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pow e r e d by

Zweihänder
CREDITS
BLACKBIRDS LEAD DESIGNER: Ryan Verniere EXECUTIVE CREATIVE DIRECTOR, GAMES: The characters, situations,
POWERED BY ZWEIHÄNDER LEAD DEVELOPER: Daniel D. Fox Daniel D. Fox and world in Blackbirds
PRODUCER: Mary Gumport CHIEF DEVELOPMENT OFFICER:
are works of fiction. This
DEVELOPERS: Bill Bridges, John Chambers, Marguerite Fred Nelson
Dabaie, Edward Austin Hall, Joseph Limbaugh, Zoë PRESIDENT AND PUBLISHER: game was designed,
Quinn, Jared Rosen, and Eddy Webb Kirsty Melville developed, and produced
ADDITIONAL CONTRIBUTIONS: Jason Bolte, by a multicultural team of
Joe Carriker, and Ify Nwadiwe BLACKBIRDS LICENSING MANAGER:
diverse beliefs, identities,
OBSERVATIONS OF A WANDERING SQUIRE WRITER: George Ruiz
Christian Fox and orientations
CULTURAL CONSULTANT: Marguerite Dabaie LEAD PLAYTESTER: Ryan Verniere
PLAYTESTERS: Ryan Cady, John
LINE EDITOR: John Chambers Cassel, George Finn, Jon Frank
EDITORS: Marguerite Dabaie, Edward Austin Hall, Jr, Thor Kani, Joe Manganiello,
and Eddy Webb Nick Manganiello, Ron Mathews,
COPYEDITOR: Mariah Madsen Graham McNeill, Kyle Newman,
PROOFREADER: Madison Schultz Chris Prynoski, Adrian Quinn,
George Ruiz, Jody Schaeffer,
ART DIRECTORS: Mary Gumport, Hannah Hahn, Chelsea Shafer, Paul White, Alex
and Rob Sather Wolf, and Ken Wong
ART ASSISTANT: Jeremy Melloul
GRAPHIC DESIGNERS: Diane Marsh and Rob Sather SPECIAL THANKS: Lauryn Ipsum
COVER ILLUSTRATOR: Dave Rapoza
INTERIOR ILLUSTRATORS: Nathan Anderson, Samuel POETRY: Yuzun Kang
Araya, ARTeapot, Natalia Bacetti, Clément Blum, Alice
Boudry, James Bousema, Xander Brown, Oleg Bulakh,
Christopher Campbell, Mark de Bakker, Artem Demura, Blackbirds RPG
Stanislav Dikolenko, LA Draws, Thea Dumitriu, Ken copyright © 2022 by Black Triangle. All rights reserved. No
Duquet, Celestial Fang, Florian-Ayala Fauna, Jonathan part of this book may be used or reproduced in any manner
Fernandes Juanieve, Mike Franchina, Paul Freland, Vlad whatsoever without written permission except in the case of
Gheneli, Goran Gligović, Grady Gordon, Asmo Grimae, reprints in the context of reviews.
Sheri Groleau, Hannah Hahn, Jana Heidersdorf, Cristián
Huerta, Ash J, Maxim Kostin, Maxim Kozlov, Jonathan Andrews McMeel Publishing
Kutzer, Tim Liljefors, Vasco Mariano, Iain Matthiae, a division of Andrews McMeel Universal
Marco Mazzoni, Oriana Menendez, Felix Miall, Maxime 1130 Walnut Street, Kansas City, Missouri 64106
Minard, Alexandria Neonakis, Joseph Pegg, Ariel Perez, www.andrewsmcmeel.com
Dave Rapoza, Paul Reinwand, Adam Rosenlund, Olly
Ryder, Roman Sachnow, Rob Sather, Mariya Sviridova, ISBN: 978-1-5248-8075-0
BW Usagi, Erin Vest, and Maria Zolotukhina ISBN (Servant of the Gods edition): 978-1-5248-6727-0
OBSERVATIONS OF A WANDERING SQUIRE ILLUSTRATOR: Library of Congress Control Number: 2022933427
Evangeline Gallagher
CARTOGRAPHER: Francesca Baerald

ON THE COVER PRODUCTION EDITOR: Dave Shaw


A flock of Blackbirds, PRODUCTION MANAGER: Chuck Harper
EBOOK PRODUCTION: Jasmine Lim
hailing from the kingdoms
of Erebos and beyond, KICKSTARTER CONCIERGE: Kate Bullock
have had their Fates tied SOCIAL MEDIA COORDINATOR:
together by a terrible Christian Fox
RPG BRAND MANAGEMENT: ATTENTION: SCHOOLS AND BUSINESSES
Dooming that will lead
Daniela Bone Andrews McMeel books are available at quantity discounts
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the Golden Messiah, and KICKSTARTER BUSINESS DEVELOPER: Andrews McMeel Publishing Special Sales Department:
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the Plague of Beauty
SALES OPERATIONS: Lynne McAdoo
Contents
C H A P TE R 1: The Tide of Fate 1

C H A P TE R 2 : How to Play 15

C H A P TE R 3: Character Creation & Progression 37

C H A P TE R 4: Skills 95

C H A P TE R 5 : Talents & Techniques 111

C H A P TE R 6: Conflict & Rekindling 157

C H A P TE R 7: Trappings 205

C H A P TE R 8: Theurgy 241

C H A P TE R 9: Oligarchs 405

C H A P TE R 10: Bestiary 475

C H A P TE R 11: Corbel 605

C H A P TE R 12 : Highsalt 627

C H A P TE R 13: The Fateweaver 643

A RT I ST I N D E X 664
INDEX 668
T he world hangs by a thread of
fate. To sever this golden cord is
to plunge all of creation into chaos. A world
without gods or their justice, where rebirth is
the only possible salvation . . .

. . . and to be reborn, one must die.


C H A P TE R 1

The Tide of Fate


“ I N T H I S W O R L D, I S T H E D E ST I NY

O F M A N K I N D CO NT RO LL E D

BY S O M E T R A N S C E N D E NTA L

E NT I T Y O R L AW? I S I T LI K E
T he invisible hand of Fate is felt most noticeably
when it is absent. In Blackbirds , there exists
an atmosphere of lingering dread ushered
in by the recent destruction of the gods. This abominable act
was executed by a secretive cabal known only as the Oligarchs:
pompous mortals united not only to evade the icy touch of death,
T H E H A N D O F G O D H OV E R I N G
but also to destroy and supplant the deities themselves. And after
A B OV E? AT L E A ST, I T I S T R U E
slaying Heaven’s pantheon, they turned their dark intentions on
T H AT M A N H A S N O CO NT RO L , the very arbiters of Fate.

E V E N OV E R H I S OW N W I LL .”
The Norns, who once sat amongst the roots of Yggdrasil and ruled
—Kentaro Miura, Berserk over the destiny of gods and mortals, are no more. The three sisters
were the last victims of the Oligarchs’ assault on providence. Their
deaths unleashed torrents of ungoverned Fate, which spilled over the
world, mingling with lives previously destined for the mundane and
giving rise to the Blackbirds, persons tethered to the frayed threads
of destiny. Like the ravens that scattered from the branches above
the murdered Norns, these Blackbirds have no masters, hold no
particular allegiances, and, in most cases, are unaware of their role
in the events to come. That the death of the gods irreversibly altered
their lives remains a mystery to them.
Never has there been an age so ripe with unfettered potential. The
Blackbirds are now part of an unraveling prophecy no mortal ear has
heard, one that will draw the ire of Heaven’s new masters. Perhaps the
Oligarchs did not factor these interlopers into their plans. Maybe they
did not care, assuming it impossible for the Blackbirds to be a threat,
no matter their metaphysical agency.
In their victory over Fate, the Oligarchs have transformed into
entities largely exceeding comprehension. Mortals can only gaze in
trembling awe at what they have become. We merely apply human
desires and motivations to them to better fathom them. However, it is
possible to understand the Oligarchs before their transformations
because all were people who sought divine power—contemporary
figures who saw themselves as akin to gods even before ascending to
their thrones.
The land has become a purgatory brimming with supernatural
horror, unmerciful violence, and endless war. How your character, a
Blackbird, will confront this terrifying reality is entirely up to you.
But remember, more often than not, it is the world Your character’s intrinsic relationship with the
that changes people, not the other way round. A threads of destiny is what sets them apart from
Blackbird’s agency, wit, or skill will not always everyone else, a blessing and a curse. As a Blackbird,
protect them from harm. One may die, slaughtered they’ve been chosen to play a significant role in the
in a back alley, while another may rise to lead world—a life of paradox, unable to escape the
nations against the coming darkness. currents of Fate, yet also able to ply them.
4 BLACKBIRDS

T H E N AT U R E O F M A G I C their hearts. Each expression illustrates feelings—

T
he world swims in a roiling maelstrom of some obvious, others buried.
Od, a primeval force permeating all the But be warned: those without the Odic gift still
cosmos. It is a storm that knows neither feel an empathetic twinge when someone spies upon
beginning nor end. Thought to be the breath of their souls. Linger too long in your search, and the
gods exhaled with each divine word of punishment hairs on the napes of their necks will stand on end.
and salvation, the Od is why the lodestone While most will not understand what perturbs them,
attracts—it is how the dowsing rod finds water; it is they will at least recognize the source of their
the falcon and the sky. The riddle of the Od has discomfort—an excellent way for the overly curious
perplexed scholars for millennia. Kings and queens to end up skewered on the tip of a drunkard’s sword.
have squandered fortunes in pursuit of its secrets. Supernatural creatures leave signs of their
Every religion claims it as their own, and all of them passing as the Od becomes displaced—somewhat
are wrong. It is everything that has ever been and akin to a mighty ship carving its wake across an
everything that shall ever be. ocean’s surface. The Od can also be an unreliable
To see the Od is to witness the mercurial nature narrator when it comes to abominations that
of forever. The Od can take many shapes, but most conceal their ethereal forms. The material and
often, it appears as a swirling miasma of color immaterial comprise neighboring realms, and the
obeying cosmic winds that may, in turn, be an rules that govern each are intertwined. Beings
expression of itself. Some mortals are born with the capable of shaping bone and twisting flesh are all
ability to see the Od, while others are forced to rely practiced liars. Some can even repress the Od
on scrying devices such as orbuculi or still pools of around them, if only for a time. The most insidious
sacred water to witness its glory. Staring into the Od fiends literally ride within mortal hosts, animating
reveals the truth of things—the reason for a boar’s sinew and impersonating consciousness. Rooting
moodiness, a duchess’s near future, or a crumbling these horrors out is like removing a worm from the
ruin’s secrets. Its shades and texture change with center of a human brain. Their passage often goes
hypnotic vibrance, pulsing with coded revelation. unnoticed, and empires have fallen because of it.
Unless someone has gone to great lengths to Bending the rules of creation to one’s personal
conceal themselves from the currents of the Od, will has always been a questionable act. Even before
their essence will manifest as part of the surrounding the advent of the Oligarchs, magic-wielding theurges
flow. Take a crowded tavern, for example: a familiar were mistrusted and often shunned. Ordinary people
enough scene filled with a hodgepodge of human are rightly uncomfortable with the idea of being torn
behaviors. To the ordinary person, it is a gathering apart by invisible hands or set alight with a word.
of their fellow peasantry—boisterous arguments Magic has always had a multitude of uses, of course. It
crash past a minstrel’s verse, smells of stale mead has easily saved as many lives as it’s taken, but violence
and urine assault the nostrils, spiced wine passes is what captured the imaginations of the peasantry.
over lips, and floorboards vibrate with the Odic power is rightfully scrutinized by those who
thunderous energy of a hundred stamping feet. To witness it, and unfortunately, memory is a fickle thing,
those possessing Odsight, there is so much more to prone to focus on events that terrify. The narrative that
perceive. The joyous laughter of a child playing a sorcery is an unethical practice served the royal courts
tambourine bubbles into the air on warbling ringlets and humanity’s many faiths, which have always sought
of light; the murderous intentions of a gambler spill to marginalize those who command more influence
from his lips in the form of shadowy eels; two lovers than themselves. So, the witch is feared, perhaps more
ponder each other as drowsy wisps of Od steam off so now than in any other age.
T H E T I D E O F FATE 5

Before the Oligarchs slashed their way through shines through its rents illuminates hidden motes of
the tapestry of reality, theurgy was more prevalent dust, each innumerable speck a visitor from distant
than it is today. Magic was a disciplined and elsewheres. Once seen, it is impossible to unsee.
stringent art form practiced by secretive orders, and These beings are called Outsiders, and theirs is a
humanity’s connection to the Od was barred only chorus of manipulation intent on fulfilling the
by a conjurer’s will and the depth of their knowledge. wildest dreams of those bold enough to listen. In
But that age came to a violent end when the gods the absence of the divine, these interlopers have
were overthrown, as did the lives of untold become conduits to the Od’s power. To seek the
magicians. All those whose thoughts swam within arcane is to treat with the fiends who now govern it.
the Od at that fateful moment perished Their appetites are peculiar—and, now, unavoidable.
horribly . . . or so they say. There are conflicting Theurges are seldom possessed by the Outsiders
accounts of exactly what transpired, and it is with whom they barter. Their partnership is more
impossible to know how many magicians died akin to a symbiotic relationship: sorcerers want access
during the so-called Extinguishing. What is clear is to the Od, and Outsiders wish to toy with the material
that their numbers have dwindled to a scant few. world. This is not to imply that these relationships are
The Od, the essence of all things, was structured hostile or lacking altogether in fellowship, or even
by the will of gods, manifesting in what humanity loyalty. The personalities of both Outsiders and their
observed as the fixed laws of nature. But now, that ensorcelling counterparts are unique, and no two
tapestry hangs in tatters, and the dark light that partnerships are entirely the same.

A D A R K E R, G R I T T I E R FA NTA SY
The subgenres of fantasy can be challenging to chart, a grittier elements combine with the legendary and
labyrinth of interlocking ideas more incestuous than a horrific, the world truly starts to shine.
pedigreed royal family. Blackbirds is a darker, grittier While there are no orcs or dragons to slay, there are
fantasy, and can be summarized as an alchemical numerous epic-fantasy elements to be found within the
reduction of three literary styles of fiction: low fantasy, pages of this tome. Creatures whispered of in folklore
epic fantasy, and grimdark fantasy. The dead rise, magic and spun into campfire song walk among humanity.
is real, and a concealed dagger is as deadly as a polished Long-forgotten doors to the Od clatter open, and the
longsword. Nobility and morality are in no way related. magical locks meant to imprison unspeakable darkness
Every battle is a matter of life and death. Very little is give way. It is a time of prophecy set in an age where the
guaranteed, especially the lives of characters we like. candle of hope burns ever lower.
But there are romantic elements, and a doomed world Undoubtedly, the elixir’s most dangerous
may also still be beautiful, permeated as it is with component is a smoldering portion of grimdark fantasy,
melancholic charm. black and endless like a thousand starless nights. Eldritch
Low fantasy denotes a sense of grit, excitement, and creatures penetrate the interstice between realms. The
realism. Toothless highwaymen stalk the roads, royal gods humanity worshiped are dead, and a terrifying new
families hold each other’s children hostage to gain political hierarchy has taken their place. Magic suffuses the world,
leverage, and a pack of wolves may drag you from your but to delve into its workings requires summoning and
trusted mare straight into an early grave. Armor gives way, bargaining with mysterious and puissant entities from
swords break, wounds fester. The Blackbirds setting beyond the confines of reality. The Blackbirds setting is
bears a resemblance to our own world, while possessing a skin stitched from cosmic horror gently fitted over a
a sense of period-specific authenticity. And when these period similar to the late Middle Ages.
6 BLACKBIRDS

It is impossible not to conclude that a The Carcass Nations and


frightening game is being played by the Outsiders, the War of Empty Thrones
one from which the Oligarchs themselves may not The Republic was cast into a civil war twelve years
be free. All that remains unchanged is the Od, silent ago by the figures who would later transcend and
and eternal. become the beings now called Oligarchs. This
massive conflict provided the sacrifice of blood,
flesh, and spirit needed for their monstrous
THE WORLD transformation into godlike entities. And the war

T
he world of Blackbirds is diverse and rages on, perpetuated by their loyal retainers, who
expansive. It ranges from the misty wait for the Oligarchs’ triumphant return.
forests of Thule in the north, down The splintered states of the fallen Republic,
through the continent of Erebos and across the once pinnacles of civilization, have been plunged
Carcass Nations engulfed by unrest and war, before into chaos, reforged in the twin crucibles of warfare
finally descending to the island city-state of Corbel, and suffering into the Carcass Nations. In these
mired in a lengthy military occupation by Florent, barren lands, only crows feast. The leaders of these
a mighty nation from across the Azule Sea. divided states have either fallen to the Oligarchs or
are mustering forces to repel them. Bonds of fealty
A D E C E P T I V E LY M O RTA L W O R L D that endured for over a thousand years have been
To gaze upon an average city square would impart a severed. A wave of meticulous treachery washes over
somewhat false sense that no other beings inhabit the the kingdoms of Erebos with devilish precision:
land. While these bloodlines harbor extreme variations, diplomats poisoned, royal families hastily
such as the hulking jötunnkin and the accursed executed—all who might stand in the way of the
nephilim, both are, after a fashion, human—born of Oligarchs are targets for their servants.
this world, with their fates tethered to it. But within the Vichy’s ancient library was burned to the
crush of humanity are beings who choose to hide their ground, and with it, the scrolls symbolizing the
true natures—those who wish to pass unrecognized, as Republic’s declaration of unification, the Conclave of
well as those whose numbers are so few they are easily Erebos. Untold scholarly works were lost in flames—
overlooked, overshadowed by the sheer density of grimoires, relics from ages past, all gone. And of the
human civilization. Most people will never encounter friars that tended to them, little is known. More than
one of the aes or their more obscure relatives, the one has been found nailed to a tree or hung from a
daimn. Few even believe in such fantastical beings—save bridge over the years. But there may be those who
perhaps children and odd recluses. Yet, they have been still manage to elude their pursuers.
with humanity, unobtrusively moving through the ages, Mysterious figures such as the Veteran and her
since the world was young. For every hundred thousand mercenary company, the Band of the Iron Scale, make
humans, one is not what they seem, while the daimn, war against the Oligarchs’ servants, raiding their
raw and obvious, number even fewer. How the mortal encampments and hunting them with a tireless zeal
world will greet them is uncertain. driven by the will of gods who no longer watch over
humanity. They serve no crown, an unsanctioned
army of whispers who appear at twilight and vanish
before the rooster crows. No one has ever laid eyes
upon the Veteran’s face, hidden behind a bronze mask
in the mien of a keening maiden. Her forces have
broken long-held sieges and turned the tide of
T H E T I D E O F FATE 7

Up in the alphabet
A great sadness forms
The mirror counts
What blood is left
The court lies empty
Your courage dims
The chosen pitch
Is different
And indifferent
I am the weapon
That matches these sounds
The water
Of iron & mud
Everything tastes stolen
Behold this painting
Of our illness on the ground
Legible
And infinite in teeth.

T H E H I D D E N A N D T H E FE W
Fairy folk, the hidden people, the children of Yolk— ruled over great cities or toiled deep within the world
these titles speak of the aes and the daimn. Beings in halls carved from the dragon itself. But hubris, a
stranded within the mortal world through the divine misconstrued belief in their supremacy, and the death
will of a dead god, the fae are entangled among the of their progenitor laid their cultures low. That any of
threads of Fate like flies trapped in a spider’s silk. Hekaté’s children live is miraculous, for the wars that
When Hekaté delivered their children unto the world, followed brought both to the edge of extinction. With
they were one people, but a schism in their society few exceptions, the ruins of the aes and the daimn have
led to an offshoot that bonded some of the fairy folk been ground to dust by the passage of time. As with
with the great dragon that is the world, and in doing their great works, these beings are like fleeting ghosts
so, the daimn were brought forth. In previous epochs, lost at the periphery of the mortal world, like two
during humanity’s infancy, the aes and their siblings droplets of ink plunged into the well of humanity.
T H E T I D E O F FATE 9

The peoples of Erebos countless battles, only to slip away before escaping their countrymen’s dark fates. No
represent an enormous before the delirium of war lifts direction offers true salvation, however, and conflict
tapestry, replete with enough to make clear the surrounds these weary travelers on their dire sojourns.
variations of culture. Were magnificence of her victories. With each passing day, it seems, the War of Empty
the world not engulfed However, these victories are often Thrones devours another kingdom.
by the horrors of war and short-lived, as the Veteran’s efforts The Middle Kingdoms of Erebos have been
beset with the perversions appear to follow no rhyme or irrevocably changed by such conflict. Garia’s king is
of supernatural forces, reason, and the war she fights seems no more. The once-ruler of the ancient capital city of
it would be a majestic to be one of her own authoring, Elysium lies dead, struck down by the armies of the
sight to behold. But now divorced from the greater struggle. theocracy Vichy mere days ago, with only Princess
is a time of ill omens Perceptive tacticians argue she is Osanna Gilead left to lead the nation’s defense. Hill
and unlikely heroes. The striking at the Oligarchs’ network people stream forth from a radicalized Caoimhe
world is changing, and no of conspirators, cutting away the Clan-Lands, having seemingly embraced the brutal
society will be spared. rotten meat that infects the betrayer “old ways” of their missing ruler, Caoimhe-Ondrej.
nations’ courts. Others still claim Cathia’s borders are eerily silent, with no word sent
she is nothing more than an from the politically powerful Bardic College as
indulgent bit of wartime gossip. Nevertheless, all who armies march to retake the region’s former cantons.
claim to have fought alongside the Iron Scale carry an The hated King Malthus sits unchallenged upon the
unquenchable ember of hope. throne of Hyperitus, ordering his soldiers to slaughter
The War of Empty Thrones is unlike any conflict any who cross the border, while whispers stir within
Erebos has ever faced. No one nation is to blame, and the Splendid Kingdoms as Queen Corinthia finds
yet, all are mired in its bloodshed. At first, it was herself surrounded on all sides by war. There,
surmised that a maddening sickness spread across all shadowy forces muster at Baerald-upon-Muse,
the countries of the Middle Kingdoms, erupting into waiting for the moment to strike.
civil wars that careened into neighboring provinces. Elklund spirals into a brutal
But this was no illness. The inciting events were too civil war. Afet’s famed markets
specific, too well timed, and too masterfully executed. have turned treacherous as coin
The hands of a young prince are sent to his parents; a and vile, black-market wares flow
king throws himself from a tower; knighted generals uninhibited into neighboring
turn traitor and attack their own kingdoms. The Ipswald’s dangerous criminal
pattern repeats with dreadful purpose. Society erodes underworld. In the north, Thule’s
until all that is left is carnage—this was the birth of capital of Highsalt swirls with
the Carcass Nations, the byproduct of an unholy conspiracy as nobles turn upon “To walk the roads of
conspiracy the likes of which this age had never seen. each other in dangerous cat-and- Elklund is to have a spring
Erebos, a continent once united under the mouse games. In the south, an in one’s step, though not so
banner of the Republic, is now a menagerie of warring ominous feeling has overtaken a much from joy as from the
states and burning ruins. Where there was once free- nearly abandoned Corbel, as the shifting of the cobblestones
flowing trade, there is famine. Crops wither. Fields go servants of the Oligarchs jockey underfoot as they’re stirred
untilled. Rats swarm through the remains of the dead for power. by the unseen fingertips of
that clog the paved streets of fallen cities. Roads of A dark new chapter in history the disquieted dead upon
churned mud that lead away from the Carcass Nations is being written, untethered from whom they were laid.”
are choked by innumerable refugees dragging along Fate and inked with the blood of — Observations of the
Wandering Squire
the meager possessions they managed to snatch up millions.
10 BLACKBIRDS

CO R B E L took up residence in the waters surrounding the


The fortress-island Corbel capital. Corbel was powerless to stop it. While the
draws its name from the nation’s Domini’s flags still hang over the Golden Basilica, a
long-abandoned capital, carved foreign nation’s troops patrol the streets. The
into the cliffs above the Gulf of stockyards lie empty, the docks groan quietly, and
Echoes—a historical wonder that all industry has ground to a halt. Florent’s siege is a
predates the Age of Hyperion. In military occupation clothed in pageantry and royal
“In the city of Corbel, Corbel, vast temples dedicated to etiquette.
handshakes are always the old gods, held aloft on For the first time in a century, Corbel knows
performed by clasping columns of burgundy marble, hunger. Its citizens adhere to strict curfews, and
one another’s forearms, loom over fragrant marketplaces gold and finery are traded for beggars’ rations, while
which makes for a heartier and adorn squares. The masts of shrewder members of the aristocracy seek ways out
gesture, as well as a simple what must be hundreds of ships of the city altogether. But finding smugglers capable
way to check newcomers for can be seen jostling for position of escaping the fortress-island and with guile
tricks up their sleeves . . .” in the surrounding Azule Sea. enough to slip past a naval blockade is a desperate
—Observations of the Mule-drawn carts and throngs of matter indeed. The only visitors to Corbel now are
Wandering Squire
peddlers, speaking a myriad of the gulls that shit on it.
languages, clog the congested Months of occupation have left the population
alleyways of this mercantile titan. Corbel enjoys its lean and skittish. There’s not a morsel of rat meat
position as a cosmopolitan jewel nestled at the foot unaccounted for, with far too many bellies to fill on
of Erebos. scraps. And there are whispers of darker things yet.
Or it did, before the war. Rumors have spread of bodies being discovered by
A hegemony of five families has ruled over Florentian guards, each corpse a twisted thing
Corbel for millennia, with each house’s figurehead reduced to a near-weightless husk. This gossip is
serving as one of the city’s Domini. While the gaining merit as anointed clergy have been seen
seasons change, the names of Corbellian leadership whirling censers of smoldering sandalwood
remain the same. It has always served the families alongside the night watch, who have traded their
best to never choose sides and to remain neutral in leathers and cudgels for breastplate and pike.
the world’s broader affairs. They concerned
themselves only with trade. But years of war in the THULE
Carcass Nations caused the flow of vital supplies Thule is a domain of seaweed-entangled
into Corbel to cease. The population grew beaches and endless fjords, where nature’s rawness is
apprehensive as fewer and fewer ships arrived from apparent across every season, be it the eternal night
far-off ports. Those that did moor upon the docks of winter or the unrelenting dawn of summer. From
carried news of nations laid to ruin by their own the emerald waters of Shallow Bay in the south to
armies, of farmland covered in winter’s frost at the Lands of Fog and Ice in the north, the nation
midsummer, of long-forgotten horrors returning to and its people are as primal and proud as a sea cliff
the world. There are only two things that travel enduring the ocean’s thunderous might.
faster than a well-fletched arrow: the tall tales of Nestled among the ocean cliffs of Bowman’s
sailors and scandal within a royal court. Perch loom the brine-spattered stone walls of
Fear became Corbel’s new master. As winter set Highsalt, Thule’s vast capital. It’s a cold place,
in during the war’s tenth year, an armada of soaked in the damp mist of the Boreal Sea, whose
Florentian vessels led by a hulking dreadnaught architecture bears similarities to styles common to
T H E T I D E O F FATE 11

the southern nations, but with an air of pagan The corpse of Yggdrasil rests deep within Thule’s
idolatry that many travelers find unsettling. northern territory. The ancient World Tree splintered
Built atop an ancient salt mine called the Ivory when the Oligarchs battered their way into Heaven
Labyrinth, Highsalt has a long history that stretches during their war with the old gods. Now, the tree’s
through the shroud of time to when the tribes of remains poison the north with discordant Od. Dying
the north were willful opponents untethered to Yggdrasil calls to its ancestral caretakers, slowly
crown or country. Before the first cyclopean stones obliterating their minds and gathering them to its
were laid for the capital’s foundation, the cliffs of cracked stump, where they climb like cicada nymphs
Thule’s southern coast were considered places of until they find a place among the splinters and sap to
sacrifice sacred to the native people and their impale themselves on the holy ash. There, their
oracles, the Children of the Shallows. These folk terrible transformation begins.
were shamans dedicated to the Rider, goddess of the Unfettered by the World Tree’s demise, the
sea and all its creatures—a titanic mare, draped in a north’s seasons spin dangerously out of control.
mane of seaweed, whose gaunt frame was encrusted Spring’s torrential rains batter Thule for months,
with barnacles and starfish. only to break into summer droughts that tear the
moisture from every shred of greenery, turning great THE EXTINGUISHING

T
forests into deadly tinderboxes. In the fall, a putrid here was once a fated order to things,
rot grips life as if to drag it into the jaws of hell itself, dictated by the gods—who largely
whereas winter’s cold bites past the bone to the very ignored humanity, yet did not spite its
marrow, and endless snow blankets everything in a existence. Their concepts of justice were, for the
sea of silent, sparkling death. In addition, with each most part, unknowable, and thus, cultures created
passing day, more things relegated to dusty tomes religion in an attempt to decipher and appease the
and old legends slouch outward from the unforgiving gods’ predilections. Cults and temples have been
wilderness to harry the north’s besieged people. constructed to honor their majesty, and while
Druids of the Elden Tree fled south with the spiritual philosophies vary significantly from tribe
cuttings of Yggdrasil when it was shattered by the to tribe, there is one understood constant: the gods
Oligarchs. Those four cuttings alone can restore the work in mysterious ways, and all mortals can do is
rightful balance of the seasons. But what they are remain faithful when confronted with the almighty.
exactly, and what form they might take, remains Most of humanity was content to live under
unclear. Yet, with a foreign ruler upon the throne of the spiritual machinations of the divine. Some took
Highsalt, its neighbors engulfed in open warfare, solace in dutiful worship, while others put their
and armies of chittering nightmares descending trust in the steel at their side or the coins in their
from the far north, Thule can do little but wait out purse. The gods seemed mostly indifferent. There
the violence to come. was no knowing how to gain their favor. It simply
T H E T I D E O F FATE 13

was or was not given. To the Oligarchs, this was things once restricted to the
unacceptable. If the gods would not cherish them, darkest turns of campfire
they would instead become gods, and in so doing, tales . . . mere shadows of the
free themselves of the judgment and vulnerabilities gruesome new pantheon yet to
of their lessers. come.
Through rock, through iron, across treacherous
seas and vast continents, the agents of the Oligarchs The Advent of Their
searched for a way their masters might transcend Return “Spiced wine is always
their failing mortal flesh. Perhaps some vile bargain As blood spilled and nations served at room temperature
was struck, or some unspeakable price was paid, but fell throughout the Middle in Cathia, as lust for
in time, they came to learn the secret that would Kingdoms, the ritual that the steaming crimson
tear Fate asunder and send the world careening would elevate the Oligarchs found upon battlefields
toward destruction: gods could be slain. And not to godhood came to pass, but and beneath the corpses
just one god, but all, leaving their irresistible power their transmogrification did of highwaymen has
to be claimed by whosoever struck them down. not occur instantaneously. Each turned far too many to
By sacrificing the Fates of countless mortals, the remains sewn into their womb devilment already.”
Oligarchs armed themselves for a grisly war against of creation, where they feed off — Observations of the
Wandering Squire
the divine. Steel clashed, blood was spilled, and the fortunes of slain gods. Fueled
countless lives were lost in the glittering darkness by the essence of their murdered
between Heaven and the mortal realm, concluding quarry, the Oligarchs’ bodies and
only when the ancient beings who had once quietly souls transform into shapes better suited for their
governed the order of the world lay butchered upon new stations, revealing the horrifying truths of their
the threshold of eternity. And so the Oligarchs took alien desires.
their new, hideous thrones, and draped themselves in The Oligarchs will return, but not immediately.
new, hideous forms, preparing themselves within For now, they take the time necessary to perfect
throbbing celestial wombs for the day they might themselves, while their dark radiance subtly affects
return, seeking worship as the true rulers of creation. the minds of those suitable to carry out their work.
With the gods extinguished and Fate torn from These servants hide behind a veneer of power and
its wheel, humanity is a flock without even the wealth, as their progenitors once did, but they are
semblance of a shepherd. Now, the unfathomable now beholden to horrors greater than their mewling
Outsiders—strange, demonic entities with minds could ever truly comprehend. From tax
inscrutable goals and unknown origins—are left to collectors to ambitious royals, lowly musicians to
play with humankind as they see fit. Sowing chaos the rulers of vast kingdoms, the executors of the
wherever they manifest and offering their strange Oligarchs’ will now seed Erebos for their eventual
powers to willing theurges, Outsiders bend the weft conquest, orchestrating dark plots and ever grander
of global events toward whatever seems to please cruelties before their grinning masters finally reveal
them, with no mortal power to stand in their way. what they have become.
And though the old temples still stand and the These servants number among the greatest
devout attempt to keep the faith, monastic orders threats to the shattered remnants of human
have begun to falter without divine guidance. The civilization.
gods are silent, and in their stead have risen ancient For now, at least.
C H A P TE R 2

How to Play
I n Blackbirds, role-playing drives the story. That’s
what this system is designed to do: if it’s interesting, it
happens. The exception to this is when there are potential
consequences for failure. Then—and only then—are dice called
upon to determine the results.
“It is best to bring one’s
own set of dice to a game
of chance, for while there The Fateweaver will impose challenging situations upon the player
are plenty in the realms of characters (who are all Blackbirds) in various ways. These vary widely,
Erebos who will gladly idle including courtly intrigue, wilderness exploration, chasing down the
the hours away casting lots, enemy, combat, and more. These are the foundation of Blackbirds, as
there are far more eager any one of them can have serious consequences—or even prove lethal.
to turn a friendly game Whenever the Fateweaver calls upon players to influence an outcome,
into a lifelong debt . . .” they roll the dice to determine Success or Failure.
—Observations of the Blackbirds uses two different kinds of dice. The dice you usually
Wandering Squire
see in board games and at casino tables are called Ð6s. The game also
uses ten-sided dice called Ð10s.

Ð10 & Ð100


You will need two Ð10s. Most of the time, these 2Ð10s will be rolled
and read together and read as a number from 1 to 100 (called a
Ð100). One die in the Ð100 roll is the tens die (the die with faces
10, 20, 30, 40, 50, 60, 70, 80, 90, 00) and the other is the units die
(the die with faces 1, 2, 3, 4, 5, 6, 7, 8, 9, 0). Alternatively, you can
purchase two units dice in different colors, designating one as the
tens die and the other as the units die. Here are some examples on
how to read Ð100 rolls.
# If you rolled a ‘60’ on the tens die and a ‘7’ on the units die, you
generated a result of 67%.

THE GOLDEN RULE


In all of the rules we’ll cover in Blackbirds, there’s one
that’s the most important of all: keep the game moving!
Whatever the Fateweaver decides for their Tapestry
(what we call a series of connected game sessions, or
Weavings) is correct and supersedes anything we’ve
written in this tome. Feel free to point out a forgotten rule
once the game is over, but knowing where the story goes
next is always more important than knowing where that
Skill modifier is printed.
H OW TO P L AY 17

# If you rolled a ‘60’ on the tens die and a ‘0’ on the S K I L L TE STS : R O L L Ð1 0 0

M
units die, you generated a result of 60%. ost rolls you make during a Weaving
# If you rolled a ‘00’ on the tens die and a ‘0’ on the will be for Skill tests. Whenever you
units die, you generated a result of 100% (not want your character to attempt an
0%). action, most of the time they’ll make a Skill test.
# If you rolled a ‘00’ on the tens die and a ‘1’ on the Here’s how to make a Skill test in brief, but we’ll go
units die, it’s equal to 1% (or, more accurately, into more detail later.
01%).
# If you rolled a ‘10’ on the tens die and a ‘0’ on the The Basics
units die, however, it’s equal to 10% (not 100%). First, determine the Skill being tested. Skills
encompass specific fields of knowledge and expertise,
Đ6 distinct from one another, but all equally important.
This game also uses six-sided dice. There are several Your character’s capacity in a Skill is determined by the
distinct uses for Ð6s, such as Damage dice, Injury number of Skill Ranks—the more Skill Ranks, the
dice, and Odic dice. There may be times when a better skilled the character is in that area. Generally,
player must roll for two or three of these resources your Fateweaver will call upon you to test a specific
at one time. Because of this, we recommend players Skill as you role-play. However, you can request to use
use three differently colored Ð6s to easily tell these a specific Skill to change events into your or another’s
pools apart while rolling. (You can find more on favor. (You can read more in Chapter 4: Skills.)
Damage and Injury dice in Chapter 6: Conflict & Each Skill is related to a Primary Attribute,
Rekindling, and Odic dice in Chapter 8: Theurgy.) representing physical, mental, and social capabilities.
These are Combat, Brawn, Agility, Perception,
Exploding Dice Intelligence, Willpower, and Fellowship. Coupled
When situations ask you to roll a Ð6, and a face with Skills, they define your character’s baseline
value of ‘6’ is shown, that die will explode. An chances for succeeding at Skill tests. You can read
exploded die is then rerolled, and the value is added more on Primary Attributes in Chapter 3:
to the previous number. If another face value of ‘6’ Character Creation & Progression.
is displayed, then the die explodes again, continuing
in this fashion until any number besides a face value V I RT U A L TA B L E TO P S
of ‘6’ is displayed. Add up the results of all the Everything in this book is written under the assumption
exploded dice to determine the end result. that the Fateweaver and players are in the same room,
Occasionally, Ð10s also explode, such as Bane likely seated around a table, and using physical dice, tokens,
Dice, a specialized form of Damage die that is cards, and the like. However, many folks use remote tools
rolled when a character or creature is subjected to such as virtual tabletops and chat apps to play with one
Damage from a source that is inimical to their form another online, which change the logistics of the game.
of life. Again, you can learn more in Chapter 6: There are a wide variety of role-playing tools in the world
Conflict & Rekindling. that are constantly growing and changing, and we can’t
predict what your setup will be, but phrases such as “give
a die to another player” or “place a token into the pile” are
not dogmatic statements. Adapt them to whatever tools
you’re using. In the end, as long as everyone is playing fair
and trusts each other, it’ll all work out.
Other outside influences and conditions of the
environment can have an impact on your ability to
succeed or fail. These ambient bonuses or penalties
imposed upon you by the drama of the situation are
called the Difficulty Rating. The Fateweaver will
tell you the final adjustment you must apply to the
Base Chance.
Add all of the modifiers together to determine
the Total Chance for Success. While some modifiers
may negate one another, your Fateweaver will
always clarify these situations. Then grab Ð100, call
out to the table what your Total Chance for Success
is, and roll. If the rolled number is equal to or less
than your Total Chance for Success, you have
succeeded at the Skill test. If the results are greater
than the Total Chance for Success, you have failed.
The dice might generate special results, based
on whether they Match or result in a 01 or 00. Also,
some rules might require you to Flip to Succeed or
Flip to Fail. We’ll explain all these variables below.

A B L A C K B I R D I S trying to convince a guard


not to arrest her, which requires a Charm
Skill test. Charm is based on Fellowship,
and checking her sheet, the player sees
that her character’s Charm isn’t great: 50%.
However, she has two Skill Ranks in Charm,
Once you identify the Skill to be tested, now which adds +20 (+10 for each rank) for a
determine the Base Chance to use it: total of 70%. At the same time, though, she’s
# First, refer to your Primary Attribute percentage had a rough day, taking 3 levels of Peril. She
value related to the Skill you are using. thus has to ignore one of her Skill Ranks,
# Next, add +10 for each Skill Rank your character bringing the Base Chance down to 60%
has. (as she doesn’t have any Talents, Boons, or
# Then, apply any penalties your Peril Condition Techniques that apply).
Track may confer. This may cause you to ignore The Fateweaver rules that the guard
some or all of your Skill Ranks. is drunk, making him more prone to her
# Finally, add modifiers from Talents, Boons, and Charm. They rule that the Difficulty Rating
Techniques that apply. The highest total modifier is +10 to the Base Chance, bringing the Total
that can be applied to the Primary Attribute Chance back up to 70%. The Blackbird’s
value is +30, while the lowest total modifier is player rolls and manages to get a 68, just
–30. Should the total modifier add up to greater enough to succeed! The guard belches and
than +30 or less than –30, it is treated as +30 or lets the Blackbird go.
–30, respectively.
H OW TO P L AY 19

P E R I L CO N D I T I O N P E N A LT I E S # Routine (+10% to Base Chance)


Your Blackbird’s Peril Condition Track (see # Standard (no change to Base Chance; if no
below) may impose penalties to your Total Chance Difficulty Rating is listed, it is assumed to be
for Success. If your character has taken up to 2 Standard)
levels of Peril, they suffer no additional penalties. # Challenging (–10% to Base Chance)
However, if their status on the Peril Condition # Hard (–20% to Base Chance)
Track states “Ignore 1 Skill Rank,” “Ignore 2 Skill # Arduous (–30% to Base Chance)
Ranks,” or even “Ignore 3 Skill Ranks,” you must However, you may individually gain benefits
subtract the bonuses their Skill Ranks normally from, or be penalized by, aspects of your character
confer to them. However, if they are Incapacitated!, (such as Boons, Talents, or the Qualities of the
they cannot succeed at any Skill test, and thus, you Trappings you carry). In cases where there are
do not roll dice. unique modifiers, apply them to your Total Chance
for Success. Under special circumstances, there may
D I FF I C U LT Y R AT I N G be situational modifiers in play when making a Skill
Circumstances directly affect your ability to test. Your Fateweaver will tally these situational
succeed or fail with a Skill test. Your Fateweaver modifiers on their side and give you the Difficulty
will often assign a Difficulty Rating to a particular Rating.
task you wish your character to attempt. These Whenever the Fateweaver announces the
ratings serve as a guideline for how simple or Difficulty Rating, the results may not be
difficult a given task is and how hardships and encouraging. Once you have announced what your
beneficial situations affect a Blackbird’s efficacy character intends to do and the Fateweaver calls out
with their Skills. Depending on the severity of the the Difficulty Rating, however, you must commit
task, the ratings are as follows: to your intended action. Erebos is a cruel place.
# Trivial (+30% to Base Chance)
# Easy (+20% to Base Chance)

S K I LL R A N K S, D I FF I C U LT Y R AT I N G S, A N D M O D I F I E R S
There are three sets of numbers that modify Skill tests to more than +30 or less than –30 in total. These are
in Blackbirds. written out as numbers without a percentage sign and
& Skill Ranks are knowledge or training the character with a + or – in front, such as “+20.”
has that makes the roll easier, and always add +10 for There are rare exceptions to this. For example,
each Skill Rank. In the text, they’re always written theurgy modifiers can occasionally go above +30 or
out as a number of Skill Ranks (such as “ignore one below –30. However, these exceptions will be explicitly
Skill Rank ”), rather than by how much they modify called out in the text.
the roll. It is possible for these combinations to get very
& Difficulty Rating represents circumstances outside large. A character with three Skill Ranks making a
the character’s control, and ranges from –30% to (Trivial +30%) Skill test with +30 in modifiers would
+30%. In the text, this is always written out with add +90 to their Base Chance. However, such
the rating name and the modifying percentage in circumstances are rare. In general, just remember no one
parentheses, such as “(Arduous –30%).” factor can go up or down by more than 30, and everything
& Modifiers are additional factors that might influence works in factors of 10. So the only numbers you have to
a Skill test. Modifiers are ad hoc, but cannot add up remember are +30, +20, +10, 0, –10, –20, and –30.
20 BLACKBIRDS

Success in excess of 100%. However, a result of


Y O U R B L A C K B I R D M A Y have a 75% 100% always fails, meaning that even the most
Base Chance to use Skulduggery, but talented individuals can make mistakes. Again,
because they’re trying to lift someone’s Sublime Failures are contextual to the situation,
purse while surrounded by watchful eyes, but the Fateweaver may decide that Sublime
the Fateweaver has determined that the Failures are even more detrimental than Critical
Difficulty Rating is (Arduous –30%). This Failures.
reduces your Total Chance for Success In general, Sublime Success and Failure is
to 45%. considered a type of Critical Success or Failure
(respectively), so if the text mentions Critical
Success or Failure and does not separately address
C R I T I C A L A N D S U B LI M E Sublime results, they include such rolls. Examples
If you succeed at your Skill test and roll of Critical and Sublime Successes and Failures will
doubles (e.g., 11, 22, 33, 44, 55, 66, 77, 88, 99), be presented throughout the text, but the
you’ve rolled a Match and incur a Critical Success. Fateweaver is encouraged to replace them with
This can mean you may dole out additional their own creativity. Remember, your story always
Damage upon a foe, gain a temporary beneficial supersedes these rules.
effect, add a bonus to your ally’s next Skill test, or
do a number of other things. These are generally F L I P T H E R E S U LT S
contextual, and the Fateweaver will announce any Some situations might grant a special Skill test
additional benefits or penalties tied to a Match. modifier called Flip to Succeed or Flip to Fail.
Your Talents and Traits may confer other effects When you perform a Skill test with this modifier,
as well. roll your Ð10s together, but do not designate which
If you roll 01 (1%), the Skill test is a specific die is the tens die and which is the units die.
kind of Degree of Success called a Sublime Success. Compare both potential outcomes of this roll,
Even if your Total Chance for Success calculates to assuming one die is the tens and the other is the
less than 1%, the roll is successful (meaning even units and then vice versa. If your modifier says Flip
the most impossible task has a 1% chance of to Succeed, then you take the better of the two
succeeding). Sublime Successes are contextual, outcomes. If your modifier says Flip to Fail, then
much like Degrees of Successes, but are even more you take the worse of the two outcomes. Critical
beneficial to the character rolling. Success and Failure cannot be flipped, although
Should you roll doubles and fail your Skill test, Sublime Success and Failure can.
you incur a Critical Failure. The effects of Critical If you encounter a situation where you must
Failures are generally to your detriment. Your Flip to Succeed and Flip to Fail on the same roll,
Fateweaver will tell you what the effects of these then the two modifiers simply cancel each other
sorts of Matches are as you play. Sometimes, they out, and you roll the dice as normal. This rule
may not even describe the terrible effect until it applies even to situations that might use these
really matters. These negative effects always modifiers multiple times (such as two effects
dramatically enhance the story—and your trials asking you to Flip to Fail and one effect asking
and tribulations. you to Flip to Succeed). As soon as you have at
If you roll 00 (100%), the Skill test is a specific least one modifier of both types, every modifier of
type of Critical Failure called a Sublime Failure. In this type is canceled, and you simply roll the dice
rare cases, it is possible to have a Total Chance for as normal.
H OW TO P L AY 21

# Assistance with a Skill test can be announced by


another player before or after the Difficulty
Rating has been called out by the Fateweaver.
If the character can Assist, the assisting ally
hands one of their Ð100 dice (their tens die) to
you. This is an Assist die, and it can replace the
Y O U W E R E A S K E D to Flip to Succeed on tens die result of the next Skill test you make. Roll
a Coordination test with a Total Chance of both your Ð100 and the Assist die together. When
75%. You roll your Ð100, and one die shows a determining results, refer to either the original
‘3’ and the other die displays an ‘8.’ Your two tens die or the Assist die for the results you prefer
potential results would be 38 or 83. Since you (typically the lowest result). This means that if you
must Flip to Succeed, you take the result of roll Ð100 that comes up with 45%, and your
38 and pass the Skill test. If, however, your Assist die comes up as 30, your new derived result
modifier was Flip to Fail, you would be can be 35%.
forced to take the other result (83) and fail Always assume the best result when gaining
the Skill test. If for some reason you had two assistance with an Assist die, unless one result is a
Flip to Succeed modifiers and one Flip to Critical Failure.
Fail, they would cancel out, and you would
have designated one of the dice as the tens
die and one as the units die, as normal.

S K I LL TE ST O P T I O N S
Much of the time in Blackbirds, a Skill test is
straightforward: you calculate the Total Chance, R Y A N A N D J O H N are both playing a game
roll a Ð100, and check to see whether you succeed of Blackbirds. Ryan’s character is trying to
or fail. However, things are not always so simple. schmooze some tavern patrons and learn
Below are a variety of Skill test options you may any useful rumors, which is a Rumor Skill
encounter during the course of the game. test. John’s character also listens in, seeing if
he can pick up anything from the drunkards
Assisted Skill Tests around them.
Other characters can Assist your Skill tests. To Ryan rolls an 85%, which fails. Since
Assist someone, the following stipulations apply: John is assisting, Ryan rolls an Assist die
# Only one ally can Assist a Skill test. The belonging to John, which comes up a ‘3.’ Ryan
Fateweaver may adjust the Difficulty Rating if changes his tens die for John’s, giving him a
multiple allies try to help, however. 35% instead of his original 85%. Heeding his
# Assistance requires a Blackbird’s full attention friend’s advice about two strange drunkards
and effort. The player of the assisting Blackbird in the corner, Ryan’s Blackbird approaches
must describe the Actions their character is them and offers to buy them a drink in
taking to illustrate to the Fateweaver how they exchange for what they know . . .
intend to help.
22 BLACKBIRDS

Opposed Tests and Degrees of Success


In Blackbirds, most Skill tests assess a binary
outcome of Success or Failure; the wall is either
climbed or not. For instance, after your character
strikes a foe with an attack, the foe may elect to
defend themselves. The roll to do so doesn’t need to
beat yours, only succeed. The same can be said
when using the Intimidate Skill to terrify a
character’s enemies. Although the roll may have
succeeded, a Resolve test may be made for the
enemies on their Turn to shake off or ignore its Y O U R B L A C K B I R D I S in an arm-wrestling
effects. However, there are certain situations where contest with a local bandit. You make an
both tests are successful and result in a tie. Athletics Skill test against a Total Chance of
Should an opposed test be required (such as in a 60%, while the Fateweaver tests against 45%.
contest of strength or when gambling), not only do If one succeeds and the other fails, the results
you need to succeed at the Skill test for your character, of the contest are obvious. However, both you
but you also need to determine how well you succeed: (25%) and the Fateweaver (37%) succeed, so
the Degrees of Success. You determine Degrees of you need to determine Degrees of Success.
Success by adding two numbers together. Your Total Chance was 60%. Your roll
First, subtract the tens die of your roll from the was 25%, so subtracting the tens die (2)
tens digit of your Total Chance. For example, if from the tens place of the Total Chance (6)
your Total Chance was 60% and you rolled a 41%, results in a 4. Since Athletics is a Brawn Skill,
the difference would be 2. you add your character’s Brawn Bonus [BB],
Next, add the relevant Primary Attribute which is a 4. You have 8 Degrees of Success.
Bonus from which the Skill is derived, equal to the The bandit isn’t as strong, rolling against
tens digit of the Primary Attribute as well as any 45% and having a [BB] of 1. The 3 in the rolled
Bonus Advances. If the roll was a Critical or 37% is subtracted from the 4 in the 45% Total
Sublime Success, double this number before adding Chance. Added to the [BB] (4−3+1), the
it. For example, if your character has a Primary Fateweaver only has 2 Degrees of Success.
Attribute Bonus of 4, you would add an 8 on a The Blackbird slams his rival’s hand to the
Critical Success. (Learn more about Primary table in triumph.
Attribute Bonuses in Chapter 3: Character
Creation & Progression.)
Whoever succeeds at their Skill test and has the Retrying Failed Tests
highest Degrees of Success automatically wins the Failed Skill tests may have some kind of setback
opposed test. If the Degrees of Success match, as a result. The Fateweaver may rule that a failed
make another opposed test until one side is declared Athletics test results in exhaustion, for instance.
the winner. Similarly, critically failing an Athletics test could
result in a nasty fall. Yet, this is not to say every failed
N OTE : An opposed test will sometimes call for the Skill test necessarily precludes trying again.
same Skill to be rolled against, while in some special If you roll a Failure, there may not be a legitimate
cases, it might ask for two separate Skills to be tested reason to reattempt the failed Skill test. For instance, if
in opposition. you fail a Tradecraft test, the result has already been
H OW TO P L AY 23

determined: your character failed to craft something Conversely, some Skill tests may need to be
effectively, and it is of shoddy quality. However, some made in a hurry or under duress. For instance, your
tests can be reattempted. In another example, your character may be racing against the clock to pick a
character may desperately want to climb over a wall, door’s lock while the owner approaches. Anytime
despite the fact that the first Athletics test failed. your character is beset by circumstances where you
Whenever you reattempt a failed Skill test, there’s wish to rush through the Skill test, your Fateweaver
typically a penalty that relies on narrative changes or the will impose a less favorable Difficulty Rating based
imposition of other mitigating factors, as determined by on narrative circumstances.
the Fateweaver. For instance, you may have failed an
Athletics test for your character to climb over a wall. M E N D I N G A P E R S O N ’ S wounds in the
Your Fateweaver may decide that employing a rope or middle of combat means you can’t take 10
other climbing implement would allow you to reattempt minutes while the fighting rages around
the failed Skill test. Other situations may not allow you you. Quick battlefield medicine reduces the
to reattempt the Skill test until time has passed, chance of Success.
particularly if you didn’t know that the initial Skill test
failed. For instance, you may have failed a test for your
Blackbird to cleanse a comrade’s wounds, which you
realize only because the patient’s condition grows worse. F O RT U N E A N D M I S F O RT U N E

T
There are some exceptions to these rules, he Norns are dead, slain by the Oligarchs,
particularly in combat; see Chapter 6: Conflict & and Fate’s mysterious influence has run
Rekindling for details. amok in this world. The ebb and flow of
Fortune and Misfortune struggle constantly to
Skill Tests and Time influence the events of the world and upend the
Most Skill tests require only moments to destinies of its inhabitants. But it is the Fate-touched
succeed or fail. However, some require a longer Blackbirds who seem to attract their fickle attention
expenditure of time and energy. For Skill tests that most of all and are able to push their luck in strange
require greater lengths of time, your Fateweaver and intriguing ways. They gamble that luck will be
will indicate how long it will take to attempt after on their side long enough for them to avoid the
they’ve announced the Difficulty Rating. consequences of their inevitable comeuppance.
If you choose to triple the amount of time
required to try a task, your Fateweaver can impose D O I N EE D TO B UY A L L T H I S TO P L AY?
a more favorable Difficulty Rating based on Andrews McMeel Publishing produces many specialized
narrative circumstances to increase your chances of Fate and Fortune coins, Talent and Technique cards, and
Success. Spending additional time beyond that other paraphernalia for purchase. They exist to make your
typically confers no additional bonus, unless the Blackbirds experience as easy as possible, and we like to
Fateweaver rules otherwise. think they look really nice, to boot. However, everything
outside of this book is entirely optional for playing the game.
M E N D I N G A P E R S O N ’ S wounds with the If you want to use poker chips, index cards, and scraps of
Heal Skill takes 10 minutes. However, if you paper to play your game, or share an online document to
instead dedicate 30 minutes to clean and track your information while on a virtual tabletop, that’s
dress the wound more carefully, the chance all fine. In the end, anything else that’s Blackbirds branded
of Success increases. is something additional you can choose to bring to your
game, not a requirement.
24 BLACKBIRDS

Fortune and Misfortune are very real forces in Starting Fortune


Blackbirds, both within the game world and at the At the beginning of each Weaving, the Fateweaver
gaming table. They’re represented by Fortune coins places several coins into a receptacle or a pile. This
available to the players and (over time) the group of coins is known as the Fortune Pool. The
Fateweaver. These tokens may be anything— number of Fortune coins placed there at the start
specially made Fortune coins, beads, coins, poker of each Weaving depends on the number of player
chips, etc. Tokens with two different sides are useful, characters for that Weaving:
to indicate the change between Fortune and
Misfortune, but you can also differentiate the two Starting Fortune Pool = [number of non-aes
with separate piles. Whatever tokens you use, they player characters + Fateweaver] × 2
can be spent at various times to influence the events
occurring in game, either for the benefit of the N O TE: If there’s an aes Blackbird in the group, they are
protagonists or as additional complications for not counted in the number of players, thus resulting in
them. Players spend Fortune coins to make two less Fortune in the pool.
situations more beneficial for the Blackbirds,
whereas the Fateweaver spends Misfortune coins to
complicate the Blackbirds’ lives. I F T H E R E A R E four players and a Fateweaver
for the Weaving, the Fortune Pool begins
with 10 Fortune coins (4 + 1 = 5; 5 × 2 = 10).
If one player’s character is an aes, however,
the Fortune Pool is 8 (4 + 1 − 1 = 4; 4 × 2 = 8).
H OW TO P L AY 25

Whenever a player spends a U R D’ S VO I C E


Fortune coin, it is flipped over, Spend Fortune to channel Urd, the Norn of
turning it into a Misfortune coin. “that which has come before.” Heeding Urd’s
These coins become the Voice allows a player to retroactively turn a
Misfortune Pool. Where the situation in their favor. To do so, the player
Fortune Pool is available exclusively announces a small bit of study, preparation, or
to players, the Misfortune Pool is used other activity they performed in the past that
exclusively by the Fateweaver. Once a serves to help them now. The player and the
Fateweaver spends a Misfortune coin, it is flipped Fateweaver should engage in a small flashback
back and again added to the Fortune Pool. Scene (our term for a particular place and time
frame during a game of Blackbirds) and role-play
how the character anticipated the current situation
and prepared to overcome it.

A F L O C K O F Blackbirds must descend into a


large chasm but lack any climbing equipment.
D U R I N G A D A N G E R O U S fight, the players One of the players elects to spend a Fortune
have spent six Fortune coins from the to channel Urd’s Voice and flashes back to the
Fortune Pool to keep themselves alive. As Scene where their character remembered to
they try to escape a Whispering Chimera, pack a rope and pitons in anticipation of just
there are now four coins in the Fortune this type of situation.
Pool and six in the Misfortune Pool. The
Fateweaver spends three on one of the
Chimera’s Misfortune Traits. The Misfortune V E R D A N D I’ S E M B R A C E
coins are flipped, reducing the Misfortune Spend a Fortune to shelter in the embrace of
Pool to three, and the Fortune Pool Verdandi, the Norn of “that which is happening
increases to seven. now.” When a player spends Fortune in this
way, divine providence smiles upon a
The Fortune Pool is refreshed Blackbird or their flock. The Fateweaver
at the start of every Weaving, should work with the Fortune-spending
regardless of how many Fortune player to determine the best and most
or Misfortune coins are left in reasonable outcome.
their collective pools. As such,
players should be encouraged to spend P R I M A R I LY, VE R DAN DI’S EM BRACE
Fortune during each Weaving; if Fortune is not grants for a single Combat Scene the
spent during one Weaving, it does not carry over to Enchanted Quality to one weapon in use
the next. by a player’s Blackbird. Other possibilities
include such coincidences as fog rolling in to
Spending Fortune hide the flock as it sneaks up on an enemy, a
There are numerous ways for players to use Fortune locked door being opened by a stranger, or
throughout a Weaving to influence the course of a trap that fails to trigger as the Blackbirds
play. Each of the three most important ones has a cross it.
connection to one of the extinguished Norns.
26 BLACKBIRDS

S K U L D’ S V I S I O N # Spend a Fortune for a player to force their way


Spend a Fortune to channel the divinatory higher on the Initiative Ladder (covered below,
powers of Skuld, the Norn of “that which is yet to and in Chapter 6: Conflict & Rekindling).
come.” When a player spends a Fortune in this way, # Players can spend one Fortune to rise one position
they may ask the Fateweaver one open-ended on the Peril Track.
question about the current Weaving. The Fateweaver
may not lie to the player when answering this Spending Misfortune
question, but they do not have to give an exact answer. Misfortune is used exclusively by the Fateweaver
as a means of ramping up the dramatic tension for
C O N C E R N E D T H A T T H E corridor ahead the Blackbirds and leveling the playing field. Fate is
may be trapped, a player spends a point of fickle and capricious, and good luck can often turn
Fortune to channel Skuld’s Vision and asks, when one least expects it.
“Are there any traps ahead for us?” The Misfortune can be spent immediately after the
Fateweaver answers honestly: “No, the area results of any Skill test not involving a Critical or
in front is not trapped.” They fail to mention, Sublime outcome to allow a Fateweaver to reroll
however, that at the end of the corridor is a the test. The Fatewaver must accept the result of
sleeping guard who might be awakened by this new roll.
their actions. Misfortune may be spent by the Fateweaver to
have a non-player character (NPC) or creature force
their static initiative value one degree higher for the
T H E M A N Y U S E S O F F O RT U N E duration of a Combat Scene.
# Players may spend a Fortune to swap out one Misfortune may also be spent to power certain
Talent or Technique that is currently slotted. creature Traits, as detailed in Chapter 10: Bestiary.
Talents and Techniques are explained in Chapter
5: Talents & Techniques.
# Fortune may also be used to power the effects of FATE

F
certain abilities. The Talent, Technique, or other ate. It is an implacable force that guides the
ability designates how much Fortune must be lives of all beings, great and small. It was
spent in this fashion. woven into the world of Blackbirds by the
# Fortune can be spent immediately after the results old gods as they laid claim to the place in its infancy,
of any Skill test not involving a Critical or Sublime setting in motion its natural laws; the growth,
outcome to allow a player to reroll the test. The proliferation, and evolution of its inhabitants; and
player must accept the result of this new roll. the gods’ dominion over both. In doing so, the gods
# During combat, a player can spend a Fortune to inexorably tied themselves to the world, becoming
gain 1 additional Action Point on their Turn incarnate representations of life, death, time, cause
(discussed later on, and in Chapter 6: Conflict & and effect, the lands, the waters, the skies, and even
Rekindling). Fate itself. Doing so afforded the gods tremendous
# A player can spend one Fortune per Turn power over this world and its inhabitants, and it
immediately after rolling a Ð6 to treat the die locked others of their ilk outside of Fate, blunting
result as a face value of ‘6.’ The die explodes as their influence over those things. Only one of these
normal. beings was ever given sanctuary within it, and that
small mercy would lead to the eventual downfall of
all they had built.
28 BLACKBIRDS

Such are the fickle ways of Fate. want so long as your Fateweaver agrees. Just ensure it
Upon the demise of the Norns, the forces of Fate has clearly designated heads and tails. Unspent Fate
were loosed upon the world. Fate settled upon those starts play showing “heads.”
with a latent potential for greatness within them, the Fate is spent reactively. Players can use their
Blackbirds, lending them the ability to realize Fate only to react or respond to a situation that is
that potential and impose their will upon happening in the present of which they are aware. It
an increasingly chaotic world, as the alters reality to make it so that whatever outcome
gods once had (though to a lesser the Fate amulet is being spent on to prevent never
degree). occurred, and instead, the thing that was agreed
Whenever a player spends upon by the Fateweaver and the player takes place.
Fate for their character, the To indicate one’s Fate has been spent, turn the Fate
trajectory of destiny itself bends amulet over, showing “tails.”
for a single moment, allowing In all cases, negotiate with the Fateweaver on
them to avoid imminent whether you can spend it in any given situation.
catastrophe or complete impossible There are rare circumstances where manipulating
feats of skill. Should a fatal blow Fate isn’t enough. In the end, the Fateweaver is
almost land, Fate can be employed to always the final arbiter.
avoid it. Leaping heroically between
crumbling towers and surviving, # A character is spotted in an alleyway as
escaping a locked room as it is they hide from pursuers, so they spend
engulfed in flames, or springing their Fate to ensure they aren’t noticed.
safely out of the range of a golden The Blackbird wasn’t fated to die like a dog
paladin before it crushes your in this alley.
head with its blade. All these are # A noble is suspicious of a Blackbird, so
possible with Fate. their player spends a Fate amulet for their
But be wary, as the power of character to retroactively happen upon
Fate can only be called upon once just the right lie to make their actions
per Weaving, and after one’s Fate is palatable. Conversely, the Fateweaver
expended, it is not easily restored. Until could have the noble called away on urgent
then, you are on your own. business that’s highly distracting, before
the Blackbird failed to convince them.
Using Fate Either way, the Blackbird wasn’t fated to be
Fate is one of the most powerful forces in the game. caught in this manner.
Spending Fate trumps nearly everything else, and # If a character is dealt a fatal blow by an
you either have it, or you don’t—one may not enemy, their player can spend a Fate
stockpile one’s Fate. amulet to avoid the injury. Perhaps a
Most human characters start with Fate, while clothyard shaft actually struck a coin in the
aes and daimn may gain it by completing a Dooming Blackbird’s pocket and didn’t pierce their
(see Chapter 3: Character Creation & Progression flesh, or possibly a sword thrust punctured
for more on Doomings) and jötunnkin’s Fate is only the fabric of the character’s cloak,
sealed. A character’s Fate is represented physically at narrowly missing them. The Blackbird
the table by some sort of coin or other two-sided wasn’t fated to be killed in this melee.
object with different faces. You can use any coin you
H OW TO P L AY 29

It is important to note that Fate is neither all Three flips is the maximum a player may make.
powerful nor always available to Blackbirds. The For each subsequent Weaving that Fate remains
most important thing to understand is that Fate can spent, the player continues to flip their coin three
be used to directly change only your own character’s times.
situation. You can’t, for instance, spend Fate to have Certain characters do not naturally earn Fate,
your character instantly murder someone. There are as they exist outside its weave. Neither aes nor
techniques for that. Similarly, you cannot spend daimn possess Fate, but it may be gifted to them by
Fate to set up some twelve-dimensional chess a Blackbird ally. Jötunnkin possess Fate, but it is
gambit to help someone across town, or to impact sealed, and they can never gain it by any means.
things your character is not witness to.

N OTE : Theurges cannot spend Fate to avoid fulfilling


their reckonings.

An exception to this is that Fate may be shared


with a Fatebound comrade in the same Scene so they Y O U S P E N T Y O U R Blackbird’s Fate in the
may spend it to change theirs. Once the Fate is spent, middle of the last Weaving. At the end of that
the player who shared the Fate regains the token and Weaving, you flipped the Fate amulet, but it
turns it tails-side up, as if they themselves had spent it. came up tails, so Fate has abandoned them
this Weaving. But now that this Weaving is
Reclaiming Fate over, you flip the Fate amulet twice. The first
Fate is ever capricious. Once spent, there is no time, it comes up tails again, but the second
guarantee when it may deign to grace a Blackbird time, it comes up heads. Your Blackbird has
with its power once again. It must be Reclaimed once again Reclaimed their Fate, and it’s
in order to be used once again. To represent this, ready to be spent again as needed. You’ll set
the Fate amulet itself is used to determine when it your Fate amulet to heads next Weaving.
replenishes, or a proxy coin if the Fate amulet itself
is too unwieldy to flip. (There are rare instances
where one’s Fate may be Reclaimed by other means, FATE V E R S U S F O RT U N E A N D M I S F O RT U N E
but the Fateweaver will adjudicate those.) Fate is far more powerful than Fortune and Misfortune.
At the end of a Weaving in which you spent your The consequences of spending Fate are greater than those
character’s Fate, you may pick up the Fate amulet (or you can spend Fortune to achieve. Fortune serves to give
a proxy) and flip it in the air. If it lands showing heads, the Blackbird a lucky break, whereas Fate quite literally
the Blackbird’s Fate is Reclaimed, and the Fate amulet rewrites reality in the Blackbird’s favor. Everyday people
will start the next Weaving showing heads. possess some amount of Fortune, but being marked by
If it doesn’t, it remains spent, and the coin Fate is unique to Blackbirds.
starts the next Weaving showing tails. At the end of Similarly, Misfortune cannot be spent to prevent a
that next Weaving, flip it twice. If either of the flips player from spending their character’s Fate. Fate’s power
come up heads, Fate is Reclaimed. If none of them trumps simple Misfortune.
do, it remains spent. At the end of the third Finally, the results of a player spending their
Weaving, flip it thrice as per above. Again, if any of character’s Fate always resolves before any effects of
the flips come up heads, it is Reclaimed, while if Fortune/Misfortune.
none of them do, it remains spent.
30 BLACKBIRDS

TIERS character builds every Weaving based on what they

A
s Blackbirds struggle with Fortune, Fate, think will be most useful. As characters go up in
and the many hazards of the world Tiers, they get both an increasing number of slots and
around them, they grow and evolve. In more Talent and Technique cards to put into their
the game, we reflect this through the use of Tiers. A slots. Players are encouraged to experiment with
Tier is a measurement of competence, representing combining different Talents and Techniques, or with
a group of Blackbirds’ experiences over the course of switching things up if they want to try playing their
their adventures. Each Tier represents choices character in a different way or for a different situation.
you’ve made over the course of the story. The number of Talents and Techniques available
There are three Tiers: Basic, Intermediate, and to a Blackbird is based on their current Tier:
Advanced. As Blackbirds progress through Doomings, # Basic: 1 Talent slot, 1 Technique slot
they unlock new Tiers as a group. Through their # Intermediate: 2 Talent slots, 2 Technique slots
Tiers they gain the opportunity to acquire new # Advanced: 3 Talent slots, 3 Technique slots
capabilities, such as Talents and Techniques (see Thus, the Blackbird gains an additional Talent
below). slot and Technique slot as they progress to a higher
You can learn more about Tiers and how Tier (for a maximum of three each). At the start of
Blackbirds use them in Chapter 3: Character play, choose your character’s Talents and Techniques
Creation & Progression. One specific way that from their available pool, and fill out their slots.
characters employ Tiers is in determining Talents
and Techniques. N OTE: Talents can’t go into Technique slots, and vice
versa.

TA L E NTS, TE C H N I Q U E S & S L OTS Techniques can be Extinguished to do special

T
wo of the things that set Blackbirds apart things. To indicate this, turn its card face down to
from other characters are their Talents indicate it cannot be used again. Extinguished
and Techniques. Techniques typically remain Extinguished until the
A Talent is a refinement of natural aptitudes and start of your next Rekindling (see Chapter 6:
capabilities that amplifies a Skill and allows a character Conflict & Rekindling). However, some Talents
to employ it in ways to change or “break” the standard and Techniques may let you Rekindle a different
rules of Blackbirds. A Technique, on the other hand, Talent or Technique, turning it face-up during an
is a highly specialized discipline tied to one’s profession. adventure and allowing it to be reused.
Each Talent and Technique has prerequisites the Some Talents and Techniques may allow you
player needs to fulfill before they can acquire it. to reslot between Rekindlings. In addition, by
In Blackbirds, heroes aren’t one-trick ponies. spending 1 Fortune, you may reslot a single Talent
A warrior may know a bit of wortcunning to ward or Technique between Rekindlings. Slotted Talents
off the effects of magic, a theurge may well be a and Techniques will otherwise remain the same
trained arbalist, and a courtier may have risen to until the start of the next Rekindling.
their high position from the lower classes and know
their way around the seedier side of town. N O TE: An Extinguished Technique cannot be reslotted
Both Talents and Techniques are reflected by with another active one from the Blackbird’s available
cards that are slotted onto your character by physically pool of cards, even if the character is the intended
placing the active Talent or Technique card onto your target of a Talent or Technique that would allow you
character sheet. Players may choose to switch up their to reslot between Rekindlings.
H OW TO P L AY 31

Supernatural Afflictions (the curses of the CONFLICT & REKINDLING

I
wolfen, striga, etc.) will take up a Technique slot f there is one truth about the world of
until cured. You can find more about Afflictions, as Blackbirds, it’s that conflict is always close at
well as Talents and Techniques, in Chapter 5: hand. For most of the inhabitants of Erebos,
Talents & Techniques. life is a constant struggle to merely survive. But
your character is special, destined to fight for their
own survival and also for the future of the world.
Over the course of their adventures, Blackbirds will
find themselves fighting for their lives and the lives
of others, traveling the length and breadth of Erebos
and beyond, pursuing and being pursued in turn by
the Oligarchs’ servants, and enduring and recovering
from tremendous suffering. Chapter 6: Conflict &
Rekindling outlines the mechanics of all of these
activities and more in complete detail, but here are
the basics, so your Blackbird can wade into the fight
without having a knife shoved into their gut.

Conflict
Physical conflict between characters occurs during
Combat Scenes. These are very structured Scenes
that allow characters to each take a Turn and
perform Actions in a logical order. Such Scenes may
start with a Surprise Round if the player characters
or their NPC opponents succeed in surprising and
gaining advantage over one another.
This is followed by an Initiative roll, where
each player rolls 1Ð10 and adds their character’s
Initiative Attribute to the result. The Initiative
results of all combatants are then ranked from
highest to lowest and displayed openly on a marker
board or piece of paper for both player and
A P L A Y E R H A S slotted a Talent onto their Fateweaver reference. This Initiative Ladder
Blackbird, who is on the Path of Shadow & determines the order in which each character will
Subterfuge: A Face in the Crowd. As the flock act for this Opening Round. In the Opening
of Blackbirds makes its way into a corrupt Round, each combatant begins with their full
noble’s castle, though, the player thinks a complement of Action Points, or AP (see below).
different Talent (The Hidden Blade) would From there, each character in the Initiative
be more useful. They spend one Fortune to Ladder takes their Turn in order. Once every
switch A Face in the Crowd for The Hidden character in the fight has taken Actions (or is unable
Blade, transforming a Fortune coin into a or unwilling to take any Actions), a new Round
Misfortune coin. begins with a new Initiative roll, establishing that
Round’s Initiative Ladder. In these subsequent
32 BLACKBIRDS

Rounds, each combatant will generate their AP as The various things a Blackbird may attempt
normal at the top of their Turn in the Initiative during combat are divided into categories of Combat
Ladder. Actions. The cost for these Actions is paid in Action
A Combat Scene may last for one or for many Points (AP), the currency of the Action economy. A
Rounds. Once a Combat Scene ends, by whatever player is not required to spend all of their character’s
means, the Fateweaver will announce it. AP on their Turn and can hold onto them so that
their character may defend themselves through Parry,
Dodge, or other rarer Reactions. That said, a character
does not carry AP over into their following Turn.
When a new Turn begins for them, all of the
character’s remaining AP are considered lost, and they
once again start with their normal allotment of AP.
Whether a character is armed with a Melee or a
Ranged weapon, the chance to strike and the
Damage dealt is determined the same way. There
are seven simple steps employed to resolve an Attack
Action that results in Damage:
Step 1: Which Weapon?
Step 2: Total Chance for Success
Step 3: Make the Attack
Step 4: Enemy Defends
Step 5: Roll Damage
Step 6: Determine Damage Level
Step 7: Determine Injury

DAMAGE
A player must always take into account their
character’s Damage Threshold whenever they suffer
Damage. After an attacker strikes their target and
Total Damage is calculated, the defender’s player
compares it to their character’s Damage Threshold.
If the Total Damage is less than the Damage
Threshold, the defender’s armor has provided
sufficient protection, or they have shrugged off the
blow, and no Damage is taken. When Total
Damage is considered, they move down the
Damage Condition Track as follows:
# If Total Damage equals or exceeds base Damage
Threshold, the character moves 1 level down the
Damage Condition Track.
# If Total Damage equals or exceeds 6+Damage
Threshold, the character moves 2 levels down the
Damage Condition Track.
H OW TO P L AY 33

# If Total Damage equals or exceeds 12+Damage they’re wielding suffers 1 level of Degradation (2 if
Threshold, the character moves 3 levels down the the attack is a Sublime Failure). Similarly, if a foe
Damage Condition Track. garners a Critical Success on an attack against the
# If Total Damage equals or exceeds 18+Damage Blackbird, the Blackbird’s armor and/or shield
Threshold, the character is instantly Slain!. suffers a level of Degradation (two for a Sublime
Whenever a character suffers Total Damage Success). Each level of Degradation has both
that equals or exceeds their Damage Threshold, mechanical and monetary effects (explained in
their player must announce to the group where the greater detail in Chapter 6: Conflict & Rekindling).
character is on the Damage Condition Track. The
closer a Blackbird comes to the bottom of the Rekindling
Damage Condition Track, the riskier combat Downtime taken to recover, repair, and relax is
becomes. When a Blackbird’s Damage Condition just as important as high adventure. Rekindling
Track drops to 3 or more Damage levels, they are is a Scene that occurs once per day of game time
at risk of suffering an Injury. If the character when characters choose to make camp, take rooms
reaches the end of the Damage Condition Track at an inn, or otherwise shift into a period of respite.
(Slain!), they are dead. During a Rekindling, Blackbirds may do the
following:
P E R I L A N D R E S O LV E TE STS # Sleep and remediate Peril and Damage
Unlike with Damage, the Peril Condition Track # Treat and recuperate from Injuries
is a temporary inconvenience born of excessive # Rekindle and reslot Talents and Techniques
physical or mental strain. Peril may be caused by # Repair weapons and armor
fatigue, deprivation, stress, horror, or a myriad of # Produce tradecraft items and alchemical
other conditions spelled out in Chapter 13: The concoctions
Fateweaver. Where a character is on their Peril More information about Rekindling can be
Condition Track will determine what penalties are found in Chapter 6: Conflict & Rekindling.
suffered on all Skill tests until they have recovered.
Whenever you face a creature or situation that
the Fateweaver feels would provoke stress, fear, or A M AT TE R O F T I M E
some other form of Peril, the player makes a Resolve In certain situations, especially where Techniques are
test. Failure results in the accumulation of 1Ð10+1 concerned, the span of time “once between Rekindlings”
Peril. A Critical Failure causes the acquisition of is used to determine how often a particular effect may be
2Ð10+2 Peril, and a Sublime Failure 3Ð10+3 Peril. employed. This means that a Blackbird who uses it may
not do so again until they have completed a full Sleep
The Wheel: Degradation during their next Rekindling. So long as something keeps
Beyond the threats posed by the Oligarchs and their the Blackbird from the necessary downtime, this effect
servants, beyond the dangers of war, disease, and remains unusable.
famine that face the sundered Republic, there is For example, if Grimaldi uses the Baleful Alchemy
the very real threat of entropy itself. The slow decay ability to Anoint his, Lucius Dower’s, and Shâd Bakht’s
of equipment is called the Wheel, and how badly weapons to do battle with a striga noble beneath the
degraded an item is tracked by Degradation. Listing Tower, that effect would be denied him until the
Three levels of Degradation exist in Blackbirds: three made it back to their hideout beneath the docks
Worn, Frail, and Ruined. Each time a Blackbird and he slept a full 6 hours.
garners a Critical Failure on an attack, the weapon
H OW TO P L AY 35

T H E U R GY A N D T H E O D power gifted by Outsiders that give theurges the

T
hose who seek power seek out those that means to pervert the natural order for their own
grant it. The practice of high magic and benefit. Each Vitiation has specific parameters of
its potent Vitiations, known as theurgy, possible potency, and these are laid out to great
typically requires summoning and bargaining with specificity by the Outsiders themselves.
mysterious and puissant entities. These Outsiders Vitiations are performed using the following
live in the Od, a realm of existence beyond the steps:
boundaries of our reality. Many theurges form a # Choose a Vitiation and a Power Level, then
rapport or communion with such entities, using determine the Difficulty Rating.
Tithes to encourage them to help. The most # Should the theurge choose to focus the Vitiation,
powerful of theurges can form a pact with these set a Focus Level of 1 to 3 and place that many
Outsiders, enthralling them to their will for an dice into the Odic dice pool.
indefinite time, but the wisest know that forcing # Add +10 to their Odweft Skill for each level of
something into servitude comes with a price. focus.
Despite what Outsiders claim, however, there # Accrue the Tithe.
are things older and more powerful still—even if # Make an Odweft Skill test.
many of these ancient forces are sleeping or dead. # Check for Odic Manifestation.
And these beings wove into the world upon its
creation forms of magic that anyone possessing the O D I C M A N I F E STAT I O N
proper knowledge might employ to their, and others’, Increasing the power of a Vitiation, along with
benefit. Common folk refer to those who practice accumulating Tithe with an Outsider, generates
these mostly lost and forgotten rites as wise people, Odic dice. Once the Vitiation is attempted, roll all
and the magics they cast are known as Wortcunning of the dice in the Odic dice pool. If any of the dice
Spells. It is true that Wortcunning Spells are more are a ‘6,’ an Odic Manifestation immediately comes
difficult to perform, are less ostentatious than most into effect: a bloom of uncontrollable chaotic effect.
Vitiations, and are sometimes unreliable, but The more ‘6’s rolled, the more serious the nature of
nevertheless, they can be effective. the Manifestation will generally be.
The details of these strange magics can be found
in Chapter 8: Theurgy. That said, we recommend Wortcunning Spells
that if you are not playing a character gifted with a To learn a Wortcunning Spell, a Blackbird must
connection to the Od, skip this section and that spend a significant amount of time practicing the
chapter, for the mysteries of magic in Blackbirds are proper pronunciations and foci of concentration
far more entertaining when they are secretive, and to bring about its effects. The student then gains
you will gain more enjoyment if you see the travails a point of Discordant Resonance (see Chapter 3:
of your sorcerous friends and allies from the outside. Character Creation & Progression) and makes a
That said, here are the basics of using both. Wortcunning Skill test at –30. If they succeed, they
may learn the spell; if they fail, they may try again
Theurgy Vitiations by repeating the process. Learned Wortcunning
The common people might call them spells or Spells are rolled against the Skill of the same
magic, but theurges call the reality-warping abilities name for Success, like a normal Skill test. Because
granted to them by Outsiders by their own name: wortcunning doesn’t involve deals with Outsiders,
Vitiations. Vitiations are purely channeled Odic it is not prone to Odic Manifestations.
C H A P TE R 3

Character Creation
† Progression
THREADING
by Zoë Quinn

W hat of this one?”


The twinkling of a childlike voice pierced
through the comforting haze of Calendonia’s
mind, chasing away the thoughts she hadn’t noticed she was lost
in. Her eyes opened slowly, as if she stirred from a peculiar dream,
but the landscape that greeted her was no less otherworldly. All
around her, a crimson sea stretched endlessly in every direction,
until the shoreless horizon embraced the sunless sky. Stranger
still, she found herself undisturbed. A sense of tranquility
inexplicably washed over her just as gently as the warm, knee-
deep water pooled around her legs.

How did I get here? What is this place?


“Who are you?” rang out the girlish voice, as if echoing her
unspoken questions. Calendonia’s eyes scanned her surroundings for
the source. She saw no one, yet she knew she was not alone. No matter
where she turned, it felt as if someone was standing just behind her
shoulder . . . The space was permeated with a presence that made the
hair on the back of her neck stand up, but not out of fear. It felt as if
her entire being was lightly humming with a tune she couldn’t hear.
She had never felt anything like this before, yet somehow, there was a
sense of comforting familiarity in her heart. There was a strange sense
of rightness to the moment that dispelled any fears or doubts before
they could reach the surface of her somnolent mind . . .
“My name is Calendonia,” the young woman answered in the
placid dark.
The voice chirped a small giggle that seemed to echo around her.
“What else?”
The haze in her mind was disorienting, but regardless, she felt
compelled to answer as best as she could. “I hail from Crisius, where I was
raised by my brother Henrick . . . Our parents died when I was very young.
In their place, he taught me to hunt, read, and recite the holy doctrines.”
Another childlike laugh of delight danced in the air. “But now,
you are grown. Who are you?”
“I am alone.” She spoke thoughtfully, the act of speaking carving
shapes from her clouded memory. “Henrick left home find work as a
sellsword to support us. I’m training to do the same.”
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 39

“What else?” the voice replied in the sing-song less hopeless than the dismal existence of orphaned
tones of an overcurious child. children. To Calendonia, it was a straightforward
Calendonia looked up from her reflection in way to make her brother proud.
the clear scarlet water, an expression of hardened Living piously felt like a paltry offering of
devotion wreathed in her youthful features. “I have gratitude to a young man who had devoted his life
dedicated my life to mastering the art of killing and to caring for her, but it was one that a young girl
the singing of the Eternal Hymn.” could make.
The surface of the water pulsed along to the Now, she was a woman, and he was off in
clamor of another disembodied laugh, this one dangerous lands, risking his life to send home a real
deeper and mature in timbre. allowance. Before he left, he made her promise to
The abrupt change threatened Calendonia’s stay safe, stay faithful, to live a real life . . . But she
pacified trance, startling her typically well-trained couldn’t tell him that she felt safe with him, that her
reflexes out of their slumber. As she cast her gaze devotion was to her family, and that she knew no
skyward to search for her ethereal interrogator, she other way to live.
found only a full moon directly overhead. Its golden Calendonia stood silent amongst the gentle
light seemed to slowly spin clockwise in the sky, waves. She knew the answer, but speaking it was a
filling her with a hypnotic sense of calm. Once betrayal of its own kind.
again, she felt her concerns slip away. All that The laugh interjected, reverberating with gentle
mattered was now. mercy. “Do not be ashamed, child. You possess
“Silly girl,” the womanly voice sighed, setting many strengths, but your devotion is your greatest
delicate waves in motion across the glassy surface of one. You’ll have need of it in the days to come. All
the sea. “Life is about more than songs and studies . . .” of Erebos will.”
“Not mine,” Calendonia answered with a resigned “What do you mean?” Calendonia asked the
earnestness. “To be a soldier of fortune worthy of the moon.
Eedahim . . . there can be nothing else.” The twinkling warmth of the voice’s laughter
“And what of your faith?” bled into a crone’s hearty belly laugh as the moon
She hesitated. “The Endless Hymn must be sank beyond the horizon. At her feet, the waves
chanted. I feel a duty to share the burden with my shifted away from her and toward the sky into
people.” threads of ruby red, thinning out as they floated
The voice continued. “As your brother Henrick upward, evaporating into the laughter and the dark.
taught you. Tell me, little bird: who do you really Once again, she knew she wasn’t alone—but
sing for? Your faith . . . or your family?” this time, she could see it.
A flicker of shame crossed the young woman’s She had been silently joined by four other
face as she felt her heart cry out the answer without figures, all appearing just as surprised as she: a
the slightest hesitation. young woman her age with fierce eyes peering
Her faith, her skills, her devotion—all were through a storm of red hair and with corded muscles
tethers to her brother, her only true safe haven in an erupting from gaps in her patchwork armor; a tall,
otherwise hardscrabble life. Henrick told Calendonia slender figure whose face and body were completely
very little about their parents, and even at an early hidden in a thick purple robe save for a pair of
age, she could read the haunted look in his eyes when spindly, gnarled hands covered in markings of a
she asked too many prying questions. However, he language she did not recognize; a man, or at least
would come alive when talking about their faith. To the shape of a man, outlined in translucent wisps of
Henrick, their parents’ faith offered promises of a life something sacred and profane with two green stars
40 BLACKBIRDS

that stared through her; and a familiar young man cry out to Henrick, but the sound was leaving her,
she didn’t recognize until their eyes met. too. Her head spun. She didn’t understand what
Henrick. Henrick, but with one less arm than any of this meant . . . She wasn’t anyone important.
she remembered him having. She wasn’t even a proper sellsword yet. Despite her
Before she could cry out to her brother, the training and discipline, she still felt like she was just
crone’s voice boomed with a rasp that rattled the a lost little girl looking for her family. What could
evaporating sea. she possibly do?
“The five of you are bound together by a Calendonia’s eyes shot open as she jolted awake.
common fate. Soon, a great tragedy will tear you As she looked around the familiar little hut, she
from your homes and bind you together in a began to feel silly. What difference was she looking
struggle to overcome a petty despot. But in doing to find in the place she’d lived in for years? It felt
so, you will place the keys to the future of Crisius like she was forgetting something, but she had no
in the hands of its next leader. Choose carefully, idea what.
for all of Erebos will bear the brunt of the Calendonia set about her daily routines as she
consequences . . .” typically would, with no memory of the strange sea,
Fear gripped Calendonia’s chest as the last of the choir of voices, or her brother’s missing arm.
the sea dripped away into the lightless sky, and the The only thing that remained was a quiet feeling, as
scenery began to fade from view with it. She tried to if she had work to do.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 41

C R E AT I N G A B L A C K B I R D S E C O N D A RY AT T R I B UTE S

P layer characters can come from a myriad of


backgrounds, but what sets Blackbirds apart
from other folk in the world is that they
have all been touched by Fate. Aside from this defining
! Determine the Blackbird’s base Damage
Threshold by recording their Brawn Bonus [BB].
! Determine the Blackbird’s base Peril Threshold
by adding +3 to their Willpower Bonus [WB].
trait, however, there are many others that must be ! Determine the Blackbird’s Initiative by adding
determined during the character creation process. +3 to their Perception Bonus [PB].
! Determine the Blackbird’s Movement by adding
The Character Creation Process +3 to their Agility Bonus [AB].
! Note the Blackbird’s maximum Skill
C H A R A C TE R C O N C E P T improvements per Tier by adding +3 to their
! Decide the Blackbird’s gender, age, height, Intelligence Bonus [IB].
weight, physical appearance, personality, goals, ! Note the Blackbird’s known languages based on
and backstory. their Intelligence Bonus [IB].
! These details do not otherwise impact game
systems. They are role-play and story decisions. STA RT I N G PAT H
! Mark which Skills and Bonuses are “unlocked”
A N C E ST RY for improvement in accordance with the
! Choose from these options: aes, daimn, human, Blackbird’s starting Path.
jötunnkin, or nephilim. ! Choose the Blackbird’s starting Trappings.
! Some Boons and Banes are automatically granted ! If you’ve chosen the Path of Od & Ritual, add the
by choosing a particular Ancestry. Record them Odsight Boon to the Blackbird’s sheet.
on your character sheet.
! Choose the Blackbird’s optional Boons and/or TA L E NT S A N D TE C H N I Q U E S
Banes as directed in the chosen Ancestry’s section. ! Review available Talents and Techniques.
! Note the Blackbird’s Ancestral Modifiers for ! Spend Starting Reward Points.
determining the Primary Attributes. ! Spend 9 Reward Points (RP) on Bonus Advances,
Patronage, Skill Ranks, Talents, and Techniques.
T I E R S O F P L AY ! At Basic Tier: Unlocked Bonus Advances and
! Each Blackbird begins at Basic Tier. Skill Ranks cost 1 RP.
! Locked Bonus Advances and Skill Ranks cost 2
P R I M A RY AT T R I B UTE S RP.
! Roll 2Ð10 for each of the seven Primary ! Patronage costs 3 RP per level (most Blackbirds
Attributes, adding 35 to every result. start without Patronage).
! Determine the Blackbird’s starting Primary ! Talents cost 1 RP.
Attribute Bonuses by noting the tens of each ! Techniques cost 2 RP.
Primary Attribute score (i.e., an Agility score of ! In the case of creating a theurge, during character
39 would give the Blackbird a base Agility Bonus creation only, a rapport relationship with a single
[AB] of 3, while a score of 28 would give them a Outsider imp is freely achieved, while additional
base [AB] of 2). ones may be bought for 2 RP.
! Modify the Blackbird’s Primary Attribute
Bonuses in accordance with the Ancestral
Modifiers noted above.
42 BLACKBIRDS

F I R ST T H R E A D I N G claiming that these Od-blighted heirs of a broken


! Review the Blackbird with the Fateweaver. pact are no less atrocious than the Outsiders their
! Determine the Blackbird’s starting Alignment ancestors forced them to serve.
with the Fateweaver. And though humankind may form the vast
! If playing a human Blackbird, receive a Fate majority, they are not the lone inhabitants of the
amulet. world. Among them walk the mercurial aes,
! Receive the Blackbird’s Dooming with their cloaking their ethereal bodies in the illusions of
flock. human forms. The long-lost daimn also begin to
stir from their slumber, awakening in a gasp of
elemental breath to do Fate’s will.
T H E B L A C K B I R D’ S C O N C E P T Blackbirds can hail from any one of these

T
he first step in the process is the same as Ancestries. Choosing an Ancestry will impact both
in any other tabletop role-playing game: how you role-play in the world and your character
come up with the Blackbird’s concept. sheet in the following ways:
What makes a “good” starting point will vary from
one player to the next. To get a better idea of what Ancestry Options
Blackbirds might fit in this world, read Chapter 1:
The Tide of Fate, Chapter 11: Corbel, and Chapter HUMAN
12: Highsalt. ! Ancestral Modifier: +1 to three Primary Attribute
Traits such as gender, age, height, weight, Bonuses and –1 to three Primary Attribute
physical appearance, and so forth will not bear any Bonuses, chosen by the player
impact on the Blackbird’s game mechanics. ! Automatically gains the following Bane: Mortal
! Chooses one human Boon
! Gains Fate amulet
A N C E ST RY ! Impact on role-play: None

T
he world is currently dominated by
humanity, the favored children of the AES (ELF )
gods. While each of the kingdoms has ! Ancestral Modifier: +1 to three Primary Attribute
its own customs, traditions, and histories, the Bonuses and –1 to three Primary Attribute
diaspora of humanity has proliferated these Bonuses, as determined by the House the player
cultures to every corner of the map. Regardless of chooses
the place or people, there’s only one thing that ! Automatically gains the following Boons:
truly counts when it comes to the hierarchy of Gossamer Glamour, Immortality of the Aes,
society: power. The machinations of the Oligarchs Odsight, Undying
have only made this truer. ! Automatically gains the following Banes:
That said, humanity itself is not some Devourer of Fortune, Fateless, Ironbane,
monolithic unit with no variation. Although the Magical Creature, Odic Outcast
jötunnkin dwindled from the proud progeny of ! Chooses one additional Boon and one additional
giants and humans into obscurity as the gods Bane of the Aes
discarded them, a few clans still roam the northlands ! Impact on role-play: High
looking for a noble end to their people’s tragic tale.
Now, whether the nephilim are still human is a
matter of some debate, with the superstitious
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 43

D A I M N ( DW A R F ) Boons & Banes


! Ancestral Modifier: +1 to three Primary Attribute Blackbirds hail from all walks of life, and they
Bonuses and –1 to three Primary Attribute bring a little bit of where they’re from with them.
Bonuses, determined by the element the player A Blackbird’s Ancestry determines what available
chooses Boons (permanent positive benefits) and Banes
! Automatically gains the following Boons: (permanent negative benefits) they’re capable of
Odsight, Undying choosing, and which they get by default. They are
! Automatically gains the following Banes: Fateless, part of a Blackbird and cannot be lost or obtained
Magical Creature, Odic Outcast later, aside from very specific circumstances where
! Chooses an Elemental Affinity and gains the the Blackbird is fundamentally and irrevocably
additional Boon: Elemental Affinity (Chosen altered, such as when a Blackbird chooses the Path
Element) of Od & Ritual for the first time and is immediately
! Chooses one additional Boon and one additional granted the Odsight Boon.
Bane of the Daimn. However, Boons and Banes can never be
! Impact on role-play: Moderate purchased with Reward Points (RP), and Boons
and Banes intrinsically tied to a Blackbird’s Ancestry
JÖ T U N N K I N should never be granted unless they manage to
! Ancestral Modifier: +1 to [BB], [WB], and one somehow rewrite their history and very being.
Primary Attribute Bonus of the player’s choosing; Humans are the most versatile Ancestry,
–1 to [AB], [FB], and one Primary Attribute choosing their Boon at character creation. Being
Bonus of the player’s choosing Mortal, however, serves as their Bane. All of the
! Automatically gains the following Boons: Long other Ancestries come with mandatory Boons and
Limbs, Strength of the Titans, Unflinching Banes, as well as a number of Boons and Banes to
Endurance choose from unique to that Ancestry.
! Automatically gains the following Banes:
Massive, Mortal, Sealed Fate Human
! Chooses one additional jotunnkin Boon Created by the gods before recorded history,
! Impact on role-play: Moderate humans are a quixotic and somewhat fragmented
people whose civilizations can be found in almost
NEPHILIM every corner of the known world. Their apocryphal
! Ancestral Modifier: +1 to three Primary Attribute beginnings as primordial clay have afforded them
Bonuses and –1 to three Primary Attribute an incredible range of diversity—no two humans
Bonuses, chosen by the player are exactly alike, and they vary almost as much
! Automatically gains the following Boon: Odsight in physical appearance as they do in hearts and
! Automatically gains the following Banes: Mortal, minds. Yet, their differences—and the numberless
the Profane Geas wars waged over them—obscure a fundamental
! Chooses a court and gains an additional Boon truth of humankind that they themselves have long
based upon the court chosen forgotten: humans are inexorably tied to Fate, just
! Impact on role-play: Moderate as Fate is tied to them.
In many ways, it is this simple fact that has
allowed humans to forge their own destinies—how
they have come to better themselves, to learn, to
propagate and thrive in an inhospitable, primeval
44 BLACKBIRDS

world brimming with violence and horror. No M A N D ATO RY H U M A N B A N E


matter what calamity befalls them, humans become All human beings possess the following Bane:
stronger and smarter every turn of the season before ! Mortal: Of finite lifespan, such a being is naturally
ultimately passing that experience down so that vulnerable to all threats of the Blackbirds world,
their progeny might build upon what their parents including Injury.
left behind.
Yet, for all of humanity’s strengths, they HUMAN BOONS
embody a multitude of weaknesses. Their vast Choose an additional Boon for a human
divergences of thought often put entire nations at Blackbird from the following:
odds, while wildly varying upbringings and
experiences can produce a nearly unlimited range of Cat’s Cradle
personalities. Worse still, humans are just as likely Their hands are my hands. In the absence of
to work against each other as they are to cooperate, the Norns, some Blackbirds have discovered that
reducing some of the greatest civilizations in history they can see the frayed threads of Fate. These
to dusty ruins because so-and-so squabbled over gossamer cords of red hang about the world,
whose face was stamped on a coin, or elevating forming intoxicatingly complex patterns denoting
multiple generations of a family to unquestionable what was once the governance of destiny. To ply
kingship because 400 years earlier a toothless these threads is to know something of influence
ancestor built their house in the right spot. once solely possessed by the lost sister-gods.
Still, humans can be brave and wily, and they EFFECT: Once between Rekindlings, when the
often defy the cards they’re dealt. It was humans, Blackbird or member of their flock generates a Failure,
after all, who betrayed the gods—the stewards of they may reroll the test up to three times, but will
Fate itself—and doomed themselves to drift, generate an Odic die with each subsequent Failure.
fateless, into oblivion. And perhaps it will be them Upon completing the attempts, roll all the dice in
again, the cutthroats, the adventurers, the theurges the Odic pool; for each die that shows a face ‘6,’ flip
all, who will learn to save themselves, as they have an equal number of Fortune coins into Misfortune
always done. instead of causing an Odic Manifestation.
Additionally, once between Rekindlings,
A N C E ST R A L M O D I F I E R S the Blackbird may pluck a string of
! +1 to three Primary Attribute Fate, causing an Odic reverberance
Bonuses of the player’s choosing that exerts force against an enemy
! –1 to three Primary Attribute they’ve already caused Damage to
Bonuses of the player’s this Turn, causing an extra die of
choosing Bane Damage.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 45

Death Frenzy The Die Is Cast


A starved fury permeates the fabric of the Fate indeed goes ungoverned in the absence of
person’s being, but instead of being a servant to this the Norns. Yet, some of their divine influence lives
nearly ungovernable rage, they’ve caged it deep on in the Blackbirds. Whether the exertion of such
within their entrails. But with each bruise, splintered power manifests through an unspoken petition to
bone, and laceration endured, it becomes harder to the heavens or as a subconscious wish born at the
hold back the darkness within. The beast rattles at center of this person’s mind, the truth is that they
its cage, howling for blood—and if they’re going to can take hold of the threads of Fate and spin them
die anyway, why not let the monster out? with curious proficiency.
EFFECT: Once between Rekindlings, upon reaching EFFECT: Once between Rekindlings, this Boon
the last Damage level or Slain! on the Damage allows any Critical Failure to be made into a Success.
Condition Track, remove all levels from the Peril In the case of a Sublime Failure, it costs 1 Fortune
Condition Track. In the case of being Slain!, they do to do so. Additionally, once between Rekindlings,
not fall. Instead, they endure long enough to perform this Boon may be employed to block a Fateweaver
the effects of Death Frenzy before expiring. Resolve use of Misfortune. The Fateweaver expends the
immediately: all Mortal targets currently Engaged Misfortune coins, converting them into Fortune,
with the person are Slain!, and a critical strike is but the intended calamity does not occur.
executed against targets that are anything else.

