All Rights Reserved. Used without permis-
sion. Any use of copyrighted material or
trademarks in this file should not be
viewed as a challenge to those copyrights
or trademarks.

This is a work by a fan for fans.

In short please dont litigate against me.

Volume #1 Issue #1 Earthdawn Tableau Infractus

Tableau Infractus Issue 1

2

Uthors corner
Welcome to the first of what I hope
to be a long line of self publications for
my favorite role-playing game. In the
following pages you will find images that
have inspired me to be creative. Sometimes
it is a simple case of ooh I like that, other
times it is a case of, How can I make that
work in my games?. I hope to provide you,
my reader; with something you want to try
or, spark ideas in your mind for your games.

You may be wondering why I dont
just create a blog if I have stuff to write and
release for other people to consume and
ponder. Let us start with, I detest the word
blog. Fanzines are created with care,
thought, and effort. A web-log is rarely cre-
ated with any one of those concepts much
less all three. With the advent of Twitter and
micro bloging the idea of substance is lost
in 144 characters or less. A web-log is tempo-
rary, the ideas are lost when the site hosting
them closes or the writer closes the web log
down.

Anybody that has followed Earthdawn
knows that at one point there were literally
hundreds of Earthdawn sites on the internet,
(circa 1997 lets say). Most have closed and
the content has been lost. With a fanzine you
can print the file, store it, and share it with
your friends. If the site should close the file
is still out there, some player will have a
copy. For a good example of this look up the
fanzine Fictional Reality. Even though it is no
longer produced people still have copies that
they are willing to share. Web logs are, with
very few exceptions, not that way.







When the Earthdawn Publishing Trust,
http://www.edpt.org, site was hacked and
went out of commission for months the only
files that could be found were copies of the
Fanzines, the fan online resources that were
stored in PDF format. The rest of the content
was lost. Visit the site now and it is but a pale
shadow of what it once was. I know, I have a
printed book of the files that were lost.

Some long time followers of Earth-
dawn will remember the Strands website.
This site was a very good resource but has
disappeared. For a small idea of the breadth
and depth of what has been lost visit
http://ozultimate.com/tom/earthdawn/links
.htm. Very few archived copies of these sites
exist today. Private libraries of this informa-
tion can be found from time to time.
Whereas PDF files will last for at least ten
years after they are created and released on
the internet. Torrent files that batch PDF
books together by theme are prevalent on
todays internet. These Torrent files or their
equivalent is where you, my reader, will be
able to find this PDF in ten years. Or if I am
very lucky, copies of it will be in private col-
lections used by players of my favorite game.

So I find the format of a web-log, or a
standard site to be inadequate for my pur-
poses. Content takes time to write, pictures
take time to find, and the muse must be al-
lowed to remain where her influence has
been felt. Fanzines are my chosen medium
for this type of publication. Now enough of
that, on with the fanzine, and please enjoy
what you find. If you dont, feel free to let me
know.




A
Tableau Infractus Issue 1

3
Orrors, Horrors, & Horrors, Oh My
Not that Barsaive is not already full
of wondrous and unpleasant entities,
here are five more horrors to consider in
your games.

AmalAgam

Miniature by Target Games.

There is some question as to the classifica-
tion of AmAlaGam. Is AmAlaGam a single
horror that has many extensions of its self?
Is it a by product of horror taint? Or worse, is
it a new type of construct?

If AmAlaGam is a single horror of many
extensions, then it is one of the most bizarre
horrors yet to date. Reports of AmAlaGam
being found in Parlainth are stored next to
reports of it being encountered in the wastes
outside Jerris.

It took a while to catalog this particular
entity because the reports were so wildly dif-
ferent in their description. Some reports de-
scribed a single globule of flesh some ten feet
in length with what appeared to be random
name-giver bodily appendages jutting from
it. Others referred to a writhing mass of
muscles and tissue with bones, eyes, and or-
gans splayed across the surface. In each case
the body parts in question appeared to be self
aware and relatively independent of the
whole creature.

The defining clue that these differing re-
ports were the same subject came from an
observation by a member of the Holders of
Trust by the name of Zaquarhy, netherman-
cer of Iopos. Her report follows:

During our escape from the Theran ve-
dette Undaunted we took shelter in an
abandoned kaer north of Skypoint. This
kaer had been searched previously and re-
corded for the Preeminent Library of Iopos ,
(see record Kaer Joshune).

We had not expected to be attacked by a
morass of half consumed name-giver bodies
all joined together in a centralized glob. The
sounds emanating from the crush of the
muscle fiber and the bones, while scraping
along the floor of the kaer were our first
warning.

The entity lashed out with arms and legs
in a manner consistent with a warrior using
a club. The arms and legs bet this way and
that of their own volition. Sometimes con-
necting with members of the party at other
times bending just before impact. Eyes
would appear on long stalks only to be cut
off by Kenshi, our Swordmaster. The eyes
would fall to the floor to be reabsorbed in to
the mass of flesh and reappear on the end of
a stalk some where else on the creature.

We retreated when Havis, my servant,
was ensnared and consumed whole by the
creature. It was only moment before his
head was extruded on the end of a muscle
covered bone and his mouth opened to
scream. I will never forget the gurgling
high pitched wail that followed.

