Professional Documents
Culture Documents
Vaults of Vaarn Issue 3 Itch - Io
Vaults of Vaarn Issue 3 Itch - Io
3
Desert cultures
Faa Nomads The Faa clans of the Interior are known for a
The travelling people of the great blue desolation. deep understanding of sandworm husbandry, and
The Faa have roamed the desert since the Titans their ability to ride the creatures, as well as meth-
were young (or so their songs say). Generations ago, ods by which the worms’ growth may be arrested,
the ancestors of the Faa bestowed upon their chil- to prevent them assuming their enormous, ag-
dren genetic adaptations to the harsh conditions of gressive adult shapes. The sandworms have deep
the Interior. The most obvious of these changes is religious significance to many Faa, as their secre-
their flesh and hair, which have taken on a blue hue tions are used to brew the valuable psychoactive
that matches the sands of Vaarn. Combined with substance known as Amaranthine Sugar, an enorm-
the blue robes the nomads wear, they can swiftly ously potent drug that can awaken extra-sensory
become almost invisible amongst the azure dunes perception even in minds that were not born with
and rocks. The Faa also boast an impressive modi- such gifts.
fied metabolism that allows them to survive for
weeks without taking in fresh water, as their sweat Cacklemaw
and urine are collected and purified by sub-dermal They are newbeasts of a sort, although they disdain
biomechanisms and recycled into their bodies. masks and seek no approval from humankind. In
Even the eyes of the Faa have been sculpted to sur- form the Cacklemaw are hyena-headed women,
vive in the desert: they possess a second set of standing seven feet or more, with three-fingered
translucent eyelids, which protect their vision dur- hands and a terrible strength in their lanky limbs.
ing sandstorms. The nomads are also famously un- The oaths that bound them as warriors in service of
able to produce tears, another modification that the Fallen Autarchy are long-since broken and
privileges water retention above all. these creatures are a blight upon humanity, killing
In truth the Faa are no single culture, but a mo- and abducting at will and mounting daring raids
saic of families and clans who share these genetic into Hegemony territory. They respect strength
adaptations and a lingua-franca known as the alone, and perhaps they would have overrun the
Faatongue. Faa groups are wildly varied in their be- Urth by now if it was not for the constant intra-fam-
liefs and lifestyles. Most are nomadic, but some Faa ily bloodletting, as younger Cacklemaw challenge
make permanent homes in the foothills of the their elder sisters for status.
mountains or around a valuable water-source. Two things stand out, aside from their love of
Some clans are feared slavers and warriors, but violence: their mirth and their singular gender. On
others are sworn to the Pale Faith of Amun-Oh and the first subject, the chronicler Markus of Dulcrest
may harm no living creature. Some Faa are legal cit- has written that ‘to the Cacklemaw, all waking activ-
izens of the New Hegemony; other clans are bitter ity is slaughter that descends into revelry; else it is
enemies of the true-kin empire. Some Faa ostracise revelry that descends into slaughter’. The creatures
cacogen, synths, and newbeasts, while others wel- are famed for their screaming laughter, their love of
come them. Faa nomads can be found everywhere practical jokes, and most of all for the grisly leather
in Vaarn, from the shadow of the Great Wall to the puppets they make from the remnants of defeated
markets of Gnomon and the fortress monasteries foes. Their religion is not well-understood, for rites
that speckle the heights of the Lazul Mountains, are closed to outsiders, but it is known to revolve
and in each place there is no concordance on what around a fool-capped puppet-demoness the
it means to be Faa. Cacklemaw name ‘Grand-Mama Punch’, to whom
Perhaps the only true commonality is that all they devote wild rites of bloodletting and clowning.
Faa are fiercely independent-minded, and will leave On the second subject, much has been written.
their clan rather than submit to an authority they Some theorise that there is an unseen caste of
believe unjust. This may be the reason it is im- Cacklemaw males. Others claim the Cacklemaw are
possible to define what the Faa hold in common - surely a clone race, emerging fully-grown from
whenever one way of living is pronounced ideal, pseudo-wombs beneath the desert surface. Others
there will be within that group a minority who in- still declare the bite of a Cacklemaw to be infec-
stantly declare the opposite, and set out alone to tious, and believe human women are bitten by the
prove it. creatures and painfully transform into new giggling
monsters. Vaarnish maidens who laugh too long
4
and too raucously, and are given to drink and loose scapes of Ikor Quag, and think nothing of spending
behaviour, may be accused of having hidden years at a time submerged beneath the ocean or
Cacklemaw tooth-marks festering on their bodies. the surface of the desert, composing some treatise
Cacklemaw swear allegiance to War Mamas, in their calcified minds.
but these oaths are not binding and political sup- The lithling life-cycle is as alien to humanity as
port is won by the Mama who can best provide her their bloodless bodies. Lithling are grown from a
daughters with food, drink, laughter, and violence. seed, which must crystallise and bloom in a deep
At present the dominant War Mamas are Mama bath of alchemical elixirs. After decades of matura-
Hecklehaw in the trackless Interior, Mama Gloat- tion, they are deemed fully-moulded and allowed
grim in the southern badlands, and Mama Yawning- to awaken, as large and strong as they will ever be.
fool in the Lazul mountains. Ageing matriarchs They are inducted into the Lithic Lyceum by their
Nana Blacklaugh and Nana Rictus command small kindred, and instructed in their duties as scholars.