THE HUMAN CONDITION


After many fits and starts, the gods at last achieved them crushed and chopped and carved wood and
their creative aspirations with the formation of stone with tools that they made and raised them to
humanity. Though humans lacked the raw might of heights that rivaled the mountains. With their
their giant predecessors and the innate eldritch power numbers and drive (and more than a little help from
of the visiting aes, they were designed to adapt and a connection to Fate that was their birthright),
overcome any threat or obstacle, not as individuals humankind spread to all corners of the world, no
but as a whole, fueled by their own mortality. matter how inhospitable, and claimed it all as
If there is one truth of the human condition, it’s undisputed masters.
that it ends. Invariably, and soon, in the grand scheme Pushed too hard, however, the drives at the heart
of things. However, this does not dissuade human folk of humanity’s success can take them to dangerous
from striving to achieve the impossible. Far from it. It extremes. As mortals, the finality of death, and the
drives them to succeed and to leave a legacy for which fear of it, haunts their brief lives. Their suits of steel,
they will be remembered. A legacy that the next short- their healing arts, their walls of stone, their farming
lived generation will build upon, and the next. and ranching—at best, these only delay the inevitable.
Humans lacked claws and fangs, the natural But driven by their fear of death, convinced they
weapons of the wild, so they made their own. They might overcome anything, and touched by Fate, the
lacked thick fur to keep them warm, so they took it human Oligarchs dared the impossible, and succeeded
from those beasts that did, and then stole the secrets in slaying the gods, rising to godhood themselves.
of fire from the heavens themselves. There was not Thus, the gods brought about their own downfall.
enough food, so they began to raise their own. They And this, in turn, released a torrent of untamed Fate
lacked the ability to will dwellings from the earth into the world, where it elevated the Blackbirds to
and metal as the daimn and aes did, so thousands of challenge and perhaps throw down these new gods.
46 BLACKBIRDS

EFFECT: Once between Rekindlings, their player


may prevent a use of Fortune from becoming
Misfortune in the hands of the Fateweaver.
Additionally, once between Rekindlings, the
Blackbird may tap into one fragment of divine
power and perform its associated miracle.
# Corvus: The Blackbird can see the restless dead
and may speak with their shades. Just because the
dead can hear the Blackbird doesn’t mean they
will respond politely, though—or at all.
# Mother Wolf: The Blackbird’s eyes take on a
brilliant amber glow, and the darkness gives way.
Remove all negative modifiers caused by lack of
illumination for 1 hour.
# Ouroboros: The Blackbird’s skin transforms into
The Dream the scales of the dragon. Raise their Damage
What is this life if not an opportunity to Threshold by +3 for the duration of one Combat
achieve greatness? This person is a rare soul unwilling Scene.
to let such potential slip through their fingers. The # The Rider: The Blackbird is able to transform
drive to take what could be theirs overwhelms all into one of the children of the deep (see Chapter
sense of obligation, desire, and perhaps reason. 8: Theurgy for details) for 1 hour.
Their want is so powerful that, at times, it can # Yggdrasil: At the Blackbird’s command, smoldering
disrupt the outcome of events around them. roots sprout from a foe’s legs, causing them to lose 1
EFFECT: Once between Rekindlings, transform a AP for the duration of one Combat Scene. Enemies
Critical Success rolled for one of the Blackbird’s with the No Mortal Skill Trait are unaffected.
Fatebound companions into a Sublime Success.
Additionally, at the end of the Weaving, the player Hands of the Maker
may flip an extra coin to reclaim their Blackbird’s The creation of exquisite works takes passion
Fate or use this extra coin flip to Assist another and willpower in enormous volumes, and this
Blackbird in reclaiming theirs. Blackbird possesses both. Whether they are the
descendant of a renowned craftsperson or hold the
Godling spark of creation within their mind’s eye, their
There’s something of the old gods in the mastery of the hammer and forge is undeniable. The
Blackbird. When the gods were slain, they left finest tradespeople know their work, and influential
behind traces of themselves. Some of these patrons will seek out the Blackbird for their skill.
fragments became the fabled numen lots: small, EFFECT: The Blackbird can craft weapons and armor
gem-like stones potent with deific resonance, each with the Signet Quality, and they begin the Tapestry
attuned to one of the fallen godheads. A Godling is with one such item in their possession. It can be of
a conduit to all of the dead gods. Perhaps this any design found in Chapter 7: Trappings. Their
servant was so dutiful in the observance of their Patronage value in crafting materials is 3 levels
faith that they were chosen by these beings as they above their current rank, as other craftspeople will
expired, or maybe it was just a stroke of chance, always go out of their way to assist them, if only to
unguided and indifferent. say they once briefly served as their apprentice.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 47

Hyperion’s Progeny EFFECT: All Agility- and Combat-based Skill


The imperial blood of Hyperion runs through tests ignore negative modifiers caused by poor
the Blackbird’s veins and, with it, the well-guarded illumination. While attempting to initiate a
secret of its divine properties. They travel the roads Surprise Round, Stealth tests are Flip to Succeed.
with one eye over their shoulder and the other on Once between Rekindlings, others of the flock may
the setting sun. For, in their wake, the dead tend to follow this Blackbird’s lead in initiating a Surprise
follow. Whether or not they’re aware of their Round; those who proceed treat their Stealth test
distinguished heritage is up to the player and the Difficulty Rating as (Trivial +30%).
Fateweaver to decide.
EFFECT: Any weapon held in the Blackbird’s grasp Nobility
is considered Enchanted and can strike creatures The Blackbird is a member of a royal family
with the No Mortal Blade Trait. Once between with a title and responsibilities. The prosperity
Rekindlings, they can willingly take a level of of your house, its very existence, may be
Damage to anoint the blades of their flock with bound to this Blackbird’s fate. This Blackbird
their blood, granting them the same effect for the may be in hiding or the last of their bloodline.
duration of one Combat Scene. If this is done Perhaps they are the rightful heir to the throne
during a Combat Scene, it costs 2 AP. Misfortune: or a family agent rooting out the Oligarchs’
If the Misfortune Pool is holding 6 Misfortune ruinous servants who endeavor to infiltrate
coins, the Fateweaver can spend them to summon their line. Work with your Fateweaver to
1Ð6 children of Anhelios (see Chapter 10: Bestiary) determine if the Blackbird’s royal lineage
to pursue Hyperion’s Progeny. will have a bearing on
the events of your
Lone Wolf Tapestry.
The world is a cruel place, and the Blackbird
has grown accustomed to fending for themself
against terrible odds. To survive in such uncertain
times requires a heart of stone, a steady hand, and a
willingness to do the unthinkable.
EFFECT: Should this Blackbird find themself engaged
with multiple foes or when there are more foes than
Fatebound companions, add an additional Damage
die to this Blackbird’s attacks. Additionally, once
between Rekindlings, they may automatically resolve
a Damage roll as if they had rolled a ‘6’ on one of the
dice, thus causing it to Explode.

Molded by Darkness
When Fate cast this Blackbird out into the
world, it was silence and the dark that sheltered
them. Perhaps they were a child of the streets, or an
orphan of war, or an unwanted burden put out for
Mother Wolf to devour; but now, for better or
worse, they thrive within darkness’s embrace.
48 BLACKBIRDS

EFFECT: You have a special patron at Level 5 that Skill tests involving marine vessels are considered
is not one particular person but is essentially your (Trivial +30%) for this Blackbird. In addition,
family or bloodline. By revealing to any other patron Fellowship tests involving seafarers who are not
who you truly are, you will gain the benefits of that openly hostile are Flip to Succeed. Additionally,
patron up to their highest level, but not more than 5. once per Gambler’s lunar cycle, the Blackbird may
Undertakings and Obligations for this unlocked cut their palm and bleed into an ocean or sea, taking
patron work normally, although they will want to use 1 level of Damage in exchange for summoning 1Ð6
your heritage at some point as part of an Undertaking to drowned thralls (see Chapter 10: Bestiary) to help
further their own ends. You may also go to your family crew their ship; the thralls will stay aboard until the
to gain equipment or assistance for you and your flock ship next docks. If called upon to fight, they’ll do so
at Patronage Level 5, but they will always require an but will refuse to set foot on dry land.
Undertaking related to family business.
The Scholar
Rider Upon Seafoam The capability to raise the peasantry from out
The open sea has called to this Blackbird all of its low station through illuminated poetry, the
their life. When they shut their eyes, it’s the sound naturalistic texts of the curious, and the gift of
of crashing waves that fills their ears, drowning out literacy is one of the more significant threats to
the din of life upon the shore. The Blackbird’s name those who covet power. Places of learning are targets
carries weight as a seafaring captain of some renown, for the darkness that blankets the land, for it is all
and as such, they are rarely hard-pressed to crew the easier to oppress those who know little of the
their ship. This proclivity for the maritime flows world and its history. But so long as such wisdom
through the Blackbird as if bestowed by the divine. exists within the minds of scholars, the Oligarchs’
EFFECT: The Blackbird begins play with a small victory cannot indeed be complete.
caravel at their disposal. The Difficulty Rating for EFFECT: All Intelligence Skill tests are Flip to Succeed
for this Blackbird. Add an extra Assist die when
helping others with Intelligence-based tasks. Once
between Rekindlings, this Blackbird may barter
with the Court of Ignorance to gain a piece
of information that would be otherwise
impossible to acquire, but they will have
to perform a reckoning that involves
destroying a specific book or bit of
knowledge as decided by the court first.

Spiritual Labyrinth
An ethereal spiral of
flowing Od surrounds all the
world. It is a landscape just
beyond most mortals’ perceptions,
and within it dwell entities both horrific and
wondrous. The weave around this Blackbird is
thin, making it possible for them to draw calamitous
magics back into the spiraling landscape of the Od.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 49

EFFECT: Once between Rekindlings, this Blackbird


may ignore an Odic Manifestation. They may also
choose to protect members of their flock at the cost
of 1 Fortune per Fatebound Companion. Note:
This Boon does not nullify the manifestation.
Additionally, once between Rekindlings, they
may step directly into the labyrinth of the Od,
disappearing from the current location for up to
1 hour. While in the Od, the world they left
behind is not clearly perceptible, appearing
as a strange caricature of the real world, and
although the Blackbird may move while
within the Od and come out somewhere
else in the material world, an Odweft test
must be made to exit at the location intended—a
risky proposition for those unfamiliar with such
workings. for the Blackbird to snuff out
a Vitiation. Additionally, at any time, a point of
The Struggler Fortune may be spent to make this Blackbird’s next
In this wretched land governed by corruption, Odweft test Flip to Succeed.
this Blackbird chose to abandon all sense of
attachment and any hope of belonging, dedicating Under My Skin
themself to the pursuit of some improbable task. At some point, this Blackbird was nearly the
More often than not, such matters involve revenge. victim of a monstrosity, or was close enough to
Their dark crusade has robbed them of much of their someone who was, and a bit of that creature’s blood,
humanity, leaving them little more than an extension spittle, or bone entered their body and took root.
of their weapons, a butcher with some singular After surviving this encounter and the mysterious
purpose. Yet, obsession is not without its benefits. fever that followed, they awoke with their
EFFECT: Once between Rekindlings, for one Combat perceptions irreversibly altered and oddly sharpened.
Scene, when opponents attempt to Parry or Dodge Now, when horrors approach, a cold sweat runs
the Blackbird’s attacks, the rolls are Flip to Fail, as down their back, their mouth fills with the tastes of
the Blackbird’s blows fall with terrifying speed and copper and ash, and their veins pulse as their heart
accuracy. Additionally, once between Rekindlings, thunders in their chest—all signals that it’s time to
they can ignore the No Mortal Fate Trait. draw weapons.
EFFECT: Afflicted creatures nearby trigger the
Unassailable Will Blackbird’s eerie senses. When such a horror draws
The Blackbird’s consciousness is an unbreakable within 99 strides of the Blackbird, the Fateweaver
diamond that pierces the surrounding chaos like a describes the sensation. After examining some of
mountain breaching through the clouds. its flesh or blood, they can tap into the monstrous
EFFECT: The Blackbird is immune to Odic corruption within their flesh, using it to track
manipulations and cannot be the target of the source of their discomfort like a needle to a
possessions, mental commands, or illusions. Once lodestone. All Survival and Awareness tests to do so
between Rekindlings, spend 1 point of Fortune are Flip to Succeed.
50 BLACKBIRDS

Witch’s Blood Aes (Elves)


The Blackbird is descended from those who In their true forms, the aes appear as gossamer
long ago developed or evolved a natural sense of the humanoids of wispy shadow occasionally
Od and the things that dwell therein. They will illuminated by glints of starlight. They possess long
usually be forewarned before any Odic Manifestation limbs, smoldering moonlit motes of light where
appears or before encountering a supernatural eyes should be, and an immobile bronze mask for
being. This is differentiated from Odsight by the facial features. However, most mortals cannot see
fact that it often gives one a prescience before the an aes’s true form.
event takes place, and is far less specific in what it Scions of a dead god and beings of pure magic,
reveals. This ability presents only as a sensation, a the aes once strode the world as shining paragons of
sense of goosebumps or “hairs rising on the back of might and majesty—but that was long ago, before
one’s neck,” and will not allow them to see into the the Great Betrayal and the ascension of humanity.
Od. It also usually does not allow them to pinpoint The surviving aes exist in a tragic mockery of their
the source of this feeling, only that it is imminent or brilliant former selves, their society now fragmented
present. In addition, those who possess this Boon and in decline.
have also picked up a bit of hedge magic. For eons, the aes preyed on worlds at the behest
EFFECT: The Fateweaver will secretly roll an of their queen and mother, like immortal locusts
Awareness test for the Blackbird and, if this succeeds, swarming in the sky to devour everything in sight
will tell the player that such a manifestation or before moving on. But this world was different,
presence is about to arrive, appear, or is currently intertwining them in its own dark Fate and hurtling
present. If it is a Critical Success, they will tell the them toward extinction. However, it also gifted
player more, or they can offer to spend a Fortune them with something they’ve never before possessed:
to discover the source of the Blackbird’s unease. the ability to change and grow.
Choose a Wortcunning Spell (see Chapter 8: Though they’ve acted as agents of chaos and
Theurgy for details) during character creation chance on every planet they’ve ravaged, aes society
with which the Blackbird was fundamentally static. The same aes forged as
begins the Weaving. nobles by the great Hekaté worlds away and
epochs distant remained nobles here, the same
artisans still plied their trades, and the same
laborers raised their quickbronze monuments to
the immortal queen’s glory. They enthralled,
conquered, or manipulated the natives as
always, but the birth of the daimn, the
death of their god, and the ebbing of
their own power has left the entire race
in flux for millennia.
And with their recent return from
their self-imposed exile, they are learning
that not only can their race change as a
whole, but that individuals within it can
themselves evolve, forging and then
following their own Fates, rather than those
dictated by their lost progenitor.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 51

M A N D ATO RY A E S B O O N S & B A N E S their false seeming is disrupted so long as the iron


All aes possess the following Boons: remains in contact with them and for one Round
! Gossamer Glamour: Aes have the ability to hide thereafter. Aes may neither wear iron-based armor
their true nature behind a glamour of human nor wield iron-based weapons.
form. Additionally, they require no food, air, or ! Magical Creature: Anything that affects
any other sustenance required by humans, even magical creatures specifically will be effective
while masquerading as one. An aes’s true form is against the aes.
always evident in their reflection, however. ! Odic Outcast: The aes cannot bargain with
! Immortality of the Aes: The aes may not be Outsiders or walk the Path of Od & Ritual at any
Slain!, save by magic or from a blow struck with Tier. They are still affected by Vitiations,
iron or its alloys. Reaching this condition through Wortcunning Spells, Od & Ritual Techniques,
any other violence causes the aes’s glamour to fall, and Outsider Techniques performed by others,
revealing their true nature. The aes then dissipates, beneficial or otherwise.
leaving behind their masklike face. An aes re-
forms the following nightfall in the same location Aes Houses
as their bronze mask. Additionally, an aes Choose a House for an aes Blackbird from the
Blackbird benefits from all forms of magical following list:
healing but finds no succor in mundane forms of
treatment. During a Rest, an aes recovers two 0
levels from their Damage Condition track and HOUSE OF THE NEW MOON
fully recuperates all Damage during a Rekindling. (THE SANGUINE)
! Odsight: Aes possess the natural ability to sense
the otherworldly realm and mystical force that is Ancestral Modifiers
the Od (see Chapter 8: Theurgy). ! +1 [AB], [FB], and [PB]
! Undying: The aes are immune to aging, disease, ! –1 [BB], [CB], and [IB]
exposure, poison, and suffocation. Traits and MOST COMMON ALIGNMENT: Altruism & Timidity
attacks that do Bane Damage to Mortals do Sometimes called the Spring Folk or the
normal Damage to the aes. Aes do not suffer Sanguine, the aes of the New Moon possess the
from Injuries of any kind. deepest bond with humanity. After the moonbow
All aes also possess the following Banes: bridges to Yolk were sealed after Queen Hekaté’s
! Devourer of Fortune: Aes are not considered murder and the aes archmages wreaked their
when calculating the final Fortune coin count at vengeance against the daimn, the New Moon aes
the start of a Weaving. found themselves diminished, like their fellows.
! Fateless: Aes do not start the game with a Fate Rather than retreating from the world, as most
amulet and must earn their Fate by surviving did, the Spring Folk only strengthened their ties
their first Dooming. with their mortal neighbors. In time, their cultures
! Ironbane: When an aes is struck by iron or its assimilated into one, and were made stronger for
alloys, roll Bane dice (Ð10s that explode on a ‘9’ it. They dwell to this day in the Brazen Woods east
or ‘10’) instead of Damage dice when determining of Corbel, where the people are renowned for their
Damage. In addition, the touch of iron may woodworking, their skills with the bow, and their
disrupt the aes’s glamour. Make a (Challenging quaint custom of wearing elaborately carved masks
–10%) Resolve test for them to Resist, and one when outside of their homes. The Spring Folk
each Turn it remains in contact. If a test fails, there are honored as wise clan elders and living
52 BLACKBIRDS

repositories of the people’s history, teaching their bereavement like a shroud. It has so infused
succeeding generations of woodsmen their crafts, their being that it bleeds through their glamour,
while those humans take on the responsibility of casting a pall over those who might see them—
maintaining their way of life. convincing others it would be better not to.
GLAMOUR: The New Moon aes have lived among EFFECT: This aes may subtly radiate their internal
mortals for centuries. As a result, they blend in with anguish through their glamour at will, causing Mortal
more than just their glamour. Their body language, folk to subconsciously turn away to avoid being
their modes of dress, their speech, even the way exposed to such painful grief. When attempting to
they think is more in tune with human norms. evade the eye with Stealth, the Blackbird begins with
EFFECT: Unlike most aes, their glamour doesn’t an additional +10 to their Skill test.
possess an uncanny element to them, as they are
completely at ease in mortal company. When G
attempting to Charm others, one of the Sanguine H O U S E O F T H E Q U A RTE R M O O N
begins with an additional +10 to that Skill test. ( T H E S LY )

D Ancestral Modifiers
H O U S E O F T H E C R E S C E NT M O O N ! +1 [FB], [IB], and [PB]
( T H E M E L A N C H O LY ) ! –1 [BB], [CB], and [WB]
MOST COMMON ALIGNMENT: Cunning & Crooked
Ancestral Modifiers Deep in the Trackless Desert south of Florent
! +1 [AB], [CB], and [IB] lies a glorious oasis, its limpid waters shaded by date
! –1 [BB], [FB], and [WB] palms and its shores patrolled by peafowl the size of
MOST COMMON ALIGNMENT: Sacrifice & Martyrdom camels. In the placid pool’s reflection of Mount
The so-called Autumn Folk are a people Anzen sits a resplendent palace the size of a city.
consumed by grief. They know the time of aes has And in this city dwell the Summer Folk, aes of the
passed, and in fact, dwell in the largest necropolis in Quarter Moon.
Erebos. Each day, funerals are held there for The majority of these aes are convinced that
immortal lives cut short, while each evening, their fallen state can be reversed, and as a people,
morose dirges echo through the marbled streets of they are willing to treat with any being, from
the sprawling, city-sized cemetery. humans to Outsiders, in the quest to regain their
Melancholic and prone to grim humor, the lost stature. Throughout the region, they are
black-clad aes of the Crescent Moon spend most of recognized as duplicitous tricksters not to be
their time dwelling on better days and friends now trusted: stealers of children, servants of demons,
gone. They also strive to keep their ancient culture and worse. Despite this reputation, it is understood
alive even in this misbegotten age, celebrating what that they are bound by their word, though they
they once accomplished and faithfully reenacting typically honor only the letter of an agreement
the rituals and ceremonies that once bound them rather than the spirit.
together. Normally reserved and docile, the Autumn GLAMOUR: Aes of the Quarter Moon are renowned
Folk are quick to anger and nearly impossible to for their charm. It is said one could talk a
assuage when interlopers disturb the solemnity of kutchnasheen into giving away her horse or sell
their mourning. water to a drowning man.
GLAMOUR: No creature wishes to confront their EFFECT: The glamour of this aes veils them in an
mortality, and the aes of the Crescent Moon wear aura of trustworthiness, making anything they
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 53

say seem more plausible. When attempting to lie @


to or trick others with Guile, they begin with an HOUSE OF THE FULL MOON
additional +10 to their Skill test. (THE BELIEVERS)

Q Ancestral Modifiers
HOUSE OF THE GIBBOUS MOON ! +1 [AB], [CB], and [PB]
( T H E W R AT H F U L ) ! –1 [FB], [IB], and [WB]
MOST COMMON ALIGNMENT: Idealism & Illusion
Ancestral Modifiers For millennia, ever since the death of their
! +1 [BB], [CB], and [WB] queen and the laying of the Dolorous Curse, the
! –1 [AB], [FB], and [IB] Solstice Folk of the Lambent Satellite have shut
MOST COMMON ALIGNMENT: Rebellion & Havoc their gates to the world of humans. No longer. The
In the time of Hyperion, the Winter Folk aes- rise of Anhelios has led to the reestablishment of the
controlled northern nation of Farhold ruled a vast moonbow bridges that connect Yolk to the planet
empire of human vassal states. In this brutal below. Now, come the full moon, these aes march
empire, mortal life was cheap, and the aes lived forth in search of lost Hyperion, burning
lives of cruel indolence, their slightest whims settlements, taking human thralls, and slaughtering
attended to by armies of human thralls. In the those they deem of no use to them. Most then travel
wake of their mother’s deicide and the expenditure back along the pathways to their distant home. But
of most of their magic to punish the daimn, their some few have instead begun infiltrating humanity’s
civilization collapsed. Thulian assaults from nations to learn about this modern world—and to
without, a myriad of human uprisings from listen for word of the Great Assassin, still alive after
within, and the fall of the aes’ network of sorcerous all these centuries.
weather wards erased in months a realm built over GLAMOUR: The aes of the Full Moon appear to most
a millennium. Farhold’s aes were put to the sword, as shining warriors, gifted artisans, and wise viziers
and the world thought them dead. However, some from a time long past. To those who glimpse the
aes at the northernmost outposts of the empire truth beneath the glamour, they see their true forms
survived, joined by the few survivors of Farhold. of shadow and mist, and that their once-glittering
Already a cruel people, the harshness of their new bronze raiment is now in disrepair and tarnished
home and their fury over a myriad of perceived with verdigris.
betrayals birthed a vicious and violent clan of EFFECT: This aes appears as an exemplar to others
manhunters determined to punish those they feel and carries themself like a monarch, pride and
have wronged them. confidence radiating from their visage like the rays
GLAMOUR: To most, these barbarous fey appear to of the noonday sun. Cloaked by their glamour in
be clawing at the doors of civilization. But those an aura of certainty, people snap into action at their
who can see through their glamour witness creatures orders. When attempting to command others with
of shadow and frost, their burning gazes staring out Leadership, they begin with an additional +10 to
from masks of human flesh and wielding weapons their Skill test.
of ice, bone, and viscera.
EFFECT: This aes wears their inhuman nature as a
savage mark of superiority. When attempting to
Intimidate others, they begin with an additional
+10 to their Skill test.
54 BLACKBIRDS

AES BOONS remain for an entire Combat Scene (or 10 minutes


Choose a Boon for an aes Blackbird from the out of combat) and possess the following statistics:
following list: Claws attack as a Melee weapon that is +10 to
strike and +1 to Damage and possesses the Fast and
Contort Vicious Qualities. Both hands must be free to use
Aes do not possess bodies of flesh and bone as them. Those without Ranks in the Melee Skill do not
humans do. Rather, they are creatures of shadow Flip to Fail when attacking with their natural claws.
and light, beings of Od given vague humanoid ! Extricate: The aes contorts their body to writhe
forms. The aes body is therefore extremely malleable. out of any fetters, save those where iron directly
Though all aes can make use of this malleability to touches bare aes “flesh.” They can also slip
pose as a mortal to minor effect, allowing them to between bars or under doors so long as there is a
eat, drink, or even make love, they may twist their thumb’s length of clearance and iron need not be
form for a variety of other useful effects. Needless to touched directly. Also, add +30 to any Athletics
say, this is an overtly disturbing thing to witness and test made to escape a hold. The Fateweaver may
clearly marks the aes as inhuman. additionally adjudicate where else this Boon may
EFFECT: The aes may initiate any one of the following allow escape. This effect lasts only as long as
effects once between Rekindlings. To do so during a necessary to attempt a single escape.
Combat Scene costs 1 AP. ! Maw: The aes constructs an enormous maw to
# Claws: The aes extend their already long and bite those who threaten them. Though terrible to
slender fingers into rending claws. To those who behold even if one sees through aes glamour, the
can see through glamour, these claws appear as maw is even more terrifying when viewed through
extensions of their aes digits, but to those still the lens of aes illusion, as the human jaw seems to
under glamour’s influence, they may appear as any distend, revealing a too-large mouth filled with
number of rending implements, from eagle talons shark teeth, wolf fangs, sharp blades, or equally
to bronze shears to obsidian blades. These claws disturbing implements. The maw remains for an
entire Combat Scene (or 10 minutes out of
A E S & A LI G N M E NT combat) and possesses the following statistics:
The aes were created as a fairly simplistic near–hive mind Maw attacks as a Melee weapon that is +10
prone to groupthink. Only the greatest of them, their to strike and +1 to Damage and possesses the
powerful nobility, possessed individualistic drives imparted Slow and Punishing Qualities. Aes may not
on them upon their creation. It was only after the aes were speak while their maw is manifested. Those
fractured after the demise of Hekaté that they truly evolved without the Melee Skill do not Flip to Fail when
into factions, quickly developing Alignments in line with the attacking with their natural maw.
aes lords and ladies who now commanded them in their god’s ! Spindling: The aes extends the length of their
absence. It is these common Alignments that are presented limbs but gains no additional mass. These spindly
in the House entries. However, Fate has freed aes Blackbirds arms can dart out to uncanny lengths to strike
from their former static roles and mindsets, offering them opponents certain they are out of harm’s way. As
a chance to grow into individuals capable of making new a result, such attacks possess the Reach Quality
judgments about the world and their place within it. Thus, and, if wielding a weapon that already possesses
Alignment for an aes Blackbird is determined by the player that Quality, that Reach is increased by 1 stride.
and the Fateweaver in the final steps of their first Threading, The aes is also rendered twice as tall as they
regardless of those favored by the aes’s House. normally are. This effect lasts an entire Combat
Scene (or 10 minutes out of combat).
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 55

Fleshcrawl on the surfaces (or the undersides) of lakes and ponds.


One of the most feared powers of the aes is EFFECT: For 1 hour between Rekindlings, the aes
their ability to mold monsters of nightmares from can move across any surface without difficulty
the still-living flesh of humans. This aes is able to (though rough terrain may impede them as normal),
share the mercuriality of their own shadow flesh regardless of orientation. No matter how fragile
with a touch, enabling them to shape like clay the the surface, they will not break through it, easily
meat, bone, and viscera of mortal creatures to walking across snowdrifts without sinking and
harm . . . or to heal. leaping across a cathedral’s stained-glass windows
EFFECT: This Boon may be employed by the aes once without so much as a cracked pane.
between Rekindlings and only on a Mortal target.
If used to cause Damage, it requires a successful Peer of Misrule
unarmed attack. Fleshcrawl deals 1Ð10+[CB] Bane Aes are the Od given form. This fact may be
Damage as the flesh is torn away like wet clay. But, employed to their advantage when the Od’s weave is
just as flesh may be ripped asunder by this Boon, it stretched thin from an overabundance of sorcerous
may also be knitted back together. Used to mend effects, twisting Fortune so that such magical chaos
instead of harm, Fleshcrawl can be used to treat spills over to vex whomever they choose . . . more
Damage and Injury. Up to 3 levels of Damage may or less.
be healed for 1 Fortune each; an Injury may be EFFECT: Once between Rekindlings, this aes may
healed for 3 Fortune. initiate an Odic Manifestation. There must be dice
in the Odic dice pool. When this Boon is used, all
Lurking Glass of these dice are removed, and a Ð100 is rolled for
The true form of an aes is a magical construct the aes, with +10 added for each die removed from
of light and shadow. And just as light and shadow the pool. The indicated Manifestation may occur,
may be captured in a reflection, so might an aes—if or any other Manifestation of a lower value on the
they possess the predilection. And this aes does. table may be chosen. In either case, the chosen
EFFECT: Once between Rekindlings, the aes may Manifestation occurs immediately.
enter into any reflective surface—a mirror, a pool
of still water, even a burnished cuirass—and stay Spellsoul
within the mirror realm for as long as they like, As constructs of magical energy, all aes have literal
leaving whenever they choose. They remain visible Vitiations woven into the very fabric of their being.
in the reflection from certain angles, however, so care Most of these Vitiations lie quiescent, but they may
must be taken if they wish to remain hidden (usually use the one in their heart, as any theurge would.
through a Stealth test). If all light is cut off from the EFFECT: Once between Rekindlings, this aes may
reflective surface (i.e., a mirror is covered or placed in perform a specific Vitiation effect decided upon
a darkened room), they are trapped until the surface when the Boon is chosen without needing to have
is again exposed to light. If the surface is shattered or an agreement with an Outsider. This still requires
the liquid evaporates, they are instantly Slain!. a successful Odweft test, and the results have the
same effect as when enacted by a theurge, although
Nimble ignoring Tithe. A starting Blackbird casts this spell
Creatures more spirit than flesh, aes find at the same station as an imp, but as they progress
directional concepts such as “up” and “down” to be in power, so does this Vitiation’s effect. At the
more like suggestions than hard and fast rules. This aes Intermediate Tier, it may be cast as a villein, and at
can defy gravity to walk up walls, across ceilings, and the Advanced Tier, as a lord.
56 BLACKBIRDS

THE AES CONDITION


Aes are creatures of the Od woven into humanoid alloys. Aes also possess
forms by their goddess-queen, and the inherent magic limited control of their
of their form serves to protect them in various ways, physical shape, this malleability allowing them to
though they are not the demigods they once were. approximate mouths, tongues, sex organs, and other
The aes do not age. They are vulnerable to neither orifices and protrusions as necessary to appropriately
extreme heat nor cold, though an open flame or an interact with mortals. The aes mutability of form and
icicle to an eye will harm them as it would mortals. fluidity of gender identity means they may shift their
They draw no breath, and therefore may neither drown sexual identity from male to female to androgynous—or
nor suffocate. They are not vulnerable to illness or even to a gender-neutral form—according to their desires.
poison. They do not eat or drink for nourishment, but In addition, a magical veil serves to shield aes from
rather subsist on the stuff of magic, either absorbed unwanted scrutiny. A construct of amber moonlight
from places steeped in Od or by harvesting the Fortune and magic, this glamour, as the effect is known, has
of mortals. They do not suffer Injuries as mortals do, allowed the aes to operate among humans with less
since they are spells made manifest rather than conflict than might be expected. However, as night falls
creatures of flesh and bone. And they may not be Slain!, on Yolk’s new-moon phase, the glamour briefly fades
save by magic or a deathblow struck with iron or its away, revealing an aes’s true form before a new visage
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 57

settles upon them—the identity they will reflect for the quite capable of making love. And despite a tendency
following lunar month. Though they have no control toward mercurial temperament and indulgence of
over this magical mien, it is always true to their nature. whims, most aes are bound to the societal expectations
An aes knight will always appear as some sort of warrior, of their Houses (as reflected in their suggested
while an aes maker will always project a craftsperson’s alignments), as neither individualism nor creativity
seeming. Reflective surfaces, such as mirrors, still were valued by Queen Hekaté or the aes elite. Both
waters, or even a highly polished piece of armor, will traits fell even further out of favor after the schism
reveal an aes’s true form. Knowing of glamour’s between themselves and the daimn.
limitations, aes sometimes adopt masks, bandanas, or Their greatest weakness, however, is their
hooded cloaks to further obscure their features. vulnerability to iron. Wounds inflicted by iron or steel
Though there are clearly a myriad of advantages weapons are easily capable of slaying any aes, and even
to being an aes, there are also drawbacks inherent to the slightest touch of it will burn them and potentially
their nature. disrupt their glamour, revealing their true form to a
Aes completely lack the senses of smell and taste. dangerous and superstitious world that has been taught
They are incapable of reproduction—though they are to fear the faerie folk.
58 BLACKBIRDS

AES BANES for the worse. The longer they stay, the greater the
Choose a Bane for an aes Blackbird from the hardship. The area affected is typically no larger
following list: than a small village, a city quarter, or a large glade,
and it is the Fateweaver who decides the actual
Hexmarked effect of the Bane. The following are examples:
The very nature of aes is foreign to this world.
They, and their Fates, are tied to it only because TIME SAMPLE HEXES
their progenitor loosely bound them to it eons ago.
1 week Milk curdles, vermin gather
However, some aes are particularly inimical to
the world’s Od. Their very presence invites Food loses its flavor, bed bug
2 weeks
infestations
catastrophe.
They disrupt the natural weave and flow of the Animals stillborn, rats devour and
1 month
spoil food stores
Od in places where they linger, snarling and tangling
it around them. In the wilderness, such disruptions 1 season Children stillborn, crops fail
may be overlooked for decades, but in human Pestilence ravages the populace,
1 year
communities, where milk sours, crops fail, and unexplained fires destroy homes
children are stillborn, the inhabitants will root out
the cause, however long it takes, and woe betide any
who stand in their way as they seek their righteous Lunatic
revenge. Mother Yolk always exerts a pull on her
EFFECT: If the aes lingers in the same place for more wayward children, the aes. No matter where in the
than a week, local circumstances will take a turn world they find themselves, they can feel its gaze
upon them. However, through some quirk of their
A E S V I T I AT I O N S creation, this aes is affected by it more deeply than
Though the Vitiations available from the Spellsoul Boon others. The very appearance of their glamour is
are mechanically identical to those in Chapter 8: Theurgy, ruled by its phases, leading their inhuman nature to
they often vary a bit in the details, as there are a myriad be harder to mask than for other aes.
of aes and sometimes the differences in their Od matrices EFFECT: This aes’s appearance is tied to the phases
are but slight. Thus, an aes may possess a Spellsoul that of the moon. As its face changes, the age of their
operates exactly as Bough of Wax, save that the limbs glamoured visage shifts as follows:
they create are fashioned from fresh blood rather than
wax, while another may use Shadow Pocket, save that it MOON PHASE APPEARANCE
is accessible via reflective surfaces and the objects stored
New moon Youth
there are visible to all so long as the aes themself is reflected
Waxing crescent Teenager
in them. There are also a number of Vitiations that seem
inappropriate for an aes, as they make use of things the First quarter Young adult
aes lack, such as flesh, a sense of smell, or a soul capable of Waxing gibbous Adult
separating from their physical body. Once again, assume Full moon Prime
they produce a mechanically identical effect that works Waning gibbous Middle aged
with the aes milieu. It is magic, after all, and Hekaté had
Third quarter Elder
long eons to shape children with soul lattices that allowed
Waning crescent Ancient
them to mimic effects outside the elvish norm.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 59

Profane EFFECT: This aes possesses an


Faith. Belief. Will. If there is one element odd physical characteristic while
necessary to effect magical change on the world, it under glamour that hints at their
is that. As creatures of magic, aes sometimes find supernatural origins. Those who
themselves influenced by the will of others. In closely observe an aes with this
particular, they find the blind zeal of mortal faith to Bane may make a (Hard –20%)
be abhorrent. The collective faith conspires to Awareness test to catch a glimpse
subject them to the beliefs of the devout, so they of their true form. “The Crown of Stone is a
become vulnerable to the trappings of human haunted ruin in the south
religion: holy symbols, prayers, and even tolling Truthsayer of Elklund, avoided by any
church bells. There are many tales told traveler with more sense
EFFECT: When subjected to religious iconography, about the aes, who preyed upon, than hubris. To approach
this aes reacts with fear, and their player must tormented, and warred against it is to enter an uncanny
make a successful (Standard +/–0%) Resolve test the people of an earlier age. In stillness, a place devoid of
or the Blackbird suffers 1Ð10+1 Peril. This amount these legends, one of the birdsong that stings the air
increases to 2Ð10+2 Peril on a Critical Failure and weaknesses of the Folk often with the scent of ozone . . .”
3Ð10+3 on a Sublime Failure. This test must be exploited by mortal protagonists — Observations of the
Wandering Squire
made at the top of each of the aes’s Turns so long as was the aes’s inability to lie. Like
they are confronted by the religious symbology. In many legends, these tales possess
addition, the touch of holy symbols affects the aes a kernel of truth. Aes are themselves truths, spells
as if they were made of iron. spoken into being by Hekaté, and there are some
who, because of some quirk of their creation, cannot
Shadow Fettered speak falsehoods.
All aes are part shadow, but a certain few have EFFECT: This aes cannot knowingly tell a lie, no
literally merged with their own shadows, so they’re matter the circumstances.
extensions of their own forms. Though the aes’s
shadow cannot be harmed per se, it can be used to
inconvenience them.
EFFECT: The aes’s shadow acts like a tangible fabric
in some ways. Someone stepping on it will make it M I R RO R R E A L M S
difficult for the aes to pull away, and if a weapon Mirror realms exist behind every reflection, forming a
of iron is stabbed into it, they are pinned to it as if patchworked shard version of the real world. Each one’s
the shadow were attached to them; they will also be dimensions equal the amount of material reflected within
unable to remove the blade themself. from every angle. Thus, even a handheld mirror might
actually reflect a great deal, depending on its placement.
Tell Also, as reflective surfaces may sometimes be moved, the
Some aes possess a flaw in their glamour. In world within moves with it, showing the likeness of what
their false appearance, there is always a fantastical, its iris captures. Aes spies and assassins, called fetches,
uncanny element or unique physical characteristic have long made use of these realms to infiltrate and
present, which may tip off an observer who knows eliminate. If naught but darkness is reflected, however,
what to look for. It might be an overly wide smile, a those within are imprisoned and unable to move until
shock of white hair, a small pair of horns, or oddly light is reintroduced.
colored eyes—but it is always present.
60 BLACKBIRDS

Daimn (Dwarves) M A N D ATO RY D A I M N B O O N S & B A N E S


The daimn were forged in the fires of Fate itself— All daimn possess the following Boons:
they were aes who chose to remake themselves in ! Odsight: The daimn possess the natural ability to
mankind’s image . . . with mixed results. A full third sense the otherworldly realm and mystical force
of the elven race split from the aes, succumbing that is the Od (see Chapter 8: Theurgy).
to the Lure of Iron to be reborn in base, material ! Undying: The daimn are immune to aging,
forms. They established a subterranean city-state disease, exposure, poison, and suffocation. Traits
and, for centuries, fought a cold war against their and attacks that do Bane Damage to Mortals do
aes brethren, often while trading with and offering normal Damage to the daimn. Daimn possess
their crafts to burgeoning human settlements. their own forms of Injury (see Daimn Injury
All that ended with the aes curse known as the Charts in Chapter 6: Conflict & Rekindling for
Stilling. In a matter of hours, it ravaged the daimn, details).
trapping them in a seemingly eternal state of stasis, All daimn also possess the following Banes:
their primal forms becoming living prisons. Then, ! Fateless: They do not start the game with a Fate
after millennia of semiconscious torpor, some amulet and must earn their Fate by achieving a
daimn began to stir, roused from their sleep at the grand task that should be at the center of their
behest of Fate itself. story arc. How this plays out is entirely story-
Thus far, the vast majority of daimn remain lost driven and decided by the Fateweaver.
to history, while those few who have returned find ! Magical Creature: Anything that affects magical
themselves embroiled in a fight to save a world they creatures specifically will be effective against the
barely recognize. Guided by some unknown instinct, daimn.
these daimn seem to show up when and where they’re ! Odic Outcast: The daimn cannot bargain with
needed most. The vast majority of human communities Outsiders or walk the Path of Od & Ritual at any
greet their arrival as an omen of the gods . . . at least, Tier. They are still affected by Vitiations,
until the daimns’ working in the interest of Fate is at Wortcunning Spells, Od & Ritual Techniques,
odds with mortal interests. and Outsider Techniques performed by others,
beneficial or otherwise.

Daimn Element
Choose an element and gain a daimn Blackbird’s
Elemental Affinity Boon from the following:

CINDERKIN
Ancestral Modifiers
! +1 [AB], [CB], and [WB]
! –1 [BB], [IB], and [PB]
BOON: Elemental Affinity (Flame): This
daimn is immune to fire and the effects of
exposure to extreme heat.
The ashen-fleshed cinderkin are the
impassioned heart of the daimn people.
Historically, they made up the majority
of the daimns’ warriors, entertainers, and
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 61

weaponsmiths, though their manic energy, relentless Greenkith are the nurturing cultivators of their
passion, and high spirits made them welcome in people. In times past, these plant folk were most
any aspect of daimn society. Today, they awaken to often farmers, herdsfolk, healers, and alchemists,
a strange world, seemingly under siege by the forces though their unwavering support and affable
of chaos and misrule. Fate spurs them on to expend dispositions made them sought after for any
their seemingly limitless energy to set the world occupation. In the present, greenkith are some of
right and to kindle the spark of resistance in the the most often encountered dwarves, though they
human heart. are by no means common. In a world where people
are suffering and dying by the thousands, the gentle
F R O STF O LK strength of the greenkith may be what’s necessary to
Ancestral Modifiers heal this world and its people—or if that’s
! +1 [CB], [IB], and [PB] impossible, to grow a new world to replace it.
! –1 [AB], [BB], and [WB]
BOON: Elemental Affinity (Frost): This daimn OREWALKERS
is immune to cold and the effects of exposure to Ancestral Modifiers
extreme cold. ! +1 [BB], [IB], and [WB]
Frostfolk are the rarest of the daimn folk to ! –1 [AB], [FB], and [PB]
have returned. Originally just a minority of the BOON: Elemental Affinity (Bedrock): This daimn’s
waterbrood daimn, these ice-bodied dwarves are stony form gives them +1 to their Damage
likely their only survivors, the rest having perished Threshold Modifier.
in the Stilling. In the past, the frostfolk were some The most common of the daimn heritages,
of the daimn’s greatest diplomats, their most orewalkers are what humans commonly conjure in
accomplished designers, and the heart of Ur’s watch. their minds’ eyes when they imagine dwarves.
Their calm, even demeanors and measured responses Creatures of rock, crystal, earth,
to problems were seen as a boon to any and metal, such daimn dominate
endeavor. In the modern world, they mortal tales and folklore—
often put their cold intellects and humanity’s allies when
multifaceted skill sets to work the world was young.
investigating the source of Erebos’s Long ago, the
unrest and the reason behind the orewalkers made
daimns’ return to the living. up the majority of
the craftspeople,
G R EE N K I T H architects, masons,
Ancestral Modifiers and miners of the
! +1 [BB], [FB], and [WB] daimn, though their sheer
! –1 [AB], [CB], and [IB] numbers meant they
BOON: Elemental Affinity performed many other tasks as
(Flora): This daimn heals well, their unflagging endurance
from Damage more quickly and exacting diligence endearing
than others. So long as they are not them to their fellows. Now, each strives
Slain!, they will heal 1 level up the independently to keep the world from
Damage Condition Track per day when the collapsing further into ruin while endeavoring to
sun rises. build a better future.
62 BLACKBIRDS

DAIMN BOONS EFFECT: Once between Rekindlings, as a 1-AP


Choose an additional Boon for a daimn Reaction, the Blackbird may cancel a Vitiation
Blackbird from the following: that has been successfully empowered and smother
the Odic energy built up through recent uses of
Advocate of Stability theurgy. This involves the expenditure of Fortune
Even more so than humans, daimn are tied to based on the Outsider powering the effect:
the Fate of the world and the order it brings. # Imp: 1 Fortune
Though all daimn are recognized as order’s agents, # Villein: 2 Fortune
some may actively intervene to disrupt the # Lord: 3 Fortune
manifestations of chaos. They act as magic sinks, Thus, roll 1Ð6 and remove that many dice
siphoning off its energy and grounding it into the from the Odic pool.
earth where it may dissipate harmlessly—a bane to
practitioners of the magical arts, but a boon to the
common folk they so often endanger.

T H E D A I M N CO N D I T I O N
When Father Steel fashioned the Numenforge, he sought poisons. They also found themselves unable to wield
to cure the aes of their iron bane. This, he achieved. But magic, like the aes, though for different reasons. Daimn
he also created an entirely new race of beings capable of are bound to the natural world like no other people, and
individual thought. Where the aes were very alike and magic comes from beyond this world. As a result, it is
prone to groupthink, the newborn daimn were each anathema to them. Unlike the aes, though, they do
quite different, both physically and mentally, from one require food and drink to survive (though the definition
another. And while dangerous whims and cold of what constitutes both expands greatly thanks to their
detachment were the hallmarks of aes culture, the daimn elemental natures). Their sexes are also fixed, as they
were instead informed by the passions of their were forged to conform with what they were most
predominant elements: those bound to fire tended to be comfortable with—though, like the aes, they are unable
impulsive and wild, those connected to vegetation were to reproduce. They also possess the same five senses as
often nurturing and gentle, those tied to water were humans do.
adaptable and reflective, those merged with earth were Since their reawakening, little has changed, save that
on the whole stolid and dependable, and those born of the time spent frozen has led to their forms to become
air were frequently mercurial and pretentious (such that craggier, with new growths, erosion, and other time-
other daimn found them the least changed by the wrought changes robbing them of even more of their
Numenforge). Their more human natures and forms symmetrical features. Another change is that their
endeared them to the peoples of Erebos, as did their connection with Fate has strengthened. Perhaps the Norns
quarrels with the aes and their sharing of the secrets of whispered to the daimn while they slept. Or maybe the
steel. It was, in fact, the mortals who first called them magic of the Fate-rending disaster that awakened them
“dwarves,” recognizing in them a familiarity of form with has interacted with their own primal energies. Regardless,
some of their own who were born smaller. daimn now find themselves drawn to important places
These primal forms offered many benefits to the and people, and the common folk greet the arrival of one
daimn. Though they can be slain, they are, much like with polite reverence, understanding the importance of
their aes predecessors, functionally immortal. They also their struggle against the chaos but unwilling to confront
require no air to breathe and are immune to illness and the truly dire state the world finds itself in.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 63

Bind & Burrow Nothing to See Here


Tied as they are to the world’s primal elements, Daimn have little trouble blending into their
daimn possess some measure of sway over those surroundings, as their bodies are made of the very
selfsame elements. A few may even use that control to stuff of nature. Some are even more skilled at this,
entangle and fetter their foes, seizing them with roots, however, as they contort their forms to better blend
encasing them in ice, grasping them with earthen into the world around them, appearing much as
digits, or fixing them in place with sticky, hot tar. they did during their long centuries under the aes
EFFECT: Once between Rekindlings, the daimn curse known as the Stilling. A cinderkin may well
may extend their hand toward a foe and instigate an appear as the smoldering remains of a bonfire, one
effect, causing their target to be partially rooted in of the frostfolk as a water- and ice-covered
place, losing 1 AP for the duration of one Combat outcropping, a greenkith as a young sapling or
Scene. Enemies with the No Mortal Skill Trait are shrub, an orewalker as a small boulder, and so forth.
unaffected. In addition, once between Rekindlings, EFFECT: Once between Rekindlings, this daimn may
the Blackbird can pass through an obstacle no stop moving and appear to be a natural terrain feature.
thicker than 3 strides by touching it. Even their belongings blend in with them. To discern
that they are, in fact, an animated living being, someone
The Gifts of Father Steel must make an Awareness Skill test that is Flip to Fail.
When the daimn broke away from their celestial Once the daimn moves in any way, this effect ends.
kin, they took with them the secrets of quickbronze,
the sacrament of Hekaté, their blood, a metal not of Rejuvenation
the Dragon. The aes mastered the craft of The daimn are a hardy people, sure to recover
transforming this odd, bronze-like material into their from even the most grievous of injuries. A few,
weapons and armor. With their knowledge, the however, are capable of doing so by dint of an
daimn applied these shaping methods to the elements affinity with their element, rare even among their
found naturally within the depths of the world. primal Ancestry. By packing their wounds with
EFFECT: Once between Rekindlings, the Blackbird elemental matter that matches their own, they may
may empower a Melee weapon or three missiles, quickly rebuild their injured bodies.
imbuing them with their elemental essence, by EFFECT: Once between Rekindlings, if this daimn has
touching them. If this is done during a Combat access to the proper elemental material, they may heal
Scene, it costs 2 AP. Doing so causes the Blackbird themself, moving 2 levels up the Damage Condition
to receive 1 level of Damage. The effect lasts until Track. This costs 2 AP if done during a Combat Scene.
the next Rekindling and is based on their Elemental
Affinity: Serpent of Rebirth
# Ashen: The weapon gains the Weeping Ash Rock breaks, wood splinters, but the world
Quality as noted in Chapter 7: Trappings. renews. The daimn themselves were once aes, and in
# Rime: The weapon does an extra Damage die and mingling with the dragon Ouroboros’s blood, they
gains the Crushing (2) Quality as noted in become part of this creation, tied to it, reminiscent
Chapter 7: Trappings. of it, and yet wholly new—reborn. This spark of
# Searing: The weapon does an extra Damage die rebirth lives within each daimn, but only a few can
and gains the Immolate Quality as noted in harness it with perfect acumen.
Chapter 7: Trappings. EFFECT: Once between Rekindlings, this Blackbird
# Sheen: The weapon gains the Quickbronze can create a functional facsimile of a lost limb or
Quality as noted in Chapter 7: Trappings. body part for one of their Fatebound companions
64 BLACKBIRDS

or heal one Injury. Their Damage Threshold An Irritating Presence


drops by an amount based on the Damage healed. The natural world is not always nurturing or
An Injury lowers the daimn’s Damage Threshold beautiful. In fact, it is full of things that click, buzz,
by –1; a replaced body part lowers it by –3. This and brush up against other things. A forest is a
reduction lasts until the sun sets and rises again. symphony of sound, a frozen lake cracks and moans,
The part replaced will retain the aesthetic qualities fire roars and pops—it’s amazing anything manages
of the daimn’s form and appearance. In addition, to find sleep in such environs.
during a Rekindling, they can choose a Trapping EFFECT: Because of your particularly audible, or
and bolster it with their physical essence; the first perhaps fragrant, condition, all Stealth and Charm
Critical Failure made with this weapon or Critical tests are made at –10.
Success received against this armor will not cause
Degradation. Resplendent
Daimn bodies are composed of the world’s
DAIMN BANES natural elements. These could be rare hardwoods,
Choose an additional Bane for a daimn precious metals, fine gems, fragrant incense, or
Blackbird from the following: anything else one might imagine. Such conspicuous
wealth might well entice unscrupulous types to
Lopsided harm a daimn to acquire these riches.
Since waking from the Stilling, all daimn EFFECT: The raw materials that make up this daimn’s
appear, from a human or aes perspective, more body are worth a small fortune. If gathered and sold,
crudely wrought. Their forms may seem a bit they would net the seller 5 Spoils (see Chapter 7:
flawed, with odd proportions, a lack of bodily Trappings). The Fateweaver may spend 3 Misfortune
symmetry, and misshapen features. However, some to cause 1Ð6 bandits to encounter the daimn with
are even more flawed than others of their kind now, the goal of acquiring the wealth of their body.
their bodies twisted and hard to maneuver.
EFFECT: The Get Up Action costs 3 AP for this Sink Like Stone
Blackbird. Despite their elemental composition (or in some
cases, because of it), most daimn are as buoyant as
Hard to Rouse any other creature. Some, however, are not.
All daimn were victims of the terrible aes curse EFFECT: This daimn is incapable of swimming or
referred to as the Stilling, which locked their floating in water. Rather, they plunge immediately
elemental forms into place for centuries, where they to the bottom and must be hauled up or walk/climb
remained vaguely aware as their bodies both out of the liquids in which they are submerged.
overgrew and eroded, leaving them the malformed
beings they are now. Some daimn still find Vulnerability
themselves drawn to that quiet torpor and struggle Daimn physiology offers tremendous benefits
to remain animate. in terms of hardiness and protection from harm,
EFFECT: This daimn has difficulty waking from a but on occasion, it affords specific vulnerabilities
Rekindling. After they first regain consciousness, shared with the very materials that make up daimn
whether from natural sleep or being Knocked Out, bodies. A metallic orewalker might thus be
they are lethargic and slow to act. For the first hour vulnerable to rust or tarnishing when wet, while a
after rousing, they lose 1 AP every Turn as they cinderkin may be similarly harmed
struggle to stay awake. by exposure to water.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 65

Similarly, both icy frostfolk and fungal greenkith creations without a destiny—each a precursor to
may be vulnerable to bright sunlight. the comparative uniformity that would later be
EFFECT: This daimn is harmed by exposure to a called humanity.
common, everyday substance chosen when the The last of these flawed creations, Anak, was
Bane is taken. This vulnerability must be agreed the closest in form and function to the humankind
upon by both player and Fateweaver, and it must be that followed, and after millennia of isolation, he
something that will complicate the Blackbird’s life. met and loved a mortal woman named Sif. Their
Exposure to the substance deals Damage as exposure offspring would become the jötunnkin, and these
to fire, with the Fateweaver gauging its severity. half giants grew to a large tribe before they were
discovered by Mother Wolf and brought to the
Jötunnkin attention of the gods.
Before the gods drew humanity from the mud, There was talk amongst them that the jötunnkin
giants wandered the earth. Each was unique, had no place with the tribes of humanity and,
singular, and broken, orphaned at their creation because they weren’t part of their plan for the world,
by the indifferent beings that breathed them into they should be culled, but Yggdrasil claimed them
existence. The gods, wishing to populate the world, as its own and not another word was spoken on the
could not agree on how to shape their offspring. matter. The World Tree called the jötunnkin to it
They experimented with consciousness and form, and bade them carve great halls in its heartwood,
discarding those that displeased them, losing interest which in time became the living city of Kinheimr.
time and time again as fickle artists often do. But The jötunnkin’s long seclusion was interrupted
instead of wiping the slate clean, the giants were when the Druids of the Elden Tree made their
allowed to live: immortal, indomitable, wandering pilgrimage to bask in Yggdrasil’s glory. After their
arduous sojourn across the tundra, these priests of
Yggdrasil were warmly met by the jötunnkin. The
druids settled among the roots of the World Tree
and often shared with the insular jötunnkin tales
of the world beyond the sheltering boughs of
Yggdrasil. Some younger jötunnkin grew
curious about the world of humans
and ventured south to see it for
themselves. Most eventually returned
to rejoin the kin, and in time, it
became a tradition for jötunnkin
youths to sow their wild oats in the
world their cousins had built
before returning home to settle
down, find a spouse, and start a
family of their own.
It was this custom that
helped save the jötunnkin
from annihilation.
66 BLACKBIRDS

It was only a few years past that the Oligarchs by the barkborn and the ancient halls of Kinheimr
put the final phase of their decades-long plan into shattered. With no home left to them, they, too,
motion: deicide. The first of the old gods to fall was journeyed south to the lands of their human
Yggdrasil, the threshold to Heaven. They arrived cousins.
with overwhelming force of arms and mystical
might to assault the World Tree. Jötunnkin and A N C E ST R A L M O D I F I E R S
druid alike were unprepared for the lightning raid ! +1 to [BB], [WB], and 1 Primary Attribute
on Kinheimr and the unthinkable events that Bonus of the player’s choosing
followed. The Oligarchs rent open Yggdrasil itself, ! –1 to [AB], [FB], and 1 Primary Attribute Bonus
using its Od-piercing growth as a passage to the of the player’s choosing
realm of the gods before shattering it in their wake
so none might follow. The World Tree was dead, M A N D ATO RY JÖ T U N N K I N
and its fall was Kinheimr’s. Though a few jötunnkin BOONS & BANES
managed to flee, most were slain in the collapse. All jötunnkin possess the following Boons:
They and the surviving Druids of the Elden ! Long Limbs: All Melee weapons wielded by the
Tree fled south from the carnage and found those jötunnkin gain the Reach Quality, so they may
jötunnkin that had been away as best they could to strike a foe they’re engaged with or standing 1
let them know what had occurred. Many could not, stride away from outside of an Engagement.
would not, believe what they were told, and they Additionally, they can make an Opportunity
returned to discover the fallen World Tree overrun Attack whenever someone Charges or makes a

T H E JÖT U N N K I N C O N D I T I O N
The jötunnkin’s origin stretches back through the ages and worse. There shall be no return of their great
to the serendipitous mingling of human and giant people, only a slow slide into inevitable extinction.
bloodlines, a people whose place in the tangle of Fate And after the Extinguishing, living among the
was always uncertain and now hovers at the brink of smaller folk, the jötunnkin find themselves both at
extinction. Each stands twice the size of a Thulian advantage and disadvantage thanks to their great size.
warrior, with monochromatic skin as thick as an orca’s On the one hand, thanks to their height and the
hide. One might have tallow-colored skin and pink length of their limbs, all of their attacks possess the
eyes, while another might be mossy green with eyes as Reach Quality and their Movement increases
white as pearls—the kin are as vibrant and varied as the significantly. Their tremendous might also deals more
northern lights. Sadly, few remain. The jötunnkin, Damage to foes they strike. On the other hand, the
robbed of their home beneath Yggdrasil’s branches, jötunnkin struggle to move and maneuver within
must now choose how to meet their inevitable demise. most human dwellings, having to crouch or even crawl
Like humans, jötunnkin are born, grow old, and die. to get around. In such circumstances, they suffer –10
Some do not even do that, as they, too, are vulnerable to Skill tests made for them that are based on freedom
to all the myriad threats that affect humanity, even if of motion or manipulating tiny items, and their
they are tougher than their small cousins, able to Resist Movement is at –3. In addition, Trappings are not
Damage and Injuries they are dealt with a successful typically constructed with such a large being in mind.
Toughness test. Unlike the peoples of humankind, the Items scaled to fit them require +2 Patronage to
time of the jötunnkin is done. Their Fate is sealed, so purchase and will typically have to be specially
they have none to spend to save themselves from death constructed, rather than at hand.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 67

Run toward them. Finally, their long strides JÖT U N N K I N B O O N S


increase their Movement by +3. All jötunnkin Blackbirds choose an additional
! Strength of the Titans: Weapons hit harder: roll Boon from the following list:
an extra Damage die when doing attack Damage.
! Unflinching Endurance: Make a Toughness test Accustomed to Mobs
against all Damage and Injuries dealt to the This jötunnkin’s size has made them the target
jötunnkin. With any level of Success, they do not of violent crowds and warriors chasing fame or
take the Damage or Injury. harboring death wishes. As a result, they have
All jötunnkin also possess the following Banes: adapted a fighting style to accommodate large packs
! Massive: The jötunnkin’s large size makes it of aggressors. Unfortunately, they’ve become
difficult for them to move and maneuver in spaces somewhat inept at fighting one-on-one.
designed for humans. In such circumstances, they EFFECT: While engaged with multiple opponents,
suffer –10 to Skill tests made for them based on all attack rolls made for this jötunnkin are Flip to
freedom of motion or manipulating small items, Succeed. When engaged with a single human-sized
and their Movement is reduced by –3. target, all of their attacks gain the Slow Quality, no
! Mortal: Of finite lifespan, such a being is matter what weapon is used.
naturally vulnerable to all threats of
the Blackbirds world, including
Injury.
! Sealed Fate: Fate amulets
cannot be spent by the jötunnkin
or any other Blackbirds to save
their life.
68 BLACKBIRDS

Blessing of Fear the ordinary occurs. However, if the coin lands on


The jötunnkin have had to suffer without the Misfortune, an imp reveals itself and demands to
protection of their god, Yggdrasil, since the War of taste the amber sap of Yggdrasil in exchange for not
Empty Thrones began twelve years ago. An imposing perverting the regrowth of the missing appendage.
twilight hangs over each of the kin, but fear can be The Outsider, not wanting to appear heartless, will
harnessed in unlikely ways. For those who accept grant the one-time use of a Vitiation; however, to
their dire circumstance, this terror can be a blessing. make use of such power is to invite further scrutiny
EFFECT: Once between Rekindlings, when this from the courts.
Blackbird’s Peril falls to Level 3 or lower, they may
regain 1 Damage level. In addition, they are Flip to Roaring Devourer
Succeed on Resolve tests. There’s no avoiding the truth of the jötunnkin’s
origin. Each is a descendant of Anak, a giant and a
Giant in the Trees devourer of human flesh. While destiny spared the
When Yggdrasil claimed the jötunnkin, aspects father of half giants from a life of senseless violence,
of the tree’s arboreal divinity passed to some of its some of his descendants retain his frightening
adopted children. Now, the World Tree lays appetites.
sundered, but the great ash honors its promise to EFFECT: Once between Rekindlings, this jötunnkin
the kin—protecting them by suddenly narrowing a can consume the flesh of a Mortal and immediately
woodland path, enveloping pursuers in gnarled begin to recover from Damage. They must devour no
roots, or snapping a twig to distract those who less than an arm to benefit from this effect, and the
might give chase. meat must be fresh. Roll 1Ð6 and they recover that
EFFECT: Add +30 to Stealth tests while in forests. many levels on their Damage Condition Track and
All Survival tests for this jötunnkin are Flip to gain twice that amount in Discordant Resonance.
Succeed.
Woad of the God Tree
Indomitable Recovery When the Druids of the Elden Tree joined the
Trees are no strangers to the jötunnkin within the halls of Kinheimr, they shared
axe and, through their recuperative with the kin one of their most sacred rituals: the inking
powers, can regrow lost branches. of flesh with pigments made from holy herbs. The
The amber sap of Yggdrasil runs druids were covered head to toe in religious calligraphy,
through this jötunnkin’s veins, blessings, and wards against evil and violence—each a
allowing them to regrow lost limbs work of majestic artistry. The jötunnkin shaman
and organs. The process is a long Angrbora taught the human druids how to draw out
“It’s best not to complain one, however, requiring the the amber-colored sap of Yggdrasil, not with sharpened
about the quality of ale jotunnkin to remain perfectly still stone, but with whispers. Together, they incorporated
available in roadside . . . and the scent of a god’s the tree’s divine blood into their flesh.
taverns: You could do blood—or sap—can attract those EFFECT: This jötunnkin’s skin bears calligraphic
much worse with the who dwell within the Od. markings produced from the sap of Yggdrasil.
hefty knuckles of a halfwit EFFECT: Roll 1Ð6 to determine They cannot suffer from Bleeding. Once between
barman and the trough the number of days it will take Rekindlings, they can shake off any one Injury.
water outside . . .” to regrow a lost limb, then flip a Additionally, once between Rekindlings, they can
—Observations of the Fortune coin. If the coin comes ignore the effects of a Vitiation that is targeted
Wandering Squire
up on Fortune, nothing out of against them specifically.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 69

Nephilim curse; others saw it as a calling. In either case, they


The tale of the nephilim cannot be found in any were seen as dangerous, never knowing why they
respectable libraries, but it’s on the lips of drunks seemed cursed.
in empty taverns or in the half-burned journals of At least, not until the Extinguishing.
hermits. When the old gods perished, the wards between
Ancient theurges walked alongside the the material world and the realms of the Outsiders
Outsiders they pledged themselves to. Enamored shattered. In that moment, nephilim found
with power, but resentful of the sacrifices they had themselves simultaneously erupting in an awareness
to make to keep it, these theurges approached the they could not simply repress. They could see the
Outsiders with a powerful bargain. In exchange for Od around them, and worse, their birthmarks and
the devoted service of the theurge and all of their physical quirks came alive in this realm-within-a-
descendants, the Outsiders would empower the realm. The Outsiders had returned, and they meant
theurges and their bloodlines in perpetuity. The to collect on the debt the nephilim didn’t know
Outsiders agreed, and the theurges quickly sealed they owed. With the knowledge of the arrangement
the Outsiders into the realm of the Od, where they lost to time, the only source of information on the
could not collect the reckonings owed to them. pact each nephilim had unwittingly inherited is the
The ill-gotten gains of the broken pact lived on Outsider their ancestor had betrayed, and an
in the theurges’ progeny. Anyone who looked upon Outsider is unlikely to give this information unless
them could tell they were different, each child it benefits them more than withholding it does.
bearing a small physical indicator of their heritage, Outsiders generally never appear to the nephilim in
usually a mark somewhere on their body. These their debt, instead hijacking the nephilim’s branded
children of humanity and Odic power would come body part to communicate their demands,
to be called the nephilim, and it was well known combined with whispers, dreams, and visions.
that they were destined for greatness. Their ability
to manifest the Od to their advantage made them
highly sought-after advisors, assassins, and
oracles . . . for a time.
However, as humanity came to fear the
supernatural, clever nephilim attempted to conceal
their abilities by writing them off as hedge magic or
the byproduct of natural talent. But they were still
unable to cloak the unnerving aura of Odic energy
with which they were infused, evoking fear in their
fellows. Nephilim found themselves
unwelcome anywhere.
In order to survive, the nephilim
suppressed their gifts, weakened the
connection between themselves and
the Od, and kept their children in
ignorance. Without guidance, their powers were
ill-controlled and fear-inspiring. They saw things
that weren’t there, knew things they shouldn’t know,
and had no answers as to why. Some saw this as a
70 BLACKBIRDS

However, this relationship doesn’t M A N D ATO RY N E P H I L I M B A N E S


necessarily have to be hostile. All nephilim possess the following Banes:
While some Outsiders choose to ! Mortal: Of finite lifespan, such a being is naturally
convince the nephilim that they vulnerable to all threats of the Blackbirds world,
are mad, others convince them including Injury.
that they’re chosen ones destined ! The Profane Geas: As the sun sets every day, a
for greatness, being helped by an nephilim automatically acquires 1 Tithe (see
“The most valuable unseen benefactor. Chapter 8: Theurgy for details). Tithe has a
metalwork in all of The commands given by greater effect on nephilim than on theurges, and
Erebos is shaped by the their ancestral patron are once the Tithe score of a nephilim reaches 10,
artisans of Elysium. sometimes as cryptic as flipping they receive a –10 to all Skill tests made for them.
More than one traveler has over a particular rock and If a nephilim ever reaches a Tithe of 30, they are
been swindled by roadside sometimes as direct as leaving a immediately Slain! and Fate may not be spent to
peddlers hawking what door unlocked. Regardless of the prevent death in this case. Nephilim may reduce
they swear on their fathers’ nature of the demand, the penalty Tithe in the same way that theurges do, either by
bones is Elysian iron for failing is the same: death. asking for a reckoning or being given one by their
capable of warding off evil.” patron Outsider—ultimately handled by the
—Observations of the A N C E ST R A L M O D I F I E R S Fateweaver. Note that, in either case, the identity
Wandering Squire
! +1 to 3 Primary Attribute of the Outsider is not revealed, although the
Bonuses of the player’s choosing reckoning offered may provide hints. If a nephilim
! –1 to 3 Primary Attribute ever fails to complete a reckoning, their Tithe is
Bonuses of the player’s choosing increased by half the amount that the reckoning
would have reduced it, rounded up.
M A N D ATO RY N E P H I LI M B O O N
All nephilim possess the following Boon:
! Odsight: The nephilim possesses the natural ability
to sense the otherworldly realm and mystical force
that is the Od (see Chapter 8: Theurgy).

T H E N E P H I LI M CO N D I T I O N
Nephilim may look like any type of human, but all bear a “stained” part of them covered to avoid arousing suspicion.
visible mark on their bodies akin to a brand, birthmark, Coverings will help tip off those who might suspect their
or stain that corresponds to the court to which they lineage. However, covering the mark will not sever the
belong. Those who can see the Od perceive a much more nephilim’s link with their patron Outsider. Abilities that
extensive Odic influence that binds them to their patron determine Odic influence will reveal the mark.
Outsider, a mark of both possession and inheritance. The nephilim do not have rapport, communion, or
Their patron Outsider will know everything the pacts with their patron Outsider, as the deal was struck
nephilim does through the “marked” body part. with their ancestor, not the nephilim. If the nephilim wishes
Removing the body part will not sever their ties. If the to contact their bloodline’s patron, they must first find out
part is removed, so long as the nephilim lives, it will who the Outsider is and then perform the Pythonic Liturgy
regrow as their patron Outsider protects its asset. as a theurge would. However, given their ancestor’s
For obvious reasons, Nephilim tend to keep this propensity for betrayal, this may not be a good idea.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 71

Nephilim Courts T H E C O U RT O F JOY


Choose the court the nephilim’s ancestor pacted
with, and they gain its Boon. A nephilim’s court Nephilim bound to the Court of Joy possess
will also determine the Odic mark they bear. facial proportions that cause their smiles to unnerve
It’s intentional that no specific Outsiders are people, as they seem both too eager and facetious
listed as patrons for nephilim. Fateweavers are simultaneously. People tend to think they’re being
encouraged to decide if they want to use one of the mocked by the nephilim, even when they’re sincere.
Outsiders in this book, to create a new one, or to Unfortunately, their faces tend to rest in this position.
keep the truth a secret. Under Odsight, the fluorescence of the Od
knits itself across their mouth and cheeks to give the
appearance of an ever-present, mocking grin, even
T H E CO U RT O F I G N O R A N C E when at rest.

A nephilim bound to the Court of Ignorance Already Broken


bears a strange birthmark across their forehead. Madness touches the descendants of the Court
Those around them always feel as if they are being of Joy, but not the madness of one whose mind is
watched, even if the nephilim is turned away. simply broken, strange, or fractured from the world.
To those who can see the Od, the nephilim This sundering of sanity is one that represents a
appears to have an ethereal third eye in the center of mind taken apart and put back together again many
their forehead, an eye that will follow the viewer times, leaving a flexibility and resilience in the face
regardless of their position. If the viewer is behind of things that would make others falter.
the nephilim, they sense that the eye is able to look EFFECT: The nephilim is immune to possession
through the back of the nephilim’s head to see and any effect that causes madness. In addition,
them. they Flip to Succeed on any Resolve tests caused
by mental stress, horror, or shock. Once between
Whispers of Stolen Lore Rekindlings, by observing a Mortal for 10 minutes,
The blood of the Court of Ignorance is tainted this Blackbird will have a vision of who or what that
with knowledge stolen from long ago. Those who person serves or follows.
possess this heritage are able to tap into that
ancestral knowledge and access the secrets buried
there, sometimes discovering something forgotten T H E C O U RT O F P E A C E
ages ago.
EFFECT: Once between Rekindlings, the nephilim Nephilim pacted to the Court of Peace have
can immediately know the location and purpose hands that are longer than proportional and always
of an ancient hidden entrance, trap, object, or appear filthy, as if they have been digging through
being. The target must be over ninety-nine years grave dirt; their hands can never be cleaned. If
old, and the nephilim must be physically near it. someone were to shake the nephilim’s hand or be
What is revealed is entirely at the discretion of the touched by it, they would instinctively tense up and
Fateweaver. away from it.
To Odsight, their hands appear more like
sharpened claws. It looks as if bloodstains coat their
hands, traveling up their arm as if they had dipped
their hands in a bottomless pool of blood.
72 BLACKBIRDS

Precise Brutality particular exposure or attack unless that Damage is


The Court of Peace is not merely focused on Bane in nature. In addition, they can never be set
dispatching its opponents in battle, but dispatching On Fire.
them with aplomb, certainty, and art. Nephilim
who are descended from theurges pacted to the
Court of Peace are able to make their attacks dearer T H E C O U RT O F T R UT H
and more devastating, whether they are committing
to violence with a weapon or their bare hands. Nephilim bound to the Court of Truth all have
EFFECT: All of the nephilim’s attacks gain the eyes that are strange. They possess different colored
Punishing Quality, no matter what weapon pupils that seem to draw in people in an
they are wielding and even if they’re wielding no uncomfortable way that causes them to instinctively
weapon at all. During one Combat Scene between avoid making eye contact for too long.
Rekindlings, they can reroll all Damage dice for Under Odsight, such a nephilim’s entire eyeball
their attacks that come up as ‘1.’ from pupil to sclera appears to project hypnotic
dancing lights, with craggy Odic vein-shapes jutting
out from beyond their eyes and forming an
T H E CO U RT O F S I L E N C E unsettling, fluorescent mask.

Each nephilim bound to the Court of Silence is Artisan of Lies


born with teeth that are unusually pointed and a Those whose ancestors cleft themselves to the
tongue that is blackened. The tone of their voice is Court of Truth in ages past are known for a
somewhat off-putting. Although they are able to duplicitousness that is remarkable even among liars.
speak, there are dark marks resembling some kind It becomes very difficult for those who are
of scar tissue around their lips that appear as if their attempting to Resist the falsehoods and illusions of
mouth had been crudely sewn shut at some point in this ancestry to do so.
their life, though this is nothing more than an EFFECT: Any attempt to Resist a Guile roll or any
anomaly they were born with. other Fellowship-based test when the nephilim is
Under Odsight, every time the nephilim opens lying is Flip to Fail. Attempts to see through any
their mouth, it appears as if there’s lightning, fire, magical illusion the nephilim is responsible for
and wind clashing inside, giving off a light so bright creating are also Flip to Fail.
it is visible through their cheeks and lips, its
illumination smeared sloppily across the skin of
their face. T H E N A M E L E S S CO U RT

Pact of Warding Nephilim bound to the Nameless Court possess


The Court of Silence is more likely than the birthmarks at the base of their throats, in between
other courts to come into close contact with certain their clavicles, and on their chests. If cut, their
elements, natural forces, and beasts. Because of this, blood is such a deep red it almost appears black.
those who are descended from this bloodline are They are always alarmingly cold.
protected in a limited way against these dangers. Under Odsight, their veins pulse with
EFFECT: When exposed to Vitiations or the attacks unnerving light that shines through the skin,
of beasts, the nephilim may never fall more than making their entire circulatory system appear visible
1 level on the Damage Condition Track for each except for a conspicuously absent heart.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 73

True Theurgy ! Repeat this process until you have seven numbers.
Those who are descended from the Nameless ! Assign each of the numbers to an Attribute until
Court have glimpsed the truth of the Outsiders and they’ve all been assigned.
what lies within the heart of the Od, unclothed, Players may want to devise other ways of
unmasked, naked, and inevitable. They have a grasp generating and assigning the numbers, such as
of the Pythonic Liturgy that no other theurges can assigning them in the order they were rolled to give
approach, and this is expressed through a savant- chance greater sway during the character creation
like talent when casting that great ritual. process, or to swap out the lowest value number
EFFECT: Add +10 to Odweft rolls when resolving the with a 55 if there’s too many bad rolls. That decision
Pythonic Liturgy. If the roll critically fails, 1 Fortune is ultimately up to the Fateweaver.
may be spent for them to critically succeed instead. Regardless of how the seven Primary Attribute
values are generated, consider the following when
making choices about how to assign them:
T I E R S O F P L AY ! Each score serves as the starting value for the

A
Tier is a measurement of competence, Skills associated with that Primary Attribute.
representing a group of Blackbirds’ ! The tens value of each Primary Attribute (i.e., the
experiences over the course of their ‘3’ in 35 or the ‘5’ in 52) will become the
adventures. Each Tier represents choices made over Blackbird’s Primary Attribute Bonus (Combat
the course of the story. In Blackbirds, there are Bonus [CB], Brawn Bonus [BB], Agility Bonus
three Tiers: Basic, Intermediate, and Advanced. [AB], and so on). These Bonus values are used in
Whenever you first create a Blackbird, you begin at a variety of ways during gameplay, such as adding
Basic Tier. the Blackbird’s [CB] to a roll of 1Ð6 to determine
Each Tier is gated by a Dooming the flock Base Damage for a Melee attack.
must fulfill before moving on to the next Tier.
Character progression and improvement will be N O TE: Ancestry will also modify these Bonuses, as
covered later in this chapter. explained at the beginning of this chapter.
For now, go to the third page of the character
sheet and make a note of “Basic (1)” in the Current ! The Primary Attribute Bonus values additionally
Tier section. determine a Blackbird’s Secondary Attribute
scores. For example, to calculate the Initiative
Attribute, start with the Perception Bonus [PB]
P R I M A RY AT T R I B UTE S and add +3.

I
n Blackbirds, there are two kinds of Attributes: The bulk of the dice rolls that one will do in a
Primary and Secondary. Primary Attributes game of Blackbirds will be determined either
are scores that represent a Blackbird’s aptitude directly or indirectly by Primary Attributes and
with a generalized activity, broken down into Skills. For more information and details on Skills,
Combat, Brawn, Agility, Perception, Intelligence, refer to Chapter 4: Skills.
Willpower, and Fellowship. Below is a description of each Primary
To determine a Blackbird’s starting Primary Attribute, how it’s used, related Bonuses, and the
Attribute values: Skills that share its same starting value.
! Roll 2Ð10.
! Add +35 to the total.
! Write the total down.
74 BLACKBIRDS

The Seven Primary Attributes 5. I NTE L L I G E N C E


Intelligence represents the Blackbird’s ability to learn
1 . C O M B AT and memorize. It measures their ability to understand
In Blackbirds, the Combat Attribute accounts for the written word and recall important facts.
more than simple ability when wielding a weapon: Intelligence Bonus [IB] directly affects the
it also includes specialized aptitude and knowledge number of Skills a Blackbird can improve at each
that can be gained only from experience in battle. Tier. (See Tiers of Play earlier in this chapter for
Combat Bonus [CB] impacts Total Damage more information on Tiers.) It also determines how
inflicted with Melee and Ranged weapons. many languages a Blackbird may know in totality.
COMBAT SKILLS: INTELLIGENCE SKILLS:
' Melee ' Warfare ' Education ' Navigation
' Ranged ' Folklore ' Strategy
' Gamble ' Wortcunning
2. B R AW N ' Heal
Brawn represents a Blackbird’s physical prowess,
muscle, durability, and overall endurance. It 6. W I L L P OW E R
represents their ability to overpower others using Willpower represents a Blackbird’s resolve and
might and force, to withstand pain, and to perform fortitude. It controls their ability to act decisively in
physically taxing feats. the face of hardship and to exercise self-control in
Brawn Bonus [BB] directly affects Damage dangerous or frightening situations.
Threshold. Willpower Bonus [WB] directly affects Peril
BRAWN SKILLS: Threshold and several miscellaneous modifiers for
' Athletics ' Toughness Wortcunning Spells and Vitiations.
' Intimidate WILLPOWER SKILLS:
' Odweft
3. A G I LI T Y ' Resolve
Agility represents the Blackbird’s speed and nimble- ' Tradecraft
ness. It encompasses their ability to outmaneuver
others and allows them to duck away from hazards. 7. FE L L OW S H I P
Agility Bonus [AB] directly affects Movement. Fellowship represents the Blackbird’s charisma and
AGILITY SKILLS: social savvy. It governs their ability to persuade
' Coordination ' Skulduggery others, to adapt to social situations, and to project
' Handle Vehicle ' Stealth personal confidence.
Fellowship Bonus [FB] determines how many
4 . P E RC E P T I O N languages a Blackbird starts with.
Perception represents a Blackbird’s mental acuity FELLOWSHIP SKILLS:
and insight. It gauges their ability to observe the ' Bargain ' Handle Animal
world around them. ' Charm ' Leadership
Perception Bonus [PB] directly affects ' Disguise ' Rumor
Initiative and Distances (for Ranged weapons). ' Guile
PERCEPTION SKILLS:
' Awareness ' Scrutinize
' Eavesdrop ' Survival
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 75

Blackbirds possess a tolerance for punishment,


augmented by the strength of their armor.
Each level of the Damage Condition Track
illustrates how wounded a Blackbird is. Whenever
they suffer Damage that matches or exceeds their
Damage Threshold, they move a number of levels
down the Damage Condition Track. The further
down the track a Blackbird goes, the more likely
they are to incur severe Injuries or become Slain!.
Damage Threshold changes as a Blackbird’s BB
grows through the Tiers.
Determine base Damage Threshold as follows:

Brawn Bonus [BB] + any special modifiers


(from armor, etc.)

While this number serves as the Blackbird’s base


Primary Attribute Bonuses Damage Threshold, it also assumes the Blackbird is
Once an Ancestry for the Blackbird has been chosen not wearing any armor at all. If a Blackbird has any
and values have been assigned to the seven Primary armor, add the Damage Threshold Modifier value
Attributes, determine all seven Primary Attribute listed for it to this base number to get their total
Bonuses. Damage Threshold. Boons, Talents, Vitiations, and
! Take the tens value from each Primary Attribute Techniques may also modify a Blackbird’s Damage
(i.e., the ‘3’ in 35 or the ‘1’ in 15). Threshold beyond its base value.
! Look at your Blackbird’s Ancestry Modifier, and Additional steps of Damage Threshold are also
if applicable, add or subtract the amount listed or calculated as (Damage Threshold+6); (Damage
chosen. Threshold+12); and (Damage Threshold+18). For
example, if Damage Threshold is 5, it is recorded
on a character sheet as follows: 5 (11/17/23).
S E C O N D A RY AT T R I B UTE S Record the Damage Threshold values on the

F inally, calculate Secondary Attributes as


listed below:

Damage Threshold
character sheet. Learn more about each step along
the Damage Condition Track in Chapter 6:
Conflict & Rekindling.