Our band, now short one member, hastily
retreated from the kaer and hid among the
brush around the entrance. Havis screams
could be clearly heard echoing out of the
entrance. Not long after our exit, the Theran
Vedette landed and an armed group entered

H
Tableau Infractus Issue 1

4

the kaer. Soon Havis cries were echoed by
multiple voices. Only three members of the
Theran group emerged, clearly shaken and
battered. The voices of the consumed were
still wailing their lament when the vedette
then took flight without continuing to look
for us.

Zaquarhys observations provide us with
tantalizing clues but no answers as to the na-
ture of this creature.

AmAlaGam





Using AmAlaGam in Your Game

AmAlaGam is an entity unlike any we
have had show up in Earthdawn before. The
design of is to provide a reoccurring adver-
sary that will grow with any adventuring
party. Its flexibility is such that it is a chal-
lenge to 1
st
circle characters and a real threat
to 3
rd
circle characters.

The question of its origin can lead into a
series of adventures based on discovering if it
is a Horror, a construct or something else
completely.

The legend point value of this creature is
left up to the Gamemaster. A good rule of
thumb is 1
st
circle medium legend award, 2
nd

circle medium legend award , 3
rd
circle
maximum legend award per character.

Subtlety is not an attribute of this crea-
ture. Its basic drive for encounters with 1
st

circle characters is to consume them after all
characters are unconscious, for second circle
characters it is more selective of whom it will
consume and when. By the time is has
reached 3
rd
circle characters it has a firm un-
derstanding of what adepts are, and how it
gains benefit from consuming them.

AmAlaGam can be used as the end of a
long kaer crawl or as the reason a village has
stopped communicating with its trade part-
ners. It is possible that The Library if Throal
or The Great Library of Thera would be in-
terested in the research on AmAlaGam.

The Library of Enlightenment in Iopos has
shown a strong interest in AmAlaGam, and
the Denairastas Clan are eager to determine
if it is a construct. Rumors persist that the
Denairastas want to learn how to make the
AmAlaGam as it would be a very unsettling
weapon in their conflicts with Thera and
Throal.


Attributes
DEX: 7 STR: 8 TOU:12
PER: 10 WIL: 14 CHA: 9
Characteristics
Initiative: d12 Physical Defense: 9
Karma: 10 points d4 Spell Defense: 6
Actions: 1+1 per circle Social Defense: 6
Attacks: 2 (step 8) Physical Armor: 10
Clubbing Damage: d12 Mystic Armor: 2
Stabbing Damage: 2d6 Recovery Tests: 2
Death: 34 Knockdown: Immune
Unconsciousness: 26 Movement Rate: 5
Wound Threshold: 9 Legend Award: Variable
Special Rules for use with 1
st
Circle
AmAlaGam will attempt to consume any character
that becomes unconscious. It rolls an attack versus
the physical armor of the target. On an excellent
success the target is consumed. Any difference
between the Unconscious rating and the Death rat-
ing of the target is added to AmAlaGams current
health.
Special Rules for use with 2
nd
Circle
AmAlaGam will attempt to consume any character
which fails their knockdown test or becomes uncon-
scious. It rolls an attack versus the physical defense
or physical armor of the target, which ever is greater.
On a good success the target is consumed. Any
difference between the current Health rating and the
Death rating of the target is added to AmAlaGams
current health.
Special Rules for use with 3
rd
Circle
AmAlaGam will attempt to consume any character
on which it achieves an armor defeating blow or, a
character fails their knockdown test or, a character
becomes unconscious. It rolls an attack versus the
physical defense or physical armor of the target,
which ever is greater. On an average success the
target is consumed. Any difference between the
current Health rating and the Death rating of the
target, is added to AmAlaGams current health.
Tableau Infractus Issue 1

5



Eyevek


Venom Spawn Miniature by Target Games.

Eyevek: a report on a most insidious hor-
ror of the caravan routs and shipping lanes in
Barsaive. Submitted by Holder of Trust,
Zaquarhy, nethermancer of Iopos.

It is common knowledge in nethermantic
circles that Horrors use subtly and decep-
tion to gain the sustenance they need from
name givers. Eyevek is a traveling horror
that makes its lair in covered wagons and
ship bellies. It uses a very clever method of
avoiding detection by appearing to be a
name giver of indeterminable origin.

My first encounter with Eyevek was on a
ship from Lake Vors to the Iopan receiving
docks. The Great Canal was still under con-
struction at this time. We were scheduled to
meet an Iopan caravan that would trans-
port the goods from the serpent river to Io-
pos, jewel of the west.

The ship Savoy, had been named after
the captains favorite food. She was a lovely
green Tskrang river ship. House Ishkarat
dose so enjoy parading their ships up and
down the serpent.

During a rather sumptuous afternoon
meal I began to suffer from a bout of nau-
sea. The food was tasty and fresh, I was cer-
tain it was not the food. Over the years I


have developed an understanding about cer-
tain feelings and this feeling was a portent
to serious trouble in my vicinity.

I casually excused myself from the table
and as I turned to exit the room I cast my
gaze in to astral space. There sitting directly
across from me was a rather disgusting and
vile Horror. I was stunned that nobody had
noticed it previously.

My gaze must have lasted a slightly too
long, as the horror became aware of my at-
tention. In one swift movement it blinded
my astral senses with a flare. I tumbled to
the deck with a thud, my balance completely
lost. The captain was suddenly at my side to
help me stand. When my astral site had re-
turned the horror was gone.