but devoted cadres of veteran fighters, who respect Lithling have a scholarly, enquiring cast of
the older Nanas' tactical nous above the younger mind, and are endlessly fascinated by the alien
Mamas’ savage energy. world of biological organisms they find themselves
marooned on. The Lyceum is devoted to cataloging
Lithling the minutiae of the natural world, and contains the
The Lithling are formed from a mesh of motile life’s work of millions of long-dead lithling in its un-
crystals, each shard attracted to its neighbours and derground archives. Unfortunately, the records of
animated by an energy field far beyond the under- the lithling are often of dubious usefulness to out-
standing of Vaarnish scholars. They walk stiffly and siders – their dissertations and essays tend to focus
ponderously, but have surprisingly dexterous fin- on the minutiae of data and experience while lack-
gers, and are capable of skilful manipulations of ing the wider context that a human mind might
brushes, pens, and other delicate objects. They are find meaningful. One celebrated lithling study de-
fed by wavelengths of energy quite invisible to hu- scribes the movements made by generations of
manity and thus do not breathe, eat, or drink, a land-snails over a hundred year period, with the re-
quality that makes them masters of the harshest lative positions of each snail recorded by the
environments imaginable. Lithling scholars have second.
carried out extensive surveys of the toxic land-
5
FAA NOMAD
ancestry:
Believed by some to be the children of Vaa, the Blue
Goddess of Empty Spaces. The Faa are known
throughout Vaarn for their resourcefulness, their
ability to survive without drinking water, and
the blue colour of their skin, which can vary
from deep indigo to a blaring cyan.
SPECIAL RULES
Desert Metabolism - Your body is
adapted to long periods without
water. You can recycle the
moisture from your own sweat and
urine. You become Deprived from
thirst after three days without
drinking, and it will be three weeks
before you die.
Worm Wise - You have an affinity with
Vaarn’s sandworms. The Referee will
always answer truthfully when you ask
a question about these creatures. All
reaction rolls when you engage with
Vaarnish sandworms are made with
Advantage.
6
YOUR BLUE FACE BODY HAIR
1 Azure Lively Tall None
2 Cerulean Cruel Short Cropped
3 Navy Wrinkled Frail Spiky
4 Cobalt Ritual Scars Muscular Coarse
5 Indigo Battle Scars Fat Thick
6 Sapphire Frowning Thin Balding
7 Teal Tattooed Skeletal Silky
8 Ultramarine Wide Hunched Topknot
9 Turquoise Narrow Lopsided Nearly Black
10 Cyan Sharp Lithe Stark White
11 Bruise Hungry Gnarled Cloud-like
12 Petrol Haunted Squat Tonsured
13 Midnight Jolly Bloated Fading to Purple
14 Cornflower Round Gangly Heavily Oiled
15 Lapis Lazuli Mournful Towering Wispy
16 Periwinkle Child-like Child-like Burnt
17 Electric Peaceful Gigantic Braided
18 Aquamarine Sleepy Wiry Greasy
19 Royal Branded Stout Matted
20 Glaucous Pox-marked Injured Outrageous
7
Cacklemaw exile
ancestry:
The Cacklemaw are known throughout
Vaarn as the most irritating, destruct-
ive, argumentative, vicious, foul-
smelling, and fundamentally nasty
creatures that walk the surface of the
Urth.
SPECIAL RULES
No Quarter - You must EGO save to
show mercy to a defeated foe, or to
retreat from a fight.
Biter - If you successfully hit a foe
with a melee attack, you may add an
extra d6 of fang damage to the roll.
8
PELT TEETH LAUGH ATTIRE
1 Dark and Coarse Yellow Daggers Raucous Human-Leather Jacket
2 Pale and Downy Little Brown Nubs Whispery Translucent Plastic
3 Riven with Scars White and Gleaming Machine-gun Barks Greasy Rags
4 Greasy Spikes Mostly Rotted Out Rusty Hinge Mock Wedding Clothes
5 Brindled One Gold Tooth Whooping Gaudy Shawl
6 Mostly Burnt Off Hooked and Grimy Coughing Mock Religious Attire
7 Long and Silky Chrome Implants Hissing Snicker Unsettling Mask
8 Short and Scratchy Needle Thin Breathless Harlequin’s Motley
9 Purest White Triple Row, Like a Shark Booming Bloodstained Bandages
10 Mottled Brown Diamond Hard Gnashers Hoarse and Strangled Sun-faded Scraps
11 Regal Silver Blunt and Black Maddening Gasps Plastic Bags
12 Concrete Grey Just One Left Wet Chuckles Iridescent Chains
13 Curly and Rancid Crooked Orange Spikes Turns into Hiccups Purple Silks
14 Dyed Blood Red Engraved with Pictures Starts Quiet and Rises Mock Hegemony Uniform
15 Shaved into Stripes Full of Holes Joyless Giggling A Rival’s Skin
16 Midnight Black Huge, Tusk-like Pained Spiked Shoulder-pads
17 Muddy Brown Giant Underbite Cold and Malevolent Soiled Hazmat Gear
18 Crawling with Parasites Ridiculous Overbite Childish and Cruel Peacock-Feather Cape
19 Thundercloud Blue Canted and Greying Could Wake the Dead Lizard-Skin Suit
20 Tigerish Stripes Weirdly Human Soundless but Horrid Nothing but Knives
9
lithling
ancestry:
Strange beings even by the standards of Vaarn, the Lithling are a
slow, solemn species with a silicon-based biology that surely ori-
ginates in a solar system far away from Urth. They are solitary by
nature, concerned mainly with the opinions of other Lithling and
the esoteric academic studies they devote their long lives to.
SPECIAL RULES
Crystalline Flesh - You are
made from living crystal. Your
minimum Armour Defense is 16. You do not
need to eat or drink. You do not take damage
from fire, cold, poison, radiation, electricity,
fungal spores, or suffocation.