The ability to withstand pain is paramount in Peril Threshold


a fight. A combination of tenacity, grit, mental Mental stress, exhaustion, exposure to the elements,
fortitude, and a bit of luck make up the Damage terror invoked by terrible creatures, intimidation,
Threshold Attribute. It represents a form of and all other manner of temporary physical or mental
physical durability, governing the amount of bodily fatigue is called Peril. A Blackbird’s Peril Threshold
harm one can withstand before suffering from represents how much anxiety and weariness they can
debilitating Injuries or even death. The vast majority withstand before suffering penalties to their Skill
of the time, Damage is caused by wounds inflicted tests. Fortunately, the more willful and resolute a
from weapons or nasty environmental effects. All Blackbird is, the better their resistance to Peril.
76 BLACKBIRDS

Each level of the Peril Condition Track Skill Improvements Per Tier
illustrates how distracted a Blackbird is. Whenever In each Tier of play, it’s possible to improve a
they suffer Peril that matches or exceeds their Peril Blackbird’s Skills as they learn and grow with
Threshold, they fall a number of levels on the Peril experience. However, there is a hard limit to how
Condition Track. The further down the track a quickly they can improve at different Skills before
Blackbird goes, the more likely they are to be so progressing into the next Tier.
shaken they’re unable to benefit from their Skills Determine the maximum number of Skills
training under pressure. Peril Threshold changes as that may be improved per Tier as follows:
a Blackbird’s Willpower grows through the Tiers.
Determine base Peril Threshold as follows: Intelligence Bonus [IB] + 3 + any special modifiers

Willpower Bonus [WB] + 3


+ any special modifiers Languages
A Blackbird automatically begins play with the local
Additional steps of Peril Threshold are also tongue spoken in the region from which they hail.
noted as (Peril Threshold+6); (Peril Threshold+12); This may be anything from a cultural language to a
and (Peril Threshold+18). For example, if Peril regional “trade” language. Blackbirds are people of
Threshold is 10, it is recorded on a character sheet the world, however, often venturing from one end
as such: 10 (16/22/28). Learn more about each level of Erebos to another—and beyond. As such, they
of the Peril Condition Track in Chapter 6: Conflict may well possess a fluency in multiple tongues. It
& Rekindling. is best to work with the Fateweaver to determine
additional languages that fit with the theme
Initiative of the Blackbird’s backstory and the Tapestry.
Initiative determines when a Blackbird takes their Mechanically, a Blackbird’s [IB] indicates how
Turn on the Initiative Ladder, indicating how many languages they know, as follows:
quickly they can act in combat (see Chapter 6: ! [IB] 1, 2, or 3: One language
Conflict & Rekindling for more information). ! [IB] 4, 5, or 6: Two languages
Determine Initiative as follows: ! [IB] 7, 8, or 9: Three languages
After speaking with the Fateweaver about a
Perception Bonus [PB] + 3 Blackbird’s languages, record them under
+ any special modifiers “Languages” on the first page of the character sheet.
(For more information, see Chapter 13: The
Fateweaver.)
Movement
During a fight, the Blackbird’s ability to move about
is wholly governed by Movement. It represents
their ability to quickly traverse the battlefield on
foot, reflecting the number of strides they can
move during combat. (For more information, see
Chapter 6: Conflict & Rekindling.)
Determine Movement as follows:

Agility Bonus [AB] + 3 + any special modifiers


C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 77

STA RT I N G PAT H The Path of Bow & Blade

I
n each Tier of play, the Blackbird chooses to Mercenaries. Knights. Soldiers. Blackbirds who walk
walk a certain Path. Each Path represents a this Path hone their martial prowess and mastery of
different focus on the adventuring life and the specialized weaponry. They come to excel at all forms
various tricks of the trade that may be picked up of warfare, from plunging a blade into an enemy’s
while traveling it. For one who walks the Path of heart to coordinating a siege on a garrison. Such
Bow & Blade, mastering combat and weapon Skills Blackbirds form the steely backbone of any flock,
will come as easily as confidence games and carousing making short work of those who would threaten it.
do to a Blackbird on the Path of Charm &
Manipulation. Unlocked Bonuses:
Each Path unlocks associated Skills and ! [CB]
Bonuses that become cheaper to improve with ! [BB]
Reward Points (RP). Additionally, the number of
Tiers spent on a Path determines which Talents Unlocked Skills:
and Techniques can be acquired for a Blackbird ! Athletics
(for more information, see Chapter 5: Talents & ! Melee
Techniques). Finally, a Path provides a Blackbird ! Ranged
with starting Trappings appropriate to its focus. ! Toughness
(For more information, see Chapter 7: Trappings.) ! Warfare
Throughout all three Tiers of play, a Blackbird
may walk one Path or many. If they walk many Starting Trappings:
Paths, it will open a larger variety of Skills and ! One weapon at Patronage Level
Bonuses that can be improved for less 3 and one armor at Patronage
RP, as well as a larger number of Level 3.
Talents and Techniques that may be
purchased, allowing a player to find
interesting combinations possible only
because of their Blackbird’s extensive
experiences. However, doing so will sacrifice
access to any Talents and Techniques that
require the dedicated study of one particular
Path.
There are no prerequisites
for choosing a Path; however,
aes and daimn cannot choose
the Path of Od & Ritual.
Paths are always chosen at
the start of a Tier of play. Choose
a Path for the Blackbird’s Basic
Tier from those that follow.
78 BLACKBIRDS

The Path of Charm


& Manipulation
Politicians. Bards. Instigators. This Path winds
around all forms of social interaction, from romantic
assignations to diplomacy between nations. Masters
of the mind, Blackbirds on this Path leverage the
power of personality to bolster allies and defeat
foes, often without firing a single arrow. They often
serve as the face of the flock in their dealings with
patrons and enemies alike, turning any negotiation
to their advantage.

Unlocked Bonuses:
! [FB]
! [WB]

Unlocked Skills:
! Bargain
! Charm
! Guile
! Leadership
! Rumor

Starting Trappings:
! A dagger or rapier, fashionable clothing or garish
attire, and three alchemical concoctions.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 79

The Path of Craft


& Expertise
Healers. Sages. Artisans. Those who walk this
Path hone a wide variety of practical skills and
knowledge ranging from mending broken bones
to repairing weapons and armor. Master craftsfolk,
they offer the reliable aid that keeps their Fatebound
companions going in times of trouble. It’s these
Blackbirds who pick the flock up after a fight, put
well-made swords in their companions’ hands, and
chart the way to the next challenge.

Unlocked Bonuses:
! [IB]
! [PB]

Unlocked Skills:
! Education
! Handle Animal
! Heal
! Navigation
! Scrutinize
! Strategy
! Tradecraft
! Handle Vehicle

Starting Trappings:
! A bottle of rotgut, three clean
bandages, one dose of salmiac and
one of theriac, one Melee weapon at
Patronage 1 or 2, and simple
attire.

O F S P E C I A L N O TE: This Path


grants access to a variety of
Techniques and Talents that can
stave off the more grueling wear and
tear that a flock will face. It is wise not to
underestimate how helpful a healer or smith can
be in times where one can’t simply rush back
to a safe haven.
80 BLACKBIRDS

The Path of Od Choosing this Path for the first time grants a
& Ritual Blackbird the Odsight Boon:
Theurges. Arcanists. Magi. They are masters of ! Odsight: This Blackbird possesses the natural
manipulating the Od and bargaining for the ability to sense the otherworldly realm and mystical
potent magics of the mysterious Outsiders. Armed force that is the Od (see Chapter 8: Theurgy).
with uncanny proficiency at the mystic arts and When creating a Basic-Tier Blackbird and
unmatched knowledge of the eldritch horrors choosing this as their starting Path, the player receives
that dwell beyond the ken of the common folk, a starting relationship with an imp-station Outsider
those who travel this dark Path are indispensable at the rapport level (see Chapter 8: Theurgy for
additions to any flock. Whenever it encounters options). It will be assumed that the Blackbird has
the supernatural, these Blackbirds are the ones successfully performed the Pythonic Liturgy before
equipped to help their companions transcend the the start of the game, and any Vitiations and the
mundane to achieve the impossible. rapport-level Outsider Technique associated with
that Outsider are made available to this Blackbird.
N OTE : Aes and daimn are unable to The Pythonic Liturgy must be employed
choose this Path at any Tier. in-game to contact any other Outsiders.

Unlocked Bonuses:
! [IB]
! [WB]

Unlocked Skills:
! Bargain
! Folklore
! Odweft
! Resolve
! Wortcunning

Starting Trappings:
! A dagger, loose robes, one dose of quickbronze
elixir, and a fragment of the Whispering
Grimoire describing how to perform the
Pythonic Liturgy.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 81

The Path of Shadow


& Subterfuge
Assassins. Cutpurses. Outlaws. In the nations
of Erebos, where power is often wielded by the
corrupt, there are many reasons to bend the rules,
both virtuous and less so. Those who walk this Path
focus on skirting, evading, and sometimes even
revolting against the laws of the land, becoming
master criminals, cunning spies, and fomenters of
rebellion. If the flock ever encounters a situation
where the best solution is an underhanded one,
these Blackbirds are the clever schemers and shadow
warriors ready to enact it.

Unlocked Bonuses:
! [AB]
! [PB]

Unlocked Skills:
! Awareness
! Coordination
! Disguise
! Eavesdrop
! Gamble
! Skulduggery
! Stealth
! Survival

Starting Trappings:
! A dose of a venom or a toxin, a pair of dice or a
deck of playing cards, two Patronage 1 or 2
weapons, and dark clothing.
82 BLACKBIRDS

TA L E NTS A N D TE C H N I Q U E S Intermediate-Tier Blackbirds will have a total of

W
hereas Boons and Banes are permanently two Talent slots and two Technique slots, while
written onto your character sheet, Advanced-Tier Blackbirds will have three of each.
Talents and Techniques are much more Talent and Technique slots can be occupied
flexible. Players can choose between all the Talents only by their corresponding type of ability—
and Techniques acquired by that Blackbird at the meaning, Talents cannot be slotted into Technique
start of each Weaving and after every Rekindling, slots, and vice versa. Spending a Fortune,
experimenting with builds and changing up their performing a Rekindling, or using a special ability
playstyles on the fly. can allow for changing what Talents and Techniques
Talents are mostly passive abilities and bonuses are slotted mid-Weaving.
that can be equipped onto a Blackbird. Techniques Players should feel encouraged to experiment by
have three effects that scale upward in impact. They combining Talents and Techniques on their Blackbird
consist of Passive Bonuses, Actions, and Extinguish in a different way or for a different situation.
Actions. The Extinguish Action of any Technique Once you’ve reviewed your character sheet,
is a climactic narrative game-changer that can do spend your initial 9 RP to purchase your first
anything from ending a social conflict in your favor character Advances.
to slaying an enemy without needing to roll dice.
The pool of Talents and Techniques to choose
from each Weaving grows as RP is spent, and options S P E N D STA RT I N G R E W A R D
will increase as a Blackbird advances through the P O I NTS

E
Tiers. Some require multiple Tiers spent on the same ach player gets 9 Reward Points (RP) at the
Path. However, there are some special Talents and end of the character creation process to
Techniques that cannot be purchased or require spend in order to flesh out their Blackbird.
certain prerequisites apart from Tier requirements, Most of these costs are outlined below under Spending
such as possessing a certain weapon or having a Reward Points, as they are available to purchase at any
relationship with a specific Outsider. For more time. However, there are a few things that may be
information on Talents and Techniques, refer to bought only during character creation.
Chapter 5: Talents & Techniques. OUTSIDER RELATIONSHIP: A starting rapport with
Once the Blackbird’s Path has been chosen, their first imp is free for a theurge during character
their player can consider the Talents and Techniques creation, but any additional such relationships must
they would like them to start the game with. The be purchased.
players will have a chance to purchase them once ! 2 RP per imp rapport
they choose a Path. PATRONAGE LEVELS: Each level of Patronage
purchased represents a relationship with a non-
Slotting player-character patron agreed upon by the
Obtaining Talents and Techniques builds the pool Fateweaver. See Chapter 7: Trappings.
of available options for a Blackbird, but they must ! 2 RP per Patronage level
be slotted to be used during a Weaving. WORTCUNNING SPELL: A Blackbird may start the
Slotting refers to “equipping” a Blackbird’s game by purchasing Wortcunning Spells, though
Talents and Techniques into their appropriate slot. afterward these must be learned in-game at a cost of
Blackbirds at Basic Tier start with one Talent slot time, if one can find a teacher or formula to learn
and one Technique slot. With every advancement from. See Chapter 8: Theurgy.
to a new Tier, they gain an additional slot. ! 1 RP per spell
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 83

F I R ST T H R E A D I N G This is a good time for Fateweavers to take

A
t the final stage of character creation, the notes on Blackbirds’ backstories, considering
Blackbirds will play out a Scene referred potential patrons, NPCs, and other opportunities
to as the Threading. The Threading is to spotlight the players. Additionally, the tone of
meant to take place out of space and time, wherein the game and the expectations of the scenario can
the Blackbirds will converse individually with a be set. Don’t be afraid to ask questions and figure it
mysterious entity or entities serving as the voice of out in person.
Fate. In character, the Blackbirds may not remember It is critical for the Fateweaver to retain some
the details of what takes place there, only that they idea of what the Blackbird and their player might
have a vague sense of purpose. Out of character, this be motivated by at this stage, to make the next step
Scene will help players define their Blackbirds, easier.
identify ways to loop them into the story of the
Tapestry, determine their Alignment, and preview That Which Is
their next Tier of play through their Dooming, Once the Fateweaver has a grasp on the Blackbird’s
which, when fulfilled, will open the gate to the next basic information, they will ask the player a couple
Tier for the flock. of questions based on their approach to solving
It is highly suggested that players play this problems to suss out what use the Fates have for
Scene in character and use it as an opportunity to them, and thus what special role they might have
get used to both their Blackbirds and their group. in the story.
Additional Threadings will take place between The Fateweaver should identify what this
Tiers, but the first one always occurs at the end of player character aims to bring to the table—how
character creation. they approach dilemmas, what they’re likely to care
A Threading consists of three parts: about, and so forth—and attempt to choose an
! That Which Has Passed: The player and Fateweaver aspect of the Blackbird that can be mined for plot
discuss the Blackbird’s basic details to both get on hooks, drama, and anything else that looks like an
the same page and so the Fateweaver can interesting opportunity for storytelling.
surreptitiously prepare story hooks for each player.
! That Which Is: The Fateweaver asks the player A L I G N M E NT
some questions related to their Blackbird’s During this process, the Fateweaver will work
ambitions, goals, and ways that they intend to, or with the player to determine their Blackbird’s
are interested in, moving through the world. Based starting Alignment. Alignments are meant to
upon these questions, the Fateweaver assists the represent an aspect of the Blackbird that will be
player in determining their Blackbird’s Alignment. pushed, employed, questioned, or otherwise tested
! That Which Is Yet to Come: The Fateweaver in situations (planned or improvised) by the
recites the Dooming for the flock. Fateweaver during this Tier of play. Alignments in
Blackbirds do not serve as the typical good/evil
That Which Has Passed dividing line one might have seen in tabletop games,
The first step of the Threading is essentially a review but are used as opportunities to encourage and
of a Blackbird’s concept, backstory, and personality. reward role-play, drive the story, and develop
It’s suggested that players have enough of these details characters.
to provide a Fateweaver with plot hooks or ways to All Alignments are two sides of the same coin,
tie their Blackbird’s history into the larger story of the or more specifically, two ways in which a Blackbird
Tapestry, but it doesn’t need to be granularly sorted. can interact with the world around them for the
84 BLACKBIRDS

same core motivation, one of which is considered three Tiers of play. Try to choose one that represents
Harmonious, the other Discordant. How often a an important character conflict where they currently
player employs one or the other is displayed on the are in the story.
Alignment track on the character sheet.
For more on Harmony and Discord, see the LI ST O F A LI G N M E NT S
eponymous section later in this chapter. Altruism & Timidity
QUINTESSENTIAL EXAMPLES: A champion of the
D E TE R M I N I N G A LI G N M E NT people. Those who always consider and prioritize
The Fateweaver should ask each player questions the needs of others before acting.
that focus upon a specific element of their Blackbird: HARMONY: The Blackbird carries those around them
what motivates them and how they solve problems. on their shoulders, even in difficult times when
! If there’s a goal they strive for, ask them what being selfish would be easier. Their benevolence
they’re willing to do (or not do) to achieve it. has touched many lives for the better. However,
Why do they feel strongly about that goal? this tendency toward mercy may make them an
! If there’s a strongly held belief that the Blackbird easy mark, leaving them too easily swayed by
has, ask them about how they engage with that demonstrations of false suffering performed in bad
belief. Do they conduct themself a certain way? faith.
Choose their enemies based on who challenges it? DISCORD: The Blackbird’s loathing of causing others
Try to spread that belief? pain is absolute, but the road to hell is paved with
! If there’s a person, place, or thing that the good intentions. They may keep their hands clean
Blackbird is anchored by, ask about their and spare the most detestable adversary, only to see
relationship with it. Are they trying to protect it? their mercy repaid with cruelty of a much higher
Destroy it? Hoard it? magnitude. They may reveal deception in the name
Whatever questions are asked and answered, a of truth so they can feel clean, only to find that it
Blackbird’s Alignment is meant was holding together a delicate peace that protected
to help the Fateweaver others.
understand how to tailor their CHALLENGES: Any and all trolley problems you can
scenarios to each player and what think of. Those to whom they’ve shown mercy go
their players as a whole are on to torment others. A trusted ally tests if their
interested in, and to give players a benevolence is actually self-righteousness or simply
tool to develop their Blackbirds weakness in disguise. Being a good person in a hard
and to role-play. world shouldn’t be easy.
“The scholars of the Players should be able to
Shining Cities have placed confidently role-play both sides of Ambition & Hubris
a taboo on studying the their Alignment, and Fateweavers QUINTESSENTIAL EXAMPLES: The unstoppable force
dead, but there is coin to should ensure that they can to throw at immovable objects. This person has
be made supplying fresh confidently challenge them to do big goals and big dreams, and is willing to take big
corpses to those hoping so while weighing their options in actions to realize them.
to dissect the secrets of terms of which side of the coin HARMONY: The Blackbird is driven to do great
life outside the gaze of the they employ. things that leave a legacy larger than themselves.
ivory towers above . . .” Please note that Alignments They can inspire, lead, or endure in dire situations
—Observations of the are not permanent and will be others would not attempt, stopping just short of
Wandering Squire
assigned at the start of each of the what they deem truly impossible.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 85

DISCORD: To hell with the naysayers! In a world of Curiosity & Intrusiveness


Outsiders and Oligarchs, who can truly say what’s QUINTESSENTIAL EXAMPLES: Explorers, inventors,
impossible? Unburdened by the concerns of reality, busybodies, and investigators. These Blackbirds
the Blackbird chases miracles, long shots, and fables. want to know absolutely everything, especially
However, they possess a tendency to bite off more when the things in question are mysterious. Their
than they can chew, and they won’t be the only one thirst for knowledge can lead them to experiment,
to suffer the consequences. snoop, trespass, and generally ask a lot of questions
CHALLENGES: Anything high risk, high reward. If (for better or worse).
they threaten to actually achieve their lofty goals, HARMONY: The Blackbird’s inquiries have turned
it’s likely that dangerous parties have taken notice. up new perspectives, opportunities, or answers that
Those stepped on as they climbed their ladder may would’ve otherwise been lost. Their experimentation
have their knives out. Pride comes before a fall. yields fruitful results that further their or their allies’
aims. They’ve asked the right questions.
Cunning & Crookedness DISCORD: Some stones are best left unturned. The
QUINTESSENTIAL EXAMPLES: The political savant, Blackbird’s inquisitiveness has caught the attention
the strategist thinking twelve steps ahead, the of someone asking the wrong questions of them.
tactician optimizing their approach to everything. They’ve ignored the warning signs and boldly gone
These are the people who know the game of power where no one in their right mind should’ve; who
is rigged and will try to rewrite the rules as they knows if they’ll make it back.
play it. CHALLENGES: A little knowledge is a dangerous
HARMONY: The Blackbird’s craftiness and wit is thing. The clues might lead them away from the
employed with razor precision, allowing them to real truth. Sometimes, it’s best if one doesn’t find
pull off clever schemes and strategies while keeping what one was looking for. The wrong people tend
their integrity intact. If that limitation keeps them to take notice of those who ask too many questions.
from truly disrupting things, one can only speculate. Someone who may be eager to give them what they
DISCORD: If you know a fight isn’t fair, why should want may not have their best intentions at heart.
you be? The Blackbird has their hands in many
affairs and doesn’t mind getting them dirty if it Devotion & Flexibility
means pushing their agenda along—which they QUINTESSENTIAL EXAMPLES: The stalwart knight,
do quite effectively. While they might believe the cleric, the master craftsperson, the oath keeper,
they’re sacrificing their innocence in the service the lover who pines to reunite with their lost
of pragmatism, it can be difficult to find co- love someday. Those with a singular calling who
conspirators if no one can trust the Blackbird. allow their total devotion to guide their actions
CHALLENGES: A spider weaving a web of lies often throughout the world.
loses track of each fiction they’ve spun. Assuming HARMONY: This Blackbird’s word is their bond,
someone can be bought can burn what would and they never waver from the object of their
otherwise be a truly stalwart ally. Overthinking devotion. It helps them hold fast to who they are
is the enemy of a clear and focused mind. When when everything else around them is chaos. They
one moves in a world of secrets, it’s all too easy to are known for keeping their word despite all
become paranoid. challenges—a dangerous trait to possess around
those with less honorable goals.
DISCORD: The Blackbird reserves a healthy degree of
flexibility when it comes to sworn oaths. Following
86 BLACKBIRDS

the spirit (rather than the letter) of a promise can CHALLENGES: Those who want to make the world
avoid blind zealotry and keep one alive long enough a better place may unite before realizing that their
to make good on their promises. But it can also definitions of “better” differ drastically. Or maybe
lead to redefining what their word meant as soon they differ slightly—nothing breeds contempt like
as it becomes too inconvenient to keep it. Building familiarity. Idealism can be easily turned to zealotry.
one’s life around keeping their word tends to alarm The cognitive dissonance caused by the callousness
others when they see them break it. of the world may be enough to grind down even the
CHALLENGES: There are many roadblocks along the biggest dreams.
straight and narrow path: reasons to break one’s
word, following it to a fault, even questioning one’s Influence & Manipulation
own motivations for following it in the first place. QUINTESSENTIAL EXAMPLES: Beloved entertainers,
All the focus in the world won’t help in situations dilettantes, counselors, and cult leaders. These
where a person becomes painfully aware of what people know everyone, from the movers and shakers
parts of their life they’ve underdeveloped in the to their local fishmonger, but more importantly,
pursuit of a singular thing. Crises of faith should be they are known. The real power is in the friends
everywhere. What would those to whom the oath they’ve made along the way—because they trade in
was sworn think? favors, not coin.
HARMONY: The Blackbird understands the power of
Idealism & Illusion people and wields it well, knowing just the right
QUINTESSENTIAL EXAMPLES: The idealists, the compliment to whisper in just the right ear that will
dreamers, the perfectionists and paragons. They get things done. They can be a social chameleon,
see a better version of the world so clearly that telling people exactly what they need to hear to
they can’t help but try to rebuild it in their mind’s get them feeling good about doing the right thing.
image—regardless of how hard the world tries to However, all this people-pleasing has eroded any
resist their optimism. sense of identity underneath what people want
HARMONY: The Blackbird has a gift for invention. them to be.
When presented with a series of bad options, they DISCORD: Flattery will get one only so far. When
have a knack for finding a better way or refusing all else fails, this Blackbird knows there’s no greater
the choice altogether. The severity of the world motivator than fear. Secrets, veiled threats, gossip:
doesn’t crush the hope that drives them, but they all of these become motivational tactics to those
can be prone to ineffectiveness by trying too hard to who won’t be easily charmed. However, this erosion
reinvent the wheel when it’s clear that change won’t of trust cuts both ways—when a person plays
come easy. everyone, it’s easy to become paranoid that someone
DISCORD: The Blackbird loves the version of the is playing them.
world that they see in their mind so dearly that CHALLENGES: Trying to make everyone feel special
they can lose sight of the needs of the world right in may only succeed in making no one feel special.
front of them. Purity of heart in a grim & perilous Trust is a hard commodity to come by if your
world is a rare and beautiful thing that can motivate marks find themselves comparing notes. If one
one to do great things, but perfect is the enemy of rallies soldiers to die for one, one should prepare to
good. While searching for hypothetical ways to fix inform their widows. Sometimes what people really
the biggest problems, they lose sight of the small, want to hear is honesty.
solvable ones that surround them.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 87

Rebellion & Havoc allies and making them into enemies. They’ve kept
QUINTESSENTIAL EXAMPLES: Rabble-rousers. Rioters. information out of others’ hands out of paranoia,
Revolutionaries. These are the people that shake loose inadvertently sabotaging their own plans. They
the status quo through the sheer force of their actions, deploy their gathered resources with little wisdom
unable to abide by what they perceive as injustice. and find themselves empty-handed, questioning
HARMONY: The Blackbird punches up at power and what happened.
aims their ire at the targets they find most deserving CHALLENGES: Sometimes it’s necessary to share the
while practicing enough self-restraint to avoid a wealth, even at times and with people one doesn’t
chaotic descent into reckless self-destruction. If this want to. A downfall of a generous person with much
moderation is beneficial to their cause, or is a means to share is attracting ill-intended people who seek
to clip their wings, remains to be seen. aid. Having too much information might make it
DISCORD: The Blackbird has embraced their harder to know what the right information is. What
inner fire and won’t hesitate to shake things up, has come into one’s possession might be spoken for
prioritizing swift change over waiting to have a plan by someone else.
for what happens once the dust settles—or who
has to clean it up. Polite resistance seldom tears Sacrifice & Martyrdom
entrenched tyrants from their thrones. QUINTESSENTIAL EXAMPLES: Outcast, betrayer, guilty
CHALLENGES: Dilemmas that ask them to speak survivor, or criminal. They have a dark and tormented
truth to power when doing so is far from simple or past, and regardless of if they’re nihilistic or simply
consequence free. Conflicts that don’t make it clear penitent, they are headed for a dark and tormented
who is truly in power, when the best time to act is, future. Something has broken this Blackbird and
or even if acting is the right decision at all. Change they’re trying to make it count for something.
for change’s sake isn’t always good, especially when HARMONY: Their penance is meaningful or
made without thinking through the consequences. appropriate and benefits a cause larger than
themselves. Amends are made. They’ve used their
Resourcefulness & Greed “sullied” nature to open doors or spare others the
QUINTESSENTIAL EXAMPLES: Benefactors, brokers, pain that they’ve endured.
hoarders. These people excel at amassing resources, DISCORD: Their masochism is self-indulgent, and
regardless of whether it’s equipment, gold, or secrets. those whom they supposedly sacrificed for gain
They have a drive for stockpiling valuable things to nothing from it.
further their goals, ensuring that no opportunity for CHALLENGES: The nature of the punishment they
growing their wealth is wasted. feel they deserve may not be up to them. Someone
HARMONY: The Blackbird has successfully gathered else may end up paying off their karmic debt.
the materials or information needed to succeed Suffering is not inherently meaningful. The person
at an impressive undertaking. They’re prepared to needs more than melodramatics to grow beyond
face anything and know how to wield what they’ve their past and make amends. Some things only the
gathered. In a supporting role, they’re the one gods can forgive.
who makes sure everyone is fed and armed before
charging into the field of war. R E S O N A N C E & U S I N G A L I G N M E NT
DISCORD: Nothing is ever enough, and they’ve Any time a Blackbird’s actions significantly tap
a tendency to hoard, doing absolutely nothing into either side of their Alignment, they gain
with the resources they’ve gathered. They’ve taken Resonance. All new Blackbirds start at 0 on the
more than needed, depriving those who would be tracker.
88 BLACKBIRDS

There are two types of Resonance: Harmonious Step 3: Roll against Resonance.
and Discordant. They are tracked separately and Roll 1Ð10. If the roll is less than the Blackbird’s
resolved at the end of every Weaving. Which side of current Resonance, reset their Resonance to 0
Alignment is being employed will take into without adjusting the Harmony and Discord Track.
consideration only the ultimate impact of the If the roll is equal to or greater than the Blackbird’s
Blackbird’s actions, not their intention or goals at Resonance, adjust their Harmony and Discord
the time they took that action. This is about their Track by 1 step in the appropriate direction. Then
role in the world and whether it’s one of Harmony reset their Resonance to 0.
or Discord, and sometimes, Hell is full of good If the Blackbird has not reached a value marked
meanings, but Heaven is full of good works. as a Revelation for the first time in this Tier of play,
At the end of every Weaving, resolve Resonance skip Step 4. If they have, continue.
using the following steps:
Step 4: Resolve Revelations.
Step 1: Resolve Resonance values for Blackbirds If the Blackbird has reached a value marked as
that have gained both types of Resonances. (If a a Revelation on either side of the Harmony and
Blackbird gained only one type of Resonance this Discord Track for the first time in this Tier of play,
Weaving, skip this step and start at Step 2.) inform the Fateweaver and play out the Revelation
Note which Resonance the Blackbird has more as either a “post-credits scene” or allow the
of. That will be the Resonance that will be calculated Fateweaver to prepare one for the start of the next
this Weaving. Weaving.
Subtract the lower Resonance value from the Mark the value of the Revelation for this Tier
higher Resonance value. For example, if a Blackbird of play on your character sheet.
has 6 Harmonious Resonance and 5 Discordant For more on Revelations, see the next section
Resonance, subtract 5 from the Harmonious in this chapter.
Resonance value, resulting in 1 remaining
Harmonious Resonance. H A R M O NY A N D D I S C O R D
Harmony represents a Blackbird’s inclination
Step 2: Resolve Resonance values greater than toward idealism. This can manifest in negative
or equal to 10. (If the Blackbird has 9 or less ways, such as foolish naïvety, or in positive ways
Resonance, skip this step and go to Step 3.) when it’s needed to bring out the best in people.
If the Blackbird has a Resonance value greater Discord represents a Blackbird’s inclination
than 10, move the Harmony and Discord Track a toward cynicism, exemplifying that the ends justify
number of spaces equal to the tens value immediately. the means. This can manifest in negative ways such as
For example, if they had 25 Discordant Resonance, paranoia or needless hostility, or in positive ways when
their player would move them 2 spaces toward a situation calls for a healthy amount of caution.
Discord on the Harmony and Discord Track. Neither of these things should be a strictly
Record the remaining units value and resolve it moral judgment but more a question of what kinds
in Step 3. In the prior example of 25, the Blackbird’s of sacrifices, trade-offs, and tactics the Blackbird is
player would record the remaining Discordant willing to take, and what kind of effect this has on
Resonance as 5. their psyche. The truth is, sometimes Fate needs
If the Blackbird has 10 Resonance exactly, bastards. Sometimes, heroes fight valiantly for ugly
move them 1 step in the direction of their causes. Sometimes “nice” and “kind” find themselves
Resonance. on opposite ends of a conflict.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 89

Revelations ! At 3 Harmony, a Blackbird might daydream


When a Blackbird reaches the values of 3, 5, 7, about looking through a book they saw in the
or 10 on either side of the Harmony and Discord past but didn’t examine too closely, only to find
Track for the first time in a Tier of play, their an entry on the artifact in the daydream.
attunement to Fate grants them a Revelation. ! At 5 Harmony, they might have a dream where
Revelations are uncanny insights into fulfilling they see the artifact in its current location—but
the Dooming granted to the Blackbirds by the not recognize where that location is—and feel it
sleeping Fates, a fleeting communication with the calling them.
divine made possible by the Blackbird’s alignment ! At 7 Harmony, they might find that the prisoner
with their calling. The form this information takes in the cell next to them knows who last held the
is up to the Fateweaver and should be delivered in artifact and wants to help them find the person.
character, but the meaning should be conveyed just ! At 10 Harmony, a mysterious stag may appear to
clearly enough to still be beneficial. The weakened them on an otherwise empty town road at night,
Fates can only communicate indirectly, through beckoning them to follow it to the general
suspicious coincidences, subconscious minds, and location of the artifact.
mystical portents. Omens, dreams, natural ! At 3 Discord, a Blackbird might have a powerful,
phenomena, mysterious messengers, gut feelings— inexplicable sense of dread at the mention of the
all of these are good ways to deliver Revelations. name of an enemy currently looking for the artifact.
At 3, 5, 7, and 10 Harmony, the Blackbird ! At 5 Discord, they might see an unnatural
receives Revelations about forces that can aid their formation of mushrooms in the shape of the evil
cause. The Revelation will point them to, for eye on a forest road accompanied by a strong urge
example, clues they may have missed, hidden caches to hide. As they do, they spot a confused spy that
of resources, a sympathetic ally, or a well-hidden had been trailing them.
safe haven. ! At 7 Discord, they might clearly hear an
At 3, 5, 7, and 10 Discord, the Blackbird impossibly loud voice cut through the din of a
receives Revelations about the forces that are tavern bar, allowing them to trace it to a back
opposing their cause. Revelations will point them room where their drunken mountain guide brags
toward, for example, enemy battle plans, a to a sellsword about his bargain to betray the
clandestine meeting of those conspiring against flock and deliver the artifact to their enemies.
them, a weakness in a foe’s defenses, or tomes about ! At 10 Discord, a sudden storm may flash across
the secret ritual they’re trying to stop. the sky as the flock nears the artifact, the arc of
The number on the Harmony and Discord the lightning revealing the glint of swords lying in
Track that the Blackbird reaches should impact wait to ambush them.
both the usefulness and the theatricality of the Not all Revelations must, or even should, be
Revelation sent. The higher the number, the more about a singular object, enemy, or event in a
valuable and clear the clue, and the more spectacular Tapestry, but they should pertain to important
the manner in which it arrives. aspects of the main plot. Get creative, and vary the
For example, if the Fateweaver wanted to give ways that the Fates nudge the Blackbirds toward
a Revelation related to a powerful artifact that fulfilling their Dooming.
would be an asset in the Blackbird’s hands, but a Any time a Blackbird achieves a Revelation for
dangerous obstacle in the hands of the enemies the first time in a Tier of play, mark the value on the
searching for it, it might manifest like the following Harmony and Discord Track. A Revelation may be
at various levels: granted only once at each value for each Tier.
90 BLACKBIRDS

That Which Is Yet to Come P R O G R E S S I N G D OW N


The final stage of the first Threading is known as the FATE’ S PAT H
Dooming: a prophecy delivered to the Blackbirds
that serves as a teaser for what’s in store for them in Reward Points

W
this Tier of play, and a goalpost for advancing into hile Blackbirds progress through the
the next Tier. Tiers of play only by fulfilling their
Dooming as a group, they each still
THE DOOMING grow and evolve along the way. RP are used to
The Dooming is the thread that ties the flock empower a player’s Blackbird. RP can be saved up
together: part prophecy, part plea. However or spent on improvements to Primary Attribute
different they might be, the mysterious Fates have Bonuses, Skill Ranks, Talents, and Techniques.
bound these Blackbirds toward a shared destiny. At the end of each Weaving, the Fateweaver
Though their importance might not be readily will reward players with RP. The amount to be
apparent, the sleeping Norns, in their arcane and distributed is ultimately at the discretion of the
ancient wisdom, have seen fit to entrust a critical Fateweaver, but the following guidelines should be
part of the world’s future to these individuals. considered standard.
The language of the Dooming should feel like ! Award 1 RP to all players at the end of each
a back-of-the-box thematic synopsis of the ultimate Weaving automatically.
point and end goals of this Tier of play. Alluding ! Award a special bonus of 1 RP to a player if their
cryptically to a climactic Scene, the stakes of the Blackbird made significant progress toward
flock’s success or failure, or the messiness of a choice fulfilling the flock’s Dooming, especially if done
they will be asked to make, the Dooming should be in a dramatic or creative way.
open-ended enough that the Fateweaver can ! Purely at the Fateweaver’s discretion, award 1 RP
maintain flexibility without railroading the players, individually to any players who went above and
but still serve as the magnetic north that this Tier of beyond during the Weaving, either by displaying
play’s story compass will point toward. Completing impressively creative problem-solving skills or
it should feel like the end of a play’s act has been extraordinary role-playing—but reserve this for
reached, some closure has been achieved, and—if truly exceptional cases where it would feel unfair
the Tapestry is going to run for more Tiers—that not to reward them.
there’s a compelling story hook for the next one. As Tiers of play govern the types and amounts
Mechanically, fulfilling a Dooming acts as a of improvements players can purchase with RP,
gateway to the next Tier. Players will still Fateweavers are strongly encouraged to keep an eye
individually gain RP to spend on upgrades to their out for situations where their players might be
Blackbird after every Weaving (see Progressing Down sitting on RP and unable to use it for long stretches
Fate’s Path, below), but they progress to the next of time. If your players are feeling like their
major step in power and challenges as a group. Blackbirds are stagnant, consider adjusting the
In character, a Blackbird will not have a clear amount of RP awarded at the end of each Weaving,
recollection of any part of the Threading, including finding new ways for them to spend it or accelerating
the Dooming. However, they will feel instinctively the fulfillment of the Dooming. However, keep in
drawn toward the other Blackbirds and the plot mind that RP not spent carries over to the next Tier
hinted at in the Dooming. Use this as a way to of play, so it’s never fully wasted.
introduce the Blackbirds to each other if there’s no
natural on-ramp.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 91

S P E N D I N G R E W A R D P O I NTS ' 4 RP at Intermediate


The cost of expanding a Blackbird’s statistics and ' 6 RP at Advanced
abilities will depend largely on a Blackbird’s current When purchasing a Skill Rank, fill in the
Tier and what Paths they have chosen to walk on. bubble next to that Skill on the first page of the
Each Path “unlocks” associated Bonus Advances and character sheet.
Skills related to the tools of their trade, allowing A Blackbird’s Skill Ranks in any Skill can never
them to be purchased for lower RP. The experience exceed the number of Tiers that Blackbird has
also gives them access to new kinds of Talents and advanced through.
Techniques they pick up along the way. ! In Basic Tier, a maximum of 1 Skill Rank can be
BONUS ADVANCES: Each Bonus Advance purchased purchased in a Skill.
adds a cumulative +1 to a Primary Attribute Bonus. ! In Intermediate Tier, a maximum of 2 Skill
! 1 RP times the Tier level of the Blackbird (if Ranks can be purchased in a Skill.
unlocked) ! In Advanced Tier, a maximum of 3 Skill Ranks
' 1 RP at Basic can be purchased in a Skill.
' 2 RP at Intermediate Additionally, only a number of Skills in each
' 3 RP at Advanced Tier of play equal to the Skill improvements per
! 2 RP times the Tier level of the Blackbird (if Tier listed in Secondary Attributes may be
locked) improved, so choose wisely.
' 2 RP at Basic TALENTS: Each Talent purchased adds another
' 4 RP at Intermediate option to the Blackbird’s Talent deck, granting
' 6 RP at Advanced access to more possibilities and types of character
When purchasing a Bonus Advance, fill in the builds when slotting Talents and Techniques each
bubble labeled “Bonus Adv.” under “Primary Weaving or Rekindling. A Blackbird’s Talent hand
Attributes” on the first page of the character sheet. in Basic Tier consists of a maximum of up to three
A Blackbird’s Bonus Advances in any one Talents. In Intermediate Tier, they can acquire
Primary Attribute can never exceed double the Tier two more Talents to add to their hand, raising
level of the Blackbird. their maximum to five. And at Advanced Tier, a
! In Basic Tier, a maximum of 2 Bonus Advances Blackbird may purchase their final, sixth Talent.
can be purchased in each Attribute. In addition to these limits, a Blackbird may never
! In Intermediate Tier, a maximum of 4 Bonus have more than three Basic-Tier Talents, two
Advances can be purchased in each Attribute. Intermediate-Tier Talents, or one Advanced-Tier
! In Advanced Tier, a maximum of 6 Bonus Talent from a particular Path.
Advances can be purchased in each Attribute. If the prerequisites listed on the Talent are met,
SKILL RANKS: Each Skill Rank purchased adds a it may be purchased for a cost of 1 RP times the
cumulative +10 to its associated Skill. number of icons listed in the prerequisite.
! 1 RP times the Tier level of the Blackbird (if ! A Talent with a prerequisite of [1 B&B] would
unlocked) cost 1 RP.
' 1 RP at Basic ! A Talent with a prerequisite of [2 C&M] would
' 2 RP at Intermediate cost 2 RP.
' 3 RP at Advanced ! A Talent with a prerequisite of [3 S&S] would
! 2 RP times the Tier level of the Blackbird (if cost 3 RP.
locked) Talents whose prerequisites are lacking may
' 2 RP at Basic not be purchased.
92 BLACKBIRDS

TECHNIQUES: Each Technique purchased adds If the prerequisites listed on the Technique are
another option to the Blackbird’s Technique met, it may be purchased for a cost of 2 RP times
deck, granting access to more possibilities and the number of icons listed in the prerequisite,
types of character builds when slotting Talents regardless of what Path(s) are present in the
and Techniques each Weaving or Rekindling. A prerequisite.
Blackbird’s Technique hand in Basic Tier consists ! A Technique with a prerequisite of [1 B&B]
of a maximum of up to three Techniques. In would cost 2 RP.
Intermediate Tier, they can acquire two more ! A Technique with a prerequisite of [2 O&R]
Techniques to add to their hand, raising their would cost 4 RP.
maximum to five. At Advanced Tier, a Blackbird ! A Technique with a prerequisite of [3 S&S]
may purchase their final, sixth Technique. Outsider would cost 6 RP.
and Story Techniques do not count against this Weapon Techniques are purchased at a cost of 1
maximum. Weapon Techniques have their own RP. Techniques whose prerequisites are lacking may
maximum, based on the number of Ranks the not be purchased. Additionally, special Techniques
Blackbird has in the Skill to which the Technique is such as Outsider Techniques or Story Techniques
tied, either Melee or Ranged. may never be purchased with RP.
Afflictions, Banes, Boons, and slots cannot be
purchased with RP.
C H A R A C TE R C R E AT I O N & P RO G R E S S I O N 93

A DV A N C I N G T I E R S T H AT W H I C H I S

O
nce a Dooming has been fulfilled and The Fateweaver role-plays the same type of
the story given some resolution, some Scene to assist players who would like to determine
housekeeping occurs before moving a new Alignment for their Blackbird. Weavers are
from one Tier of play to the next. encouraged to use what they’ve seen of the Blackbird
! The Harmony and Discord Track resets to 0. thus far as a basis for their questioning, and players
! Players gain one new Talent slot and one new are encouraged to devise interesting ways they’d like
Technique slot. to see their Blackbirds grow.
! Each player chooses a Path for their next Tier of
play. T H AT W H I C H I S YE T TO C O M E
! A new Threading takes place. A new Dooming is given to the flock to hint at
its goals and segue into the next Tier of play.
Another Threading
Threadings will occur at the start of every Tier of A D E AT H I N T H E F L O C K
play. The way the surreal Scene plays out remains Blackbirds may be special, but the world can be
the same, but there are some small differences from deadly. If a Blackbird dies (or if a new player joins),
what occurs during the Threading at the end of they can be added to the flock however the Weaver
character creation. seems fit, but when creating a new Blackbird mid-
Tapestry, here are some guidelines:
T H AT W H I C H H A S PA S S E D ! Run the Threading for them as usual, but at the
Rather than defining the Blackbird’s character end of the Dooming, explicitly point them to the
and history, this part of the Threading serves as a current flock.
moment to reflect on what the Blackbirds have ! If in Basic Tier, consider starting them with more
done as a group. This can range from recapping the RP based on the amount the rest have earned to
story to addressing any events that the Blackbirds spend on improving their Blackbird to match the
may have undertaken between the end of the last flock. If in Intermediate Tier, start them with 22
Tier and the beginning of the new one. RP, and in Advanced, 45 RP.
The most important difference is that the
otherworldly edge of forever, where the Threading W H E N TO M OV E TO T H E N E X T T I E R
occurs, offers a unique chance to say goodbye to those Knowing when to start preparing to move a Blackbird to
forever left in the past. If any Blackbirds were Slain! the next Tier is based on a combination of several factors,
during the previous Tier of play, those still remaining including narrative arc and character achievements. You
may commune with their dead. Each player of a fallen can use the following numbers based on the amount
Blackbird will role-play if they desire, and an of RP that has so far been accumulated and spent on a
in-character Scene between them and their still-living particular Blackbird as a guideline:
compatriots will begin. The Fateweaver may choose 22 RP or more – move to Intermediate Tier
to have these fallen allies give their friends one special 45 RP or more – move to Advanced Tier
piece of information from beyond the grave that
might help them in the conflicts to come.
C H A P TE R 4

Skills
W hether breaking a wild horse, forging
a warrant from the local magistrate,
threatening those intending to try an old
beggar woman for witchcraft, haggling over the price of a vial
of salmiac, firing a crossbow accurately, or steeling their mind
“Surviving the cities and
to withstand the mind-melting terror of an Oligarch’s herald,
wilds of Erebos both
require a similar skillset, each Blackbird comes armed with the ability to overcome such
be it foraging for food,
challenges. Skills encompass specific fields of knowledge and
reading the intentions
of a stranger, or quickly expertise, distinct from one another, but all equally important.
determining the nature of
an approaching shape  . . .”
—Observations of the Skill tests represent the core mechanic of the Blackbirds system
Wandering Squire
in action. The Fateweaver will call upon you to make Skill tests in
response to decisions you make for your character, and their use, and
the outcomes of that use, can vary wildly, far above and beyond simple
Success or Failure. The Skill descriptions that follow describe in general
terms how they may be employed. Every Skill is directly associated
with a Primary Attribute. For example, the Charm Skill is based on
the Fellowship Primary Attribute, as it relies on the Blackbird’s allure
to set others at ease in their presence. Likewise, each Primary Attribute
is associated with a particular Skill and indicates a Blackbird’s natural
fluency with that Skill type. Thus, Blackbirds who possess high Brawn
will naturally be better with physical Skills, whereas those with a high
Intelligence will be better with more cerebral ones.

SKILL RANKS

RANKS IN THE WIDER WORLD


Beyond their mechanical modifiers, Skill Ranks also
S kill Ranks represent one’s intense devotion
to a Skill, providing additional bonuses
beyond simple raw ability. The three Ranks
are Apprentice, Journeyman, and Master, and each
inform the level of mastery a Blackbird is understood Skill Rank provides a cumulative bonus, added
to possess. For instance, it is sometimes helpful to be together whenever a Skill test is made. The Apprentice
able to distinguish between a Blackbird who’s merely an Skill Rank confers a +10 Base Chance, the Journeyman
Apprentice of Tradecraft versus one who is a Master. Skill Rank grants an additional +10 to Base Chance,
When considering your Blackbird’s capabilities and how and finally, the Master Skill Rank grants a final +10 to
to refer to them in character, these provide a keyword to Base Chance. Therefore, the most prodigious of
frame your Blackbird’s level of expertise. Blackbirds will gain a potential +30 to Base Chance
from their Skill Ranks by Advanced Tier.
S K I LL D E S C R I P T I O N S Common & Special Skills: Skills come in two

T
his section details all the Skills your types, Common or Special, which are indicated in
Blackbird may possess, listed in the Skills table later in this chapter, under the
alphabetical order. Each includes a few “Type” header. Common Skills represent shared
examples of how they can be put to use. However, knowledge every Blackbird may attempt to employ
your Blackbird may use them in ways other than without having practiced them. Thus, their use may
those outlined here. Though the descriptions be attempted by anyone at no penalty. Special
provide a good guideline, be creative when Skills, however, require a greater level of study and
explaining how you wish to employ them, or work proficiency to use. While Special Skills can be used
with your Fateweaver to better understand how by a Blackbird without Skill Ranks in them, you
they can be employed. must Flip to Fail the results when testing them (see
Flip to Fail in Chapter 2: How to Play).
98 BLACKBIRDS

Primary Attribute: Each Skill is governed by a PRIMARY


SKILL TYPE
ATTRIBUTE
Primary Attribute, which is indicated in parentheses
following each Skill name and in the eponymous Scrutinize Perception Common
column of the Skills table. This Attribute provides
Skulduggery Agility Special
the raw value to which you add to determine a
Blackbird’s Base Chance. Stealth Agility Common

Strategy Intelligence Special


PRIMARY
SKILL TYPE
ATTRIBUTE
Survival Perception Common
Athletics Brawn Common
Toughness Brawn Common
Awareness Perception Common
Tradecraft Willpower Special
Bargain Fellowship Common
Warfare Combat Special
Charm Fellowship Common
Wortcunning Intelligence Special
Coordination Agility Common

Disguise Fellowship Special


SAMPLE DIFFICULTY RATINGS: Each Skill features
Eavesdrop Perception Common examples of how that Skill can be used, along with
the suggested Difficulty Rating for those various
Education Intelligence Special
circumstances. As always, these Difficulty Ratings
Folklore Intelligence Common may be changed by the Fateweaver, but they should
provide you a good guideline on how hardships and
Gamble Intelligence Common
beneficial situations affect a Blackbird’s efficacy with
Guile Fellowship Common Skills. Difficulty Ratings may be improved if the
Blackbird possesses Skill Ranks in other Skills that
Handle Animal Fellowship Special
may be relevant to what they are attempting. The
Handle Vehicle Agility Special Fateweaver will always let the player know when there
may be an existing synergy between two such Skills.
Heal Intelligence Special

Intimidate Brawn Common Athletics (Brawn)


Athletics measures a Blackbird’s physical prowess. It
Leadership Fellowship Special
reflects one’s ability to scale walls and climb ropes,
Melee Combat Special to swim and to tread water without tiring, to propel
vessels while rowing, to overpower others in feats of
Navigation Intelligence Special
strength, and to push heavy objects. It also aids one
Odweft Willpower Special when hefting great weights or performing fantastic
feats of stamina, such as running from a battle with
Ranged Combat Special
a warning to a distant town.
Resolve Willpower Common # (Trivial +30%): Scamper up a tree with many
branches
Rumor Fellowship Common
# (Routine +10%): Swim while wearing a
gambeson
S K I LL S 99

# (Easy +20%): Jump over a pit while wearing of objets d’art, and even procure illegal contraband.
leather armor # (Trivial +30%): Evaluate the worth of a gem or of
# (Standard +/–0%): Row a boat through choppy finery that’s been “procured”
water # (Easy +20%): Broker a trade deal between two
# (Challenging –10%): Push an object three times guilds
the Blackbird’s weight # (Routine +10%): Interpret the profit and loss of
# (Hard –20%): Haul a stuck haywain out of the a major financial deal
mud with the aid of a draft animal # (Standard +/–0%): Buy stolen goods from a
# (Arduous –30%): Climb the sheer face of a castle pawnbroker
wall # (Challenging –10%): Find common ground
between two people of different social classes
Awareness (Perception) # (Hard –20%): Convince an innkeeper not to
Awareness represents a Blackbird’s ability to report a Blackbird’s criminal conduct
notice details, sounds, and/or scents that are out # (Arduous –30%): Bribe a member of the night
of place, to spot ambushes, to discover hidden watch to walk away from the scene of a crime
objects, to notice mechanical contrivances
designed to entrap or kill, and to estimate Charm (Fellowship)
numbers and distances. This Skill doesn’t allow Charm is employed to captivate others with flattery
a Blackbird to see through lies, to sense motives, and honeyed words. At the proper time, a kind
or to read innuendo, as those are the purview of word, a wry smile, a hearty handshake, or a hug
the Scrutinize Skill. Similarly, if you wish your may each be used to illustrate a Blackbird’s personal
Blackbird to listen in on a conversation or to charisma and enchant others. Charm can modify
make out distinctly something they’ve heard, the mood of others, persuading them toward your
refer instead to the Eavesdrop Skill. favor or causing them to change their opinions
# (Trivial +30%): Listen for sounds through a thin about things they may not necessarily support. It can
door also be used to impress others with your Blackbird’s
# (Easy +20%): Smell a distinct spice in a dish affable nature or to seduce those who may find the
# (Routine +10%): Spot an obvious snare Blackbird attractive. To lie, fabricate false accounts,
# (Standard +/–0%): Stand watch at a campfire on or run confidence games, refer instead to Guile.
a clear evening # (Trivial +30%): Whistle or sing a popular song in
# (Challenging –10%): Pinpoint someone obscured tune
by mist or darkness # (Easy +20%): Remember and retell a funny
# (Hard –20%): Count a mound of coins in under anecdote
a minute # (Routine +10%): Regale an audience with a
# (Arduous –30%): Spot a pressure trap melded famous legend
almost perfectly into some flagstones # (Standard +/–0%): Recite poetry with all
sincerity to a lover
Bargain (Fellowship) # (Challenging –10%): Seduce someone above
Bargain represents a Blackbird’s ability to interpret your social class
the underlying factors of a commercial transaction. # (Hard –20%): Pick up an instrument you’ve
It may also be used to haggle over prices, find never played and learn a song
common ground with another group, bribe # (Arduous –30%): Seduce someone who does not
someone to get what one wants, appraise the worth share your beliefs
S K I LL S 101

Coordination (Agility) Eavesdrop (Perception)


Coordination represents manual dexterity, Eavesdrop allows a Blackbird to listen to and
flexibility, balance, and grace in movement. A perceive low sounds, usually conversations between
Blackbird may use this Skill to perform feats of two or more people. By listening to them or
acrobatics, to avoid falling debris, or to manipulate watching the movement of their lips, the Blackbird
objects with delicacy. Its most common applications can make out distinct sounds and determine the
are to sidestep incoming attacks, to evade traps, to differences between mumbling and actual words.
avoid being pushed off one’s feet, and to slip out of With a clear view of the people speaking, they can
bonds and shackles. even pick up slight intonations and body language,
# (Trivial +30%): Catch a small object as it falls giving further indication as to what is being said.
# (Easy +20%): Walk across a wet log over a stream It may also be employed to hide the movement of
# (Routine +10%): Juggle everyday objects one’s own lips to prevent Eavesdrop attempts on
# (Standard +/–0%): Leap across a campfire one’s conversations.
# (Challenging –10%): Perform an intricate dance # (Trivial +30%): Listen in on an adjacent
at court conversation
# (Hard –20%): Twist one’s body to fit into a tight # (Easy +20%): Keep one’s lips from being read by
space others
# (Arduous –30%): Contort one’s wrists to escape # (Routine +10%): Use hand signals to indicate
bonds or manacles simple ideas
# (Standard +/–0%): Read a person’s lips from
Disguise (Fellowship) across a well-lit room
The Disguise Skill represents the ability to # (Challenging –10%): Listen to a conversation
masquerade as someone else, to hide one’s own through a wooden door
identity in public, or to conceal one’s true feelings # (Hard –20%): Read a person’s lips in dim light
from others. Theatrics and imitation are the # (Arduous –30%): Listen in on a conversation
foundation of any good disguise. Also, the more through a metal door
the Blackbird knows about the person (or type of
person) they’re trying to mimic, the more effective Education (Intelligence)
the disguise. Education represents both literacy and schooling,
# (Trivial +30%): Convincingly act as another in a but it extends far beyond merely being able to
cheap play read and write. This Skill lends significant insight
# (Easy +20%): Pretend to be someone of a higher into the histories and practices of the world the
or lower social class Blackbirds inhabit. Education encompasses many
# (Routine +10%): Create a false identity, and live different fields of study, each representing the study
behind it of a body of lore, possible academic research, or
# (Standard +/–0%): Impersonate someone from a even “rogue” scholarly pursuits.
foreign land # (Trivial +30%): Understand local laws and how
# (Challenging –10%): Convincingly act as a they may impact your own criminal enterprise
character in a well-known theatrical production # (Easy +20%): Identify specific constellations in
# (Hard –20%): Impersonate another’s physical the night sky
appearance # (Routine +10%): Know a particular prince,
# (Arduous –30%): Perfectly impersonate another count, earl, or duke and the name of their
person in looks, mannerisms, and voice territory
102 BLACKBIRDS

# (Standard +/–0%): Understand the hierarchical upon their opponents’ weaknesses. This Skill also
relationships among the old gods allows one to cheat.
# (Challenging –10%): Identify the heraldry or # (Trivial +30%): Play and win a game of cards
livery of an opponent against the uninitiated
# (Hard –20%): Translate ancient writings into # (Easy +20%): Fix a cockfight in your favor
one’s own tongue # (Routine +10%): Play and win a standard game
# (Arduous –30%): Understand the difference of chess
between an aes and an Outsider # (Standard +/–0%): Guess the number of stones
in a large jar
LI TE R A C Y I N BLACKBIRDS # (Challenging –10%): Fix a fistfight in your favor
A Blackbird with at least one Skill Rank in # (Hard –20%): Play and win a game of dice
Education is assumed to be literate in any language against a professional gambler
they possess. Otherwise, though they may speak the # (Arduous –30%): Know the next card to be dealt
tongue, they do not understand its writing.
Guile (Fellowship)
Folklore (Intelligence) Guile represents a Blackbird’s ability to use
Folklore represents a Blackbird’s secondhand and underhandedness, lies, and bluster to get what they
firsthand knowledge of the histories, traditions, want. It is also used to subtly manipulate others’
faiths, and notable figures of a particular region. feelings and emotions by sowing the seeds of doubt
Drawn from the stories, oral traditions, and rumors within their minds. The Skill may also be employed
they’ve heard from family, merchants, and travelers, to play word games or use irony to confuse others,
it also confers a deeper understanding of various or even to engage in political machinations.
cultures, food, religion, and daily practices. # (Trivial +30%): Bluster one’s way out of
# (Trivial +30%): Interpret the funerary practices responsibility
of locals # (Easy +20%): Use innuendo to imply one thing
# (Easy +20%): Use the proper courtesies of a while saying another
different social class # (Routine +10%): Engage in wordplay with
# (Routine +10%): Identify a local landmark and another to appear smarter
its importance # (Standard +/–0%): Blend into a crowd by looking
# (Standard +/–0%): Recount legends from history innocuous and inconspicuous
# (Challenging –10%): Know about local flora and # (Challenging –10%): Bluff one’s way into a
fauna Sigilist stronghold
# (Hard –20%): Identify a famous person from # (Hard –20%): Understand the gist of Thieves’
their burial marker or tomb Cant without it being a known language
# (Arduous –30%): Forecast the weather based on # (Arduous –30%): Appear innocent of a crime
historic patterns one has committed

Gamble (Intelligence) Handle Animal (Fellowship)


Gamble represents a Blackbird’s ability at games Handle Animal represents a Blackbird’s ability to
of chance, such as those played with cards, tiles, subdue, train, command, and even ride creatures
and dice. Although anyone can make wagers and classified as animals. Although this Skill doesn’t
play games, some are more skillful or adept when allow one who uses it to domesticate animals that
it comes to spotting common mistakes and preying are not meant to be domesticated, it does allow one
S K I LL S 103

to tame them. With an appropriate animal, this Heal (Intelligence)


Skill enables one to gallop and race, to leap over With the Heal Skill, a Blackbird
hedges and fences, to ride across rugged terrain, can treat the ill and the healthy
to leap atop one’s mount while jumping from a alike, tending to their aches
window, and to calm one’s mount when it is under and pains, acting as midwife,
duress. This Skill also teaches the proper way to care rendering antivenins, and even
for and groom an animal, establishing a bond of performing chirurgy on the
trust and acceptance. injured. You may adhere to a “The healers of Erebos are
# (Trivial +30%): Shoe a horse or groom a domestic classical school of thought, using so valued in times of plague
animal emetics and bloodletting to cure that it is not uncommon
# (Easy +20%): Break from a gallop into a charge illness through humoralism. Or to see them escorted under
on horseback you may subscribe to a more lock and key by the city
# (Routine +10%): Rustle up a flock of sheep mechanical school of thought, wardens, lest they be
without a sheepdog seeing the body as a complex stolen away to squeeze the
# (Standard +/–0%): Perform simple tricks on machine that can be “fixed” with boils and let the blood of
horseback, such as leaping over hurdles the right techniques. Regardless a rival ruler’s subjects.”
# (Challenging –10%): Break a young horse for of the school to which one — Observations of the
Wandering Squire
riding adheres, those who practice the
# (Hard –20%): Calm a frightened stampede of healing arts always pay some sort
wild cattle of lip service to the gods.
# (Arduous –30%): Take control and ride a creature # (Trivial +30%): Rouse someone who has been
that’s classified as a beast Knocked Out for 1 minute by suffocation
# (Easy +20%): Bleed a patient suffering from one
Handle Vehicle (Agility) Wound to alleviate an infection
Handle Vehicle represents the ability to control # (Routine +10%): Treat one Injury for a patient
vehicles, such as carts, overland carriages, rowboats, to begin recuperation
hulks, and even war wagons. The Skill is also used # (Standard +/–0%): Diagnose a common ailment
to maneuver vehicles around tight corners, race based on the patient’s symptoms
down river rapids, plow through hedgerows, and # (Challenging –10%): Bind the wounds of someone
ram vessels that stand in one’s way. at Level 4 on the Damage Condition Track
# (Trivial +30%): Travel overland by cart during # (Hard –20%): Bind the wounds of someone at
fair weather Level 5 on the Damage Condition Track
# (Easy +20%): Pilot a ship in a calm sea # (Arduous –30%): Rouse someone who has been
# (Routine +10%): Trek overland by wagon during Knocked Out for more than 7 minutes by
inclement weather suffocation
# (Standard +/–0%): Right a boat that’s being spun
out of control by a river eddy Intimidate (Brawn)
# (Challenging –10%): Pilot a ship through stormy Intimidate represents a Blackbird’s ability to terrify
seas others with their words and actions, suggesting
# (Hard –20%): Safely bring a six-team carriage to that they’ll do violence upon them should they
a sudden stop not back down. Through a combination of menace
# (Arduous –30%): Ford a deep river with a and threats, the Blackbird may try to cow others,
haywain posturing aggressively like a dog ready to pounce.
104 BLACKBIRDS

# (Trivial +30%): Muscle your way to the front of # (Trivial +30%): Strike a foe who’s Prone on the
a line ground
# (Easy +20%): Insinuate violence through force of # (Easy +20%): Strike a foe who is sitting in their
presence and strong words chair with their back turned toward you
# (Routine +10%): Cause innocent people to # (Routine +10%): Strike a flanked foe in an
cower Engagement
# (Standard +/–0%): Shove or push someone out # (Standard +/–0%): Fight toe-to-toe with an
of the way evenly matched opponent
# (Challenging –10%): Cow foes into giving up # (Challenging –10%): Strike someone in fog,
# (Hard –20%): Make a threatening gesture to mist, or smoke
coerce a guard to abandon their post # (Hard –20%): Parry a two-handed weapon with
# (Arduous –30%): Force an undefeated rival to a dagger
kiss one’s boots # (Arduous –30%): Strike someone in the dark

Leadership (Fellowship) Navigation (Intelligence)


Leadership is the ability to enlist the support Navigation represents a Blackbird’s ability to accurately
of allies and followers, unifying them under the determine direction, distance, and routes from one
Blackbird’s guidance against a common foe or place to another. It relies on landmarks and maps to
cause. One can use this Skill to give orders to forces find one’s way overland, along with charts and the
under one’s command, much like a general does on movement and alignment of the stars and constellations
the battlefield, whether it’s to defend a kingdom or as the seasons pass to find one’s way across the sea.
to foment rebellion. # (Trivial +30%): Determine true north while
# (Trivial +30%): Lift the spirits of a close friend in outside
the wake of harm # (Easy +20%): Discern the constellations to guide
# (Easy +20%): Spread rumors or news among a a journey by sea
crowd of people # (Routine +10%): Chart an overland route lasting
# (Routine +10%): Convince one’s flock of a new several days
interpretation of established scripture # (Standard +/–0%): Identify foreign landmarks to
# (Standard +/–0%): Quiet an agitated mob make one’s way without a map
# (Challenging –10%): Command a military unit # (Challenging –10%): Chart an overland route
to besiege a stronghold lasting several weeks
# (Hard –20%): Uplift a congregation that has lost # (Hard –20%): Realign one’s course after getting
faith in its god lost for days
# (Arduous –30%): Convince those who were once # (Arduous –30%): Determine true north below
your enemies to fight alongside you ground

Melee (Combat) Odweft (Willpower)


Melee represents a Blackbird’s ability to wield Odweft is the Skill used to tap into the Od to master
weapons in hand-to-hand combat. This Skill is the secrets of magic. It can be used to identify occult
gained by training with weapons either formally— symbols, to understand Oligarch cult activities,
maybe as a squire, night watchperson, or a member to participate in rituals, to research Outsiders, to
of a militia—or informally, perhaps as a bandit, interpret omens, and even to gain understanding of
woodcutter, or thug. superstitions made real.
S K I LL S 105

Expressly, this Skill is used to practice theurgy situations, this Skill is employed to let the fear wash
and cast Vitiations. You can learn more about over, but not overwhelm.
Blackbirds magic systems in Chapter 8: Theurgy. # (Trivial +30%): Maintain one’s cool when
# (Trivial +30%): Cast a Vitiation in a place where handling a vehicle in a tense situation
the veil between worlds is thin # (Easy +20%): Withstand the effects of stress
# (Easy +20%): Sense the presence of a powerful # (Routine +10%): Ignore the impact of imp-level
Outsider in one’s vicinity Vitiations meant to cause anxiety
# (Routine +10%): Cast a Vitiation upon an # (Standard +/–0%): Withstand the effects of fear
unsuspecting target # (Challenging –10%): Withstand being
# (Standard +/–0%): Sense the presence of an intimidated by those of a higher social class
Outsider of limited power in one’s vicinity # (Hard –20%): Withstand the effects of terror
# (Challenging –10%): Cast a Vitiation while # (Arduous –30%): Steel oneself before a fantastic
being harassed in a crowd beast
# (Hard –20%): Sense a Vitiation being cast in
one’s vicinity
# (Arduous –30%): Cast a Vitiation while in
excruciating pain

Ranged (Combat)
The Ranged Skill is employed by Blackbirds when
wielding weapons designed to fight with at a
distance. The Skill is often used by hunters, peasant
militia, or regular military forces, and the Blackbird
likely gained training from one of these groups.
# (Trivial +30%): Fire a shot at a person climbing a
tree
# (Easy +20%): Fire a shot at someone running
away
# (Routine +10%): Fire a shot from higher ground
# (Standard +/–0%): Fire a warning shot at
someone’s feet
# (Challenging –10%): Fire a shot at someone
standing in fog, mist, or smoke
# (Hard –20%): Fire into an Engagement where
you may potentially harm one’s allies
# (Arduous –30%): Fire at a foe in the dark

Resolve (Willpower)
Resolve represents a Blackbird’s ability to keep calm
under pressure. It allows one to steel one’s mind,
focusing on one’s inner strength to maintain resolve
when thrust into situations that test one’s mettle.
When confronted with supernatural or horrifying
106 BLACKBIRDS

Rumor (Fellowship) # (Easy +20%): Read body language to uncover


Rumor represents a Blackbird’s another’s social class
ability to gather information # (Routine +10%): Decode a secret message in
from their social interactions by one’s own tongue
being gregarious and talkative. # (Standard +/–0%): Remember an important task
The Skill can be used to interact one forgot to attend to
with strangers and friends alike, # (Challenging –10%): Decode a secret message in
“The gallows of Asterbörg appealing to them with one’s a foreign language
are said to be cursed, charm or just chewing the fat. It is # (Hard –20%): Memorize the order of events after
though this belief stems also employed to appeal to larger a deadly fight
from practicality. groups in order to gather the latest # (Arduous –30%): Determine if someone with
Rumors of hexes on the news, to dissect the most recent whom one is unfamiliar is lying
gibbets were spread by gossip, and to propagate scandal.
the beadles when the # (Trivial +30%): Ply the local Skulduggery (Agility)
beams were nearly picked gossipmongers with alcohol to The Skulduggery Skill encapsulates practically
clean by those looking for learn rumors every larcenous or illegal activity that a Blackbird
splinters to ward off evil.” # (Easy +20%): Hobnob with might undertake using their hands. One may use
—Observations of the locals while participating in this Skill to bypass locked doors and chests without
Wandering Squire
tavern games a proper key, to disable security contrivances and
# (Routine +10%): Play language complex traps, to employ simple sleight of hand to
games with friends, gabbing in palm small objects and hide cards, and to conduct
an incomprehensible argot simple thievery, such as cutting coin purses, picking
# (Standard +/–0%): Spread gossip of an impending pockets, and snatching bracelets.
attack # (Trivial +30%): Use a simple card trick to distract
# (Challenging –10%): Speak fluently before a others
court of your betters # (Easy +20%): Fish a pie off a windowsill
# (Hard –20%): Befriend foreigners who don’t # (Routine +10%): Disable a tripwire intended to
particularly care for “your kind” set off an alarm
# (Arduous –30%): Stimulate casual conversation # (Standard +/–0%): Pick the pocket of a passerby
in a foreign tongue in a crowded street
# (Challenging –10%): Pick the lock of a strongbox
Scrutinize (Perception) or fortified trunk
Scrutinize represents a Blackbird’s ability to sense # (Hard –20%): Cut the purse of a passerby in a
motives and underlying intentions in others. It relies nearly empty street
on hearing and vision to assess each participant’s part # (Arduous –30%): Palm an object in front of a
in a conversation. A literate person can also deduce merchant’s stall
tone and intent from the written word. Finally, the
Skill can be used to recall things from memory, to Stealth (Agility)
describe something one saw, or to quickly perform Stealth represents the ability of a Blackbird to
arithmetic or other feats of estimation. use concealment and distractions to move about
# (Trivial +30%): Remember what one ate the without being seen or heard. One can also lie in
previous day wait to ambush others using this Skill. It can also
be employed to stalk a mark while moving among
S K I LL S 107

crowds of people, and even to conceal large objects # (Hard –20%): Find provisions to maintain an
such as encampments, horses, and wagons from army in unknown land
prying eyes. # (Arduous –30%): Count the number of troops
# (Trivial +30%): Move quietly, so as to not awaken remaining on a battlefield
one’s enemies
# (Easy +20%): Stalk someone through a crowded Survival (Perception)
street Survival represents a Blackbird’s ability to thrive
# (Routine +10%): Hide from the watch when in the wilderness and live off the land. It can be
being pursued used to forage for berries and roots, to recognize
# (Standard +/–0%): Silently cross uneven which plants and animals are safe to consume,
floorboards to hunt for food, to follow trails left behind by
# (Challenging –10%): Shadow an animal through animals or people, and to find suitable shelter.
the woods In addition, it allows one to prepare simple meals,
# (Hard –20%): Lay an ambush along an open to construct rudimentary weapons, and to fashion
road simple snares with which to hunt.
# (Arduous –30%): Hide in plain sight # (Trivial +30%): Go fishing with adequate
supplies
Strategy (Intelligence) # (Easy +20%): Forage for roots and berries in the
The Strategy Skill is employed by Blackbirds to plan wild
operations of all sorts to achieve the best results with # (Routine +10%): Build a shelter out of limbs and
the least resistance. It lets one understand the tactics grass
utilized in battle (both by mobile forces and those # (Standard +/–0%): Construct an improvised
safely ensconced within a fortification) in order to weapon
strategically deploy armies and to array siege engines # (Challenging –10%): Follow a small animal’s
against mobile or static enemies, as well as erect tracks
appropriate defenses against the same. Identifying # (Hard –20%): Track the passing of a single person
weakness in defenses before a battle is also another through the wilderness
common use of this Skill. Although the strategist may # (Arduous –30%): Find a source of water deep in
not be a stoneworker, they can identify where the the desert
strongest and weakest points are in a fortification. One
may also use the Skill to commit military investment Toughness (Brawn)
and to properly provision for the war effort, and to This Skill represents a Blackbird’s ability to exhibit
conduct psychological warfare upon the enemy. remarkable stamina and endurance. It reflects
# (Trivial +30%): Take account of supplies and their ability to withstand pain and exposure to
provisions for a military campaign the elements, to withstand the effects of powerful
# (Easy +20%): Determine all means of ingress to a Vitiations, to endure a forced march, to run for
structure extended periods of time, and to hold one’s breath.
# (Routine +10%): Determine weaknesses in # (Trivial +30%): Resist the effects of the flux after
enemy lines a bad meal
# (Standard +/–0%): Deploy one’s cavalry to make # (Easy +20%): Resist the effects of scale rot after
greatest effect of a charge hiding among the afflicted
# (Challenging –10%): Find soft spots in # (Routine +10%): Withstand one dose of a toxin
fortifications
108 BLACKBIRDS

# (Standard +/–0%): Resist the effects of # (Easy +20%): Make minor repairs and restore an
consumption after being coughed on item to like-new condition
# (Challenging –10%): Withstand the effects of # (Routine +10%): Conduct the repairs to restore a
snake venom Worn item
# (Hard –20%): Withstand intoxication after # (Standard +/–0%): Create an object with
drinking Yolkshine minimal materials
# (Arduous –30%): Get back on one’s feet after # (Challenging –10%): Mimic someone else’s work
falling a long distance # (Hard –20%): Invent a new Trapping
# (Arduous –30%): Begin repairs on a Ruined set
Tradecraft (Willpower) of armor, shield, or weapon
Tradecraft is used by Blackbirds to construct and
create a wide variety of things. Anyone with a Skill Warfare (Combat)
Rank in Tradecraft has the potential to practice any The Warfare Skill is a measure of a Blackbird’s
trade, though it takes time and dedication to learn combat experience and training that allows for
and master such training. them to adapt to changing circumstances in the
# (Trivial +30%): Melt down or repurpose materials heat of battle. With this knowledge, one can rapidly
from destroyed objects change the mode of conflict as necessary, adapting
very quickly to an opponent’s tactics. This Skill may
also be employed to identify weak or wounded foes
in large groups, to better isolate and strike the same
target over and over amid an Engagement. Finally,
this Skill is used to arm and fire siege weapons
intended to break down walls, smash gates, crash
through an army’s defenses, and wreak havoc upon
an enemy’s supply lines.
# (Trivial +30%): Conduct a parade of trained
soldiers
# (Easy +20%): Load a war machine with assistance
# (Routine +10%): Determine which of your
opponents is the most injured
# (Standard +/–0%): Conduct a redeployment of
troops in the midst of battle
# (Challenging –10%): Conduct a retreat to lull
one’s opponents into an ambush
# (Hard –20%): Prognosticate the tactics an
unknown enemy is employing
# (Arduous –30%): Spot the weak point in a line of
infantry to break through to safety
S K I LL S 109

Strategy Versus Warfare trial and error, cunning folk have gleaned a myriad
Though they serve similar purposes, the Strategy of secrets about the world and have passed that
and Warfare Skills possess different focuses. knowledge down either in writing or through word
Strategy is the more cerebral and theoretical of mouth. Medicines, poisons, and other substances
pursuit. It is used to craft plans of action: What’s useful to adventurers can be crafted using this Skill,
the scheme to break into the Sigilist money vault? and it is also used to cast Wortcunning Spells.
What’s the best method of laying siege to the city of A practitioner’s laboratory tends to be a strange
Sheb? Warfare is employed in the midst of the fight, amalgam of scientific instruments, astrological
after things have gone wrong, in an effort to adapt symbols, physic garden, and menagerie. Rules for
to the circumstances at hand. It is used to improvise using wortcunning and casting Wortcunning Spells
in the heat of the moment: How can we escape the are covered in Chapter 8: Theurgy, and example
burning tower? Who is the opponent most likely to concoctions can be found in Chapter 6: Conflict
break in a fight? There is a fair amount of crossover & Rekindling.
between the two, however, and it is possible to # (Trivial +30%): Identify a known alchemical
employ one in the other’s stead. This comes at a cost substance
of –20 to tests made with the less appropriate Skill. # (Easy +20%): Assemble a wortcunning laboratory
# (Routine +10%): Create one dose of a deliriant,
Wortcunning (Intelligence) one flask of salmiac, or one bandage
Whether they gain their education in the # (Standard +/–0%): Create two doses of a daimn
marbled halls of the Republic’s universities or poultice or deliriant, two flasks of salmiac, or two
in the ramshackle hut of a village wise woman, bandages
wortcunning’s practitioners plumb the secrets of # (Challenging –10%): Create three doses of a
natural magic—magic not drawn from the Od, but deliriants, three flasks of salmiac, or three
available to anyone with the discipline and knowhow bandages
to draw forth power from the physical world. It # (Hard –20%): Produce a jar of Corbellian fire
encompasses herbalism, alchemy, astrology, and # (Arduous –30%): Reverse verdigris’s effect on
other such esoteric studies. Through centuries of quickbronze
C H A P TE R 5

Talents † Techniques
I n Blackbirds, Talents and Techniques represent the
unique, learned abilities that Blackbirds have acquired
in their time adventuring down the path of Fate. While
they may have many to choose from, it’s up to them to decide
which one to use at what time, and to combine these gifts in
unique ways.

Talents have a single focus, providing a specific benefit to the character


when slotted. By contrast, Techniques each have three abilities,
comprising various bonuses and actions that apply to a myriad of
situations. However, the third of these abilities is a powerful representation
of that area of the Blackbird’s training. These Extinguish Abilities are
incredibly powerful, requiring no rolls of the dice or element of chance.
That power comes at the cost of making all three of the abilities tied to
the Technique unavailable until after another Rekindling.
Prerequisites: Each Talent and Technique will list any
prerequisites, including a number of icons. Each icon represents one of
the Paths. A Blackbird must have the appropriate Tiers in the required
Path before they can acquire the Talent or Technique.
Purchasing Talents: Each Talent purchased adds another option to
your Blackbird’s Talent deck, granting you access to more possibilities
and types of character builds when slotting their Talents and Techniques
each Weaving. If the Blackbird meets the prerequisites listed on the

TE C H N I Q U E TE R M I N O L O GY
" Combat Action: An Action used only in Combat " Reaction: A reactive ability the Blackbird uses to
Scenes. Costs AP. Same as the Combat Actions respond to actions targeting them. Costs AP. Same
outlined in Chapter 6: Conflict & Rekindling. as the Reactions in Chapter 6: Conflict & Rekindling.
" Extinguish Action: A powerful ability a Blackbird " Rekindling Action: An ability that can be performed
can employ that extinguishes the Technique slot and only during a Rekindling. A Blackbird may use only one
makes all of the benefits of that Technique unavailable Rekindling Action from a Technique during any particular
until the next Rekindling. If any circumstances or rules Rekindling. See Chapter 6: Conflict & Rekindling.
prevent this Action from being used, this Technique is " Special Action: An ability a Blackbird can use inside and
not Extinguished. outside of combat. If attempting to use in combat, it
" Non-Combat Action: An ability that can be used only operates as Special Actions do in Chapter 6: Conflict
outside of combat. & Rekindling and uses the AP cost listed in the Action.
" Passive Bonus: Provides a boost to the Blackbird and " Surprise Action: An Action that can be performed
does not require activation. only during a Surprise Round.
TA L E NT S & TE C H N I Q U E S 113

Talent, you may purchase it for a cost of 1 RP times In Intermediate Tier, they can acquire two more
the number of icons listed in the prerequisite. You Techniques to add to their hand, raising their
may not purchase any Talents that a Blackbird lacks maximum to five. At Advanced Tier, a Blackbird
the prerequisites for, at any cost. may purchase their final, sixth Technique. Outsider
and Story Techniques do not count against this
# A Talent with a prerequisite of would maximum. Weapon Techniques have their own
cost 1 RP. maximum, based on the number of Ranks the
# A Talent with a prerequisite of Blackbird has in the Skill to which the Technique is
would cost 2 RP. tied, either Melee or Ranged.
# A Talent with a prerequisite of Outsider Techniques, Story Techniques, and
would cost 3 RP. Weapon Techniques have different costs and
requirements:
A Blackbird’s Talent hand in Basic Tier consists # Outsider Techniques are acquired automatically
of a maximum of up to three Talents. In once a theurge gains a particular agreement with a
Intermediate Tier, they can acquire two more specific Outsider. They are added to that Blackbird’s
Talents to add to their hand, raising their maximum Technique deck at no extra cost and can be slotted
to five. And at Advanced Tier, a Blackbird may as normal. Techniques for lesser agreements are
purchase their final, sixth Talent. In addition to also available, so if a theurge has access to the
these limits, a Blackbird may never have more than Technique for the pact agreement, the communion
three Basic-Tier Talents, two Intermediate-Tier and rapport Outsider Techniques are also
Talents, or one Advanced-Tier Talent from a available. If, at any time, a Blackbird loses contact
particular Path. with an Outsider or the relationship with an
Purchasing Techniques: Each Technique Outsider degrades, the corresponding Technique
purchased adds another option to your Blackbird’s or Techniques are removed from their deck
Technique deck, granting you access to more immediately, even if one is slotted.
possibilities and types of character builds when # Story Techniques work in much the same way as
slotting their Talents and Techniques each Outsider Techniques. They cost nothing and are
Weaving. If the Blackbird meets the prerequisites added to a Blackbird’s deck when certain narrative
listed on the Technique, you may purchase it for a events occur or when the Blackbird has access to
cost of 2 RP times the number of icons listed in certain items, locations, resources, or contacts.
the prerequisite. You may not purchase any An example of this would be gaining possession
Techniques that a Blackbird lacks the prerequisites of one of the Meeds of the Od that has a
for, at any cost. corresponding Technique, such as the sword
Necropolis or one of the numen lots.
# A Technique with a prerequisite of # Weapon Techniques represent specialized
would cost 2 RP. training with a weapon. Before a Weapon
# A Technique with a prerequisite of Technique may be purchased, the Blackbird must
would cost 4 RP. first meet its prerequisite, a Skill Rank in either
# A Technique with a prerequisite of Melee or Ranged. All Weapon Techniques cost 1
would cost 6 RP. RP, and if one is bought during character
creation, the Blackbird immediately gains the
A Blackbird’s Technique hand in Basic Tier most basic version of the weapon itself at no
consists of a maximum of up to three Techniques. additional cost.
114 BLACKBIRDS

Bow & Blade CO N D I T I O N E D K N U C K L E S


Talents PREREQUISITES:
EFFECT: Add Damage and the Punishing
DUEL Quality to any successful unarmed strike the
PREREQUISITES: Blackbird performs.
EFFECT: When the Blackbird is Engaged with only a
single enemy, gain +10 per to all Skill tests for GRIT
Combat Actions. PREREQUISITES:
EFFECT: The Blackbird automatically succeeds at
F O RT I T U D E their first Resolve test in any given encounter or
PREREQUISITES: Combat Scene.
EFFECT: The Blackbird ignores the Heavy Quality
on armor and the Slow Quality on weapons. (See M O RTA L P R E Y
Chapter 7: Trappings for more on Qualities.) PREREQUISITES:
EFFECT: The Blackbird specializes in striking down
T H E G R A C EF U L B L A D E humans and their kin. Add +10 per to Melee and
PREREQUISITES: Ranged Skill tests made for them to hit a Mortal target.
EFFECT: You can use the Blackbird’s [CB] or [AB]
when determining Damage for any weapon with T I G HTE N T H E ST R A P S
the Finesse Quality. PREREQUISITES:
EFFECT: The Blackbird knows their protective gear
A N I M P R E S S I V E P HYS I Q U E inside and out. They gain an additional +1 Damage
PREREQUISITES: Threshold Modifier from their armor.
EFFECT: You can use your Blackbird’s Toughness
in place of Intimidate or Charm for Skill tests. V E TE R A N O F A H U N D R E D W A R S
Any bonuses and penalties that would apply to PREREQUISITES:
Toughness would be applicable for this Skill test. EFFECT: The Blackbird’s seen enough combat that
nothing catches them off guard. They can never be
QUICKLOAD targeted by an enemy during a Surprise Round.
PREREQUISITES:
EFFECT: During combat, the AP cost to Load a E L D E N J U G G E R N A UT
Ranged weapon is reduced by 1, to a minimum of 1. PREREQUISITES:
EFFECT: The Blackbird has been hardened in the
S U RV I VO R fires of the battlefield, and it takes much more to
PREREQUISITES: actually harm them as a result. All Toughness tests
EFFECT: If this Blackbird is the target of a Surprise made for them are Flip to Succeed.
Round, they generate 3 AP that can be spent on
Dodge and Parry attempts. R E V E R B E R AT I N G D EF L E C T I O N
PREREQUISITES:
SW I F T D I S E N G A G E EFFECT: When the Blackbird shrugs off a blow,
PREREQUISITES: their opponents shake with fear. Any time they
EFFECT: Add strides to the Blackbird’s Movement successfully Parry or Dodge an enemy’s attack, that
when using the Maneuver Movement Action. enemy loses 1 AP.
TA L E NT S & TE C H N I Q U E S 115

TOW E R O F W I LL # Rending Blow (Passive Bonus)


PREREQUISITES: EFFECT: After the Blackbird lands a successful Melee
EFFECT: The Blackbird’s mind is as well conditioned or Ranged Attack, make a Warfare Skill test. If it
as their body. All Resolve tests made for them are succeeds, you may choose to forego Damage for
Flip to Succeed. them to inflict a Moderate Injury on their target.
# Uncanny Lure (1 AP, Extinguish Reaction)
EFFECT: After a successful attack is made against
Bow & Blade the Blackbird, apply the Damage and effects from
Techniques that attack to another enemy who is adjacent to the
Blackbird.
A G I T T I TE SW O R D M A STE R
Before the wars, a lucky few would be selected CRACKING OF KNUCKLES
to train with the Agittite swordmasters, secretive The only weapon the Blackbird needs is their
scholars of steel, whose esoteric techniques are own hands. When fighting unarmed, they reap the
renowned and revered. benefits of control, discipline, and mobility.
PREREQUISITES: PREREQUISITES:
# Borivoi’s Guard (1 AP, Combat Action) # Back Alley Brawler (Passive Bonus)
EFFECT: Spend 1 AP during the Blackbird’s Turn, EFFECT: The Blackbird’s unarmed attack loses the
and until their next Turn, Parry and Dodge Actions Slow Quality, and Targeted Attacks are made at a
with a sword cost 0 AP. +10 per . While unarmed, using the Maneuver
# Mstislav’s Open (0 AP, Combat Action) Action costs only 1 AP.
EFFECT: The Blackbird springs into action, launching # Again! (Passive Bonus)
an all-out offense. They cannot use Reactions until EFFECT: The Blackbird may make multiple unarmed
their next Turn, but they lose any penalties for making Melee Attacks without the usual penalty.
attacks beyond the first when wielding a sword. # Pugilistic Whirlwind (3 AP, Extinguish Special
# Alianor’s Spite (3 AP, Extinguish Combat Action) Action)
EFFECT: The Blackbird circles their enemies in a slow EFFECT: While unarmed, all foes the Blackbird is
and threatening posture with sword in hand. Until currently Engaged with are immediately Knocked
the end of this Combat Scene, any enemy entering Out or Slain!, your choice.
or crossing within strides of the Blackbird’s
position is struck down in a flash and instantly H A U NTE D V I S A G E
Slain!. If the Blackbird takes any Actions other than The Blackbird’s seen too much and cares too little.
Maneuver, it will end this effect. PREREQUISITES:
# Unimpressed (Passive Bonus)
B LU R R I N G A CC U R A C Y EFFECT: If no Parry or Dodge rolls have been made
The Blackbird strikes and moves with for the Blackbird since their last Turn, add an extra
disturbing martial acumen. Damage die to their attacks for this Turn.
PREREQUISITES: # More to Kill (Passive Bonus)
# I’m Better Than This (Passive Bonus) EFFECT: When there are more enemies in a Combat
EFFECT: After the Blackbird makes a successful Scene than there are allies, the Blackbird gains +1
attack with a Melee or Ranged weapon, you may AP at the start of their Turn.
roll again. If the second roll is a Critical Success, # Too Miserable to Die (0 AP, Extinguish
you may replace the first roll with the second. Reaction)
116 BLACKBIRDS

EFFECT: Some people are just too stubborn to die. EFFECT: The Blackbird chooses a weapon and makes
When the Blackbird would normally be Slain!, some temporary adjustments to it; it does an extra
they are instead moved to Level 4 on the Damage Damage die during the next Combat Scene.
Condition Track, and they add +1 to their Damage
Threshold for the remainder of this Combat Scene. T H E O L D W AYS
This Blackbird employs odd bits of hedge
MY R EF L E C T I O N I N I RO N magic to help even the battlefield.
This Blackbird knows that a sword’s chipped edge PREREQUISITES:
or a poorly fletched arrow could lead to a sudden # Bag of Teeth (Passive Bonus)
downfall. EFFECT: When they’re being specifically targeted
PREREQUISITES: by an Outsider Technique, a Vitiation, or a
# Linseed & Whetstone (Passive Bonus) Wortcunning Spell, make a Toughness test for the
EFFECT: Weapons in this Blackbird’s possession are Blackbird. If it succeeds, they are unaffected.
always considered to be well maintained and do an # Addle the Mind (2 AP, Combat Action)
extra +1 damage. EFFECT: The Blackbird strikes at an enemy. If they
# Ritual of Care (Rekindling Action) succeed, make a Warfare test. If that succeeds, their
EFFECT: During a Rekindling Scene, this Blackbird enemy cannot use Outsider Techniques, Vitiations,
may fully repair one piece of their equipment. or Wortcunning Spells for the next Rounds.
# Calm Before the Storm (Extinguish Non-Combat # Seal of Power (1 AP, Extinguish Reaction)
Action) EFFECT: When a foe uses a Misfortune Trait against
this Blackbird, their Fate-touched nature deflects
the Misfortune back unto their opponent, rendering
them Defenseless until the start of their next Turn.