Upon questioning my host, I learned that
sitting across from me had been a trading
partner that had recently been the victim of
a grand swindle. The result of the swindle
would have negative repercussions on trade
for months on the serpent. Apparently this
trade partner had convinced house Ishkarat
to invest heavily in a very questionable ven-
ture. That venture had collapsed and this
partner was being escorted to Iopos to an-
swer for it. Many small villages would suf-
fer a shortage of food and necessities be-
cause of this financial disaster.

When I asked the captain to describe the
individual she called a trade partner, she
could not do so. As it turns out the individual
could not be described by any name-giver at
the table at the time, myself included.

I do however, remember the image of the
Horror very well it wore bone jewelry and
had a cowl of vibrant color in astral space.
The single large eye atop a tentacle pro-
truded from a fanged orifice in front of the
cowl. A thick bloated abdomen flowed out
behind the beast, and its clawed hands had
moved with great animation while it had
been speaking.
Tableau Infractus Issue 1

6

Not long after this occurrence, the Sa-
voy suffered a catastrophic accident in the
storage room containing the true-fire ker-
nels used in the engine and to fire the can-
nons. She sank with the captain and most
boatmen still aboard.

I have not seen the Horror I call Eyevek
since that day on the Savoy. I can only
hope it will be destroyed before it brings
trade to a standstill.

Eyevek


Using Eyevek in Your Game

Trade is the lifeblood of a city, town or vil-
lage. News, goods, services and even new
citizens, are brought to a community through
trade. Eyevek is a horror that has realized
this concept and adapted to take advantage
of it.

Being a new breed of Horror, Eyevek, uses
its abilities to influence name-givers in non-
traditional horror like manners. Horror
marked merchants are used to scatter its
influences across large groups of name-
givers. When Eyeveks influence is deeply
imbedded in a trade rout and the people that
depend on it for survival, Eyevek will strike.

A series of economic catastrophes will be-
fall trade affiliates, untimely demises of key
trade persons within the trade chain or a ca-
lamity will befall a very affluent caravan car-
rying needed supplies. All of these occur-
rences will affect a very large population of
namegivers that Eyevek has marked or influ-
enced. The resulting misery on a large scale
is how Eyevek survives.

By portraying its self as a respectable
business associate Eyevek works its way into
the trust and power structure of a merchant
house. Once it is firmly ingrained, it begins to
sabotage the house from within.

Eyevek prefers to not involve itself in
combat and will make every effort possible to
convince adventurers it is not a threat. Es-
cape is its preferred method of resolving any
conflict it may encounter.

The legend point value of this creature is
left up to the Gamemaster. A good rule of
thumb is 4
th
circle medium legend award, 5
th

circle medium legend award , 6
th
circle me-
dium legend award per character.

Eyevek is great as a reoccurring adversary.
Several adventures can be run with Eyevek
being the source of most of the disturbance.
Slow revelation of a pattern of behavior by
NPCs could be the horrors undoing.

Large trade houses would happily pay re-
wards to any intrepid heroes that could prove
the death of Eyevek.

Unscrupulous trade houses might want to
see if they can get Eyevek to work with them.
The adventurers could be hired to find it
onthe pretense of its destruction.
Attributes
DEX: 9 STR: 5 TOU: 7
PER: 12 WIL: 11 CHA: 13
Characteristics
Initiative: (9) 1d6+1d8
Karma: 10 +5 per circle Karma Step: (8) 2d6
Actions: 2 +1 per circle Physical Defense: 12
Attacks: 3 Spell Defense: 16
Claw attack 2d12 Social Defense: 17
Claw attack 2d12 Physical Armor: 2
Bite Attack 2d10 Mystic Armor: 7
Death:42 Recovery Tests:3
Unconsciousness: 34 Move 6
Wound Threshold:12 Legend Award: Variable
Spells
Threadweaving (4)
Crafty Thought, Dampen Karma, Displace Image
Eyes have it, Foreseeing, Pleasant visions
Horror Powers for 4
th
Circle
Aura of Awe ( 2 ) 15 Horror Mark ( 4 ) 16
Spellcasting ( 2 ) 14 Talent Disguise Self ( 2 ) 15
Horror Powers for 5
th
Circle
Include all Spells & Powers from 4
th
Circle version
Energy Drain ( 1 ) 13 Suppress Horror Mark (1) 13
Horror Powers for 6
th
Circle
Include all Spells & Powers from 4
th
& 5
th
Circle versions
Cursed Luck ( 1 ) 12 Thought Worm ( 1 ) 13
Tableau Infractus Issue 1

7



Wirs Bane

Ooralath Wyrm Creature Miniature by Ral Partha


Wir, Mystic Warrior of the Freedom
Ring, brought to The Library of Enlighten-
ment, here in Iopos, a tale concerning a very
insidious Horror. Here is her story.

Have you ever been accused of saying
something you know very well you would
never say? How about being recognized for
doing something horrible to someone you
have never met?

During my time with the group freedom
Ring, we liberated many slave caravans of
their salve population. We had set up a re-
settlement group run out of Jerris. People
would be freed from the Slavers and we
would send them to Jerris where they would
be given the chance to start a new life.

In the Freedom Ring we prided our-
selves on doing what was right for Barsaive.
So my arrest for Slave Trading came as a
complete surprise. I had been accused of lib-
erating name-givers from one slave master,
just to sell them to another in Vivane.