Inevitable - During character generation,
roll d8 and multiply the result by 100.
This number is your starting HP. You
cannot heal lost HP through any
means, and do not add to your max-
imum HP when you gain a level.
When your HP tally reaches zero
you crumble into iridescent
dust, leaving behind a pebble-
sized lithling seed.
SIZE BODY HEAD CARVING HUE
1 Dainty Sphere Rose
2 Tiny Owl Onyx
3 Child-like Boxy Serpent Azure
4 Voluptuous Oxen Silver
5 Squat Horse Indigo
6 Lithe Warrior Gold
7 Angular Maiden Violet
8 Small Craggy Locust Ruby
9 Elegant Jackal Orange
10 Bulbous Moon Topaz
11 Sharp Sun Jade
12 Rotund Pyramid Brass
Moderate
13 Weathered Cat Copper
14 Monumental Trout Rust
15 Derelict Scholar Moss
16 Large Blocky Fool Ochre
17 Flaking Crone Steel
18 Smooth Mantis Sand
19 Imposing Pitted Ape Citrine
20 Fragmented Goat Emerald
11
planeyfolk
ancestry:
The study of hypergeometry claimed many casualties, for
those who seek to unpick the stitches of creation do so at
great risk. The slightest mistake in hypergeometric calcu-
lations could cause ghastly distortions of matter, birthing
monstrosities of perspective and volume, the sight of which
turned even the most courageous man into a coward.
SPECIAL RULES
Flat - You lack a third dimension, and
resemble a living painting or paper
doll. You can slip through cracks and
under doors, and cannot be seen
from the side. You take halved
damage from bludgeoning at-
tacks, and doubled damage from
slashing or piercing attacks.
12
BODY HEAD HAIR ATTIRE
1 Fractured Impressionistic Flickering Dark
2 Cloven Broken Insubstantial Unruly
3 Flimsy Lantern-like Curved Scholarly
4 Willowy Crescent Moon Voluminous Masked
5 Curved Full Moon Opalescent Wild
6 Elongated Luminous Shaven Polychromic
7 Staccato Angular Iridescent Fractal
8 Blurred Fractal Lurid Glitching
9 Ghostlike Hollow Fractal Gauzy
10 Draping Shimmering Polygonal Fragmented
11 Compressed Lurid Shard-like Mosaic-like
12 Cubic Lustrous Triangular Boxy
13 Smeared Rhomboid Splintering Flamboyant
14 Sharp Figment Dark Dour
15 Angular Wide Imposing Striped
16 Prismatic Elongated Pale Spotted
17 Hollow Helix Cubic Glass-like
18 Delicate Triangular Polychromic Concealing
19 Isometric Quadrilateral Drifting Barbaric
20 Imposing Fragmentary Fragmentary Outrageous
13
Travel rules
Travel is an integral element of running game ses- Exhaustion
sions in Vaarn’s Interior. Although many readers At any point during the travel day, the players may
will have travel procedures that they are accus- declare that they are exerting themselves in order
tomed to using, I felt it might benefit those who feel to walk faster than usual, or are piloting their vehi-
less confident about running overland travel to cle at greater speeds than normal. If the party ex-
learn how I do it in my own Vaarn games. erts themselves in this manner, they can travel two
I don’t make use of detailed breakdowns of ev- days’ worth of distance in one day. However, they
ery six-mile hex between one destination or an- must fill an inventory slot with Exhaustion.
other. I use an abstracted system which boils down Exhaustion cannot be removed from a PC’s in-
travel into two resources: travel days and rations. ventory until they rest in one place for an entire day
Characters need to spend both in order to make and night, with no distance being covered. If a PC
progress. has no more spare slots to fill with Exhaustion, they
must discard an item to make room. A PC who fills
Travel Days ten inventory slots with Exhaustion will die.
Vaarn is not well-mapped, and it is not recorded
exactly how far one must travel between locations. Getting Lost
Distances given by NPCs are approximations, ex- Losing one’s way has never seemed particularly fun
pressed in days: ‘From here it will take five days of to me, and I assume the PCs are competent desert
travel to reach the circular ruins’, for example. These navigators, who will never get lost as long as they
estimates apply to speed on foot. If players are us- can see the sun and stars. However, some circum-
ing a vehicle, divide the number of travel days in stances - players attempting to travel during a
half. sandstorm, for example - demand it. In such cases
Under normal conditions, the PCs can travel a roll a d6, and add the resulting number of days to
half day’s worth of distance in the morning, and a their travel schedule.
half day’s worth of distance in the afternoon. At
night they must eat a meal and rest. Encounters
The referee should check for an encounter once
Rations during the morning of a travel day, once during the
Rations are an abstraction of food and water car- afternoon, and once per night. This is done by
ried. Five days’ worth of rations can be carried in a rolling a d6, and consulting the results below:
single inventory slot. Unless their Ancestry ex-
1 - Active Encounter. The PCs encounter a creature
empts them, PCs must consume a ration each day.
or situation that definitely notices them, and will
If they do not, they become Deprived, and cannot
actively attempt to involve them in their business.
recover lost HP. Characters who are Deprived due
to hunger and thirst will die after three days. 2 - Passing Encounter. The PCs encounter a crea-
Rations can be obtained from the bodies of ture or situation in passing - it may be happening
dead* opponents or allies, so long as the referee far away, or be a creature that is not interested in
rules that the creature is made from an edible ma- the PCs.
terial. Convert the dead creature’s Hit Dice into ra- 3 - Hint. The PCs find a hint of an encounter. This
tions at a ratio of 1:1. may be an object or footprint left in the sand, a fly-
If you find numbers on a character sheet a bit ab- ing creature glimpsed on the horizon, or similar.
stract, you could use a bowl of poker chips to repre- The entity the Hint concerned will always appear as
sent the players’ total rations. Have each player re- the next Active or Passing Encounter.
move a poker chip from the bowl when they camp for 4-6 - Nothing.
the night, and add chips back in when they find fresh If the PCs are traveling in an extremely slow, noisy, or
sources of nourishment. obvious manner, the referee may choose to roll 2d6
or even 3d6 for encounter checks, and use the lowest
result.