T H E TA UT ST R I N G
The Blackbird wields Ranged weapons with
precision, grace, and uncommon accuracy.
PREREQUISITES:
# Needle Threader (Passive Bonus)
EFFECT: Gain +10 per to all Ranged Attacks.
Additionally, there is no penalty for making a
second Ranged Attack on the same Turn.
# Always at Hand (Passive Bonus)
EFFECT: If at the beginning of their Turn, the
Blackbird has a Ranged weapon in their hands that
is not loaded, it is automatically loaded without
spending any AP.
# Feathers of the Erl-King (3 AP, Extinguish
Special Action)
EFFECT: Choose targets within range of the
Blackbird’s Ranged weapon. They are instantly
Slain!; the Blackbird’s missiles do their bloody work
as if guided by some unseen force.
TA L E NT S & TE C H N I Q U E S 117

THE GUARDIAN S H O U L D E R TO S H O U L D E R
They’ll have to go through you first. After the charge comes the press and hungering
PREREQUISITES: blades darting in from all directions. Be ready.
# Not Today (1 AP, Reaction) PREREQUISITES:
EFFECT: Whenever an ally who is adjacent to the # Palette of Blood (Passive Bonus)
Blackbird is targeted by an attack, they may Parry or EFFECT: When the Blackbird wields a shield, gain
Dodge the attack on the ally’s behalf. If the Parry or +10 per to Skill tests made to Parry. Additionally,
Dodge fails, the Blackbird suffers the consequences treat the shield as if it has the Off-Hand Quality. If
as if they had been the original target. it already does, gain an additional + to Damage.
# Defensive Form (Passive Bonus) # Staggering Thrust (1 AP, Reaction)
EFFECT: Gain +10 per to all Skill tests made for EFFECT: After successfully parrying an attacker, the
the Blackbird to Parry, Dodge, or otherwise resist Blackbird may make an immediate attack as a Reaction
Damage. against that enemy. If successful, the foe is pushed out
# Behind Me! (3 AP, Extinguish Combat Action) of Engagement range in a direction of your choosing.
EFFECT: Until the beginning of their next Turn, # Veteran’s Defense (3 AP, Extinguish Combat
the Blackbird does not suffer Conditional Effects, Action)
and their Damage Threshold gains a bonus of +3. EFFECT: Until the end of this Combat Scene,
Additionally, their allies can choose to Take Cover any enemy attacking within strides of the
behind the Blackbird as low cover. Blackbird’s position has their attack parried. If the
Blackbird takes any Actions other than Maneuver,
M A N H U NTE R it will end this effect.
Whether a mercenary or a murderer, the
Blackbird is adept at hunting people. T RO P H I E S O F T H E H U NT
PREREQUISITES: It takes more than sharp steel and bravery to
# A Name on My List (Passive Bonus) stalk the horrors that prey upon the weak.
EFFECT: When making any Skill tests to track or PREREQUISITES:
locate a target you believe to be Mortal, inform # Hunter’s Patience (Passive Bonus)
your Fateweaver and have them roll for you EFFECT: When striking an enemy that is not Mortal,
secretly. If the Blackbird’s target is indeed Mortal, the Blackbird gains +10 per to their chance to hit.
the roll is Flip to Succeed; otherwise, it’s a normal # Assail the Beast (1 AP, Combat Action)
roll. They will tell you only whether it succeeded EFFECT: Choose a non-Mortal foe and make a
or failed. Warfare test. If it succeeds, the Blackbird’s next
# Bane of Flesh & Blood (1 AP, Combat Action) attack does an extra Damage die against that foe.
EFFECT: Make a Warfare test, and if it succeeds, the # I Know Your Tricks (0 AP, Extinguish Reaction)
Blackbird’s next attack against a Mortal target does EFFECT: By using their knowledge of hunting all
Bane Damage (a Ð10 that explodes on a ‘9’ or ‘10’). manner of aberrations, the Blackbird is able to
# Nothing Personal (3 AP, Extinguish Special completely evade the use of 1 Misfortune Power.
Action)
EFFECT: The Blackbird may target any Mortal enemy WALL OF MUSCLE
in range of their weapon. Choose to either render The Blackbird’s excellent physical conditioning
that foe Helpless or Slain!. has put them above and beyond other fighters.
PREREQUISITES:
# Pulsing Sinew (Passive Bonus)
118 BLACKBIRDS

EFFECT: Gain a +10 per to Toughness and # We Hold the Line (2 AP, Combat Action)
Athletics tests and a +1 bonus to Damage when EFFECT: Until the start of their next Turn, the
using Melee weapons. Blackbird’s Fatebound companions gain a +30 on
# Hastened Recovery (Rekindling Action) all Parry and Dodge tests made for them.
EFFECT: Once during each Rekindling, they can # No Fear, No Quarter! (3 AP, Extinguish Combat
draw upon their natural vitality to move 1 level up Action)
the Damage Condition Track or recover from one EFFECT: For the remainder of this Combat Scene, the
ongoing toxin effect. Blackbird and their Fatebound companions gain +3
# My Body, My Temple (0 AP, Extinguish Reaction) to their [CB] and an additional 1 AP each Turn.
EFFECT: The Blackbird is so in tune with their body,
they can make the micro adjustments that mean T I TA N O F T H E B AT T L EF I E L D
the difference between a bruise and a break. When The Blackbird fights with delight, abandon,
they receive an Injury, you may use this Extinguish fury, and a complete disregard for their safety.
Reaction to prevent not only the Injury, but any PREREQUISITES:
accompanying Damage. # Blood in Your Teeth (Passive Bonus)
EFFECT: Every time the Blackbird drops a level on
H U NTE R O F T H E A CC U R S E D the Damage Condition Track, they temporarily
Hunting down afflicted souls is nearly a gain +1 [CB] for the remainder of that Combat
kindness. Scene.
PREREQUISITES: # Challenging Howl (1 AP, Combat Action)
# Some Call It Mercy (Passive Bonus) EFFECT: Until the start of the Blackbird’s next Turn,
EFFECT: Gain +30 to all Skill tests employed to hunt any enemies attempting to target one of their allies
down or fight Accursed enemies. must pass a Resolve test at –30, or they are forced
# Delay Curse (1 AP, Combat Action) to attack the Blackbird, if possible.
EFFECT: After the Blackbird’s done Damage to an # Onslaught (3 AP, Extinguish Special Action)
Accursed enemy on their Turn, use this ability EFFECT: All enemies in a radius of 3 strides are
immediately following the Blackbird’s attack to immediately Slain!.
prevent their enemy from using any Misfortune
Traits on their next Turn.
# Take You with Me (3 AP, Extinguish Combat Charm & Manipulation
Action) Talents
EFFECT: An Accursed foe that the Blackbird is
Engaged with that has No Mortal Skill becomes AV E N G E M E
Defenseless until its next Turn. The Blackbird also PREREQUISITES:
starts their next Turn with 0 AP. EFFECT: Whenever you spend the Blackbird’s Fate
amulet for them to avoid being Slain!, any Skill tests
PA R A G O N O F CO M M A N D made by their flock against the source of their near-
The weight of leadership rests heavily on this demise gain +10 for the remainder of the Scene.
Blackbird’s shoulders.
PREREQUISITES: D E V I L I S H A DV O CATE
# Unwavering Resolve (Passive Bonus) PREREQUISITES:
EFFECT: Resolve tests are Flip to Succeed for this EFFECT: Gain +10 per to all Bargain rolls made
Blackbird and their flock during Combat Scenes. for the Blackbird. Add an additional +10 when
TA L E NT S & TE C H N I Q U E S 119

the Blackbird acts as an advocate bargaining with Blackbird mentions one of their patrons, add the
Outsiders for a theurge. corresponding Patronage score to the Skill test.

F O RT U N E’ S D A R LI N G R I G HT O F I NT RO D U C T I O N
PREREQUISITES: PREREQUISITES:
EFFECT: Add an extra Fortune coin into the pool EFFECT: Whenever interacting with a new faction,
at the start of the Weaving that only the Blackbird family, or government, the Blackbird always has a
with this Talent slotted can spend. contact who is willing to make an introduction.

H O N E YE D W O R D S TE N D E R O F T H E G R A P E V I N E
PREREQUISITES: PREREQUISITES:
EFFECT: The Blackbird knows exactly what people EFFECT: Any failed Rumor test may be rerolled in an
want to hear. While this Talent is slotted, gain +10 attempt to generate better results.
per to Charm tests made in attempts to make
hostile characters like or trust the Blackbird. THEY’RE WITH ME
PREREQUISITES:
L O ST I N YO U R E YE S EFFECT: All Fatebound companions in the
PREREQUISITES: Blackbird’s presence gain +10 to Charm tests made
EFFECT: Gain +10 per while making Skill tests for them to make a positive impression.
for the Blackbird to hold someone’s attention or to
distract them. W E A L L W A NT W H AT ’ S B E ST
PREREQUISITES:
A M O ST W E L CO M E R EF L E C T I O N EFFECT: The Blackbird can read people well enough
PREREQUISITES: to sense exactly what they’re afraid of. While this
EFFECT: No matter what the Blackbird is wearing Talent is slotted, gain +10 per to Scrutinize
or what Trappings they have on their person, tests made for the Blackbird, and that Skill may be
when entering any social situation or milieu, this used in place of Intimidate.
Blackbird may make a (Standard +/–0%) Guile
test with an additional +10 per . If successful, FECKLESS RUSE
those present will assume the Blackbird is the same PREREQUISITES:
status they are, based solely on their speech and EFFECT: The Blackbird manipulates foes into
demeanor. underestimating them, keeping them from being
a priority target. If a foe is Engaged with this
YO U R R E P UTAT I O N P R E C E D E S YO U Blackbird and at least one other potential target,
PREREQUISITES: they will always prioritize a target other than the
EFFECT: When the Blackbird gains a new patron, Blackbird unless they have a reason not to.
their Patronage level begins at +1 per [1 C&M]
with that individual. P L AY I N G T H E F O O L
PREREQUISITES:
FRIENDS IN HIGH PLACES EFFECT: The Blackbird’s charisma allows them to
PREREQUISITES: shrug off suspicion, even when they’ve botched an
EFFECT: The Blackbird may use Charm or Guile in attempt at manipulation. The first time in a Scene
place of Intimidate for appropriate Skill tests. If the that a Skill test to manipulate another character
120 BLACKBIRDS

fails, that character doesn’t notice the attempt was PREREQUISITES:


made, even if it’s a Critical Failure. # Look into My Eyes (Non-Combat Action)
EFFECT: Any Skulduggery or Stealth tests made for
SY M PAT H E T I C V I G O R this Blackbird’s flock against a target the Blackbird
PREREQUISITES: flirts with are Flip to Succeed. The Blackbird must
EFFECT: Whenever a Fatebound companion slays a be close enough to the target to talk to them, and
foe in combat, the Blackbird gains +1 AP until the a successful Charm test is required. This effect lasts
start of their next Turn. so long as the Blackbird is willing to talk to them.
# Post-Coitus (Non-Combat Action)
EFFECT: After the Blackbird spends an evening
Charm & Manipulation entertaining a paramour, said paramour tends to
Techniques spill their secrets. The Blackbird learns secrets
their lover shouldn’t be telling anyone.
B E N EF A C T I O N # Want Me (3 AP, Extinguish Non-Combat
The Blackbird has earned the distinction of Action)
being a favored asset of their patrons. EFFECT: Choose someone the Blackbird has used
PREREQUISITES: either of the above abilities on. They fall madly in
# Golden Child (Passive Bonus) love with the Blackbird and will do anything to be
EFFECT: When the Blackbird completes any with them. The lovestruck person will bend the law
Undertaking that was not tasked for the purpose to the full extent they are able. The Blackbird may
of increasing Patronage, make a Charm test. If have only one person bewitched in this way at one
successful, increase the Blackbird’s Patronage with time, and former targets of this ability cannot be
that patron by 1. This can’t be used to obtain a affected again.
Patronage higher than 5 or to gain Stewardship.
# Within Their Domain (Non-Combat Action) CO N ST R U C T O F MY I M A G I N AT I O N
EFFECT: For all Fellowship tests made in areas where The Blackbird is adept at fabricating a persona
the Blackbird’s patron has influence, add +10 per made from notions, wit, and artistry.
if they mention that patron’s name. PREREQUISITES:
# Family Heirloom (Extinguish Non-Combat # The Alchemy of Being (Rekindling Action)
Action) EFFECT: During a Rekindling, the Blackbird creates
EFFECT: When tasked with an Undertaking, the a plausible identity that is nearly foolproof. Make a
Blackbird may request something to aid in that Guile test and record the result. This roll is opposed
Undertaking that is 5 Patronage levels higher by rolls made for anyone who might discover or
than what they would normally be allowed, and it challenge the Blackbird’s ruse.
will be granted to them until the Undertaking is # A Mask of Lies (Passive Bonus)
completed. The Blackbird may not use this ability EFFECT: Bargain, Charm, Guile, Intimidate, or
again until that Undertaking is completed. Leadership tests made for the identity the Blackbird
has created gain +10 per .
T H E C O I L E D A S P, S E D U C T I O N # You’ve Been Made (3 AP, Extinguish
Desire is the key to the heart, and the heart can Non-Combat Action)
fog the mind. This Blackbird is exceptional at EFFECT: If it becomes clear to the Blackbird that
becoming what others want in order to achieve they are about to be discovered, they may give
their ends. themself one final opportunity to play their hand
TA L E NT S & TE C H N I Q U E S 121

perfectly, defusing the situation, avoiding combat,


and creating the opportunity to leave the area. After
this Technique has been used on someone, it may
not be used on them again.

S I LV E R-TO N G U E D D E V I L
There’s a curiously familiar cypher to the
language of Odic contracts and the shrewd wording
of legal agreements.
PREREQUISITES:
# You Missed a Spot (Passive Bonus)
EFFECT: Add +10 per to the Odweft roll made
during a Pythonic Liturgy for a theurge for whom
the Blackbird is advocating, and if contacting an
Outsider for the first time, the Fateweaver will
subtract another –1 from the initial Spite score.
# Whom Do I Have the Pleasure of Addressing?
(Passive Bonus)
EFFECT: Add +10 per to Bargain, Charm,
or Guile tests made when directly acting as an
advocate, and if any advocacy test fails, the result
may be rerolled. The new roll must be taken.
# We Have a Deal (Extinguish Non-Combat Action)
EFFECT: The Blackbird is able to make a temporary
deal for a Vitiation offered by an Outsider they
have met using advocacy without performing a
reckoning. They may do this only once for any EFFECT: When the Blackbird initiates a Revelry, all
particular Outsider. those who participate rise an extra level on the Peril
Condition Track, even if the Charm test is failed. In
TO S S A CO I N addition, 1 point of Misfortune may be transferred
Whether this Blackbird chooses to perform the back into Fortune.
rolling melody of a tavern song or to recite a stanza # Bewitching Minstrel (Extinguish Non-Combat
of Ulaboan poetry, the results are the same—slack- Action)
jawed wonder. EFFECT: The Blackbird performs in a public place and
PREREQUISITES: learns all the rumors about their current location
# Gather Round (Non-Combat Action) that are available. They also gain one Spoils. The
EFFECT: The Blackbird begins a performance in Blackbird may use this ability only once per week
a public place, and all who are present are so in any particular village, town, or city.
enchanted by the beguiling display that they notice
little else. Stealth and Skulduggery tests made for V E N O M- CO ATE D P L E A S A NT R I E S
the Blackbird’s flock gain +10 per against the You could insult a princeling to their face while
performance’s audience. surrounded by their dainty retinue without
# Interlude of Verse (Non-Combat Action) incurring repercussions.
122 BLACKBIRDS

PREREQUISITES: EFFECT: The Blackbird accumulates Spoils worth 3+


# Doublespeak (Special Action) . They may use this ability only once per month,
EFFECT: The Blackbird may hide secret meanings and they must be in a city to do so.
in their words that only their flock understands.
The coded message may be delivered within a brief I NT R I G U E S O F T H E CO U RT
sentence only. How this Blackbird has survived so long among
# Cloak of Threats (Non-Combat Action) the plots of the high court is perhaps even a mystery
EFFECT: The Blackbird speaks a few short sentences to themself.
of clever metaphor that only their intended target PREREQUISITES:
will understand as a threat against them. Make a # Retired Food Taster (Passive Bonus)
Charm test, adding +10 per . If successful, treat EFFECT: The Blackbird is immune to all poisons,
this effect as an Intimidation test on the target. and if they ingest a poison, the Fateweaver will tell
# A Black Promise (Extinguish Special Action) you. Make a successful Awareness test for them to
EFFECT: All enemies who can hear the Blackbird are discover exactly what kind of toxin or venom it
at –10 per to Skill tests made for them until is and, possibly, how it ended up in their food or
the end of their next Turn if in a Combat Scene. drink.
Outside of combat, this affects only their next roll. # A Maze of Twisty Passages (Non-Combat Action)
EFFECT: When navigating or traveling through
YE O M A N O F M E A N S capital cities and castles, Rumor may be substituted
This Blackbird has their own resources to draw for Navigation and Awareness for the Blackbird
upon and perhaps has even invested in a charming to find their way or to discover secret passages and
title for themself. hidden secrets, respectively.
PREREQUISITES: # Triplecross (0 AP, Extinguish Combat Action)
# Be My Guest (Passive Bonus) EFFECT: The Blackbird may prevent a Surprise
EFFECT: The Blackbird has access to all of the benefits Round from happening and move combat forward
that would be accrued by having a Patronage score of to an Opening Round. They and Fatebound
2+ without needing to perform any Undertakings companions may choose their position on the
and does not affect Obligation. They may use this Initiative Ladder for that Round.
to equip only themself and their flock. This special
level of Patronage is not increased by any Talents, MENAGERIE OF ADEPTS
Techniques, or Boons that increase Patronage. The Blackbird always has a connection to
# The Privileges of Coin (Non-Combat Action) someone who can get things done.
EFFECT: Once between Rekindlings, the Blackbird PREREQUISITES:
can send a lackey, footman, or other menial to # Particular Set of Skills (Non-Combat Action)
perform a small task that can be completed in 1 EFFECT: Once between Rekindlings, the Blackbird
day. Examples: Deliver a message up to 1 day’s ride may gain the assistance of someone from the Support
away, keep watch on a person or location for the or Assistance section in Chapter 7: Trappings
next day and report back, perform a tedious and based on a Patronage level of 3+ . This person
repetitive task, etc. is willingly helping to fulfill a favor and will not
# A Heavy Purse (3 AP, Extinguish Non-Combat render unreasonable assistance.
Action) # A Job in Every Port (Non-Combat Action)
EFFECT: When the Blackbird shows up in a location
where they do not have a patron, they are able to
TA L E NT S & TE C H N I Q U E S 123

immediately find one looking for someone to fulfill # With Me! (3 AP, Extinguish Combat Action)
an Undertaking. EFFECT: Restore AP to all Fatebound companions
# No One Said YOU Have to Die (3 AP, Extinguish in this Scene.
Combat Action)
EFFECT: Why defeat one’s enemies when one can W ATC H F U L E YE S O F T H E G U I L D
employ them? The Blackbird convinces up to This Blackbird has caught the attention of a
Mortal foes to defect to their side for the remainder powerful and secretive organization.
of this combat. PREREQUISITES:
# Red Messengers (2 AP, Special Action)
O F D I P L O M A C Y & T R E A C H E RY EFFECT: Once between Rekindlings, choose a target
The meandering path of diplomatic relations in sight. They are hit with arbalest crossbow
ends in one of two places. bolts. Resolve Damage using the Blackbird’s [FB]
PREREQUISITES: as the Bonus and with the Fast, Piercing (3), and
# An Ounce of Prevention (Passive Bonus) Punishing Qualities applied.
EFFECT: All Skill tests made for the Blackbird # Velvet Bag (Non-Combat Action)
using the Bargain, Charm, Guile, or Intimidate EFFECT: Once between Rekindlings, a chosen
Skills for the purposes of forestalling an imminent Mortal target is abducted and taken to a nearby
violent conflict are given a +10 per bonus to secure location where they are bound hand and
succeed. foot with a bag over their head. The Blackbird
# Parlay (Non-Combat Action) knows the location.
EFFECT: Make a Charm test just before a Combat # Courier Service (Extinguish Non-Combat
Scene is about to begin. If successful, intelligent Action)
foes will always be willing to have at least a brief EFFECT: Once per month, the Blackbird can have
discussion first. themself and their flock secretly transported to or
# The End of Colloquy (Extinguish Non-Combat from any city with no one noticing their arrival or
Action) departure. Whether or not the guild has the resources
EFFECT: The Blackbird begins a Combat Scene and to do this, and the parameters of the journey, are up
triggers a Surprise Round. All of their allies are to the Fateweaver.
activated, and their foes are Surprised. This ability
may not be used if anyone present has been a target AURA OF GRANDEUR
of it before. The Blackbird’s very presence is formidable
enough that their allies draw strength from it.
O T H E RW O R L D LY CO NV I C T I O N PREREQUISITES:
The Blackbird’s uncanny ability to lead those # Inspiring Presence (Passive Bonus)
around them borders on the supernatural. EFFECT: Once between Rekindlings, a free reroll
PREREQUISITES: may be made for each member of the Blackbird’s
# Muster (2 AP, Combat Action) flock.
EFFECT: Make a Leadership test. If it succeeds, # Magnificence (2 AP, Combat Action)
restore AP to an ally. EFFECT: The Blackbird’s enthusiasm bolsters
# The Best-Laid Plans (2 AP, Special Action) their allies’ spirits. Once per Combat Scene, all
EFFECT: Make a Leadership test. If it succeeds, up to Fatebound companions present gain an additional
Fatebound companions may swap out any one AP on the start of their next Turn.
Talent or Technique for another one they possess.
124 BLACKBIRDS

# Words of Rekindling (3 AP, Extinguish Special ability are: have themself and their flock released
Action) from prison, create a stay of execution for someone,
EFFECT: All Fatebound companions may instantly demand an audience with any noble or person of
Rekindle one Technique of their choice. importance, gain a letter of passage to or through a
forbidden area or country, etc.
B A LM O F W O R D S
A voice so powerful it can call back Fatebound
companions from the brink of annihilation. Craft & Expertise
PREREQUISITES: Talents
# Through the Din (Passive Bonus)
EFFECT: Gain a +10 per to Resolve tests made CA RTO G R A P H E R
for the Blackbird’s flock to Resist the effects of PREREQUISITES:
Traits used against them. EFFECT: The Blackbird has an excellent sense
# Snap Out of It! (2 AP, Combat Action) of direction and can navigate through any
EFFECT: Cure an ally within earshot of the Defenseless, environment and under any circumstances. As a
Helpless, Knocked Out, or Stunned Conditional result, Navigation tests are Flip to Succeed.
Effects. If the target is under supernatural control,
a Resolve test may be made for them to shake free. E YE S O F T H E M A K E R
The Blackbird may use this ability on any target only PREREQUISITES:
once per Combat Scene. EFFECT: The first few items the Blackbird repairs
# A Light in the Dark (Extinguish Rekindling Action) during a Rekindling, equal to their , are
EFFECT: Everyone taking part in a Rekindling where automatically repaired by 1 level. Tradecraft may
this action is used gains a +30 to any rolls made still be rolled to see if they get a Critical or Sublime
during that Rekindling. This ability may be used Success. Ignore all other outcomes.
only once per week.
F L E TC H E R
A H U M B L E R E Q U E ST PREREQUISITES:
This Blackbird’s skills of negotiation are second EFFECT: So long as there’s flint, tree branches,
to none. moistened twine, and a bird’s nest nearby, the
PREREQUISITES: Blackbird can craft missiles. Each Rekindling, they
# Spoiled for Choice (Passive Bonus) can make 5× arrows, bolts, or other Ranged
EFFECT: Once between Rekindlings, the Blackbird ammo, even with limited resources.
can find a unique patron of any specific type, if one
exists in their location. T H E H A M M E R’ S S O N G
# Defining Our Terms (Non-Combat Action) PREREQUISITES:
EFFECT: Make a Bargain test when acquiring EFFECT: The Blackbird drifts into a dreamlike
something from a patron to add to the state, drummed into meditative emptiness with
Blackbird’s Patronage level for that transaction. each hammer strike, quenching their mind’s fire.
# Carte Blanche (Extinguish Non-Combat Action) During each Rekindling, each time the Blackbird
EFFECT: The Blackbird is able to act with almost successfully creates or repairs a Trapping, they rise 1
complete legal power and will be backed by level on the Peril Condition Track.
authorities who respect one of their patrons.
Examples of things the Blackbird could do with this
TA L E NT S & TE C H N I Q U E S 125

I N K- STA I N E D F I N G E R S require ‒ less Patronage. In addition, the Blackbird


PREREQUISITES: may fashion these items in the old way, with a cauldron
EFFECT: While this Talent is slotted, gain +10 per and an open flame instead of an alchemy lab.
to Skill tests using the Education or Folklore
Skills. Additionally, the Blackbird’s memory is P E R F E C T I S T H E E N E MY O F T H E G O O D
nearly eidetic, and they may learn twice as many PREREQUISITES:
languages. EFFECT: While this Talent is slotted, any results of
Tradecraft and Wortcunning tests made in order
M O R E I RO N S I N T H E F I R E to craft or repair something can be rerolled once.
PREREQUISITES: Additionally, those Skill tests are made at a +10 per
EFFECT: While this Talent is slotted, the Blackbird bonus.
may attempt an additional crafting endeavor per
during a single Rekindling. T H E U NTA R N I S H E D B L A D E
PREREQUISITES:
SEALEGS EFFECT: All of the Blackbird’s Trappings are immune
PREREQUISITES: to the effects of the Wheel’s Degradation.
EFFECT: The Blackbird has specialized knowledge
when it comes to all matters aquatic. Gain +10 per DO NO HARM
whenever making Skill tests that involve using PREREQUISITES:
Handle Vehicle to guide marine craft. Additionally, EFFECT: Healing Injuries has given the Blackbird
gain +10 per to Skill tests made during Combat an inverse knowledge of how to cause them. Their
Scenes on or in the water. Injury dice cause Injury on a roll of ‘4,’ ‘5,’ or ‘6.’

APPRAISER KISS OF THE MUSE


PREREQUISITES: PREREQUISITES:
EFFECT: The Blackbird knows the value of treasure EFFECT: Any weapons or armor the Blackbird repairs
and is able to get the maximum amount for it in during a Rekindling gain a +1 bonus to Damage
trade. All Spoils are treated as if they are levels or +1 to Damage Threshold Modifier, respectively.
higher. This lasts until the end of their next Combat Scene.

C U R I O U S H A B I TS M A STE R C H I R U R G E O N
PREREQUISITES: PREREQUISITES:
EFFECT: The Blackbird’s travels have exposed them EFFECT: Once per Rekindling, the Blackbird
to strange concepts such as hygiene and sanitation. may automatically succeed at binding wounds or
They are immune to diseases. Add +10 per to treating injuries.
Heal tests made for them to treat diseases.

H E R B A LI ST Craft & Expertise


PREREQUISITES: Techniques
EFFECT: The Blackbird is particularly talented when it
comes to sourcing rare and hard-to-find materials for A R R OW W I T H N O E Q U A L
wortcunnings and alchemical concoctions. All Skill Projectiles sing in the Blackbird’s talented
tests to obtain them are made at +10 per and hands.
126 BLACKBIRDS

PREREQUISITES: THE GRAND MASQUERADE


# Master Fletcher (Rekindling Action) Appearances may be deceiving and, in some
EFFECT: During each Rekindling, the Blackbird cases, deadly.
may create arrows or bolts that are +10 to attack PREREQUISITES:
and do + Damage. They lose this endowment # Fashion Souls (Rekindling Action)
once fired. EFFECT: Once during a Rekindling, the Blackbird may
# Bowman’s Teeth (Rekindling Action) either create clothing or modify armor for up to
EFFECT: During each Rekindling, the Blackbird people that will give a +10 per to all Fellowship
may create arrows or bolts that produce one tests for that person or those people within a certain
of the following effects: explode with a loud bang milieu, court, or social event. New outfits must be
creating a distraction, make a loud whistling sound created or modified for each new event.
as they fly to signal anyone nearby, deal Biting (2) # The Hidden Blade (Rekindling Action)
Damage, or deal Piercing (2) Damage. EFFECT: Once during a Rekindling, the Blackbird
# Gambler’s Arrow (Extinguish Non-Combat may modify up to one-handed weapons such
Action) that they can be secreted within someone’s clothing
EFFECT: Once each month when Gambler is full, without being discovered. Once a weapon is drawn,
the Blackbird produces a perfect arrow or bolt that the compartment or device must be reconstructed
is Flip to Succeed when fired, and can hit creatures during a new Rekindling.
with the No Mortal Blade Trait. The missile does # Cloak & Dagger (3 AP, Extinguish Special
Bane Damage. It loses these endowments once fired. Action)
EFFECT: By flourishing their cape, cloak, the hem of
B A L EF U L A L C H E MY their dress, skirt, kilt, or the fancy flowing sleeves
The Blackbird is no stranger to alchemical of their tunic, the Blackbird disarms all Engaged
wonders and the secrets hidden within folklore. foes, and one may be Slain!, if they so choose. The
PREREQUISITES: Blackbird’s hidden blade is thrust deep into their
# The Old Lore (Rekindling Action) foe’s flesh.
EFFECT: The Blackbird can temporarily modify all
of their flock’s weapons to have the Enchanted H A L L S O F R E CO L L E C T I O N
Quality, but only against a specific creature (i.e., a This Blackbird’s scholarly pursuits are broad
striga lord, a woe mantis, etc.). This effect lasts enough that they’ve forgotten how much they
Combat Scenes. know.
# Anoint (2 AP, Special Action) PREREQUISITES:
EFFECT: Once between Rekindlings, the Blackbird # Sagacity (Passive Bonus)
may prepare adjacent Fatebound companions’ EFFECT: After an Education test fails, the Blackbird
weapons with the Enchanted Quality. This effect can proceed as if that test was successful. This can
lasts until the end of the next Combat Scene or 1 be done a number of times between Rekindlings
hour, whichever comes sooner. equal to .
# Immortal Blade (3 AP, Extinguish Combat # Font of Wisdom (Passive Bonus)
Action) EFFECT: When assisting a Fatebound companion,
EFFECT: All of the Enchanted weapons of the add the Blackbird’s Skill Ranks in the Skill being
Blackbird and their flock do Bane Damage for the tested to their companion’s, in addition to giving an
next Turns to any creature with the No Mortal Assist die. The total Skill Ranks modifying the roll
Blade Trait. may not be more than 3.
TA L E NT S & TE C H N I Q U E S 127

# Forbidden Knowledge (Extinguish Action) EFFECT: Make a Heal test. If successful, remove the
EFFECT: When seeking information in a book, Bleeding condition from an adjacent ally.
library, or place of learning that would normally # Triage (Extinguish Non-Combat Action)
be hidden or extremely difficult to discover, the EFFECT: Once between Rekindlings, the Blackbird
Blackbird discovers it after only a day of research. can heal Damage levels and one Injury on one
This could be the True Name of an Outsider; adjacent ally. This takes 1 hour.
the lost location of an ancient tomb, temple, or
artifact; or anything else that the Fateweaver would T H A N ATO L O GY
normally require more than just a Skill test to learn. The Blackbird has studied the processes and
effects of death and decay on the human body.
T H E N O U R I S H I N G A RT PREREQUISITES:
Home is where the hearth is, and everything # Death in Many Shapes (Passive Bonus)
seems less daunting on a full stomach. EFFECT: By examining a dead body and the location
PREREQUISITES: where it was killed, the Blackbird can intuit and
# Comforting the Humors (Rekindling Action) recreate the details of the death in their mind—
EFFECT: The soothing fragrance of the Blackbird’s especially details that would not be obvious to most.
cooking fills the air. They must spend 1 hour of Additionally, Education tests used in the deduction
the Rekindling preparing food. Heal tests made by of crimes are at +10 per .
anyone during that Rekindling gain +10 per . # Anatomical Precision (2 AP, Combat Action)
# A Taste of Home (Non-Combat Action)
EFFECT: times between Rekindlings, the
Blackbird may give a prepared treat to a companion.
They rise levels on the Peril Condition Track.
# Ply Them with Delights (Extinguish
Non-Combat Action)
EFFECT: The Blackbird prepares a meal for up to
twenty people. During the feast, all Fellowship tests
made for their flock are at +10 per . By inviting
a patron, noble, or person of import to partake
in the meal, the Blackbird will be able to open a
dialogue or broach a subject that might otherwise
be impossible.

S AW B O N E S
Battlefield medicine is dirty and thankless, but
luckily, the Blackbird doesn’t mind.
PREREQUISITES:
# Catgut & Bone Needles (2 AP, Combat Action)
EFFECT: Make a Heal test. If successful, an adjacent
ally can ignore an Injury for the rest of the Combat
Scene.
# Stanch the Flow (2 AP, Special Action)
128 BLACKBIRDS

EFFECT: Make a Heal test at –20 for the Blackbird EFFECT: times between Rekindlings, choose an
to attack a Mortal. If it hits, it always causes a adjacent ally. By touching their Melee weapon or up
Moderate Injury. This will kill a Mortal with the to missiles if the weapon is Ranged, the Blackbird
Unfated Trait. may grant it or them the Immolate Quality.
# Bestiary (Extinguish Non-Combat Action) # Augmentation: Envenoming (1 AP, Special
EFFECT: By spending an hour vivisecting and Action)
examining the deceased body of a creature, the EFFECT: times between Rekindlings, choose an
Blackbird can discover one bane of that creature they adjacent ally. By touching their Melee weapon or up
didn’t know before and possibly other information, to missiles if the weapon is Ranged, the Blackbird
at the Fateweaver’s discretion. may grant it or them Envenomed (1Ð10) Damage.
# Gold to Lead (3 AP, Extinguish Special Action)
BLACKSMITH EFFECT: Choose an enemy up to [PB] strides away. Any
With callused hands and sweat-beaded brow, armor and weapons they’re wearing become Ruined.
the Blackbird cares for weapons and armor like a
parent would a beloved child. M I M I C RY
PREREQUISITES: The Blackbird has a sharp eye for detail.
# Hammer & Anvil (Rekindling Action) PREREQUISITES:
EFFECT: During each Rekindling, the Blackbird # Sharp Study (Special)
repairs 1 extra level of Degradation whenever the EFFECT: When this Technique is slotted, choose a
Tradecraft roll made for them to repair weapons or slotted Technique belonging to one allied Blackbird
armor succeeds. that is not higher than the Blackbird’s own Tier and
# Tapestry of Steel (Rekindling Action) is not an Outsider Technique, Affliction, or any
EFFECT: During each Rekindling, the Blackbird may other Special Technique. For the duration of this
add one of the Qualities listed here to weapons: Weaving, this Technique behaves as if it were a copy
Biting (at ), Piercing (at ), or Punishing. of the Technique chosen from the allied Blackbird,
The Quality lasts through the next Combat Scene. with all associated functions.
# Miniature Bomb (3 AP, Extinguish Special Action)
EFFECT: The Blackbird has a very limited supply of S A N C T I O N E D T R A N S M UTAT I O N S
the rare alchemical concoction black powder, and The Blackbird’s potables skirt the edge of
they have been experimenting with its uses. They heresy.
can produce, ignite, and throw a small bomb into PREREQUISITES:
any space within [PB] strides. Anyone in that space # Bonded Guild Member (Rekindling Action)
or adjacent to it takes 3Ð6+ Damage. This EFFECT: Tradecraft may be used instead of
ability can affect creatures with No Mortal Skill. Wortcunning when the Blackbird mixes alchemical
concoctions. Also add +10 per to such rolls.
T H E F O O L’ S STO N E # A Vial of Courage (1 AP, Special Action)
The Blackbird knows a wide variety of potions EFFECT: Once between Rekindlings, choose
and elixirs that can be applied to Melee and Ranged adjacent allies. They gain to their [CB] until
weapons, and has a small supply on hand most of the end of the Combat Scene.
the time. # In Short Supply (3 AP, Extinguish Special Action)
PREREQUISITES: EFFECT: The Blackbird produces one dose of an
# Augmentation: Immolation (1 AP, Special alchemical concoction from their gear. The concoction
Action) can’t be higher in Patronage level than 5+ .
TA L E NT S & TE C H N I Q U E S 129

T H E ST R ATA G E M O F T R E A C H E RY but it must be fired before the end of the Blackbird’s


Preparing for a battle is no small task, but it’s next Turn, or the effect is lost. If it hits, make a
one this Blackbird is adept at. successful Coordination test at –30 for the target,
PREREQUISITES: or they are set On Fire (see Set On Fire in Chapter
# Chessboard (Non-Combat Action) 6: Conflict & Rekindling for details).
EFFECT: If the Blackbird can spend at least 1 hour # Handgonne (3 AP, Extinguish Special Action)
examining a potential location where a battle may EFFECT: The Blackbird produces and fires a small
take place, or is already familiar with it, then they handheld cannon of their own design, with
may give themself and Fatebound companions a devastating effect. Choose up to three foes that are
bonus of +10 to all Combat Actions performed adjacent to one another. They are Slain!. And blown
there for one Combat Scene. to pieces. Alternately, the Blackbird can employ this
# Knight Takes Queen (2 AP, Combat Action) device to destroy a door, cart, or other up-to-horse-
EFFECT: By signaling up to Fatebound sized object made primarily of wood.
companions, the Blackbird can cause one of the
following effects to occur: all may move 1 stride G U I L D A RT I F I C E R
without triggering Opportunity Attacks, all The Blackbird remembers everyone they’ve ever
immediately reload the weapons they have in hand, stood with in combat, and their names grant a
or one of them is given a +20 to attack a foe if at measure of strength.
least one other Fatebound companion is Engaged PREREQUISITES:
with that same foe. # Make Ready (Rekindling Action)
# Checkmate (Extinguish Non-Combat Action) EFFECT: The Blackbird fully repairs all of the weapons
EFFECT: If the Blackbird has at least 1 hour to prepare and armor of all their Fatebound companions. This
for an enemy in a location before they arrive, they takes 1 hour for each companion. The Blackbird is
automatically gain a Surprise Round at the start of unable to rest during the repairs.
the Combat Scene, and allies are activated while all # The Coming Storm (Rekindling Action)
opponents are Surprised. EFFECT: Choose a Skill. For all the Blackbird’s flock,
that Skill is Flip to Succeed when attempting to
G I F TS O F T H E S A L A M A N D E R Resist a foe’s Trait used against them. The effect
The alchemical arts are advancing with lasts until the end of their next Combat Scene.
tremendous speed, and the Blackbird is on the # Epilogue (3 AP, Extinguish Special Action)
forefront of such discoveries. EFFECT: After the death of one of their Fatebound
PREREQUISITES: companions, the Blackbird captures a fleck of their
# Sulphurosus Powder (2 AP, Combat Action) soul in one of their weapons, performing a small
EFFECT: Once per Combat Scene, the Blackbird chant and giving the weapon a name. It gains the
may toss an incendiary device at a foe. The foe takes Enchanted Quality permanently.
3Ð6+3 Damage, and a successful Flip to Succeed
Coordination test must be made for them, or P HYS I C K E R I N A N I M AT U S
they’re set On Fire (see Set On Fire in Chapter 6: This Blackbird is capable of rendering a limb
Conflict & Rekindling for details). from metal, wood, and leather straps. Some move
# Corbellian Fire (1 AP, Combat Action) with eerie locomotion.
EFFECT: The Blackbird covers an arrow or bolt with PREREQUISITES:
a special substance that bursts into flame on contact # Tarnished Appendage (Non-Combat Action)
with the air. They may use it or hand it to an ally,
130 BLACKBIRDS

EFFECT: With access to a workshop, the Blackbird BENEDICTION OF SILENCE


can create a prosthetic limb for someone who PREREQUISITES:
has a need for one. Their knowledge of anatomy, EFFECT: While this Talent is slotted, add +10 per
kinesthetics, and crafting results in a limb that to Odweft rolls to use Vitiations given to the
is more functional than would be made by most Blackbird by Outsiders of the Court of Silence.
artisans.
# Pinions (Rekindling Action) BENEDICTION OF THE NAMELESS
EFFECT: During a Rekindling, the Blackbird can PREREQUISITES:
add a device or mechanism to a prosthetic limb that EFFECT: While this Talent is slotted, add +10 per
emulates two of the following things: a retractable to Odweft rolls to use Vitiations given to the
dagger, a garrote, a single-use light crossbow, an Blackbird by Outsiders of the Nameless Court.
alchemical light source that provides dim light for 3
hours, or a hidden compartment. B E N E D I C T I O N O F T R UT H
# Reanimus (0 AP, Extinguish Reaction) PREREQUISITES:
EFFECT: Once between Rekindlings, after a foe EFFECT: While this Talent is slotted, add +10 per
makes an attack and deals Damage, the Blackbird to Odweft rolls to use Vitiations given to the
may choose to ignore all Damage. However, doing Blackbird by Outsiders of the Court of Truth.
so reveals the extensive augmentations they’ve made
to themself. ODIC WARRIOR
PREREQUISITES:
EFFECT: You can use [WB] instead of [CB] when
Od & Ritual the Blackbird deals Damage with Melee or Ranged
Talents Attacks.

BENEDICTION OF IGNORANCE ARMOR OF THE OD


PREREQUISITES: PREREQUISITES:
EFFECT: While this Talent is slotted, add +10 per EFFECT: The Blackbird is able to shape the Od around
to Odweft rolls to use Vitiations given to the their body, granting them protection from physical
Blackbird by Outsiders of the Court of Ignorance. harm. While this Talent is slotted, they gain + to
their base Damage Threshold Modifier. This bonus
B E N E D I C T I O N O F JOY disappears in locations where the Od is weak.
PREREQUISITES:
EFFECT: While this Talent is slotted, add +10 per DOOR OF FLESH
to Odweft rolls to use Vitiations given to the PREREQUISITES:
Blackbird by Outsiders of the Court of Joy. EFFECT: The Blackbird knows how to manipulate
the flow of Od through their body. When this
BENEDICTION OF PEACE Talent is initially slotted, choose between [AB],
PREREQUISITES: [BB], or [CB]. While this Talent remains slotted,
EFFECT: While this Talent is slotted, add +10 per you may use the Blackbird’s [WB] in place of the
to Odweft rolls to use Vitiations given to the chosen Attribute Bonus.
Blackbird by Outsiders of the Court of Peace.
TA L E NT S & TE C H N I Q U E S 131

F AV O R O F T H E D E A D G O D S Od & Ritual
PREREQUISITES: Techniques
EFFECT: When casting a Wortcunning Spell, you
may increase the Base Chance of Success in exchange B A R R I STE R O F T H E O D
for disfavor from the Outsiders in the form of Tithe. The Blackbird is able to reduce the buildup of
For each the Blackbird has, you may add +10 to reality-warping forces, as well as point out
the Base Chance of Success of a Wortcunning test. metaphysical loopholes in the moment.
Gain 1 Tithe for each +10 bonus used. PREREQUISITES:
# Strangeness Mitigation (+1 Tithe, 1 AP, Special
N OT W I T H MY OW N TO O L S Action)
PREREQUISITES: EFFECT: Employ this ability right before a Vitiation
EFFECT: Their experiences with the supernatural have is used. No dice are added to the Odic dice pool,
weathered the Blackbird, allowing them natural and Odic Manifestations are not rolled for this
resistances to uninvited visitations. Any Skill tests made Vitiation.
to use Wortcunning Spells or Vitiations against the # Quid pro Quo (1 AP, Special Action)
Blackbird are made at –10 per . This penalty does EFFECT: Employ this ability right after the Blackbird
not apply if they want the ability to work on them. fails a Vitiation. The failed Vitiation does not incur
Tithe.
P R E C I O U S TO T H E M # Negotiated Resplendence (+3 Tithe, 3 AP,
PREREQUISITES: Extinguish Special Action)
EFFECT: Outsiders regard the Blackbird more EFFECT: For the next Vitiation the Blackbird
favorably than their usual Mortals. Gain +10 per empowers between Rekindlings, a Sublime Failure
to any Skill tests that involve an Outsider is treated as a Critical Failure, a Critical Failure is
when making temporary deals or negotiating for treated as a Failure, a Failure is treated as a Success,
special reckonings. This bonus also applies to the a Success is treated as a Critical Success, and a
Blackbird’s advocate. Critical Success is treated as a Sublime Success.

M O N OT H E I ST B R E A C H E S U P O N C R E AT I O N
PREREQUISITES: There is always a cost when reworking the warp
EFFECT: If the Blackbird has a relationship with only and weft of the Od.
one Outsider, gain +30 to any Skill tests made to use PREREQUISITES:
their Vitiations or Outsider Techniques, or made # Dark Gambler (+1 Tithe, 0 AP, Reaction)
while using their Vitiations or Outsider Techniques. EFFECT: You may reroll the result after rolling on
the Odic Manifestations table. You must accept the
R E T U R N E D W I T H I NTE R E ST results of this new roll.
PREREQUISITES: # Seal the Wound (+3 Tithe, 2 AP, Reaction)
EFFECT: When the Blackbird completes a reckoning, EFFECT: When an Odic Manifestation is about to
any remaining Tithe is reduced by 3. occur, the Blackbird may prevent it from manifesting.
# Damnation (3 AP, Extinguish Special Action)
TO L E R A N C E F O R T H E E L D R I TC H EFFECT: Remove all the Odic dice from the pool
PREREQUISITES: of Od and choose a target or targets. You may roll
EFFECT: All Resolve tests made for the Blackbird are these dice as if they were Damage dice against the
Flip to Succeed. Blackbird’s foes. You may not assign more than
132 BLACKBIRDS

three dice to a particular enemy. This ability can LINGERING PRESENCE


affect creatures with No Mortal Skill. Some theurges claim to feel more than just the
eyes of the Outsiders upon them. The shades of
K N OTS O F YG G D R A S I L their peers can offer insights into that realm and its
Oh, Great Ash of the Threshold, arbiter of time inhabitants.
and seasons, hear this prayer. PREREQUISITES:
PREREQUISITES: # The Gossip of Forked Tongues (Passive Bonus)
# Sap of Spring (+2 Tithe, 1 AP, Combat Action) EFFECT: The Blackbird knows how much Spite each
EFFECT: Choose up to allies who have not taken of their Outsiders has toward them.
a Turn yet this Round, and change their position # Others of My Kind (+1 Tithe, 2 AP, Special
on the Initiative Ladder. Action)
# Resin of Winter (+3 Tithe, 2 AP, Combat EFFECT: Make an Odweft test. If successful, the
Action) Blackbird learns if there are any other theurges or
EFFECT: Choose up to opponents who have not Odic creatures within 99 strides of their location
taken a Turn yet this Round, and decrease the amount and what specific Outsiders are operating in that
of AP they would generate on their Turn by one. same area.
# Roots of the Godtree (+3 Tithe, 3 AP, Extinguish # Cast a Net of Names (+3 Tithe, Extinguish
Special Action) Non-Combat Action)
EFFECT: Choose up to enemies in this Scene. EFFECT: The Blackbird learns the name and basic
They are rendered Helpless for the next Rounds. information about a particular Outsider, and
perhaps some details that may lead to where or how
their True Name can be discovered. The station of
the Outsider they can discover is based on their
Blackbird’s tier. Imp: , Villein: , Lord:
. Using this ability causes the Blackbird
to fall into a deep slumber for 1Ð6 days, during
which they cannot be roused.

M Y A RT I S A W E A P O N
The Blackbird calls upon theurgy in mercurial
ways perverting the flow of battle.
PREREQUISITES:
# You Have My Attention (0 AP, Reaction)
EFFECT: Once per Round, after a successful attack
is made against the Blackbird, use this ability as
a Reaction to force another attack roll, and the
opponent must take the worse result.
# Cosmic Authority (+1 Tithe, 1 AP, Reaction)
EFFECT: When someone empowered by one of the
Blackbird’s Vitiations makes an attack, you may
choose to make that attack Flip to Succeed before
the roll is made.
TA L E NT S & TE C H N I Q U E S 133

# Sacrifice (–1 Tithe, 3 AP, Extinguish Special begins for any of the connected individuals, they
Action) are dropped from the link.
EFFECT: One of the Blackbird’s Outsiders takes an # Dominate (+3 Tithe, 3 AP, Extinguish Special
opponent as a sacrifice, devouring them completely Action)
in the way that Outsider would prefer. That target EFFECT: The Blackbird can reach into the mind of a
is instantly Slain!. Mortal they can see and take control of them. The
Blackbird’s body is Helpless during this subjugation.
S H A D E S O F H E R E SY Once the effect ends, or when they choose to end it,
The Blackbird’s relationship to the Od has they are Knocked Out for [WB] minutes.
enveloped their personage in diabolical ways.
PREREQUISITES: B A N I S H M E NT
# Eyes of the Witch (Passive Bonus) The biggest threats to someone with the
EFFECT: The Blackbird is unaffected by the negative Blackbird’s mastery of the Od are their fellow
effects of a lack of illumination. practitioners.
# Shadow Twin (+2 Tithe, 2 AP, Special Action) PREREQUISITES:
EFFECT: The Blackbird separates their shadow from # Hush (Passive Bonus)
their body and sends it to scout ahead. The shadow EFFECT: Any time the Blackbird knowingly or
has no form, can climb walls, moves at the same unknowingly might come under the influence of a
speed the Blackbird does, and can be commanded magical effect of any kind, make an Odweft test. If
mentally, as the Blackbird can see and hear from the it succeeds, you may spend 1 point of Fortune to
shadow’s location. In anything less than daylight, cause the magic to fail to affect them.
rolls made to notice it are at –30. The shadow twin # Rival Savvy (1 AP, Special Action)
lasts for [WB] minutes. EFFECT: The Blackbird may scan someone with their
# Umbral Feast (+3 Tithe, 3 AP, Extinguish Special Odsight in an inconspicuous manner to see if they
Action) are a theurge, requiring only a glance. In addition,
EFFECT: Shadows emerge from the darkness and if the Blackbird encounters an Odic effect, you can
drag enemies away into the Od. Up to enemy make an Awareness test for them to determine who
combatants are taken into the dark forever. the originator is.
# Unfurl the Od (+3 Tithe, 3 AP, Extinguish
W E B O F T H O U G HT Action)
The Blackbird knows how to reach someone’s EFFECT: The Blackbird unleashes the endless storm
mind across the Od. of the Od around themself and up to [WB] allies.
PREREQUISITES: Any Wortcunning Spells, Outsider Techniques,
# Whispers (+1 Tithe, 1 AP, Special Action) Vitiations, or magical effects caused by Traits have
EFFECT: The Blackbird mentally sends a one- no effect on those within this maelstrom. The storm
sentence message to an ally. lasts for Rounds.
# Phrenic Gestalt (+2 Tithe, Non-Combat Action)
EFFECT: Make an Odweft test. If successful, the D E V I L’ S B A R G A I N
Blackbird may link up to [WB] willing individuals The Blackbird doesn’t mind owing a bit more
together, allowing them to choose to send messages to the Outsiders, so long as they can get a bit more
to one another just by thinking about them, and in return.
to experience the senses of the other linked people. PREREQUISITES:
This connection lasts for [WB] minutes. If combat # A Bit of Indemnity (+1 Tithe, 0 AP, Reaction)
134 BLACKBIRDS

EFFECT: When an Odweft test for anything other will keep them. The Blackbird may have up to
than the Pythonic Liturgy fails, the Blackbird may creatures trapped in this way. At any time, they can
accumulate 1 Tithe to turn it into a normal Success. choose to cause one of these captives to be Slain!
This can’t be used on a Critical or Sublime Failure. or choose to bring them back to this side of the
# What Is Fortune, if Not Tithe? (+2 Tithe, 0 AP, caul, dripping with cold slime. They will likely be
Reaction) experiencing a deep and debilitating trauma.
EFFECT: Once per Round, you may accrue 2 Tithe
to manifest one of the following effects: reduce the NUMINOUS MOLLUSK
level of Damage the Blackbird is about to take from The Blackbird’s body is coterminous with an
an incoming source by , reroll a Skill test you Odic parasite and shares some of its physical
just made (you must take the new roll), or make the qualities.
Fateweaver reroll a roll they just made (they must PREREQUISITES:
take the new roll). # Visceral Mobility (Passive Bonus)
# Burgeoning Arrears (3 AP, Extinguish Special EFFECT: The Blackbird’s flesh is somewhat
Action) amorphous, although it maintains its same basic
EFFECT: Choose a foe the Blackbird can see. For every shape. They can slide through any opening that
10 Tithe the Blackbird has accumulated, they do 1 is at least a thumb’s length in diameter, climb
Bane die of Damage to that foe. If the foe is Slain! sheer surfaces at a Movement speed of 3 while
after this assault, remove 1Ð10 Tithe from that total. leaving a slime trail behind them, turn their head
If the foe survives, gain 1 Tithe. This Damage can be completely around, or bend their limbs in any
applied to creatures with the No Mortal Blade Trait. direction.
# Thrusting Gastropod (2 AP, Combat Action)
FAUNA OF THE OD EFFECT: Choose a target within strides, and
Hidden from our sight by the gods, whose move them strides in any direction. If they are
influence grows ever weaker, only the mad would unwilling or resisting, a Coordination test may be
beckon them to serve. made for them to ignore this effect.
PREREQUISITES: # Desiccation (3 AP, Extinguish Special Action)
# They’re Everywhere (+1 Tithe, 2 AP, Combat EFFECT: The Blackbird envelopes adjacent
Action) targets and drains their vital moisture. They are
EFFECT: Choose a target within [WB] strides and make Slain!. For each Mortal target killed in this manner,
an Odweft roll. If successful, the target is held in place the Blackbird may heal 1 level of Damage.
by a manifestation of grinning Odic slugs and can’t
take any Movement Actions on their next Turn. PSALM OF CHANGE
# Scourge of Tiny Hands (2 AP, Combat Action) The Blackbird has become so practiced with
EFFECT: The Blackbird manifests hundreds of the Od that they can tap into it to alter small
disembodied hands from the Od. Make an Odweft elements of their reality.
roll as a Ranged Attack with a range of 2×[WB]. If PREREQUISITES:
successful, this deals Damage dice +[WB] of # Transmogrify (+1 Tithe, 1 AP, Special Action)
Damage to the target. EFFECT: The Blackbird can slightly change the shape
# What Is This Place? (+3 Tithe, 3 AP, Extinguish of an object no bigger than a house cat by touching
Special Action) it. This may include fusing the tumblers of a lock,
EFFECT: Entities from beyond pull a foe the reassembling a broken object, sharpening a blade,
Blackbird can see into the Od, where their pets
TA L E NT S & TE C H N I Q U E S 135

or repairing a hole in a piece of armor. The target # What Could Be (Rekindling Action)
may not be in a foe’s physical possession. EFFECT: Roll 1Ð100 and record the result. You may
# Metamorphosis (+2 Tithe, 2 AP, Special Action) substitute this number for any one Skill test roll
EFFECT: The Blackbird can increase one of a made for a creature in the Blackbird’s presence. This
few specific Attributes of an ally by touching Action may be used only once between Rekindlings.
them, adding +10 per to Agility, Brawn, or # Bifurcate Reality (1 AP, Special Action)
Fellowship. This will also increase its associated EFFECT: When you next make an Odweft test, you
Attribute Bonus. This effect lasts for Rounds. may roll twice and choose the result.
# Extinguish (+3 Tithe, 3 AP, Extinguish Special # Rewrite History (+2 Tithe, 0 AP, Extinguish
Action) Special Action)
EFFECT: The Blackbird may prevent the use of a Trait EFFECT: After taking an Action and experiencing the
by an enemy they can see that is not a Misfortune results, the Blackbird may shift back to a time just
Trait. The Trait is restored after Rounds. before they took that Action, as if the Action was
never taken at all. However, this Technique will still
F R A G M E NT O F T H E TA B L E TS O F T H E be Extinguished.
U N B E G OT TE N
The Blackbird has come to possess a legible OVER THE THRESHOLD
chapter of the Tablets of the Unbegotten. These The Blackbird is adept at magics that connect
mangled pages contain all there is to know of one disparate locations.
remnant of magic. PREREQUISITES:
PREREQUISITES: (When you buy this # Improvised Door (+1 Tithe, 1 AP, Special
Technique, choose a remnant of Vitiations.) Action)
# A Bit of Slack in the Chain (Passive Bonus) EFFECT: The Blackbird can conjure one small, stable
EFFECT: The Blackbird receives no negative effects portal at a time to traverse an obstacle no thicker
from having a Tithe score of 10 to 19. Once the score than 3 strides by touching it. The portal lasts until
reaches 20, Odweft and Wortcunning rolls are at they dismiss it. If there are creatures in the portal
–20 and you add two Odic dice to the pool, as usual. when they do so, these are shunted to a random side
# Imps! (+1 Tithe, 2 AP, Special Action) of the portal.
EFFECT: The Blackbird empowers any imp-level # The Empty Stride (+2 Tithe, 2 AP, Special Action)
Vitiation from the chosen remnant as part of this action, EFFECT: The Blackbird steps through the Od to
following all the steps covered in Chapter 8: Theurgy. a location they can see that is up to twice their
# Audience with the High Court (+5 Tithe, 3 AP, Movement from where they are. This does not
Extinguish Special Action) trigger Opportunity Attacks.
EFFECT: Choose any Vitiation from the chosen remnant # Maw of the Beyond (+3 Tithe, 3 AP, Extinguish
and access it at the lord level. The Blackbird will later Special Action)
be contacted by the Outsider lord that empowered it EFFECT: The Blackbird creates an Odic rift 1
to perform a special reckoning. If the Blackbird does stride away from them that connects their current
not perform this reckoning, add 10 Tithe. location and another that they have been to before.
The rift is large enough for a person on horseback
T H E F R AY I N G T H R E A D S to pass through. This rift lasts until the end of
The Blackbird tugs upon the threads of a great their next Turn.
tapestry, only to discover another hidden behind.
PREREQUISITES:
136 BLACKBIRDS

Shadow & Subterfuge O V E R YO U R S H O U L D E R


Talents PREREQUISITES:
EFFECT: Paranoia is not without its benefits. Any
T H E B E T TE R PA RT O F V A L O R Skill tests made to see if someone is pursuing or
PREREQUISITES: surveilling the Blackbird are Flip to Succeed.
EFFECT: You can’t win a war if you’re dead. Gain +10
per to any Skill tests made for the Blackbird to A CQ U I R E D F O RT I T U D E
avoid or escape combat. PREREQUISITES:
EFFECT: The Blackbird knows their various tonics
B O U NT Y H U NTE R and poisons and has built up their tolerance of
PREREQUISITES: them. They are unaffected by venoms, toxins, and
EFFECT: When making Survival tests, gain +10 intoxicants.
per .
F L EE T- F O O TE D
E YE S W I D E PREREQUISITES:
PREREQUISITES: EFFECT: All Movement Actions taken during
EFFECT: Gain +10 per to Awareness rolls when combat cost 1 fewer AP, to a minimum of 1.
the Blackbird is targeted during a Surprise Round.
L I G HT N I N G R EF L E XE S
A FA C E I N T H E C ROW D PREREQUISITES:
PREREQUISITES: EFFECT: When determining the Blackbird’s place on
EFFECT: The Blackbird can hide in plain sight while the Initiative Ladder, roll the Initiative die twice
in a crowded area. Flip to Succeed on any Stealth or and choose the best result.
Disguise tests made for the Blackbird to disappear
into large crowds of people. The Fateweaver should M A L EF A C TO R
determine whether or not a particular space is PREREQUISITES:
considered crowded enough for this Talent to EFFECT: Bargain, Disguise, and Stealth tests made
qualify. to escape pursuit from bounty hunters, guards, and
others empowered to enforce laws gain a bonus of
FINESSE +10 per .
PREREQUISITES:
EFFECT: You can use the Blackbird’s Skulduggery in A T W I ST O F T H E D A G G E R
place of Intimidate and Charm in Skill tests. PREREQUISITES:
EFFECT: When the Blackbird attacks a target that is
HIDDEN BLADE Surprised, your Damage dice explode on both a ‘5’
PREREQUISITES: and a ‘6.’
EFFECT: If the Blackbird successfully performs a
Melee Attack against a foe who is Surprised by CAT ’ S E YE
them, the attack deals extra Damage dice equal to PREREQUISITES:
their . EFFECT: The Blackbird’s eyes have adjusted to the
dark. While this Talent is slotted, they do not suffer
any penalties from a lack of illumination.
TA L E NT S & TE C H N I Q U E S 137

M A K E YO U R OW N LU C K EFFECT: Choose a target in strides that uses eyes


PREREQUISITES: to see. Make a Skulduggery test. If successful, the
EFFECT: Once between Rekindlings, during a Blackbird’s target is Defenseless until their next
Combat Scene of your choosing, you gain +30 to Turn.
all Skill tests made for the Blackbird. # Backstab (2 AP, Combat Action)
EFFECT: Perform a Melee Attack on a Flanked foe.
N I M B L E S CO U N D R E L If the attack succeeds, deal extra Damage dice.
PREREQUISITES: # The Knockout (3 AP, Extinguish Special Action)
EFFECT: When generating AP on their Turn in a EFFECT: The Blackbird lures an Engaged foe into a
Combat Scene, gain an additional 1 AP. position where they’re able to land a solid blow on
a vulnerable area. That foe is Knocked Out. If a foe
cannot be Knocked Out, they are Slain! instead.
Shadow & Subterfuge
Techniques LEGERDEMAIN
Cards, coins, perhaps the weapon from an
F L O U R I S H O F T H E SY LP H enemy’s hand: they can all be made to disappear
This Blackbird’s movements are an expression and reappear as if by magic. But it ain’t.
of physical poetry. PREREQUISITES:
PREREQUISITES: # The Pledge (Passive Bonus)
# Fleet-Footed (Passive Bonus) EFFECT: Add +10 per to Gambling and Guile
EFFECT: Every time the Blackbird takes the tests specifically when using them to bluff.
Hustle Movement Action, they may ignore # The Turn (1 AP, Special Action)
Opportunity Attacks. EFFECT: The Blackbird may create one of the
# Reflexive Guard (0 AP, Reaction) following effects: extinguish [AB] candles or one
EFFECT: The first Parry or Dodge test made for the torch within [PB] strides by throwing cards, cause
Blackbird between the end of their Turn and the [AB] viewers to look briefly in a particular direction
next costs 0 AP. by deftly tossing a small object the size of a coin,
# Mercurial Defense (0 AP, Extinguish Reaction) or cause [AB] viewers to look directly at them or
EFFECT: After a foe within [AB]×2 strides has a specific place on their person by performing a
successfully attacked an ally, the Blackbird may dexterous trick.
take this Reaction to leap adjacent to their location # The Prestige (2 AP, Extinguish Special Action)
to automatically block that attack. This does not EFFECT: The Blackbird takes possession of
trigger Opportunity Attacks. The Blackbird may weapons from Engaged foes.
also choose to render the foe Slain! or Helpless
until the end of the Combat Scene. P ROW L E R
The Blackbird specializes in sneaking in and
K N I FE & B A G W O R K out of locations without being seen.
The Blackbird has endured the claustrophobic PREREQUISITES:
back alleys of some of the most dangerous cities. # Discretion (Passive Bonus)
What they’ve learned might not be honorable, but EFFECT: Gain +10 per to Stealth tests.
it keeps them drawing breath. # Never Saw It Coming (2 AP, Surprise Action)
PREREQUISITES: EFFECT: Target one Surprised enemy who’s Engaged
# Pocket Sand (2 AP, Combat Action) with the Blackbird. With a successful Stealth test,
138 BLACKBIRDS

they are able to silently subdue the enemy without # Addendum (0 AP, Extinguish Combat Action)
causing Damage, rendering them Helpless. EFFECT: This may be employed at any point during a
# Adieu (3 AP, Extinguish Combat Action) Combat Scene to instantly gain AP.
EFFECT: If the Blackbird’s fighting alone, immediately
end this combat and describe how they get to safety. T H E U N B L I N K I N G E YE
If they’re fighting with allies, choose up to of Often the best way to win a battle is to remain
them. The Blackbird and their chosen allies are out of sight and out of mind.
taken out of combat and make it to safety. PREREQUISITES:
# Stalker (Passive Bonus)
R E C K L E S S F O RT U N E EFFECT: Gain +10 per to Ranged tests and
Sometimes, it is just dumb luck. Targeted Attacks, so long as their intended target is
PREREQUISITES: unaware of the Blackbird’s location.
# Never Tell Me the Odds (Passive Bonus) # Lookout! (1 AP, Reaction)
EFFECT: Whenever the Blackbird attempts a Skill EFFECT: Once per Round after an ally is successfully
test that has a 30% chance of Success or less after targeted with an attack, but before any Reactions
applying modifiers, any Success is counted as a are declared, the Blackbird may choose to call out to
Critical Success. them. If the Blackbird does so, the ally immediately
# Silver Lining (Passive Bonus) gains temporary AP to spend on parrying or
EFFECT: Any time the Blackbird or a Fatebound dodging attacks that Turn.
companion gets a Sublime Failure, transfer a point # Skewering Shot (3 AP, Extinguish Combat
of Misfortune into Fortune. Action)
# Flirting with Disaster (3 AP, Extinguish Special EFFECT: Choose a target the Blackbird can hit with
Action) their Ranged weapon. That target is Slain!. If the
EFFECT: Transfer all Misfortune back into Fortune. weapon fires a piercing missile, the Blackbird can
This can’t be used to prevent an expenditure of choose to pin a Mortal target to the floor or an
Misfortune that has already been declared. object, rendering them Helpless.

S L E I G HT O F H A N D CO TE R I E O F V I S A G E S
The Blackbird can channel their manual The Blackbird has mastered the art of
dexterity to relieve people of their possessions. impersonation.
PREREQUISITES: PREREQUISITES:
# Sticky Fingers (Passive Bonus) # No Face (Non-Combat Action)
EFFECT: Any Skulduggery tests made for the EFFECT: Once between Rekindlings, the Blackbird
Blackbird to steal something gain +10 per . can take 10 minutes to don a very effective,
# Lighten the Pockets (1 AP, Special Action) nondescript disguise for 1 hour. While so disguised,
EFFECT: The Blackbird can perform an act of all Skill tests to pick them out of a crowd or describe
pickpocketing that is beyond what might be them are Flip to Fail.
considered reasonable for a normal Skulduggery # A Gallery of Me (Non-Combat Action)
test, such as: remove or place an item on someone’s EFFECT: The Blackbird has up to preserved
person even under several layers of clothing or faces made from bespoke alchemical and waxen
inside of a closed purse, steal a ring or other piece of materials. By taking 10 minutes, they can don
jewelry off of someone, or slip the dentures out of a face and assume its appearance. It takes 1 week
an old codger’s mouth. to prepare a new face. If the mask is of an actual
TA L E NT S & TE C H N I Q U E S 139

# Hard to Follow (0 AP, Combat Action)


EFFECT: Once per Combat Scene spend 1 Fortune
to make a 0 AP Movement Action.
# Now It’s My Turn (3 AP, Extinguish Special
Action)
EFFECT: The Blackbird moves up to twice their
Movement, which does not provoke Opportunity
Attacks. enemies of their choosing that pass
within their Engagement range are Slain!.

F A L S E TO O T H
The Blackbird is deftly able to move poison
from a false tooth into or onto objects through the
fluid medium of spittle.
PREREQUISITES:
# Dose (Passive Bonus)
EFFECT: Out of combat, gain a +10 per to
Skulduggery tests made for the Blackbird’s attempts
to dose their target with a poison of their choice.
# Lick the Blade (2 AP, Combat Action)
EFFECT: If the Blackbird’s next attack successfully
Damages their target, make a successful Toughness
test at –10 per for the target, or they take an
additional 1Ð6 Damage per from poison.
person, make a Disguise test the first time it is used # The Poison Tooth (3 AP, Extinguish Special
to see if it is accurate. Action)
# The Sincerest Form of Flattery (* AP, Extinguish EFFECT: The Blackbird exhales a breath of toxic
* Action) vapor that attacks their opponent’s nervous system.
EFFECT: Choose a Technique slotted by a enemies that are Engaged with the Blackbird
Fatebound companion. So long as it is not higher and are susceptible to poison are instantly Slain!.
than the Blackbird’s own Tier nor an Outsider
or Story Technique, they may use its Extinguish F U G I T I V E’ S F O RT U N E
Ability. The AP cost and details of the Technique With only an ear, the palm of a hand, and a
are duplicated as well. thin piece of metal, there are few places or things
into which this Blackbird can’t gain entry.
DANCE OF ALACRITY PREREQUISITES:
. . . a flash across a rooftop, a retreating shadow # Tumble into Fortune (Passive Bonus)
down a torchlit alley, more of a memory than a person. EFFECT: When making a Skulduggery test to pick a
PREREQUISITES: lock, the results are Flip to Succeed.
# Artful Dodger (Passive Bonus) # Everything’s Got a Weak Spot (Non-Combat
EFFECT: After making a successful Dodge or Parry in Action)
combat, make a successful Coordination test to gain EFFECT: Choose a secure location and spend an
back the AP spent to perform that Dodge or Parry. amount of time decided by the Fateweaver to
140 BLACKBIRDS

examine it, then make an Awareness test adding DODGING THE NOOSE
+10 per . If it succeeds, the Blackbird gains This Blackbird has seen the inside of many
all reasonable information about patrol routes, prisons.
entrances, and exits, as well as whether or not the PREREQUISITES:
building has an obvious weak point. # One More Trick (Non-Combat Action)
# No Bonds Can Hold Me (1 AP, Extinguish EFFECT: Whenever the Blackbird or a Fatebound
Special Action) companion is about to be executed, make a
EFFECT: Immediately escape any restraint, cell, or Skulduggery test at the moment of execution. If
imprisonment. Unfortunately, this doesn’t get the successful, the prisoner is completely freed and a
Blackbird out of the prison itself. Surprise Round begins. The Blackbird and their
flock are activated and all foes are Surprised.
GUILD ASSASSIN # Keys to the Kingdom (Non-Combat Action)
As the continent of Erebos crumbles into ruin, EFFECT: Add +10 per to all Skill tests made
the skills of assassins are in great demand. inside or on the grounds of a place of imprisonment.
PREREQUISITES: In addition, after spending 1 day in such a place, the
# Premeditated (Passive Bonus) Blackbird learns any secrets or rumors known to be
EFFECT: During a Rekindling, choose a Mortal true about it, including the social power structures of
target the Blackbird has observed or interacted with the criminals and the guards, any escapes that have
for at least 1 hour. Gain +10 per to any Combat been successful, and any hidden features or passages.
Actions or Stealth tests made for them against that # In Here with Us (3 AP, Extinguish Special
person. If the Blackbird’s first attack in a Combat Action)
Scene hits, the strike causes Bane Damage. EFFECT: The Blackbird starts a prison riot with
# Vials of Ruin (2 AP, Combat Action) intent and purpose. When it starts, up to
EFFECT: If the Blackbird’s attack following this guards, wardens, or prisoners of their choosing that
Combat Action succeeds, make a successful are on the prison grounds are Slain!. The ensuing
Toughness test at –10 per for the target or riot provides cover for the Blackbird’s escape.
they suffer one of the following poison effects: an
extra 1Ð10 of Damage, –10 per to their Parry G O S P E L O F T H E H A N G E D M A RT Y R
and Dodge until their next Turn, inability to move The pantheon of the gods is a complex tapestry
more than 1 stride during their next Turn, or lose 1 that illustrates many entities, some of whom were
AP if they are reserving any. once mortals themselves.
# Now It’s Just the Two of Us (Extinguish PREREQUISITES:
Non-Combat Action) # Bloodletter (Passive Bonus)
EFFECT: After using the above Premeditated ability EFFECT: Once per Turn, when wielding a second
on a target, the Blackbird will have a sense of when weapon with the Off-Hand Quality, the Blackbird
that target is next alone. Using this Extinguish may make a free attack with that weapon
Action will allow the Blackbird to gain access immediately after dealing damage with their
to the target’s location in the most narratively primary weapon.
conceivable way. However, bodyguards may be # The Weight of Death (Passive Bonus)
within earshot. EFFECT: Every time the Blackbird kills a foe with a
Melee Attack, they gain 1 AP.
# Mask of the Hanged Martyr (3 AP, Extinguish
Special Action)
TA L E NT S & TE C H N I Q U E S 141

EFFECT: The Blackbird dons a mask depicting inasmuch as it pertains to the larger narrative. Each
the smirking likeness of the Hanged Martyr, entity, be it human or otherwise, is the Fatebound
Princeling of Thieves and Criminals, a lesser deity companion of a Blackbird, and their arc is what
in the hallowed retinue of Corvus. Three illusionary these servitors are swept up in, and not the other
replicas of the Blackbird’s masked form appear way around.
within [AB] strides of their current location and If a Blackbird wishes to use a Servitor
endure until the end of this Combat Scene. Each Technique in a Scene, the Fateweaver’s task is to
of the replicas can take a 1 AP Movement Action find a way to best support this action. There may be
during the Blackbird’s Turn. At the start of the times where it seems unlikely the Blackbird would
Blackbird’s Turn, the character may instantly switch have access to their hound or bodyguard. For
places with any of the replicas. example, if the story places the flock within the
confines of Corbel’s Listing Tower, a prison of
M A STE R O F W H I S P E R S infamous repute, it’s unlikely that a Blackbird will
There’s power in secrets, and the more salacious, have access to their servitor(s). One solution is to
the better. allow the flock to freely un-slot such Techniques
PREREQUISITES: and replace them with something more appropriate.
# Thieves’ Cant (Passive Bonus) An alternative would be to find an inspired way
EFFECT: Skulduggery may be used in place of to take advantage of the servitor that works with the
Rumor, Bargain, or Charm when the Blackbird current development. A falcon might be able to
interacts with members of the underworld. deliver a small weapon or bits of food to the
# Leverage (Non-Combat Action) Blackbird through the bars of their cell’s window. A
EFFECT: While the Blackbird possesses a secret about dog might start to bark when there’s a changing of
one of their patrons, they may temporarily act as the guard at an exterior portcullis. A bodyguard
if they have + additional rank(s) of Patronage, may find a way to pass a note to their Blackbird,
and ‒ levels less of Obligation when rolling suggesting some possible means of escape. Servitors
Undertakings for that patron, so long as the are, after all, entities within the world. Fateweavers
information remains secret. should avoid using them as some deus ex machina.
# Little Birds (Extinguish Non-Combat Action) The last thing a Fateweaver should want is to run
EFFECT: Immediately gain one secret that can aid the the risk of trivializing the story.
Blackbird’s efforts to undermine or defend against
an important person, faction, or other local power. When Using Miniatures
The scope of this secret is at the discretion of the If there is a need to know the location of a
Fateweaver, but the information gained should be servitor when using a Technique that summons or
actionable and clear. controls one, such as Master of the Hounds or
Bodyguard, because of the use of a mat and
Servitor Techniques: Theater of miniatures or online tabletop simulator, employ the
the Mind & Recommendations for following rules:
Miniature Usage # The servitor starts play adjacent to the Blackbird
who has the Technique slotted whenever a
O N T H E ATE R O F T H E M I N D Combat Scene begins; subsequently, the servitor
When playing with servitors, it’s best to moves to a space that’s adjacent to either the
remember that the Blackbirds are the leads in our Blackbird or an appropriate foe, should the
stories. Those servants who follow them matter only Blackbird use one of the abilities of the Technique.
142 BLACKBIRDS

# The servitor can’t block a space, and if any foes F A L CO N E R


move through the servitor’s space, it gets pushed Darting shadow across the sky, fleet predator,
aside. thy wings need only instinct to take flight.
# The servitor can’t be used to Flank a foe. PREREQUISITES: 1 Skill Rank in Handle Animal
# The servitor can’t be directly attacked by foes, but # Seek & Return (1 AP, Special Action)
if the Blackbird the servitor is attached to is EFFECT: The bird of prey retrieves a visible item
Knocked Out, Incapacitated!, or Slain!, the of less than five pounds in weight within 2×[PB]
Servitor Technique is Extinguished. strides. The item may not be in the grip of anyone.
# Once the Servitor Technique is Extinguished, # A Flash of Talons (2 AP, Combat Action)
the servitor is assumed to have left the area or the EFFECT: Make a successful Handle Animal test, and
field of battle. the bird rakes the weapon hand of an enemy within
2×[PB] strides. The weapon is hurtled at least 3
B O DYG U A R D strides away in a random direction. In addition,
The Blackbird has a trusted servant willing to the enemy cannot hold anything in their wounded
follow them into battle. hand for the rest of the Combat Scene.
PREREQUISITES: 1 Skill Rank in Leadership # Hooded Weapon (3 AP, Extinguish Special Action)
# A Reasonable Course of Action (1 AP, Combat EFFECT: The raptor claws at the eyes of the
Action) Blackbird’s opponent, knocking them Prone. The
EFFECT: Choose one of the following effects: +2 to target is rendered Helpless for this Combat Scene
the Damage of all of the Blackbird’s attacks, +1 to and may be permanently Blinded, at the Blackbird’s
their Damage Threshold Modifier, or they benefit choosing.
from the Maneuver Movement Action. The effect
activates immediately or lasts until the beginning of M A STE R O F T H E H O U N D S
the Blackbird’s next Turn. Every road feels shorter with a trusted hound at
# Have at Thee (2 AP, Combat your side.
Action) PREREQUISITES: 1 Skill Rank in Handle Animal
EFFECT: Make a successful # Release the Hound! (1 AP, Combat Action)
Leadership test, and an adjacent EFFECT: Make a Handle Animal test and the dog
Mortal or beast that has at least 2 knocks a human-sized adversary within [PB] strides
levels of Damage is Slain!. Prone. The roll to Get Up is made at –20 as the dog
# The Risks of Stewardship (2 continues to harry them.
AP, Extinguish Reaction) # The Hand That Bleeds (2 AP, Combat Action)
“The animals of Erebos EFFECT: After the Damage for an EFFECT: Make a Handle Animal test. If successful, the
are often aware of the attack against the Blackbird has dog Grapples the wrist of a foe within [PB] strides.
creatures that stalk the already been rolled, that attack Until they can break free, the Grappled foe takes
wilds before they’re detected is negated by their bodyguard 1Ð6+[FB] Damage at the beginning of their Turns.
by human eyes and ears. taking the brunt of the hit. # Bring Them to Heel (3 AP, Extinguish Special
Dogs, birds, and even Action)
caged rats have been EFFECT: The hound renders a Mortal enemy
employed by travelers as Helpless or Slain!, Blackbird’s choice.
makeshift alarms . . .”
—Observations of the
Wandering Squire
TA L E NT S & TE C H N I Q U E S 143

Weapon Techniques # Devastating Force (3 AP, Extinguish Action)


Although most Blackbirds can lift a sword and EFFECT: The Blackbird fires a bolt unerringly through
swing it with some accuracy to protect themselves practically anything. A horse. A wagon wheel. The
or others when violence becomes necessary, this brittle slats of a dilapidated house. Maybe even a
does not mean they have mastered the use of the decayed stone wall. The Blackbird’s target is Slain!.
weapon. Those who have mastered a particular
weapon find that they can use it to greater effect, A XE
especially when employing it. This is represented The forester’s tool is also the warrior’s weapon.
by Weapon Techniques, and the rules for these PREREQUISITES: 1 Skill Rank in Melee
Techniques have some specific differences: # Hewing the Boughs (Passive Bonus)
# Although these Techniques can be slotted if a EFFECT: The penalty for making attacks in the same
Blackbird is not currently wielding the associated Turn beyond the first is 10 less, and the axe loses the
weapon, none of the abilities of the Technique Slow Quality.
may be used unless they are wielding it and # Grip the Helve (2 AP, Combat Action)
actually have it in their hands. EFFECT: Deal an extra Damage die for each Skill
# These Techniques may not be bought unless the Rank in Melee if this attack lands.
Blackbird has at least 1 Rank in the associated # Felling the Oak (3 AP, Extinguish Action)
Skill, either Melee or Ranged. EFFECT: Chop something off or in twain, such as an
# Attacks listed in these Techniques must be made arm, a head, a tentacle, or a wagon hitch. Halving
with the weapon associated with the Technique. leaves a target instantly Slain!.
# These Techniques each cost 1 RP to acquire.
# If one of these Techniques is bought during B AT T L E A XE
character creation, the Blackbird automatically One of the most ancient tools of humankind,
gains a standard version of that weapon as one of honed into an expression of war.
their possessions to start. If they lose this initial PREREQUISITES: 1 Skill Rank in Melee
weapon, they must obtain another one through # Fell-Handed (0 AP, Attack Action)
standard means, such as Patronage or Spoils. EFFECT: After a foe is Slain!, the Blackbird may
# The Blackbird may employ the Weapon immediately make a free attack against another
Technique with any version of the specific opponent in range.
weapon they find, even if it is made from special # Swift Onslaught (2 AP, Combat Action)
materials or is Enchanted, for example. EFFECT: Take the Maneuver Action and then
perform a Melee Attack against a foe in range. This
A R B A L E ST C RO S S B OW may be used up to [Skill Rank in Melee] times
This device of oiled machinery and sturdy during a Combat Scene.
wood is the Blackbird’s truest companion. # Rent Asunder (3 AP, Extinguish Action)
PREREQUISITES: 1 Skill Rank in Ranged EFFECT: The Blackbird is able to cut a person in two
# Buried Deep (Passive Bonus) at the waist, killing them, or bisect any other object
EFFECT: All Damage dice that come up less than of similar girth.
2+Skill Rank in Ranged are considered to be rolls
of 2+Skill Rank in Ranged. BILLHOOK
# Step & Crank (2 AP, Maneuver Action) The workers of the fields have always
EFFECT: Perform the Maneuver Action and Load outnumbered their rulers.
Action simultaneously. PREREQUISITES: 1 Skill Rank in Melee
144 BLACKBIRDS

# The Low Ground (Passive Bonus) CHAKRAM


EFFECT: When the Blackbird performs a successful Brought to the shores of Erebos from far across
Parry, a successful Coordination test must be made the Sea of Opal.
for their attacker, or they’re knocked Prone. If they PREREQUISITES: 1 Skill Rank in Ranged
were on horseback, they are dismounted and take # Whirling Rings (Passive Bonus)
full Damage as if the Blackbird had successfully EFFECT: Once per Turn, the Blackbird may start
attacked them. with a chakram already loaded and ready to throw
# Raked Hand (2 AP, Combat Action) if they performed an attack with one during their
EFFECT: The Blackbird makes an attack with the last Turn.
billhook. If it’s successful, it deals Damage as # A Fine Edge (Passive Bonus)
normal, and a Coordination test for the target must EFFECT: This weapon gains the Off-Hand Quality
be made at –10 per [Skill Rank in Melee], or they but adds the Blackbird’s Skill Ranks in Melee to
are Disarmed. Damage instead of the standard +1 for Off-Hand.
# Plowshares into Swords (3 AP, Extinguish # Wax & Wane (3 AP, Extinguish Special Action)
Action) EFFECT: By throwing one or more chakram for each
EFFECT: Target a foe in range. They are Disarmed or target, the Blackbird kills [Skill Ranks in Ranged]
Slain!, Blackbird’s choice. foes that are 2×[PB] strides away, and the weapons
return to their hand and are ready at the beginning
B U LLW H I P of their next Turn.
A woven length of leather is the Blackbird’s
weapon of choice and a sign of their knack for CUDGEL
control. A simpler weapon for a more complicated time.
PREREQUISITES: 1 Skill Rank in Melee PREREQUISITES: 1 Skill Rank in Melee
# Authority (1 AP, Reaction) # Shillelagh (1 AP, Combat Action)
EFFECT: Spend 1 AP as a Reaction when an EFFECT: Spend 1 AP after successively attacking
opponent in range declares a Combat Action, and a Mortal target whose Turn has ended. That
then make a Flip to Fail Melee roll. If successful, opponent loses one of their remaining AP, should
the opponent’s Action fails, and any AP spent on they have any..
it is lost. # A Proper Thumping (2 AP, Combat Action)
# Control (2 AP, Combat Action) EFFECT: If the attack is successful, add the Blackbird’s
EFFECT: The Blackbird makes a Melee Attack [BB] to the Damage in addition to [CB].
to move their target 1 stride in a direction they # Raise Some Knots (3 AP, Extinguish Special
choose, and the Grapple or Takedown offered by Action)
the weapon’s Entangling Quality is resisted at a –10 EFFECT: [Skill Ranks in Melee] foes Engaged
per Skill Rank in Melee the Blackbird possesses. with the Blackbird are Knocked Out or Slain!,
# Dominance (3 AP, Extinguish Action) Blackbird’s choice.
EFFECT: The Blackbird may automatically do
any one thing that a whip is reasonably capable DAGGER
of doing: break a neck, snatch something from Some say you can never have enough knives.
someone’s hands and catch it themself, trip a beast, PREREQUISITES: 1 Skill Rank in Melee
swing across a chasm, etc. # Reverse Grip (Passive Bonus)
EFFECT: When the Blackbird uses the dagger as an
offhand weapon, add [Skill Ranks in Melee] to the
TA L E NT S & TE C H N I Q U E S 145

usual +1 Damage bonus offered by this weapon. does normal Damage, and the Damage Threshold
Attacks with the dagger in the primary hand add Modifier of their foe’s armor is reduced by ‒[Skill
[Skill Ranks in Melee] to the Piercing Quality. Ranks in Melee].
# To the Hilt (2 AP, Combat Action) # A Satisfying Crunch (3 AP, Extinguish Special
EFFECT: The Blackbird automatically hits a target up Action)
to [PB] strides away by throwing their dagger. EFFECT: The Blackbird breaks something, smashing it
# Who’s Next? (3 AP, Extinguish Special Action) to bits. This could be a skull, a wagon wheel, a chain,
EFFECT: When an Engaged foe is Slain!, the or anything else the Fateweaver thinks one could
Blackbird may immediately make a free attack with reasonably break with this weapon. A foe Engaged
their dagger on another Engaged foe. with the Blackbird may be Knocked Out or Slain!.

FIRE-HARDENED SPEAR G A R R O TE
The weapon of commoners and those without Catgut and murder.
means. PREREQUISITES: 1 Skill Rank in Melee
PREREQUISITES: 1 Skill Rank in Melee # Gift for Murder (Passive Bonus)
# Stay Back! (1 AP, Reaction) EFFECT: When the Blackbird successfully implements a
EFFECT: The Blackbird may make an attack as a Grapple on a humanoid sized target with their garrote:
Reaction when someone moves into their weapon’s " They are unable to cry out.
range from a place outside it. " Rolls to escape made for them are at –10 per
# Panicked Thrusts (2 AP, Reaction) [Melee Skill Rank].
EFFECT: Spend 2 AP instead of 1 when parrying. If " Spend 2 AP on each of the Blackbird’s Turns to
the Parry succeeds, the Blackbird also immediately deal 2Ð6+[CB] Damage to them automatically.
succeeds at [Skill Ranks in Melee] attacks against # Unseen Serpent (2 AP, Combat or Surprise Action)
their foe. EFFECT: The Blackbird may employ this ability only
# Moment of Triumph (3 AP, Extinguish Special during a Surprise Round or when their target is fully
Action) unaware of them. Move the Blackbird up to their full
EFFECT: The Blackbird stabs their spear into a foe Movement and make a Stealth or Melee test for them.
within 2 strides and breaks it off in them, creating If successful, their target is Grappled by the garrote.
a fountain of gore. Their foe is rendered Helpless # One Last Shudder (3 AP, Extinguish Special Action)
and will die on their next Turn unless given healing. EFFECT: The Blackbird is able to sneak up on someone
and choke them to death without being seen or
FLANGED MACE heard, immediately causing the foe to be Slain!.
A weapon designed to be hard to ignore by
those who encase themselves in steel. G R E AT SW O R D
PREREQUISITES: 1 Skill Rank in Melee “ I T W A S M U C H TO O B I G TO
# Bellringer (Passive Bonus) B E CA L L E D A SW O R D.”
EFFECT: When battling a foe wearing armor with —Kentaro Miura, Berserk
the Heavy Quality, any attack that hits and does
at least 1 level of Damage also causes the foe to PREREQUISITES: 1 Skill Rank in Melee
become Disoriented. # My Own Shade (1 AP, Reaction)
# Catastrophic Blow (2 AP, Combat Action) EFFECT: The Blackbird may use their massive sword
EFFECT: The Blackbird may use this ability against as an impromptu shield to intercept an enemy
foes wearing metal armor. If their attack succeeds, it missile, automatically blocking one Ranged Attack.
146 BLACKBIRDS

# Sunder Armor (2 AP, Combat Action) EFFECT: The Blackbird may load and fire two arrows at
EFFECT: A blow from the Blackbird’s greatsword one target without suffering a multiple-attack penalty.
destroys one piece of their opponent’s armor. Their Each shot is dealt with as with any Ranged Attack.
armor’s Damage Threshold Modifier is reduced by # Bullseye (3 AP, Extinguish Special Action)
‒[Skill Ranks in Melee]. EFFECT: The Blackbird sends a clothyard shaft
# Butchery (3 AP, Extinguish Special Action) through up to [Skill Ranks in Melee] enemies
EFFECT: The Blackbird cleaves through [Skill Ranks within Long Distance, slaying them instantly.
in Melee] opponents currently Engaged with them,
causing them to be Slain!. I M P RO V I S E D H A N D W E A P O N
Opponents are invariably startled whenever the
HALBERD Blackbird grabs a new weapon.
There was a time when the heavy cavalry of PREREQUISITES: 1 Skill Rank in Melee
chivalric orders thought themselves immortal. # Work with What You’ve Got (Passive Bonus)
PREREQUISITES: 1 Skill Rank in Melee EFFECT: The Blackbird chooses a nearby item to use
# Horseman’s Folly (1 AP, Reaction) as a weapon. The Fateweaver will give it one of the
EFFECT: Spend 1 AP for the Blackbird to make an following Qualities based on the choice of item:
attack as a Reaction whenever an opponent moves Defensive, Fast, Punishing, Reach, Throwing, or
into their range from a place outside of it. If the Vicious.
target is employing the Charge or Run Movement # Surprise! I’m Hitting You (2 AP, Combat Action)
Actions, add two Damage dice—three if they are EFFECT: The Blackbird may use this in the same Turn
on horseback. they used Work with What You’ve Got to make an
# By Hook or By Crook (2 AP, Combat Action) attack that cannot be dodged or parried and deals
EFFECT: If an attack with the halberd is successful, extra Damage dice equal to [Skill Ranks in Melee].
do normal Damage, but also, move the Blackbird’s # Tool for the Job (3 AP, Extinguish Special Action)
target up to [Skill Ranks in Melee] strides in any EFFECT: The Blackbird may choose to do one of the
direction. This does not cause them to become the following: three foes in range are rendered Prone,
target of Opportunity Attacks. two foes in range are Knocked Out, or one foe in
# Cleave (3 AP, Extinguish Action) range is Slain!.
EFFECT: A foe in range is Slain!. No other Mortal
foes will come within range of the Blackbird until L I G HT C R O S S B OW
after the end of their next Turn. The Blackbird is always ready to squeeze the
trigger.
H O R S E B OW PREREQUISITES: 1 Skill Rank in Ranged
A smaller bow when compared to its Erebosian # Twitch Thunk (1 AP, Reaction)
cousins, but far more versatile in use. EFFECT: The Blackbird performs an attack as a
PREREQUISITES: 1 Skill Rank in Ranged Reaction on an opponent who just moved anywhere
# Ever Vigilant (1 AP, Reaction) within [PB] strides. The Blackbird’s crossbow must
EFFECT: The Blackbird loads and fires their bow, be loaded and in hand for them to do so.
automatically intercepting an arrow or bolt fired # Close Quarters (2 AP, Combat Action)
(or an object thrown) at them or another character EFFECT: The Blackbird reloads their crossbow and
within [PB] strides. fires it at a foe Engaged with them; if it hits, it does
# Twin Volley (3 AP, Combat Action) [Skill Ranks in Ranged] additional Damage dice.
# Trick Shot (3 AP, Extinguish Special Action)
TA L E NT S & TE C H N I Q U E S 147

EFFECT: The Blackbird can do one of the following: M O R N I N G STA R


shoot something out of someone’s hand up to [PB] A loathsome weapon frowned
strides of distance, ricochet a shot to hit something up upon by all but the most callous.
to 2×[PB] strides of distance, or hit an object the size of PREREQUISITES: 1 Skill Rank in
a coin or kill a foe at up to 3×[PB] strides of distance. Melee
# Brutality Is the Point (Passive
L O N G B OW Bonus)
The Blackbird has trained themself to fire at EFFECT: If the Blackbird inflicts “The archers of the southern
opponents at the very edge of their range. an Injury with an attack, make coast fletch their arrows
PREREQUISITES: 1 Skill Rank in Ranged a successful Resolve test for all with the stiff flight feathers
# Eyes of the Hawk (Passive Bonus) folk witnessing it who possess the of seabirds, making them
EFFECT: The Blackbird fires their bow up to Long Unfated Trait, or they flee. ideal for short-range
Distance with no penalty. # Submit, Knave! (2 AP, Combat engagements, hunting, and
# Fell Shaft (2 AP, Combat Action) Action) a particularly impressive
EFFECT: This attack gains Piercing ([Skill Ranks in EFFECT: Add Injury dice to the form of shallows fishing . . .”
Ranged]) and adds an extra Damage die. Blackbird’s attack equal to their — Observations of the
Wandering Squire
# Bend of Yew (3 AP, Extinguish Special Action) Skill Ranks in Melee.
EFFECT: The Blackbird’s arrow passes through its # Horrific Intent (3 AP,
target and hits the person or thing behind it as well. Extinguish Special Action)
Both are Slain!. EFFECT: Choose a foe Engaged with the Blackbird.
They either are Slain! or select any one Injury for
L O N G SW O R D them to receive.
The reverberation of the Blackbird’s blade
hums eerily. P E A S A NT F L A I L
PREREQUISITES: 1 Skill Rank in Melee A bit of wood with another bit of wood bolted
# Feint (1 AP, Combat Action) to the end of it.
EFFECT: While the Blackbird is Engaged with an PREREQUISITES: 1 Skill Rank in Melee
enemy, spend 1 AP to force the foe to overextend, # Mighty Fulcrum (Passive Bonus)
dropping their guard to take advantage of the EFFECT: Damage dice do a minimum of 2+[Skill
Blackbird’s “mistake.” This leaves them Defenseless Ranks in Melee] points of Damage.
to the Blackbird’s next attack, unable to Parry or # Over the Top (2 AP, Combat Action)
Dodge. EFFECT: If successful, this attack can’t be parried.
# Half-Sword (2 AP, Combat Action) # Smug Reprisal (3 AP, Extinguish Special Action)
EFFECT: The Blackbird grips their sword on the EFFECT: A target in range of the weapon is Knocked
hilt and blade, finding a gap in their opponent’s Out or Slain!, or a number of Engaged foes equal to
defense to exploit. This lowers their opponent’s the Blackbird’s [Skill Ranks in Melee] are rendered
Damage Threshold by the Blackbird’s [Skill Ranks Prone, Blackbird’s choice.
in Melee]. If the target is wearing armor with the
Heavy Quality, reduce it by an additional –1. PIKE
# Song of Steel (3 AP, Extinguish Special Action) The Blackbird uses their attack to pierce armor
EFFECT: Finding a weakness in their opponent’s or to inflict harm at a greater distance.
stance and armor, the Blackbird runs them through. PREREQUISITES: 1 Skill Rank in Melee
The target is Slain!. # Extra Reach (Passive Bonus)
148 BLACKBIRDS

EFFECT: The Blackbird may make Melee and EFFECT: The Blackbird commits to a powerful
Opportunity Attacks at foes up to 3 strides away. defensive stance, granting automatic Success on
# Joint Piercer (2 AP, Combat Action) [Skill Ranks in Melee] Parries made before the
EFFECT: If successful, this attack bypasses any armor beginning of their next Turn. These Parries cost 0
with the Heavy Quality. AP.
# Push of Pike (3 AP, Extinguish Special Action) # Scarlet Slash (3 AP, Extinguish Special Action)
EFFECT: Up to [Skill Ranks in Melee] foes within EFFECT: Arterial spray erupts from the Blackbird’s
range of this weapon are Slain!. opponent as they stagger one step before falling
dead.
RAPIER
The flash of slender steel is often followed by a SAP
spray of blood. The preferred weapon of abductors and more
PREREQUISITES: 1 Skill Rank in Melee empathetic scoundrels.
# Desperate Swordplay (0 AP, Reaction, 1 Peril PREREQUISITES: 1 Skill Rank in Melee
Level) # Where Were You Keeping That? (1 AP, Special
EFFECT: The Blackbird may Parry an attack even if Action)
they have no AP, but they fall 1 level on the Peril EFFECT: The Blackbird has access to a sap even if
Condition Track to do so. They may do this only they don’t have one in their inventory. This might
once per Round. represent improvising a version of the weapon.
# Erudite Blade (2 AP, Combat Action) They may use this only once between Rekindlings.
EFFECT: Make three attacks against one enemy # Goodnight (2 AP, Combat Action)
without penalties. The Blackbird may not make any EFFECT: If this attack hits, a Toughness test modified
more attacks until their next Turn. by –10 per [Skill Rank in Melee] must be made for
# Sword of the Robe (3 AP, Extinguish Special the target. If it fails, they are Knocked Out.
Action) # Unseen Assailant (3 AP, Extinguish Special
EFFECT: The Blackbird may Disarm or slay up to Action)
[Skill Ranks in Melee] foes, and then may choose EFFECT: The Blackbird is able to sneak up on
to end with their blade against one of their foe’s someone and silently render them Knocked Out.
necks. Such a foe can be killed instantly or rendered Unless someone is watching the target directly, no
Helpless. one will notice this has happened.