There were four witnesses that had sup-
ported the claim of slavery and I apparently
had interacted with each one of them per-
sonally. During my rather short trial no
less than twenty different people claimed
witness to a series of crimes I was to be held
accountable for. Charges ranging from theft


and slaving to cold blooded murder were
levied and supported by these witnesses.

I am not proud of what I had to do to es-
cape from Jerris. Many innocent people
were hurt, and I have no doubt some of
them, permanently. It was during my es-
cape that I encountered the Horror. As I
rounded the corner of the Blue Basilisk on to
Gahbores End I literally ran into myself.

The me that I was looking at smiled,
and then became another name-giver with a
bloody gash rent in their side. This new
name-giver then proceeded to call for the
guards and raise a commotion that I was
attacking them. In retaliation I released a
blow to their jaw and watched stunned as it
had no affect.

I have spent the last several weeks dodg-
ing town militias, city guards and Holders
of Trust. Every time I take a few hours to
relax and catch my breath I am assailed by
accusations from the authorities of the set-
tlement where I have taken refuge.

As a last ditch effort to secure help in rid-
ding myself of this horror, for I am certain
that is what is doing this, I have come to the
Library of Enlightenment. My hope is to find
a reference in your stacks, or locate other
adventurers that have had some contact
with the horror.

Per Iopan law, Wir was remanded to the
custody of a triad of silvers that arrived three
hours after her. She was carefully escorted
out of the Library of Enlightenment and is
currently in the custody of the Holders of
Trust.

Wirs current situation, I am told, is the
result of the murder of two friendly street
vendors located in the outer ring of the city.

It is odd though, that since her departure
from the library I have felt an increasing de-
sire to locate my family and friends and reas-
sure them that I am well.
Tableau Infractus Issue 1

8

Wirs Bane


Using Wirs Bane in Your Game

In Earthdawn a namegivers word is often
their bond. Wirs bane is designed to turn the
loved ones and friends against a single char-
acter. This can begin with the most remote
npc related to a character, an acquaintance
or a childhood friend.

This horror begins by sowing suspicion
about a character when the character is sup-
posed to be absent, such as when the charac-
ter is off on a trip to Iopos or some other city.
It accomplishes this by taking on the appear-
ance of the character and behaving in a man-
ner completely unexpected for that character.
In the case of Wir, the accusation of selling
slaves even though she is dedicated to freeing
slaves from their captors.

The horror performs these acts in the full
view of the most remote associates first and
over a short period of time works its way to
the closest members of the characters family
and friends. When the character returns they
are often accused of breaking heinous local
taboos or laws and the betrayed family
members and friends are often the most vo-
cal about the horrific acts.

Wirs Bane is best used with subtle fore-
shadowing. Perhaps the horror has marked a
namegiver close to the character, or perhaps
the character has become a local hero and
come to the attention of Wirs Bane. A hero
presented with witnesses and proof of their
actions has an opportunity to truly show
how heroic they can be. Either they prove
their innocents or they run.

Groups of Journyman ranked characters
are often accustomed to the upfront in your
face style of horror. Wirs Bane is exactly the
opposite of that. A campaign is easily inter-
weaved with the machinations of this horror.

The legend point value of this creature is
left up to the Gamemaster. A good rule of
thumb is 7
th
circle medium legend award, 8
th

circle medium legend award , 9
th
circle
maximum legend award per character.

Wirs Bane will only resort to combat if it
can not escape or convince others nearby
that it is a child being attacked by the charac-
ters. In combat Wirs Bane will attempt to
use its current Horror Marked targets as
minions or as shields to assist it in its escape.

Characters may have a difficult time trying
to stop Wirs Bane when their family and
friends are attempting to stop them. It is not
inconceivable that the family and friends will
attempt to kill the character believing that
they are the horror. Townsfolk may also be
taken in to defend the horror simply because
it will appear to them as though the Horror is
a child being menaced by the heroes.


Attributes
DEX: 13 STR: 15 TOU: 16
PER: 12 WIL: 13 CHA: 18
Characteristics
Initiative: (13) 1d10+1d12
Karma: 15 +5 per circle Karma Step: (10) 2d8
Actions: 2 +1 per circle Physical Defense: 16
Attacks: 3 Spell Defense: 16
Claw attack 2d12 Social Defense: 24
Claw attack 2d12 Physical Armor: 7
Bite Attack 2d10 Mystic Armor: 9
Death: 78 Recovery Tests:8
Unconsciousness: 71 Move 8
Wound Threshold: 22 Legend Award: Variable
Spells
Threadweaving (7)
Displace Self, Crafty Thought, Confusing Weave,
Nobody Here, Notice Not, You Got me
Horror Powers for 7
th
Circle
Astral Camouflage (5) 17 Corrupt Reality (6) 6
Corrupt Karma (5) 23 Horror Mark (7) 19
Spell Casting (7) 19 Karma Boost (5) 18
Horror Powers for 8
th
Circle
Include all Spells & Powers from 7
th
Circle version
Karma Drain ( 5 ) 18 Talent Rhetoric (6) 18
Horror Powers for 9
th
Circle
Include all Spells & Powers from 7
th
& 8
th
Circle versions
Talent Diplomacy (3) 21 Talent Conversation (7) 25
Tableau Infractus Issue 1

9

Hunger

Toxic Spirit Miniature by Ral Partha


The Horror called Hunger was first re-
corded in a small kaer about three days ride
from Iopos. Since we have located several
small kaers with the similar stories we will
provide the first one as our example here in
the Library of Enlightenment. We have ed-
ited the comments of an unnamed record
keeper to reference the duration of the infes-
tation and the symptoms the kaer suffered.