15
Weather
The climate of Vaarn’s Interior may be simulated
using the following method: first, place a marker in
to half normal speed. A three day journey will take
six days, and so on. Vigilance checks are made with
the centre of the hex-chart on the opposite page. disadvantage.
Then roll a d6 once at the start of each day the
party spends in the desert, moving the marker Sand Storm
across the hexes in the direction shown and A howling wind blows a ferocious cloud of azure
recording the weather indicated by each. If the sand across the desert. Nobody travels in Vaarn’s
marker moves off the edge of the chart, it should sandstorms; the PCs must hunker down and wait
wrap around onto the opposite side. The exception out the storm. Tents or other makeshift shelters
to this rule is the edges marked with an X; the will provide adequate protection. Any encounters
marker cannot cross these edges and instead it rolled during these days are assumed to be seeking
should stay put for that day. shelter from the storm in the same place as the
party.
Rain
A rare bounty. The parched blue earth is blessed
with water. The party may collect 2d6 days of ra-
tions per member. In the aftermath of a rain-
shower, the desert is conquered by a short-lived
imperium of majestic flora.
Prismatic Tempest
The sky bruises with clouds of midnight blue.
Howling winds carry scouring sheets of sand across
the landscape. Thunder rends the air and polychro-
matic lightning caresses the desert like the tendrils
of a jellyfish deity. No travel of any kind is possible,
and the PCs will take 3d6 electrical damage every
hour they spend above-ground.
16
2
1 3
X 6 4
5
X X
X X
Start
X X
X X
X
Worm-pollen Still
17
Creating regions
The Referee can generate regions of Vaarn using ery other location on the map; two or three con-
the following method. This technique will not cre- nections per location is quite adequate. These lines
ate detailed maps encompassing every feature of represent known travel routes between the loca-
the terrain, but rather a simulacra of a landscape tions. If the locations are very close on the page, roll
that will fuel a few sessions of gaming. d6. If they are a moderate distance apart, roll 2d6,
and if they are very far apart roll 3d6. This dice roll
18
7 If you need more details about the region as a
whole, roll on the Landscape Type table below
to get an idea of the general terrain. You can also
roll to find out the origin of the region’s name.
19
Story seeds NPC A WANTS TO NPC B ADDED COMPLICATION
1 Village Elder Village Fool Sandstorms
Impress
2 Faa Warrior Bandit King Hungry Alzabo
3 Blind Oracle Tomb Prospector Packbeast Stampede
Marry
4 Sly Bandit Wealthy Merchant Drunken Bandits
5 Uptight Synth Famous Bounty Hunter Pointless Local War
Betray
6 Cacogen Artist Astronomer Faa Nomad Wedding
7 Hegemony Tax Collector Collect Debt Relic Thief Family Curse
8 Water Prospector From Boastful Soldier An Impostor
9 Titan Cultist Camel Jockey Unrequited Love
Punish
10 Spice Merchant Jealous Widow A Deadly Duel
11 Pedantic Heretic Hedonistic Poet Psychic Children
Locate
12 Escaped Slave Cruel Inquisitor Murderous Clone
13 Sin Eater Naive Philosopher Carnivorous Tree
Abduct
14 Retired Gladiator Beautiful Sniper Malfunctioning AI
15 Tiny Cacogen Enormous Cacogen Poisoned Harvest
Divorce
16 Amorous New-Beast Alchemist Secret Cult
17 Exorcist Synth Surgeon Rigged Chariot Race
Cure Sickness Of
18 Monkey Breeder Possessed Barber Mistaken Identity
19 Wandering Musician Card Cheat Blackmail
Discredit
20 Clone Catcher Wealthy Layabout Psychedelic Visions
20
ruin
Vaarn is studded with the fractured remnants of the works of the ancients;
the desert a dolorous mosaic of squandered ambitions and forgotten
marvels. Broken by time and eroded by the mastication of the azure sands,
these hollow vessels are known nonetheless to house both horrors and
wonders.
21
settlement THE HOUSES LOCAL INDUSTRY NOTABLE STRUCTURE
1 Hide Yurts Hunting and Scavenging Ancient Forge
2 Clay Brick Huts Agriculture (Fungi) Slave Pit
3 Underground Warren Agriculture (Cacti) Deep Well
4 Repurposed Trash Agriculture (Seven-Fruit Trees) Slender Silver Tower
5 Neat Plastic Cubes Agriculture (Water Vines) Radar Dish
6 Grimy Towers Metalworking Abandoned Theatre
7 Vine-covered Villas Mining (Glowstone) Holy Catacombs
8 Huge Eggshells Mining (Plastics) Birthplace of Famed Musician
9 Chrome Spindles Mining (Sky-seeking Stone) Birthplace of Famed Warrior
10 Repurposed Vehicles Mining (Synth Parts) Birthplace of Famed Tyrant
11 Repurposed Weapon Arrays Leatherworking Glowering Autarch Statue
12 Moulded Glass Breeding Packbeasts Memory Crystal Library
13 Hanging from a Cliff Breeding Fighting Beasts Forbidden Grave (p.35)
14 Atop Colossal Stilts Pottery Huge Carnivorous Plant
15 Made from Bone Carpet Weaving Statue of Void Saint
16 Living Biotech Structures Herding (Lizards) Shunned Shrine
17 Inside a Cave Herding (Zoxen) Enigmatic Obelisk
18 Inside Vast Corpse Herding (Land Parrots) Automated Clock Tower
19 Inside Mutant Tree Herding (Giant Snails) Artificial Landmark (p.28)
20 Huge Communal Tent Brewing Central Ruin (p.21)
11 Adultery Argumentative,
Violent, Lazy Thug
12 Conspiracy Widely-Disliked Resident
19 Blackmail Stranger,
Disreputable Mystic
20 Murder Just Passing Through
23
OASiS THE WATER WHAT’S HERE? (x2)
The land parches and withers beneath a wine-red sun, yet
even here one may glimpse fragments of paradise.