SABRE SHIV
“ D E AT H O N T H E B AT T L EF I E L D Six inches of metal shoved through the eye will
CO M E S R E G A R D L E S S O F C L A S S, kill you just the same.
ROYA L , O R CO M M O N.” PREREQUISITES: 1 Skill Rank in Melee
—Kentaro Miura, Berserk # Of Course I’m Unarmed (Passive Bonus)
EFFECT: When the Blackbird has this weapon
PREREQUISITES: 1 Skill Rank in Melee hidden on their person, tests made to discover or
# Riposte (0 AP, Reaction) notice it are Flip to Fail.
EFFECT: Once per Turn after successfully parrying # A Chink in Their Armor (2 AP, Combat Action)
an attack, the Blackbird may follow up with an EFFECT: If successful, ignore [Skill Ranks in Melee]
attack at no additional cost. of the Blackbird’s target’s Damage Threshold
# Flurry of Parries (2 AP, Combat Action) Modifier.
TA L E NT S & TE C H N I Q U E S 149

# Revenge Is Best Served Preemptively (0 AP, EFFECT: Once the Blackbird has successfully parried
Extinguish Reaction) a foe, all further Parries against that opponent cost
EFFECT: After a foe successfully attacks the Blackbird 0 AP until the start of the Blackbird’s next Turn.
but before Damage is resolved, Extinguish this card. # Pressing Argument (2 AP, Reaction)
Instead of the attack resolving, the foe is killed, and EFFECT: Parry an attack, and if it succeeds, the
the Blackbird’s shiv is Ruined. Blackbird automatically hits with a Melee Attack or
Takedown against that foe.
S LI N G # Closing Statement (3 AP, Extinguish Action)
A weapon that never wants for ammunition. EFFECT: The Blackbird may Parry all attacks against
PREREQUISITES: 1 Skill Rank in Ranged them or anyone adjacent to them for 0 AP until a
# Always at Hand (1 AP, Combat Action) number of Turns pass equal to their [Skill Ranks
EFFECT: The Blackbird loads and then attacks with in Melee]. This includes Ranged Attacks and those
their sling in one Action. that might otherwise be very difficult to Parry.
# Cracked Pate (2 AP, Combat Action)
EFFECT: The Blackbird attacks an opponent, and if T H ROW I N G D A G G E R
they cause at least 1 level of Damage, the opponent A pointed blur of weighted metal.
is Disoriented for their next [Skill Ranks in PREREQUISITES: 1 Skill Rank in Ranged
Ranged] Turns. # Push Dagger (Passive Bonus)
# I’ll Put Yer Eye Out (3 AP, Extinguish Special EFFECT: The Blackbird may use this weapon as a
Action) Melee weapon and add Piercing ([Skill Ranks in
EFFECT: Choose a target within up to twice the Melee]) when doing so.
Blackbird’s [PB] strides of distance. They are Slain!. # Not on My Watch (2 AP, Reaction)
EFFECT: The Blackbird tosses a dagger to ward off
SPEAR a blow directed at an ally within
The spear is as ancient as war itself. [PB] strides, automatically
PREREQUISITES: 1 Skill Rank in Melee parrying that blow.
# A Wide Wound (Passive Bonus) # Meaty Thunks (3 AP,
EFFECT: Add Biting ([Skill Ranks in Melee]) Quality Extinguish Special Action)
to this weapon when the Blackbird wields it. EFFECT: Up to [Skill Ranks in
# Chain Eater (2 AP, Combat Action) Melee] Mortal foes who are up to
EFFECT: If successful, this attack ignores the Damage twice [PB] strides away are Slain!.
Threshold Modifier of chainmail. “One rarely forgets their
# Impale (3 AP, Extinguish Special Action) WAR HAMMER first time seeing an
EFFECT: The Blackbird impales their target, pinning Feared for good reason, the accused thief stumble
them to whatever is behind them. They are Slain! or war hammer devastates both through the square as
Helpless, Blackbird’s choice. armor and flesh. they struggle to carry a
PREREQUISITES: 1 Skill Rank in great iron bell chained and
STA FF Melee bolted to their shoulders,
A most trusted, and easy to acquire, companion # Bonecracker (Passive Bonus) or the sound as each
on the roads of Erebos. EFFECT: Add [Skill Ranks in gasping lurch produces
PREREQUISITES: 1 Skill Rank in Melee Melee] Injury dice to the attack. a deafening clang . . .”
# Clever Rebuttal (Passive Bonus) If the Blackbird’s opponent is — Observations of the
Wandering Squire
injured, instead of rolling on the
150 BLACKBIRDS

Injury table, the Blackbird either causes Shattered these curses come with their own sets of distinct
Hand or Hobbled from the Grievous Injury chart. powers. Like Techniques, each has three abilities
# Ruination (2 AP, Combat Action) comprising various bonuses and Actions. In
EFFECT: If the Blackbird’s attack succeeds, deal [Skill addition, and unlike Techniques, Afflictions never
Ranks in Melee] additional Damage dice. Extinguish. It’s as if these calamitous powers wish
# Nothing Left but Red (3 AP, Extinguish Special to be used, tempting the Blackbird to spiral ever
Action) further into the depths of their malediction.
EFFECT: One foe Engaged with the Blackbird is When the Blackbird taps into the power of an
brutally Slain!. Affliction, you might be required to make a Resolve
test for them as part of the cost. Basic-Tier
Afflictions are a (Standard +/–0%) test,
A FF L I C T I O N S Intermediate-Tier Afflictions require a
(Challenging –10%) test, and Advanced-Tier
Overview Afflictions call for a (Hard –20%) test. As a

T
alents and Techniques aren’t the only reminder, in a Resolve test, Failure results in taking
abilities a Blackbird might come to 1Ð10+1 Peril. A Critical Failure garners 2Ð10+2
possess. There are, in fact, dark gifts the Peril instead, and a Sublime Failure 3Ð10+3 Peril.
world may bestow upon them that they’d rather not When a Blackbird becomes Incapacitated! by
have at all. These accursed powers are known as Peril caused by an Affliction, the character is lost.
Afflictions. Your Blackbird has, in effect, been narratively Slain!
If a Blackbird is stricken with an Affliction, their by their Affliction—overtaken by their curse. Only
slotted Techniques will be replaced with the by spending Fate can one prevent this outcome.
associated Afflictions, whether the slot is
Extinguished or not. If a Blackbird C U R I N G A FF L I C T I O N S
already has an Affliction, they may Curing an Affliction should be a narrative-driven
not be stricken by another. A event. Some players will enjoy the risk and power
Basic-Tier Blackbird will pull the afforded by such dark gifts, while others will want
Basic Tier of their Affliction, to be free of them as fast as possible. Work with your
whereas an Intermediate-Tier Fateweaver to determine the best course of action.
Blackbird will draw both the For example, cleansing a Blackbird of their Wolfen
Basic- and Intermediate-Tier Affliction might require traveling to the Temple of
“The burial mounds cards. Finally, an Advanced-Tier Anemoi deep within the foundations of Corbel and
that dot the landscape Blackbird will pick all three Tiers waiting for a shaft of Yolk’s moonbeams to wash
are prized for the white of a given Affliction and slot them over their body. Similarly, expunging the curse
lichen that grows only in place of any Techniques they of Anhelios could entail bathing in quickbronze,
at their entrances. might have. If you are not playing whereas treating the Plague of Beauty may involve
Retrieving this ‘grave’s with Affliction or Technique extorting a rose witch.
breath’ is perilous, but the cards, just document the change
pale threads that stretch on the Blackbird’s character sheet.
out from the darkness Afflictions always take up a
are said to cure fever.” Technique slot and must remain
—Observations of the slotted. But all is not lost. Should
Wandering Squire
your Blackbird become Afflicted,
Child of Anhelios
B A S I C-T I E R A FF LI C T I O N or drawing attention to their rotting flesh in some
It starts as a troublesome itch, but once the other way, a (Challenging –10%) Resolve test must
maggots appear, there’s no denying what the be made for all Mortal foes for them to remain in
Blackbird’s become. combat with the Blackbird.
# Whims of the Moonchild (Passive Bonus)
EFFECT: The Blackbird can see through the glamour I NTE R M E D I ATE-T I E R A FF L I C T I O N
of the aes and sense the offspring of the wandering Oh, monstrous countenance, how you tax the
despot. They are immediately aware of any elves and soul.
those who have the Hyperion’s Progeny Boon when # Pale Rider (Non-Combat Action)
they are within [PB] strides. EFFECT: The Blackbird summons the carcass of
# Flesh of the Undead (Passive Bonus, +/–0 a horse covered in the tack and heraldry of some
Resolve Test) kingdom currently at war in Erebos, and it will
EFFECT: The Blackbird feels no pain, ignores all serve as their steed until the next dawn. The horse
Injuries, and cannot Bleed. Whenever they benefit can’t Bleed or suffer an Injury. Use the statistics for
from the ability to avoid these effects, make a horses found in Chapter 6: Conflict & Rekindling.
Resolve test for them. They gain +1 Discordant # Smoldering Verdigris (1 AP, Special Action, –10
Resonance whatever the outcome. Resolve Test)
# Rictus Grin (2 AP, Combat Action, +/–0 Resolve EFFECT: Choose one of the following: the
Test) Blackbird’s Melee weapon does an extra Damage
EFFECT: Once per Combat Scene when the Blackbird die from poison until the end of this Combat
reveals their curse, either by pulling back their hood Scene; they create a greenish fog surrounding
152 BLACKBIRDS

P E R I L V E R S U S A FF LI C T I O N- B A S E D P E R I L A DV A N C E D-T I E R A F F L I C T I O N
A player should carefully track Peril while their Blackbird The Blackbird has become a grim shadow,
is suffering from an Affliction, as it could be a matter of life unwelcomed, feared, a herald of troubling times.
or death for their beloved Blackbird. The Peril Condition # Echo of a Waning Moon (Passive Bonus)
Track terminates in the Incapacitated! condition. EFFECT: The Blackbird and their Fatebound
Should a Blackbird suffer Peril from a source other than companions within [WB] strides will not be
that generated by their Affliction powers and they are attacked or hindered by any children of Anhelios so
rendered Incapacitated!, the effect resolves as described long as they do not attack them as well. Liches and
in Chapter 6: Conflict & Rekindling. If that Peril comes their minions are immune to this power.
from their Affliction, however, they are instead Slain!. # And the Dead Followed (3 AP, Special Action,
While this expression of the Slain! condition might not –20 Resolve Test)
actually mean dead, this result signifies that the player EFFECT: The Blackbird may summon 1Ð6 ghouls to
has lost control of their Blackbird. Perhaps they stagger follow their mental commands. They will serve the
off to join the other children of Anhelios on their hunt for Blackbird until they are destroyed or the sun rises.
Hyperion or vanish into the woods, never to be seen again. Spend a corresponding amount of Fortune to have
For the purposes of this narrative, they have adjourned them activate their Misfortune Traits.
from our tale. # Exalted Crow (2 AP, Special Action, –20 Resolve
Test)
EFFECT: The Blackbird transforms into a large,
them that gives the Blackbird and any adjacent birdlike form bearing their face with tattered
companions a +20 to Stealth tests for 1 hour; or wings and sickle-like talons. They take 1 level
they spray verdigrised blood onto their foe’s metal of Peril and regenerate 1 level of Damage at the
weapon, and a successful Coordination test must be beginning of each Turn. They may not wield
made or it is destroyed. weapons, but their talons strike as Enchanted
# The Burden of Restlessness (2 AP, Special Action, Melee weapons that do 2 dice of Damage+[WB]
–10 Resolve Test) and possess the Piercing (3) Quality. These cause
EFFECT: When the Blackbird takes this Action, they Bane Damage to magical creatures. They can fly
suffer a level of Peril to heal 2 levels of Damage. At at their Movement speed.
this stage of the Affliction, they may recover from
Peril only through Revelry or Reflection, as found
in Chapter 6: Conflict & Rekindling.
TA L E NT S & TE C H N I Q U E S 153

Plague of Beauty
B A S I C-T I E R A FF LI C T I O N as they attack. If it hits, make a (Challenging
The Blackbird has been overtaken by an –10%) Toughness test for the target. On a Failure,
otherworldly loveliness, and though it consumes they start the Turn with 1 less AP—2 on a Critical
them, they radiate beauty. Failure, and 3 on a Sublime Failure. At the end of
# A Complex Bouquet (Passive Bonus) each of the target’s Turns, make a (Challenging
EFFECT: The Blackbird cannot Bleed, instead –10%) Toughness test for them to end this effect.
gushing only flower petals. Additionally, they # Come Hither (Non-Combat Action, +/–0
can detect pheromones with disturbing accuracy. Resolve Test)
Awareness and Scrutinize tests that involve scent EFFECT: The Blackbird can attempt to summon
are (Trivial +30%) for this Blackbird. someone they’ve met before from up to 99 strides
# Intoxicating Thorns (2 AP, Combat Action, +/–0 away. If a (Challenging –10%) Resolve test made
Resolve Test) for them fails, they will come to the Blackbird’s
EFFECT: Hundreds of cruel barbs sprout from an location. They may try this on a particular target
object or weapon grasped in the Blackbird’s hands only once between Rekindlings.
154 BLACKBIRDS

Wolfen
I NTE R M E D I ATE-T I E R A FF LI C T I O N
A poison flower blooms in the Plague’s garden.
# Regenerative Splendor (Passive Bonus)
EFFECT: The Blackbird is immune to poison, and
the first Damage they receive in any Combat Scene B A S I C-T I E R A FF L I C T I O N
is instantly healed as if it were never taken, as petals The Blackbird thinks only of the woods, the
and soil fill in the wound. rain, and soft ground under their bare feet.
# A Lovely Vine (1 AP, Special Action, –10 Resolve # Nose to the Wind (Passive Bonus)
Test) EFFECT: The Blackbird can hear, see, and smell
EFFECT: The Blackbird is able to successfully climb with incredible acuity. They no longer suffer
any surface for 3 Turns at their full Movement. negative modifiers caused by a lack of illumination.
Also, whenever they are within any form of Awareness and Survival tests are (Trivial +30%) for
concealing foliage, Stealth tests made for them Flip this Blackbird.
to Succeed as their body transforms to mimic the # Crescent Moons (2 AP, Special Action, +/–0
flora encompassing them. Resolve Test)
# Fragrant Tempest (1 AP, Combat Action, –20 EFFECT: The Blackbird’s hands split apart, revealing
Resolve Test) crescent-shaped claws at the ends of fur-covered
EFFECT: A blizzard of flower petals erupts from the fingers. They may strike an Engaged foe, making a
Blackbird’s person. Until the end of their next Turn, Melee Attack at +10 and doing 1Ð6+[CB] Damage
their attacks may not be parried or dodged. if they hit, or Bane Damage if the foe possesses the
Mortal Bane or Trait. This effect lasts for one Scene.
A DV A N C E D-T I E R A FF LI C T I O N # Not Really My Skin (2 AP, Special Action, +/–0
The Blackbird’s mind is but one petal among Resolve Test)
an endlessly blooming rose. EFFECT: Once per Turn, remove one Injury or move
# Sight without Sight (Passive Bonus) 1 level up the Damage Condition Track as the
EFFECT: The Blackbird’s eyes have been replaced by Blackbird’s flesh knits back together.
supple roses. By sensing the Od directly, they can
see in complete darkness. They cannot see things I NTE R M E D I ATE-T I E R A FF L I C T I O N
that are hidden from the Od, however. A wolf ’s eyes betray its demeanor. Be it friend
# My Thirsting Garden (1 AP, Special Action, –20 or prey, there’s no mistaking their expression.
Resolve Test) # Right Behind You (Passive Bonus)
EFFECT: A thicket of thorn-filled brambles sprouts EFFECT: At the start of an Opening Round, the
around the Blackbird’s current location, filling a Blackbird may choose to position themself behind
circle with a radius of [FB] strides. Make a successful a foe within reach of twice their Movement.
Coordination test for any foes that end their Turn within # Pounce (2 AP, Special Action, –10 Resolve Test)
the boundaries, or they take 1 Damage die +[FB]. Those EFFECT: The Blackbird’s hindquarters bend and
with the Mortal Bane or Trait take Bane Damage. snap, taking on the characteristics of a monstrous
# Lover’s Repose (2 AP, Special Action, –20 wolf. The Blackbird pounces on a human-sized foe
Resolve Test) within reach of their Movement+[BB], knocking
EFFECT: Once between Rekindlings, the Blackbird them Prone and rendering them Defenseless until
can kiss someone possessing the Mortal Trait to they can Get Up.
transform them into a lovely grave under their # Feast of Blood (2 AP, Special Action, –10 Resolve
mental command. Spend a corresponding amount Test)
of Fortune to activate their Misfortune powers.
EFFECT: A wolf ’s maw ruptures the Blackbird’s The Blackbird must retrieve and devour their own
mouth, temporarily making a ruin of their face. Its skin to return to human form, and if it is lost, they
bite may strike an Engaged foe, making a Melee may not reverse this transformation. The Damage
Attack at +20 and doing 2Ð6+[CB] Damage. If Threshold of the Blackbird while in this form is
their foe possesses the Mortal Bane or Trait, the 18 (24/30/36). Make an (Arduous –30%) Resolve
attack resolves with Bane dice instead of Damage test for them at the end of each of their Turns in a
dice. This effect lasts for one Scene. Combat Scene.
# Blood-Starved (Passive Bonus, Must Be in Face
A DV A N C E D-T I E R A FF LI C T I O N of the Howling Mother Form)
My flesh is but another cloak. When it’s hung EFFECT: The Blackbird may make multiple attacks
high in the branches of a tree, I can see myself for per Turn without penalty. These may strike an
the first time. Engaged foe, making a Melee Attack at +30 doing
# Face of the Howling Mother (2 AP, Special 3Ð6+[CB] Damage, or Bane Damage against those
Action, –30 Resolve Test) with the Mortal Bane or Trait.
EFFECT: The Blackbird transforms into the ultimate # Therianthropic Hybrid (Passive Bonus)
expression of the wolfen, sloughing off their EFFECT: The Blackbird is immune to Injuries and
human skin and manifesting as an enormous wolf. Damage from weapons that are not Enchanted.
C H A P TE R 6

Conflict † Rekindling
C R O WFE E D E R S
by Graham McNeill

T oo damn early to be about killing work,”


grumbled Seamus, stamping his raggedy
boots on the cold earth to get the blood
flowing and keep his feet warm.

“Likes to get his bloody business done early, this one does,” said Torge,
nodding toward the dirty canvas pavilion at the top of the slope. Their
new captain’s faded-yellow raven banner snapped in the icy wind
blowing across the misty valley next to the banner of King Adalwolf.
“Ach, whatever,” said Seamus with a shrug. “S’all well and good by
me, I suppose. Never did like all the hanging around before the hurly-
burly. I shit more blood from ulcers I got waiting for battle than I ever
did taking that dirk in the gut.”
“I hear he’s got a pox on his cock that not none of the leeches can
cure,” said Rosine through a lewd grin. “He wakes up all irritable in his
nethers and spills other folks’ blood to make his own self feel better.”
“T’ain’t that, Ros,” said Isalda, the one they called the Spinster on
account of her once being a whet woman who’d grown tired of
watching the men make war and took up the blade herself after a
border skirmish near the Pale Horse.
“And how d’you know that?” grunted Torge. “Got the captain’s ear
‘ave ya? Didn’t know you was privy to his grand stratagems.”
CO N F L I C T & R E K I N D LI N G 159

The Spinster shook her head. “He ain’t got no A hundred strides away, a thousands-strong
stratagems, that one. Got the havoc in his blood, he army of levies and mercenaries trudged uphill
has. Crowfeeder they call him up in Rottvengar, through the mud toward them. They marched
Corpsemaker an’ all.” under a dozen flags hanging dull and limp in the
“That’s all stuff and nonsense,” said Seamus. “I sodden air, flying beneath the great banner of Grand
hear tell t’was him that broke the Grand Duke’s Duke Elias Noielles.
riders at Hook Town, didn’t lose a single soul.” Finn stood on his tiptoes, craning his neck to
“Nah,” said Torge. “That were Garlyn of get a better look at their own forces.
Wahlham done them in.” He couldn’t see much of the King’s line, just
Finn listened to the gnarled veterans bicker hundreds of helmeted heads running in uneven
over who had killed whom like they were grumbling ranks from left to right. One soldier, a boy about
in a roadside tavern over frothed pints of gritty ale. Finn’s age, went down to his knees to vomit.
It seemed incredible they were having this Someone dragged him upright with a curse and a
conversation when an army was on the march slap.
toward them. Finn felt the need to piss again, but that
His teeth were chattering, and the pressure on couldn’t be right.
his bladder was excruciating. Does the enemy have more soldiers than us?
The Spinster saw him shuffle from foot to foot Are they unbloodied boys like me or seasoned
and grinned. veterans?
“Go on, lad, get it out. You ain’t got nothing I Have they scouted this land, and do they know its
‘aven’t seen before, and if ’n you don’t get it out now, secret paths?
your bladder’ll gush at the first enemy charge.” Finn had no answers to any of those questions.
“I don’t need to piss,” said Finn. “I emptied His fear grew at how stupid that made him feel.
meself before we formed the King’s line.” “Easy lad,” said Torge. “Just remember to keep
“It’s the waiting, lad,” said the Spinster. “Fear your shield up. It’s a weapon, too. Use it to break
tightens the muscles and squeezes the bladder. Trust faces. Push the other bastard’s shield down then ram
me, you don’t want yellow britches to be what folks that spear of yours through their neck or go up
remember about you on your first battle.” through their oxters.”
Finn did not want that, so he loosened his Finn nodded, though he’d barely heard half of
britches and let out a warm stream on the ground what Torge had said.
before him. The relief was instant, and when he He was a farm boy, his ma and pa dead from
looked down, he saw he was pissing in the eye plague and famine, but he was big for his age and
socket of a half-buried skull. strong. The few copper coins he got for a straw bed
The Spinster saw it, too, and said, “We ain’t the behind high stone walls seemed like grand payment
first to fight here. Don’t figure we’ll be the last.” for wearing the royal colors. He hadn’t really
Once he’d finished, she kicked a mound of expected to stand in the King’s line with men who’d
earth over the skull with her boot. “Don’t go looking met the gaze of Corvus the Night-Watcher and
in the eyes of no dead man before the hurly-burly, lived to tell of it.
Like as not his shade’ll try and drag you down into A droning chant drifted up the hillside, an
the mud to join him.” endlessly repeating mantra that managed to be
Finn’s mouth was dry as he looked back at the terrifying and irritating all at once. It seemed to roll
enemy soldiers marching toward them, so close through the enemy ranks, as though taken up by
now he could make out their individual faces. different singers at random.
160 BLACKBIRDS

“Damn it all, won’t they shut up?” said Seamus, Finn was carried forward as the soldiers behind
spitting a wad of wirewort. pushed off.
Some soldiers liked to chew the bitter root The King’s line smashed into the enemy ranks,
before battle to heighten their senses, but Finn a furious mass of pushing, straining bodies.
hadn’t been offered any when Torge had opened his A chopping axe bit into the rim of Finn’s shield
pouch. Finn wasn’t blooded, and you didn’t waste and split the board. The shock of impact drove Finn
good wort on a beardless boy. to his knees and numbed his arm. The man’s blade
“What are they singing?” asked Finn. “I can’t lodged in the wood and Finn jerked it back.
make out the words.” The ax-bearer stumbled forward to keep hold
“Fuck knows,” said Seamus. “Ain’t nowt but a of his weapon.
hymn to gods that don’t listen none.” Finn stabbed out and up with his spear.
Torge hefted his greataxe and said, “Aye, lad. The point sliced across the man’s thigh before
We’ll soon have them singing a different song.” plunging into his groin.
Finn hoped Torge was right. The men and He rolled his wrist like he’d been taught and
women advancing toward them looked fierce, pulled the spear back. Warm liquid gushed from the
armed with a mix of broad-bladed swords and short catastrophic wound, soaking his spear shaft in
spears. Each wore a pot helm stamped with a copper blood.
sigil, and a goodly number wore mail shirts or “Good strike, lad!” shouted the Spinster.
boiled-leather breastplates. “Again!”
They halted four spear lengths away, breathing Finn pushed upright, his fear smothered by the
heavily, shouting and yelling curses at them. frenzied need to stay alive. Axes rose and fell; spears
Finn could smell the sweat and fear, the leather stabbed. The dull thud of blades on wood and flesh
and the cold iron. echoed across the valley, punctuated by heaving
Unwashed bodies, the reek of beer and vomit. breaths, screams of pain, and that damned
His grip on the spear haft was slick with sweat. dirge-song.
His right eyelid wouldn’t stop twitching. The ground became a sopping quagmire.
The King’s line shouted back insults and curses Fallen warriors were trampled, grunting as
upon these traitors’s heads. Finn didn’t understand. stamping boots ground them into the choking
Weren’t they all sons and daughters of Elklund? mud. Finn slipped and was kept from falling only
Why were they here in this stupid, muddy valley, by the confining press of shoving bodies.
ready to kill each other for a noble none of them The enemy line gave a little, soldiers sliding
had ever seen? back in the crush. The muddy hillside gave no
He’d heard stories of arranged betrothals, purchase, and the warriors around Finn cheered as
broken oaths, and ancient grudges, but the lives of the King’s line pushed harder.
his betters never did make much sense to him. Finn bludgeoned faces with his shield, its
A heavy clout around the back of the head protection now reduced to the iron boss and a few
broke him from his reverie. splintered boards. His spear was wet with blood, its
“Eyes up, lad,” said Seamus. “The hurly-burly’s tip bent from repeated impacts.
upon us.” An axe bit the leather at his shoulder, but he
Let slip from their leash, the enemy soldiers barely felt it.
came at them in a tide of screams and song. A spear plunged into the meat of his thigh, and
“Into the bastards!” shouted Torge, and the he sank to the ground, smashing the edge of his
King’s line drove in. shield through the haft. Finn pulled out the speartip,
CO N F L I C T & R E K I N D LI N G 161

but the swirling ebb of the melee dragged his bound in fur and leather, and its
attacker away before he could strike back. bloody axe hewed men and
Torge waded into the enemy with his greataxe, women like wheat before the
a lone figure amid the enemy, his swings too wide scythe.
and too wild for any of his fellows to draw near. Torge ran in and hammered
Rosine ducked and wove like a dancer, laughing his own axe against the side of its
maniacally as she used her twin axes to pull shields knee.
aside for the Spinster to plunge her long-bladed Against any normal “There is no such
sword into an unprotected collar or through the opponent, it would have been a thing as ‘free ale.’”
open face of a helmet. killing blow, but the notched edge — Observations of the
Wandering Squire
Seamus used his sword like a club, its heavy bit in only a finger’s breadth before
edge dulled and its tip broken off. The big man’s sticking fast like a logger’s blade in
face was pale and sweat-streaked. He bled from a young heartwood.
score of cuts, and the left leg of his britches was red Before Torge could free his axe, the jötunnkin
from the thigh down. Everywhere, soldiers were reached down and yanked him from the ground.
shouting and cursing, stabbing and falling. Torge drew twin daggers and stabbed them
A green banner was torn from its flagpole and over and over into the monster’s arms, drawing
trampled in the mud. slicks of amber blood. But his struggles were in vain
One of ours or one of theirs? as the jötunnkin’s jaw stretched wide and tore off
Finn used his spear to push himself upright, the veteran’s head in a bone-splintering bite.
the pain in his shoulder and leg burning like hot “No!” screamed Finn, hurling himself at the
coals on his skin. He couldn’t see much past a jötunnkin.
spear length to either side, hemmed in by a ring of He rammed his spear into the creature’s belly,
twisted faces, all cursing and spitting, all as terrified putting all his strength and terror behind it.
as him. The tip plunged deep into its belly before the
He heard a cry of alarm and looked up in time spear haft snapped.
to see a blur of pale iron sweep past him. The jötunnkin reached down for Finn, but a
Something warm splashed Finn, like someone figure tackled him out of its reach. He tasted wet
had thrown a basin of bathwater in his face. He felt earth churned by hundreds of booted feet and the
the salty tang of blood in his mouth and tried to tang of dead men’s blood.
make sense of what he was seeing. Pain and terror made Finn want to curl up in
A pair of legs with no upper body attached. the mud, to close his eyes and wish he’d never taken
Torrents of blood squirted from the gory pelvis, the King’s coin, never dreamed of glory, and never
and only the red left leg told Finn it was Seamus marched to this dismal valley that didn’t even have
who was dead. A cry went out, going up and down a fucking name.
the line, carried back to the soldiers behind them. Hands wedged under his armpits and dragged
“Jötunnkin!” him away.
A shadow engulfed Finn, and he looked up in “Up!” shouted Rosine.
terror. “Torge! Seamus!” wept Finn.
A giant figure, twice as tall as the largest man “They’re dead,” snapped Rosine. “We’re
he’d ever seen, the jötunnkin’s flesh had the color wormfood, too, if we don’t run! The battle’s lost, boy.”
and texture of muddied milk, its eyes bloodshot The notched tip of a spear burst from the space
pink. Limbs as thick as oaken tree branches were between her neck and collarbone.
162 BLACKBIRDS

Blood frothed from Rosine’s stretched mouth scent of victory made them mad with bloodlust,
before she fell forward as her killer planted a boot in and no quarter was given to the wounded or
her back to wrench out his spear. fleeing.
Finn scrambled away as the spearman loomed Finn lost his footing and fell to the churned
over him. earth of the hillside, grabbing thick clods of mud as
A sword swung over Finn’s head, splitting the he tried to pull himself away from the slaughter.
man’s skull and wedging itself in the bone. An iron-shod boot hammered into his back,
“Come on!” yelled the Spinster, abandoning driving him facedown into the bloody ground.
her trapped sword. He tried to rise, but a nail-studded cudgel
Finn wiped the gummed mess of clotted blood smashed down and broke the back of his head open.
from his eyes and reached up to take her hand. Gasping like a landed fish, Finn struggled to
He found his feet and followed the Spinster as draw breath.
she stumbled after the soldiers fleeing the battle. The sounds of battle began to fade as the light
The warriors of the King’s line saw them run, and in his eyes dimmed.
that breath of panic blew the embers of fear into a He heard the stark caw of ravens overhead,
roaring inferno. circling in anticipation of the banquet to come.
The line broke like a bow stave bent too far. “Crowfeeder,” that’s what they call him . . .
Soldiers cast down their spears and shields and Finn’s vision was graying, but lying in the mud
ran for their lives. next to him, he saw the grinning skull whose eye
Dizzy and winded, Finn limped up the hill, socket he’d pissed into.
back to where they’d begun this day. Its black gaze was utterly empty.
The Grand Duke’s men came after them, Its toothed grin seemed somehow wider.
stabbing and hacking at unprotected backs. The A smile of welcome into the ranks of the dead.
CO N F L I C T & R E K I N D LI N G 163

If there is one truth about the C O M B AT

M
world of Blackbirds, it’s that arked as they are by Fate, Blackbirds
conflict is always close at hand. invite conflict. Their very nature sets
After the Oligarchs conspired them at odds with the Oligarchs and
to achieve godhood, the first their servants, their wanderings and “interference”
thing they did was set in motion in local affairs lead to tensions with established
a continent-wide series of wars power structures, and the enigmatic whims of Fate
“There are many in that have raged for more than and the Outsiders draw uncanny menaces to
Erebos who claim to see a decade. Later, they slew the Blackbirds like moths to a flame. Thus, combat is
through the tangled web gods and sundered Fate itself, always in the offing—with mortals, with monsters,
of Fate with visions and disrupting the seasons and and with things beyond human ken.
prophecies—casters of unleashing devastating weather This section explains the basic components of
bones and dice, crystal across Erebos. Crops failed, combat in the game, then how those fit together to
gazers, and readers of cards. thousands were displaced by war, deliver an exciting and brutal system for resolving
For most, the future elves and dwarves returned to bloodshed. Other chapters will introduce Fate-born
sees hopeful fools being meddle in humanity’s affairs and Talents, supernatural Boons, battle-honed
parted with their gold.” outside the largest cities, law and Techniques, and battle-oriented Vitiations, which
—Observations of the order meant whatever strength all add their own twists to combat.
Wandering Squire
of arms one could apply. And
the plans of the Oligarchs aren’t The Combat Scene
winding down—they’re just starting. ! Step 1: Surprise Round
It is into this chaos that your Blackbird has ! Step 2: Opening Round & Initiative Ladder
been thrust. For most of the inhabitants of Erebos, ! Step 3: Combat Rounds & Taking Turns
life is a constant struggle merely to survive. But
your Blackbird is special, marked by Fate. They are STE P 1 : S U R P R I S E R O U N D
destined to fight for their own survival and also for A Surprise Round can occur at the beginning
the future of the world. But it won’t be easy. The of combat, barring the use of certain Techniques or
world of Blackbirds is a grim & perilous place Traits or the entry of new combatants into the fray,
where a broken bottle to the neck in a back alley is and only if the flock or its foe succeeds in gaining
as likely to end one’s life as the dread conjurings of advantage over its opponents. This requires an
a lunatic sorcerer. Mistakes in combat have lasting opposed test be made, with those attempting to
consequences, and knowing when not to fight is surprise declaring their targets and then a Stealth
just as important, if not more so, as knowing how. test being made for them, which is then opposed by
Over the course of their adventures, Blackbirds Awareness tests rolled for those targets. Any
will find themselves fighting for their lives and the surprisers whose Degrees of Success surpass those
lives of others, traveling the length and breadth of of their targets are Activated, generate their AP for
Erebos and beyond, pursuing and being pursued in the Surprise Round, and may attack their target.
turn by the Oligarchs’ Servants, and enduring and Activated attackers may proceed in any order they
recovering from tremendous suffering. This chapter choose. Ties always go to the Blackbirds.
outlines the mechanics of all of these activities and Surprised combatants are left temporarily
more, revealing the beating, high-action heart of Defenseless to all attacks. While Defenseless, they
the game and the cost paid by those who lead lives cannot use any Reactions whatsoever. In addition,
of violence and derring-do. Combat Actions made with Melee or Ranged
164 BLACKBIRDS

weapons add an additional Damage die to their Matching Initiative Results


Total Damage results against Surprised opponents. Should two or more players generate the same
Defenders who are unsurprised do not undergo a Initiative result, compare their Blackbirds’ [PB].
Surprise Round, as their assailant(s) did not Activate. The higher one trumps the other, provided a
Once the Surprise Round has ended, combat Technique or Talent does not contradict this rule.
proceeds to the Opening Round, and all benefits of The Blackbird with the lower [PB] goes directly
the Surprise Round are lost. below them on the Initiative Ladder. Should the
Blackbirds’ [PB] match, the players should roll
E BB A N D F L OW O F S U R P R I S E again to determine which Blackbird goes first.
Edouard the Ingrate slips from his lover’s bedroom by
way of an alley-side window. Unbeknownst to Edouard, Seize Initiative
the father of that happy princeling disapproves of Sometimes it is imperative that a Blackbird go
their coupling and has hired three ruffians to teach the earlier in the Initiative Ladder than the outcome of
Blackbird a painful lesson. When Edouard drops into the their Initiative roll allows. At such times, you may
alley, the Fateweaver informs his player to make three spend 1 Fortune to have your Blackbird force
Awareness tests. After comparing the Degrees of Success themself higher up the Initiative Ladder to wherever
between the player’s rolls and the Stealth tests made for you need them to begin their Turn.
Edouard’s attackers, the Fateweaver determines that only
one of the assailants benefits from a Surprise Round. Environmental Events
Edouard was perceptive enough to spot two of the three The environment itself can play a role in combat.
ruffians before they could act. A waterspout spinning toward a foundering hulk at
sea, a herd of aurochs stampeding down village
streets, a group of bloody flagellants winding their
STE P 2: O P E N I N G R O U N D way toward a deconsecrated chapel—these hazards,
& I N I T I AT I V E L A D D E R among others, can influence the tide of battle.
When the Fateweaver announces combat has In such a case, the Fateweaver rolls 2Ð10+2 to
begun, each player with a Blackbird engaged in it establish an event’s Initiative. If the players have no
must generate their Blackbird’s Initiative by rolling way of knowing the event is about to occur, it is
1Ð10 and adding the Blackbird’s Initiative suggested that the Fateweaver not disclose the name
Attribute to the result. The Initiative results of all of the environmental event in the Initiative Ladder,
combatants are then ranked from highest to lowest instead tracking it with some symbol: an asterisk, a
and displayed openly on a marker board or piece of question mark, some other sigil that they understand
paper for everyone’s reference. This Initiative but the players won’t.
Ladder determines the order in which each
Blackbird will act for this Round. STE P 3 : CO M B AT R O U N D S
In the Opening Round, each combatant begins & TA K I N G T U R N S
with their full complement of AP. In subsequent In each subsequent Combat Round, generate
Combat Rounds, each combatant will generate each Blackbird’s Initiative by rolling 1Ð10 and adding
their AP at the top of their Turn in the Initiative the Blackbird’s Initiative Attribute to the result. This
Ladder. again fills out the Initiative Ladder, determining the
order in which each Blackbird will act for this Round.
Each Blackbird now generates their AP at the top of
their Turn in the Initiative Ladder.
CO N F L I C T & R E K I N D LI N G 165

The various things a Blackbird may attempt ! Disarmed: Loses their weapon 3 strides away in a
during combat are divided into categories of Combat random direction, and is unable to use their
Actions. The cost for these Actions is paid in Action weapon hand until the following Turn.
Points (AP), the currency of the Action economy. ! Disoriented: Must add +1 additional AP to the
Most Blackbirds begin their Turn with 3 AP. cost of Reactions.
These are then spent to complete Actions when their ! Engaged: Cannot leave the Engagement without
Turn comes up on the Initiative Ladder within the triggering Opportunity Attacks from Engaged foes,
Round. Again, the Opening Round is a special case save through the Maneuver Movement Action.
during which all Blackbirds begin combat with their ! Flanked: Attacks against the Blackbird are made
full AP. A player is not required to spend all of their at +10.
AP on their Turn and can hold onto them so that ! Grappled: Cannot use Combat Actions, save to
their Blackbird may defend themself through Parry, Resist at the beginning of their Turn to escape
Dodge, or other, rarer Reactions. the Grapple.
That said, a Blackbird cannot choose to carry ! Helpless: Cannot use any Actions or Reactions,
AP over into their following Turn. When a new and may be Slain! with a successful attack.
Turn begins for them, all of the Blackbird’s ! Knocked Out: Unconscious and Helpless until
remaining AP is lost, and they once again start with awakened.
their normal allotment of AP. To reiterate, AP is ! Prone: On the ground; add 1Ð6 Damage dealt to
generated not at the top of each Round, but rather a Prone foe.
when a Blackbird’s next Turn begins. The only ! Stunned: Begin Turn with 1 less AP.
exception to this is the Opening Round. ! Surprised: Suffers an additional 1Ð6 Damage
and cannot use Reactions.
The Cycle Continues . . . ! Wounded: Must add +1 additional AP to the cost
A Combat Scene may last for one or for many of Movement Actions.
Rounds. Once combat ends, by whatever means,
the Fateweaver will announce it. Combat Actions
Actions possess a relative cost. Players may elect to spend
Conditional Effects in Combat all 3 AP on a single Combat Action for their Blackbird,
Throughout this and subsequent chapters, there are such as fleeing a rampaging chimera or having a hound
references to conditions that may impact Blackbirds tear out an enemy’s throat. They may also choose to
in combat. The following is a summary of the most break up their AP to take multiple Combat Actions,
common: such as moving to confront an enemy, bowling them
! Bleeding: Will be Knocked Out or Slain! in a over, and running them through. Other Actions—
specified number of Turns unless someone parrying a sword blow, for example—can usually be
stanches the flow of blood with a bandage or used only outside of the Blackbird’s Initiative. And a
some other form of medical treatment. few, such as talking and dropping items, typically have
! Blinded: Cannot use Dodge or Parry, and Flip to no cost in AP whatsoever.
Fail on any Skill test involving sight. EXCESS AP: It is often advisable for a Blackbird to
! Deafened: When Initiative rolls are made, make hang onto AP to use Reactions such as Dodge
a successful Awareness test or else do not add the and Parry to defend themself from attacks, or use
Blackbird’s [PB] to that roll. Talents or Techniques to defend others. However,
! Defenseless: Cannot use any Reactions when their next Turn begins, their AP refreshes to
whatsoever. 3, and any AP from the prior Turn is lost.
166 BLACKBIRDS

TYPES OF ACTIONS Coordination test to Resist, or they are Disarmed.


There exist four main categories of Combat Every Disarm after the first in a Blackbird’s Turn is
Actions in Blackbirds, and within each of these made at a penalty: ‒10 for the second, ‒20 for the
categories, there exist a number of specific actions a third, and so on.
Blackbird can spend AP on to execute: While Disarmed, the foe loses the weapon with
! Attack Actions: A Blackbird fights against and which they were fighting, as it is thrown 3 strides
inflicts Damage on an opponent. away. In addition, they cannot use their primary
! Movement Actions: A Blackbird positions hand to strike until the beginning of their next
themself on the field of battle. Turn.
! Special Actions: A Blackbird can attempt
miscellaneous actions that fall outside of Extinguish Ability ('–3 AP)
movement, attacks, combat maneuvers, and The Blackbird employs a fantastic maneuver,
defense. representing the pinnacle of that Technique.
! Reactions: A Blackbird may duck out of the way, EFFECT: Extinguish Abilities do not require a test
deflect blows, or take an opportune moment to to accomplish. After the ability is employed, it
attack an enemy. (Reactions possess limits on temporarily Extinguishes the associated Technique
how often they may be used: this is clarified in until a Rekindling is achieved or other such power
their entries later in the chapter.) is used to return the Technique into play. (see
Rekindling later in this chapter for details).
AT TA C K A C T I O N S
Attack Actions are employed whenever a Flank (1 AP)
Blackbird means to slay their enemies using Melee The Blackbird attacks a foe from a position that
or Ranged weapons. makes it harder to defend against.
EFFECT: While a single foe is already Engaged
Cast Magic (Varies) with another combatant, the Blackbird attacks
The Blackbird wields the arcane energies of the from the side or behind, making it harder to
Od and wills them into shape. defend against the combined assault. Attacks by
EFFECT: Make an Odweft or Wortcunning test, those so Engaged are made at +10 until the foe is
as appropriate for the type of magic. Specific no longer Flanked.
Vitiations and Wortcunning Spells are covered in
Chapter 8: Theurgy. Casting Wortcunning Spells Grapple (1 AP)
or imp-level Vitiations requires 1 AP, villein-level The Blackbird tries to wrestle a foe into a hold
Vitiations 2 AP, and lord-level Vitiations 3 AP. from which they cannot escape.
Every Wortcunning Spell or Vitiation cast after the EFFECT: When your Blackbird is Engaged with a
first in a Blackbird’s Turn is made at a penalty: ‒10 foe, make an Athletics test. If successful, their target
for the first, ‒20 for the second, and so on. may attempt to Resist, which requires a successful
Athletics test, or they are Grappled. Every Grapple
Disarm (2 AP) attempt after the first in a Blackbird’s Turn is made
With a weapon in hand, the Blackbird tries to at a penalty: ‒10 for the second, ‒20 for the third,
deprive their enemy of their primary means of attack. and so on.
EFFECT: While your Blackbird is Engaged with a While Grappled, a target can use no Combat
foe, make a Coordination test. If the Blackbird is Actions, save to Resist again at the beginning of
successful, the opponent must also make a successful their Turn to escape.
CO N F L I C T & R E K I N D LI N G 167

A Blackbird cannot use Attack Actions while Make a Coordination test. Wielding a weapon with
maintaining a Grapple, but they may release a the Entangling Quality offers a +20 to this test.
Grapple at any time. If the Blackbird’s Damage or (If your Blackbird uses Takedown at the end of a
Peril Condition Track drops 1 or more levels while Charge, you may substitute Athletics for the test.)
having a foe in a Grapple, they immediately If successful, your Blackbird’s foe is knocked Prone
relinquish the hold. unless they successfully Resist with a Coordination
test. Every Takedown attempt after the first in a
Melee Attack (1 AP) Blackbird’s Turn is made at a penalty: ‒10 for the
The Blackbird attempts to strike their opponent second, ‒20 for the third, and so on.
in close combat. The opponent remains on the ground until
EFFECT: When your Blackbird is Engaged with a they can Get Up. Attackers add a 1Ð6 Damage die
foe, make a Melee test. After successfully striking, to Total Damage results they deal to a Prone foe.
determine Total Damage as normal. Every Melee
Attack after the first in a Blackbird’s Turn is made Targeted Attack (2 AP)
at a penalty: ‒10 for the second, ‒20 for the third, The Blackbird attempts to strike their enemy
and so on. with a Melee weapon or a carefully placed missile in
A foe may attempt to Parry or Dodge your a location they’ve chosen.
Blackbird’s Melee Attack. A Blackbird cannot make EFFECT: When your Blackbird is Engaged or at
a Melee Attack outside of an Engagement unless Distance with a foe, declare that you want them
using a weapon with the Reach Quality. to hit the arm, body, head, or leg of that foe, then
make the appropriate Combat-based Skill test. If
Ranged Attack (1 AP) successful, and the foe cannot, or fails to, Dodge or
The Blackbird targets an enemy with a Ranged Parry, they take 1Ð6+[CB] Damage added to Total
shot. Damage and suffer the appropriate Conditional
EFFECT: When your Blackbird is at a distance from Effect:
an opponent, make a Ranged test. After successfully ! Arm: Disarmed
striking, determine Total Damage as normal. Every ! Body: Wounded
Ranged Attack after the first in a Blackbird’s Turn ! Head: Disoriented
is made at a penalty: ‒10 for the second, ‒20 for the ! Leg: Prone
third, and so on. On a Critical Success, the foe is left Defenseless,
A target can attempt to Dodge a Ranged and another 1Ð6 Damage die is added to Total
Attack or Parry it with an appropriate shield. A Damage. On a Sublime Success, the foe is still
Blackbird cannot make a Ranged Attack while in rendered Defenseless, but the Total Damage is
an Engagement with foes, except with a crossbow. increased by 2Ð6. A Critical Failure, meanwhile, has
Finally, to make a Ranged Attack, the weapon must the Blackbird’s weapon suffer 1 level of Degradation,
be loaded with ammunition—which may preclude while a Sublime Failure raises that to 2 levels.
multiple attacks, depending on the weapon.
Mounted Combat
Takedown (1 AP) When your Blackbird is riding an animal or
A Blackbird may use this Attack Action to operating a vehicle, refer to its movement subtype.
knock an opponent off their feet. When making a mounted strike with a Melee
EFFECT: When your Blackbird is Engaged with a weapon against a foe who’s on foot, add an
foe, spend 1 AP for them to attempt a Takedown. additional 1Ð6 Damage die to the Total Damage.
168 BLACKBIRDS

AT TA C K A C T I O N C O M P LI CAT I O N S
There are times when Blackbirds must fight in less-than- & Total Darkness (cannot give or gain the benefits of
ideal conditions. The following rules help adjudicate such Assist dice, cannot be targeted unless Engaged, line of
situations. sight is broken, vision-related Skill tests are made at
‒30): blinding light, moonless night, underground
ATTACKING LARGER FOES These conditions may be replicated through artificial
Attempting to throttle a giant of Thule may prove light sources available via Patronage. These are outlined
incredibly difficult. Shooting at the same giant might be in the chart in Chapter 7: Trappings. Every light source
much easier. In such situations, the Fateweaver adjusts the has an intensity level, ranging from dim rushlights to
Difficulty Rating, based on the size of the foe and the blazing bonfire. However, for every three light sources at
attempted attack. the same level of intensity and within one another’s
Fleeting Shadows, they bump the light intensity up by
HELPLESS FOES another level. So, three candles burning within 3 strides
Any time a Blackbird is asleep, unconscious, pinned, of one another emit the same light as a torch. Note that
shackled, or unable to move of their own accord, they are bearing a light source occupies one of
rendered Helpless. When a foe is Helpless, they are also
Defenseless. You do not have to roll for your Blackbird to
strike a Helpless foe. Instead, if you wish, they are
immediately Slain! with any blow.

LIGHTING
There are three lighting conditions in Blackbirds:
& Bright Light (no ambient penalties): daytime, in a
direct source of light
& Fleeting Shadows (vision-related Skill tests are made at
‒20): dawn, dusk, clear night skies, or nighttime interior
with windows

LIGHT TOTAL
LIGHT SOURCE DURATION BRIGHT LIGHT FLEETING SHADOWS
INTENSITY DARKNESS

Bonfire 4 3 hours 30 strides 31 to 59 strides 60+ strides

Campfire 3 9 hours 15 strides 16 to 39 strides 40+ strides

Candle 1 1 hour 5 strides 6 to 9 strides 10+ strides

Lamp 2 6 hours 10 strides 11 to 29 strides 30+ strides

Lantern/Storm
3 6 hours 15 strides 16 to 39 strides 40+ strides
Lantern

Rushlight 1 15 minutes 5 strides 6 to 9 strides 10+ strides

Torch 2 1 hour 10 strides 11 to 29 strides 30+ strides


CO N F L I C T & R E K I N D LI N G 169

! Controlling the Mount: Any time an animal your


the Blackbird’s hands, which may make the Blackbird is riding or driving begins Bleeding or
use of certain weapons and/or shields suffers an Injury, you must succeed a Handle
impossible. Animal test for them to control it. If the roll fails,
& Light Source: This column outlines the type the animal will not use Movement Actions on
of artificial light source. the Blackbird’s next Turn. If it critically fails,
& Patronage: This column reveals the level of however, the Blackbird is bucked off or loses the
Patronage required to have access to said reins and the animal flees, and they will be unable
light source. If “None,” it means the source to calm it for 1 hour. A thrown Blackbird suffers
may readily be gathered in the wild in most 1Ð10+1 Damage from falling and is rendered
environments. The Fateweaver is the final temporarily Prone. On a Sublime Failure, the
arbiter of availability. thrown Blackbird suffers 2Ð10+2 Damage.
& Light Intensity: This is the default intensity ! Trample: If your Blackbird chooses to trample an
emitted by a single such light source. opponent with their mount, it counts as a Melee
& Duration: This is how long the light source Attack. However, a Ride test is performed in lieu
lasts before it must be replaced or refueled. of a Combat-based Skill test. If the roll is
& Bright Light: This is the radius around which successful, the foe suffers 1Ð10+your mount’s
the source emits light as intense as Bright [BB] in Damage. If it is a Critical Success, the
Light. foe suffers 2Ð10+the mount’s [BB] and is
& Fleeting Shadows: This is the radius around rendered Prone. On a Sublime Success, the foe
which the source emits light as intense as suffers 3Ð10+the mount’s [BB] in Damage and is
Fleeting Shadows. rendered Prone. A Blackbird can only Dodge
& Total Darkness: This is the radius beyond while being trampled and cannot Parry.
which the source fails, plunging the world
into Total Darkness. Obscurement
Obscurement stems from atmospheric
conditions that shroud distant objects.
B E A R I N M I N D that wind can play Obscurement has three levels:
havoc with small flames. Any light ! Light Obscurement (cannot use Extreme
intensity 1 source not shielded Distances): mist, light rain, or light snow
from the wind will be extinguished ! Medium Obscurement (cannot use Extreme or
by anything more than a slight Long Distances): fog, heavy rain, or heavy snow
breeze. (See the light intensity chart ! Heavy Obscurement (cannot use Extreme, Long,
following this section for examples.) or Medium Distances): sleet, smoke, or blizzard
More intense light sources are These cannot be ameliorated through normal
unaffected. Similarly, heavy rain or means, though certain magic may make it possible
snow will have the same effect on to ignore such effects.
light intensity 1 and 2 sources not
sheltered from it. The Fateweaver Swapping Weapons
has the final call on whether either of A Blackbird may draw any weapon from their
these conditions exist. side, pick up a weapon at their feet, swap weapons
at their side, or give a weapon to an ally for 1 AP.
170 BLACKBIRDS

M O V E M E NT A C T I O N S EFFECT: The Blackbird moves up to 1 stride to


Movement Actions are employed whenever a stand from Prone or a crouched position, to get
Blackbird needs to relocate to a more tactically into a vehicle, or to mount a steed. If they possess
advantageous position, close the distance between at least one Skill Rank in Coordination, they can
foes, or carefully retreat from an opponent to evade Get Up for 1 AP instead. This action provokes
their attacks of opportunity. an Opportunity Attack if the Blackbird leaves an
Engagement.
Charge (2 AP)
A Blackbird employing this action builds speed Hustle (1 AP)
to gain momentum and punch through an enemy’s The Blackbird strides purposely forward
defenses. without fatiguing themself.
EFFECT: The Blackbird may rush forward up to EFFECT: The Blackbird may Hustle a distance equal
two times their Movement. If they move at least to their Movement in strides. This action provokes
3 strides and successfully strike with a Melee an Opportunity Attack if the Blackbird leaves an
weapon on the same Turn, add an additional 1Ð6 Engagement.
to the Total Damage result. This action provokes
an Opportunity Attack if the charging Blackbird Maneuver (2 AP)
leaves an Engagement. The Blackbird retreats from combat,
disengaging from their enemies while avoiding
Get Up (2 AP) their blows.
The Blackbird may climb into a saddle, step EFFECT: The Blackbird may maneuver a distance of
into a vehicle, stand from Prone, or help a Prone 1 stride to leave an Engagement, allowing them to
ally stand up. avoid Opportunity Attacks.

HORSE
The common horse was domesticated by ancient SENSITIVE SOUL: Make a Perception test when this
peoples even before the aes arrived, it is said. Although creature might sense unnatural, Odic, or magical
these animals are commonly used for manual labor, creatures—or even natural predators. If it’s domesticated
transportation, and as tools of war, horses can still be and succeeds on this test, a successful Animal Handling
found in the wild. Since horses’ domestication, several roll must be made for its owner or trainer to notice. This
breeds have been singled out for endurance and will not reveal the cause of the disturbance, just that the
temperament, and in the case of the warhorse, for size animal is troubled. Make a further Animal Handling roll to
and strength. keep the creature under control if the source of the
disturbance becomes obvious or arrives.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

35 [3] 50 [6] 45 [4] 45 [5] 40 [4] 40 [4] 40 [4]

Athletics +10 Coordination


Melee +10 Awareness +10
Toughness +10 +10

Damage
Peril Threshold: For 1 Basic-Tier
Dodge: 55% Threshold: 11 Movement: 10 Initiative: 12 Size: Large
7 (13/19/25) Blackbird
(17/23/29)

Kick: 45% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Pummeling, Slow
CO N F L I C T & R E K I N D LI N G 171

Run (3 AP) the Od to positively modify the


The Blackbird sprints quickly, making it more rating. See Chapter 8: Theurgy.
difficult for enemies to target them.
EFFECT: The Blackbird may run a distance up to Load (Varies)
three times their Movement. As a result, add +3 to The Blackbird readies
their Damage Threshold until the beginning of their another shot.
next Turn. This Action provokes an Opportunity EFFECT: Before a Ranged weapon
Attack if the Blackbird leaves an Engagement. may be fired or thrown, one must “Horseshoe nails are
either load it with ammunition considered good luck
Take Cover (1 AP) or ready it. To do so, a Blackbird and are often given as
The Blackbird takes cover, placing a barrier must have both hands free to load parting gifts to those
between them and their enemies. This grants them a missile weapon or one hand setting out on the road.
some safety and shelter from which to attack. free for a thrown one. Spend the It may be the symbolism
EFFECT: The Blackbird may move a distance of up to 1 amount of AP required for your of the road itself that
stride to crouch and seek cover. That cover must rise at Blackbird to load the Ranged brings comfort, or
least knee-high and be made of wood, stone, or metal weapon as indicated in its listing perhaps the warding
to grant protection. A stout oak, a toppled carriage, or in Chapter 7: Trappings. Once a properties of iron . . .”
a stone parapet would work, but shrubs or tall grass Blackbird begins to load a weapon, — Observations of the
Wandering Squire
would not. If the Blackbird is behind low cover (such they must finish before taking any
as a crate), add +3 to their Damage Threshold when other Action. If a Blackbird spends
hit by Ranged weapons. If behind medium cover (such more than one Turn loading a single weapon, they
as a stone fence), add +6. If behind high cover (such as are left Defenseless until they complete the Action.
a marble column), add +9. If behind cover that breaks
the line of visibility, a Blackbird cannot be targeted by Take Aim (1 OR 2 AP)
Ranged weapons at all. The Fateweaver determines The Blackbird takes careful aim and waits for
how high or low cover is for these purposes. just the right moment to let fly.
EFFECT: Either before or after the Difficulty Rating
SPECIAL ACTIONS of your Attack Action is declared by the Fateweaver,
Special Actions are those that take place during you may spend 1 AP to gain a +10 Base Chance
combat but do not hinge on maneuvering across to your Blackbird’s next Attack Action, including
the battlefield or striking the enemy. Interacting those from Techniques. If you spend 2 AP, your
with the environment, shaking off the effects of Blackbird instead gains +20.
combat conditions, boosting the power of magic,
using items on one’s person, and loading Ranged Use Item (1 AP)
weapons all constitute Special Actions. The Blackbird takes a moment to employ an
item they’re carrying on their person.
Focus (' AP) EFFECT: Spend 1 AP to use salmiac; apply poison to
Wrenching open the Od, the Blackbird creates a weapon; quaff a draught of theriac or quickbronze
a temporary tear through the weave of reality to elixir; etc. The Fateweaver is the ultimate arbiter of
boost their arcane might. what is or isn’t possible using this broad Action in
EFFECT: Either before or after the Difficulty Rating the thick of combat.
to cast magic is declared by the Fateweaver, your
Blackbird attempts to draw more raw power from
172 BLACKBIRDS

Wait (' AP) their opponent without AP being spent. A foe


The Blackbird bides their time, waiting for the cannot Dodge or Parry this attack.
most advantageous moment to strike. A Blackbird cannot make an Opportunity Attack
EFFECT: With Wait, you opt for your Blackbird to when Defenseless, Helpless, Prone, or concentrating
not act during their Turn, instead holding their AP on maintaining a magical effect, nor can one be made
in reserve to act later in the Round. Thus, they may with a Ranged weapon. Note that if your Blackbird is
choose to drop to any spot lower in the Initiative not already armed with a weapon, they cannot draw
Ladder. However, if your Blackbird is attempting one to make an Opportunity Attack, though they
to interrupt an opponent’s Turn, you must make a may elect to attack barehanded. A Blackbird may
successful Scrutinize or Warfare test for them to do make only one Opportunity Attack a Round.
so. Otherwise, though your Blackbird acts on the
same Initiative, they must act after their opponent’s Parry (1 AP)
Turn is done. The Blackbird uses a weapon or shield to deflect
In addition, a Blackbird cannot use Wait to a strike.
take two Turns back-to-back. Your Blackbird must EFFECT: When facing a successful attack with a
act before the end of the current Round. Melee weapon, but before Damage is determined,
you may make a Melee test for your Blackbird. If the
REACTIONS roll succeeds, they avoid all Damage. If it critically
Reactions are employed by Blackbirds in succeeds, they avoid all Damage, they spend no AP
response to enemy attacks and movement, or to to Parry, and they make an Opportunity Attack
defend themselves against enemy blows. against the engaged foe. On a Sublime Success,
the effect is the same, but they may make two
Dodge (1 AP) Opportunity Attacks against their engaged attacker.
With catlike reflexes or adrenaline-fueled (More details can be found later in this chapter.)
panic, the Blackbird eludes an attack. A Blackbird may not Parry when Defenseless or
EFFECT: When facing a successful attack but Helpless. However, if they’re armed with a shield or
before Damage is determined, you may attempt a weapon possessing the Protective Quality, they may
Coordination test for your Blackbird. If it succeeds, Parry Ranged Attacks. When critically parrying with
they avoid all Damage. If the roll critically succeeds, a shield or a weapon that has the Protective Quality,
they avoid all Damage and no AP is spent to Dodge. no AP is spent, but as there is no engaged foe to
A Sublime Success does the same, but the Blackbird strike, no Opportunity Attacks are conferred. Note
also gains a +3 to their Damage Threshold for the that unless they are already armed with a weapon, a
remainder of the Round. (More details can be Blackbird cannot draw one to Parry an attack.
found later in this chapter.)
A Blackbird may not Dodge when Defenseless Resist (' AP)
or Helpless. The Blackbird attempts to withstand the effects
of a special condition being imposed upon them.
Opportunity Attack (' AP) EFFECT: Whenever your Blackbird falls victim to
The Blackbird lashes out with a sudden, certain special conditions, you may be asked to
instinctive attack against a retreating foe. make a relevant Skill test, referring to the Skill
EFFECT: In certain situations (such as when an indicated to withstand the condition’s effects. If the
opponent exits an Engagement with them), a roll succeeds, the results are entirely nullified. If it
Blackbird may make a free Melee Attack against fails, the Blackbird suffers the effects as described. If
CO N F L I C T & R E K I N D LI N G 173

the roll critically succeeds, the results are nullified Melee Weapons
and the Blackbird moves 1 level up the Peril Whether the simple farmer’s sickle or
Condition Track. A Sublime Success confers an woodsman’s axe, the assassin’s garrote or knight’s
immunity to the effect for the current Scene. longsword, Melee weapons are the most common
In cases where your Blackbird’s Turn begins type of hand weapons.
and they are currently suffering from the effects of While a Blackbird is armed with a Melee
an ongoing Attack Action such as Grapple, you can weapon, make a Melee test for them to strike with
attempt to Resist for them once their Turn begins. it. For most Melee weapons, an attacker must be
If the roll succeeds, they recover from the negative Engaged with an opponent to strike them. Melee
effects. If it fails, you may attempt to Resist again at weapons possessing the Reach Quality may be used
the start of your Blackbird’s next Turn. to attack foes outside of an Engagement up to 1
A Blackbird may not Resist while Defenseless stride away.
or Helpless. In certain instances, effects may require “Unarmed” Attacks: Not every fight is meant to
an opposed test to Resist. These are conducted as kill. For-profit underworld boxing rings, ubiquitous
with any other such test, where whoever succeeds at tavern brawls, and street fights between rival gangs
their Skill test and has the highest Degrees of are everyday occurrences in the world of Blackbirds.
Success wins the opposed test, and if the Degrees of There are also times when teaching someone a lesson
Success match, opposed tests continue to be made with a punch to the face is preferable to running
until one side is declared the winner. them through with a sword. The threat of murder,
while very real in the game’s milieu, should not
Combat Overview overshadow the more mundane ways of settling
Whether a Blackbird is armed with a Melee or scores. That said, barehanded attacks are quite
Ranged weapon, the chance to strike and the capable of dealing terrible punishment when
Damage dealt is determined the same way. There employed with vigor, so a back-alley dustup may well
are seven simple principles used to resolve an Attack end in death, either accidentally or on purpose, even
Action that results in Damage: if steel is never drawn.
! Step 1: Which Weapon? Punches, kicks, elbow and knee strikes, and
! Step 2: Total Chance for Success headbutts all function as barehanded weapons, as
! Step 3: Make the Attack described in Chapter 7: Trappings.
! Step 4: Enemy Defends
! Step 5: Roll Damage Ranged Weapons
! Step 6: Determine Damage Condition Hunting bows of Elklund’s gamekeepers,
! Step 7: Determine Injury thrown bottles of a Highsalt drunk, the longbows of
Paladine’s archers, the crossbows of the Gharzan
STE P 1 : W H I C H W E A P O N? arbalists: Ranged weapons can change the course of
Whenever a Blackbird joins a fight, they must combat, raining death upon one’s enemies. Any
decide what kind of weapon to use and determine fighting force that lacks such weapons is at a distinct
whether their foe is at a favorable distance to strike disadvantage when facing one that does.
with it. Melee weapons are favored by those who Make a Ranged test for a Blackbird armed with
prefer things up close and personal, while Ranged a distance weapon to strike with it. As with Melee
are often the choice for more cautious combatants. weapons, the Blackbird must consider the range to
No matter the choice, benefits and drawbacks apply their intended target when attacking. However,
to wielding any weapon. Ranged weapons possess further ranges to strike,
174 BLACKBIRDS

called Distance. Distance is value and do not possess values for Medium or
typically measured by the Long Distance.
attacker’s [PB] and modified by RANGED WHILE ENGAGED: With the exception of
the Ranged weapon employed. It crossbows, Ranged weapons cannot be fired during
represents the number of strides an Engagement.
an attacker can accurately target a
foe with their weapon. STE P 2 : TO TA L C H A N C E F O R S U CC E S S
“The hunters of the ! Short Distance is the minimum Numerous factors can influence a Blackbird’s
eastern wilds know never range an attacker can stand away ability to strike a foe with an attack or evade their
to approach a kill until from a target without suffering a riposte. Positioning, abilities, and types of Combat
carrion birds surround penalty to attack. It requires a Actions can all alter the Difficulty Rating when
it; a corpse left alone by minimum of 1 stride between the attacking enemies. All modifiers depend on the
scavengers should be attacker and an intended target. Actions a Blackbird uses and the conditions from
hastily avoided . . .” Each Ranged weapon has a set which they may be suffering.
—Observations of the Short Distance as described in
Wandering Squire
Chapter 7: Trappings. Within Base Chance
Short Distance, a Ranged Attack To determine Base Chance, refer to the Combat
suffers no penalties to hit. Primary Attribute first, then add together the total
! Medium Distance is double the Short Distance. Skill Ranks for the relevant Combat-related Skill,
Thus, an attacker can stand even farther from an either Melee or Ranged. The weapon used may also
intended target and fire effectively. While at influence the Base Chance. For example, an attacker
Medium Distance, a Ranged Attack suffers ‒10 cannot use the Melee Skill when wielding a hunting
to hit. bow. In addition, certain Talents, Techniques, or
! Long Distance is triple the Short Distance. Traits add bonuses to one’s Base Chance. Finally, an
Firing a Ranged weapon and hitting one’s attacker may be suffering from an Injury or is perhaps
intended target at this distance is considerably lower on the Peril Condition Track, which further
more difficult. While at Long Distance, a Ranged penalizes their chances of success.
Attack suffers ‒20 to hit.
EXTREME DISTANCES: Distances for Ranged weapons Peril Adjustments
outside of Long Distance serve little point. At such When your Blackbird is suffering from Peril,
ranges, a weapon suffers ‒30 to hit and Damage you must take this into consideration when the
dice no longer explode. The maximum strides a Difficulty Ratings for Skill tests are called out. For
missile may travel in such cases is, at most, four instance, your Blackbird may have a total of three
times the weapon’s Short Distance range value. Skill Ranks in Ranged, but their Peril Condition
Although distance is always a factor in firing Track forces you to ignore two of these Skill Ranks.
Ranged weapons, there may be other reasons a Thus, you can add only one Skill Rank to your Base
Fateweaver rules a Ranged weapon’s Difficulty Chance when rolling.
Rating to be worse, such as wind conditions,
darkness, precipitation, and myriad other factors. Fateweaver Adjusts Difficulty Rating
THROWN WEAPONS: Certain Ranged weapons Attack Actions have a fixed Difficulty Rating
possess the Throwing Quality, which means these of (Standard +/‒0%), but the Fateweaver may
weapons can never be thrown farther than the adjust this when the situation dictates. These
distance listed. They possess only a Short Distance adjustments are always the result of outside
CO N F L I C T & R E K I N D LI N G 175

influences to which the Fateweaver assigns a However, the Fateweaver usually won’t announce the
numerical value to negatively or positively influence Total Chance for Success for NPCs, as this keeps
an attempt’s outcome. For example, should one side players guessing about their foes’ true capabilities.
outnumber the other within an Engagement, it
plays into the larger force’s favor. The Fateweaver Match—Critical and Sublime Success
decides the final bonuses or penalties, and the result When a Critical Success is rolled for the
adds to or subtracts from the Total Chance for Blackbird to strike with an Attack Action or
Success the Blackbird has. When your Blackbird is Technique, the target is left Defenseless to it. This
attempting an attack, your Fateweaver will tell you means that they can neither Parry nor Dodge Melee
the Difficulty Rating. The Fateweaver will always or Ranged Attacks, nor Resist the effects of cast
announce the Difficulty Rating of the defender as Wortcunning Spells or Vitiations. A Critical
well, also adjudicated according to the circumstances. Success also adds an additional 1Ð6 Damage die
(or a 1Ð10 Bane die, if applicable); a Sublime
Final Tally Success adds 2Ð6 Damage dice (or 2Ð10 Bane
Once all of these modifiers have been tallied, dice, if applicable).
the result determines the Total Chance for Success. Some attacks allow a Blackbird to trigger a
special effect when a Critical or Sublime Success is
STE P 3: M A K E T H E AT TA C K rolled with an Attack Action. In such cases,
While Rounds in combat adhere to a strict Techniques and Traits allow an attacker to incur a
structure, your Blackbird is actually fighting mechanical bonus or new effect, as outlined in its
throughout the Initiative Ladder—raising their description.
shield to intercept a crossbow bolt, barking out
orders, and keeping an eye on the combatants to Match—Critical or Sublime Failure?
line up the perfect axe throw. It all leads to that one Rolling a simple Failure for an attack has no
throw, for a savage attack where you finally roll the adverse effect beyond the obvious. However, should
dice. That is where the joy and excitement of a Critical Failure be rolled with any Attack Action,
tabletop role-playing game combat comes from, as it causes the Blackbird’s weapon to suffer a level of
a successful roll may turn the tide of battle, but a Degradation. Sublime Failure raises this to 2 levels
failed one may result in a terrible rout. As with of Degradation.
other Skill tests, an attack is resolved using the same
rules outlined in Chapter 2: How to Play. TA RG E T Z O N E S
Some Vitiations, Traits, Techniques, and weapons
Roll to Strike may affect multiple targets at once, so long they are all
Once an attacker decides what weapon to use located within the target zones of the attack. Common
and the Total Chance is calculated, it is time to roll zone shapes include cone, burst, and explosion, but there
a Ð100. If the result equals or is less than the Total are other possible types, and they are always defined in
Chance for Success, the attack succeeds. If the the description of the attack’s effects. Whatever their
result exceeds the Total Chance for Success, the dimensions, physical barriers typically serve to constrain
attack fails. and redirect most attacks such that most medium or high
A best practice is for players to announce their cover will alter a target zone by completely blocking an
Total Chance for Success before rolling the dice, as attack’s effects beyond it. In cases where this is not true,
the chaos of combat and its myriad modifiers can that will be noted in the attack’s description as well.
confuse even the most focused player at times.
176 BLACKBIRDS

STE P 4 : E N E MY D EFE N D S Dodge is (Challenging ‒10%). If the roll succeeds,


Defenders in combat are in constant motion— the character avoids all Damage. If the roll is a
ducking, juking, sidestepping—all to gain a more Critical Success, the character avoids all Damage
advantageous position. So long as a defender is and does not have to spend AP to Dodge. If the roll
aware of an incoming attack and prepared, they can is a Sublime Success, the character also gains a +3
attempt to turn it away or avoid it entirely. to their Damage Threshold for the remainder of the
Round. A character cannot attempt to Dodge the
Parry or Dodge same attack twice.
Provided they are neither Defenseless nor The size of the weapons involved and the form
Helpless, a defender has two options to avoid an of the attack may be considered by the Fateweaver
attack. They may try deflecting it with their weapon whenever a Blackbird attempts to Parry. The
or shield through a Parry or try ducking out of the Fateweaver may rule that trying to Parry a pike
way through a Dodge. with a shiv would warrant an (Arduous ‒30%)
PARRY: When facing a successful attack with a Difficulty Rating. Conversely, they may rule that
Melee weapon, a Melee Skill test may be made for the defender gets a better chance to parry a sabre
them to use the weapon they are wielding to Parry. with a longsword and change the Difficulty Rating
The Difficulty Rating for the test is based on the to (Routine +10%). In the case of Dodge, it may be
Difficulty Rating of their opponent’s Attack Action, significantly more difficult to dive out of the way of
translating its bonus or penalty into its opposite. a volley of crossbow bolts than to simply duck away
Therefore, if their enemy’s Attack Action has a from a thrown bottle. The Fateweaver makes these
Difficulty Rating of (Routine +10%), the Difficulty determinations on a case-by-case basis, changing
Rating to Parry is (Challenging ‒10%). If the roll the Difficulty Rating where they see fit.
is successful, the character avoids all Damage. If the
roll is a Critical Success, they spend no AP to Parry, STE P 5: RO L L D A M A G E
and they make an Opportunity Attack against After your Blackbird successfully strikes and
the engaged foe. If the roll is a Sublime Success, their opponent fails to Parry or Dodge (or chooses
they may make two Opportunity Attacks against not to defend), it is time to determine Damage
their engaged attacker. In addition, if the character dealt. There are typically two considerations to be
is armed with a shield or weapon possessing the made when determining how much Total Damage
Protective Quality, they may also Parry Ranged the Blackbird deals:
Attacks. When critically parrying with a shield or ! A Blackbird normally deals out 1Ð6+[CB] Total
a weapon that has the Protective Quality, no AP Damage on a successful strike, and this may then
is spent, but as there is no engaged foe to strike, be modified by specific Techniques, Talents,
no Opportunity Attacks are conferred. A character Boons, Weapon Qualities, and/or Vitiations.
cannot attempt to Parry the same attack twice.
DODGE: When facing a successful attack with a Bane Damage
Melee or Ranged weapon, a Coordination test may A Blackbird may wield a weapon composed of a
be made for them to attempt to Dodge the attack. substance to which their foe has a supernatural
The Difficulty Rating for the test is based on the aversion. One common example is the effect iron
Difficulty Rating of their opponent’s Attack Action, and steel weapons have on the aes. In such
translating its bonus or penalty into its opposite. circumstances, these weapons deal the Blackbird’s
Thus, if an enemy’s Attack Action has a Difficulty [CB] plus 1Ð10 in Total Damage. Bane dice explode
Rating of (Routine +10%), the Difficulty Rating to on a ‘9’ or ‘10.’
CO N F L I C T & R E K I N D LI N G 177

Calculate Damage Threshold The closer a Blackbird comes to the bottom of


Always take into account the Blackbird’s the Damage Condition Track, the riskier combat
Damage Threshold when they suffer Damage. becomes. If the Blackbird reaches the end of the
Damage Threshold equals a Blackbird’s [BB] plus Damage Condition Track (Slain!), their race is run.
their armor’s Damage Threshold Modifier.
After an attacker strikes their target and Total STE P 7 : D E TE R M I N E I N J U RY
Damage is calculated, the defender compares it to When a Blackbird’s Damage Condition Track
their Damage Threshold. drops to Level 3, Level 4, or Level 5, they are at risk
of suffering an Injury. In some cases, particular
Below Damage Threshold Talents or other abilities may make Injuries less (or
If the Total Damage is less than the Damage more) severe.
Threshold, the defender’s armor has provided When a Blackbird’s Damage Condition Track
sufficient protection, or they have shrugged off the drops to Level 2, there is no risk of Injury. However,
blow, and no Damage is taken. once their Damage Condition Track drops to Level
3, a 1Ð6 Injury die must immediately be rolled. If
Equal to or Exceeds Damage Threshold the result is face ‘6,’ the Blackbird suffers a Moderate
When Total Damage is considered, treat it as Injury. Repeat this process when their Damage
such for purposes of determining Damage Threshold: Condition Track drops to Level 4. If the results
! If Total Damage equals or exceeds base Damage show a face ‘6,’ the Blackbird suffers a Serious
Threshold, the Blackbird moves 1 level down the Injury. Repeat this process once their Damage
Damage Condition Track. Condition Track drops to Level 5. If the results
! If Total Damage equals or exceeds 6+Damage show a face ‘6,’ the Blackbird suffers a Grievous
Threshold, the Blackbird moves 2 levels down Injury. Once they reach Slain! on the track, the
the Damage Condition Track. Blackbird is dead. Note that if a Blackbird drops
! If Total Damage equals or exceeds 12+Damage several levels from one blow, only the most severe
Threshold, the Blackbird moves 3 levels down Damage Level that they have dropped to must be
the Damage Condition Track. rolled for.
! If Total Damage equals or exceeds 18+Damage
Threshold, the Blackbird is instantly Slain!. When Injury Occurs
Each level of Damage Threshold should be Every Injury has a specific penalty your
noted as base Damage Threshold (Damage Blackbird incurs and suffers from until they’ve
Threshold+6 / Damage Threshold+12 / Damage recuperated. The Fateweaver assigns or randomly
Threshold+18). For example, if Damage Threshold determines the Injury the defender suffers
is 10, it is recorded as: 10 (16/22/28). (referencing the tables later in the chapter). The sort
of Injury inflicted is solely based on where the
STE P 6: D E TE R M I N E D A M A G E Blackbird is on the Damage Condition Track.
CONDITION Treatment of Injuries are covered later in this chapter.
Whenever a Blackbird suffers Total Damage
that equals or exceeds their Damage Threshold, Sacrificing Fate Points
their player must announce to the group where the Blackbirds possess something common folk
Blackbird is on the Damage Condition Track: don’t. As Fate’s chosen champions, they may call
! Level 1 ! Level 3 ! Level 5 upon that force to intervene during moments of
! Level 2 ! Level 4 ! Slain! crisis. Anytime you feel it’s appropriate during a
178 BLACKBIRDS

Weaving—even outside of combat—you may ! Incapacitated!: The Blackbird’s body betrays


sacrifice your Fate amulet to save your Blackbird them. When they’re in this state, no Skill test
from being Slain! or to ignore any one Injury. made for them can succeed.

Peril, Damage & Injury DAMAGE CONDITION TRACK


Life as a Blackbird is fraught with danger. They are The healing process in Blackbirds is quite
all tied to Fate as its champions in a ruined world. often a lengthy proposition, as Blackbirds carry
In a time of continent-spanning war, with the their wounds over from Weaving to Weaving. A
gods slain, the Outsiders free, and servants of the Blackbird’s Damage Condition Track describes
Oligarchs on the move, conflict is a given, and its how wounded a Blackbird is while apprising all the
outcome often bloody. players of how the flock is holding up, which serves
to inform the injured Blackbird’s allies where best
PERIL CONDITION TRACK to focus their efforts. Knowledge of how the group
Unlike with Damage, the Peril Condition as a whole is doing can make all the difference in an
Track is a temporary inconvenience born of adventure, resulting in a greater chance of
excessive physical or mental strain. Peril may be success . . . and a higher survival rate.
caused by fatigue, deprivation, stress, horror, or It is a good idea either at the top of combat or
myriad other conditions spelled out in Chapter 13: at the beginning of a Weaving for everyone around
The Fateweaver. Where a Blackbird is on their Peril the table to announce where their Blackbirds are on
Condition Track determines what penalties are the Damage Condition Track. The important thing
suffered on all Skill tests until they recover. Six is that if your Blackbird is hurt, everyone knows
distinct levels constitute the Peril Condition Track: about it, so they’ll know better than to position
! Level 1: The Blackbird has endured very little them in the thick of battle.
adversity. They evince neither weariness, anxiety, There are six distinct Levels that make up the
nor other strain . . . thus far. Damage Condition Track:
! Level 2: Although the Blackbird is operating ! Level 1: The Blackbird has the most minor of
under a small amount of stress or is merely Damage: bruises, scratches, bumps, welts, old
winded, they should likely be more careful. wounds scarring or scabbed over, stitches or sutures
! Level 3: The pressure is on, and the Blackbird is that no longer reopen, bandages over lacerations.
feeling it. Their brow beads with sweat, and they ! Level 2: The Blackbird wears a few small cuts,
are tired and slow to act. While they’re in this some light bruising, maybe a stitch or two. Their
state, ignore one of the Blackbird’s Skill Ranks. pain is mild, probably not constant, and may be
! Level 4: The Blackbird is in mental and physical noticeable only during activity.
turmoil, as their mind is swimming with anxiety ! Level 3: The Blackbird suffers significant bruising,
and their body is weary from exhaustion. They’re cuts that require stitches, and/or lesions that
likely suffering from intense doubt, are worn to a invite infection. Their pain is regular, perhaps
frazzle, or both. While they’re in this state, ignore constant. They may require the aid of a physician
two of the Blackbird’s Skill Ranks. or leech.
! Level 5: The Blackbird can barely keep it together. ! Level 4: The Blackbird’s blood stains their
They face a significantly reduced chance to clothing. They suffer a black eye (or two), a
succeed at any task but try to hope that help is on flattened nose, an irregular gait, and have
the way. While they’re in this state, ignore all difficulty speaking. Their world gently spins,
three of the Blackbird’s Skill Ranks. vision blurs. Ignoring the pain is nigh impossible.
CO N F L I C T & R E K I N D LI N G 179

! Level 5: Broken bones, torn muscles, deep cuts, INFECTION


and massive contusions constitute the Blackbird’s Infection causes a Blackbird’s
body. Their blood soaks their clothing, and pain Injuries to become pink and
gnaws at the very fiber of their being. swollen, oozing pus and
! Slain!: The grave yawns wide and the wings of throbbing with pain as flies gather
Corvus echo in the Blackbird’s ears. Death has around the stinking wound.
come for them, but to survive it takes only the Infection can result from
sacrifice a Fate amulet . . . tumbling into a cesspool, being “The rat-catchers of the
thrown into a prison while western cities advertise
INJURIES suffering from untreated Grievous their prowess with great
The horrors of combat don’t end when the Injuries, being dealt an Injury by capes made from the
swinging stops. Many times, the violence results in an unclean monstrosity, being skins of the quarry, a
horrific Injuries that may take weeks to heal—if one’s treated by a leech’s soiled testament to their ability
lucky. Some may disable a Blackbird for a lifetime; instruments, or any number of to battle the vermin
others may bring that life to a sudden, messy end. other unsanitary conditions that without suffering their
There are as many types of Injuries as there are lead to further contamination of infection-laden bites. . .”
sources of trauma. Some may temporarily inhibit a one’s wounds. — Observations of the
Wandering Squire
Blackbird’s ability to function at their best, whereas Any critically failed Heal test
others result in broken bones, and a grave few may to treat an Injury causes an
cause blindness, limb loss, punctured lungs, or infection, but many other situations may lead to
worse. Injuries serve as a constant reminder of the infection, as dictated by the Fateweaver. Once
brutal and violent nature of this broken world. It is suffering from infection, a Blackbird cannot recover
rare to walk away from a battle unscathed for those steps on the Damage or Peril Condition Tracks,
daring (or foolish) enough to draw steel. nor can recuperation from their Injuries occur until
Because of their physiologies, aes and daimn do the infection has been dealt with appropriately.
not experience Injuries as others do. Elves cannot Infection lasts until it has been successfully treated
be Injured at all, as their ephemeral forms suffer through bloodletting.
harm differently. Dwarves may suffer Injury, but If an infection is not properly treated within a
their forms are so rugged and their recuperative day, the Blackbird temporarily loses ‒1 Brawn and
powers so great that they may even fully regenerate continues to suffer ‒1 Brawn every full day
lost body parts at the end of the recuperation period thereafter until it has been successfully treated.
for those Injuries they do suffer. Their elemental
nature also differs enough that they possess unique T H E U S E O F infection in a Blackbirds
Injury charts (see below). game adds a level of gritty realism that some
groups may find overly harsh even for a game
Slain! as dark as this one. Some may enjoy that
All good tales must eventually come to an end. verisimilitude and wish to use these rules as
Whenever a character descends beyond the Level 5 written. Others may want to use them only
Damage Threshold, they are Slain!. Let the player in very specific circumstances. Fateweavers
describe the grim demise of their opponent . . . or should feel free to disregard this complication
themself. See Chapter 3: Character Creation & if it doesn’t match their play style—which is
Progression for more details about what happens ultimately true for every rule in the game.
when a Blackbird dies.
180 BLACKBIRDS

Injury Charts
MODERATE INJURY CHART: Roll 1Ð6 for results.

Pretty Face Funny on the Inside

1. W H ATE V E R I T W A S, it just hit the victim in the face. 2. T H AT L A ST B L OW knocked, sliced, or poked a hole such
People tend to respond poorly to individuals who look like they that the victim feels more than pain. Something is wrong, and it’s
have recently engaged in violence. Until recuperated, suffer Flip slowing them down. Until the victim heals, roll 1Ð6 for them at the
to Fail on Fellowship-based tests made for the victim to positively start of each Turn. A ‘6’ means they generate 1 less AP.
influence others.

Strained Ligament Swollen Shut

3. S O M E T H I N G T W I STE D W RO N G in the victim’s hand. Until 4. B E I T A fragment from an arrow’s shaft, a swollen contusion,
recuperated, whenever a Critical or Sublime Failure is rolled for or a flap of lacerated flesh, something from that last strike is
them on an attack, the victim’s grip on their weapon slips, letting it interfering with the victim’s vision. Until recuperated, Flip to Fail
skitter at least 3 strides away in a random direction. Perception-based tests made for the victim.
CO N F L I C T & R E K I N D LI N G 181

Dropped A Trickle of Red

5. T H AT L A ST H I T knocked the victim off their feet. They 6. B L O O D F L OW S STE A D I LY from where the victim was struck.
immediately fall Prone. All attacks made against them while they’re They are Knocked Out in [BB] Turns unless someone stanches the
down gain an additional 1Ð6 Damage. Until recuperated, apply ‒3 flow with a bandage or some other medical treatment. Until they
to the victim’s Movement. heal, the Injury reopens each time a Critical or Sublime Failure is
rolled for them on a Combat-, Brawn-, or Agility-based Skill test,
requiring the Bleeding be restanched.

SERIOUS INJURY CHART: Roll 1Ð6 and see what happens

Fractured Skull A Bit of Ear

1. T H E V I C T I M’ S W O R L D spins. Until recuperated, their place 2. B L O O D R U N S I NTO the victim’s eardrum, making hearing
on the Initiative Ladder is always last. difficult and balance even harder. Until recuperated, Flip to
Fail Perception-based Skill tests made for the victim that
require hearing and Agility-based Skill tests made that require
equilibrium.
182 BLACKBIRDS

Snapped Finger Fractured Ribs

3. O N E O F T H E victim’s digits cracks like a twig. Use of two- 4. A B L OW TO the side sunders the victim’s ribcage. Until
hander weapons or parrying with shields incurs a Flip to Fail recuperated, all rolls made for them to Parry or Dodge suffer ‒20.
penalty, and no benefit comes from the Off-Hand Quality until
healed.

Scarlet Torrent Shattered Eye Socket

5. T H AT I S A lot of blood. The victim bleeds to death in half 6. A N O R B I TA L F R A C T U R E has robbed the victim of half their
their [BB] Turns unless someone stanches the flow with a bandage vision. Until recuperated, all Combat-based Skill tests made for the
or other medical treatment. Until they’ve recuperated, the Injury victim suffer ‒20.
reopens each time a Critical or Sublime Failure is rolled for them
on a Combat-, Brawn-, or Agility-based Skill test, requiring the
Bleeding be restanched.
CO N F L I C T & R E K I N D LI N G 183

GRIEVOUS INJURY CHART: Roll 1Ð6 and see what happens

Compound Fracture Ruined Jaw

1. S EE I N G O N E ’ S B O N E poking through one’s skin is a 2. I D E A LLY, TA LK I N G I S N’ T key for the victim,whose jaw is
troubling thing to experience, causing the victim to immediately broken. While healing, they can almost speak, suffering Flip to Fail
receive 3Ð10+3 Peril. Their Movement is halved. on Fellowship-based tests involving speech.

Shattered Hand Arterial Spray

3. T H E V I C T I M’ S P R I M A RY hand is crushed. Until they heal, 4. T H E V I C T I M B L EE D S bleeds out at the end of their next
holding a bit of bread is challenging. That hand can’t use weapons; Turn unless someone stanches the flow with a bandage or like
any Skill test involving it are Flip to Fail. treatment. Until healed, the Injury reopens each time a Critical or
Sublime Failure is rolled for them on a Combat-, Brawn-, or Agility-
based Skill test, requiring the Bleeding be restanched.
184 BLACKBIRDS

Hobbled Impaled

5. A ST R I K E TO the knee lets the victim put weight on one leg 6. T H E V I C T I M’ S B EE N run through. While impaled on a foe’s
only. Until healed, they can’t stand or walk without aid of another, a weapon, they cannot Dodge, and all Combat-based Skill and Parry
crutch, or a cane. Even if aided, quarter their Movement. tests made for them are Flip to Fail. On their Turn, the victim may
attempt to remove their foe’s weapon from their body, which costs
3 AP. However, they immediately suffer from the Scarlet Torrent
Serious Injury Bleeding effects. If the victim cannot be impaled by
their foe’s weapon, they are instead Hobbled.