Long Dark year 3 Strassa 12:
I have noticed a feint green mold ac-
cruing on the food store urns. It was my un-
derstanding that the magic in the pots was
to help prevent the rotting of the grains
within. An inspection of all the urns will take
place in the next week.

Long Dark year 3 Strassa 13:
Each of the volunteers has inspected
the green mold and is now educated on what
we are looking for. The inspection will
commence tomorrow.

Long Dark year 3 Strassa 14:
I brought one of the pottery smiths and
an Elementalist to the stores today to de-
termine if the mold is going to cause an issue
with the food storage. Neither of them had
ever seen the like of the mold before.

The inspections are going well it appears
as though the food stores are mostly free of

this green taint.

Long Dark year 3 Strassa 15:
Some of the inspecting volunteers have
been caught secreting food from the store
they were inspecting. Per Kaer law they
have been confined and their personal prop-
erty has been confiscated and redistributed
to the other members of the kaer

One of the inspection crews noticed a
green dust on previously inspected storage
urns today. It looks like we will have to re-
inspect all previously inspected food stor-
age.

I am beginning to think that this is going
to be a long week.

Long Dark year 3 Strassa 16:
All the urns have the green mold on the
outside. And the urns that were opened had
a slight green tinge to the grains. This is not
looking good.

Long Dark year 3 Strassa 17:
Each of the inspector volunteers, my-
self, the pottery smith and the elementalist
have all developed a strong cough and ooz-
ing green mucus out of the nose and eyes. I
fear for my life and my family.

Written in a different hand.

Long Dark year 3 Strassa 24:
The food shortage has become unbear-
able. The kaer can not support all the people
that we have. The council has decided to ex-
ile all of the ill to outside the kaer.

Having read the logs of the food clerk, it
is fairly apparent to me that the horror is
here already and the hysteria in the Kaer is
the results of the tainted food.

Every conceivable location of food has
been covered with the fine green mold. I
have felt the presence of the horror during
my time here in the stores and I fear that I
and my kaer are doomed.
Tableau Infractus Issue 1

10

Hunger

Using Hunger in Your Game

Hunger is a horror with a truly unique
method of eliminating a large population and
enjoying the misery it fosters. The physical
form of hunger is a chalky green dusty mold.
It selects populations that require large
stores to survive. Every Kaer that Hunger
inhabited died.

Hunger usually sneaks into a storage facil-
ity on the stalks of cultivated plant matter.
Grains and grasses stored for winter is a spe-
cial favorite. Once in the storage facility
Hunger spreads to the other food stores and
to people that are exposed to the food stores.

Runny noses and eyes are the first name-
giver responses to the physical form of Hun-
ger. This is rapidly followed by a series of fits

and a rapid decent into madness.

Hunger uses the confusion caused by mass
madness to spread even more rapidly and
infect all the namegivers in an area. Starva-
tion, fear and madness are swift and lethal
on a large scale.

Hunger has duel astral and physical forms
The Astral Form is susceptible to astral dam-
age but not to physical damage.

When encountered Hunger will attempt to
raise a local corpse. This corpse is then ex-
ploded using Dust to Dust followed by a
rapid Air Blast to spread its dusty spore into
the lungs and mouths of its attackers. If
Hunger is successful with this attack then
affected characters will suffer from the ef-
fects of the Wither Away spell. One method
of preventing this demise is to kill Hunger on
the Astral Plane.

Hunger uses its mental capabilities to
communicate from astral space with the
physical realm. It will use any name giver as
a target for damage shift should it receive
any damage.

If pressed into combat Hunger will use the
spell astral horror to distract the characters
while it attempts to escape. The details of
the poison of Hunger is left up to the Game-
master, as is the details of the disease that
Hunger can inflict.

The legend point value of this creature is
left up to the Gamemaster. A good rule of
thumb is 10
th
circle medium legend award,
11
th
circle medium legend award , 12
th
circle
maximum legend award per character.

Hunger is best used as a follower horror.
Have Hunger destroy small towns and vil-
lages that the players have visited but have
not yet returned too. When they do finally
return it will provide excellent foreshadow-
ing for a future confrontation with hunger.


Attributes
DEX: 7 STR: 8 TOU: 13
PER: 18 WIL: 15 CHA: 5
Characteristics
Initiative: (7) d12
Karma: 20 +5 per circle Karma Step: (10) 2d8
Actions: 5 +1 per circle Physical Defense: 10
Attacks: 5 Spell Defense: 24
Claw attack 2d6 (x2) Social Defense: 7
Sucker attack 2d6 (x2) Physical Armor: 2
Bite Attack 2d8 Mystic Armor: 11
Death: 66 Recovery Tests: 6
Unconsciousness: 59 Move 6
Wound Threshold: 19 Legend Award: Variable
Spells
Threadweaving (9)
Air Blast, Astral Flare, Astral Horror, Catch Spell
Dust To Dust, Foul Vapors, Stench, Wither Away
Horror Powers for 10
th
Circle
Animate Dead (9) 24 Disease (9) 9
Poison (10) 10 Spell Casting (9) 27
Horror Powers for 11
th
Circle
Include all Spells & Powers from 10
th
Circle version
Talent Hypnotize ( 10 ) 15 Talent Thought Link (10) 28
Horror Powers for 12
th
Circle
Include all Spells & Powers from 10
th
& 11
th
Circle versions
Damage Shift (11) 26 Talent Aura Armor (10) 25
Tableau Infractus Issue 1

11

Eberheam

Dung Spirit Miniature by Dark Forest Miniatures


This entity is the single most insidious
horror to grace the pages of the Library of
Enlightenment. We have taken great pains to
provide the information safely. The prohibi-
tions of removal of these pages from the
Orichalcum lined room are for the protection
of the city at large.