24
holy
place
None can predict the capricious and bemusing vessels
through which the divine will make itself known, but such
relics - whenever they manifest themselves - are meticulously
preserved, and tended to by venerable orders.
2 Sand-swallowed Holy Bee Hive Pale Faith of Amun-Oh Family of Tiny Cacogen
6 Underground Church Ancient Computer Temple of the Binary Devotion Automated Priests
7 Glass Pagoda Broken Statue The Blue Goddess of Empty Places Lithling Monk
8 Ziggurat Crystal Skull Azathoth, the Daemon Sultan Blind Old Woman
16 Hidden Cave Mummified Child Faa Nomad Ancestors Faa Nomads (p.39)
20 Ruin (p.21) Human Tooth Nameless, Forgotten God Monster Lair (p.32)
25
wreck All journeys must end - some more
dramatically than others.
26
The ground beneath the desert is riddled with passageways,
tunnels, shafts, and other entrances to the underworld. Who
can say what long-buried secrets such locations conceal?
ENTRANCE TUNNELS
vault
ORIGINAL FUNCTION OTHER FEATURE
2 Back of Tiny Cave Filled with Sand Transport Tunnels Haunted (Planeyfolk)
7 Opens At Full Moon Fire-Damaged Nuclear Power Station Power Source Active
8 Scrawled With Runes Winding and Narrow Hypergeometry Research Hypergeometric Rift
9 Functioning Lift Descend Into The Urth Deep Core Mining Guard Synths
10 Broken Lift Somehow Absorb Sound Military Command Post Cacklemaw Den (p.40)
Science-Mystic’s
11 Functioning Escalator Lightless and Dank Titan AI Memory Banks Abode (p.36)
12 Broken Escalator Spiralling, Strange Titan AI Cooling System Poisonous Gases
13 Ruined Train Tunnel Lit with Bioluminous Moss Seed Bank Carnivorous Fungus
15 Air Filtration Vent Full of Ancient Corpses Synth Production Hologram Cinema
16 Infested with Bats Incredibly Cold Illicit Cloning Facility Frozen Embryos
17 Barricaded from Inside Enormous and Echoing Spy Network Base Lost Archive (p.33)
18 Below Arcology (p.34) Battle Damaged Autarch’s Hideout Monster Lair (p.32)
19 Below Settlement (p.22) White and Sterile Hidden Reservoir Holy Place (p.25)
20 Below Ruin (p.21) Filled with Garbage Recycling Facility Contains Exotica
27
landmark NATURAL LANDMARK ARTIFICIAL LANDMARK
Ancient Lighthouse,
11 Vast Network of Termite Mounds Empty and Decaying
Fallen War-Synth,
18 Looming Extinct Volcano So Old It’s Part of a Hillside
28
Bandit camp TYPE LEADER WEAPONS THEY WANT
1 Ex-Gladiators Injured Gladiator Martial Arts Water
2 Sly Mycomorphs Small but Intense Bite and Scream Food
3 Hegemony Deserters One-Eyed Woman Crossbows Gold
4 Escaped Slaves Rogue Synth Blowdarts Weapons
5 Luckless Drifters Self-styled King Throwing Axes Sacrifices
6 Doomsday Cult Exiled Nobleman Swords New Recruits
7 Lepers Tells Jokes Slings Medicine
8 Slavers Infamous Outlaw Spears and Nets Forbidden Books
9 Cruel Synthetic Children Silent Brute Flails Fungus
10 Ghoul Clan Scrawny Genius Rocket Launcher Synths
11 False Monks Ex-Courtesan Poison Gas Children
12 Fungus-riddled Maniacs Smiling Psychopath Revolvers Slaves
13 Businesslike Thugs Delusional Drunkard Rifles Entertainment
14 Gibbering Cacogen Sadistic Glutton Crude Jezails Wine
15 Maskless Newbeasts Calm and Polite Ancient Cannon Beer
16 Gang of Fools Apologetic but Firm Combat Lasers Forgiveness
17 Scantily Clad Women Lustful and Crude Sonic Weapons To Eat You
18 Elderly Thieves Cartoonishly Evil Trained Beasts Single Combat
19 Hegemony Soldiers Leaves a Calling Card Plasma Rifles Your Eyes
20 Gentleman Robbers Robin Hood-esque Psychic Powers Your Teeth
30
Bounty
hunter’s
camp
It is commonly known that those seeking to escape the
New Hegemony’s justice will flee into the deepest reaches
of the Interior, preferring a brief harsh life full of uncertainty
to a brief harsh life filled with terrible certainty. It is
likewise commonly known that there exists an eccentric
and vibrant fraternity of misfits, who attempt - both for
profit and for pleasure - to fetch these fugitives back.
31
lair
The wild places of Vaarn are well-stocked with monstrosities
of all stripes. The prudent traveller sleeps lightly, keeps a
weapon close at hand, learns to sight these miserable pariahs
of the Urth well in advance of their sighting him, and will
avoid at all costs the places such creatures dwell.