STA N C H B L EE D I N G
If a Blackbird has a bandage to expend, it doesn’t require a
Skill test to stanch blood loss, though it takes a full 3 AP to
do so. Barring that, the Bleeding Blackbird or an ally may
instead cauterize the wound with a hot poker, torch, etc. for
1 AP. If someone cauterizes the Bleeding, the recipient falls
3 levels on the Peril Condition Track. If this takes them to
Incapacitated!, they are also Knocked Out for an hour.
Death by Blood Loss: So long as a Blackbird is Bleeding,
they cannot restore steps on their Damage or Peril Condition
tracks. Should they continue to suffer from blood loss for the
number of Turns dictated by their Injury, they bleed out and
are either Knocked Out or Slain!, as explained in the Injury
description.
CO N F L I C T & R E K I N D LI N G 185

Daimn Injury Charts


DAIMN MODERATE INJURY CHART: Roll 1Ð6 and see what happens

Planted Fractured Mold

1. T H E D A I M N I S dropped, and as the elemental essence 2. A B L OW TO the daimn’s face cracks their visage so that
leaking from them mingles with their surroundings, it binds them hairline fractures expose the wild torrent of elemental forces
in place until they can pull themself free. They may melt into the roiling beneath. This disturbing sight prompts a Resolve test for
ground, freeze themself to it, have various shoots and roots take any Mortal witnessing it for the first time.
hold, or merge their stony form with the surrounding earth. The
daimn becomes Prone and needs a full 3 AP to extricate themself
before they can attempt to Get Up.

Overgrown

The Grind 4. R E S P O N D I N G TO A head wound, the daimn’s element has


partly overgrown their eyes, making it difficult for them to see.
This might be plant overgrowth, icicles, stalactites/stalagmites, or
3. S O M E PA RT O F the daimn’s anatomy is sliding unnaturally glowing embers whose light is partially blinding. Until they heal,
over some other part. In addition to the pain and distraction it causes Perception-based tests for the daimn are made at ‒10.
the daimn, it also makes a gods-awful scraping noise so that Stealth
tests made for them are ‒10. This lasts until recuperation is done.

BB_int_ch06.indd 185 9/18/22 7:05 PM


186 BLACKBIRDS

Bent, Not Broken Essence Cascade

5. T H E D A I M N’ S PRIMARY arm becomes disfigured. Until 6. E L E M E NTA L E S S E N C E L E A K S from the Injury. In addition
recuperated, they are unable to use that arm to wield weapons, and to the daimn potentially falling unconscious from the loss of this
any Skill tests that require the use of the damaged arm are made essence, the leak deals 1Ð10+1 Peril at the beginning of their Turns
at –10. to those within 1 stride of them as heat or cinders, freezing mist,
irritating spores or pollen, or choking dust or sand rises from the
injured daimn. They are Knocked Out in [BB] Turns unless someone
stanches the flow with a daimn poultice, cauterization, or other
treatment. Until healed, the Injury reopens each time a Critical or
Sublime Failure is rolled for them on a Combat-, Brawn-, or Agility-
based Skill test, requiring the essence flow be stanched again.

DAIMN SERIOUS INJURY CHART: Roll 1Ð6 and see what happens

Severed Digits Missing Ear

1. A F E W F I N G E R S snap off of the daimn. Until they regrow, the 2. ONE OF THE daimn’s ears is torn free. Until this heals, Perception-
use of two-handed weapons incurs a penalty of Flip to Fail. based Skill tests made for the Blackbird that require hearing and
Agility-based Skill tests made that require equilibrium suffer a ‒20.

BB_int_ch06.indd 186 9/18/22 7:05 PM


CO N F L I C T & R E K I N D LI N G 187

Cyclops Split Skull

3. O N E O F T H E daimn’s eyes is destroyed. Until they have 4. T H E D A I M N’ S H E A D is cleaved open. Until they have
recuperated, Combat-related tests made for them are at ‒20. recuperated, Intelligence-based tests made for them are Flip to Fail.

Overgrowth Elemental Deluge

5. T H E P O TE NT DW A RV E N healing factor overreacts, creating 6. D A N G E RO U S E L E M E NTA L E S S E N C E jets from the


a growth of elemental substance on their flesh—a burl, an wound—gouts of flame, poisonous sap, freezing liquid, and the
outcropping, or a berg. This nodule impedes fluid movement for like. Creatures starting their Turn within 3 strides are blasted by
the affected limb until healing is complete and it drops away. Until this deluge for 1Ð10+1 elemental Damage. The daimn “bleeds”
healed, the daimn generates 1 less AP at the start of a Turn. out in half their [BB] Turns unless someone stanches the flow with
a daimn poultice, cauterization, or some other form of medical
treatment. Until healed, the Injury reopens each time a Critical
or Sublime Failure is rolled for them on a Combat-, Brawn-, or
Agility-based Skill test, requiring the essence flow be restanched.

BB_int_ch06.indd 187 9/18/22 7:05 PM


188 BLACKBIRDS

DAIMN GRIEVOUS INJURY CHART: Roll 1Ð6 and see what happens

Dangling Lower Jaw Leg Severed

1. A ST R I K E TO the jaw has severed it on one side. While 2. O N E O F T H E daimn’s legs is severed. Until it heals, the daimn
recuperating, the daimn finds it nearly impossible to communicate can’t stand or walk without aid of another, or of a crutch or peg leg.
verbally, causing associated tests to be Flip to Fail. Even so aided, their Movement is halved.

Stilled Arm Spitted

3. CO N D U I T S O F E L E M E NTA L essence are severed, and until 4. T H E D A I M N I S skewered on a foe’s weapon so that the flow
this is healed, the daimn’s primary arm is rendered as still as stone. of elemental energy through their form is interrupted. They suffer
This also causes an immediate fall of 3Ð10+3 levels on the Peril the effects of Essence Cascade; until until the weapon is removed—
Condition Track for the daimn as it recalls the onset of the aes- which requires a successful (Standard +/‒0%) Athletics test—all
inflicted Stilling centuries ago. within 3 strides suffer 1Ð10+1 Damage as it gets heated, frozen,
poisoned, or crystalized by its proximity to the daimn’s core. If the
victim cannot be spitted by their foe’s weapon, they instead suffer
Chest Cavity Collapsed.

BB_int_ch06.indd 188 9/18/22 7:05 PM


CO N F L I C T & R E K I N D LI N G 189

Chest Cavity Collapsed Elemental Storm

5. O N E S I D E O F the daimn’s chest is stove in. Until they 6. T H E E L E M E NTA L H E A RT of the daimn is exposed. Within 9
recuperate, exertion of any sort is harder. Until recuperated, all rolls strides, it’s like being in a blizzard, a firestorm, an eruption of sharp
made for them to Parry or Dodge suffer ‒30, and their Movement crystal spikes, or furious strangling vines, dealing 2Ð10+2 Damage
is halved. for creatures that start their Turn in that radius. The daimn “bleeds”
out at the end of their next Turn unless someone stanches the flow
with a daimn poultice, cauterization, or other treatment. Until
they’ve healed, the Injury reopens each time a Critical or Sublime
Failure is rolled for them on a Combat-, Brawn-, or Agility-based
Skill test, requiring the storm be recontained.

BB_int_ch06.indd 189 9/18/22 7:06 PM


190 BLACKBIRDS

T H E W H EE L

B eyond the threats posed by the Oligarchs


and their servants, beyond the dangers
of war, disease, and famine that face the
sundered Republic, is the very real threat of
entropy itself. Youth fades, nations fall, even
mountains crumble to dust given enough time.
The Wheel represents the relentless wear and tear
Blackbirdss’ arms and armor are subjected to, day
after day. With each combat, one’s panoply is
subjected to myriad blows, perhaps dulling a
sword’s edge, denting a helmet, or sundering some
mail links. Even beyond the back and forth of
blows, the violent movements that make up the Worn
dance of battle do their own damage— WEAPONS: Suffer a ‒1 penalty to Total Damage and
overextending a bow’s string, loosening a a ‒10 Base Chance to hit.
pauldron’s straps, scuffing one’s sabatons. ARMOR: Subtract ‒1 from the Damage Threshold
Regardless, if left unchecked, this deterioration of to a minimum of 1.
a Blackbird’s martial Trappings will render them, WORTH: ‒1 Patronage to gain a Worn weapon,
initially, less effective and, finally, broken. shield, or suit of armor.
Three levels of Degradation exist in If a Trapping with the Worn Quality degrades
Blackbirds: Worn, Frail, and Ruined. Each time a again, it will become Frail.
Blackbird is in combat and they suffer a Critical
Failure on their attack, their weapon suffers 1 level Frail
of Degradation. Similarly, if a Blackbird is struck WEAPONS: Suffer a ‒2 penalty to Total Damage and
with a Critical Success, their armor suffers 1 level a ‒20 Base Chance to hit.
of Degradation. On a Sublime Failure with an ARMOR: Half the Damage Threshold to a minimum
attack they make or a Sublime Success on an of 0.
attack made against them, the value increases to 2 WORTH: ‒2 Patronage to gain a Frail weapon,
levels of Degradation. shield, or suit of armor.
If a Trapping with the Frail Quality degrades
N OTE : Trappings possessing the Signet Quality are again, it becomes Ruined.
immune to Degradation.
Ruined
Thankfully, during a Rekindling, routine WEAPONS: Suffer a ‒3 penalty to Total Damage and
maintenance may be performed to keep one’s a ‒30 Base Chance to hit.
Trappings in good shape. Of course, occasionally ARMOR: Doesn’t add to Damage Threshold at all.
one lacks time to perform this upkeep; some lack WORTH: ‒4 Patronage to gain a Ruined weapon,
the Tradecraft to do so. There are also times when shield, or suit of armor.
one must grab whatever weapon is at hand to If a Trapping with the Ruined Quality degrades
defend oneself, no matter its condition. again, it is permanently destroyed.
Each level of Degradation has both mechanical Rules for maintaining and repairing one’s
and monetary effects as outlined below: weapons and armor are outlined under Rekindling.
CO N F L I C T & R E K I N D LI N G 191

REKINDLING Sleep to Recover from Peril

J
ust as adventure is central to the play of A Blackbird can improve their condition on the
Blackbirds, so is its opposite: the downtime Peril Condition Track by sleeping. To recover, they
taken to recover, repair, and relax after that must find a warm and secure place to sleep. This
adventure. A Rekindling is a Scene that occurs once place may be next to a campfire, in a Sigilist sanctuary,
per day when Blackbirds make camp, take rooms at or on the floor of a caravanserai’s common room; but
an inn, or otherwise shift into respite. Doing so wherever it is, there must be little to no danger to the
requires relative safety and a dedicated period of at Blackbird’s person, and they must get at least 6 hours
least 8 hours. Some recuperative activities may be of uninterrupted sleep. After doing so, a Blackbird
performed outside of Rekindling by taking a Rest, rises all levels on the Peril Condition Track.
an hourlong respite free from violence, such as SLEEPING IN UNSAFE PLACES: If a Blackbird is
Revelry and Reflection, but such activities are more sleeping in a filthy oubliette, a wet storm drain,
effective when the Blackbirds are safe, as the a back alleyway, or anywhere there may be a risk
Fateweaver may choose to increase applicable to their safety, they still need to be left to do so
Difficulty Ratings. uninterrupted for 6 hours. After sleeping in an
During a Rekindling, Blackbirds may sleep, unsafe place, however, their Peril Condition Track
carouse, pray, sing songs, tell stories, and build can recover only 1 Level.
camaraderie with one another. They may also bind
their wounds; down medicine; and even perform, Use Salmiac
or undergo, chirurgy. In addition, they may repair After inhaling the fumes of a vial of salmiac, a
worn armor and weapons, or even craft new items Blackbird rises 1 level on the Peril Condition Track.
or concoctions. Finally, Rekindlings are when the For instance, if they were at Level 2, they would be
Blackbirds’ Extinguished Techniques Rekindle and at Level 1. A Blackbird can recover from their
when their Techniques and Talents may be current status on the Peril Condition Track in this
reslotted. manner only once a day. Neither
daimn nor aes derive any benefit
Sleep & Recovery from salmiac.
One of the most important activities a Blackbird
may undertake during a Rekindling is to try to Revelry & Reflection
recover from Peril, Damage, and Injuries they’ve A more time‒consuming but
endured over the course of their adventures. Many safer method available to alleviate
recovery methods appear below. Peril for those lacking a secure
place or the time necessary to sleep “Sleep is a rare indulgence
R E CO V E R I N G F R O M P E R I L is Revelry. By actively lifting the on the road, even
The anxiety and fatigue a life of adventure spirits of those suffering from when taking shifts.
brings with it cannot be understated. Blackbirds trauma, a Blackbird may attempt For many who travel the
constantly face dangers, whether mundane or to ameliorate their distress. byways of the continent, the
supernatural, and often must carry on even when Blackbirds have numerous ways to dreams found in a snatched
their bodies are exhausted. This takes a toll on them do so: singing rousing songs around moment of rest are more
in the form of Peril. However, there are wayss they a campfire, carousing at the local than enough to startle
may rid themselves of it. tavern, coaxing a person to open up them back awake . . .”
about their trauma, recounting —Observations of the
Wandering Squire
tales of ancient heroes, and so on.
192 BLACKBIRDS

Whatever the method, the mechanics remain charlatans, and snake-oil peddlers exist to
the same. The Blackbird initiates their Revelry complicate the search, such that finding a legitimate
(which lasts at least 1 hour), and a Charm test is physician is a trial unto itself. The Heal Skill
made. Upon a Success, the revelers rise 1 level on represents not only the knowledge of physiology,
the Peril Condition Track, including the Blackbird but of its interconnection to the spiritual world.
who entertains. A Critical Success moves the
revelers up 2 levels, and a Sublime Success, 3. On a Sleep to Recover from Damage
failed roll, nothing changes; a Critical Failure As with Peril, a Blackbird may improve their
actually moves the revelers 1 level down the Peril condition on the Damage Condition Track by
Condition Track. On a Sublime Failure, it’s 2 sleeping, with the same requirements for security.
levels. After successfully sleeping, a Blackbird recovers
The Blackbird can choose to aid one or multiple two levels on their Damage Condition Track.
people with their Revelry, as appropriate for what SLEEPING IN UNSAFE PLACES: After sleeping in an
they are doing to raise the spirits of themself and unsafe place, however, a Blackbird recovers only 1
others. level on their Damage Condition Track.
Whereas Revelry is a boisterous, outgoing
affair involving multiple people, Reflection is Binding Wounds
deeply personal and introspective. Through either A successful Heal test to Bind Wounds may be
intense meditation or prayer, a Blackbird soothes made on a Blackbird’s behalf outside of a Rekindling.
their troubled soul and makes peace with the However, those Talents and Techniques native to a
trauma they’ve experienced. Whichever method is Rekindling scene do not come into play. A Blackbird
employed, its mechanics are identical. The Blackbird may have Bind Wounds performed on them only
reflects on what has occurred (which lasts at least 1 once per day. Depending on where a Blackbird is on
hour) and attempts to find meaning via their own the Damage Condition Track, the Difficulty
philosophy or religious teachings, and an Education Rating of the Heal test becomes more challenging
test is made. On a Success, the reflector rises 1 level ! Level 1: Automatically succeed
on the Peril Condition Track. A Critical Success ! Level 2: (Routine +10%) Heal test
moves the reflector up 2 levels, and a Sublime ! Level 3: (Standard +/‒0%) Heal test
Success, 3. On a failed roll, nothing changes, while ! Level 4: (Challenging ‒10%) Heal test
a Critical Failure actually moves the reflector 1 level ! Level 5: (Hard ‒20%) Heal test
down the Peril Condition Track. On a Sublime In order to treat a wounded patient, a caregiver
Failure, it’s 2 levels. must have a bandage (which is expended as part of
A Blackbird can recover from their current the treatment) and must work uninterrupted for at
status on the Peril Condition Track through either least 10 minutes of time.
Revelry or Reflection only once within a day. With a successful Heal test, a Blackbird
typically moves 1 level up the Damage Condition
R E C OV E R I N G F R O M D A M A G E & Track. Thus, if the Blackbird was at Level 5, they
INJURIES would be at Level 4 after a Success. A Critical
As many lives are lost after a battle as during, Success allows a Blackbird to move 2 levels up the
thanks to people’s limited understanding of the Damage Condition Track instead of 1, while a
human body and how it functions. Survival often Sublime Success allows that Blackbird to move up
hinges on finding a competent healer with the skill 3 levels. Failure, Critical Failure, and Sublime
to treat wounds, illnesses, and exposure. But quacks, Failure on the test means the Blackbird cannot
CO N F L I C T & R E K I N D LI N G 193

begin recuperating until they undergo successful time by 3 days, whereas a Sublime Success on the
treatment. Critical Failure also indicates that their test reduces recuperation time by 6 days. A Failure,
wounds now suffer from infection. Sublime Failure a Critical Failure, or a Sublime Failure means the
additionally drops the Blackbird 1 level down the Blackbird cannot begin recuperation until they
Damage Condition Track, potentially slaying the undergo successful treatment. Critical Failure also
patient in the worst-case scenario. indicates that their wounds undergo infection. A
A Blackbird cannot recover on their Damage Sublime Failure additionally moves them 1 level
Condition Track if they are suffering from Injuries lower on the Damage Condition Track, potentially
that have yet to be successfully treated. slaying the patient.

O N R E ST & T H E A E S Recuperation Time


The aes do not benefit from mundane forms of healing While undergoing recuperation, the Blackbird
such as Binding Wounds or Chirurgy (having no use for still suffers from any penalties an Injury confers
the latter). However, once per day, outside of Rekindling, upon them. Recuperation requires a specified
they may Rest. A Rest requires an hour of undisturbed number of days before the Injury heals. Total
time when the aes meditates in silence to recuperate recuperation time is based on the Injury’s severity:
two levels on the Damage Condition Track. An aes may ! Moderate Injury: 1Ð10+1 days recuperation
benefit from one Rest and one Rekindling per day. During ! Serious Injury: 2Ð10+2 days recuperation
a Rekindling an aes Blackbird recovers all of their Damage ! Grievous Injury: 3Ð10+3 days recuperatio
Condition Levels. If a Blackbird chooses to remain bedridden
during their recuperation, they reduce the time
necessary by 1 day per day they remain in bed (to a
Treating Injuries & Performing Chirurgy minimum of a 1-day recuperation). This means that
Any Moderate and Serious Injuries must be if they require 6 days to recuperate and they spend
treated successfully before recuperation can start. A the first 3 days in bed, their recuperation is
Blackbird may be treated in this manner only once complete. In addition, the healer’s [IB] also lowers
per day during a Rekindling, whether the treatment their patient’s recuperation time as follows:
is successful or not. If a Blackbird suffers from ! [IB] 1 to 3: ‒1Ð10 days
multiple Injuries, each must be treated individually. ! [IB] 4 to 6: ‒2Ð10 days
The more Injuries a Blackbird currently suffers from, ! [IB] 7 to 9: ‒3Ð10 days
the worse the Difficulty Rating of the Heal test:
! One Injury: (Routine +10%) Heal test Bloodletting
! Two Injuries: (Standard +/‒0%) Heal test Infection can be treated by a physician with a
! Three Injuries: (Challenging ‒10%) Heal test successful Heal test. A Blackbird may be treated in this
In order to treat a patient with Moderate or manner only once per day during a Rekindling, no
Serious Injuries, a physician must have a Skill matter if the treatment is successful or not. The more
Rank in Heal, must possess a bottle of hard spirits severe the Blackbird’s Damage Condition Track, the
(which is expended as part of the treatment), and worse the Difficulty Rating of the Heal test:
must be left uninterrupted with the patient for at ! Level 1: (Easy +20%) Heal test
least 1 hour. ! Level 2: (Routine +10%) Heal test
If a Blackbird is treated with a successful Heal ! Level 3: (Standard +/‒0%) Heal test
test, they begin the process of recuperation. A ! Level 4: (Challenging ‒10%) Heal test
Critical Success on the test reduces recuperation ! Level 5: (Hard ‒20%) Heal test
194 BLACKBIRDS

To heal a patient, a physician must have a Skill R E PA I R W E A P O N S & A R M O R


Rank in Heal, must have access to surgical tools, must The Wheel forever turns, wearing down the
have a bandage and a jug of leeches (both are expended works of humanity. As mentioned earlier, each day
as part of the treatment), and must be left in which a Blackbird employs their arms and armor
uninterrupted to treat their patient for at least 1 hour. in battle serves to drop them 1 level lower on their
If a Blackbird is treated with a successful Heal Damage Condition Track. In order to keep their
test, their infection subsides. A Critical Success rids martial panoply functioning properly, it’s important
the Blackbird of their infection, and they move 1 that Blackbirds perform routine maintenance on
level up the Damage Condition Track. A Sublime their equipment before it fails them when they need
Success rids the Blackbird of their infection, and it most.
they move 2 levels up the Damage Condition A single chosen Blackbird may attempt repairs
Track. A Failure, a Critical Failure, or a Sublime on any number of pieces of armor and weapons
Failure on the test means no recovery has occurred belonging to their Fatebound companions as a
yet, whereas a Critical Failure also results in the Crafting Endeavor during a Rekindling, no matter
permanent loss of ‒6% Brawn, and a Sublime if the repairs are successful or not. The worse the
Failure doubles the Brawn loss to ‒12%. wear on the items, the worse the Difficulty Rating
of the Tradecraft test (the item in the worst
I F I T ’ S D E C I D E D infection shouldn’t be condition decides the Difficulty Rating for the
present in one’s Blackbirds game, bloodletting entire batch being worked upon):
needn’t appear, either. However, if infection is ! Worn: (Routine +10%) Tradecraft test
used, even in a more limited fashion, this system ! Frail: (Standard +/‒0%) Tradecraft test
is the one suggested to simulate its remedy. ! Ruined: (Challenging ‒10%) Tradecraft test
In order to affect repairs, a Blackbird must have
a Skill Rank in Tradecraft, must have access to the
Rekindling & Reslotting appropriate tools for repairing the equipment, and
At the close of any Rekindling, all of the Blackbirds’ must possess the raw materials necessary to make
Techniques that were Extinguished are Rekindled, those repairs (which vary based upon what is being
becoming available for use once more. In addition, worked on and what is expended in the process).
players may take this time to reslot different Talents Pieces treated with a successful Tradecraft test
and Techniques that they suspect will prove more move 1 level up the Damage Condition Track.
useful for their Blackbirds. Thus, if a piece was Frail, it would be Worn after a
Success. A Critical Success lets items move 2 levels
Crafting Endeavors up the Damage Condition Track instead of 1; a
Rekindlings provide Blackbirds an opportune Sublime Success lets them move up 3 levels.
time to repair arms and armor, to craft simple A Failure on the Tradecraft test simply means
items, and to formulate alchemical concoctions. the Blackbird fails to repair the pieces, while Critical
Together, these activities are referred to as Crafting Failure also wastes the raw materials being used in
Endeavors. A Blackbird has the time to undertake the attempt. A Sublime Failure moves the items 1
one Crafting Endeavor per Rekindling, successful level down the Damage Condition Track
or not, though the More Irons in the Fire [C&E] (potentially ruining pieces in the worst-case
Talent doubles this number. Each sort of Crafting scenario) in addition to a failure to effect the repairs
Endeavor is explained in greater detail below. and wasting the raw materials.
CO N F L I C T & R E K I N D LI N G 195

T R A D E C R A F T I TE M S natural sciences or passed down orally from master to


The downtime afforded by a Rekindling offers apprentice, these formulae detail how one may
craftsfolk an ideal time to work to produce their prepare these fantastic elixirs and tinctures. Outlined
wares. What follows is an example of how a below are a few of the most common forms of
Blackbird may go about crafting simple items and preparations these learned folk often make to treat
equipment from materials at hand. These could be the sick and dying. (Also included are how these
arrows, baskets, 10-stride lengths of rope, etc. Items materials can be rendered into deadlier tools.) Only
that require many hours, days, or even months to one alchemical concoction may be made per
craft lay outside of what is possible during a Rekindling as a Crafting Endeavor, though the
Rekindling. ingredients typically allow up to three doses to be
made. Each dose after the first adds to the concoction’s
Simple Items & Equipment Difficulty Rating, however, and the entirety of the
Up to three items can be created in this ingredients are expended regardless of the targeted
manner through a single test and a single Crafting number of doses. See Alchemical Ingredients in
Endeavor. The items created cannot be anything Chapter 7: Trappings for more details.
that would be higher than Patronage Level 1 to
acquire. The more items a Blackbird wishes to A L C H E M I CA L L A B O R ATO RY
prepare simultaneously, the worse the Difficulty A standard workspace is assumed to have the alchemical
Rating of the Tradecraft test: ingredients, glassware, and herbs required to create any
! One item: (Routine +10%) Tradecraft test alchemical substance. Should any of the concoctions
! Two items: (Standard +/‒0%) Tradecraft test below require other nonstandard substances, they will
! Three items: (Challenging ‒10%) Tradecraft test also be listed. The Herbalist [C&E] Talent allows alchemical
In order to construct a simple item, a preparer concoctions to be fashioned in the old ways, with only fire
must possess a Skill Rank in Tradecraft and must and cauldron, and without the benefit of a laboratory (see
have the appropriate raw materials (which are Chapter 5: Talents & Techniques for details).
expended as part of the preparation).
With a successful Tradecraft test, the Blackbird
prepares the number of items they intend to make. Clean Bandages
A Critical Success means one additional item is
prepared, while a Sublime Success produces two (a M A K I N G C L E A N B A N D A G E S requires a
Blackbird must have the appropriate ingredients on honey pot and appropriate strips of linen.
hand). A Failure, a Critical Failure, or a Sublime Alternatively, these ingredients can be
Failure result in the ingredients being expended acquired at Patronage Level 1.
without benefit; a Critical Failure also causes the
preparer to suffer 2Ð10+2 Peril. A Sublime Failure Linen can be crafted into strips of bandages,
raises that Peril to 3Ð10+3. with up to three strips prepared at a time. The more
strips prepared simultaneously, the worse the
A L C H E M I CA L CO N CO C T I O N S Difficulty Rating of the Wortcunning test:
For wise persons and alchemists, the preparation ! One strip: (Trivial +30%) Wortcunning test
of various medicines, poisons, and other such ! Two strips: (Easy +20%) Wortcunning test
common compounds require extensive knowledge of ! Three strips: (Routine +10%) Wortcunning test
the intrinsic properties of plants and minerals. In order to prepare bandages, a Blackbird must
Meticulously recorded into voluminous tomes of the have a Skill Rank in Wortcunning and must possess
196 BLACKBIRDS

a honey pot and a strip, or strips, of ragged linen Ingredients in Chapter 7: Trappings for details) the
cloth (which are expended as part of the deliriant is derived from, and must use a Crafting
preparation—see Alchemical Ingredients in Chapter Endeavor.
7: Trappings for details). As it is a straightforward With a successful Wortcunning test, a
undertaking, the preparation of clean bandages Blackbird prepares the number of doses they
does not require an alchemical laboratory. intend to make. A Critical Success allows them to
With a successful Wortcunning test, the prepare one additional dose; a Sublime Success
Blackbird prepares the number of bandages they allows them to create two additional doses. A
intend to make. A Critical Success prepares one Failure, a Critical Failure, or a Sublime Failure
additional strip, and a Sublime Success prepares results in the ingredients being expended without
two additional strips. A Failure, a Critical Failure, benefit.
or a Sublime Failure results in the ingredients being EXPOSURE TO DELIRIANTS: When a Blackbird is
expended without benefit. under the influence of a deliriant, treat all failed
IMPROVISED BANDAGES: Bandages can be made Perception-based Skill tests as Critical Failures
without use of a honey pot. However, when they instead. If they imbibe two doses between
are used, a 1Ð6 Injury die must be rolled for the Rekindlings, they suffer the same effect and treat
patient. If it lands on face ‘6,’ the bandages cause all failed Willpower tests as Critical Failures as
infection. well. If they imbibe three or more doses between
Rekindlings, the Blackbird suffers the same effects
Deliriants as for two does and treats all failed Brawn-based
Skill tests as Critical Failures instead. If a Blackbird
M A K I N G A D E L I R I A N T requires the plant is rendered Incapacitated! for some reason while
from which the deliriant is derived and exposed to a deliriant, they are Knocked Out for
an alchemical laboratory. Alternatively, 6 hours. Afterward, their Peril Condition Track is
these ingredients can be acquired at the not restored, as if they had not slept.
appropriate level of Patronage: 3 for devil If a Blackbird is under the influence of multiple
grass, 6 for tears of the poppy, 7 for woad, 9 sorts of deliriants simultaneously, a Resolve test for
for indigo prophet, and 10 for mute. Peril must be made for them at ‒10 per deliriant
they have in their system.
Deliriants can be prepared into doses and may No antidote known can break the hold of a
be inhaled, ingested, or smoked by a user based on deliriant. It must simply run its course. Note that
the deliriant in question. Up to three doses of deliriants affect only Mortal victims. Undead or
deliriants may be prepared at a time. The more doses supernatural creatures, such as the rooted dead or
one wishes to prepare simultaneously, the worse the aes, are unaffected.
Difficulty Rating of the Wortcunning test:
! One dose: (Routine +10%) Wortcunning test Devil Grass
! Two doses: (Standard +/z0%) Wortcunning test Devil grass grows wild as a weed in Crisius, but
! Three doses: (Challenging ‒10%) Wortcunning it has been cultivated in Erebos since Hyperion’s
test time. The plant has a calming effect on those who
To prepare deliriants, a Blackbird must have a smoke or snort it, and it also increases mental focus,
Skill Rank in Wortcunning, must have access to a aiding with repetitive rote tasks. For this reason,
laboratory, must possess the plant (which is and its association with the working classes, devil
expended as part of the preparation—see Alchemical grass has something of a stigma among the nobility.
CO N F L I C T & R E K I N D LI N G 197

EFFECT: When affected by one dose, add +1 to Woad


Peril Threshold for 3 hours. A user also gains +20 Leaves of the woad plant are
to Tradecraft tests made while under devil grass’s highly prized by the reavers and
influence. berserks of Thule, human and
jötunnkin alike. Painting one’s
Indigo Prophet skin with the blue pigment
This deliriant also acts as a powerful stimulant. It pressed from the plant’s leaves
is derived from the blue-green leaves of the sanjveer arouses frenzy, rendering the user “Barley grows throughout
bush, which have been chewed since time immemorial immune to pain as they transform Erebos, but is more
by the folk of the Rider’s Spine island chain, where the into a raging lunatic. difficult to come by in
bush grows. Crisian sailors brought the leaves back EFFECT: When affected by one the far-reaching border
with them from their voyages, and the renowned dose (typically with just the face villages where a cup of
alchemists of Florent derived the more potent indigo painted), add +1 to Damage ale may be a luxury.
prophet from them. The drug heightens users’ reflexes Threshold for 3 hours, and These hamlets produce
but at the cost of distracting illusions that dance in the Intelligence-based Skill tests are their own strange draughts
corner of their visual periphery. made at ‒10 while under the from the roots and herbs
EFFECT: When affected by one dose, add +1 AP to pigment’s effects. of the deep woods . . .”
the Blackbird’s Turns for 1 hour, but Perception- — Observations of the
Wandering Squire
based Skill tests are made at ‒30, and a successful Quickbronze Elixir
Awareness test is required for the Blackbird to
distinguish friend from foe in combat. M A K I N G Q U I C K B R O N Z E E L I X I R requires
a deadbronze crystal and an alchemical
Mute laboratory. Alternatively, the crystal can be
Derived from moly, human blood, and acquired at Patronage Level 8.
mandrake root, this bitter-tasting liquid is employed
to cut users off from the Od. It is extremely Quickbronze can be rendered into an elixir
expensive thanks to the rarity of its plant ingredients, that is imbibed by the user. Up to three doses of
so historically, Sigilists and the nobility were the quickbronze elixir can be prepared at a time. The
only folk able to afford it. more doses a Blackbird wishes to prepare
EFFECT: When affected by one dose, the imbiber simultaneously, the worse the Difficulty Rating of
is unable to perceive or work the Od for 3 hours. the Wortcunning test:
When affected by two doses, that increases to 6 ! One dose: (Routine +10%) Wortcunning test
hours. When affected by three doses, it is 9 hours. ! Two doses: (Standard +/‒0%) Wortcunning test
! Three doses: (Challenging ‒10%) Wortcunning
Tears of the Poppy test
Found in the jungles and forests of Ulabos, this To prepare quickbronze elixir, a Blackbird must
deliriant is a powerful narcotic,. Users either smoke have a Skill Rank in Wortcunning, must have access
or ingest it, causing moderate hallucinations. It to a laboratory, must possess a crystal of deadbronze
opens the mind to visions. If taken in large enough (expended as part of the preparation—see Alchemical
doses, it can prove fatal. Ingredients in Chapter 7: Trappings for details), and
EFFECT: When affected by one dose, add +10 to must use a Crafting Endeavor.
Willpower for 3 hours. With a successful Wortcunning test, the
Blackbird prepares the number of doses they intend
198 BLACKBIRDS

to make. A Critical Success allows them to prepare one additional flask, whereas a Sublime Success
one additional dose, while a Sublime Success allows garners them two extra. A Failure, a Critical Failure,
them to prepare two additional doses. A Failure, a or a Sublime Failure results in the ingredients being
Critical Failure, or a Sublime Failure result in the expended without benefit.
ingredients being expended without benefit. A EFFECT: After inhaling the fumes of a vial of salmiac,
Sublime Failure also accidentally reanimates a child a Blackbird moves 1 level up the Peril Condition
of Anhelios nearby. Track. For instance, if they were at Level 2, they
EFFECT: Made from the blood of the slain Hekaté, would now be at Level 1. A Blackbird can recover
quickbronze elixir remains imbued with their from their current status on the Peril Condition
power. When quaffed, a dose of it heals 3 levels Track in this manner only once a day.
of Damage or an Injury, if one exists. The elixir
always heals an Injury before it heals Damage, Theriac
though it cannot regrow missing body parts.
Each dose after the first taken in the same day M A K I N G T H E R I A C R E Q U I R E S a poppy
deals 1Ð10+1 Peril to its imbiber, as its potency seed pod and an alchemical laboratory.
overwhelms their system. Alternatively, the pod can be acquired at
Patronage Level 6.
Salmiac
A tincture with anesthetic properties can be
M A K I N G S A L M I A C R E Q U I R E S hartshorn, rendered that possesses a characteristically bitter
flax tow, and an alchemical laboratory. taste. Up to three draughts of this tincture can be
Alternatively, these ingredients can be prepared at a time. The more draughts a Blackbird
acquired at Patronage Level 4. wishes to prepare simultaneously, the worse the
Difficulty Rating of the Wortcunning test:
Salmiac, a colorless but incredibly acrid- ! One draught: (Routine +10%) Wortcunning test
smelling liquid, can be rendered into a small flask. ! Two draughts: (Standard +/‒0%) Wortcunning test
Up to three flasks of salmiac may be prepared at a ! Three draughts: (Challenging ‒10%)
time. The more flasks a Blackbird wishes to prepare Wortcunning test
simultaneously, the worse the Difficulty Rating of To prepare theriac, a Blackbird must have a
the Wortcunning test: Skill Rank in Wortcunning, must have access to a
! One flask: (Routine +10%) Wortcunning test laboratory, must possess a poppy seed pod
! Two flasks: (Standard +/‒0%) Wortcunning test (expended as part of the preparation—see Alchemical
! Three flasks: (Challenging ‒10%) Wortcunning Ingredients in Chapter 7: Trappings for details),
test and must use a Crafting Endeavor.
To prepare salmiac, a Blackbird must have a With a successful Wortcunning test, the
Skill Rank in Wortcunning, must have access to a Blackbird prepares the number of draughts they
laboratory, must possess vials of hartshorn and flax intend to make. A Critical Success allows them to
tow (expended as part of the preparation—see prepare one additional draught, while a Sublime
Alchemical Ingredients in Chapter 7: Trappings for Success allows them to prepare two. A Failure,
details), and must use a Crafting Endeavor. Critical Failure, or Sublime Failure results in the
With a successful Wortcunning test, the ingredients being expended without benefit.
Blackbird prepares the number of flasks they intend EFFECT: After imbibing a draught of theriac and
to make. A Critical Success allows them to prepare Rekindling, a Blackbird moves 1 level up the
CO N F L I C T & R E K I N D LI N G 199

Damage Condition Track. A Blackbird can recover garners them two extra. A Failure, a Critical Failure,
levels on the Damage Condition Track in this or a Sublime Failure results in the ingredients being
manner only once a day. Neither daimn nor aes can expended without benefit. A Sublime Failure also
benefit from theriac. exposes them to the full effects of the toxin.
EXPOSURE TO TOXINS: When a Blackbird comes
POISON USE into contact with a toxin, make a Toughness test
The two main families of poisons are toxin and venoms, for them to withstand being poisoned, with the
with many examples in each category. Unless otherwise Difficulty Rating determined by the number of
noted, all poisons can be placed into food in liquid form or doses affecting the Blackbird. If they came into
applied to a weapon when rendered into a paste. Poisons contact with one dose, make a (Routine +10%)
evaporate within 3 hours of being exposed to open air. Toughness test. If they came into contact with two
doses, make a (Standard +/‒0%) Toughness test.
If they came into contact with three doses, make
Toxins a (Challenging ‒10%) Toughness test. Upon
Failure, they suffer the effects as outlined. Should
M A K I N G T O X I N S R E Q U I R E S an extract of a victim’s player ever critically fail the Toughness
the plant or mineral from which the toxin test for their Blackbird to withstand a toxin, the
is derived and an alchemical laboratory. Blackbird is Slain! once it runs its course. With a
Alternatively, the ingredients can be acquired Sublime Failure, they are Slain! immediately.
with the appropriate level of Patronage: 5 for There are few antidotes available to break the
nightshade and 6 for arsenic. hold of a toxin. Its effects must usually run their
course.
Natural toxins can be rendered into a dose of
resin-like paste that may be applied directly to a Arsenic
bladed weapon. Up to three doses can be prepared This toxin’s popularity amongst the nobility
at a time. The more doses a Blackbird wishes to cannot be overstated. Arsenic is often given in single
prepare simultaneously, the worse the Difficulty doses over a long period of time, as its effects mimic
Rating of the Wortcunning test: blue death almost perfectly (see Blue Death later in
! One dose: (Routine +10%) Wortcunning test the chapter). Many a courtier, unhappy wife, and
! Two doses: (Standard +/‒0%) Wortcunning test second son have used this poison to improve their
! Three doses: (Challenging ‒10%) Wortcunning life or station. Arsenic affects animals, beasts,
test elfwrought, mortals, and recondites.
In order to prepare a dose of a toxin, a Blackbird EFFECT: If subjected to one dose, it causes the victim
must have a Skill Rank in Wortcunning, must have to immediately suffer 1Ð10+1 Peril. If subjected to
access to a laboratory, must possess an extract of the two doses, it causes the victim to immediately suffer
plant or mineral from which the toxin originates 2Ð10+2 Peril. If subjected to three doses, the victim
(which is expended as part of the preparation—see immediately suffers 3Ð10+3 Peril.
Alchemical Ingredients in Chapter 7: Trappings for
details), and must use a Crafting Endeavor. Nightshade
With a successful Wortcunning test, a This particular toxin is a favorite of subtle
Blackbird prepares the number of doses they intend assassins. Quickly numbing limbs and nerves, it can
to make. A Critical Success allows them to prepare almost instantly debilitate and kills with the right
one additional dose, while a Sublime Success dosage by arresting a victim’s breathing and heartbeat.
200 BLACKBIRDS

Nightshade affects animals, beasts, elfwrought, expended without benefit, but a Critical Failure
mortals, and recondites. also leads the Blackbird to suffer 2Ð10+2 Peril.
EFFECT: If subjected to one dose, the victim is left Sublime Failure raises this to 3Ð10+3.
unable to use Techniques, Movement Actions, or EXPOSURE TO VENOMS: As soon as a Blackbird comes
Reactions for 10 minutes. If subjected to two doses, into contact with a venom and the Resist test made
the victim is Knocked Out for 1 hour. If subjected for them fails, the effects immediately take hold, no
to three doses, the victim is Slain!. matter the dose a victim is exposed to. On a Critical or
Sublime Failure, the Blackbird is immediately Slain!.
Venoms & Antivenins The effects of venom on a victim can be treated
by any Blackbird with a Skill Rank in Heal if the
P R E P A R I N G V E N O M O R its antivenin action is taken within the first 10 minutes after
requires a sample milked from the poisoning. If ingested, the healer needs an anemic
appropriate animal and an alchemical and charcoal (which are both consumed by the
laboratory. Alternatively, the ingredients can treatment). If injected, they require a blade and
be acquired with the appropriate level of must suck out the venom. Failure in both cases
Patronage: 6 for snake venom, 7 for spider leaves the venom to run its course. Critical Failure
venom, 8 for scorpion venom, or 9 for night halves the time until death in the first case and leads
spider venom. to the physician poisoning themself in the latter.
Sublime Failure quarters the time until death in the
Venom can be rendered into a dose of resin-like first case and leads to the physician being instantly
paste that may be applied directly to a bladed Slain! by the venom in the second. The Difficulty
weapon. Up to three doses can be prepared at the Rating for a Heal test equals that of the venom’s
same time. In addition, a Blackbird can prepare a Resist test. Ingesting the appropriate antivenin will
dose of antivenin in the same fashion. The more neutralize venom in a victim in 1Ð6−[TB] Rounds.
doses the Blackbird wishes to prepare simultaneously,
the worse the Difficulty Rating of the Wortcunning Night Spider Venom
test: Only larger night spiders can be milked for
! One dose: (Routine +10%) Wortcunning test venom, and the revulsion and fear that all people
! Two doses: (Standard +/‒0%) Wortcunning test feel toward these creatures make them exceptionally
! Three doses: (Challenging ‒10%) Wortcunning difficult to keep in captivity. Those found doing so
test are legally put to death in most civilized lands.
To prepare venom or antivenin, a Blackbird must Night spider venom affects animals, beasts,
have a Skill Rank in Wortcunning, must have access elfwrought, mortals, and recondites.
to a laboratory, must possess a sample of the original RESIST: (Hard ‒20%) Toughness test
animal venom (expended as part of the preparation— EFFECT: When successfully poisoned by night spider
see Alchemical Ingredients in Chapter 7: Trappings for venom, the victim is left Helpless from paralysis.
details), and must use a Crafting Endeavor. The venom is not lethal, but the paralysis lasts for
With a successful Wortcunning test, a 1 hour.
Blackbird prepares the number of doses they intend
to make. A Critical Success allows them to prepare Scorpion Venom
one additional dose, while a Sublime Success This venom is milked from the stingers of
garners them two extra. A Failure, a Critical Failure, scorpions native to deserts in Crisius. Handlers of
or a Sublime Failure result in the ingredients being these animals take great care not to be stung, lest
CO N F L I C T & R E K I N D LI N G 201

they suffer the poison’s effects. This venom quickly E NV I R O N M E NTA L H A Z A R D S

I
paralyzes its victims, which usually leads to death in n Blackbirds, characters frequently find
short order. Scorpion venom affects animals, beasts, themselves in situations fraught with peril.
elfwrought, mortals, and recondites. From the mundane threats of a Corbellian
RESIST: (Standard +/‒0%) Toughness test assassin’s poisoned dagger thrusts or a Thulian
EFFECT: When successfully poisoned by scorpion berserk’s brutal axe hacks to the preternatural
venom, the victim must Flip to Fail the results for menace of a manticore’s rancid bite or a salamander’s
any Skill test that relies on sight. If not successfully burning coils, Blackbirds are fated to lead interesting
healed, the victim perishes in a number of hours lives. However, the grim & perilous world in which
equal to their [BB]. they dwell can easily slay them and is indifferent to
their hopes and dreams. Raging wildfires, tainted
Snake Venom water, exposure, plummeting from on high, and the
Snake venom is easy to come by, given the omnipresent threat of infection can bring a swift
number of poisonous snakes native to Erebos. end to any adventurer. Were it not for enterprising
Vipers and adders are the most common species of physicians and leeches, the cemeteries would be
snakes captured for their venom. Such venom leaves overflowing with the bones of the dead.
its victims writhing in a fever dream until they Categorized below are several types of natural
expire. Snake venom affects animals, beasts, hazards characters will face in a Blackbirds game.
elfwrought, mortals, and recondites.
RESIST: (Challenging ‒10%) Toughness test Pestilence
EFFECT: If successfully poisoned by snake venom, Death by pestilence is a given in the world of
the victim is left Incapacitated! and cannot recover Blackbirds. A plague can sweep across the land like
on their Peril Condition Track by any means. If not a scythe at any time. Many common folk believe
successfully healed, the victim perishes in a number that illness is born from impiety, a cruel punishment
of hours equal to their [BB]. levied against the people by malevolent demons or
angry gods. The teeming masses beseech Sigilist
Spider Venom priests for benedictions or offer petty sacrifices
Only the deadliest of spiders can yield this to appease the old gods. Guildsfolk swear by their
venom: the white widow, the luteback, or the apothecaries, leeches, and barber chirurgeons,
huntsman, for example. Taken from their glands, surrendering whatever meager wealth they have
the venom of at least nine spiders must be harvested amassed to alleviate their misery. The nobility look to
to create one usable dose. Spider venom leaves its university-educated court physicians for deliverance
victims delirious and unable to defend themselves. from suffering. On the whole, physicians are no
Eventually, it can lead to death as the heart and more effective than leeches when it comes to treating
breathing first slow, then stop altogether. disease. The only differences are the leech’s lack of
RESIST: (Routine +10%) Toughness test funds and the fancy university certificate assuring
EFFECT: When successfully poisoned by spider would-be patients that a physician may be trusted.
venom, the victim is left Helpless by paralysis. If Hardline Sigilists believe both camps are apostates,
not successfully healed, the victim perishes in a for chirurgy is considered heresy in church doctrine.
number of hours equal to their [BB].
N OTE: Neither aes nor daimn are vulnerable to Mortal
ailments such as these.
202 BLACKBIRDS

SPREAD OF DISEASE passed, the effects cease. However, a rare few last
Diseases spread in many ways. Each disease “until cured,” each requiring special treatment
described has an understood method of transmission or circumstances to overcome. As always, the
to its potential victims. While not wholly scientific, expenditure of Fate trumps any illness.
these help give the Blackbird a frame of reference on EFFECTS: Over the course of the disease’s duration,
how they perceive the idea of disease in a a Blackbird must endure its effects. The entry will
superstitious, irrational world: also explicitly say when to refer to its effects.
CONTACT: Diseases can spread by physical contact. TREATMENT: The effects of diseases may be lessened
Most require intimate exchange of bodily fluids in some cases through treatment, and instructions
with an infected individual, but some are so virulent on how to treat a patient are covered in this section.
that the merest touch may pass them to others. While some diseases respond to treatment, very
INGESTION: Eating foods or drinking water few can be cured. Furthermore, if a Blackbird is
contaminated by filth is a sure way to become ill. suffering from multiple diseases, each must be
Even though adventurers quickly learn to take great treated individually.
pains to keep their provisions untainted, they can
still on occasion consume spoiled victuals. Blue Death
MIASMA: Disease may also spread on the wind. An ugly wasting disease, causing a near-
Exposure to the bad air in a city quarter overflowing constant stream of vomiting and diarrhea, it quickly
with plague victims or the stench wafting off a debilitates those exposed to it through extreme
battlefield littered with rotting bodies is a risky dehydration. Wading through a midden or traipsing
proposition, as merely passing through an area through bogs and sewers can all expose Blackbirds
where a miasma is present may expose Blackbirds to the blue death. It inhibits the body’s ability to
to disease. recover appropriately and causes mental fortitude
WOUNDING: The fetid maw of a manticore or a to grow weaker and weaker. Those who die from it
rusty spike smeared with animal waste can pass may be recognized by the bluish cast their skin takes
infection through cuts and punctures. Should any on in their final hours.
wound prove serious enough to injure a Blackbird, RESIST: (Routine +10%) Toughness test
it has a chance of passing on a disease. DURATION: 1Ð10+1 days
EFFECTS: Over the course of its duration, an
D I S E A S E F O R M AT infected Blackbird awakens each day suffering
Every disease in Blackbirds is represented 2Ð10+2 Peril and cannot rise on their Peril
using the following format: Condition Track at all.
RESIST: After a Blackbird is exposed to a disease, TREATMENT: To treat a patient suffering from the
make a successful Toughness test for them at the Blue Death, a caregiver must have a Skill Rank in
Difficulty Rating indicated in its description, or Heal, must possess a dose of mandrake root and a
else the Blackbird succumbs to its effect. This effect bandage (both are expended as part of the treatment),
kicks in immediately and lasts over the course of the and must be left to work uninterrupted for at least
disease’s duration. However, if the Toughness test is 1 hour. If a successful (Routine +10%) Heal test is
a Critical Failure, the Blackbird immediately suffers made to treat the infected, the patient does not suffer
the effects of the disease twofold. A Sublime Failure the disease’s effects for the following day. A Critical
raises that to thrice the effects. Success increases that to 2 days, whereas a Sublime
DURATION: Most diseases have a set span during Success increases it to 3. On a Critical Failure, the
which their effects run. Once this time has patient suffers an additional 1Ð10+1 Peril that day.
204 BLACKBIRDS

On a Sublime Failure, the patient suffers an additional next Coordination test made to avoid burning
2Ð10+2 Peril that day. A patient may be treated in automatically succeeds. If the roll is a Sublime
this manner only once every day during a Rekindling, Success, the next two Coordination tests made to
whether the treatment is successful or not. avoid burning automatically succeed. If the test
fails, the Blackbird is exposed to flames or intense
Falling heat and suffers Damage. If it is critically failed,
Scaling the rain-slicked walls of a forest stronghold, the Blackbird is both exposed to burning and set
swinging across an icy crevasse, stumbling into On Fire. A Sublime Failure leads to the Blackbird
a tiger trap . . . The life of a Blackbird frequently being Knocked Out by smoke inhalation, leaving
leads to situations where one wrong move will leave them unable to escape or Resist the blaze. Damage
them plummeting to their doom. caused by fire doesn’t inflict Injuries.

FA LLI N G O NTO S O LI D S U R F A C E S Mildly Dangerous


A Blackbird suffers Damage equal to 1Ð10+the Examples of Mildly Dangerous sources of heat
number of strides fallen. This Damage ignores any include lit torches, cooking fat, hot coals, and
Damage Threshold modifier that armor confers. A heated torture implements.
Blackbird does not suffer Injuries from falling. RESIST: (Routine +10%) Coordination test
Instead, roll Injury dice as you normally would, but EFFECT: The Blackbird immediately suffers 1Ð10+1
if any land on face ‘6,’ the Blackbird is rendered Damage from burns.
Incapacitated! until their Damage and Peril
Condition Tracks are fully restored. Moderately Dangerous
Examples of Moderately Dangerous sources of
FA LLI N G I NTO LI Q U I D S heat include campfires, improvised alcohol bombs,
If a Blackbird falls into water (or some other fireplaces, and burning brands.
liquid) that is at least half as deep as the distance RESIST: (Standard +/‒0%) Coordination test
they fell, reduce the strides fallen by 9 (to a EFFECT: The Blackbird immediately suffers 2Ð10+2
minimum of 1 stride) for the purpose of lessening Damage from burns.
the Total Damage suffered.
Seriously Dangerous
Burns Examples of Seriously Dangerous sources of
Fire: beautiful but deadly. Humankind’s relationship heat include seething oil, burning buildings, forest
to this element is defined by its duality. In service fires, and massive conflagrations.
to humans, it cooks their food, warms their homes, RESIST: (Challenging ‒10%) Coordination test
and forges their tools and weapons. But when out EFFECT: The Blackbird immediately suffers 3Ð10+3
of humanity’s control, it can burn down fields, raze Damage from burns.
whole cities, and mortify living flesh.
AVOIDING BURNS: Whenever a Blackbird is first SET ON FIRE
exposed to fire or a source of intense heat, and Unlike Damage in combat, a Blackbird does not
every minute thereafter, a Coordination test must suffer Injuries from fire, but still faces the chance
be made for them. The intensity of the blaze sets of a fiery death.
the Difficulty Rating to Resist its effects. If the If a Blackbird is exposed to fire and they drop to
roll succeeds, the Blackbird avoids being burned Levels 1 or 2 on the Damage Condition Track, there
and moves on. If the roll is a Critical Success, the is zero risk of being set On Fire. Once they drop to
Level 3 on the Damage Condition Track, however, a
1Ð6 Injury die must be rolled for them. Similarly,
when the Blackbird drops to Level 4 on the Damage
Condition Track, 2Ð6 Injury dice must be rolled,
and when their condition on the Damage Condition
Track drops to Level 5, 3Ð6 Injury dice must be
rolled. If the result is one or more face ‘6’ on any of the
Injury dice, they are set On Fire.
Whenever a Blackbird is On Fire, they
immediately suffer 3Ð10+3 Damage, and again for
every Turn thereafter. Immersing themself in water,
rolling on unburned ground, or smothering the fire
with a blanket immediately ends this effect.

Sleep Deprivation
All daimn, humans, jötunnkin, and nephilim must
sleep. It is the primary requirement for recovery on
the Peril Condition Track.
If awake for more than a day, a Blackbird
requiring sleep cannot recover from Damage or Peril
until they’ve slept for 6 hours. For every additional
day that passes without sleep, they suffer 2Ð10+2
Peril. If they reach Incapacitated!, they are Knocked
Out, waking a day later. After sleeping, a Blackbird’s ! 1 minute: (Trivial +30%) Heal test
Peril Condition Track recovers completely. ! 2 minutes: (Easy +20%) Heal test
! 3 minutes: (Routine +10%) Heal test
Suffocation ! 4 minutes: (Standard +/‒0%) Heal test
Choking in a smoky forest fire, drowning at sea, or ! 5 minutes: (Challenging ‒10%) Heal test
even inhaling poisonous fumes—these are all ways ! 6 minutes: (Hard ‒20%) Heal test
suffocation can take hold. ! 7 minutes or more: (Arduous ‒30%) Heal test
A Blackbird can hold their breath a number of To have a chance of being revived, a healer
minutes equal to their [BB]. For every minute must be left uninterrupted for at least 1 minute.
without breath thereafter, they suffer 2Ð10+2 Peril. With a successful Heal test, the patient
Upon reaching Incapacitated!, they are Knocked awakens, but remains Incapacitated!. A Critical
Out, and if not rescued within a number of minutes Success brings them back to Level 5 on the Peril
thereafter equal to their [BB], they are Slain!. Condition Track, while a Sublime Success brings
If a Blackbird has been Knocked Out by them back to Level 4. Failure results in their
suffocation but is not yet Slain!, they can potentially remaining Knocked Out. A Critical Failure drops
be revived. However, the longer they have been them 1 level down the Damage Condition Track,
Knocked Out, the worse the Difficulty Rating of while a Sublime Failure drops them 2 levels.
the Heal test to revive them:
C H A P TE R 7

Trappings
T he continent of Erebos has a robust, fast-paced
economy. In it, people from many cultures and
lands trade with one another, despite recent
wars aplenty and rumors of supernatural events. Coin from
Corbel still spends just as well in Highsalt, and the growing
danger of travel has only elevated the value of trade, ensuring
those who would trek the oceans and roads to deliver goods can
make a fortune . . .

if they survive.

PAT R O N A G E

B lackbirds constitute a special case, and those making a life


around adventure and opportunity—either because they
have been called by Fate or are exploiting their connection
to it—know that there is a more valuable coin, far more stable in these
volatile times, that spends freer and with less restraint than lucre. By
attaching themselves to the riches of the privileged and helping further
the agenda of those who claim a status ordained by the gods, they gain
more than just dross capital; they gain an elevation in status themselves
as the rightful ministers and stewards of the gods.
This is the value of Patronage.
In Blackbirds, you do not need to keep track of how much
treasure your characters own because Blackbirds are usually seeking a
greater goal than material wealth. The world is in chaos, and the
powerful are responsible. Now is the time for those who have the gift
of Fate-blessed agency to ascend the ladder themselves, either by
supporting a person of power more ideally aligned than the monsters
who tore the gods from their thrones, or with someone whose strength
Red Iron Longsword
will bolster their own. The potential rewards are great, but so, too, is
the cost, for every patron one encounters will ask one for service—and
the tasks will never be easy. If a Blackbird is lucky and clever, and wish
it, they might sit upon a throne themself at the end of their journey.
Patronage is an abstract concept that represents a Blackbird’s value to
a specific member of the nobility or a person of power—and, alternately,
the Blackbird’s promise to be available to perform tasks, quests, and duties
TRAPPINGS 209

needful to their patron when called upon. Thus, it A CQ U I R E A N I TE M


represents a two-way transaction, advantageous to A Blackbird can acquire any item or items at
both parties and commonly understood as part of the their listed Patronage level or below, so long as each
very fabric of civilization and essential to its continued item represents a reasonable amount of equipment
existence. The higher a Blackbird’s Patronage score is for one person and they are in a location where the
with a particular patron, the more they can ask for— item exists without scarcity. A suit of armor, a quiver
and the more likely that they’ll be given a task by that of twenty arrows, a weapon, or a week of trail
patron during a Weaving. In concrete terms, for every rations are all reasonable items to requisition. A
point of Patronage a Blackbird has, they have number of Blackbirds can be so equipped equal to
performed a task or favor or have a relationship with the Patronage level of the one asking. So, a
one patron or noble of high status. The higher the Blackbird with a Level 4 Patronage could equip
number, the more valuable the services or items the four Blackbirds with a reasonable amount of
Blackbird is able to request from that patron. equipment. Assume that these items are acquired
Patronage scores above 5 represent a special from the skilled subjects of a Blackbird’s patron or
relationship to a particular patron. from a talented smith, cobbler, leatherworker, or
A Patronage score allows the Blackbird to: other artisan who deals with their patron. Items
! Acquire an item of the appropriate value acquired this way are owned by the Blackbird in
commonly available without hassle in a populated question and do not need to be returned.
area associated with one of their patrons.
! Gain access to materials, expert assistance, and R E Q U E ST L O D G I N G S
tools to make item crafting possible. A Blackbird has the right to request lodgings
! Be put up in lodgings either belonging to a patron within the domain of a patron or neighboring
or a patron’s vassal, or in an inn or lodging house territories allied with a patron. These lodgings
suited to the Patronage score. assume a week of time staying in the area, although
! Ask for a favor or support in a journey or quest, the Fateweaver can adjudicate more or less
especially if the quest is something one of their depending on the circumstances or if the Blackbird
patrons is interested in. assumes a place to stay at a lower level than the
The Patronage score also determines how likely Patronage score would indicate. These lodgings are
a Blackbird is to be called upon to perform an commensurate with the level of Patronage:
Undertaking for one of their patrons each time they ! Level 1: A place to sleep outside in a (hopefully)
use the score associated with that patron. safe area.
! Level 2: A place to sleep outside in a safe area.
The Fruits of Patronage Tents, firewood, and unprepared food provided.
Myriad benefits stem from the relationship between ! Level 3: A roof overhead, usually lodging in a
Blackbirds and their patrons. Many appear below, barn, an abandoned building, or a communal
listed by Patronage level. Some interpretation by dwelling with peasants. Simple fare and stabling
the Fateweaver on these matters is normal. Even for mounts (often in the same building) provided.
someone with a high Patronage level will be unable ! Level 4: An inn or household with communal
to get a full set of plate and palatial lodging from a quarters for the group of Blackbirds that includes
village struggling to survive; and if the Blackbirds are some privacy. Basic stabling for mounts and
in a territory where they are sought as criminals or warm food provided.
invaders, use of the leverage brought by Patronage ! Level 5: An inn or household with a private room
should be more complicated. for the Blackbird and one servant or companion
210 BLACKBIRDS

(any others must share a communal room as in G A I N C R A F T I N G M ATE R I A L S


Levels 2 or 3, depending on what is available). Use of crafting facilities is based on the
Mounts are fed and watered, somewhat nicer Blackbird’s level of Patronage and is allowed for 1
food provided. day, or whatever length of time a crafting Blackbird
! Level 6: An inn or household with a private room needs to make one test to repair or create an item.
for the Blackbird and up to four servants or Note that this does not include theurgy materials,
companions (any others must share a communal and theurges generally may not use Patronage if the
room as in Levels 2 or 3, depending on what is truth about their abilities are known, as no noble
available). This level of lodging includes a nicer will openly harbor or assist a theurge.
meal. Mounts are fed, watered, and groomed. ! Level 1: A place to work outside. No tools are
! Level 7: A suite of rooms in a manor house or provided. Tradecraft rolls are made at –20.
fancy inn. These lodgings include ample meals ! Level 2: A place to work inside. A single simple
and house all of the Blackbird’s companions, so tool is provided, but no materials. Tradecraft
long as the group is small (others get lesser rolls are made at –10.
accommodations). Mounts are well taken care of. ! Level 3: An interior space with the most basic
! Level 8: An entire manor, small keep, or group of tools—basic carpentry, smithing, cobbling, and
houses. This level of lodging is enough to the like. Possibly a simple forge. No adjustment
accommodate up to twenty servants, mercenaries, to the Tradecraft roll.
soldiers, or traveling companions. Food is ! Level 4: As above but a more complete set of
prepared by staff on hand at the request of the tools. Some basic materials provided. A forge is
Blackbird. Local guides and transportation (i.e., a available. Add +10 to Tradecraft rolls.
carriage and horses) are freely available for use ! Level 5: A complete set of tools and materials,
while the Blackbird is in residence. with the potential to have small amounts of at
! Level 9: Lodgings only slightly lesser in quality least one rare material available. Add +10 to
than ones nobles themselves use, and with all the Tradecraft rolls.
accoutrements of the previous levels. Nearby ! Level 6: A well-outfitted set of tools and materials,
lodging holds an army of up to fifty, if needed. with several rare materials available in limited
Also includes any clothing or finery that would amounts. Add +10 to Tradecraft rolls.
be suitable attire for several ! Level 7: Same as Level 6 above, and also includes
people at courtly events an assistant of a lower Skill Rank than the
or locales. Blackbird’s. Add +20 to Tradecraft rolls.
! Level 10: The very ! Level 8: A superbly outfitted studio,
best of what is business, or workshop. Rare materials
available, but never are easier to acquire. Several assistants
greater than what the available, at least one at a high level of
Blackbird’s patron has Skill. Add +20 to Tradecraft rolls.
access to. ! Level 9: An entire guild or society and
its accumulated tools and talents are
opened to the Blackbird. Several items
of a specific nature can be constructed
simultaneously, so long as each is
Red Iron Helmet
something the group already has
knowledge in making or can be
TRAPPINGS 211

instructed in the process. Rare materials are readily ! Level 8: A sage renowned in their field for
available, and even exotic or exceedingly rare items knowledge of the topic that interests the Blackbird,
can be procured. Add +20 to Tradecraft rolls. plus their guild of sages that also studies the topic;
! Level 10: Same as Level 9 above. In addition, or fifteen soldiers of basic challenge level, a captain
master crafters renowned in their field are at the of advanced challenge level, and their support of
disposal of the Blackbird. Add Flip to Succeed to five porters, including an expert guide with deep
Tradecraft rolls. knowledge of the particular locale, environs, or
goals pertinent to the Blackbird’s quest.
P R O C U R E S U P P O RT ! Level 9: Access to a sage who is the top expert in
Support can be procured at 1 level higher than the field that interests the Blackbird, plus their
the Blackbird’s Patronage level if they petition a guild of sages that also studies the topic; or twenty
patron they are currently on an Undertaking for. soldiers of basic challenge level, a captain of
This assistance is usually available for a finite, advanced challenge level, five lieutenants of
reasonable amount of time and involves a specific intermediate challenge level, and a support of ten
goal or objective (i.e., until you get to Corbel, until porters, including an expert guide with deep
you retrieve the red stone from the ruins, etc.). If knowledge of the particular locale, environs, or
this timing is unclear, assume 1 week. goals pertinent to the Blackbird’s quest.
! Level 1: A peasant with no Skills who will run at ! Level 10: The best local minds available for
the first sign of danger. research on any topic, or fifty soldiers of basic
! Level 2: A guide or helper who knows the local challenge level, or thirty of intermediate challenge
customs and language; or a draft mule, guard level and their support staff and supply chain. At
dog, or other unrideable animal. this level, a Blackbird might be allowed to
! Level 3: A novice sage somewhat knowledgeable command an entire army, if need be.
about a local subject, or a soldier of basic challenge
level. A R R A N G E F O R T R AV E L
! Level 4: A sage or expert knowledgeable about a Travel requested by a Blackbird is always
local subject, or a soldier or mercenary of granted by the patron, either assisting one way or
intermediate challenge level. both ways of the trip. If the trip is to a particularly
! Level 5: A sage or expert with deep lore on a distant location, the Fateweaver may decide that
reasonable subject, or three soldiers or mercenaries the patron can help them through only part of the
of basic challenge level. way, and the character will have to fend for themself
! Level 6: A sage or expert with deep lore on several from that point on. Blackbirds requesting this travel
subjects or one specific rare subject, or three assistance will have to ask again for the next leg of
soldiers or mercenaries of basic challenge level their journey. If the travel is part of an Undertaking,
and a captain of intermediate challenge level. it will continue as long as needed until the goal of
! Level 7: A sage renowned in their field for the Undertaking is completed.
knowledge of the topic that interests the ! Level 1: An unskilled servant to help carry
Blackbird; or ten soldiers of basic challenge level, things; this servant flees at most signs of danger.
a captain of advanced challenge level, and the The Blackbird is given a crude map.
support of three porters, including an expert ! Level 2: As above, with the addition of a pack
guide with deep knowledge of the particular animal. Basic travel rations for 1 week.
locale, environs, or goals pertinent to the ! Level 3: The servant is a guide with basic
Blackbird’s quest. knowledge of the Survival Skill and of the area to
212 BLACKBIRDS

be traversed. The Blackbird gets a better-quality ! Level 9: Carriages, horses, and pack animals for
map. This could also be passage for one or two up to thirty people and ten support staff to assist
people in steerage on a merchant vessel heading with the journey, including expert guides and
to the destination; more can accompany the mercenaries to protect those on the journey.
Blackbird if they are willing to work during the Access to a guild of experts in geography who
journey. Basic travel rations for 2 weeks. help with planning the trip before it embarks, or
! Level 4: A horse for the requesting Blackbird; access to someone who has intimate and perhaps
others must make their own arrangements. A secret knowledge of the route or its destination. A
guide of intermediate level with knowledge of the small fleet of three ships conscripted solely for the
route. Passage for up to ten on a merchant vessel journey, the sailors to pilot them to the
in steerage. Basic travel rations for 3 weeks. A destination, and marines to protect them.
higher quality map given to the Blackbird. ! Level 10: The best that’s available: The fleetest
! Level 5: Horses for up to ten people (but only horses, fastest ships, and canniest guides.
one per person making the trip). A guide of
advanced level with knowledge of the route. P U S H I N G PAT RO N A G E
Travel rations for 1 month. Passage on a ship with Gaining something 1 level higher than what
better accommodations for up to ten people. A would normally be allowed, or gaining more than
small ship in poor quality is available, but the one valuable item (e.g., brigandine armor), requires
Blackbirds must pilot it themselves. a successful Bargain, Charm, or Guile Skill test be
! Level 6: A carriage and horses for up to ten people made, depending on the way this extra item is asked
and three support staff to assist with the journey, for. Failing this roll means the request will still be
including an expert guide. Access to an expert in granted, but the Blackbird will be immediately
the destination who will help with planning the asked to perform an Undertaking by their patron.
trip before it embarks. A small ship and sailors to Critical or Sublime Failure means the Blackbird
pilot it conscripted solely for the journey. will no longer gain anything from this patron until
! Level 7: A carriage, horses, and pack animals for a difficult Undertaking is completed.
up to twenty people and five support staff to assist
with the journey, including an expert guide. SHIFTING ALLIANCES
Access to a guild of experts in geography who This system supposes that all of a Blackbird’s
help with planning the trip before it embarks. A patrons are on the same side—or at least have a
medium ship conscripted solely for the journey mutual respect for one another. Things get a bit
and the sailors to pilot it to the destination. tricky if Patronage is stretched by outright war or
! Level 8: Carriages, horses, and pack animals for conflict, all too common in Erebos nowadays.
up to twenty people and five support staff to assist When this happens, the Blackbird in question can
with the journey, including an expert guide and choose to openly declare their allegiance to one side
mercenaries to protect those on the journey. or attempt to keep their alliances with both sides
Access to a guild of experts in geography who secret.
help plan the trip before it embarks, or access to If they declare allegiance with one side,
someone with intimate, perhaps secret, knowledge accessing Patronage for the opposing side is
of the route or its destination. A warship suspended. When the conflict is resolved, the
conscripted for the journey, sailors to pilot it to Fateweaver adjudicates the new Patronage levels for
the destination, and marines to protect it. their previous patrons—or their heirs. There should
always be a penalty to Patronage of at least 1 level
TRAPPINGS 213

drop in Patronage, and perhaps more, for returning will be given an Undertaking they
to patrons the Blackbird has sided against. must fulfill by the patron, and
A Blackbird faces no penalty for playing each their Obligation score resets to 0.
side against the other—unless they get caught. If the roll fails, they will not be
Depending on the betrayal, they are probably asked for anything.
forced to choose a side and lose at least 2 levels of Example: Grimaldi arrives in
Patronage for every party that discovers the betrayal Ipswald after being smuggled away
(including the side they choose to align with). The from previous difficulties inside a “The dates of births and
discovery of betraying a patron that a Blackbird has barrel in a ship’s hold. He arrives deaths are recorded by
achieved Stewardship with causes that status to with no weapons or equipment officials, but celebrations
immediately come to an end. and seeks out a local patron named of the day one came into
Patronage can still be used in the territories of Amalu Hatar, Prince of the the unforgiving jaws of
a previous patron they have sided against during a Faceless, with whom Grimaldi has the world are reserved
conflict, but it will be 3 levels lower than it was a Patronage score of 3. Amalu only for the wealthy
before siding against the patron: the Blackbird is resupplies Grimaldi and gives him and comfortable . . .”
assumed to be contacting clandestine operatives or a place to stay. Grimaldi’s current — Observations of the
Wandering Squire
lesser people of importance who still support the Obligation score is 4, raised to 5
Blackbird, even though they are on the opposite after using Amalu’s Patronage. The
side of the conflict. If any of those involved are Fateweaver takes the Patronage score of 3, adding 5
caught, they will be punished accordingly. If the Obligation to get 8, and then multiplies by 5 to get
loss of levels brings that Patronage to 0 or less, 40%. Rolling a 32, the Fateweaver determines that
however, no help is available for them. Amalu is going to ask Grimaldi to complete an
Undertaking to continue to receive Patronage.
Obligation Grimaldi’s Obligation score drops to 0 again once the
The largess of peerage comes with a price. An Undertaking is completed.
implicit quid pro quo exists whenever Blackbirds
use Patronage to gain lodging, access to retainers, U N D E RTA K I N G S
material goods, transportation, or anything An Undertaking is a task or quest required by a
else needed by those who have chosen a life of patron for a Blackbird to continue to receive help
adventure. The Obligation score represents how from that patron or to increase their Patronage
likely a patron is to call upon Blackbirds who have score with that patron. The Undertaking might
been given succor to perform an Undertaking. For dovetail with their current plans, or it might take
new characters, Obligation starts at 0. them a bit out of their way. It can be used by the
Every time a Blackbird uses Patronage to Fateweaver to guide the Blackbirds toward a
acquire items or aid their Obligation score by +1, particular narrative path but should not be used in
and there is a chance that they’ll be charged with an a heavy-handed way. Usually, it should be just a task
Undertaking—a quest or task that must be that the patron wants done that also reveals a bit
completed to retain Patronage. more of the world and what is happening within it.
To determine if an Undertaking will be The table here is a guideline; the Fateweaver can be
requested, take the Blackbird’s Patronage score flexible with it. If the players are invested in a
associated with the patron, add it to their Obligation particular course of action, it’s generally not
score, multiply this total by 5, then roll 1Ð100 advisable to force them to veer off wildly, into a
against the result. If the roll succeeds, the Blackbird distant land in search of a lost artifact, for example.
214 BLACKBIRDS

U N D E RTA K I N G S C H A LL E N G E C H A RT ! Level 6: Stop a supernatural creature from


! Level 1: Escort someone important to or from attacking villagers. End a mysterious curse.
somewhere in the same area, town, or city. Recover someone who has been forced into
Discover the whereabouts of someone hiding marriage with a powerful noble. Escort an
locally. Hunt and kill a wild animal plaguing the important person or object on a lengthy and
populace. Deliver a small sum of money or a likely perilous journey to a distant land. Perform
valuable object within the same area, town, or a major act of espionage.
city. Deliver a message to or from someone in the ! Level 7: Discover the source of a powerful
same area, town, or city. supernatural threat or threats. Spy on the
! Level 2: Escort someone important to or from a movements of an army. Explore a dangerous ruin
neighboring county. Seek out and bring to justice or cursed ancient site to discover information
a local criminal in hiding. Hunt and kill a minor about a specific artifact, relic, or object. Secretly
beast plaguing the populace. Deliver a small enter a castle under siege and sneak someone out.
sum of money or valuable object to or from a Assist with a major diplomatic action in a
neighboring county. Convince someone in a neighboring country of great import, personally
neighboring country to make a particular negotiating the details.
choice in your patron’s favor. ! Level 8: Stop a powerful supernatural
! Level 3: Wipe out a local group of bandits threat or threats. Help stop the advances of,
or highwaymen. Escort someone or sabotage, an army. Explore a dangerous
important, a valuable object, or valuable ruin or cursed ancient site to recover a
property to or from a bordering nation. specific artifact, relic, or object. Secretly
No messages have arrived for a week from enter a castle under siege and weaken its
a local outpost or small village; find out defenses. Perform major diplomacy in a
why. Perform a minor diplomatic action, neighboring country of great import when
or deliver a message in person to a noble the monarch in question is known to kill
in a neighboring county. messengers and diplomats.
! Level 4: Wipe out a local group of ! Level 9: Discover the weakness of a
bandits or highwaymen and their leader, particular servant of one of the Oligarchs.
who’s reported to have magical Discover intelligence on a dangerous, and
assistance. Escort someone important, a possibly magically powerful, target. Escort
valuable object, or valuable property through a someone or something to a distant land—
dangerous area to or from a bordering nation. probably a lengthy overseas journey through
Explore a mysterious location where people dangerous territory.
have been disappearing or that has been the ! Level 10: Capture or kill a servant of one of
subject of dark rumors. Perform a diplomatic the Oligarchs, or discover secret information
action or deliver a message in person to a noble about one of the Oligarchs’ high-ranking
in a neighboring nation. servants or an Oligarch itself. Assassinate a
! Level 5: Delve rumors of a supernatural creature dangerous, and possibly magically powerful,
attacking villagers. Find the source of a target. Escort a dangerous magical criminal
mysterious curse. Recover someone forced into or artifact to a distant land—probably a
marriage with a minor noble. Escort an lengthy overseas journey through dangerous
important person or object on a perilous journey territory.
to another land. Perform an act of espionage.
Quickbronze Spear
TRAPPINGS 215

UNDERTAKINGS: TIME LIMITS & RESOURCES Fateweaver agrees—with a Difficulty Rating based
Once an Undertaking is imposed upon a on how the reporting went. If the roll is a Success,
Blackbird, they may not use Patronage from that then they are allowed to preserve their Patronage,
source until the Undertaking is completed—the but it is lowered a level; however, the patron might
only exception being tasks and efforts directly offer a new Undertaking to prevent this, at the
related to completing the Undertaking. How long Fateweaver’s discretion. If the roll is a Failure,
the Blackbird has to finish the Undertaking, and Patronage is lowered by 2 levels. A Critical Success
what sort of things they will be offered to help means that the Patronage level does not change,
complete an Undertaking, are at the discretion of and a Critical Failure means that patron rejects that
the Fateweaver. It would be reasonable for a Blackbird and their companions—they all lose 1
Blackbird and their companions to be equipped level of Patronage and can’t access that patron until
with weapons and armor and some rations, and to they perform an Undertaking at a challenge level of
perhaps receive travel assistance, if they plan to their previous score. A Sublime Success increases
immediately embark upon an Undertaking. This the Patronage level by 1, and a Sublime Failure
assistance and equipment is never more than what causes the Blackbird and all their Fatebound
the Patronage level would normally allow, and companions to lose all Patronage with this patron,
might be less. Most Undertakings should be who will form an animosity toward them.
completed in a few days’ time, but others must be
completed immediately or over an extended period; G O I N G A B O V E & B E YO N D
the Fateweaver adjudicates this. Sometimes, an Undertaking succeeds wildly
A Blackbird can use Patronage from one patron beyond its initial task. Perhaps the Undertaking was
while tasked with an Undertaking by another; their to gain information about a bandit who was preying
Obligation increases, and the Fateweaver makes on a local village, but the flock defeated the bandit
Undertaking rolls to see if another Undertaking is in combat and brought him back to face justice. In
assigned. Nothing prevents a Blackbird from being such an instance, the Fateweaver should reward the
assigned multiple Undertakings at once, although Blackbird, either with an increase in Patronage level
this is generally not advisable, as it will likely lead to through that patron or with Spoils (discussed later
failing at one or more of the assigned tasks. in this chapter) if they are already at the maximum
level of Patronage for that patron.
FA I LI N G U N D E RTA K I N G S
Sometimes, an Undertaking will result in Increasing Patronage
Failure, either because the Blackbird in question Patronage can be increased or created only when a
took too long to complete the task or because an patron allows it. It never happens at the behest of
honest attempt was made but the Undertaking was Blackbirds, and an opportunity must present itself.
not completed successfully. The Blackbird who A Blackbird seeking to increase their Patronage
failed will need to report back to their patron level can ask their current patron if they have
(perhaps with the assistance of a more charismatic any Undertakings available or ask for a letter of
companion if that is not their forte) and explain recommendation for another patron if they seek
what happened if their Patronage is to resume. This Patronage with a new noble. Either way, to increase
explanation should be played out, and then the Patronage or gain a new patron, they must perform
player of that Blackbird should make a roll against one of the Undertakings from the difficulty chart in
the appropriate Skill—Bargain, Charm, or Guile this chapter based on the level of Patronage they will
most likely, but others might be allowed if the gain, not on what they currently have.
216 BLACKBIRDS

The steward may be called on by other patrons


at any time to perform tasks, and Obligation still
increases and works as it normally would. If, at any
Weeping Ash Hand Axe time, the relationship with a patron and steward
breaks down, or the patron is killed, the Blackbird
loses that Patronage score and all the benefits of
Stewardship until they can regain that status with a
new noble.

Unique Patrons
PAT RO N A G E Not all patrons are the same. A queen is more
A S STE W A R D S H I P powerful than a duke or a countess, and some
Patronage levels of 6 or patrons will be able to assist in ways that others
above represent a special relationship between a cannot. Every patron has a maximum level of
Blackbird and a particular person of importance. Patronage that they can offer. Also, every patron
Moving to Level 6 means the Blackbird has gained has territory in which their Patronage is available.
the equivalent of a minor knighthood, title, or The following are some Traits that patrons might
mark of importance that represents a formal pledge possess, and any given patron would usually have
of services, is less ambiguous than their previous no more than one:
mercenary work, and is an important decision for ! Diplomatic Patron: This patron has a web of
both parties. This opportunity comes only through alliances and connections over a wide area, even
serving a specific patron, either in a way that goes outside the patron’s domain of influence.
above and beyond the norm or after performing Blackbirds may use their Patronage score for this
several Undertakings for that patron. Obviously, patron at 2 levels lower than their base level for
the Blackbird must already have a Patronage level any sources outside the patron’s diplomatic
of 5 with the patron in question. Blackbirds can sphere. Undertakings can still be assigned and
hint that they would like to achieve this status with will be based on the actual level of Patronage, not
one of their patrons, and if they follow through on the adjusted amount.
Undertakings for that patron, the Fateweaver ! Guildmaster: This patron has access to excellent
should offer them a difficult Undertaking to gain tools, workshops, and crafting materials. Such
this level of Patronage. This type of relationship is items and services can be used at 1 level higher
known as a Stewardship. than the Blackbird’s Patronage score.
Stewardships can be achieved with only one ! High Noble: Add 1 level to Patronage when
noble at a time. A Blackbird who achieves it is acquiring anything from this patron, and 2 levels
accepted as the agent of that patron and can use this when the Blackbird and their group are gearing
status anywhere to gain the fruits of Patronage up specifically for an Undertaking requested by
from any member of the peerage, as that web of this patron. Results are expected; if an
relationships and alliances serves them even in Undertaking is failed for any reason, the Blackbird
times of war. In game, Stewardship represents a in question loses an extra level of Patronage.
Patronage level that is 2 levels lower than the Becoming a steward of this patron is a great boon
Blackbird’s current level in any territory that is a as many territories declare fealty to them.
fiefdom or ally with the noble the Blackbird is
steward to.
TRAPPINGS 217

! Military Patron: This patron has access to soldiers Restrictions on Patronage


and weaponry. Any request for weapons and There are limits to what can be asked of a patron,
armor is made at 1 level higher than the and some common sense should be applied by the
Blackbird’s level, as is any need for military Fateweaver. Below are some guidelines that may
personnel to accompany or assist the Blackbird. assist with adjudicating what is possible; having
! Mystic Patron: This patron assists with Odic access to a unique patron, however, may help skirt
knowledge and trappings for Wortcunning Spells these restrictions.
or the Pythonic Liturgy (most patrons do not). In ! No patron will ever openly harbor or assist a
addition, all assistance related to such things is theurge or anyone who practices that art. Some
granted at 1 level higher than the Blackbird’s wise patrons may be aware that those who do
Patronage score. business with them have access to these abilities,
! Naval Power: Add 2 levels of Patronage when but flaunting these abilities in a place or situation
using this patron for anything related to naval where the patron’s allies or followers are made
travel or acquiring accommodations on ships. aware of them is a good way to damage one’s
! Religious Patron: This patron has access to the relationship with that patron.
resources of a church, religion, or cult that is ! Patrons do not openly condone the breaking of
ingrained openly into the culture of the area they laws and generally do not assist the Blackbirds to
have dominion over. They provide Patronage at 1 acquire illegal or illicit substances (e.g., poison or
level higher than the Blackbird’s level for all tools designed to pick locks). If the Blackbirds
things, but must follow some sort of religious must avail themselves of these items or tools to
rules, observances, or codes. Openly, or being fulfill an Undertaking, it’s best that the patron
discovered, breaking the rules of the local religion not be made aware how the sausage is made.
can lead to very serious consequences. ! In most cases, a patron will open their armory or
! Underworld Power: This patron is also either the storage to aid the Blackbird working for them
head of or in league with the local thieves’ guild and their flock. They will not, under most
or assassins’ guild, or simply has their finger on circumstances, help others who are merely allies
the pulse of all activities associated with of the Blackbird.
skulduggery. They will be able to turn illegally ! The relationship between patrons and their
acquired goods into Spoils, help gain access to servants is a personal matter. Fellowship tests for
places that are normally guarded or warded, offer the patron must be made by the player whose
items that are locally illegal to the Blackbirds in Blackbird is actually maintaining the relationship.
their employ, and will often send them on
Undertakings that involve breaking the law. Spoils
! Wealthy Patron: Add 1 level to Patronage when Sometimes, it is prudent to have some handy coin or
used for equipping and acquiring items. lucre on one’s person to gain something in a pinch,
Blackbirds may give this patron Spoils instead of for it is difficult to bribe officials with Patronage.
performing an Undertaking. The Spoils must be Physical items of value are known as Spoils, and
equal to the level of Patronage in order to make they are represented by a value from 1 to 6, which
this exchange. determines how valuable they are. Theoretically,
there might be Spoils above 6, but they would be
very difficult to transport or exchange for goods:
something like a bejeweled crown stolen from a
noble or a manor house.
218 BLACKBIRDS

Spoils may be directly turned in for something due to the ongoing wars and troubles. A loaf of bread
of the equivalent value in Patronage, after which might truly be more valuable than a sword. If they
they are gone. This can only be done at a place where are not trading Spoils but are attempting to trade one
the items or services are available. Things listed here item on these charts for another, the traded item can
cannot be exchanged for Spoils in the same way. In be considered Spoils that are 5 levels lower on the
the event that a merchant, craftsperson, or Patronage scale. So, a Level 6 Patronage item can be
gentleperson of means has something that is easily traded as if it is Level 1 Spoils.
portable and of enough value to be considered Spoils, If a successful Bargain test is made for the
it’s safe to assume that they will only offer half of the Blackbird, this difference can be adjusted by 1 level
list value of the item, rounded down. for every 3 points of [FB], rounded up. If a Critical
Success is achieved, the item may be traded as a
EXAMPLE SPOILS: one-for-one exchange, and a Sublime Success
means the level of Patronage for the item acquired
1 A handful of copper coins.
is 1 greater than what is traded for it.
A small pouch of more valuable coins or a cheap
2 Example: Grimaldi and his companions have
gemstone.
been wandering in the wilderness and are starving.
A pouch of valuable silver coins, a more valuable
3 They come upon a solitary inn and would like to
gem, or a cheap piece of jewelry.
A cumbersome sack of cheap coins, a sack or trade a suit of chainmail for a night of rest and food.
4 small coffer of gold, a small pouch of gems, or a A Bargain test is made for Grimaldi, and the
somewhat valuable piece of jewelry.
innkeeper accepts. The chainmail normally would be
Several chests of cheap coins, a large chest of gold, a a Level 6 Patronage acquisition, which is reduced 5
5
large pouch of gems, or a valuable piece of jewelry.
levels lower to Level 1 Patronage, as explained above.
A couple chests of gold, a valuable work of art, a
6 singular and valuable piece of jewelry, a small chest Grimaldi has a [FB] of 7, which, divided by 3 and
of gems, and assorted jewelry. rounded up, equals 3. Grimaldi and his companions
are offered some communal quarters in the inn and a
warm meal for the chainmail—amenities offered at
Barter Level 4 on the lodgings list for Patronage. If
This system was designed to be an abstraction of the a Critical Success had been rolled, the
life of mercenary adventurers traveling from place chainmail would have been worth
to place, blown by the winds of Fate and serving Level 6 lodgings, and the flock
those who can occasionally help them survive would have been given private
another day in a chaotic world. It is not meant to be rooms and a nice hearty meal; and
a template for trading, making deals, or extracting if a Sublime Success had been
the best possible margins of profit from exchanges. achieved, the chainmail would
It doesn’t completely make sense for a Blackbird have been worth Level 7, and
to trade, let’s say, a suit of plate for a fancy manor they would have spent the
house. When a situation arises where a Blackbird night in a fancy house
has need of something and would like to trade what all to themselves.
they have for it, the Fateweaver must assume the
person they are trading with will take full advantage
of the situation, keeping in mind that Blackbirds are Weeping Ash Dagger
generally far from home, are usually in obvious dire
need, and that almost anything needed will be scarce
TRAPPINGS 219

A R M S & E Q U I P M E NT Brittle: If a Critical or Sublime Failure is rolled

T
he world is full of dangerous people, for the wielder of a weapon with this Quality, the
monsters, and perils uncounted. It is weapon breaks. If a Critical or Sublime Success
wise for those who have chosen or have is rolled against someone wearing armor with this
been forced into a life of adventure to outfit Quality, the armor breaks.
themselves with weapons and armor to help balance
the scales. Even the most bookish theurge would be Crushing (x): When using this weapon, Damage or
wise to clad herself in gambeson and have a dagger Bane dice that roll ‘1’ or ‘2’ are instead changed
close at hand, for Fate is fickle. to ‘3’s. This weapon removes 1 AP or the number
of AP in parentheses, if indicated, from the target
Qualities when the player wielding it gets a Critical Success.
Weapons and armor have Qualities that differentiate On a Sublime Success, all AP are lost.
one from another beyond a simple list of numbers.
A wise warrior considers these supplies before Cumbersome (x): Lose Skill Ranks in Coordination-,
arming themself or going into battle, because the Stealth-, and Combat-related Skills while wielding
difference between a morning star or a flanged mace Finesse weapons equal to the number in parentheses,
can change the outcome of a battle. Some of the or 1 Skill Rank if no number is indicated.
Qualities below might apply to armor, weapons, or
shields; if they are applied differently, the description Defensive (x): When using this weapon to Parry
will clarify. Some of these Qualities won’t be found against Melee weapons, add +10 Base Chance, or
on standard armor or weapons from the charts and the number in parentheses if one is indicated.
apply only to bestial attacks, weapons that have
been enchanted by theurgy or wortcunning, or in Disarming (x): Whenever a foe is threatened with
the rarest of circumstances. The vaults and forges Disarm using a weapon of this Quality, they suffer
of great monarchs have a different standard of arms a –10 Base Chance to Resist its effects, or the value
than those in the hands of the common folk. in parentheses if none is indicated.

Adaptable: Whenever weapons of this Quality are Enchanted: This weapon can cause Damage to
held in two hands instead of one for Attack Actions, creatures that can only be harmed by magic or
add +1 to Damage. enchanted weapons.

Biting (x): A Critical or Sublime Success with this Entangling (x): Immediately after striking a foe,
weapon causes the Bleed condition based on the weapons of this Quality force them to Resist either
number in parentheses. This condition with (1) or a Grapple or Takedown—the Blackbird’s player
no value is A Trickle of Red, (2) is Scarlet Torrent, chooses which. Additionally, the foe must adjust
and (3) is Arterial Spray. These function identically the chance to Resist by the number in parentheses,
to the Injuries of the same name. or none if no value is indicated.

Breaker: Whenever a wielder of a weapon with this Envenomed (x): Make a successful Toughness test
Quality succeeds in a Parry against or is parried for anyone struck by this weapon, or they take the
by a Melee weapon with the Finesse Quality, its Damage listed in parentheses from poison. If this
wielder can spend 1 AP to break that weapon. is a weapon smeared with venom and not a natural
attack, this Quality is lost after the first hit.
220 BLACKBIRDS

Fast (x): Whenever a foe is struck by a weapon with is increased by 1. They are also less effective; armor
this Quality, they suffer a –10 Base Chance to has a Damage Threshold modifier of –1 less, and
Dodge or Parry, or the value in parentheses if one weapons incur –1 Damage. These items do not
is indicated. interfere with empowering Vitiations.

Finesse: Weapons of this Quality always reference Off-Hand: Whenever a weapon or shield with this
[AB] when inflicting Damage. Quality is held in the Blackbird’s off hand while
they attack with a Melee weapon in their primary
Fitted: This item—usually armor—can only be used hand, add +1 to the Damage from that Melee
by the person it was made for unless it is specifically weapon.
refitted for someone else.
Piercing (x): This weapon ignores Damage
Formation (x): Shields with this Quality provide extra Threshold provided by armor up to the number in
protection to Blackbirds in formation with other parentheses. If no number is indicated, it ignores 1
shield units and add +10 to Parry, or the number Damage Threshold.
in parentheses, if one is indicated, when they are
adjacent to an ally who also has a shield currently in Protective (x): Shields with this Quality can be used
use. This Quality can only be applied to shields. to Parry attacks made with Ranged weapons. If a
number in parentheses is indicated, adjust the Parry
Heavy: When combat begins, the Blackbird may for Ranged weapons by this amount.
move freely in this armor for their [BB] in Turns
before fatigue becomes an issue. At the end of Pummeling: Weapons of this Quality always refer to
the last Turn and every Turn thereafter, make a [BB] when inflicting Damage.
successful Toughness test for the wearer, or they
gain 1 level of Peril from exhaustion. If a Blackbird Punishing: Weapons with this Quality add a 1Ð6
chooses to travel in Heavy armor, they accumulate Damage die to Total Damage in exchange for 1
1 level of Peril every hour. additional AP.