From the contents of a missive provided
by Vidar Denairastas, may he live forever in
memory, to the Library of Enlightenment.

It has come to my attention that a horror
has been detected attempting to infiltrate
our citadel. As is the nature of horror of this
scale, it seeks to destroy our fair city from
within. Individuals that are under the influ-
ence of this horror will cause disruption to
the population. This disruption will appear
to be in the form of small disagreements that
are escalated to the point of internal strife
that affect the entire citadel.

As an example I provide the Free Persons
Parliament. This dissident group in the
guise of public interest fought the compul-
sory requirement of every citizen to spend
two years in the military service of Iopos.
We all know the failure of this concept was
that we were hard pressed to defend the
Citadel during the last breaching.

Since every single person in the citadel is
dependant on every other citizen it is para

-mount that we locate, isolate and destroy
any perceived occurrence of this horror.

I have therefore instituted a policy that
assist in the defense of this horror. The
Holders of Trust. They will be a combined
internal and external defense. As of this mis-
sive the Military of our great Citadel will
commence the training of the Holders of
Trust, and each year the best and brightest
of our citizens will participate in the selec-
tion.

In this way we can be certain this horror,
which feeds on the weakest and most suscep-
tible of our citizens, has as little influence as
possible. With the Holders of Trust it we will
be able to respond at a moments notice.

Our selection process will provide us the
opportunity to locate possibly tainted citi-
zens as well as provide for our best defense.
It is not to be interpreted that citizens that
do not make the Holders of Trust are
tainted. Only the best and brightest are go-
ing to be able to save us and the trials will
need to be difficult.

The Holders of Trust will be trained to
notice the influences of this horror in others,
even if they are not aware that they are be-
ing influenced.

A li st of behavi or s that ar e suspect:

Hatred toward other namegivers in Iopos
Incessant questioning of authority
Secretive behaviors
Failure to assist others during emergencies
Willingness to disobey laws
Dissidence against the Denairastas Family

The last must be stated for only one rea-
son. The horror is aware of our attempts to
fight it and therefore will do everything in
its power to discredit the family that has, for
most of the scourge, fought and died to keep
Iopos safe.


Tableau Infractus Issue 1

12

Eberheam

Using Eberheam in Your Game

When using Eberheam in a campaign the
fist concept that the Game Master must con-
sider is this Will Eberheam be a real horror
or a figment of the imagination.

I have used it as the excuse the Denairas-
tas clan has created to justify the existence of
the Holders of Trust. It works very well in
this aspect as it allows the city to be unified
in a very real and understanding way. The
people of Iopos believe that there is some
overwhelming horror to fight against and
happily participate in the selection process


for The Holders of Trust.

If, in your game, you would like Eberheam
to be a very real and malevolent entity that
the characters will eventually face off against,
I suggest the following.

Use Eberheams Horror Mark: Place abil-
ity to mark the pattern of a town that is very
important to the players. When the effects of
the horror are felt early in the campaign
make it appear to be the rumblings of dissi-
dent factions that appear to truly want posi-
tive change in the town.

It is best if the dissident factions proposed
changes are reasonable yet unfeasible, such
as doing away with slavery in Vivane. It is
something the players can get behind and
trust in.

Once the faction is of adequate size a
schism in the faction should develop to force
the population to take sides. Using the Slav-
ery example; all slaves must be set free and
reimbursed for the years spent as a slave. In
no time at all the people of a town will be
clawing at each other just to prove that the
choice they are backing is the correct one.

Eberheam hangs out in astral space ab-
sorbing all the power generated from the ha-
tred and inhumanity that people are willingly
putting forth in the pursuit of their good
cause.

Astral Space is where Eberheam exists and
is the only location that it may be interacted
with directly. Eberheam can not be defeated
in the classic sense of being slain. If its astral
form is slain its essence will reside in the
threads woven to the pattern of the places it
has influence. It will regain its astral form
slowly over a number of years equal to its
perception rank.

The legend point value of this creature is
left up to the Gamemaster. A good rule of
thumb is 13
th
circle medium legend award,
14
th
circle medium legend award , 15
th
circle
maximum legend award per character.
Attributes
DEX: 15 STR: 17 TOU: 17
PER: 18 WIL: 21 CHA: 15
Characteristics
Initiative: (15) d12+2d6 Karma Step: (14) 2d12
Karma: 40 +10 per circle Physical Defense: 10
Actions: 6 +2 per circle Spell Defense: 24
Attacks: 6 Social Defense: 20
Tentacle 3d12 (x4) Physical Armor: 6
Spew attack 2d8 (x2) Mystic Armor: 17
Death: 82 Recovery Tests: 6
Unconsciousness: 75 Move 10
Wound Threshold: 23 Legend Award: Variable
Horror Powers
Horror Mark: Place (12), Thought Worm (13) Horror Thread (15)
Special Rules for use with 13
th
Circle
Eberheams Thought worm can be used on any name-giver
that has a thread woven to any Pattern Item belonging to the
place that Eberheam has Marked.