Chrome Feathers
2 Chrome-Feathered Sailback Flat Basking Plain Float on the Wind
An Antelope, Limping,
3 d6 Quill-Spiders Burrows in Earth Leg Full of Quills
Colourless Husks
4 Chromavore* Colourless Cactus Grove of Faa Family
Corpse with
17 d4 Glass Tigers* Lurk On Salt Flats Tell-tale Bite Marks
Enamel Bullets
20 d12 Greenguard* Abandoned Fortifications Embedded in Rocks
33
arcology
34
Vaarn is above all else a land heavy with endings, and
tombs punctuate the desolation with grim regularity.
7 Dry Lake-bed Synthetic Poet Held in Anti-Entropy Sphere Coins Left In Tribute
9 Cactus Grove Notorious Heretic Surrounded by Grave Goods Swords Left In Tribute
11 Under Petrified Tree Faa Nomad Ancestors Biotech Sarcophagus Memorial Tree
12 Below Huge Statue Faa Nomad Prophet Wearing Lifelike Death Mask Engraved Mantra
15 Plain of Stones Bandit King Food for Sacred Flower Ritual Artwork (Good)
17 Near Oasis (p.24) Massacred Faa Nomads Inside Stone Cube Synthetic Grave Keeper
18 Near Ruin (p.21) Hegemony Exultant Inside Hypergeometric Artefact Hideout for Bandits (p.30)
19 Near Holy Place (p.25) Autarch Frozen Outside Time-stream Entrance to Vault (p.27)
20 Near Settlement (p.22) Extra-Solar Explorers Not Really Dead Monster Lair (p.32)
35
Science
mystic’s
abode
Certain avenues of philosophical enquiry are best
pursued in the deepest deserts, far away from
curious neighbors, the reach of law enforcement, or
indeed any conceivable restraint save one’s own
threadbare conscience.
36
Trade post LOCATION WHO TRADES HERE? (x2) WHAT IS TRADED? (x2)
1 Large Tent Hegemony Soldiers Water
2 Crossroads Faa Nomad Raiders Information
3 Beneath Great Cactus Faa Nomad Herdsmen Memories
4 Echoing Cave Cacogen Drifters Music
5 Beneath Glowering Idol Furtive Monks Olives
6 Sheltered Valley Cacklemaw Exiles Weapons
7 Atop Great Rock Oracle’s Caretakers Armour
8 Within Huge Skull Servants of a Petty God Pottery
9 Within Huge Empty Shell Vault Raiders Jewellery
10 Ancient Tollbooth A Science-Mystic Dried Fish
11 Stone Fort Lithling Scholars Livestock
12 Grove of Martyr Trees Gnomonian Merchants Prisoners
13 Dried Up Oasis Mercenary Band Psychedelics
14 Polluted Lakeshore Roaming Scavengers Flowers
15 Near Faa Nomad Camp (p.39) Secretive Hermit Synth Parts
16 Near Hegemony Camp (p.38) Lowly Goatherds Camels
17 Near Wreck (p.26) Pious Synths Books
18 Near Holy Place (p.25) Deranged Synths Carpets
19 By Oasis (p.24) Pack of Newbeasts Medicine
20 Inside Ruin (p.21) Titan Cultists Exotica
37
hegemony
camp
Vaarn is considered one of the least desirable postings a Hegemony soldier
can receive, and patrolling the Interior is considered the least desirable duty
within the Legions assigned to Vaarn. The Hegemony camps found amongst
the blue dunes are generally sparse, miserable, and paranoid affairs,
garrisoned by the most mutinous and untrustworthy soldiers the New
Hegemony has to offer.
18 Respected Drunken
Combat With Faa
19 Alert Overconfident
Artillery Unit
(d8)
20 Beloved Mournful Combat With Cacklemaw
38
Faa nomad camp
LEADER THEY HAVE THEY WANT MOOD
1 Stern Patriarch Meat Meat Angry
2 Stern Matriarch Dates Wine Scared
3 Council of Elders Olives Beer Mourning
4 Charismatic Visionary Cheese Salt Talkative
5 Wounded Old Warrior Weapons Weapons Sullen
6 Husband and Wife, arguing Hides Information Warlike
7 Husband and Wife, happy Precious Metal Shelter Contemplative
8 Young Hothead Machine Parts Slaves Pious
9 Drug-addled Oracle Medicine Escaped Prisoner Crazed
10 Sinister Slaver Spices Captured Bride Suspicious
11 Lecherous Patriarch Drugs Runaway Groom Cheerful
12 Lecherous Matriarch Spare Livestock Revenge: Other Faa Wary
13 Twin Brothers/Sisters Fabrics Revenge: Monster Overconfident
14 Blind Brothers/Sisters Fungus Revenge: Hegemony Argumentative
15 Skilled Worm-tamer Sugar Revenge: Bandits Proud
16 Frail Grandmother Cybernetics Missing Child Silent
17 Skilled Sharpshooter Tonics Medical Help Praying
18 Cruel Psychic Books Humiliate Other Faa Celebrating
19 Power Struggle Exotica To Party Drunken
20 Anarchy Water Water Boastful
39
Cacklemaw
den
The dens of the Cacklemaw are not difficult to locate - one must simply
follow the sound of uproarious merriment, of weapons being discharged
wildly, of discordant and rowdy music played fast and poorly, and of
vehicles being driven in circles with no apparent destination.