Immolate: After a foe is struck with a weapon of this Quickbronze: This weapon or armor is made from
Quality, a successful Flip to Succeed Coordination the liquid magical bronze of the aes, hardened
test must be made for them, or they’re set On into its current form by artisans and smiths of that
Fire (see Set On Fire in Chapter 6: Conflict & eldritch species. It gains the Enchanted Quality
Rekindling for details). and may strike opponents that can only be hit
with magical weapons and may cause them Bane
Intricate (x): This item is difficult to repair. Subtract Damage. Quickbronze weapons do not have a
–10 or the number in parentheses from Tradecraft penalty for making a second attack during the
rolls made to repair or craft it, and you must have same Turn, the third attack is made at –10, and
access to a forge to do so. In addition, crafting takes so on. Quickbronze armor ignores the Heavy or
twice as long. Cumbersome Qualities if they have been assigned,
and if they have not been assigned, the wearer adds
Lesser Metals: Armor or weapons made from copper, +10 to all Dodge tests. Such weapons and armor are
bronze, or other lesser metals can be obtained, but extremely rare and valuable; add 5 to the Patronage
they are rarer. The Patronage to access such items level required to obtain such weapons, if they are
TRAPPINGS 221

even available. In addition, they do not suffer Add 3 to the Patronage level
Degradation from the Wheel unless it comes into required to obtain such items,
contact with the children of Anhelios. if they are even available. In
addition, they do not suffer
Reach: Weapons with this Quality may strike a foe Degradation from the Wheel.
with which the Blackbird is Engaged or standing
1 stride away from outside of an Engagement. Slow: Opponents gain a +10
Additionally, foes armed with a Reach weapon can Base Chance to Parry and “Greasing the palms
make an Opportunity Attack whenever someone Dodge against attacks the of the city guard is a
makes a Charge or Run at them. Blackbird makes with this preferable option when
weapon. apprehended, as few
Red Iron: This weapon or armor is made from the factions will turn up their
deep iron that can only be found in mines far below Staggering: Weapons with nose at the shine of gold.
the surface of the world and is thought to be the this Quality force foes to The state of a guard’s
congealed blood of Ouroboros itself. For this reason, Resist with a successful armor is generally a good
it is sometimes called Dragon’s Blood. Such weapons Toughness test immediately indicator to how an offer
gain the Enchanted Quality, may strike opponents after being struck or shoved will be received . . .”
that can only be hit with magical weapons, and out of the Engagement. Their — Observations of the
Wandering Squire
may cause Bane Damage, particularly to Outsiders Movement does not provoke
or other beings that exist or originate partially or Opportunity Attacks.
wholly from within the Od. They also offer a +10 to
hit when used to attack magical creatures, theurges, Throwing: This weapon cannot take advantage of
or those with the Witches Blood Boon. Armor or Medium, Long, or Extreme Distances.
shields made from this substance give their bearers
a +10 to tests made to Resist Vitiations or other Vicious: Weapons with this Quality grant an
sources of magic. Such weapons and armor are additional 1Ð6 Injury die to determine whether an
extremely rare and valuable; add 5 to the Patronage Injury is inflicted upon a foe.
level required to obtain such Trappings, if they
are even available. In addition, they do not suffer Weeping Ash: This weapon is made from what remains
Degradation from the Wheel. of the wood of Yggdrasil. It gains the Enchanted
Quality and may strike opponents that can only be
Shoddy (x): Weapons and armor of this Quality are hit with magical weapons, possibly causing them
badly made and, therefore, less effective. Reduce Bane Damage. Such weapons are extremely rare and
Damage Threshold bonus for armor by –1 or the valuable; add 5 to the Patronage level required to
number in parentheses, if one is indicated. Reduce obtain such items, if they are even available. Once
the Damage done by weapons by ‒1 or the number per Rekindling, the wielder of a weeping ash Melee
in parentheses, if one is indicated. weapon may spend 2 AP and 1 Fortune to change
its form to a different Melee weapon, so long as it
Signet: This Quality is conferred by the handiwork requires the same number of hands to wield (a one-
of guildmasters. Weapons of this Quality gain handed weapon could change to any other one-
a +10 Base Chance to strike and a +2 Damage handed weapon, a one-to-two-handed weapon could
adjustment. Armor and shields with this Quality change to any other one-to-two-handed weapon,
add a passive +2 to the Damage Threshold Modifier. and a two-handed weapon could only change to
222 BLACKBIRDS

another two-handed weapon). In addition, weeping strides (13×2), and Long Distance is 27 to 39
ash weapons may not be Disarmed and do not suffer strides (13×3).
Degradation from the Wheel. Attacks made with Ranged weapons fired outside
of Short Distance are penalized by a Difficulty Rating,
Workable (x): This item is easy to repair. Add +10 or which the Fateweaver determines, covered in Chapter
the number in parentheses to Tradecraft rolls made 6: Conflict & Rekindling.
to repair or craft it. RELOAD: A Ranged weapon requires its wielder to
load it with ammunition before firing. Loading a
Armor & Weapons weapon requires a certain number of AP. Loading can
Armor and weapons are presented in the following be a time-consuming process, taking longer than the
format: Blackbird’s allotted Turn during a Round. One must
NAME: The official name of the weapon or armor for complete the Load Action before using the weapon
game purposes, as well as the most common name again, and the Action cannot be interrupted: meaning,
for the weapon in Erebos. Some weapons may go by a person cannot halfway load a bolt onto a crossbow.
other names, but the one listed here is what should If they are interrupted, they will need to take the Load
be recorded on the character sheet. Action again, even if it carries between Turns.
QUALITIES: All weapons or armor possess a HANDS: Weapons are always used in either one or
combination of Qualities, as outlined above. For both hands. Two-handed weapons can usually be
weapons, these Qualities are conferred only when kept strapped to the Blackbird’s back, although
the Blackbird is wielding a weapon—meaning, they some must be carried. One-handed weapons may
cannot take advantage of a sabre’s Defensive Quality be sheathed or stowed away. Two-handed weapons
if it’s sheathed, while they wield a dagger. become unusable by a wielder who loses the use of
DAMAGE: The Attribute that governs Damage one of one hand or one arm.
for the weapon. A horse bow, for example, uses PATRONAGE: The following Patronage levels are
[AB]+1Ð6 Damage to determine Damage. required to gain access to a weapon or armor
DAMAGE THRESHOLD: For armor and shields, this is made with standard and dependable craft. Shoddy
the amount added to the base Damage Threshold. versions of the same item can be gained at 1 level
A Blackbird both wearing armor and actively using lower than this number, but they might not be
a shield combines these two numbers. available at the Fateweaver’s discretion.
BASE RANGE: Most Melee weapons require a
Blackbird be standing toe-to-toe, or Engaged, with T H E A E S & I RO N
an opponent. Iron and steel are potently inimical to the aes. Roll Bane dice
Ranged weapons are able to be used at distinct (Ð10s that Explode on ‘9’ or ‘10’) instead of Damage dice
ranges between the wielder and their target. when Damage from this source is applied to aes. If an aes’s
Distances are always expressed in strides and derive Damage Condition Track is reduced by this Damage, make
from [PB]. As an example, an arbalest crossbow has a successful (Challenging –10%) Resolve test for them, or
a Distance of 9+[PB]. This means that if one has a their glamour flickers, and those observing will know what
[PB] of 4, one can fire this weapon at a Short they truly are. If iron is placed against the skin of an aes for
Distance of 1 to 13 strides away (9+4). Medium more than 3 seconds, they immediately fall 1 level on both
Distance is equal to Short Distance ×2, and Long Damage and Peril Condition tracks. Additionally, their true
Distance is equal to Short Distance ×3. form is revealed briefly unless a successful (Challenging
So, if the aforementioned Short Distance is 1 –10%) Resolve test is made.
to 13 strides, the Medium Distance is 14 to 26
TRAPPINGS 223

MELEE QUALITIES DAMAGE BASE RANGE RELOAD HANDS PATRONAGE


Axe Adaptable, Slow [CB] N/A N/A 1–2 3
Battle axe Adaptable, Breaker, Slow [CB] N/A N/A 1–2 4
Billhook Disarming, Reach, Slow [CB] N/A N/A 2 3
Bullwhip Entangling, Reach [CB] N/A N/A 1 2
Cudgel Off-hand Staggering [CB] N/A N/A 1 1
Dagger Fast, Finesse, Off-Hand, Piercing [AB] N/A N/A 1 4
Fire-hardened spear Adaptable, Brittle, Reach [CB] N/A N/A 1–2 1
Flanged mace Crushing, Staggering [CB] N/A N/A 1 3
Garrote Entangling, Fast [CB] N/A N/A 2 2
Greatsword Punishing, Reach, Slow [CB] N/A N/A 2 6
Halberd Intricate, Piercing (2), Reach, Slow [CB] N/A N/A 2 5
Improvised hand
Pummeling [BB] N/A N/A 1 0
weapon
Longsword Adaptable, Biting (2), Defensive [CB] N/A N/A 1–2 5
Morning Star Staggering, Vicious [CB] N/A N/A 1 3
Peasant flail Crushing, Fast, Pummeling [BB] N/A N/A 2 2
Pike Finesse, Piercing, Reach [AB] N/A N/A 2 3
Rapier Disarming, Fast, Finesse [AB] N/A N/A 1 4
Sabre Defensive [CB] N/A N/A 1 3
Sap Pummeling [BB] N/A N/A 1 1
Shiv Fast, Finesse, Off-Hand [CB] N/A N/A 1 1
Spear Adaptable, Piercing (2), Reach [CB] N/A N/A 1–2 3
Staff Adaptable, Defensive, Pummeling [BB] N/A N/A 1–2 1
Torch Immolate, Pummeling, Slow [BB] N/A N/A 1 1
Unarmed Pummeling, Slow [BB] N/A N/A N/A N/A
War hammer Breaker, Crushing (2), Slow, Staggering [CB] N/A N/A 2 5

RANGED QUALITIES DAMAGE BASE RANGE RELOAD HANDS PATRONAGE


Arbalest crossbow Fast, Piercing (3), Punishing [CB] 9+[PB] strides 2 AP 2 6
Chakram Fast, Finesse, Off-Hand, Throwing [AB] 4+[PB] strides 1 AP 1 3
Horse bow Fast, Finesse [AB] 9+[PB] strides 1 AP 2 4
Light crossbow Fast, Piercing, Punishing [CB] 6+[PB] strides 2 AP 1 5
Longbow Finesse [AB] 12+[PB] strides 1 AP 2 5
Sling Fast, Finesse, Throwing [AB] 3+[PB] strides 1 AP 1 1
Throwing dagger Fast, Finesse, Throwing, Piercing [AB] 1+[PB] strides 1 AP 1 2
224 BLACKBIRDS

DAMAGE
ARMOR QUALITIES PATRONAGE
THRESHOLD
Boiled leather Heavy 5 5
Brigandine N/A 4 4
Brigandine w/pauldrons Cumbersome 5 4
Chainmail Heavy, Intricate (–20) 6 6
Clothing Workable 0 Varies
Fur or hide Workable 1 1
Gambeson Workable (+10) 3 3
Light leather Workable 2 2
Plate Cumbersome (2), Fitted, Heavy, Intricate (–20) 7 7

DAMAGE
SHIELDS QUALITIES PATRONAGE
THRESHOLD
Buckler Defensive, Off-Hand N/A 3
Florentian shield Defensive, Formation, Protective +1 4
Hyperitan (kite or teardrop) shield Defensive, Protective (+10) +1 5
Thulian (round) shield Defensive, Protective (–10) +1 2

CRAFTING WEAPONS AND ARMOR


A Blackbird may craft a weapon or piece of armor to its Damage Threshold Modifier. On
if they have access to a Patronage level of at least 3 a Sublime Success, the weapon, shield,
and a forge is available. Weapons and shields take or armor gains the Signet Quality. A
1 week to craft, whereas armor takes 1 month. standard Failure results in the crafting
Double this time if the item has the Intricate Blackbird choosing to craft a weapon,
Quality or if it is being made for a jötunnkin. This shield, or armor with the Shoddy Quality or
time must be uninterrupted, save to sleep and abandon the endeavor, their crafting time
eat, with all of the crafter’s focus on the work. At wasted; the resources may be reused for
the end of the time, make a Tradecraft test for another attempt. A Critical Failure means
the Blackbird. With a Success, the item is crafted the weapon, shield, or armor gains the
and functions as expected of a weapon, shield, or Shoddy (3) Quality. A Sublime Failure
suit of armor of its type. On a Critical Success, causes the time and resources to be
the weapon created does an extra +1 Damage, wasted, and no item is created.
whereas a shield or suit of armor gains an extra +1
TRAPPINGS 225

Melee Weapon Descriptions


The following entries give general descriptions of
all Melee weapons. These weapons are categories
that are roughly based on historical equivalents,
but each type might encompass a broader range of
weapon type.

Axe: A smaller, more common weapon than the


battle axe. Can also be used for chopping woods. fig. 1
(fig. 1)

Battle axe: This edged weapon is brutal and hefty,


often favored by those who want to cause terrible
Damage as quickly and powerfully as possible. fig. 2
Overly cumbersome, but undeniably effective in
the right hands. (fig. 2)

Billhook: A polearm that evolved from a farmer’s


weapon. Quite effective at removing mounted
soldiers from their horses, it is basically a long shaft
with an edged hook on the end. It also has a simpler fig. 3
construction than other polearm.

Bullwhip: A common tool for those who deal with


livestock or animal handling. It is most useful for
grappling or entangling foes before finishing them
off or subduing them. (fig. 3)

Dagger: A two-edged blade often wielded


in an off hand to deflect blows, or by persons of
means who want easily hidden protection. (fig. 4)

Fire-hardened spear: Often fashioned from a large,


sharpened branch and heated to make it more fig. 4
robust. Frequently found in the hands of peasants
and the desperat
fig. 5
Flanged mace: A metal version of the cudgel, it
comes in myriad designs. Used against armored foes
whom blades will have a hard time injuring. (fig. 5)

Garrote: Often made from leather, corded animal


guts, or steel wire attached between two spools,
this assassin’s weapon is best used for strangling the
unwary. (fig. 6)
fig. 6
226 BLACKBIRDS

Greatsword: The largest sword a person can possibly


wield, and always with both hands. It has an
excellent range and strikes hard, but it doesn’t help
much with defense. (fig. 7)

Halberd: A very long stick with an axe on the end.


It’s far more intimidating than a pike and is useful
against those on horseback or in armor. The most
expensive and well crafted of the polearms. (fig. 8)
fig. 10
Improvised hand weapon: An item that shouldn’t
really be a weapon. It could be an ale stein, a stool,
a pot or pan, a fire poker, a salted leg of pork—the
list goes on; generally useful in tavern scuffles and
emergencies. Any might have Qualities attached, at
Fateweaver discretion.

Longsword: The weapon of a warrior, tested in battle


and versatile in usage. Slender enough to pierce
armor, yet strong enough to parry blows. Can be
used one- or two-handed. (fig. 9)

Morning star: A brutal mace with spikes adorning


its metal head. Favored by the cruel, and useful for
beating down rebellions or ringing the bell of an
fig. 7 opponent in mail. (fig. 10)

Peasant flail: Another weapon developed from


fig. 8 the tool of a farmer; consists of a long pole with a
hinged and rounded striking end, used for threshing
wheat. Weaponized versions have metal spikes on
the striking end.

Pike: A very long, hard stick, making it the weapon


of choice for any imperial army with great phalanxes
of pikemen. Its conical iron spearhead is reinforced
with “cheeks” along the flange of the shaft.

Rapier: Known by some as the “sword of the robe,”


this narrow-bladed weapon was made for those who
use agility to greater advantage. (fig. 11)

fig. 9 fig. 11
TRAPPINGS 227

Sabre: The weapon of choice for those skilled in


defensive fighting. The curved blade is excellent at
redirecting attacks aimed at the wielder. (fig. 12)

Sap: Taking the form of a leather sack full of lead


shot or a small baton, this braining weapon is best
fig. 12
used against foes facing away from the wielder and
fig. 13
caught off guard. (fig. 13)

Shiv: Slender and sharp, this weapon is favored by


thieves, cutthroats, and ne’er-do-wells for its ease to
keep hidden on one’s person and for its thin blade
that can bypass armor. Of lower quality than the fig. 14
dagger. (fig. 14)

Spear: The ubiquitous weapon of infantry no matter


what part of the world you come from. Excellent
for preventing charges and piercing armor. (fig. 15)

Staff: Longer than the standard walking stick, but


it can be used as such. A weapon for the penuried,
the austere, and those who want to appear to be
unarmed. Its greatest value is defense. (fig. 16)

Torch: A bit of pitch and a rag wrapped around


the end of a stick and set ablaze. Barely a club,
but possibly useful for keeping away animals or
creatures with a fire Bane. Burns for 20 minutes.
fig. 15
Unarmed: For most, having a length of steel to
extend their range and ability to Damage is most
advantageous, but some are trained to move quicker
and hit hard with their fists and feet.

War hammer: More like a pickaxe than a hammer,


this weapon was designed to pierce armor with
leverage and force. Not a weapon for the subtle.
(fig. 17) fig. 16

fig. 17
228 BLACKBIRDS

Ranged Weapon Descriptions


The following entries give general descriptions of
all Ranged weapons. These are the most common
fig. 1 names used, although names may vary depending
on the region:

Arbalest crossbow: Wound by cranequin, this


weapon fires bolts that can penetrate most armors.
They’ve even been known to decapitate foes with
their incredible force. (fig. 1)

Chakram: This metal ring with an extremely sharp


outer edge can be used fighting hand to hand or as
a thrown weapon. (fig. 2)

Horse bow: A composite bow of recurved


fig. 4
construction that is lighter and easier to use than
a longbow but less forceful; so named because it is
fig. 2 easier to fire from horseback. (fig. 3)

Light crossbow: This is a lighter version of the


arbalest, its strings hand-drawn by a crank or pulled
with a hook and leveraged with a stirrup at the end.
Typically used as weaponry by peasant militias or
as playthings by nobles too clumsy or impatient to
learn to draw a bowstring. (fig. 4)

Longbow: Favored by scouts and raiders, these


greatbows, taller than most, cause many deaths at
the hands of archers. The tides of numerous battles
have been turned by the deployment of warriors
adept in their use. (fig. 5)
fig. 3
Sling: Commonly used to deter wolves from flocks
of sheep, its stones can fell the largest of men if
slung correctly. (fig. 6)

Throwing dagger: This small blade is a staple of


vagabonds, cutthroats, and assassins. It is not as
effective in melee as a regular dagger, however, since
fig. 5 it is smaller and balanced for throwing.

fig. 6
TRAPPINGS 229

Armor Descriptions
The following entries give general descriptions fig. 1
of each type of armor. Keep in mind that Erebos
has many variations and names for these armor
types and that this list is a generalization and a
simplification.

Boiled leather: A more expensive version of leather,


similar to plate. The leather must come from the
thickest skin of a young animal and be tanned by an
expert tanner. It also requires constant maintenance
to prevent its deterioration. (fig. 1)

Brigandine: Cloth on the outside, metal plates on


the inside. Easier to repair than chainmail, plate, or
even boiled leather, it’s an excellent compromise for
those who have some means but can’t afford plate.
Without pauldrons, it provides less protection but
is quieter and offers more range of arm movement. fig. 2
(fig. 2)

Chainmail: This version of chainmail generally


represents a full tunic and coif made with
interlocking rings of steel that are riveted closed.
This armor provides excellent stopping power
against most weapons. (fig. 3)

Clothing: Not really armor at all, but it might keep


a Blackbird warm. (fig. 4)

fig. 4

fig. 3
230 BLACKBIRDS

Fur or hide: Made of pelts, often from bears or


wolves, this armor is common in colder climes.
Most of its protection comes from the sheer amount
of fur and the layering of pelts, though the skin
beneath is tanned. (fig. 5)
fig. 5
Gambeson: A heavy tunic made from roughly woven
flax linen, this armor has surprisingly good stopping
power due to the waxy nature of the flax, and it is
easy to repair and move in. The armor of choice for
those who lack access to gold coins. (fig. 6)

Light leather: Not the boiled leather armor of those


with more means, but simply a crafted suit of the
flexible material. It must be maintained, or it will
deteriorate. (fig. 7)

Plate: Expensive and fitted exclusively to the wearer,

fig. 6 this armor covers the entire body from toe to crown
in sheets of steel. It generally requires help to don
and doff and, unfortunately, can be worn for short
periods of time only, because it is so uncomfortable.
It does not hinder movement much, but its weight
causes fatigue. (fig. 8)

fig. 8

fig. 7
TRAPPINGS 231

Shield Descriptions
Shields have been in existence for as long as there
have been weapons. Some varieties have been
associated with particular geographical areas or
ancient empires, but the development of these basic
protective armaments is as universal as conflict, and fig. 1
any of these can be found throughout Erebos.

Buckler: A small and wieldy shield used by those


who prefer dexterity and ease of movement to raw
defense. Favored by duelists, it can be as much a
blunt off-hand weapon as it is a shield. (fig. 1)

Hyperitan shield: Tall and shaped like a teardrop—


wider at the top and tapering toward the bottom— fig. 2
this shield is favored by most experienced warriors
in the present day and was made popular by knights
and soldiers from Hyperitus. It has a variety of
straps on the back, letting it be held in different
positions, thus ensuring versatility. (fig. 2)

Florentian shield: A curved, round shield usually


made of metal and strapped to the forearm rather
than held in the hand, it was used by the soldiers of
ancient Crisius. It is designed to be used in concert
with a phalanx of other warriors and works best
when all members of a group are equipped with
one. (fig. 3)

Thulian shield: Round, wooden, and reinforced with


metal, this shield was made popular in times past
by raiders from Thule. It is a bit cheaper than other
forms of protection but is still effective. (fig. 4)

fig. 3

fig. 4
TRAPPINGS 233

Ammunition
Assume that any Patronage level will provide
ammunition for any weapon that could be gained at
least 2 levels higher. So, arrows could be acquired 2
levels below where bows are available. The amount
of ammunition is always a reasonable amount that
one person could carry: usually sixty arrows or bolts
in a quiver. “The sailors of the Azule
Sea can be spotted by the
small bags worn round
Animals & Vehicles their necks, each containing
In domesticating animals and beasts of burden, humanity has eased numerous tasks the bones of a rat.
that would otherwise take a dubious amount of time or simply prove impossible. The bones are said to rattle
Beasts of burden and vehicles work farms and carry heavy loads, while others travel should a ship truly be lost as
great distances at speed, such as carriages, coaches, carts, and boats. Many animals are the spirit of the animal tries
raised for their produce or used for hunting, while others are ridden for sport or kept to escape the sinking vessel.”
for decoration and prestige. Here is listed a great range of things and the Patronage — Observations of the
Wandering Squire
level required to acquire the item.

ANIMALS AND VEHICLES PATRONAGE ANIMALS AND VEHICLES PATRONAGE


Axle replacement 4 Kitten 0
Barrow cart 5 Lamb 3
Calf 5 Large covered wagon or stagecoach 7
Chariot 5 Longship 8
Chicken 2 Merchant coaster or knarr 7
Cow 5 Oxen 6
Dog sled 4 Palanquin 5
Drakkar or galley warship 10 Pig 3
Duck 2 Raft 5
Falcon 4 River barge 6
Fancy coach 6 Rowboat 5
Fishing boat or skiff 5 Sheep 3
Goose 2 Small but vicious dog 3
Horse (courser) 5 Snow sled 2
Horse (destrier) 6 Three-masted cog 10
Horse (dray) 4 Two-wheeled cart 5
Horse (palfrey) 5 Two-masted cog 9
Horse (rouncy) 3 Wheel replacement 4
Hunting dog 5 Wheel with iron rims replacement 5
234 BLACKBIRDS

Alchemical Ingredients ALCHEMICAL INGREDIENTS


PATRONAGE
(ENOUGH TO CRAFT THREE DOSES)
Alchemy is a fancy term the learned use when
performing wortcunning. Many of the things Henbane 5

that can be made from the materials below follow Honey pot and strips of linen 1
recipes that can be learned as easily from an ancient, Human blood (may also be acquired by
4
wise villager as they can from a scholar or monk at bleeding a Mortal for 1 Damage level)
some city guild—and with less haughtiness. Mandrake root 6 ' Mystic

10 '
' Indicates a rare ingredient that might not be Moly Religious,
High Noble
available even if the Blackbird seeking it has the
resources to acquire it, although it will be slightly 9'
Night spider venom
Underworld
easier to find if they are dealing with the listed
Poppy seed pod 4
patron types. Contacts may need to be exploited
and Skill tests succeeded to find a source. 6'
Ruby sulphur
Underworld

ALCHEMICAL INGREDIENTS Sanjveer bush leaves 9'


PATRONAGE
(ENOUGH TO CRAFT THREE DOSES)
8'
Scorpion venom (Crisius scorpions)
Anemic and charcoal (for treating Underworld
3
poison by venom)
6'
Snake venom (adders, asps, vipers)
7' Underworld
Belladonna berries
Underworld
Spider venom (the white widow, the 7'
Deadbronze crystal 5 ' Mystic luteback, the huntsman) Underworld

Devil grass 3 Woad 7 ' Mystic

Hartshorn 4

Black-Market Goods BLACK-MARKET GOODS PATRONAGE


These goods are not usually accessible to most Quickbronze ingot 10
merchants or through normal means. Such goods A theurgy book describing how to
7 Mystic
can be gained only if one has Spoils to pay for perform the Pythonic Liturgy
them and the proper contacts; the buyer should A theurgy book describing specific
trappings and rituals that will help with
also beware of possible double-crosses or ambushes. 6 Mystic
contacting a specific Outsider with the
These goods are available if one has a patron Pythonic Liturgy
with Underworld Power or a Mystic Patron, A theurgy scroll describing and naming
5 Mystic
if so indicated. Regardless of the Blackbird’s an unknown Outsider
Patronage level or Spoils, the Fateweaver may A theurgy scroll with hints to a location
decide that certain items on this list are not where the name of an unknown 3 Mystic
Outsider might be discovered
available at a location, or they must be
Toxin 5
sought out and a special Undertaking
performed to acquire them. Lockpicks 6
Red Iron Mace
Venom 5
TRAPPINGS 235

Alchemical Concoctions
Provided one has access to an alchemical laboratory in most cases obtaining these substances is extremely
and the ingredients above, three doses of one of the difficult because of their rarity and the control of
alchemical concoctions listed below can be produced. their uses. See Chapter 6: Conflict & Rekindling for
Seeking a dose from a patron is also possible, though more information on the concoctions.

CONCOCTION EFFECTS PATRONAGE

6'
Arsenic 1Ð10+1 Peril if Toughness test is failed.
Underworld
Clean bandage Needed for binding wounds during Rekindling. Usable once per day. 2
Devil grass When affected by one dose, add +1 to Peril Threshold for 3 hours. 4
When affected by one dose, add 1 AP to the Blackbird’s Turns for 1 hour, but Perception-based
Indigo prophet 9'
Skill tests are made at –10.

When affected by one dose, the imbiber is unable to perceive or work the Od for 3 hours. When 10 ' Religious,
Mute
affected by two doses, that increases to 6 hours. When affected by three doses, it is 9 hours. High Noble
Night spider
One dose cures night spider venom poisoning. 8
antivenin

When successfully poisoned by night spider venom, the victim cannot move whatsoever, left 9'
Night spider venom
Helpless from paralysis. The venom is not lethal, but the paralysis lasts for 1 hour. Underworld
If subjected to one dose, the victim is left unable to use Techniques, Movement Actions, or
8'
Nightshade Reactions for 10 minutes. If subjected to two doses, the victim is Knocked Out for 1 hour. If
Underworld
subjected to three doses, the victim is Slain!.

Quickbronze elixir Heals 3 levels of Damage or 1 Injury, once per day. 6 ' Mystic
Salmiac Heal 1 level of Peril once per day. 5
Scorpion antivenin One dose cures scorpion venom poisoning. 7
When successfully poisoned by scorpion venom, the victim must Flip to Fail the results for any
8'
Scorpion venom Skill test that relies on sight. If not successfully healed, the victim perishes in a number of hours
Underworld
equal to their [BB].
Snake antivenin One dose cures snake venom poisoning. 6
When successfully poisoned by spider venom and left Helpless by paralysis, the victim cannot
7'
Snake venom move at all. If not successfully healed, the victim perishes in a number of hours equal to their
Underworld
[BB].
Spider antivenin One dose cures spider venom poisoning. 6
When successfully poisoned by spider venom, the victim cannot move whatsoever, left Helpless
7'
Spider venom from paralysis. If not successfully healed, the victim perishes in a number of hours equal to their
Underworld
[BB].

7 ' Mystic,
Tears of the poppy When affected, add +10 to Willpower for 3 hours.
Underworld
After imbibing theriac and Rekindling, a Blackbird moves 1 level up the Damage Condition
Theriac 5
Track. A Blackbird can only recover levels in this manner once a day.

Woad When affected, add +1 to Damage Threshold for 3 hours. 8 ' Mystic

' Indicates a rare ingredient that might not be available even if the Blackbird seeking it has the resources to acquire it, although
it will be slightly easier to find if they are dealing with the listed patron types. Contacts may need to be exploited and Skill tests
succeeded to find a source.
236 BLACKBIRDS

Medicine MEDICINE PATRONAGE


Medicaments, cloth, and suture: the three most Antivenin, one dose 6
important pieces of equipment an adventurer can Chirurgical tools 6
have. In addition to them, there are various rarer
Clean bandages 2
and instantly useful unguents, salves, tinctures,
Eye patch 2
and potions that are good to have at hand. Check
Chapter 6: Conflict & Rekindling for more specific Holy water, one vial 3

details of the items listed here. It is usually more Hook (fitted) 4


economical to acquire ingredients and make the Improvised bandages 0
items yourself if you have the skills to do so. Peg leg (fitted) 4
Plague mask 3
' Indicates a rare ingredient that might not be
Quickbronze elixir, one dose 6
available even if the Blackbird seeking it has the
resources to acquire it, although it will be slightly Rotgut, one bottle 2
easier to find if they are dealing with the listed Salmiac, one dose 4
patron types. Contacts may need to be exploited 7 ' Mystic,
Tears of the poppy, one dose
and Skill tests succeeded to find a source. Underworld
Theriac 5
Wolfsbane, one sprig 2

L I ST O F I N G R E D I E NTS N EE D E D TO M A K E S P E C I F I C I TE M S U S I N G W O RTC U N N I N G

PLAGUE MEDICINAL CONCOCTIONS POISONS AND TOXINS


! Bandages = honey pot and strips of linen ! Arsenic = ruby sulphur
! Quickbronze elixir = deadbronze crystal ! Nightshade = belladonna berries
! Salmiac = hartshorn and flax tow
! Theriac = poppy seed pod VENOMS AND ANTIVENINS
Some people do raise these animals specifically for their
DELIRIANTS venom or for producing an antivenin, but usually only
! Devil grass = devil grass an Underworld or High Noble patron would have
! Indigo prophet = sanjveer bush leaves access to them.
! Mute = moly, human blood, mandrake root ! Night spider = night spiders
! Tears of the poppy = poppy seed pod ! Scorpion = Crisius scorpions
! Woad = woad leaves ! Snake = adders, vipers
! Spider = the white widow, the luteback, the huntsman
(requires nine spiders for one dose)

Each of these assumes that the Blackbird has access


to an alchemical laboratory. Some Talents and
Techniques may bypass this requirement.
TRAPPINGS 237

Bureaucratic Tools Housing & Property


Every decent scholar understands that without The values below are abstractions, and the land or
their official seals, contracts, badges of office, and property still belongs to the patron who grants it
writing kits, nothing would ever be recorded, and in most cases. A patron expects a cut of any wealth
lawlessness would reign. Maps in the parlor, books generated by the property if it is one that does so.
on the shelves, quills for writing, scales to verify that
a coin is unshaved: every merchant’s tools. HOUSING AND PROPERTY PATRONAGE
An acre of arid land 2
BUREAUCRATIC TOOLS PATRONAGE
An acre of fertile land 3
Abacus 2
An acre of workable land 4
Academic book 4
Ancestral manor 8
Atlas of the known world 6
Barn 6
Bailiff’s lockbox 4
Caravanserai 7
Chalkboard 2
Deed to a mine 6
Cheap map 2
City map 3 Deed to a worthless mine 4

Hand mirror 4 Dilapidated manse 7

Homing pigeon 3 Dockside shanty 5


Hourglass 3 Dusty storefront 7
Ink pot 2 Farmstead 6
Key and padlock 4 Filthy shack in a city 6
Looking glass 3
Filthy shack in the wilderness 5
Magnet 3
Fortified castle 10
Paper, by the sheet 2
Guild hall 8
Pilot’s chart 4
Laboratory and alchemical workshop 7
Provincial map 3
Market stall in a city 7
Quills or brush 2
Religious scripture 4 Market stall in a village 5

Rune stones 2 Stable 6

Scales and weights 5 Watchtower 7


Scroll case 2 Way temple 7
Signet ring 3 Wayside shrine 6
Torture device 4 Workshop 7
Trade tools 5
Wanted poster 2
War medal 3
Writing kit 4
238 BLACKBIRDS

Commodities COMMODITIES PATRONAGE


Commerce is often a catalyst of betrayal, petty or Crate of tools and utensils 2
large. Monopolies on specific commodities, such Crate of vellum 3
as fur, leather, and iron, often lead to poisoned
Hide of a devourer 3
words and poisoned wounds. Much commodity
Hide of a large animal 2
trade occurs between friendly peasants, but the
sponsoring of expeditions to source and sell raw Hide of a large insect 3

stuff takes money, acumen, and underhandedness. Hide of a small animal 2


Not many lack ethics and love lucre enough to get Jar of caviar 3
rich quick. Meanwhile, many a fledgling dies trying. Jar of chocolate 2
Jar of coffee 2
COMMODITIES PATRONAGE
Jar of exotic meats 2
Barrel of cod 3
Jar of jam 2
Barrel of eels 2
Jar of oysters 2
Barrel of flatfish 2
Jar of rare spices 3
Barrel of nut oil 4
Jar of smoked meats 2
Barrel of salt 3
Jar of sugar 2
Barrel of seed oil 2
Jar of tea leaves 4
Barrel of shellfish 2
Keg of common dye 5
Barrel of whale oil 4
Keg of rare dye 6
Bolt of canvas 2
Sack of amber 2
Bolt of hemp 2
Sack of ambergris 3
Bolt of lace 3
Sack of barley 2
Bolt of linen 2
Sack of barley flour 2
Bolt of silk 5
Sack of buckwheat 2
Bolt of velvet 3
Sack of buckwheat flour 2
Bolt of wool 2
Sack of ivory 6
Crate of assorted fruits 3
Sack of lentils 2
Crate of assorted vegetables 2
Sack of nuts 2
Crate of ceramics 3
Sack of oats 2
Crate of charcoal 2
Sack of rice 2
Crate of leather 4
Sack of rye 2
Crate of lumber 3
Sack of wheat flour 2
Crate of metal ingots 4
Vial of incense 4
Crate of parchment 4
Vial of myrrh 4
Crate of religious icons 3
Wheel of cheese 2
Crate of rugs 4
Crate of sheepskin 4
TRAPPINGS 239

Fashion CLOTHING PATRONAGE


If a Blackbird’s going to a party, they’ll wear their Smallclothes 1
finest. If working in the fields, a sturdy pair of boots Snuffbox 3
and loose clothing will do. When on the road, a thick
Soft shoes 2
mantle and fur-trimmed boots are necessities. But
Spectacles 5
clothing is worn not only out of need. Sometimes
it’s used to catch the fancy of a love interest. Other Pungent perfume, one bottle 3

times it’s to signal one’s loyalties or station. Sturdy traveling clothes 2


Tattered rags 1
CLOTHING PATRONAGE
Walking stick 2
Cheap necklace 3
Warm doublet 2
Cheap ring 2
Wilderness cloak 3
Coin purse 2
Dark clothing 2
Entertainer’s mask 2 Illumination
Expensive necklace 3 The oppressive darkness can stoke anxieties and
Expensive ring 4 evoke fear within even the stoutest of adventurers’
Fancy shoes 3 hearts. Only the light—a twinkling bastion of
hope—can drive away the shadows and the creatures
Fashionable clothing 3
that stir along its edges. Within, you’ll find light
Fine clothing 6
sources meant to illuminate the darkest hours.
Fine perfume, one bottle 5
Foppish hat 3 ILLUMINATION PATRONAGE

Garish attire 3 Candle 1

Heavy boots 4 Charcoal, one bag 2

Holy symbol 3 Firewood, for one fire 1

Leather sandals 1 Flint and steel striker 2

Loose robes 2 Lamp 3

Military attire 4 Lantern 3

Priest’s miter 2 Rushlight 0

Razor 2 Storm lantern 4

Secondhand attire 1 Torch 1

Simple attire 1
C H A P TE R 8

Theurgy
T H E A D VO C ATE
by Joseph Limbaugh

N ear the end of their lifespan, the ebony candles


sputtered as their wicks swam in melted wax. On
the floor, the cooling tallow formed a gestalt with
the now long-dried blood of the albino calf, spilled many hours
ago with precise and ritualistic cuts. Its dead eyes turned toward
the sky, imploring no one. In the center of the circle of symbols
painstakingly drawn with greenish sand, Eponine’s body kneeled,
left hand raised and twisted into the Sign of Silence, the other
tightly gripping the hilt of a ceremonial athame, knuckles white.
Through dried lips, her voice croaked the rote she had repeated
since first light on the previous day. Her body ached, joints stiff and
inflamed, muscles fatigued, but she felt none of this—her spirit
was removed from her flesh and engulfed within the Od. In this
world, her eyes were closed. But in the other, they were open wide,
observing its impossible vistas and the things that existed there.

“Fallen houses of worship In the corner where he had been told to wait, Handpenny sucked on
dedicated to forgotten salted meat and tried not to fall into slumber. He pinched the skin
deities dot the landscape between his thumb and forefinger again, blinked at the pain that
of the eastern countries pushed away sleep, and cursed himself for agreeing to this enterprise.
and have been known He should have turned down the sorceress as she recited, with utmost
to shelter remnants of solemnity, the rules he had to follow: “You must not sleep. You must
their cults beneath their not interfere. If something goes wrong, step into the circle, but do not
sagging beams and disturb it.” Such simple instructions, but no mention of what to expect
crumbling stones . . .” or what his role in all of this would be, or even what “something going
—Observations of the wrong” might look like.
Wandering Squire
He took a small bite of the jerky in his mouth but did not swallow
it. Something was happening. A cold wind skittered through the ruins
Eponine had prepared for her ceremony, blowing out the candles that
were still lit and filling Handpenny with a dreadful chill. Something
felt very different, as if an invisible giant’s hand had pulled the area
they occupied and it deposited it on an alien world. The hairs on the
back of his head tickled, and goosebumps ran down his arms, but not
from the cold. Eponine opened her eyes.
T heurgy 243

“Did it wo—” Handpenny said, but Eponine the thing, but as she scratched it between the ears of
put a finger to her lips. She slowly lowered it, until one of its monstrous heads, its demeanor changed,
she pointed at a dark patch near what was once and its maw seemed to split in a doglike grin as its
perhaps a throne carved from the bones of the earth crimson tongue lapped at her forearm.
long ago, now lying in ruin. Two bright red eyes “This is Trammus, Imp of Silence,” said
glared at them from the darkness, and as Handpenny Eponine, “and he accepts me as a petitioner and you
watched, another pair joined the first, and then he as my advocate. Let a deal be struck.”
heard the whine of a wolf or dog—but the sound Handpenny rubbed a hand over his face and
was somehow wrong, as if the apparatus that shaped knitted his brow. “How am I to—I don’t—I don’t
it was malformed. understand what, um . . . Trammus . . . is saying.
Eponine carefully stood, slowly stretching her How am I supposed to . . . ?” His words trailed off
cramped muscles and stiff tendons, and gingerly as the thing’s eyes began to bulge and its face
stepped out of the circle. She snatched the dried distorted most alarmingly. Handpenny took a step
meat from Handpenny’s grasp, squatted, held forth back as the creature ambled rapidly toward him, all
the jerky, and let out a long, low whistle at the thing four sets of eyes locked upon him. A small shriek
in the shadows. escaped Handpenny’s mouth as the closer end of
What at first appeared to be a large mongrel Trammus opened its mouth terribly wide . . . and
hound scuttled forward, but where its tail should vomited something onto his boots.
have been, another head sprouted instead. The There, in a puddle of otherworldly bile, lay an
creature seemed to have some difficulty moving ornate scroll. Trammus seemed to wag both ends of
toward them, as if both ends of the beast were in a itself, the expression on each face like that of a
struggle for control. The mouth of each head was proud pet dog, albeit one with a hint of disturbing
larger than a normal canine’s and filled with far too madness.
many teeth. The smell of a soiled kennel almost Handpenny carefully gathered the scroll and
overwhelmed Handpenny, and he swallowed the bit broke the seal. Unrolling it, he narrowed his eyes at
of meat in his throat with difficulty, wondering if he the contents. Yes, he thought, this seems very clear.
could outrun the thing if he were to flee now. Yet, there are some potential loopholes, and perhaps
Serious misgivings about Eponine offering it meat some terms need to be altered. Businesslike, he sat
as an enticement crossed his mind. upon a broken pillar and procured a quill and
But then it was upon her, and one of its mouths inkpot from his satchel. This was something he
snapped shut on the meat. Before it could swallow could understand.
the jerky, the jaws of another head clamped down on On the ground nearby, Eponine sat cross-
the scrap, and the two began to fight over the morsel. legged, Trammus resting one head upon her lap
In the end, Eponine sternly reprimanded the beast, while the other sniffed the night for prey. The
and all four eyes fell upon her, filled with malevolence scritch of the quill on parchment was somehow
and fury. Handpenny tensed as she reached toward both a disturbing and comforting sound.
T heurgy 245

THE BEGINNING, END & In the centuries that followed, Outsiders were
B E G I N N I N G O F T H E U R GY pulled to this world by only the most puissant of

T
hose who seek power seek out those that sorcerers, using the ancient Pythonic Liturgy and its
grant it. Long ago, before history was many variations and methods—and sacrificing
scrawled on the scraped skins of beasts or greatly of their own lives or the lives of others. The
carved into the ancient bones of the earth, the power offered was but a flicker compared to the
Outsiders served the few humans who could peer magics of old—and yet still worth the price for
into the Od and command their obeisance. Their those who had the gift to see that trapped within
masters were shamans in times of old, and as the Od were allies that long ago made men into
humankind built towns and villages, they were kings, wizards, and warriors through gifts of
sorcerer-kings. The first wizards ruled from thrones unnatural power.
of bone carved with the blasphemous runes of Now, the wards have fallen. What some call
demons—they whispered to reality and shaped it to the Extinguishing, theurges and Outsiders call the
their desires, commanded armies of supernatural Night of the Great Unfettering—a fanciful name
monsters that none could withstand, and brought that brushes aside what was a time of horror for
the wisest of the dead back to give them council. It the practitioners of magic. When the gates failed,
is said that the Outsiders, creatures that live within a great and terrible peal reverberated through the
the Od itself and nowadays rarely walk on this side, Od—some say it was like a mighty bell ringing
were once as numerous as people—they even ruled and shattering on the other side, others say it was
kingdoms and embraced mortals in physical union, like a giant curtain made from embryonic caul
spawning damned and chaos-tainted children. that tore asunder, but most say nothing. Very few
None now live who saw the world then, and few who practiced theurgy lived through the event,
written texts exist, as time has worn away words and and most who did survive were driven mad. Worse
truth. Some Outsiders talk of long ago and how they still were sorcerers whose eyes were on the Od or
helped raise humanity to the heights of gods and who had some part of themselves connected to the
how such a fellowship may come again, but even a other side during that moment, for these
child knows that, although Outsiders can speak every unfortunates vanished from the world entirely or
tongue—dead or living—every word spoken is more were transformed into magical horrors that should
likely lie than truth. If this golden age of magic ever not be.
existed, then it must have also come to an end. Some So would have been the end of magic, but
say the gods sealed the Outsiders behind walls grown canny apprentices who survived their masters’
from the roots of Yggdrasil to protect the natural demise, hardy warlocks and witches who found
order from their pervasive corruption; some say their minds and tongues again, and those drawn to
Hekaté sang the Outsiders to slumber because of abandoned books and scrolls of arcane lore
their interferences in the aes’ schemes; and some say discovered that Outsiders were once again able to
that the first and greatest theurges, after seeing what heed the summons of mortal sorcerers. The
the price of their bargains and deals laid bare at the Unfettering of their bonds meant that, at long last,
end, sacrificed themselves to weave their spirits into a the time had returned when Outsiders could again
hedge of wards the Outsiders could not pass. No be bound by theurges—allied with, enthralled by,
mortal knows how the Outsiders were shorn from and used for the empowerment of humanity.
the world long ago, and the Outsiders would rather Wizards would rule the world again with Outsiders
speak of the glory of old and its return than dwell on as their servants, advisors, and benefactors.
what happened at its end.
246 BLACKBIRDS

The Two Grimoires


M U LT I P L E EFFE C TS AT O N C E The magic section of Blackbirds is divided into two
No being may come under the simultaneous influence grimoires. The first is the Whispering Grimoire, and
of the same Vitiation more than once, i.e., Vitiations it is for theurge player characters. We recommend
may not be “doubled up.” In addition, if a recipient is that if you are not playing a character connected to
required to be willing when the Vitiation is enacted on the Od that you read no further, for the mysteries
them, they may not be the recipient of another Vitiation, of magic in Blackbirds are more entertaining when
Outsider Technique, or Wortcunning Spell that has this secretive, and you will gain more enjoyment if you
requirement until the first has run its course or the magic see the travails of your sorcerous friends and allies
has ended, unless the additional Vitiation, Technique, or from the outside.
Wortcunning Spell has “instantaneous” as a duration. The second section is the Tablets of the
Unbegotten. This section is for Fateweavers only. If
you are playing any sort of character, even a theurge,
we advise you not to peruse its pages, lest the
knowledge of the true motivations of the Outsiders
drive you mad—or, at the least, make your game
experience less enjoyable.
248 BLACKBIRDS

O D S I G HT % With the exceptions above, or unless something

O
dsight is the natural ability some people is deliberately trying to—or is designed to—hide
have to sense the otherworldly realm and its nature, a theurge always recognizes a magical
mystical force that is the Od. For those creature or object as such.
trained in theurgy, this sense is more accurate, more % Odsight does not allow one to see in darkness or
focused, and gives information that is easier to if they are blinded. However, they do have a
interpret. Odsight is not sight, and some have this somewhat greater sense of their surroundings,
ability even though they lack physical eyes. especially amongst living things, than those
Although it is simpler to call it “sight” and to speak without this ability. Those who are permanently
of what is sensed within its purview as visual images, blind have been known to, over time, learn to
the truth is, of course, very much stranger. In sense with Odsight to the degree that others
practical terms, Odsight allows a Blackbird to do mistakenly believe they are able to see, but there
the following and applies the following rules: are differences in the information those with
% Sense illusory or glamoured objects and creatures, Odsight perceive. They can’t see colors or read
which are usually perceived as both what they are text, for example, but sometimes they can notice
and what they seem. Make an Awareness test for the presence of someone who is hidden.
a theurge to notice this effect if it has been created % Odsight opens those who have this gift to see
by a supernatural entity of more power than the things they may not want to see, but closing their
theurge (i.e., at a higher Tier). eyes cannot stop such awareness. Those with
% Notice the presence of Outsiders or those who Odsight may face Resolve tests simply for being
have relationships with them. This always requires in the presence of certain entities, places, or
a Scrutinize test for the theurge looking and effects.
involves staring at (or facing) someone for several % A person with Odsight gains a +10 to rolls to use
seconds in a conspicuous manner. This costs 2 AP Witch’s Blood if they also have that Boon.
if done during a Combat Scene. The test is made
secretly by the Fateweaver.
% Determine the truth about those who are O UTS I D E R S

T
controlled or possessed by Outsiders. This he practice of theurgy requires
generally requires being able to observe the summoning and bargaining with
suspected host uninterrupted for at least 1 hour mysterious and puissant entities from
and then that a Scrutinize test be made, which is beyond the boundaries of our reality. Their names
at –20 if the effect was created by a more powerful and ways must be known, and they must be given
entity or theurge than the one making the test. something in return for the Vitiations they endow.
% Limited insight into the emotional state or nature of The most powerful of theurges can form a pact with
people. This always requires a Scrutinize test be them, enthralling them to their will for an indefinite
rolled for the theurge and involves staring at (or period of time, but the wisest know that forcing a
facing) someone for several seconds in a conspicuous being into servitude invariably comes with a price.
way. This costs 2 AP if done during a Combat The common people call these creatures demons or
Scene. The test is made secretly by the Fateweaver. fae, and shun and fear anyone who has any sort of
The theurge gains a rudimentary understanding of congress with them, but theurges know them by the
the target’s emotional state or general nature. more accurate and general term: Outsiders.
T HEU RGY: T he W hi speri n g Gri moire 249

What Are Outsiders? % They always make a pact or deal. None of the
The only true answer is: no one knows for certain. power they offer comes without a reckoning.
They are definitely sentient beings, and they seem % Outsiders can manifest into a physical form but
obsessed with bargaining and dealing with humanity do so rarely. They offer powers, but never
to achieve goals only they ultimately know. Fate physically enter combat for their masters. They
ignores them, either blind to their influence or may summon lesser servants for this purpose,
because acknowledging them might give them however.
greater power to weave it to their own ends. They % Those who have Rapport with an Outsider can
seem to have a consistent physical form in most attempt to summon or communicate with them
cases, but this condition may be just an illusion or a by reaching out into the Od. They might not
mere interface with our reality: a puppet that allows always respond, though a Pacted Outsider almost
them to talk and bargain with the “children” on always does, unless its physical manifestation has
this side. For the theurge and those aware of these been temporarily banished or destroyed, or
entities, some facts are known or surmised: circumstances prevent or discourage it from
% They are singular entities. A particular Outsider communicating.
can’t (in most circumstances) be in two places at % At their discretion, Outsiders can visibly manifest
once or bound to two masters at the same time. to whomever they wish. They may be visible only
% The laws of nature do not apply to them—or at to the theurge with whom they are dealing, or to
least apply to them differently. They can share someone else—or everyone else—present. They
these gifts with those who give them something tend to prefer secrecy, however, and generally do
in return. These abilities are what are called not show themselves to others without good
Vitiations. reason or some sort of compulsion.
% There is a great hierarchy and political system of % In their most basic manifestation, they can’t be
Outsiders too byzantine and strange for humanity harmed by Mortal weapons, but neither can they
to comprehend, but knowing even a bit can help harm others. They can appear and disappear at
in dealing with them. will. They will not use this ability to (for example)
% Outsiders come in many shapes and forms: startle foes in combat or distract opponents,
horrible, sublime, strange, impossible, familiar, though, unless they are under a pact or deal
or incredible. No two Outsiders are the same. compelling them to do so.
% They (mostly) seem to desire to be brought forth % Common people and the authorities typically react
from the Od (where they dwell?) so that they might with fear and anger when confronted by an Outsider
achieve their own esoteric, strange, and dark goals. or anyone who is clearly associating with these
% Ancient tomes and knowledge from long ago can beings. There is no sanctioned guild or organization
reveal the names and habits of specific Outsiders allowed to practice theurgy in most places.
lost to human memory. A quest for this knowledge
can be as important and destiny-changing as one Stations of the Damned
for a lost artifact of magical power. Within each of their six courts, Outsiders vary in
% The True Name of an Outsider is perilous their degrees of power and authority. As always,
knowledge. The more powerful the Outsider, the these labels represent human simplifications of
more hidden this knowledge will be and the more something more complex and beyond our grasp.
dangerous it is to have or use. Their hierarchy has three stations.
250 BLACKBIRDS

& Imp: Messengers, servants, thralls, and spies for they would like them to do. If the theurge doesn’t
their betters. Imps are numerous, and if one is perform the task before the sun sets and rises again,
lost, another can easily be found among the ranks their relationship with that Outsider may deteriorate
of the Outsiders. Any character on the Path of (see Spite & Rebuke for more information).
Od & Ritual begins the game by having Rapport At times, because an Outsider sees an
with an imp. Although they are the lowest of the opportunity to get something they want or to further
courts’ aristocracy, they are aristocracy and their goal, they offer a theurge an unrequested
command numerous lesser Outsiders. Reckoning. Generally, Reckonings instigated by an
& Villein: These creatures rank higher than imps and Outsider lower the character’s Tithe more for doing
offer more power. Of course, they expect more in less and should be acted upon, if possible. Performing
return for that power. They are also more difficult a Reckoning for a particular Outsider might improve
to access, and if a known villein becomes Pacted that relationship, too, so it’s worth doing things for
to a particular theurge, they can no longer be Outsiders who become unruly or whom the theurge
accessed by other theurges. Wars have been suspects are unhappy with their summoner.
fought over this.
& Lord: Lords have a dizzying array of titles, names, Rapport, Communion & Pacts
and shapes. These beings are not gods, but they An Outsider is summoned via a properly performed
may seem so to lesser creatures. The Vitiations Pythonic Liturgy, which requires a private space,
they offer are very powerful. Only the most complicated and often expensive trappings, and some
prepared and experienced theurge should attempt form of sacrifice. Once summoned, negotiations
to contact them, and pacting one of these with the entity can begin. “Negotiations” is a broad
potentates could be the quest or goal of a lifetime. expression, as the interaction can be friendly and
open or involve threats and the application of
Tithe & Reckonings pain to force better terms. Ideally, the sorcerer has
Tithe represents the amount a Blackbird owes to prepared in advance to get the Agreement they
the Outsiders they have access to as a whole; a want. These negotiations ideally end in one of three
character does not have a separate Tithe score for possible Agreements with the summoned Outsider.
each Outsider. Using Vitiations and Outsider
Techniques usually increases a character’s Tithe, H AV I N G A N A DVO CATE
whereas performing Reckonings (tasks suggested Theurges are allowed to have one other
by specific Outsiders either at their impetus or at Blackbird aid them in a negotiation that occurs
the theurge’s request) lowers the Tithe and may with an Outsider, especially in the case of
improve the relationship with the Outsider for establishing Communion or a Pact. The formal
whom they perform the Reckonings. If a character’s name of this position is advocate, and having one
Tithe score becomes 10 or greater, it negatively present allows the following benefits:
affects their ability to perform magic, as well as their % The advocate’s Bargain, Charm, or Guile may be
relationship with all of their Outsiders. substituted for any test that would be made for the
At any point, a theurge can offer to perform a theurge to bargain with the Outsider in question.
Reckoning by choosing a specific Outsider and These tests may not substitute for Odweft tests.
suggesting how much Tithe they would like to % Spite is reduced by 1 when the Pythonic Ritual is
reduce. The Outsider then tells the character what performed and an advocate is present.
T HEU RGY: T he W hi speri n g Gri moire 251

% The advocate gains Rapport with that particular theurges, ideally with some leverage over the Outsider
Outsider, but if they are not a theurge can call (knowledge of their True Name, for example).
upon them only to seek a temporary deal (see Pacts can sour and can be broken, and there are
Temporary Deals). still limits on a theurge’s access to the Outsider’s
abilities. A theurge Pacted to an Outsider who has
R A P P O RT allowed the relationship to tarnish, diminish, or
By having Rapport with an Outsider, the theurge become discordant may find that their servant is
enters into the very loosest of agreements—really more twisting their words or being overly pedantic, which
a tenuous relationship than any sort of formal deal. may ultimately cause harm to their master or the
Each use of a Vitiation from this Outsider increases the master’s goals. An Outsider can be Pacted to only
character’s Tithe by the following amount: one theurge. However, a theurge can be Pacted to
& Imps: +2 more than one Outsider. Having more than one
& Villeins: +4 magical servant can lead to dangerous complications,
& Lords: +6 however, especially if the theurge’s underlings are
from rival courts or their goals are at odds with one
COMMUNION another. Also, having multiple Pacted Outsiders
Communion is a more formal and secure tends to rapidly increase one’s Tithe.
Agreement between an Outsider and a theurge. A Once a Pact is formed, the theurge accrues an
theurge who has entered into Communion with an ongoing Tithe each sunset, as follows:
Outsider has pre-negotiated the terms of power and & Imps: +1
the Vitiations accessible by this Agreement. Each & Villeins: +2
use of a Vitiation from this Outsider increases the & Lords: +3
character’s Tithe as follows: Once Pacted with an Outsider, a theurge can
& Imps: +1 call upon its Vitiations with greater ease and at will,
& Villeins: +2 without accumulating Tithe. Note that Outsider
& Lords: +3 Techniques which accumulate Tithe still do so.
In addition, the theurge gains access to the In addition, the theurge gains access to the
Communion level of Outsider Technique offered Communion level of Outsider Techniques offered
by this Outsider. The character must perform a by this Outsider. The character must perform a
special Reckoning for the Outsider as negotiated special Reckoning for the Outsider as negotiated
during the Pythonic Liturgy before this level of during the Pythonic Liturgy before this level of
Agreement takes effect. relationship takes effect.

PA C T Accumulation of Tithe Chart


Pacts are more formal servitude Agreements.
The Outsider agrees to serve the theurge in AGREEMENT IMP VILLEIN LORD
perpetuity, putting all of its Vitiations at its master’s 2 Tithe per 4 Tithe per 6 Tithe per
Rapport
disposal until the master dies or the pact is broken. Vitiation Vitiation Vitiation

Pacts can be formed only under specific 1 Tithe per 2 Tithe per 3 Tithe per
Communion
circumstances. Pacts are difficult to form and should Vitiation Vitiation Vitiation

be attempted only by powerful and prepared 1 Tithe each 2 Tithe each 3 Tithe each
Pact
time the sun sets time the sun sets time the sun sets
254 BLACKBIRDS

The Six Courts The Court


Outsiders appear to be gathered into political or of Ignorance
social groupings based upon traits they have in
common, much like human societies. Alliances, That the Court of Ignorance is a proponent
animosities, and opinions exist among them, and of ignorance is as clear as the name of the court
some say that wars have been fought between itself. However, as is often the case with Outsiders,
them. Together, these groupings are known as the the full reality of its true purpose is concealed
Six Courts, as they comprise the aristocracy of the behind the name and is more nuanced than what
Outsiders, or at least what the Outsiders would first impressions would indicate. The Court of
have folk believe to be their aristocracy. Each court Ignorance certainly takes great pleasure in—and has
has access to Vitiations that support their view of as a high priority—the destruction of accumulated
reality. Rumor has it that Outsiders change courts knowledge. Dead sages and burned libraries are
on rare occasions, and regardless of the seemingly delightful ends for the Outsiders ironically known
monolithic nature of the esoteric circles within to theurges as Scholars. The real story is that the
which they choose to identify, plenty of conflict Court of Ignorance doesn’t want to destroy or
occurs among members of the same court, as do pervert knowledge; these Outsiders want to hoard
exceptions to the “rules” of a particular court. Thus, it. Theurges who gain favor with this court earn
little of what folk know of them may be trusted. access to hidden intelligence and lost lore, can see
and hear things far away, and know things that
have remained unknown for centuries—so long as
they are willing to destroy the truth humanity has
carefully acquired for itself.
APPEARANCE: Outsiders in the Court of Ignorance
often appear as perversions of the human form
and garbed in the trappings of those professions
that accumulate or trade in knowledge. One can
find sages, librarians, scribes, bureaucrats, and
magistrates among their number, albeit in darkly
twisted shapes offensive to reasonable sensibilities.
They take great stock in language and the proper
expression of exactly what they mean, and their
contracts and deals are always very clearly worded.
When they speak, their voices usually echo the high
and precise verbiage of lawyers and the learned.
They seem to take great pride in using the most
words possible, and at using words that are lengthy
and prodigious. The typical Outsider of this court
has a voice that sounds like the rasping of a
thousand quills against ancient papyrus.
SYMBOL: A burning book.
NAMES: Scholars, Scribes
T HEU RGY: T he W hi speri n g Gri moire 255

The Court The Court


of Joy of Peace

Madness. Madness is the realm of the Court of To call the Court of Peace the “Court of
Joy. Not simply dysfunction of the mind, but a Death” is a horrid oversimplification, though that
world where madness is proper and correct, and is the facade its Outsiders presume to wear for
those who follow the narrow path of rationality are those who merely dabble in the arcane. They are
the fools. The Court of Joy lives in the place most happy to tell someone they will aid in the bringing
terrifying and dear to humanity: in the mind of of peace to one’s enemies—an eternal peace. The
the person perceiving members of this court. They truth, for those who have exposed the deeper secrets
use this stance from within the very thoughts of of the Court of Peace, is that these Outsiders are
those encountering them to express their mastery committed to far more than efficient and successful
of manipulation. Those who study the esoterica of slaughter; they are obsessed with the act of inciting
the so-called Jesters come to realize that the human bloodshed and committing violence as works
mind is a poor instrument for understanding the of art. Each member of this court has an endless
reality that lies beyond this one, a reality more real competitive drive to create a magnum opus of
and powerful than what we choose to perceive. To brutality that will eclipse their previous efforts and
grasp this hidden but imminent world, a person those of their peers. The Court of Peace is the Court
must break that instrument, shatter their own mind, of Murder—murder as art.
to comprehend the swirling vortex theurges call the APPEARANCE: The Outsiders of the Court of
Od. Of course, others observing from the outside Peace have both human and inhuman forms in
would say that, once the mind breaks, doesn’t the immeasurable variety, though they almost always
theurge perceive whatever they choose, real or not? appear armed with something that can bring
APPEARANCE: The Outsiders of the Court of Joy death, or adorned with the trappings of death or
might look like any mundane thing—but always the dead. One might have fangs or a scorpion’s tail,
a version twisted and disturbing. Many of them or be made from skulls, or appear bedecked with
favor motley or bright colors and visages, as their cleavers. Whatever the physical manifestation of the
nickname, “the Jesters,” would imply, but one might Outsiders from this court, their voices and manners
also present as some dark and ill-formed nightmare. are even more disturbing to those who entreat
Frequently, they look like something made by or them. They seem to have an almost lascivious lilt
for a child, and many appear as toys, puppets, or when describing or anticipating violence, or they
dolls. When they speak, their voices might sound appear to be actively restraining themselves from
like anything or anyone, but frequently, the words performing acts of brutality as they struggle to spit
are nonsense to those with whom they are not in out words. Humans have a primordial aversion to
rapport. If they speak in normal language, their members of this court, just as they would for any
tone is overwhelmingly patronizing, as if they are clearly dangerous beast—unless a particular human
speaking to a child. has developed a taste for bloodshed themself.
SYMBOL: A marionette puppeteering another SYMBOL: A twisted sword; whether it was crafted in
marionette. this shape or became mangled through repeated use
NAMES: Jesters, Those Who Smile is hard to say.
NAMES: Messengers, Murderers
256 BLACKBIRDS

The Court The Court


of Silence of Truth

The Court of Silence is the court of raw, boundless, Most people who know of the Outsiders know that
primal fury. The voice of Silence is the howl of the they are liars, whereas theurges know that Outsiders
winds, the roar of the beast, the rage of the volcano, spout falsehoods as easily as humans breathe or blink,
the rumble of thunder, and the screams of inchoate and those sorcerers who study the Court of Truth
ferocity of wild things beyond the circle of humanity, know what it knows—or, at least, what it believes: that
but it is always without words. The Court of Silence all of human reality is a lie, and only by truly grasping
expresses itself only with the absence of words, and this fact can one begin to see what is really true. The
those who seek to plumb the mysteries of this court Court of Truth deals in deception, and those who
would be wise to do so without speaking, for the seek deals with its denizens are charlatans, assassins,
Court of Silence hates any form of higher locution. thieves, courtesans, and illusionists. Outsiders of the
Its Outsiders disdain the abstract building blocks Court of Truth have an open disdain for the senses of
of higher language and prefer to speak what is, to mortals and the weaknesses of human perception, for
them, the only true language: unbounded emotion they know that this shallow and flawed awareness is
and unfettered animal instincts. The true being easily manipulated. In fact, the boons granted by this
deeply (or not so deeply) hidden in every civilized court allow its followers to do just that.
person is the beast, and the urbane exterior that APPEARANCE: The Outsiders of the Court of Truth
culture forces upon humanity is merely a fragile are as varied as humanity is, but their forms are often
patina that quickly crumbles when exposed to real more flamboyant, majestic, strange, or horrible than
experience. those of the other courts. Members of the Court of
APPEARANCE: The Outsiders of the Court of Silence Truth always have one specific feature
are animals and elementals in form and speech. that appears different every time they
The shapes they wear are varied, but never manifest. Their eyes may always
very human, if they have be a different color, or one
human semblance at all. One leg always assumes the
may appear as a living flame, shape of a different animal,
another as a swarm of flies. They or perhaps they always
communicate to the theurges who appear wearing a different
court them with the sounds of wild motley costume. Other
creatures and untrammeled nature. than this vicissitude,
Many are unable to speak at all. Yet, they are as consistent
somehow, they are understood by in appearance as
those who seek their powerful, and the Outsiders of the
often uncontrollable, gifts. other courts.
SYMBOL: A beast with boar and lion SYMBOL: A strangely
elements, but made of flames and lifelike mask.
lightning. NAMES: The Army
NAMES: Beasts, Elementals Invisible, Masquers
T HEU RGY: T he W hi speri n g Gri moire 257

The Nameless T H E P Y T H O N I C L I T U R GY

T
Court he Pythonic Liturgy is the grand and
singular ritual used to summon
The denizens of every other court wear disguises to Outsiders, as well as to negotiate and
facilitate their congress with those mortals who seek form Communions and Pacts with them. Not
deals and pacts with them—and to soften the blow really one simple ritual, it is instead a series of
of the impossibility they represent. The Nameless complicated and difficult practices, knowledges,
Court is cloaked in no such way. Its members and intuitions. Some innate sense must either be
present themselves as pure manifestations of the inherent to the theurge or nurtured in one who
chaos at the heart of the Od because they wear attempts to enact the rite. Lacking this ability or
no mask. Their ultimate goals and purposes are having imperfect knowledge or preparation will
unknowable, as are their True Names (or so it is told likely lead to failure at best and metaphysical
among the dusty enclaves of the wisest theurges). catastrophe at worst. Blackbirds on the Path of Od
They present no human motivation or emotion that & Ritual have both the training and the innate
mortals can decipher, and yet they still make deals ability needed to perform the Pythonic Liturgy.
as other Outsiders do, they still follow the rules that Others do not.
were laid down or discovered by the sorcerers of
old, they still may be bargained with or pacted, and Preparation
they still may betray those theurges who drink too To perform the Liturgy, a supplicating theurge
deeply and too long from their well of potency. must have a private place to prepare and cast it.
APPEARANCE: The Outsiders of the Nameless They must remove all armor, paint their body with
Court are most bizarre and disturbing. No two are mystic symbols, lay out a magic circle inscribed
the same, and they look like nothing the human with protective sigils and the name of the Outsider
mind can sanely comprehend. Many of them to bring forth, prepare the proper reagents and
appear as abstract shapes or the embodiment of trappings congruent with their intended summons,
concepts. Others are simply alien monstrosities or and meditate as they recite the rotes and chants that
twisted things that should not be. Those that have bring the proper mental and spiritual state to cast
voices speak in tongues of disturbing gibberish or their presence into the infinite Od and connect with
incomprehensible drones or screeches. Yet others a being by nature incomprehensible to the mind of
communicate with their theurges through changing a mortal. Ideally, the summoner knows the True
hues of light or by reaching within and pressing Name of their intended Outsider, but knowing one
on the internal parts of the one to whom they of its many other names can suffice. They must not
are speaking. be interrupted, or the time spent, the reagents, and
SYMBOL: An ominous character in an unknown the trappings are wasted.
language that looks simultaneously like a mouth, an The player then makes an Odweft test for their
eye, and a spiral. If someone hasn’t seen the symbol theurge, modifying the test based on the list of
in a while, it will look different when next they modifiers shown in the boxed text. If the test fails,
lay eyes upon it, though, somehow, they will still the theurge has made some mistake in their work and
be able to recognize it. Copies in close proximity the Outsider does not appear. The process must
always look the same. begin again. A Critical or Sublime Failure manifests
NAMES: Nameless, Nameless Ones something horrible, often an unwanted Outsider
258 BLACKBIRDS

inimical to this world or a vicissitude of the Od secretly rolls for how much Spite the theurge and
spilling into the surrounding area. The Pythonic the Outsider have with each other (see Spite &
Liturgy is a very dangerous ritual, and using it risks Rebuke for more details).
bringing about effects more extreme and destructive Traditionally, an Outsider answers one question
than other magics can. of its summoner truthfully when summoned for the
If the theurge succeeds, the Outsider manifests, first time by a particular magus. Generally, Outsiders
usually in some appropriately theatrical way (all have supernatural knowledge of things related to
Outsiders love a certain degree of spectacle). An themselves and things pertinent to their goals or
Outsider from the Court of Peace might appear court, and they usually answer this question in a
inside the body of a sacrifice and then tear its way way that the information benefits the theurge. If the
out, one from the Court of Silence might arrive summoner asks a question outside their purview or
surrounded by dangerous animals, one from the one that is too esoteric for even a beast of the Od,
Nameless Court might transform nearby abstract they may say that they don’t know the answer.
shapes into its likeness, and so on. The Fateweaver

P Y T H O N I C LI T U RGY M O D I F I E R S
–60 Attempting the Pythonic Liturgy without training +10 Learning and acquiring the special trappings particular
(see the Untrained Liturgy sidebar for more). to the Outsider to be summoned
–10 For each person present who has no connection with +10 Being introduced or assisted by an Outsider of the
the Od (an advocate does not incur this penalty) same court
+10 Having an extremely private place to perform the +10 Having rapport with the Outsider one is attempting
ritual (e.g., a hidden cellar beneath a deserted ruin) to perform the ritual on
+10 The theurge is skyclad (completely naked) +20 Having communion with the Outsider one is
attempting to perform the ritual on
+10 The advocate is also skyclad
+10 Sacrifice an animal as large as or larger than a calf
–10 Contacting an imp
+20 Sacrifice a human
–20 Contacting a villein
–20 Using makeshift or at-hand reagents and trappings
–30 Contacting a lord
–10 Being unable to get a patron to provide reagents and
–10 Attempting to enter into a communion
trappings
–30 Attempting to enter into a pact
+10 to +30 Having a patron willing to provide reagents
–30 The Outsider to be summoned is pacted to another and Trappings (Patronage levels 1 to 3: +10, 4 to 6:
theurge +20, 7 and above: +30)
–10 Spending an hour performing the ritual –10 Having another Outsider pacted that has an enmity
+10 Spending 10 hours performing the ritual with target Outsider’s court

+20 Spending 100 hours performing the ritual +10 Having another Outsider pacted that is an ally of the
target Outsider’s court
–10 Spending an hour preparing before the ritual
+10 to +30 Performing the ritual at a location where the
+10 Spending 10 hours preparing before the ritual
barrier between the physical world and the Od is
+20 Spending 100 hours preparing before the ritual weak or where there is a bloom of Od
+30 Knowing the Outsider’s True Name –10 to –30 Performing the ritual at a location that is
+10 Owning a physical vestige the Outsider has left behind walled off from the Od
T HEU RGY: T he W hi speri n g Gri moire 259

% If the goal of the Liturgy is merely to introduce U S I N G V I T I AT I O N S

V
oneself to a particular Outsider and gain Rapport, itiations are purely channeled Odic power
then, if the ritual succeeds, the Outsider returns bestowed by Outsiders that can let theurges
whence it came and may be brought forth in the pervert the natural order for their own
future by the summoner to empower Vitiations. benefit. Each Vitiation has specific parameters of
% If the goal is to seek Communion, then potency, which are laid out in great detail by ancient
negotiation must take place, as the Outsider and concord. All of this specificity leads to the
summoner bargain over a special Reckoning that understanding that Vitiations have various levels of
must be performed to confirm this level of power, depending upon the potency of the Outsider
Agreement. If an advocate is present, they may that granted the magic, and they are classed into
assist with the negotiation. broad categories that govern their realms of
% If a Pact is the desired result, then even more influence. Often, they also are unreliable, dangerous,
negotiation must take place, as the Outsider and extremely disturbing to common people, and have
summoner bargain over a special Reckoning that unforeseen consequences.
must be performed to confirm this level of
Agreement. If an advocate is present, they may Vitiation Use Overview
assist with the negotiation. & Step 1: Choose Vitiation & Power Level
& Step 2: Determine the Difficulty Rating
& Step 3: Focus the Vitiation (Optional)
& Step 4: Pay the Tithe
& Step 5: Make the Odweft Test
& Step 6: Roll for Odic Manifestation

STE P 1 : C H O O S E V I T I AT I O N &
P OW E R L E V E L
U NT R A I N E D LI T U RGY The theurge chooses a Vitiation they have previously
It is possible for someone not on the Path of Od & Ritual been granted access to by an Outsider. If none of the
to perform the Pythonic Liturgy. They must have a tome, Outsiders they have an Agreement with has access
scroll, incunabulum, or written document that describes to the Vitiation they want, or if they are seeking to
the ritual and the specific rites and trappings for the create an effect that isn’t listed among the Vitiations
Outsider they are seeking. However, doing so is extremely in this book, see Temporary Deals below.
dangerous and should not be attempted except in times They must also choose a Power Level at which
of dire need or absolute lost cause. All such attempts are they want to enact the Vitiation in question. The
at –60 and are Flip to Fail. Furthermore, if the Odweft Power Level is based upon the station of the
test fails, the Fateweaver rules it a Critical Failure in all Outsider granting it, so imps are allowed to
cases. A Success under such circumstances can never do empower Vitiations at the imp level, villeins at the
more than gain Rapport with the targeted entity. As such, villein level, and lords at the lord level. These levels
it behooves the untrained theurge to stack up as many of power are outlined in the descriptions of the
beneficial modifiers as possible to offset the penalty in Vitiations.
order even to attempt a successful ritual. Outsiders empower a Vitiation higher or lower
than the level they offer only under very specific
260 BLACKBIRDS

circumstances, and only extremely rarely. When STE P 4: A CC R U E T H E T I T H E


applying the description of Power Levels from Tithe is increased depending upon the power
Vitiations, note that each level gains everything level of the Vitiation enacted and the agreement that
listed in the previous levels as well as the current the theurge has with the pertinent Outsider.
level, unless the description clearly states otherwise. Vitiations enacted by pacted Outsiders generate no
Power Level also determines the AP cost Tithe.
necessary to enact the Vitiation if used in combat:
% Imp-level Vitiations cost 1 AP IMP VILLEIN LORD
% Villein-level Vitiations cost 2 AP Rapport 2 Tithe 4 Tithe 6 Tithe
% Lord-level Vitiations cost 3 AP Communion 1 Tithe 2 Tithe 3 Tithe
Pact 0 Tithe 0 Tithe 0 Tithe
STE P 2 : D E TE R M I N E T H E D I FF I C U LT Y
R AT I N G
The Fateweaver sets the Difficulty Rating for STE P 5: M A K E T H E O DW EF T TE ST
the Vitiation and tells the theurge’s player what that Spend AP and make an Odweft test for the
is in most cases. theurge. A Success means the Vitiation works as
The theurge appears to be mumbling during intended; a Failure means it does not. The effects of
this time as they talk to the Outsider and Critical and Sublime Failures and similarly extreme
communicate their request. Apply –10 to the Base Successes are detailed for each particular Vitiation.
Chance if the theurge is gagged or otherwise unable Fate is the only thing that can prevent the
to vocalize properly. application of effects caused by Critical or Sublime
Failure. If an effect encompasses multiple targets, it
STE P 3: F O C U S T H E V I T I AT I O N is only prevented for the spender or a Fatebound
(OPTIONAL) companion they designate to receive the benefit at
The theurge may choose to open themself to the time of expenditure. In lieu of spending Fate,
the power of the Od, deciding how much of this indefinite effects of Critical or Sublime Failure can
raw, chaotic potential they want to expose themself be ended by asking an Outsider of the same station
and the world around them to. as the one that empowered the failed Vitiation to
The theurge’s player may choose a Focus Level do so. A reckoning that will be decided entirely by
of 1 to 3, but they must place that many dice into the that Outsider must be performed by the theurge
Odic dice pool. The theurge adds +10 to their Base before the effect ends.
Chance for each level of focus. So, by adding 2Ð6 to This Odweft test is modified based upon the
the Odic dice pool, they get +20 to their Odweft test. amount of Tithe the theurge has acquired. For each 10
Focusing a Vitiation happens at the speed of Tithe accumulated, the roll is modified by –10. So a
thought and, therefore, costs 0 AP in combat. theurge with a Tithe of 9 would have no modification,
If the Vitiation has specific targets that must be but one with 10 Tithe would gain –10.
picked or requires the theurge to make decisions In addition, if the roll to enact a Vitiation is a
about the way it appears or what effects it has, those Critical or Sublime Failure, the theurge loses the
decisions must be made during this step and ability to use that Vitiation until the sun sets and
described out loud before the roll to enact the rises again. This penalty is in addition to any other
Vitiation is attempted. effects listed in the Vitiation description.
T HEU RGY: T he W hi speri n g Gri moire 261

Note that Tithe is accrued even if this test fails. a Vitiation may not choose to end the Vitiation
The Failure is the theurge’s, not the Outsider’s, for themselves, however, unless it is mentioned in the
the Outsider merely grants otherworldly power by Vitiation’s description.
connecting the theurge with the Od and can’t be If any Vitiation has a duration that is longer
blamed if their master fails to fully comprehend or than instantaneous, that specific Vitiation may not
manifest the Vitiation properly. An Outsider may, be used again by that theurge until the previous one
in rare circumstances, waive the Tithe cost if the has run its course or been ended by them.
Vitiation fails, but it is at the Outsider’s discretion
and is considered quite unwise and rude to ask for Temporary Deals
such a boon. When a theurge has a request for an Outsider that
does not have access to a Vitiation the theurge
STE P 6 : R O LL F O R O D I C M A N I FE STAT I O N needs, or the request is unique and doesn’t fit within
Take all the dice in the Odic dice pool, the purview of a specific Vitiation, the theurge must
including those added by the theurge if they focused seek a temporary deal to empower the Vitiation or
the Vitiation. In addition, add one die for each 10 request they desire.
points of Tithe the theurge has accumulated. Spend 3 AP for the petitioning theurge to
Roll the Odic dice. If any of the dice are a face mentally command the Outsider to bend the laws
‘6,’ an Odic Manifestation immediately comes into of reality, being as specific as possible. Relying on a
effect. The more ‘6’s rolled, the more serious the Vitiation described in this book is the best route, as
nature of the Manifestation. the terms and results are already very clear, but
modifications of existing Vitiations also fit under
MAGICAL MODIFIERS these rules, and seeking to do things a bit differently
Unlike other parts of Blackbirds, modifiers on Skill or to produce a greater effect also uses this system.
tests for the Pythonic Liturgy can go lower than –30 or The request must be commensurate with the Power
higher than +30. This is an exception to the limits on Level of the Outsider petitioned: one shouldn’t ask
modifiers mentioned in Chapter 2: How to Play. Magic is imps to destroy armies if one wants to succeed.
a dangerous and powerful force that frequently breaks the Once the request is made, the Fateweaver tells
rules of reality. the player how much Tithe will increase, based upon
In addition, if a Special Skill gains a positive modifier this request. The player must decide at that moment
from a Vitiation or Outsider Technique, that Skill is not to agree with this offer or reject it, but they may not
Flip to Fail even if the recipient has no Skill Ranks in the make any counteroffers. Rejecting a temporary deal
Skill that the bonus was gained for. may negatively impact the relationship between the
theurge and the Outsider. Once a temporary deal is
requested, another may not be requested from that
Ending a Vitiation Outsider (even if rejected) until after the sun next
Unless the description of the particular Vitiation sets and rises again, and that Outsider and its
notes otherwise, a theurge may end any Vitiation Vitiations may possibly become unavailable to the
they have enacted by willing it during the Blackbird’s petitioner during that time.
Turn; this takes no AP. If the Vitiation has multiple If the theurge is not in combat or immediate
targets, the theurge may end it for any one of danger, they may take a bit more time negotiating a
them, all of them, or some of them. Recipients of temporary deal. If they have an advocate, they may
262 BLACKBIRDS

make one counteroffer to the petitioned Outsider, O UTS I D E R TE C H N I Q U E S

O
who may agree to it, reject it, make a final offer, or utsider Techniques are
take offense that it was even suggested. As before, abilities that theurges have
the theurge must choose either to agree with this access to that are slotted
offer or deny it, with the same results as those above. during Rekindlings. They work like
other Techniques, with a few rules specific
to them:
LEVERAGE % If a recipient must be willing when an

S ometimes, the supernatural servants of a


theurge are recalcitrant, willful, or
unmanageable. In such situations the
theurge may apply leverage, which means giving
Outsider Technique is enacted on them,
they may not be the recipient of another Vitiation,
Outsider Technique, or Wortcunning Spell that
also has this requirement until the first has run its
the Outsider something it wants or threatening it course or the magic has ended, unless the
with something it fears. Leverage can be applied in additional Vitiation, Outsider Technique, or
many different ways, depending upon the particular Wortcunning Spell has an instantaneous
Outsider and the current situation, but the most duration.
common means are invoking the True Name of the % Outsiders bestow their theurges with access to
Outsider, performing a reckoning that the Outsider Outsider Techniques particular to their area of
wants done, or engaging an advocate who can parse power. The techniques available are related to the
the complicated legalese that constitute agreements level of the Agreement the theurge has with a
with Outsiders. Leverage can lead to a change in the particular Outsider. A theurge who has
relationship between the Outsider and their master, Communion with a particular Outsider has
and it should be used sparingly and with this caveat access to either the Rapport or Communion
in mind. Fateweavers may find out more about Technique, but not the Pact Technique.
leverage in the Tablets of the Unbegotten. % You may slot only one Outsider Technique from a
particular Outsider, but may (for example) slot two
different Techniques from two different Outsiders.
I F O N E I S N OT O N T H E PAT H O F O D & R I T U A L % If a theurge loses access to an Outsider or it
Temporary deals are the only way a character not on the becomes displeased enough with them to remove
Path of Od & Ritual can gain access to the powers offered by its patronage, all the Outsider Techniques it has
Outsiders, and to do so, they must be aware of the Outsider bestowed are no longer available, and any ongoing
in question and have met it. This type of temporary deal abilities from those Techniques immediately end.
does not accumulate Tithe, but a specific reckoning will be
asked of the recipient of the Vitiation. After this is agreed
upon (and the Reckoning performed), the system works V I T I AT I O N S

H
like any other Vitiation and follows the steps listed, with ere are listed the Vitiations that Outsiders
the exception of not accumulating Tithe. A temporary offer theurges for the bending of reality
deal need not be used immediately but can be held only and the acquisition of power.
until the next sunrise. Neither aes nor daimn may make
temporary deals with Outsiders. Vitiation Description Format
Each entry is delineated in the following manner:
T HEU RGY: T he W hi speri n g Gri moire 263

Title of the Vitiation


Rough description of the Vitiation.

REMNANT: The remnant that this Vitiation falls under and, therefore, the courts that are most likely to have
access to it.

DISTANCE: The physical range of the Vitiation, usually outlined by the Outsider’s station:
& Imp: The distance of the Vitiation when enacted by an imp
& Villein: The distance of the Vitiation when enacted by a villein
& Lord: The distance of the Vitiation when enacted by a lord

DURATION: How long the Vitiation lasts, usually outlined by the Outsider’s station. Instantaneous Vitiations
take effect immediately, although their effects may last longer.
& Imp: The duration of the Vitiation when enacted by an imp
& Villein: The duration of the Vitiation when enacted by a villein
& Lord: The duration of the Vitiation when enacted by a lord

EFFECT: The effect of the Vitiation, which is invariably different based upon the station of the Outsider
granting it.
& Imp: The effect of the Vitiation when CRITICAL SUCCESS: The results of a Critical Success
enacted by an imp on the Odweft test made for the theurge to enact or
& Villein: The effect of the Vitiation when enacted empower the Vitiation.
by a villein, which includes any benefits from
CRITICAL FAILURE: The results of a Critical Failure
the imp effect
on the Odweft test made for the theurge to enact or
& Lord: The effect of the Vitiation when enacted
empower the Vitiation.
by a lord, which includes any benefits from the
imp and villein effects SUBLIME SUCCESS: The results of a Sublime Success
on the Odweft test made for the theurge to enact or
empower the Vitiation. This supersedes a Critical
Success unless the description notes otherwise.

SUBLIME FAILURE: The results of a Sublime Failure


on the Odweft test made for the theurge to enact or
empower the Vitiation. This supersedes a Critical
Failure unless the description notes otherwise.
Vitiations by Remnant
COMMON: DECEIT: IMPOSSIBILITY: QUINTESSENCE:
1. Language of the Od 1.Here Is No Crime 1.Do What Thou Wilt 1.People of Flame
2. Unweave the Od 2. Here Is No Lie 2. Reaching Through 2.Primal Brand
3.Here Is No Truth 3. Shadow Pocket 3.Realm of Od
BESTIAL POWER: 4. Person of Import 4. The Long Trod 4.Witchlight
1. Aegis of Chitin 5. Tale of Calumny 5. Walking Between
2. None Shall Be Tamed PHRENIC:
3. Ophidian Renewal ESOTARIA: MARTIALITY: 1.Conviction
4. Prince of a Thousand 1. Anamnesis 1. Armory 2.Nightmare Purlieu
Enemies 2. Feast of Words 2. Banesword 3.Plague of Laughter
5. Tooth & Claw, Fin & 3. Gnosis 3. Berserk 4. Sleep No More
Wing 4. It Is Known 4. Brand-Cunning 5. Widening Gyre
6. Vicious Sagacity 5. Quarto Lacuna 5. Missiles of Imbuement

CHIMERA: HELOTRY: NECROMANCY:


1. Aegis of Flesh 1.Caress of the Puppeteer 1.Bough of Wax
2. Children of the Deep 2. Eidolon 2. Homunculus
3. Hands of Trenchant 3. Legions of the Od 3.Mort-Cunning
Will 4. Marionette 4. Mort Drudge
4. Sanguine Renewal 5. Tenancy 5. Mort Soldiers
5. Tree of Many Branches
ILLUSION:
CLAIRVOYANCE: 1. Mask of No Mask
1. Astral Schism 2. Mask of Shadows
2. Martial Augury 3. Mask of the Mundane
3. Oculus 4. Mask of the Other
4. Thief of Thoughts 5. Mask of the World
5. What Has Passed
T HEU RGY: T he W hi speri n g Gri moire 265

Aegis of Chitin
The theurge, or one person they touch, has their skin transformed into
insectile, chitinous black plates that protect them from harm.

REMNANT: Bestial Power

DISTANCE:
& Imp: The theurge or one other willing person they touch
& Villein: Up to three willing people the theurge touches (including themself )
& Lord: Up to [WB] willing people the theurge touches (including themself )

DURATION:
& Imp: 1+[WB] Rounds
& Villein: 6+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: Add +1 to the recipient’s Damage Threshold. CRITICAL SUCCESS: The recipients also become
They are incapable of Bleeding, and if they were immune to toxins, venoms, and fire.
Bleeding when the magic was invoked, they
CRITICAL FAILURE: All who were to be altered by the
immediately stop. If this magic has never been
Vitiation are changed both body and mind so their
used on them before, they suffer 1Ð10+1 Peril
thoughts become those of an insect. They will likely
as they realize what they have become. The
cause havoc and then flee into the nearest wilderness
transformation lasts until the Vitiation ends.
area to hunt, controlled by the Fateweaver for the
Make a Resolve test for anyone seeing someone
duration of the magic. When the Vitiation ends,
so transformed for the first time.
they suffer 2Ð10+2 Peril from the realization of
& Villein: Add +2 to the Damage Threshold.
what they have done.
Recipients may never have more than one Injury
die rolled against them per attack while under SUBLIME SUCCESS: The recipients can’t be Injured or
the protection of this Vitiation. take more than 2 Damage levels from any attack.
& Lord: Add +4 to the Damage Threshold. Once
SUBLIME FAILURE: All the recipients are transformed
per Round, a recipient may jump or leap instead
into lemures. This change is permanent unless the
of moving normally in that Round. They may
recipients spend Fate or broker a temporary deal
jump 1 stride horizontally for every point of
with an Outsider to end the effect.
[BB] they possess or leap 1 stride vertically for
every 2 points of [BB]. The leaper does not
suffer any Opportunity Attacks when making
this jump, but a successful Athletics test must be
made for them or they fall Prone when they
land. The leap costs 1 AP to perform.
266 BLACKBIRDS

Aegis of Flesh
The theurge or one person they touch has their off
hand grow into a monstrous magical shield.

REMNANT: Chimera

DISTANCE:
& Imp: The theurge or one other willing person they touch
& Villein: Up to three willing people the theurge touches (including themself )
& Lord: Up to [WB] willing people the theurge touches (including themself )

DURATION:
& Imp: 1+[WB] Rounds
& Villein: 6+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: The recipient’s empty off hand transforms CRITICAL SUCCESS: Ranged Attacks automatically
into a monstrous spiny shield that is prescient of miss the recipients, and the duration is doubled.
incoming attacks. Add +2 to the recipient’s
CRITICAL FAILURE: All who were to be altered by
Damage Threshold. The recipient is now
the Vitiation have their off hand transformed into
wielding a shield in their off hand that can’t be
a monstrous appendage with a face and teeth that
Disarmed and has the Qualities Off-Hand and
has its own will. All Skill tests made for them for
Protective. They may choose to use their Odweft
the duration are Flip to Fail, as this is extremely
Skill instead of Melee to Parry. If this magic has
distracting. In addition, make a Resolve test
never been used on them before, they suffer
for them.
1Ð10+1 Peril as they realize their body has
drastically changed. The transformation lasts SUBLIME SUCCESS: As Critical Success, and the
until the Vitiation ends. recipients can’t be Injured or take more than 2 levels
& Villein: Add +3 to the Damage Threshold. All of Damage from any attack.
Ranged Attacks made against the recipient are
SUBLIME FAILURE: All recipients are transformed
Flip to Fail. Odweft may be used for both
into chattel imps. This change is permanent unless
attacking and parrying, which are both
the recipients spend Fate or broker a temporary
made at +10.
deal with an Outsider to end the effect.
& Lord: Add +4 to the Damage Threshold. Any
attacks made by the recipient add 1Ð6 Damage.
Melee Attacks and Parry are made at +20.
T HEU RGY: T he W hi speri n g Gri moire 267

Anamnesis
The theurge or the recipient gains access to the
memories of one of their ancestors.

REMNANT: Esotaria

DISTANCE: The theurge or one willing person they touch.