Eberheams Horror Thread may be woven to a place as fol-
lowing the same method of thread weaving for an adept. This
will displace the lowest ranked Thread already woven to the
place.
Horror Powers for 14
th
Circle
Include all Abilities from 13
th
Circle version
Eberheam will inhabit the body of any adept that has a thread
woven to a marked place. This possession lasts for a number
of rounds equal to the success rank of Eberheams horror
thread woven to the place.
Horror Powers for 15
th
Circle
Include all Abilities from 13
th
& 14
th
Circle version
Eberheam has the False Phoenix ability.

Should adepts that are controlled by Eberheam be slain,
Eberheam my raise them from the dead for a number of
rounds equal to its Charisma Rank.
Tableau Infractus Issue 1

13
He Legend of Gahbore Hammerthumb

Gahbore Hammerthumb the legendary
Weaponsmith began as many do, as restless
disinterested young name-giver. He was
born in Throal during the celebrations of the
reopening. His family line were simple lichen
farmers during the scourge. Gahbhore was
just one of many of the Children of
Hope.

His childhood was filled
with the normal dreams of
escaping his parents and
carousing with his
friends. Once at the
tender age of fourteen
summers Gahbore was
caught sneaking into
an establishment
dedicated to dancers of
an exotic nature.
During his escape
from the watch
guards that were
posted at the door,
he hid in a smithy.

While he was
hiding a customer
entered the smithy, and
finding nobody about,
attempted to steal the contents of the cash
box under the front counter. Gahbore
grabbed the closest item to him, a Black Iron
Hammer, and tried to stop the would be
thief. He chased the thief out of the smithy
and down the avenue waving the hammer
and yelling for the guards.

When the guards did respond and arrest
the thief it was determined that the thief was
instead the son of the smith. Gahbore was
arrested for trespassing and causing a public
disturbance.

The smith attended Gahbores hearing. At
the hearing the smith determined that his
son was stealing from his business and that
Gahbore had in actuality saved the smith
from loosing a days wages. As the judge was
about to pass sentence the smith asked for
clemency for Gahbore. The judge granted it
and Gahbore became the smiths assistant
for the duration of his of his sentence.

Gahbore found that he enjoyed
working the forge. He learned the
basics of creating arms and armor
as well as tools for use in more
mundane tasks. To him the
smithy and forge were as much
a home, as a place to con-
template the world.

At the age of sixteen
Gahbore requested
permission from his family
to officially apprentice as a
Weaponsmith. His father
and mother were quite
proud that their son could
be considered for such an
honor. None of their family
line had ever shown even the
slightest capability with any of the
disciplines previously.

Gahbores test to become an apprentice
was to design and forge the tools he would
use in his trade.

During creation of the tools he kept re-
turning to the Black Iron Hammer to form
and shape the raw metal and the forged steal.
When he had created his tools he presented
them to his master. The master asked him
why there was no hammer in his tools and
Gahbores response was. This is the single
most useful tool ever created, it feels as
though it is the first tool ever created.
T
Tableau Infractus Issue 1

14

Ole-play -vs- Roll-play
I have found that two very distinct
ideas prevail in Role-playing game de-
sign and in their actual play. The styles as I
see them:

Role-play: Character driven, possible
in character interaction, stats are there
to support the concepts of the game.

Roll-play: Stat driven, limited in
character interaction, stats are there as
a means to the next level. The idea that
the bigger the bonus the more fun the
game.

Let us discuss the Role-play first. It has of-
ten been called the Talky Talky part of the
game. Here we have character interaction on
a scale that is very involved. Players identify
with their characters. Situations that the
character will face are treated with gravity
buy the player.

In the Role-play game the characters story
is the primary motivator. Adventures are
built around finding information, people, or
discovery of something unknown in the story
line. Players often find themselves interested
in the details of the surroundings or the set-
ting. They plot and plan in a manner that al-
lows them to change the setting.

In the Roll-play game the character interac-
tion is kept to a minimum. Not so much of
the Talky Talky though there might be some
cursory conversation. Players identify more
with what their characters are carrying or
their character class progression.

Game stats are the main motivator in the
roll-play game. Adventures are built around
finding items or abilities to make the charac-
ters more powerful. Class progression is a
large part of the reason to play a given class.
In this style of play the concept of the heal
bot and meat shield concepts were bourn.

I find that players are just as polarized in
their playing styles. If you have a group that
consists of both types of players almost any
game can become skewed to one extreme or
the other. Here are a few concepts I have
found useful.

Keep an even level of the Role -vs- Roll in
your game. Combat by its nature is Roll and
story is Role. Balancing the two can be a bit
tricky. Pick a game with a streamlined com-
bat system one that can be resolved in no
more than 20 minutes for a single fight. This
may require you as the Game Master to have
a very firm understanding of the combat rules
for your game.

Provide each player with an opportunity to
interact with NPCs. Even people that do not
like the acting part of the game want to par-
ticipate, so allow them to be blunt and out of
character while still allowing them to help
move the story along.