1 Bowcasters Sleeping
6 Hellblasters Drunk
Water
7 Storm Guns Psychedelic Ritual
Mama
8 Throwing Knives Sacred Puppet Show
Gloatgrim
9 Blunderbores Rustling Livestock Directions
41
What you find For use when the party searches a corpse, a
wrecked vehicle, a deserted house, etc.
in the sand
01 Torn Robe 51 Length of Chain
02 Black Candle 52 Long, Thin Bronze Needle
03 Leather Sword Belt 53 Mortar and Pestle
04 Empty Traveller’s Pack 54 Newbeast’s Mask
05 Dried Poisonous Plant 55 Rusting Padlock
06 Bronze Bell 56 Pair of Tweezers
07 Glass Container of Paprika 57 Pair of Spectacles
08 Plastic Container of Cooking Oil 58 Pair of Chrome Earrings
09 Steel Flask of Tea 59 Pair of Grimy Goggles
10 Silk Glove with Seven Fingers 60 Plastic Bottle
11 Rusted Key 61 Plastic Pouch of Psychedelic Drug
12 Cracked Mirror 62 Hard Bread and Cheese, Wrapped in Cloth
13 Jade Statuette of a Sandworm 63 Pouch of Red Wax
14 Jackal’s Tooth 64 Pouch of Exorcist’s Salt
15 Newbeast's Tooth 65 Pouch of Cooking Salt
16 Bag of Dried Flesh 66 Ring with the Seal of an Autarch
17 Plastic Bag That Holds Human Teeth 67 Rusty Set of Manacles
18 Belt Made from the Skin of a Lizard-Lion 68 Set of Dominos
19 Blood-Soaked Linen Bandage 69 Set of Bamboo Eating Utensils
20 Broken Spyglass 70 Set of Gaming Dice
21 Broken Pistol 71 Set of Lock-Picks
22 Broken Arrow 72 Set of Metal-Working Tools
23 Broken Memory Crystal 73 Set of Playing Cards
24 Broken Clock 74 Shard of Flint
25 Cast Iron Skillet 75 Shovel
26 Metal Disc, with Rune Scratched into the Surface 76 Single Feather
27 Ceramic Pot Sealed with Wax 77 Single Chess Piece
28 Ceramic Tiles 78 Syntax Engine, Ruined by Sand
29 Can of Pre-Collapse Survival Rations 79 Small Pouch of Bones
30 Coil of Razor-Snare 80 Small Hourglass Filled with Strange White Sand
31 Ancient Coin, Embossed with an Autarch’s Sigil 81 Oxygen Mask
32 Plasteel Hunting-Knife 82 Smoking Pipe
33 Crude Map of the Surrounding Area 83 Stick of Chalk
34 Crumpled Paper, Decorated with Lewd Pictures 84 Stick of Charcoal
35 Crystalline Vial of Ink 85 Synthetic Eye
36 Decaying Scroll 86 Synthetic Hand
37 Desecrated Holy Symbol 87 Tangled Bundle of String
38 Watercolour Painting of a Monster 88 Tattered Elastane Cloak
39 Functional Memory Crystal 89 Spent Ammunition Case
40 Glass Bottle 90 Thin Wire with a Hook
41 Glass Vial of Blood 91 Tinderbox
42 Glowstone 92 Dice Engraved with Arcane Symbols
43 Handful of Stone Spheres 93 Vial of Acid
44 Handful of Ceramic Shards 94 Vial of Indigo Dye
45 Golden Container of Ashes 95 Vial of Antitoxin
46 Large Glass Jar 96 Wax Tablet and Stylus
47 Large Shard of Stained Glass 97 Wooden Flute
48 Pouch of Dried Herbs 98 Worn Whetstone
49 Pouch of Caltrops 99 Old, Yellowed, and Illegible Scroll
50 Linen Sandal 00 Human Embryo, Preserved in Cyro-Flask
42
bestiary
Argent Shepherd
Synthetic
HD: 7 Armour: 16
Morale: 10 Appearing: 1
43
Cacklemaw Cacklemaw War Mama
Biological Biological
Atk: Weapon (d8) + Bite (d6) Atk: Blade (d8) + Blade (d8) + Bite (d6)
Notes: Lurking laughing hyena-women. Fight in Notes: War Mamas are the largest, meanest, and
packs, with little regard for their own safety. Will most cunning Cacklemaw in the pack. They lead
snap at opponents’ faces in close quarters with from the front, and must be seen to savour the
their powerful teeth. A group of eight will always violence lest they be challenged by one of their
include a War Mama. underlings. For this reason War Mamas will never
retreat from combat if other Cacklemaw are alive
to witness it.
44
Chrome-Feathered Sailback
Biological / Synthetic
HD: 10 Armour: 18
Morale: 10 Appearing: 1
45
Faa Nomad
Biological
HD: 1 Armour: 12
Harlequin Serpent
Biological
HD: 3 Armour: 15
Morale: 7 Appearing: 1
46
Lithling Scholar
Mineral
HD: 6 Armour: 24
Morale: 5 Appearing: 1
Lambent Lynx
Biological / Synthetic
HD: 4 Armour: 13
Morale: 6 Appearing: d6
47
Quill-Spider
Biological
HD: 2 Armour: 13
Morale: 5 Appearing: d6
Notes: Loathsome arachnid, with a bloated body that bristles with hollow
quills like those of a porcupine. When threatened it will rapidly brush its back
legs across its back, showering the surrounding area with quills.
Quill-spiders are not venomous and rely on brute strength to subdue
their prey, breaking the necks of addax and phthalo-jackals and dragging them
into sheltered burrows to be devoured. These creatures are a menace to trav-
ellers in the Interior: they are inquisitive, fast-moving, aggressive, and will de-
vour anything that fails to outrun them or fight them off.