Avoid rewarding one behavior over the
other. Not all players are actors or even enjoy
the character interactions. So If one player is
rewarded for role-play, then make certain the
other is rewarded for their roll play. This
prevents hard feelings in the gaming group.
R
Tableau Infractus Issue 1

15
Iopos
The Jewel of Western Barsaive

Throal is viewed in the current Earthdawn canon as the good, Iopos as the bad, and Thera as
the ugly. I aim to provide a very different perspective, both Thera and Throal are the mis-
guided and Iopos is the path to enlightenment.

Iopos is a city that has tremendous possibility for internal and external intrigue. The popula-
tion is in lock step with their leadership. Rarely will the Iopans question the motives or actions of
their leaders believing, as they do, that they are doing what is good for everybody.

My view of Iopos is as a city with a thick white wash of purity and an internal structure of de-
ceit and corruption. It is a city of contrasting external beauty and internal danger. The populace
lives in the quiet support of their city. The few dissidents in the city are viewed as a real danger to
the populace.
Faith in the passions
"If you feel it, how can it be wrong ?"
- Wilam Head Archivist of Passion Studies, the Library of Enlightenment

My name is Wilam I am the Head Archi-
vist of the passions here at the Library of
Enlightenment. This sheaf of papers is to be
my contribution to the Tableau Infractus.
Uhl has requested a rebuttal of sorts to The
Dwarf Kingdom of Throals constant dispar-
aging of our fair city. Throal has in recent
memory issued a number of publications that
have failed to portray the people of Iopos in a
correct light. I offer up our view of the pas-
sions as my first attempt to provide some
light where shadows have been cast.

If a name-giver feels, that is a gift. Many of
the name-givers that have arrived in Iopos
since the end of the scourge have lost this
understanding. The years underground have
driven most of their feelings deep inside
them. They only allow them selves to feel on
particular holidays or at specific events. We
of Iopos feel every day. We know that to deny
our selves this gift leads down a very dark
path.
Like every Kaer and Citadel during the
scourge, we learned hard lessons. We spent
time fighting with each other and against the
horrors that would break through our cita-
dels defenses. We subjugated segments of
our population in the belief that they were
tainted strictly because of the blood in their
veins.

We of Iopos have learned to live in relative
harmony with our neighbors. Every citizen
understands the need of vigilance against
horrors, even now.

Dissenting opinions often claim that Iopos
is a restrictive society, that our citizens are
forced to live in fear. I suggest that it is pos-
sible for name-givers to live in peace and
harmony when the laws are clear and all
needs are satisfied. Criminals are dealt with
harshly. This is because breaking the law in a
citadel surrounded by the scourge is life
threatening to all, that will never change.
Tableau Infractus Issue 1

16

Fall of the Three

The single event that brought our whole
culture together was the abandonment of
sanity by three of our passions. Our temples
built to these passions suffered horrible
transfigurement in a matter of minutes. The
statues dedicated to them and the buildings
themselves became twisted and warped in
appearance and function.

Vidar Denairastas recognized what had
happened before the disaster could bring the
population to grief. It was his inspiring lead-
ership and vast understanding that allowed
Iopos to survive the Fall of the Three.

By his orders the temples were demolished
and the questors located. The questors were
confined for the safety of the citadel. It was
not their fault that the dementation of their
passions led them down the wrong paths.

The order was then given that the
temples be rebuilt in the image of the old,
and renamed with volunteer blood
magic. These temples have not been
occupied by questors since this time.
These temples still have the poems
and prayers to the passions as
they were before the scourge.
Our belief is that when all of
Barsaive returns to the
original meaning of these
passions the passions will return to them-
selves.

To this end Fallen Three are only referred
to by their true names. Some dissident fac-
tions claim we have named them the Fallen
Three and therefore they will never return.
Voicing this concept is a danger to all name-
givers and therefore against the law in Iopos.

Crimson Cross

When the world was declared livable again
we Iopans began to explore outside the safety
of our citadel. What we found was a ravaged
and wounded world. Whenever a kaer was

found its occupants were most often in seri-
ous need of assistance.

In an effort to provide assistance for those
in need, Uhl Denairastas called for the crea-
tion of a humanitarian effort designed to pro-
vide assistance where and when it was
needed.

The name Crimson Cross and the banner
were the idea of a Captain of the Holders of
Trust. He said that blood is the most com-
mon dye available on a battle field or in a
disastrous situation. The banner is therefore
very easy to construct under any circum-
stances. This wise and compassionate Cap-
tain chose to remain anonymous and allow
the Crimson Cross to create its own
reputation.

Questors of Astendar, Floranuus,
Garlen, and Jaspree work with the
Holders of Trust to help those
displaced by the Scourge or po-
litical strife. Their Banner is a
cross painted in blood on a
white field. The banner has
become a symbol of hope
and safety to the less
fortunate.

A typical Crimson Cross
Camp will have defenders from the
Holders of Trust, and questor healers.
Disciples of the questors provide food and
succor for those in need. It is the policy of the
camps to provide help to any and all that
come without threats or armament.

In the decades of the Crimson Cross exis-
tence thousands have been helped. Often
times the Cross will travel to a known un-
friendly territory to help people that view
Iopos as a threat. It is not uncommon for the
commander of a contingent of Holders of
Trust to disapprove of the Cross mission.
However no Holders of Trust commander
will interfere with the mission of the Crimson
Cross, as their orders come directly from Uhl
Denairastas.

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