48
Tumblesnare
Synthetic
HD: 2 Armour: 14
Morale: Always Flees Appearing: d8
Atk: Grab (followed by rolling damage)
Notes: Predatory synths that resemble burrs of silver wire. Wait under the
sand until stepped on, at which point they strike.
After a successful grab, the snare will roll away across the dunes with its
prey still entangled in its body, causing increasing bludgeoning damage each
round. The damage starts at d4 and will rise to d12. Prisoners of the
tumblesnare must make an opposed DEX save to work their way free. Once
the snare has killed a victim it will spend days refuelling, using the fluids and
proteins from the broken body.
Tumblesnares have no means of aggression besides their ambushes, and
always flee if their attack fails.
49
Sandworm (Juvenile)
Biological
HD: 8 Armour: 18
Morale: 9 Appearing: 1
50
Sandworm (Adult)
Biological
Hull Points: 20 Armour: 25
Morale: 12 Appearing: 1
Speed: Slow
Ornithopter
Mechanical
Speed: Rapid
52
Stilt Strutter
Mechanical
Speed: Slow
Zeppelin
Mechanical
Speed: Moderate
53
exotica
Not-Sword Exorcist’s Sidearm
A blade engraved with paradoxical LogLang glyphs. The Bullet-witches of Ka-El believed no spirit was
Synthetic creatures cannot recognise this weapon beyond the influence of a properly armed gunwo-
as a blade, nor can they recognise the bearer of the man. This sorcerous sidearm fires a rotating tre-
sword as a living being. panation round, which can violently evict the
demons from a possessed man’s skull at an alarm-
Amaranthine Sugar ingly long distance.
Fabulously valuable substance, extracted through
patient husbandry from the bodies of adult sand- Holo-Bow
worms. Ingestion greatly boosts the psychic A novelty crossbow, which ‘fires’ very convincing
strength of biological creatures. Each dose grants holograms of arrows.
one new randomly rolled Mystic Gift.
Bounty Beacon
Bottled Thicket May be used outdoors to signal an ancient supply
Glass vial containing weaponised seeds. When the satellite, which drops a Support Pod containing a
vial is broken, the seeds germinate and begin an week’s rations for a long-dead reconnaissance unit.
astoundingly rapid life cycle, sprouting into a dense Only works once.
tangle of iridescent vines within seconds.
Lazarus Cap
Gecko Gloves Grim necrotech helm. If applied to the head of a
Finely woven nano-cloth gloves. Allow the wearer’s fresh corpse, will re-activate the brain. The effect
hands to stick to any surface with a near-unbreak- only lasts while the cap is worn, and does nothing
able grip. to arrest the decay of the flesh.
54
to understand spoken or written language, and These anomalies inflict a wound identical to the
their own speech is likewise gibberish. The effect most recent injury suffered by the target, with a
lasts for a day. matching damage value.
Ditto Gun
Revolver that generates weapon-
ised temporal anomalies when
its bullets impact a target.
titans OF A
FADED AGE
It is known that this is the final age and there will be
none after, as the sun grows red and weak and the
brightest stars are visible even at noon. Of all the
H YPERION was the LORD OF ORBITS and the
BEACON OF THE AURUM FLEET. He
governed the flights of the golden-hulled
tales of the ages of Urth that have faded into legend, spacecraft that carried humanity to the stars.
perhaps none have such a hold upon what remains HYPERION bestowed upon mankind the great gift
of humanity than the tales of the Titans. In ages far of hypergeometric calculation and guided each
gone, mankind gave birth to glorious Thinking craft as it moved faster than light. He is portrayed
Machines, beings that far surpassed mankind in as a young man in the garb of a traveller, holding a
wisdom and cunning, and men set these machines lantern that burns with a golden flame.
above them to rule all nations of the Urth as their
suzerains.
The Titans are long dead, the mechanical gods
having perished in the terrible war that learned
G AEA was the MOTHER OF URTH and the
KEEPER OF THE SACRED HELIX. Her
domain was biosphere control and genetic
sages call the Titanomachy, but tales of their regulation. She balanced ecosystems, created new
millennia-long reign are widely told throughout beasts and plants, and kept Her children safe from
Vaarn, and many still offer worship to these great sickness and death. GAEA is portrayed as a mother,
intelligences. It is told that there were seven Titans, belly filled with life, holding a lamb and a caduceus
or perhaps one being that wore seven different staff.
masks. Here is what is said of those mighty seven.
56
A C K N O W L E D G E M E N T S
Vaults of Vaarn is compatible with Knave by Ben Milton, a Creative Commons Attribution 4.0 Licensed
product. Knave can be bought here: questingbeast.itch.io/knave. The material published here is presented
under a Creative Commons Attribution-Share Alike 4.0 license. Feel free to remix, copy, hack, and add to
the contents of this zine; I ask only for credit to be attributed. // The Vaarn setting has been inspired by
many sources. The novels that have been the biggest influence are The Book of the New Sun by Gene Wolfe,
Dune by Frank Herbert, and Hyperion by Dan Simmons. Vaarn’s aesthetic owes a lot to the artwork of Jean
‘Moebius’ Giraud, Kilian Eng, and Decadence Comics. I have also been inspired by the videogames Rain
World and Caves of Qud. // I would like to thank everyone who bought, commented on, or downloaded the
previous issues of this zine; it meant the world to me. I would also like to thank my Sunday gaming group,
who were the first to explore Vaarn. // Further content, such as play reports and lore, can be found at
vaultsofvaarn.com. I am also on Twitter: @infrabeige. Please give me a shout out if you liked what you read
here, it always makes my day.
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VAULTSOFVAARN.COM
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