DURATION:
& Imp: 10+[WB] minutes
& Villein: 1+[WB] hours
& Lord: 1+[WB] days

EFFECT:
& Imp: The target gains access to the memories of CRITICAL SUCCESS: The ancestor is very helpful and
a dead ancestor, going back as far as their great- may contact the target in the future with helpful
grandparents. They must have a specific ancestor advice even after the Vitiation ends.
in mind when the Vitiation is cast and must
CRITICAL FAILURE: The ancestor possesses the target’s
know the ancestor’s name. They can have a
body for the duration of the magic.
mental conversation with the ancestor (who
may or may not be helpful) or look through the SUBLIME SUCCESS: As Critical Success, and the
person’s memories like flipping through a book target can access any deceased being who might
for a specific detail. reasonably be related to them.
& Villein: The target’s ancestor can go back five
SUBLIME FAILURE: The ancestor the theurge is
generations.
attempting to contact is a lich. It is now aware of
& Lord: The target’s ancestor can go back ten
them and is coming for them.
generations and doesn’t have to be in their direct
bloodline—they can access siblings and cousins
of their direct ancestors, as well.
268 BLACKBIRDS

Armory
The theurge creates weapons for a limited time.

REMNANT: Martiality

DISTANCE:
& Imp: Up to three people theurge can see
& Villein: Up to [WB] willing people the theurge can see
& Lord: Up to 3×[WB] willing people the theurge can see

DURATION:
& Imp: [WB] Rounds
& Villein: 10+[WB] Rounds
& Lord: [WB] minutes

EFFECT:
& Imp: The theurge brings a Melee weapon into CRITICAL SUCCESS: Double the duration.
existence in their hands or in the hands of
CRITICAL FAILURE: Some other valuable weapon or
someone they can see who is willing. The
armor in the target’s possession is destroyed.
weapon can be up to Level 4 in Patronage. If the
weapon is ever not in someone’s possession (i.e., SUBLIME SUCCESS: The duration is indefinite,
it is Disarmed or the wielder puts it down), it although the weapons will still disappear when not
disappears from existence. The weapon itself will in someone’s possession or if the theurge uses this
look unnatural and disturbing and possesses the Vitiation again.
Enchanted Quality, but no further
SUBLIME FAILURE: All mundane weapons and armor
enchantments may be put on it.
in the possession of those who would be the targets
& Villein: The weapons may be Ranged or Melee
of this Vitiation disappear.
weapons and up to Level 5 in Patronage.
Ranged weapons magically have ammunition
available throughout the course of the Vitiation.
Attacks with the weapons are made at +10.
& Lord: The weapons may be up to Level 6 in
Patronage and have +20 to hit.
T HEU RGY: T he W hi speri n g Gri moire 269

Astral Schism
The theurge separates their soul from their body so
they may scout or peer into nearby places.

REMNANT: Clairvoyance

DISTANCE: The theurge

DURATION:
& Imp: 1+[WB] minutes
& Villein: 10+[WB] minutes
& Lord: 30+[WB] minutes

EFFECT:
& Imp: The theurge’s body becomes comatose and CRITICAL SUCCESS: Their soul is perfectly invisible,
Helpless as their soul exits and is able to move even to those with Odsight.
independently. Their soul is invisible and can
CRITICAL FAILURE: Their soul is separated from
pass through any physical barriers or
their body for 1Ð6 days. During this time, their
obstructions. It can see but not hear. An entity
body is completely Helpless and vulnerable. If
or person with Odsight or the ability to sense
a casual inspection of the body is performed, the
the Od will be aware of the soul as an indistinct
theurge appears to be dead. Their body may easily
shape if it comes into view. Locations that are
be entered and possessed by any Outsider that
warded against the Od may not be entered.
happens upon it.
Locations that have a low connection with the
Od will cause the theurge to suffer 1 level of SUBLIME SUCCESS: They may use Vitiations while in
Peril for every Round spent in that location. If their soul form.
they reach Incapacitated!, the Vitiation ends as
SUBLIME FAILURE: As Critical Failure, but when
described below. The soul can’t be harmed by
they awaken, the theurge’s body is possessed by an
physical attacks, but magical or psychic attacks
eidolon at the 2nd degree of possession.
may harm it. When the Vitiation ends, the
theurge’s soul snaps back to their body. This soul
form may not use Vitiations.
& Villein: Their soul can fly at three times their
natural speed. It may also hear as well as see.
& Lord: Their soul can travel instantly to any
location they have previously been.
270 BLACKBIRDS

Banesword
The theurge imbues weapons with the essence of the Od, increasing their power.

REMNANT: Martiality

DISTANCE:
& Imp: One Melee weapon the theurge must touch, owned by someone who consents to the Vitiation
& Villein: Three Melee weapons the theurge must touch, owned by someone who consents to the Vitiation
& Lord: [WB] Melee weapons the theurge must touch, owned by someone who consents to the Vitiation

DURATION:
& Imp: 1+[WB] hours
& Villein: 3+[WB] hours
& Lord: 10+[WB] hours

EFFECT:
& Imp: The weapon imbued becomes noticeably • Flaming: The weapon provides light and heat
unnatural and disturbing, and it gains the as a torch and is considered to be a Mildly
Enchanted Quality. In addition, the theurge Dangerous fire. It may not be sheathed or
must choose one enhancement to give the stowed without ending the Vitiation. On a
weapon from the list below when the Vitiation successful hit, the wielder may choose to do
is activated (there may be other enhancements 1Ð10+[WB] fire Damage instead of the
possible, at the Fateweaver’s discretion). Note weapon’s normal Damage, and a successful
that Qualities do not stack: if the weapon has, (Routine +10%) Coordination test must
for example, the Vicious Quality, there is no immediately be made for the foe or they’re set
benefit to gain from conferring the Bloodthirsty On Fire (see Set On Fire in Chapter 6: Conflict
enchantment. & Rekindling for details).
• Bloodthirsty: The weapon gains the Vicious • Quickbronze: The weapon strikes at foes as if
Quality, adding one Injury die to its strikes. it were made of quickbronze and gains the
Villeins add 2 dice, and lords, 3. Quickbronze Quality.
• Dancing: The weapon now has a special • Phantom: The weapon gains the Fast Quality,
version of the Reach Quality. It can attack granting –10 to attempts made to Parry or
opponents up to 2 strides away and can never Dodge it. Villeins grant –20, and lords, –30.
be Disarmed. If the weapon already possesses • Singing: The weapon sings at all times in a
the Off-Hand Quality, it adds +3 to Damage strange and quite disturbing high-pitched
instead of +1 if used in conjunction with voice. All Stealth tests made for the wielder
another weapon. The bonus is +4 for villeins, are (Challenging –10%). Foes struck with
and +5 for lords. this weapon gain a –10 to all Skill tests made
for them thereafter (–20 for villeins, and –30
for lords). This penalty persists until the foes
can no longer hear the weapon.
T HEU RGY: T he W hi speri n g Gri moire 271

& Villein: Add +10 to hit or an extra 1Ð6 Damage CRITICAL SUCCESS: Every weapon empowered gains
to all the weapons, chosen when the enchantment +10 to strike for the duration of the Vitiation or
is put in place. double the duration of the effect.
& Lord: Add +20 to hit, 2Ð6 Damage, or +10 and
CRITICAL FAILURE: The weapons chosen for
1Ð6 Damage, chosen when the enchantment is
empowerment are destroyed as they writhe, scream,
put in place.
and transform into malformed living shapes that
expire in horrible pain.

SUBLIME SUCCESS: The effect is permanent so


long as the weapon remains in the possession of
the character who was wielding it when it was
enchanted. If the weapon is lost or stolen, the
effect ends.

SUBLIME FAILURE: All mundane weapons and armor


within 20 strides are destroyed, as are clothes.
272 BLACKBIRDS

Berserk
The theurge sends themself or others into a berserk battle frenzy.

REMNANT: Martiality

DISTANCE:
& Imp: The theurge or one other willing person they can see
& Villein: Three willing people the theurge can see
& Lord: [WB] consenting people the theurge can see

DURATION:
& Imp: [WB] Rounds
& Villein: [WB]+1Ð10 Rounds
& Lord: [WB]+2Ð10 Rounds

EFFECT:
& Imp: The recipients of this Vitiation are & Lord: The attack bonus is +30, they do an extra
overcome with battle frenzy. All Melee Attacks 1Ð6 Damage for all their attacks, and they may
gain a +10 to hit, a second attack made by them never take more than 2 Damage levels from any
during the same Turn garners no penalty, they single attack made against them. The test to end
treat every attack made with their current the Vitiation for those under its influence is
weapon as if it had the Punishing Quality, and made at +10.
they may ignore the effects of Injuries during
CRITICAL SUCCESS: The recipients gain 1 additional
the duration of the Vitiation (but they remain
AP at the beginning of each of their Turns.
Injured, and the effects will return once the
Vitiation ends). If the recipients have defeated CRITICAL FAILURE: The recipients fly into a battle
all their foes or they wish to end the Vitiation frenzy but without any of the bonuses, and it
early, a successful Resolve test must be made for continues for the full duration with no way
each one, or they assail the nearest person to stop it.
available with a Melee Attack and the Vitiation
SUBLIME SUCCESS: As Critical Success, and all
continues. This test may be made for them at the
Injuries are completely ignored for the duration.
beginning of each of their Turns thereafter.
Those under the influence of this Vitiation may SUBLIME FAILURE: The recipients fly into a battle
not use Ranged Attacks. frenzy but without any of the bonuses, and it
& Villein: The attack bonus is +20, the recipients continues until they are subdued or the sun sets and
may make any number of attacks during their rises again.
Turn without penalty so long as they have AP,
they may add the Vicious Quality to all of their
attacks, and they may never take more than 3
Damage levels from any single attack made
against them.
T HEU RGY: T he W hi speri n g Gri moire 273

Bough of Wax
The theurge replaces a lost body part with a replica
made of wax and touched by the Od.

REMNANT: Necromancy

DISTANCE: The theurge or one other person they can see who has lost a limb or body part.

DURATION: Permanent

EFFECT:
& Imp: Prepare a receptacle of boiling wax CRITICAL SUCCESS: The appendage or organ is better
appropriate in size to the part to be replaced. than the previous one. Skill tests made using it
Dip the boundary of the lost part into the are at +10.
receptacle until flesh touches the wax. In great
CRITICAL FAILURE: The attempt fails, and the
pain, the recipient of the Vitiation pulls themself
recipient takes 3Ð6 Damage. This magic may not
away from the scalding container, with a wax
be attempted on that recipient again for 3Ð10 days.
replacement of what they had formerly lost. The
part is functional but weaker than it was. Skill SUBLIME SUCCESS: As Critical Success, and the
tests involving it are made at –20. The replica is replica adds +1 to an appropriate Bonus Advance
clearly monstrous and strange, as it appears to be when using it.
made from wax and will be shaped like a similar
SUBLIME FAILURE: The replacement has a mind of its
part from an animal. If the recipient is ever set
own and will attempt to kill the person to whom it
On Fire, it immediately melts. Only body parts
is attached. If cut off or out, it attempts to scuttle
that have been lost in the last week may
off and will try again later. Treat it as a chattel imp.
be replaced.
& Villein: The body part is at –10 for Skill tests and
is more human shaped, although it still appears
unnatural and waxy to someone examining it. It
will not melt if the recipient is set On Fire. The
part that is to be replaced must have been lost
within the last month.
& Lord: The body part appears almost natural, and
there is no penalty to Skill tests made using it.
Parts replaced must have been lost within the
last year.
274 BLACKBIRDS

Brand-Cunning
The theurge or someone they touch is given
temporary access to a Weapon Technique.

REMNANT: Martiality

DISTANCE: The theurge or one other willing person they touch

DURATION:
& Imp: 1+[WB] minutes
& Villein: 30+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: The target gains access to a Weapon CRITICAL SUCCESS: The duration is doubled, or
Technique associated with a Melee weapon that gain +10 to all tests made for the target to use the
the theurge must touch. If the target has no Skill Technique.
Ranks in Melee, they gain 1 for the duration of
CRITICAL FAILURE: The target forgets how to make
the Vitiation. They may not use the Extinguish
any physical attacks and loses all Ranks in any type
Ability of the given Technique. Note that the
of Combat-related Skills for twice the duration of
weapon must be available; this magic does not
the Vitiation.
create the weapon.
& Villein: The target gains access to a Weapon SUBLIME SUCCESS: The target may use the Extinguish
Technique associated with a Melee or Ranged Ability of the Technique without Extinguishing
weapon that the theurge must touch. If the another Technique, and the duration is indefinite
target has no Skill Ranks in the Skill associated until the Technique is Extinguished.
with the weapon, they gain 1 Skill Rank for the
SUBLIME FAILURE: As Critical Failure, and the target
duration of the Vitiation. The target may use an
must Extinguish a Technique without using it. If
Extinguish Ability of the Technique, but they
they can’t do so, they instead take 3Ð6 Damage.
must also Extinguish another Technique they
have slotted.
& Lord: A version of the weapon appears that has
the Enchanted Quality for the duration of the
Vitiation and has +10 to hit. The target may use
an Extinguish Ability of the Technique, and
this does not Extinguish another Technique but
does immediately end the Vitiation.
T HEU RGY: T he W hi speri n g Gri moire 275

Caress of the
Puppeteer
The theurge’s target is attacked and possibly
torn apart by invisible hands.

REMNANT: Helotry

DISTANCE:
& Imp: One person the theurge can see
& Villein: Three people the theurge can see
& Lord: 3+[WB] people the theurge can see

DURATION:
& Imp: 1+[WB] Rounds
& Villein: 3+[WB] Rounds
& Lord: 5+[WB] Rounds

EFFECT:
& Imp: The target is assaulted by invisible hands. CRITICAL SUCCESS: Agility-, Brawn-, and Combat-
All Agility-, Brawn-, and Combat-based Skill based Skills are also Flip to Fail in addition to the
tests are made for them at –10 for the duration prior modification.
of the Vitiation. At the beginning of each of the
CRITICAL FAILURE: The theurge is rendered Helpless
target’s Turns, 1 AP must be spent for them or
for the duration of the magic as invisible hands
an Athletics or Coordination test at –10 must
strangle them.
be made. If the AP isn’t spent and the test fails,
the target suffers 1Ð6+[WB] Damage. SUBLIME SUCCESS: The Damage occurs at the
& Villein: Agility-, Brawn-, and Combat-based beginning of each of the target’s Turns for the
Skills are at –20. If the AP isn’t spent and the magic’s duration, and there is no way to mitigate
test fails, the target suffers 2Ð6+[WB] Damage. or prevent it.
The test to avoid the Damage is at –20.
SUBLIME FAILURE: The theurge is randomly
& Lord: Agility-, Brawn-, and Combat-based
controlled by an Outsider until the sun sets and
Skills are at –30. If the AP isn’t spent and the
rises again. There is no way to Resist this effect,
test fails, the target suffers 3Ð6+[WB] Damage.
and the Fateweaver will tell the player what the
The test to avoid the Damage is at –30.
Blackbird does during these times.
276 BLACKBIRDS

Children
of the Deep
The theurge transforms themself and their companions into ichthyic
monstrosities to travel beneath the waves for an extended time.

REMNANT: Chimera

DISTANCE:
& Imp: The theurge and one other willing person they touch
& Villein: Up to 1+[WB] willing people the theurge touches (including themself )
& Lord: Up to 3+[WB] willing people the theurge touches (including themself )

DURATION:
& Imp: 30+[WB] minutes
& Villein: 1+[WB] hours
& Lord: 3+[WB] hours

EFFECT:
& Imp: The targets transform into terrifying half- & Villein: The recipients gain +2 to their Damage
fish monstrosities with claws for hands. This Threshold, and their claws are Melee weapons
new shape is unable to speak any language, but with the Vicious Quality.
its hissing and clicking sounds can be understood & Lord: Those altered may end the transformation
by others who are in this same form, even when earlier by willing it. Also, their tough, scaly skin
fully submerged. Those changed by this magic now provides natural armor with a Damage
can breathe underwater and swim at twice their Threshold modifier of +4, and they may wield
normal land Movement. However, their human weapons with their claws.
Movement on land is half their normal speed.
They may not wear human clothing or armor
while transformed nor wield human weapons
with their webbed claws. The first time anyone
assumes this shape, they suffer 1Ð10+1 Peril.
This Vitiation may not voluntarily end before
the time runs out, but those transformed will
instinctively know when they are within 10
minutes of the magic’s cessation. Make a Resolve
test for anyone seeing these shapes for the
first time.
T HEU RGY: T he W hi speri n g Gri moire 277

CRITICAL SUCCESS: The duration of the Vitiation SUBLIME SUCCESS: The duration of the Vitiation lasts
lasts as long as those who are changed want it to, up as long as those who are changed want it to, up to 1
to a full day. In addition, they may change back and week. In addition, they may change back and forth
forth between this and their original form during between this form and their original form during
that time for a cost of 3 AP as a Special Action. this time for a cost of 3 AP as a Special Action.

CRITICAL FAILURE: Everyone who was intended to SUBLIME FAILURE: Everyone intended to be the
be the target of the Vitiation suffers 2Ð10+2 Peril. target of the Vitiation, except for the theurge,
Make a Resolve test for each. Anyone whose test is transformed into an amphibious monster as in
fails is partially transformed into a monstrosity Critical Failure above. They forget who they were
similar to what was intended, but unable to breathe before, but an (Arduous –30%) Resolve test can be
water or swim. All Agility tests made for them are made for them each day to attempt to remember
at –10, and Fellowship tests are Flip to Fail. This who they are and return to their true forms. Fortune
transformation lasts for 1Ð6 days. cannot be spent to augment this test.
278 BLACKBIRDS

Conviction
The theurge tells someone something that is believed.

REMNANT: Phrenic

DISTANCE:
& Imp: One person the theurge can see
& Villein: 1+[WB] people the theurge can see
& Lord: All who can hear the theurge

DURATION: Indefinite

EFFECT:
& Imp: The theurge tells someone something by CRITICAL SUCCESS: The theurge may continue to
speaking a short sentence to them. What the add information and nuance to their first statement,
theurge tells them to do must not go against and after each embellishment the target may make
their fundamental moral principles or beliefs, the same test as above, and once it succeeds, the
and it must be something reasonable to them. Vitiation ends.
The theurge could tell them lies such as “We are
CRITICAL FAILURE: The theurge’s voice is replaced by
your allies” but not “You are surrounded by
the braying of a donkey. Make a Resolve test for
giants.” The sentence must correspond to the
any who must hear it. All whose tests fail become
situation at hand as much as possible. This leads
enraged by the theurge. This effect lasts until the
to an (Challenging –10%) Awareness, Resolve,
sun sets and rises again.
or Scrutinize test to Resist, based upon what the
Fateweaver deems most appropriate. If it fails, SUBLIME SUCCESS: The theurge may continue to add
the target believes what was said until given new information and nuance to their first statement,
information that would make them doubt it. and the magic’s targets believe them and everything
& Villein: If they have a leader and their leader’s they say, indefinitely.
test fails, all those under the leader’s command
SUBLIME FAILURE: The theurge becomes unable to
also fail the test. The test is made at –20. What
discern what is real until the sun sets and rises again.
is said need only be barely plausible to be
They are essentially Helpless during this time.
believed. Examples: “The Queen is possessed by
an eidolon,” or “The hordes of Hyperion are at
the city gates!”
& Lord: The test is made at –30. What is said can
be utterly absurd and might even contradict
someone’s moral principles or beliefs if worded
properly. Examples: “Your fellow soldiers are
undead monsters!” or “I am Admiral of
this fleet.”
T HEU RGY: T he W hi speri n g Gri moire 279

Do What Thou Wilt


The theurge is able to bend or break the natural
laws of the universe for a brief time.

REMNANT: Impossibility

DISTANCE:
& Imp: The theurge
& Villein: The theurge and one other consenting recipient they can see
& Lord: [WB] consenting recipients the theurge can see, which can include themself

DURATION: • Sight without Sight: The recipient is able to


& Imp: [WB] Rounds see in complete darkness or even see things
& Villein: 10+[WB] Rounds completely obscured by fog or mist.
& Lord: 1 hour • Tiny: The recipient shrinks to the size of a rat.
Their Movement is now half normal (round
EFFECT:
down), but add +30 to Stealth tests made for
& Imp: The theurge may bend one natural law in
them. Any successful attacks against the recipient
regard to the recipient of this Vitiation. The
add 2Ð6 Damage.
effects encompass the recipient’s possessions as
• Tougher: Add +2 to the Damage Threshold
well, if applicable. This Vitiation is physically
for the recipient.
stressful for those enchanted, and when the
• Walk Through Flames: The recipient is
Vitiation ends, each recipient suffers 2Ð10+2
completely immune to flames and heat.
Peril. Choose one of the effects below:
& Villein: Others who agree to the Vitiation can
• Faster: The recipient gains +10 to all Combat-
choose to end it for themselves by willing it. The
related and Coordination tests. Double their
resulting Peril can be mitigated by a successful
Movement.
Toughness test.
• Flight: The recipient gains the ability to fly at
& Lord: No Peril results from using this Vitiation.
their normal Movement.
The theurge may choose two effects from the
• Health: The recipient is immune to poisons,
list, so long as they are not in direct conflict. All
toxins, venoms, and diseases.
recipients must gain the same benefits.
• Huge: The recipient is now twice as tall. All
attacks are made against them at +10. All of CRITICAL SUCCESS: The duration is doubled.
their Melee Attacks gain the Reach Quality
CRITICAL FAILURE: All recipients suffer 3Ð10+3 Peril.
and do an extra 1Ð6 Damage. Athletics tests
made for them that reflect the use of raw SUBLIME SUCCESS: As Critical Success, but once the
strength, or that can benefit from their new duration is reached, the magic persists until the theurge
size, are Flip to Succeed. uses another Vitiation or Outsider Technique.
• Inner Heat: The recipient is immune to cold
SUBLIME FAILURE: The theurge loses their connection
and can withstand any low temperature.
to the Od. All Odweft tests made for them are Flip
• No Breath: The recipient doesn’t need to breathe.
to Fail until the sun sets and rises again.
280 BLACKBIRDS

Eidolon
The theurge places an eidolon into a container so
that it may possess someone for them.

REMNANT: Helotry

DISTANCE: One container that can be broken or opened, which the theurge must touch

DURATION: Instantaneous

EFFECT:
& Imp: The theurge summons an eidolon (see CRITICAL SUCCESS: The victim automatically fails to
Eidolon in Chapter 10: Bestiary for details) and Resist possession.
places it into a container that can be opened.
CRITICAL FAILURE: The theurge is immediately
This involves a ritual lasting from dusk ‘til dawn.
attacked by the eidolon.
Thereafter, the person closest to the container
when it is opened or broken will be attacked by SUBLIME SUCCESS: The eidolon likes the theurge and
the eidolon as it attempts to possess them. Once will stay in this world and continue to act favorably
it does so, the theurge will have no control over toward them.
it, although it will generally cause chaos in a
SUBLIME FAILURE: The theurge is immediately
destructive way. The theurge may not use this
possessed by the eidolon with no chance to Resist.
Vitiation again until the eidolon is released or
has been destroyed.
& Villein: The ritual now takes 1 hour and can be
performed at any time. The theurge may give
the eidolon a command that it will follow once
possessing someone, and the target will be
immediately possessed at the 2nd degree if they
fail to Resist. The command must be something
simple that can be completed within a day.
“Unlock the main gate” would be an acceptable
command, but “Build a house under the bridge”
would not. Once the eidolon completes the
task, it is free to do what it wishes with the body
it commands, and the theurge may use this
Vitiation again.
& Lord: The ritual is now instant. The eidolon can
be given complicated and lengthy commands,
and once it has completed them, it is dismissed
from this world. The target is possessed at the
3rd degree if they fail to Resist.
T HEU RGY: T he W hi speri n g Gri moire 281

Feast of Words
The theurge devours a book or scroll, and all of the
information in it becomes part of their memory.

REMNANT: Esotaria

DISTANCE:
& Imp: The theurge
& Villein: The theurge or one other willing recipient they touch
& Lord: The theurge or one other willing recipient they touch

DURATION:
& Imp: 1+[WB] hours
& Villein: 10+[WB] hours
& Lord: 1+[WB] days

EFFECT:
& Imp: The theurge must burn a book or scroll & Lord: The theurge need not make a pastry, but
written by a dead author and make a pastry of merely touch the book or scroll and it will
the ashes. This takes 1 hour, and they’ll need immediately become a delicious pastry of their
access to flour and a fire. After eating this pastry, choosing. Recipients understand what the
all the knowledge contained therein can be author’s intent was behind the writing. They
perfectly recalled at any time. This does not give may even gain knowledge of secrets the author
the theurge comprehension of the words, only knew but did not write into the work. Add +30
rote learning of what was written. If this to associated Skill tests. Language learned this
knowledge would give them a Skill bonus, that way is fluent, as if from a native speaker.
bonus is +10. If appropriate to the work, it will
CRITICAL SUCCESS: Double the duration or share the
allow them to use one Special Skill they didn’t
magic with one other person. The theurge chooses.
possess before without rolling Flip to Fail. Once
the Vitiation has ended, the theurge may recall CRITICAL FAILURE: The theurge is struck with
the knowledge again by using this Vitiation amnesia and does not remember who they are or
once more, so long as they still have access to the what they are doing. This effect lasts for twice the
same Outsider that gave them the original duration that the magic would have. The theurge
Vitiation. In these instances, the Outsider may never access the knowledge of that book, even
provides the pastry to the theurge immediately, if they use this Vitiation again.
without spending time to bake it. The theurge
SUBLIME SUCCESS: The effects are permanent.
may use this magic to learn a language, but
comprehension and speech are clumsy, and an SUBLIME FAILURE: The theurge loses a Skill Rank of
Odweft test must be made for each translation. their choosing.
& Villein: Comprehension is greater. Add +20 to
pertinent Skill tests. Language learned this way
is comprehensive, but not fluent.
282 BLACKBIRDS

Gnosis
The theurge asks a question of the Outsider that
must be answered truthfully, if possible.

REMNANT: Esotaria

DISTANCE: The theurge

DURATION: Instantaneous

EFFECT:
& Imp: If the Odweft test succeeds, the theurge CRITICAL SUCCESS: The theurge may ask an
may ask the Outsider who granted this Vitiation additional follow-up question.
a question as if they had first summoned them
CRITICAL FAILURE: The theurge forgets everything
with the Pythonic Liturgy. The question is more
that happened in the last day.
likely to be answered if it is within that
Outsider’s purview. SUBLIME SUCCESS: As Critical Success, but the
& Villein: The question can be outside the theurge gets two follow-up questions, and the
particular Outsider’s purview. questions will be answered with full candor and
& Lord: The question can be about anything, even with additional valuable information, if possible.
things that would be impossible to know.
SUBLIME FAILURE: The theurge forgets everything
they know about the topic related to the question
and do not believe people who tell them otherwise.
They may make an (Arduous –30%) Education
test each time the sun sets to try to remember this
information.
T HEU RGY: T he W hi speri n g Gri moire 283

Hands of
Trenchant Will
The theurge’s hands gain the ability to cut through flesh and parry blades.

REMNANT: Chimera

DISTANCE:
& Imp: The theurge
& Villein: The theurge and one other consenting recipient
& Lord: [WB] consenting recipients, which can include the theurge

DURATION:
& Imp: 1+[WB] Rounds
& Villein: 1+[WB] minutes
& Lord: 20+[WB] minutes

EFFECT:
& Imp: The recipient’s hands show no overt change, CRITICAL SUCCESS: Add +10 to all tests to attack and
but for the duration of this Vitiation, they can Parry using the hands.
cut through flesh and Parry blades as if they
CRITICAL FAILURE: All recipients’ hands become
were made of steel. The effect is as if they had
boneless sacks of skin on the ends of their arms for
two Melee weapons with the Fast Quality and
the duration of the Vitiation. The appendages are
the Off-Hand Quality. They may also use their
completely useless.
[WB] to determine the Damage bonus instead
of another Attribute. Finally, whenever the SUBLIME SUCCESS: Add +20 to all tests to attack and
recipient strikes or parries with their hands, Parry using the hands, and the Vitiation lasts until
their Odweft Skill may be used instead of a the sun sets and rises again.
Combat-based Skill to do so.
SUBLIME FAILURE: All recipients’ hands become
& Villein: Their hands gain the Defensive,
charred and twisted, and they gain 3 levels of
Enchanted, and Punishing Qualities.
Damage. Any Skill tests relying on the damaged
& Lord: Their hands gain the Vicious and Piercing
members are at –20. Their appendages will be
Qualities.
restored when the sun sets and rises again, but the
Damage must be healed normally.
284 BLACKBIRDS

Here Is No Crime
Those who seek the theurge are unable to find or see them, and searchers
knit their own memories and awareness around the theurge’s passing.

REMNANT: Deceit

DISTANCE:
& Imp: The theurge
& Villein: The theurge and [WB] willing targets they can see
& Lord: The theurge and 2×[WB] willing targets they can see

DURATION:
& Imp: 10+[WB] minutes
& Villein: 1+[WB] hours
& Lord: 24+[WB] hours

EFFECT:
& Imp: If they stand amid a crowd of people, the CRITICAL SUCCESS: Even if the recipients are
theurge appears to be a wholly unremarkable standing in front of authorities who are actively
person. If someone hasn’t met them face to face looking for them and talk to them, the searchers
but is seeking someone of their description, they will not recognize the recipients. Any act of violence
won’t notice the theurge in the crowd. If the or openly committed crime ends the magic.
theurge is more than 20 strides away from
CRITICAL FAILURE: For 1 day, anyone seeking the
anyone searching for them, they will not be seen
recipients to punish or harm them immediately finds
at all, so long as they are moving away from
them if any recipient is within their line of sight.
them. While this magic lasts, any tracks the
theurge leaves are also hidden. Any attempt to SUBLIME SUCCESS: Recipients may pass through
interact with another person who is not locked doors, which unlock for them. Violence
ensorcelled ends the magic. ends the magic, but other crimes are not noted or
& Villein: Even those who have met the recipients remembered, even if they are performed in full view.
face to face will not recognize them in a crowd.
SUBLIME FAILURE: For 1 week, anyone seeking the
All recipients must remain in sight of the
recipients to punish or harm them knows where
theurge, or the effect ends for them.
they are, even if they can’t see them and regardless
& Lord: A recipient may pass any guard posts,
of the distance between them.
checkpoints, or restricted areas without showing
any documentation, as the guardians assume
they have already seen the recipient. The theurge
and those with them will still be unrecognizable
even outside of a crowd. Any attempt to interact
with someone who is actively in pursuit of the
recipients ends the magic, but the recipients can
interact with anyone else.
T HEU RGY: T he W hi speri n g Gri moire 285

Here Is No Lie
The theurge’s lies become very easy to believe.

REMNANT: Deceit

DISTANCE: The theurge

DURATION:
& Imp: 30+[WB] minutes
& Villein: 1+[WB] hours
& Lord: 24+[WB] hours

EFFECT:
& Imp: Anything the theurge says is likely to be CRITICAL SUCCESS: The duration is doubled.
believed, so long as it is plausible. If the listener
CRITICAL FAILURE: The theurge may not lie and
is specifically expecting a lie or deception, then a
must answer any questions asked of them for twice
successful (Challenging –10%) Scrutinize test
the duration of the Vitiation.
means they are unaffected. The theurge gains
+10 to Guile tests. Examples: “I had no idea this SUBLIME SUCCESS: The duration is indefinite, lasting
was your privy,” or “I’m the captain of the until the theurge uses another Vitiation on themself.
guard’s cousin.”
SUBLIME FAILURE: The theurge may not lie and must
& Villein: The Scrutinize test is (Hard –20%), and
answer any questions asked of them for twice the
Guile is at +20. Even somewhat implausible lies
duration of the Vitiation. They may not use any
will be believed. “The captain of the guard just
Vitiations during this time.
stole my purse,” or “I am here to inspect
the vault.”
& Lord: The Scrutinize test is (Arduous –30%),
and Guile is at +30. Even an utterly ridiculous
lie will be believed. “I AM the captain of the
guard; this is a disguise, you idiot,” or “These
weapons have been in my family for a thousand
years, each a bespoke and magical work of art.”
286 BLACKBIRDS

Here Is No Truth
The theurge creates a forgery of an object or document.

REMNANT: Deceit

DISTANCE: Any one object the theurge touches

DURATION:
& Imp: 30+[WB] minutes
& Villein: 1+[WB] hours
& Lord: 24+[WB] hours

EFFECT:
& Imp: The theurge must touch an object that is CRITICAL SUCCESS: The duration is doubled, or
similar to the object forged (e.g., a blank the forgery is impossible to detect, at the theurge’s
parchment for a document, a ring for a ring, discretion.
etc.). The object forged may not be a unique
CRITICAL FAILURE: The object to be forged is
item: for example, the theurge may cause
destroyed.
something to look like a valuable piece of
jewelry, but not a specific valuable piece of SUBLIME SUCCESS: The duration is indefinite
jewelry. Anyone examining the object closely until someone suspects a forgery and a successful
and expecting duplicitousness can determine Awareness test is made at –30.
that something is wrong with a successful
SUBLIME FAILURE: The object to be forged is
(Challenging –10%) Awareness test. The
destroyed along with all mundane possessions the
illusion does not actually change the object, so a
theurge has on their person.
forged signet ring will not give a proper imprint,
for example. The value of the forgery cannot be
more than three times the value of the
source object.
& Villein: The value of the forgery can be up to five
times the value of the source object, and the
theurge may duplicate specific items. The
Awareness test at this level is (Hard –20%).
& Lord: The value of the forgery can be up to ten
times the value of the source object, and the
object is physically changed to be like the forged
object (so a signet ring would now give the
proper imprint). The Awareness test is
(Arduous –30%).
T HEU RGY: T he W hi speri n g Gri moire 287

Homunculus
The theurge creates a homunculus, an artificial human made from
Od that appears normal, usually to act as a servant or spy.

REMNANT: Necromancy

DISTANCE: Touch

DURATION: Indefinite

EFFECT:
& Imp: A homunculus takes time to create, and the to be dead), the same roll as above must be made
theurge must be in a location where they will for the theurge, if present, to prevent it
not be interrupted by anyone until the sun sets descending into madness. If the theurge is not
and rises again. This homunculus must be present when one of these crises occurs, the
formed from the body of a human who has died homunculus becomes a rogue creature controlled
within the past month. The homunculus will by the Fateweaver and goes on to seek its own
remember that person’s name as their own and goals and destiny. Because a theurge can have
have vague knowledge of their previous life, only one homunculus at a time, they must seek
although this memory can be guided by the out this wayward construct and eliminate it if
theurge during their first day of “life” to fill in or they want to use this Vitiation again. A
change details. The homunculus will appear to homunculus can be dissolved by hearing its
be the same age as the body from which they creator utter six words chosen by the theurge
were created. Note that, although the when it was made.
homunculus is made from a dead body and has & Villein: The homunculus takes only 1 hour to
the name and some of the memories of that create and can have three Skills that are as high
person, it is not that person. It may possess one a level as those of the theurge or the deceased
Skill at +10 as long as the theurge also possesses person upon whom it is based, though none can
that Skill or the person who served as their be higher than +20. The crisis chance
template had it when they lived. Each day the accumulates weekly instead of daily. The
homunculus exists, there is a cumulative 1% homunculus can be formed from any part of a
chance that it will notice something about its dead body, and the created being can be of any
existence that seems off. If the theurge is present age and will look the way the corpse they were
when this happens, a Guile, Leadership, or made from did at that age. They will not
Intimidate test may be made for them to remember their name or anything of their
convince the homunculus that it is real. If this previous life, and these details must be supplied
test fails, the construct will soon spiral into by the theurge during the first day after the
madness and must be dissolved. Even beyond homunculus is created.
this random roll, if something happens that & Lord: The homunculus is created instantly and
would cause it to question itself (e.g., can have up to five Skills based on the levels of
encountering those who know the homunculus those present who consent to the process, but
288 BLACKBIRDS

each Skill can be no higher than +30. The CRITICAL SUCCESS: The homunculus requires crisis
homunculus’s Primary Attributes are assigned rolls only if confronted with evidence that they
by the theurge when they are created and have are not a real person, and it does not accumulate
these values: 55, 45, 40, 40, 35, 30. The instability over time.
homunculus requires no source and is created
CRITICAL FAILURE: The thing the theurge brings up
entirely from the theurge’s imagination, but it
is a lemure that immediately attacks anyone present.
must be in appearance and form a human being
who could actually exist. Crisis chances now SUBLIME SUCCESS: The homunculus gains a
occur monthly. Technique of the theurge’s choice but can’t use the
Extinguish Ability of that Technique.

SUBLIME FAILURE: The thing the theurge brings up


is a fomor that immediately attacks anyone present.
T HEU RGY: T he W hi speri n g Gri moire 289

It Is Known
The theurge gains knowledge in a particular Skill.

REMNANT: Esotaria

DISTANCE:
& Imp: The theurge
& Villein: The theurge or one other willing recipient they touch
& Lord: The theurge or one other willing recipient they touch

DURATION:
& Imp: 1+[WB] minutes
& Villein: 10+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: Choose one Intelligence- or Perception- CRITICAL SUCCESS: The Skill gain lasts until the sun
based Skill. The theurge gains +10 to use the sets and rises again before fading.
Skill for the Vitiation’s duration. If it is a Special
CRITICAL FAILURE: The theurge is struck with
Skill, it may be employed without Flip to Fail.
amnesia and forgets a Skill Rank of the Fateweaver’s
& Villein: The theurge can choose a Fellowship- or
choosing. This lasts for 1 week. They may not use
Willpower-based Skill or one of the options
this Vitiation again during that time.
above. The recipient gains +20 to use the Skill.
& Lord: The theurge can choose any Skill. The SUBLIME SUCCESS: After the magic ends, the
recipient gains +30 to use the Skill. recipient keeps one Rank in the Skill.

SUBLIME FAILURE: The recipient loses one Skill Rank


of their choosing permanently.
290 BLACKBIRDS

Language of the Od
The theurge is given the ability to speak the language
of magic, the gods, and Outsiders.

REMNANT: Common (accessible to all Outsiders)

DISTANCE: The theurge

DURATION:
& Imp: 1+[WB] minutes & Lord: Fellowship-based Skill tests for Outsiders
& Villein: 30+[WB] minutes and magical creatures are increased by +30, and
& Lord: 1+[WB] hours Resolve tests are at –30.
• Using the Language to influence Mortals adds
EFFECT:
+20 to Fellowship-based Skill tests and is at
& Imp: The theurge gains the ability to speak the
–20 for them to Resist with Resolve.
Language of the Od. This vocalization sounds like
a language, but it is terrifying and horrible to hear, CRITICAL SUCCESS: The duration is doubled and the
reminiscent of the buzzing of insects, the snapping theurge may hide the language or make it sound
of bones, and the sounds that unknown creatures pleasant, as at the villein level of the Vitiation, even
make in the dark of night. Supernatural entities or if cast at the imp level.
creatures from the Od are generally impressed by
CRITICAL FAILURE: The theurge’s voice sounds
this ability, however. Anyone who is not a theurge
disturbing and obviously supernatural, penalizing
or Odtouched finds the sound disturbing, and a
all Fellowship-based Skill tests by –10 and revealing
Resolve test must be made for them the first time
the theurge’s true nature. This effect lasts until the
they hear it. They will also know the speaker is
sun sets and rises again.
manifesting magic of some sort. Speaking this
language grants the speaker +10 to all Fellowship- SUBLIME SUCCESS: The theurge attracts the attention
based Skill tests made to influence Outsiders. The of an Outsider chosen by the Fateweaver who
Language of the Od has no written form. will introduce itself and begin a relationship at
& Villein: Fellowship-based Skill tests for Outsiders the rapport level. All Odweft tests to perform the
are increased by +20, and Resolve tests are at Pythonic Liturgy with this Outsider are at +10.
–20. The theurge may choose to speak the
SUBLIME FAILURE: The theurge’s mouth becomes a
Language of the Od so that only those able to
source of stinging insects for the duration of the
understand it can hear it. Alternatively, they
Vitiation. Anyone within 2 strides of the theurge
may speak it so that it still sounds strange and
when they speak has all Skill tests reduced by –20
magical, but pleasant.
from the distraction for one Round as a swarm of
• When interwoven with normal speech,
creatures spews forth and stings them. Skill tests
Mortals who do not understand it will react
made for the theurge are at –30 for the duration,
positively toward the speaker, though they
whether their mouth is open or not, as the insects
won’t know why. Make a Resolve test for
sting them and the inside of their mouth.
them. If it fails, all Fellowship-based Skills
used on them by the speaker are at +10.
T HEU RGY: T he W hi speri n g Gri moire 291

Legions of the Od
The theurge summons lesser Outsiders to assist them.

REMNANT: Helotry

DISTANCE: A location the theurge can see

DURATION:
& Imp: [WB] Rounds
& Villein: [WB] minutes
& Lord: [WB] hours

EFFECT:
& Imp: The theurge summons a chattel imp to aid CRITICAL SUCCESS: Double the duration, or twice as
them (see Chattel Imp in Chapter 10: Bestiary many of the summoned creatures appear.
for details). The imp follows any verbal
CRITICAL FAILURE: The beings the theurge summons
instructions given it to the best of its ability. The
immediately attack them.
theurge may choose the court the chattel imp is
associated with when it is summoned, but the SUBLIME SUCCESS: The summoning lasts indefinitely,
theurge must have an agreement with an until the summoned being is killed or until the
Outsider from that court. theurge uses this Vitiation again.
& Villein: The theurge may summon a lemure (see
SUBLIME FAILURE: A whispering chimera appears
Lemure in Chapter 10: Bestiary for details) in
(see Whispering Chimera in Chapter 10: Bestiary
the same manner as the imp level of this
for details) and requests a reckoning that must be
Vitiation, or they may summon two chattel
immediately endeavored upon, or it will attack.
imps for three times the duration.
& Lord: The theurge has three options. They can
summon a fomor (see Fomor in Chapter 10:
Bestiary for details), they can summon [WB]
lemures, or they can summon a chattel imp that
will remain past the end of the duration until
they use this Vitiation again. If they summon
the imp, the theurge may communicate with it
using only thoughts.
292 BLACKBIRDS

Marionette
The theurge takes control of another person and
can give them mental commands.

REMNANT: Helotry

DISTANCE: One other person the theurge can see

DURATION:
& Imp: 1 Action
& Villein: 5+[WB] minutes
& Lord: 1 hour

EFFECT:
& Imp: The theurge gains control over another CRITICAL SUCCESS: No Resolve test can be made for
person for one Action or one Turn in combat. the target to Resist.
They may have the person attack someone,
CRITICAL FAILURE: The theurge is controlled by an
throw themself over a cliff, pull a lever, or yell
Outsider for the same duration as the Vitiation
out a command. If this Vitiation is used during
would last by the same Outsider who empowered it.
combat, the theurge takes control of the target’s
next Turn when it comes up and chooses how to SUBLIME SUCCESS: The effect is permanent, but
spend their AP. While the target is being the target is essentially mentally erased and cannot
commanded, make Skill tests for them at their function when out of sight of the theurge. If separated
full Skill Rank. If the Action is something from the theurge, the target eventually dies.
offensive to the target’s morality or would make
SUBLIME FAILURE: The theurge is possessed by an
them harm themself or their allies, Resist for
eidolon at the 3rd degree (see Eidolon in Chapter
them with a (Challenging –10%) Resolve test.
10: Bestiary for details).
If it succeeds, the Vitiation immediately ends; if
it fails, no further tests may be made.
& Villein: The theurge must maintain concentration
and keep the target in sight during the entire
duration, or the magic ends. A successful
Scrutinize test made for anyone closely observing
the target allows them to notice that something
is wrong with the target and that they are
straining against something. The Resolve test to
Resist is (Hard –20%).
& Lord: The Resolve test to Resist and the
Scrutinize test to notice the control are both
(Arduous –30%).
T HEU RGY: T he W hi speri n g Gri moire 293

Martial Augury
The theurge grants an ally supernatural prescience about
the current combat, giving them an advantage.

REMNANT: Clairvoyance

DISTANCE: One willing creature the theurge can see

DURATION:
& Imp: [WB] minutes
& Villein: [WB] hours
& Lord: [WB] days

EFFECT:
& Imp: The ensorcelled creature is impossible to CRITICAL SUCCESS: Add 1Ð6 Damage to all attacks
Surprise, as they sense beforehand that such an made by the ensorcelled creature if no other magical
attack is coming. They get +10 to all Skill tests effect is adding Damage dice.
for Attack Actions, Dodge, and Parry. Whenever
CRITICAL FAILURE: The ensorcelled creature is
the ensorcelled creature makes a successful
rendered Defenseless until the sun sets and rises
Dodge or Parry test, roll 1Ð6. If it is a ‘6,’ the
again, as they are lost in repeated nightmare visions
Reaction costs 0 AP.
of themself being killed violently. They suffer
& Villein: The modifier becomes +20. Whenever
1Ð10+1 Peril from these visions from an imp,
the ensorcelled creature makes a successful
2Ð10+2 from a villein, and 3Ð10+3 from a lord.
Dodge or Parry test, roll 1Ð6. If it is a ‘4’ or
higher, the Reaction costs 0 AP. SUBLIME SUCCESS: Opponents are considered to be
& Lord: The modifier becomes +30. If they Defenseless against the ensorcelled creature’s attacks.
successfully Dodge or Parry, the Reaction
SUBLIME FAILURE: The recipient loses their
costs 0 AP.
connection to reality, becoming Helpless, as they
witness hallucinations of themself killing one
another, over and over. Make an (Arduous –30%)
Bargain test each sunrise for them to convince their
phantasmal duplicates to end the cycle of violence.
294 BLACKBIRDS

Mask of No Mask
The theurge becomes invisible.

REMNANT: Illusion

DISTANCE:
& Imp: The theurge
& Villein: The theurge and [WB] willing targets they can see
& Lord: The theurge and 3+[WB] willing targets they can see

DURATION:
& Imp: 1+[WB] Rounds
& Villein: 1+[WB] minutes
& Lord: 10+[WB] minutes

EFFECT:
& Imp: The theurge is mostly invisible, though CRITICAL SUCCESS: The duration is doubled, and
there is a distinctive shimmer where they stand. the magic is not ended by attacking or interacting
Attacking or otherwise interacting with another with anyone.
person in a way that would be against their will
CRITICAL FAILURE: Recipients are Blinded for the
immediately ends the magic. Stealth tests by the
duration of the magic.
theurge are Flip to Succeed, and opponents have
–20 to Perception-based tests to note the SUBLIME SUCCESS: The magic lasts until the sun sets
theurge’s location. and rises again, and it is not ended by attacking or
& Villein: If one person in the group becomes interacting with anyone.
visible by attacking someone, the effect will
SUBLIME FAILURE: The recipients are trapped in
continue for all others until they do something
a barely material, invisible state. They may not
to end the magic for themselves or the time runs
touch or interact with anything in the real world
out. Opponents have –30 to Perception-based
and make no sound. They can only be seen in
tests to note the location of those under the
mirrors or other reflective surfaces. Once per day,
effect of the Vitiation.
a successful (Arduous –30%) Folklore test may be
& Lord: The recipients are all completely invisible,
made for the recipients to recall the details of an
with no telltale shimmer. Opponents cannot see
obscure fairy tale that holds the secret to escaping
them without magical assistance, though they
this realm of reflections through a large mirror at
may see signs of their passing if they are walking
the break of dawn.
on snow or leaves or through mist. The magic is
not ended by attacking or interacting with
others. Perception-based tests to see the
recipients are Flip to Fail.
T HEU RGY: T he W hi speri n g Gri moire 295

Mask of Shadows
The theurge sends a target or targets into a waking dream where
reality is rewoven to spin a deception of the senses.

REMNANT: Illusion

DISTANCE:
& Imp: One target the theurge can see
& Villein: Three targets the theurge can see
& Lord: [WB] targets the theurge can see

DURATION:
& Imp: 1Ð6 Rounds
& Villein: [WB] Rounds
& Lord: 1 hour

EFFECT:
& Imp: The target is thrown into a waking dream CRITICAL SUCCESS: Awareness tests to Resist are
where discerning what is real from what is false Flip to Fail.
is uncertain. A successful (Challenging –10%)
CRITICAL FAILURE: The theurge loses access to a
Awareness test must be made for them at the
random sense for the duration of the magic. Roll
start of each of their Turns while they are under
1Ð6: 1 - Sight, 2 - Hearing, 3 - Smell, 4 - Touch,
the effects of this Vitiation, or the theurge may
5 - Taste, 6 - Odsight.
alter one of the target’s senses. The theurge must
be in view of their target to maintain the magic. SUBLIME SUCCESS: The effect is indefinite so long as
Examples: The theurge could make the target the theurge remains in sight of the targets.
smell fire or hear someone screaming for help on
SUBLIME FAILURE: The theurge loses access to all of
the other side of a door, or make them see
their senses for the duration. They are completely
monsters in place of their allies.
Helpless during this time and will likely injure
& Villein: A successful (Hard –20%) Awareness
themself if not assisted. Make a successful Resolve
test must be made for those targeted when the
test or they suffer 3Ð10+3 Peril.
magic is enacted, or they remain under its effects
for the entire duration. The theurge may alter
two senses.
& Lord: The Awareness test is (Arduous –30%).
The theurge controls everything those under the
effect of this Vitiation perceive.
296 BLACKBIRDS

Mask of the Mundane


The theurge makes the Od difficult to perceive and interpret in a particular area
or near a particular person or persons, hiding any magical aspects of the targets.

REMNANT: Illusion

DISTANCE:
& Imp: Any one place the size of a modest room, or one willing person the theurge can see
& Villein: Any one place the size of a small inn or building, or three willing people the theurge can see
& Lord: Any one place the size of a small village or a district in a city, or [WB] willing people the theurge can see

DURATION:
& Imp: 30+[WB] minutes for a person, 1+[WB] hours for a place
& Villein: 1+[WB] hours for a person, 10+[WB] hours for a place
& Lord: 12+[WB] hours for a person, 7+[WB] days for a place

EFFECT:
& Imp: A cursory observation of the location or CRITICAL SUCCESS: The duration is doubled, and
person via Odsight or any ability that senses Od tests to sense magic are Flip to Fail.
turns up nothing unusual, and any magical
CRITICAL FAILURE: All tests made for the theurge to
details or items will not be noticed. Make a
empower Vitiations are Flip to Fail for twice the
(Challenging –10%) Odweft test for anyone
duration the magic would last.
specifically seeking magic for them to see what is
happening. If this is a location, it must be SUBLIME SUCCESS: The duration is doubled, and
stationary and no larger than a room. If it is a there is no chance of detecting magic in the area or
person, the effect moves with them, but applies associated with any of the recipients.
only to them, the possessions they are holding/
SUBLIME FAILURE: The theurge is unable to use any
wearing, and Outsiders manifesting for them.
Vitiations until the sun sets and rises again.
& Villein: The difficulty is (Hard –20%) for an
attempt to sense magic obscured by this
Vitiation.
& Lord: The difficulty is (Arduous –30%) for an
attempt to sense magic obscured by this
Vitiation.
T HEU RGY: T he W hi speri n g Gri moire 297

Mask of the Other


The theurge’s appearance changes to that of someone else.

REMNANT: Illusion

DISTANCE:
& Imp: The theurge
& Villein: The theurge and one willing recipient they can see
& Lord: The theurge and two willing recipients they can see

DURATION:
& Imp: 20+[WB] minutes
& Villein: 1+[WB] hours
& Lord: 10+[WB] hours

EFFECT:
& Imp: The theurge’s appearance and clothing make any recipient of the magic into a duplicate
change so they look like another person. The of someone who exists, but the recipient and the
person can be any gender and have any features, target must simultaneously perceive one another
can be wearing any clothes that exist, and can be for the effect to work.
carrying any items that one person could & Lord: The theurge may make any recipient of the
reasonably carry. Although the theurge does not magic into a duplicate of someone who exists so
appear as themself, they also do not look like any long as they or one of the recipients has seen that
other person who exists in the world, so they person and been in their presence.
cannot use this ability to impersonate someone
CRITICAL SUCCESS: The duration is doubled, and
specific. This magic changes the theurge’s visual
one other willing person can be changed.
appearance only, not their voice or the actual
shape or size of their body. No part of the illusion CRITICAL FAILURE: All of the potential recipients
can become separate from the target’s body, nor appear as blank and featureless human shapes for
may it defy any of the other four senses, especially the duration of the magic. Make a successful (Hard
in a way that would startle the mind (e.g., –20%) Resolve test for the recipients or they suffer
touching what appears to be a fur cloak and 2Ð10+2 Peril.
feeling plate mail in its stead). If it ever does so, or
SUBLIME SUCCESS: The duration is doubled, and one
if the theurge attacks someone, the magic ends.
other willing person can be changed. Also, all are
& Villein: The illusion also changes a recipient’s
particularly believable. Add +30 to all Fellowship-
voice, their smell, and any tactile sensations for
based tests made for them while ensorcelled.
anyone interacting with them. They may attack
other people and use any objects on their person SUBLIME FAILURE: Anyone who would have been
(which seem to materialize in their hands if the altered by this Vitiation becomes a horrid, inhuman
object in question isn’t part of the illusion) monster until the sun sets and rises again. They all
without ending the magic. The theurge may suffer 3Ð10+3 Peril.
298 BLACKBIRDS

Mask of the World


The theurge creates an illusion of an object in the world.

REMNANT: Illusion

DISTANCE: Any one place the theurge can see

DURATION:
& Imp: 30+[WB] minutes
& Villein: 2+[WB] hours
& Lord: 1+[WB] days

EFFECT:
& Imp: The theurge causes a single illusory object CRITICAL SUCCESS: The duration is doubled.
to appear somewhere in their line of sight. No
CRITICAL FAILURE: Throughout the duration, the
other sentient being may be looking at the
theurge has intermittent hallucinations that omit
location when the object appears. The object
random objects in their vicinity, and they are
must be a real object that can be found in the
penalized –10 on all Skill tests during this time.
world, and one that the theurge has personally
seen. The illusion is immobile and has no SUBLIME SUCCESS: The duration is indefinite, lasting
auditory or olfactory component. It can be no until the theurge uses this Vitiation again.
larger than the size of a person. If anyone touches
SUBLIME FAILURE: Until the sun sets and rises again,
the object, it disappears.
the theurge believes themself to be the object they
& Villein: The object may move slightly. For
attempted to create via illusion and will do nothing
example, a tree may sway in the breeze, but it
that would disrupt that belief.
may not move from its location. The magic may
have either an auditory or olfactory component,
but not both. The object can be twice the size of
a large person. If anyone touches the object, it
disappears for them, but others still behold it.
The object may be something made up of other
objects that fit together (e.g., a bookshelf full of
books, a pile of gold coins, a patch of flowers).
& Lord: The object may have both auditory and
olfactory components, can be the size of a small
house and, if touched or attacked, will seem to
have a solid physical presence. The illusion can
both be climbed upon and interacted with. For
all intents and purposes, it is the thing it appears
to be until the magic ends, and then it disappears.
T HEU RGY: T he W hi speri n g Gri moire 299

Missiles of Imbuement
The theurge imbues arrows, bolts, or other missiles with
the essence of the Od, increasing their power.

REMNANT: Martiality

DISTANCE:
& Imp: 10 missiles, which the theurge must touch
& Villein: 60 missiles, which the theurge must touch
& Lord: 20×[WB] missiles, which the theurge must touch

DURATION: and –30 for lords). This penalty continues until


& Imp: 1+[WB] hours they can no longer hear the missile.
& Villein: 3+[WB] hours & Villein: Increased effects are noted above, based
& Lord: 10+[WB] hours upon the specific imbuement. Add half of the
theurge’s [WB] to the total Damage done by the
EFFECT:
missiles, rounded down.
& Imp: The imbued missiles become noticeably
& Lord: Add the theurge’s [WB] to the total
unnatural and disturbing, gaining the Enchanted
Damage done by the missiles. The following
Quality. In addition, the theurge must choose
additional effect is possible:
one enhancement to give the missiles from the
• Bane: The missiles are made to be the Bane of
list below when the Vitiation is empowered.
a specific creature (not a class of creatures) that
Add a quarter of the theurge’s [WB] to the total
might not otherwise have a bane, and they do
Damage done by the missiles, rounded down.
Bane Damage to that creature. The theurge can
• Bloodthirsty: The missiles gain the Piercing
only make [WB] missiles with this imbuement.
Quality, or increase it by 1 if the weapon they
are fired from already has it. CRITICAL SUCCESS: Every missile empowered gains
• Dark Blessed: The missiles double their range +10 to strike for the duration of the Vitiation, or if
and gain +10 to hit. the empowering Outsider is a lord, the theurge may
• Flaming: On a successful hit, the missiles do choose to make this Vitiation permanent for the
fire Damage, and a successful (Routine missiles until they strike a target.
+10%) Coordination test must immediately
CRITICAL FAILURE: The missiles chosen for
be made for the target, or they’re set On Fire
empowerment are destroyed as they writhe, scream,
(see Set On Fire in Chapter 6: Conflict &
and transform into malformed living shapes that
Rekindling for details).
expire in horrible pain.
• Phantom: The missiles gain the Fast Quality,
granting –10 on attempts made to Parry or SUBLIME SUCCESS: Every missile empowered is Flip
Dodge them. Villeins grant –20, and lords, –30. to Succeed to hit, and this Vitiation is permanent
• Singing: The missiles sing at all times in a strange for each missile until it strikes a target.
and disturbing high-pitched voice. All Stealth
SUBLIME FAILURE: The missiles and any mundane
tests made for anyone with one of these missiles
Ranged weapons within 20 strides are destroyed as
in their possession are (Challenging –10%).
they writhe, scream, and transform into malformed
Foes struck with one of these missiles gain a –10
living shapes that expire in horrible pain.
to all Skill tests going forward (–20 for villeins
300 BLACKBIRDS

Mort-Cunning
The theurge speaks with the dead.

REMNANT: Necromancy

DISTANCE: One corpse the theurge touches

DURATION: Special

EFFECT:
& Imp: The corpse must be mostly intact and may CRITICAL SUCCESS: The Vitiation is empowered at
not have been dead for more than a week. The one station higher—imp as villein, villein as lord—
theurge places their hands on it and asks it three and if empowered at the lord station, the theurge
yes-or-no questions. It answers truthfully. This may converse with the spirit until the sun sets and
Vitiation may not be used again on this corpse rises again.
until the sun has set and risen again.
CRITICAL FAILURE: The corpse disintegrates at the
& Villein: The corpse need not be intact, so long as
theurge’s touch and places a curse on them. They
the skull and jaw are present. It may have been
immediately suffer 2Ð10+2 Peril.
dead for up to 1 month. The theurge may ask it
two questions, which are answered in simple, SUBLIME SUCCESS: The theurge may ask the corpse
short sentences. as many questions as they would like, indefinitely.
& Lord: So long as the theurge has any part of the They must keep a part of the corpse with them to
corpse, they may speak to it. There is no limit to do so, however.
how long it may have been dead. The theurge
SUBLIME FAILURE: A harpy (see Harpy in Chapter
may speak with the spirit for 1 hour.
10: Bestiary for details) arrives, drawn by the
theurge’s necromantic meddling.
T HEU RGY: T he W hi speri n g Gri moire 301

Mort Drudge
The theurge imbues a corpse with a semblance of life.

REMNANT: Necromancy

DISTANCE:
& Imp: One intact corpse, which the theurge touches, that died no more than 1 day ago
& Villein: Two intact corpses, which the theurge touches, that died no more than 1 week ago
& Lord: Three intact corpses, which the theurge touches, that died no more than 1 month ago

DURATION:
& Imp: Until the sun sets and rises again
& Villein: 3 days
& Lord: 1 week

EFFECT:
& Imp: The corpse rises under the theurge’s CRITICAL SUCCESS: The raised dead are more effective
command as a ghoul (see Ghoul in Chapter 10: and gain +10 to all Skill tests made for them, and
Bestiary for details). If the corpse is fresh and the duration of the magic is doubled.
has not decayed much, it can pass as a living
CRITICAL FAILURE: The raised dead are not under the
being for a brief time and even pretend to be
theurge’s control.
human. It may vaguely remember some things
about its previous life. It proves a poor servant if SUBLIME SUCCESS: The magic is permanent until the
left unsupervised and probably wanders off to corpse decays or the target is released by the theurge.
return to what it did while alive. After the
SUBLIME FAILURE: The raised dead immediately
duration ends, the target is no longer under the
attack those present. If the magic was enacted at
theurge’s control.
villein station, one of them is a revenant; if at the
& Villein: The corpses rise as ghouls. They prove
lord level, one is a lich (see Lich in Chapter 10:
more reliable, can be left unsupervised, and can
Bestiary for details).
be given complicated, specific tasks. They
remember much of their former lives but also
know that the theurge controls them. They tend
to be doleful and sad, but if fresh enough, they
may pass as their former selves.
& Lord: Two of the corpses rise as ghouls, and the
third as a revenant (see Revenant in Chapter 10:
Bestiary for details). They know everything they
knew in life and cheerfully serve the theurge
with excellent understanding and clarity. The
theurge may decide to return them to a state of
death when the Vitiation ends or at any time.
302 BLACKBIRDS

Mort Soldiers
The theurge brings the recently deceased back to life to fight for them
for a limited time by summoning a minor Outsider to possess them.

REMNANT: Necromancy

DISTANCE:
& Imp: One dead body the theurge can see
& Villein: Three dead bodies the theurge can see
& Lord: [WB] dead bodies the theurge can see

DURATION:
& Imp: 1Ð6 Rounds
& Villein: 1Ð6+[WB] Rounds
& Lord: 1 hour

EFFECT:
& Imp: The theurge reanimates a dead human CRITICAL SUCCESS: The duration is indefinite,
body for the duration of the Vitiation. It follows so long as the targets remain within the required
their verbal commands during this time. It has distance or until the theurge decides to use this
all of the Skills it had in life but has access to Vitiation again.
only one Skill Rank for each one. It can’t use any
CRITICAL FAILURE: Those brought back attack
of its special abilities, Boons, Talents,
the theurge.
Techniques, or Traits. It cannot speak and is
obviously dead. The body used can’t be more SUBLIME SUCCESS: As Critical Success, but the
than 1 day old. If it receives an Injury or is ever targets can travel any distance from the theurge
more than 10+[WB] strides from the theurge, it and continue to function, following whatever
is Slain!. At the end of the duration, the Outsider verbal instructions they were given to the best of
tears its way from the corpse, mangling it into a their ability.
useless heap. This Vitiation cannot be performed
SUBLIME FAILURE: The theurge’s control over the
on such detritus.
Vitiation snaps, and all the dead within a 60-stride
& Villein: Those the theurge brings back have
radius animate as ghouls (see Ghoul in Chapter 10:
access to two Skill Ranks.
Bestiary for details).
& Lord: Those the theurge brings back have access
to three Skill Ranks. Injuries do not immediately
slay them.
T HEU RGY: T he W hi speri n g Gri moire 303

Nightmare Purlieu
The theurge sends their foe into a nightmare that
threatens to tear their mind apart.

REMNANT: Phrenic

DISTANCE:
& Imp: One other person the theurge can see
& Villein: Three other people the theurge can see
& Lord: [WB] other people the theurge can see

DURATION:
& Imp: 1+[WB] Rounds
& Villein: 1+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: The target of this Vitiation is thrown into a CRITICAL SUCCESS: Double the duration.
nightmare world. All other living things they
CRITICAL FAILURE: The theurge suffers the full effects
can see become monsters, and the ground and
of this Vitiation for twice the duration.
sky are filled with horrors or made from
impossible, monstrous phantasms. To behave SUBLIME SUCCESS: The effect is indefinite as long as
normally requires a successful (Challenging the theurge is in the target’s presence.
–10%) Resolve test. Otherwise, they strike out
SUBLIME FAILURE: The theurge is thrown into a
at the closest living thing. On a Critical Failure,
nightmare world of their own creation until the sun
they flee for the duration.
sets and rises again. They suffer 3Ð10+3 Peril and
& Villein: Those affected take 1Ð10+[WB]
are Defenseless for the duration.
Damage the first Round, and all Resolve tests
made are (Hard –20%).
& Lord: The Damage is now 2Ð10+[WB], and all
Resolve tests are (Arduous –30%).
304 BLACKBIRDS

None Shall Be
Tamed
The theurge establishes a supernatural bond with an animal.

REMNANT: Bestial Power

DISTANCE:
& Imp: One animal the theurge can see
& Villein: Three animals the theurge can see
& Lord: [WB] animals the theurge can see, or twice as many if they are Small

DURATION:
& Imp: 10+[WB] minutes
& Villein: 30+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: The theurge chooses a beast they can see. It CRITICAL SUCCESS: The theurge may communicate
must be wild and untrained. The two develop an with the animal(s) telepathically.
immediate affinity: the animal knows to some
CRITICAL FAILURE: The animal(s) attack the theurge.
extent what the theurge desires of it, and it feels
kinship and affection toward them. The animal SUBLIME SUCCESS: One animal remains permanently
fights to protect the theurge if they are attacked under the theurge’s command.
but will not go out of its way to endanger itself.
SUBLIME FAILURE: The theurge becomes
It will also perform other simple tasks for the
overwhelmed by the essence of the animal they
theurge, such as fetching an item they want,
attempt to commune with and loses the ability to
keeping watch, or destroying an object. The
speak. The supernatural bond is inverted—the beast
theurge may speak with the animal and
is in charge, and the theurge does what it wants. This
understand it, but its grasp of abstract concepts
lasts ‘til the sun sets and rises again.
is very limited. If the theurge attacks the animal
or commands it to do something that is sure to
cause its death, the magic immediately ends.
& Villein: The theurge may command the animals
to attack someone, even if they aren’t in danger.
& Lord: The animals do whatever the theurge asks
of them, even if commanded to do something
that will lead to their immediate demise.
T HEU RGY: T he W hi speri n g Gri moire 305

Oculus
The theurge creates an eye on an object they touch. They can
see through this eye by closing their own and concentrating.
The eye on the object opens when this is done.

REMNANT: Clairvoyance

DISTANCE: One object the theurge must touch

DURATION:
& Imp: 1 day
& Villein: 1 week
& Lord: 1 month

EFFECT:
& Imp: An eye sprouts on the object where the CRITICAL SUCCESS: The duration is doubled, and
theurge touches it. At any time, they can close apply an extra –10 to the Base Chance of Awareness
their eyes and the created eye opens, allowing tests made to notice the eye.
them to see what it sees. It can’t hear, only see. If
CRITICAL FAILURE: The theurge’s eyes disappear.
anyone notices the eye while it is open and
They are attached to something in the Od, and for
functional, they may easily stab or injure it,
the next hour, they see what is happening in the Od
causing the magic to end immediately and
and nothing in this world. Make a Resolve test for
inflicting 2Ð10+2 Peril upon the theurge. The
the theurge. They might also learn something useful.
chance of noticing the eye is remote if no one is
explicitly searching for it. If someone is looking SUBLIME SUCCESS: The effect is permanent. Tests
for it and isn’t sure where it might be, Awareness made to notice the eye are Flip to Fail.
tests made to find it are (Challenging –10%).
SUBLIME FAILURE: One of the theurge’s eyes
The theurge may not empower other Vitiations
disappears into the Od. Make a Resolve test after
while looking through the eye.
every Rekindling for the theurge. They suffer
& Villein: The chance for others to notice the eye is
the Eye Gouged Moderate Dire Injury found in
(Hard –20%). The theurge may hear as well as
Chapter 6: Conflict & Rekindling. The theurge
see through it.
may negotiate with an Outsider and perform a
& Lord: The chance for others to notice the eye is
challenging reckoning to get the eye back.
(Arduous –30%). The theurge may empower
one Vitiation at the place where the eye is
located but has to pay 6 Tithe to do so. This
immediately ends the Oculus Vitiation.
306 BLACKBIRDS

Ophidian Renewal
The theurge heals someone by giving their flesh
the regenerative qualities of a reptile.

REMNANT: Bestial Power

DISTANCE: One person the theurge touches

DURATION: Instantaneous

EFFECT:
& Imp: The theurge touches one willing person CRITICAL SUCCESS: Either the Toughness test may
and immediately moves them up 1 level on the be forgone, or the recipient may heal twice as many
Damage Condition Track. A successful levels of Damage or twice as many Injuries.
Toughness test must be made for the target, or
CRITICAL FAILURE: The recipient is not healed, but
they gain some permanent reptilian physical
the Toughness test must still be made for them.
quality—e.g., a patch of flesh that’s now scaly
and discolored, nictitating membranes covering SUBLIME SUCCESS: The recipient is fully healed of
the eyes that are visible when the subject blinks, all Damage and Injuries, and no Toughness test
teeth that are slightly pointed. Once used on need be made.
someone, this Vitiation may not be used on
SUBLIME FAILURE: The recipient is not healed,
them again for 3 days.
but gains a prominent and permanent reptilian
& Villein: The theurge can either move someone
feature—e.g., the subject’s eyes become like those
up 2 levels on the Damage Condition Track or
of a crocodile, their flesh is covered in thick scales,
heal them of one Injury. Once used on someone,
their tongue is now forked. All Fellowship-based
this Vitiation may not be used on them again
Skill tests where this would be in issue going
until after their next Rekindling.
forward are made at –10.
& Lord: The theurge can move someone up 3 levels
on the Damage Condition Track, heal them of
two Injuries. Once used on someone, this
Vitiation may not be used on them again
for 3 hours.
T HEU RGY: T he W hi speri n g Gri moire 307

People of Flame
The theurge sends tiny, human-shaped flaming
elementals to attack their enemies.

REMNANT: Quintessence

DISTANCE:
& Imp: One target the theurge can see
& Villein: Three targets the theurge can see
& Lord: [WB] targets the theurge can see

DURATION:
& Imp: ¼[WB] Turns rounded down.
& Villein: ½[WB] Turns rounded down.
& Lord: [WB] Turns

EFFECT:
& Imp: A tiny, flaming person bursts from the CRITICAL SUCCESS: All targets take 1Ð10+1 fire
ground and throws itself at the theurge’s enemy, Damage on the first Turn they are targeted in
climbs up their body, and screams all the while. addition to the normal effects of the Vitiation.
At the beginning of each of their turns, the
CRITICAL FAILURE: The theurge immediately takes
target is exposed to Mildly Dangerous flames
1Ð10+1 fire Damage. If this would cause an Injury,
that do 1Ð10+1 Damage unless a successful
they are set On Fire instead.
(Challenging –10%) Coordination test is made
for them (see Burns in Chapter 6: Conflict & SUBLIME SUCCESS: All targets take 1Ð10+1 fire
Rekindling for details). This successful Damage at the beginning of every Turn in addition
Coordination test to Resist the flames does not to the normal effects of the Vitiation.
extinguish them, but a Critical or Sublime
SUBLIME FAILURE: The theurge immediately takes
Success does. A large quantity of water can also
1Ð10+1 fire Damage and is On Fire.
extinguish the flames.
& Villein: Each target may be attacked by only one
flaming person. The flames remain Mildly
Dangerous. The Difficulty Rating for tests
made to avoid the flames is (Hard –20%). The
flames can’t be doused with water unless the
target is completely submerged.
& Lord: The flames are Seriously Dangerous and
do 2Ð10+2 Damage. The Difficulty Rating for
tests made to extinguish the flames is (Arduous
–30%). Water will not extinguish the flames.
308 BLACKBIRDS

Plague of Laughter
The theurge’s enemies begin to laugh uncontrollably, rendering them vulnerable.

REMNANT: Phrenic

DISTANCE: One person the theurge can see

DURATION:
& Imp: ½[WB] Turns, rounded down
& Villein: [WB] Turns
& Lord: [WB] minutes

EFFECT:
& Imp: The theurge’s opponent is filled with a & Lord: The Vitiation spreads to anyone who sees
sense of uncontrollable hilarity. Until the end of someone who is afflicted, even if they can’t hear
their next Turn, they can use AP only for them. Those affected are unable to use
Reactions. After that, at the beginning of each Movement or Combat Actions and may only
subsequent Turn, make a (Challenging –10%) perform Reactions at –30. The Difficulty Rating
Resolve test for them to act normally. If it fails, for Resolve tests made to act normally is
they laugh loudly the entire Turn and may not (Arduous –30%). All laugh, regardless of the
perform Attack Actions. While laughing, they theurge’s presence, until the Vitiation ends.
may neither speak nor give commands, and any
CRITICAL SUCCESS: All targets start their Turns with
Actions they do take will be at –10.
1 less AP.
& Villein: Anyone who hears the laughter of
someone under the influence of this Vitiation CRITICAL FAILURE: The theurge cries uncontrollably
will have it spread to them and suffer the full for twice the duration of the Vitiation, suffering the
effects, unless a successful Resolve test is made rule effects as if subjected to the same magic. The
for them at the beginning of each of their Turns dolorous weeping is not supernaturally contagious.
while they hear the laughter. Once they begin
SUBLIME SUCCESS: Those targeted by this Vitiation
laughing, the Difficulty Rating for Resolve tests
are completely Helpless.
made to act normally is (Hard –20%). Any
Actions they take while laughing are made at SUBLIME FAILURE: The theurge cries as in Critical
–20. Once the theurge is out of earshot of the Failure, and their allies can become targets and pass
laughter, the Vitiation ends for all affected. The on the effect.
theurge can will anyone they see to be exempt
from the effects of the Vitiation.
T HEU RGY: T he W hi speri n g Gri moire 309

Person of Import
Others will assume the theurge is an authority or a person
of importance based on whatever setting they are in.

REMNANT: Deceit

DISTANCE:
& Imp: The theurge
& Villein: The theurge and one other consenting recipient
& Lord: Three consenting recipients, which can include the theurge

DURATION:
& Imp: 1 hour
& Villein: 3 hours
& Lord: [WB] hours

EFFECT:
& Imp: Those who meet the theurge immediately & Lord: The Difficulty Rating for the Scrutinize
assume them to be someone of authority and test is (Arduous –30%). Observers perceive the
importance, based upon the current milieu. If recipients’ Trappings to be appropriate to the
they are at an inn in a city, those within assume individuals they claim to be.
the theurge is an inspector or local government
CRITICAL SUCCESS: Add +20 to all Fellowship-based
official; if they are in a village, others assume the
Skill tests for any recipient.
theurge is a tax collector or minor noble; if they
are at a royal ball, others assume the theurge is a CRITICAL FAILURE: All Fellowship-based Skill
prominent noble, etc. If the theurge’s Trappings tests are at –20 for the duration, as every stranger
do not support their station or if they or their the recipients encounter believes them to be
companions behave in a way that is unfit for ne’er-do-wells.
someone of their purported station to behave, a
SUBLIME SUCCESS: Those whom the recipient meets
(Challenging –10%) Scrutinize test may be
while under this Vitiation believe them to be the
made for observers to realize they have been
person they think they are, even after the magic
ensorcelled. Regardless of the recipients’
ends. Convincing targets that the recipient is not
behavior or Trappings, this test is made when
who they think them to be proves very difficult.
the magic ends.
& Villein: The Difficulty Rating for the Scrutinize SUBLIME FAILURE: As Critical Failure, but it lasts
test is (Hard –20%), and those whose rolls until the sun sets and rises again. Every stranger in
succeeded do not realize they have been the recipients’ presence becomes more and more
ensorcelled unless they are Odtouched, though enraged by them.
they do realize the theurge is not who they claim
to be. The theurge may tell those they meet that
they are specific people.
310 BLACKBIRDS

Primal Brand
The theurge imbues weapons with Odic strangeness.

REMNANT: Quintessence

DISTANCE:
& Imp: One weapon the theurge must touch
& Villein: Three weapons the theurge must touch
& Lord: Five weapons the theurge must touch

DURATION:
& Imp: 1+[WB] hours
& Villein: 3+[WB] hours
& Lord: 10+[WB] hours

EFFECT:
& Imp: The imbued weapon becomes noticeably • Fire: The weapon is wreathed in furious
unnatural and disturbing, and it gains the elemental flames. It provides light as a torch
Enchanted Quality. In addition, the theurge and is considered a Mildly Dangerous fire. It
must choose one enhancement to give the is doused when sheathed and reignites when
weapon from the list below when the Vitiation drawn, until the Vitiation ends. On a
is activated. If a Resist test is called for, that test successful hit, the weapon does 1Ð6+[WB]
is (Challenging –10%) for villeins and (Hard fire Damage. Make a Coordination test for
–20%) for lords: anyone who drops a level on the Damage
• Aether: The weapon becomes a dark void, Condition Track after being hit with this
completely absent of light, and seems to weapon. Those whose tests fail are set On Fire
darken the area nearby when drawn. It gains (see Set On Fire in Chapter 6: Conflict &
the Piercing Quality (1 for imp, 2 for villein, Rekindling for details).
and 3 for lord). • Ice: The weapon becomes a glistening,
• Beast: The weapon becomes a monstrous transparent, and deadly shard of ice. After
living thing, its new, larger size allowing it to being struck, a successful Athletics test must
strike foes up to 3 strides away than it normally be made for the target, or they lose 1 AP from
would and giving it the Punishing Quality. their maximum until they can find a warm
place to rest. Each hit is cumulative, though a
target can never be reduced to less than 1 AP
from this effect.
T HEU RGY: T he W hi speri n g Gri moire 311

• Stone: The weapon becomes imbued with the CRITICAL SUCCESS: Every weapon empowered gains
fell power of stone and appears to be carved +10 to strike for the duration of the Vitiation.
from ancient rock akin to a combination of
CRITICAL FAILURE: The weapons chosen for
quartz and marble. The weapon gains the
empowerment explode, dealing 2Ð6+1 Damage to
Crushing Quality (1 for imp, 2 for villein,
anyone bearing those weapons.
and 3 for lord) and may not be parried.
• Water: The weapon becomes like blue-green SUBLIME SUCCESS: The effect is indefinite, so long as
ocean water and appears to waver and shift. It the weapons stay within 99 strides of the theurge or
gains the Defensive Quality and may not be until they use this Vitiation again.
dodged by opponents.
SUBLIME FAILURE: All mundane weapons within
• Wind: The weapon is imbued with the
10 strides of the theurge explode, dealing 3Ð6+2
sylphan power of the wind and becomes
Damage to anyone bearing those weapons
translucent and ephemeral in appearance. It
gains the Fast Quality, so foes suffer –10 on
attempts to Parry or Dodge it. Villeins grant
–20, and lords, –30.
& Villein: Add 1Ð6 Damage to all attacks made
with these weapons.
& Lord: Add 2Ð6 Damage to all attacks made with
these weapons.
312 BLACKBIRDS

Prince of a
Thousand Enemies
The theurge takes on aspects of a lagomorphic creature.

REMNANT: Bestial Power

DISTANCE:
& Imp: The theurge or one other willing person they touch
& Villein: Up to three willing people the theurge touches (including themself )
& Lord: Up to [WB] willing people the theurge touches (including themself )

DURATION:
& Imp: 1+[WB] Rounds
& Villein: 6+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: The recipient becomes a distorted amalgam CRITICAL SUCCESS: Double the duration for all
of human and rabbit or hare. Their legs become recipients.
much more powerful and strong, doubling their
CRITICAL FAILURE: All who were to be altered by the
current Movement until the Vitiation ends. If
Vitiation are changed in body and mind, as their
this magic has never been used on them before,
thoughts become those of an animal. They likely
they suffer 1Ð10+1 Peril for realizing what they
cause havoc and then flee to the nearest wilderness
have become. Make a Resolve test for those who
area to forage, controlled by the Fateweaver for the
see someone so ensorcelled for the first time.
duration of the magic. When the Vitiation ends,
& Villein: The recipients gain 1 extra AP at the
they suffer 2Ð10+2 Peril from the realization of
start of their Turn, and once per Round,
what they have done.
recipients may jump or leap as a Movement
Action costing 1 AP, jumping horizontally 1 SUBLIME SUCCESS: At the start of their Turn, all
stride for every 2 points of [BB] or leaping recipients gain 1 extra AP above what is normally
vertically 1 stride for every 4 points of [BB]. provided by this Vitiation.
This leap does not trigger Opportunity Attacks.
SUBLIME FAILURE: As Critical Failure, but the
& Lord: The recipient’s Movement is tripled, and
effect is indefinite until a successful (Hard –20%)
all Dodge Reactions they perform are at +20 to
Resolve test is made for those affected to return to
succeed. Also, their jump or leap Movement is
normal. An attempt may be made each day when
now 1 stride horizontally for every point of
the sun rises.
[BB], and 1 stride vertically for every 2
points of [BB].
T HEU RGY: T he W hi speri n g Gri moire 313

Quarto Lacuna
The theurge finds the location of lost knowledge or wisdom, if it exists.

REMNANT: Esotaria

DISTANCE: The theurge

DURATION: Instantaneous

EFFECT:
& Imp: The theurge must name a book, scroll, or CRITICAL SUCCESS: The theurge’s sense of distance
type of written document that the character and direction is very specific, and they have a vision
believes to exist and whose title they know. The of the book’s contents and the space it occupies.
target must be a specific document, so they can’t
CRITICAL FAILURE: The target is cloaked from ever
try to find a library or a piece of architecture
being found by the theurge through magical means.
with writing on its walls. The theurge receives a
Neither they nor anyone within sight of them can
vision of the target’s location, a feeling as to its
use this Vitiation or any other magic to help find
direction, and a sense of how far away it is. The
the document.
information could be as vague as “miles to
the east.” SUBLIME SUCCESS: The theurge knows exactly where
& Villein: The theurge’s target may be something the target is, how it is guarded, and what traps and
that they aren’t sure exists, but they must still precautions lie between them and its location. They
specify the author, topic, or description of the continue to be able to sense its location until they
document’s physical properties (e.g., “it is bound arrive there, even if they are the target of another
in red leather,” “it is a book describing how to Vitiation, including this one.
summon a specific Outsider,” or “the writings of
SUBLIME FAILURE: The theurge forgets everything
Grimaldi”). The Vitiation finds the closest such
they knew about what they were seeking with this
document that fits the description, if it exists.
Vitiation. It becomes very hard to convince them
& Lord: The Vitiation is indefinite and the theurge
that they ever knew this information. Once per day,
continues to have a sense of the direction and
they can make an (Arduous –30%) Education test
distance of the target until they end this
to reassemble their shattered memories.
Vitiation or reach the target’s location. The
limitations on what can be sought are far more
flexible—anything with writing on it that the
theurge can describe can be a target.
314 BLACKBIRDS

Reaching Through
The theurge reaches through the walls of reality, into the raw stuff
of the Od, and pulls through it what is needful to them.

REMNANT: Impossibility

DISTANCE: The theurge

DURATION:
& Imp: 10+[WB] minutes
& Villein: 20+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: The theurge pulls an object into this world’s CRITICAL SUCCESS: The object lasts until the sun sets
existence by reaching into the Od. The object and rises again.
must be a singular one (i.e., not a quiverful of
CRITICAL FAILURE: The theurge touches, sees, hears,
arrows, but a single arrow). The object may not
or becomes psychically aware of something on the
weigh more than something they could hold
other side that they would rather not be aware of,
above their head in one hand. It must be a type
and it notices them as well. The theurge suffers
of object of which they are aware (i.e., not a
2Ð10+2 Peril. There may be further consequences
weapon they have never seen). It can’t be a living
at the Fateweaver’s discretion, as the thing they
thing. It can’t be magical. Nevertheless, the
have been stealing from in previous castings has
object has some sort of disturbing property and
taken notice of them.
is obviously unnatural in some way. When the
time expires, the matter that makes up the object SUBLIME SUCCESS: The object lasts indefinitely.
writhes and shifts into horrible, formless things
SUBLIME FAILURE: The theurge is drawn into the
that seep and/or fly away while screeching,
Od. Each sunrise, an Odweft test may be made for
howling, or giggling.
the exile to attempt to return to the world. If this
& Villein: The object can be heavy enough to hold
test is failed, they suffer 2Ð10+2 Peril. They may
in two hands and can be a living thing, although
not recover from Peril or Rekindle while trapped
its behavior will be somewhat disturbing
in the Od, and if they become Incapacitated!, they
or strange.
fall into a slumber from which they cannot be easily
& Lord: The object may weigh up to twice as much
roused. At this point, whether they can be saved is
as the theurge weighs.
up to the Fateweaver, but such a quest should be
exceedingly difficult; and when found, the victim
might be quite different from the person who was
originally taken.
T HEU RGY: T he W hi speri n g Gri moire 315

Realm of Od
The theurge alters a nearby area by pulling some of the Od into this
world, creating effects that are beneficial to those allied with them.

REMNANT: Quintessence

DISTANCE:
& Imp: The immediate area, a clearing, or a location where one skirmish might occur
& Villein: The distance from where the theurge is standing to where they could move in 1 hour in any
direction: a town or village or small copse
& Lord: The distance from where the theurge is standing to where they could move in 1 day in any direction:
a city or entire geographic area, such as a mountain, forest, valley, or the area between two rivers

DURATION:
& Imp: 1+[WB] minutes
& Villein: [WB] hours
& Lord: Until the sun sets and rises again

EFFECT:
& Imp: The area affected becomes noticeably • Gibbering Whispers: The air is filled with
unnatural and disturbing. The theurge may chaotic and neurosis-inducing whispers that
choose one effect from the list below, and the all can hear, even if they are deaf or cover their
effects apply to the theurge and their chosen allies: ears. All Fellowship-based Skills are made at
• Bleak Hollow: The world becomes dark, cold, +10 for the theurge’s allies and –10 for all
and filled with the barely perceptible moans others. The theurge’s allies can force a Mortal
and voices of the dead. The theurge’s allies to suffer a –20 on their next Skill test by
gain +10 to Resolve tests, and all others gain repeating the whispers about them and
–10. Undead in the area gain +10 to attacks spending 1 AP.
when they are targeting anyone but the • Realm of Fall: The area is filled with the
theurge’s allies. pitiless and bright light of autumn, and all
• Crimson Heavens: The sky shines with a subtle movement is amplified by the crunch
roiling crimson thunderstorm covered in what of dead leaves that cover the ground. All
appears to be hints of faces contorted in rage attempts at Stealth tests are made at –10 for
and pain. The theurge’s allies gain +10 when everyone who is not an ally of the theurge. For
making Melee Attacks, and these attacks gain those who are allies, Awareness tests are made
the Punishing Quality, if they didn’t have it at +10.
before. • Realm of Spring: Filled with vitality and life,
everyone within the area of effect except the
undead gains an extra 1 AP at the start of their
Turn. Undead beings start each Turn with 1
fewer AP.
316 BLACKBIRDS

• Realm of Summer: The area is filled with the CRITICAL SUCCESS: Add an extra –10 to negative
heat of summer, as it seems the sun is closer tests and an extra +10 to bonuses to tests, or move
than it was before, and blood runs freely. the effect’s duration or distance up to the next
When those who are not allies gain the level. For example, the duration listed under imp
Bleeding conditional effect, it is 1 level more becomes that for a villein. At the lord level, this
severe, while those who are allies can never Vitiation lasts 3 days.
gain that condition.
CRITICAL FAILURE: The results are flipped, having
• Realm of Winter: The air is filled with a crisp
a detrimental effect on allies of the theurge and
chill, and snow coats the ground. All bodies of
helping all others for the duration of the Vitiation.
water are frozen over and crossable on foot,
and attempts by you and your allies to make SUBLIME SUCCESS: The Vitiation lasts indefinitely.
Survival tests for tracking are at +10. Tracks of
SUBLIME FAILURE: The Vitiation becomes a curse
you and your allies are covered, and attempts
centered on the theurge and the results are flipped,
to track you are at –10.
causing the detrimental effects to allies and the
• Umbral Fog: The area is filled with a shadowy
positive effects to all others. The curse lasts until the
mist punctuated by twisted shapes that slither
theurge can make an (Arduous –30%) Odweft test
past. The theurge’s allies gain +10 to Stealth
during twilight of each evening.
tests and can choose to disappear into the
mists (becoming invisible until they next
attack) by spending 3 AP.
& Villein: All tests are made at –20, whereas
bonuses are at +20.
& Lord: All tests are made at –30, whereas bonuses
are at +30, or two of the effects can be combined
and the modifier is –20 or +20, respectively.
T HEU RGY: T he W hi speri n g Gri moire 317

Sanguine Renewal
The theurge causes an injured ally to be able to rise and fight again.

REMNANT: Chimera

DISTANCE:
& Imp: One willing person who is injured, whom the theurge touches
& Villein: Three willing people who are injured, whom the theurge touches
& Lord: [WB] willing people who are injured, whom the theurge sees

DURATION:
& Imp: 1 hour
& Villein: [WB] hours
& Lord: Until the sun sets and rises again

EFFECT:
& Imp: This Vitiation takes 1 hour and a safe place CRITICAL SUCCESS: The amount of time in a coma is
to empower. The recipient of this Vitiation halved, rounded up.
removes all levels of Damage and ignores all
CRITICAL FAILURE: The recipients drop 1 level on
Injuries. When the duration expires, all of the
the Damage Condition Track, and they may not
Injuries return, and the recipient falls into a
be a recipient of this Vitiation again until 3 days
coma, becoming Helpless until days have passed
have passed.
equal to the number of Damage levels and
Injuries that were healed or ignored. SUBLIME SUCCESS: The recipients are fully healed and
& Villein: The Vitiation requires 10 minutes to may choose any one Injury to permanently restore.
empower. Injuries are healed instead of
SUBLIME FAILURE: The recipients are fully healed, but
just ignored.
all of their Damage levels and Injuries are passed on
& Lord: The Vitiation is instant. The coma lasts for
to the theurge, although the Damage passed will go
half the number of days, rounded up.
no further than Level 5.
318 BLACKBIRDS

Shadow Pocket
The theurge gains access to a pocket dimension in the Od, where
they can keep things and bring them forth again later.

REMNANT: Impossibility

DISTANCE: One container light enough to hold in both hands

DURATION: Indefinite

EFFECT:
& Imp: The theurge places one object into the CRITICAL SUCCESS: The space has a valuable feature
container. The object disappears and can be of the theurge’s desire, and if enacted by a lord, it is
withdrawn by them at a later time, ending the the size of the interior of a small castle or keep.
Vitiation. The object must fit through the
CRITICAL FAILURE: The object is destroyed, and all
aperture of the container, and the container will
present suffer 1Ð10+1 Peril as they glimpse a portal
appear to be empty. If the theurge ends the
into the true Od.
Vitiation before the object is removed or if the
container is destroyed, the object inside is lost SUBLIME SUCCESS: The Vitiation is enacted at a level
forever. The object harbors some strange elements higher: imp uses the villein effect, and villein the
when removed: it might be very cold or covered lord. If the Vitiation was enacted by a lord, the
in slime, for instance. Perishable things should space beyond is the size of a village and can produce
not be stored in this way, as they immediately one item up to Patronage Level 3 per day.
spoil. Living things placed in this space die.
SUBLIME FAILURE: All mundane objects within 20
& Villein: Multiple objects may be stored in a space
strides are drawn into the Od; living things are
the size of a cube 1 stride on each edge. Perishable
unaffected, leaving those nearby naked, empty
things may be put into the space and are
handed, and at the bottom of a shallow crater.
perfectly preserved, but living things should not
be put in, as they are rendered mad by their
presence in the space beyond. Upon reaching
into the container, the object the theurge desires
will be immediately at hand.
& Lord: The space is the size of a 3-stride cube
made of whatever construction material the
theurge wishes. There is light in the room but no
light source. Living things may be placed in the
room and, while inside, have no need for air or
food and do not age. Living things inside the
room may not leave and may be brought forth
again only by the will of the theurge. However,
the theurge may freely enter and exit the space
through the opening.
T HEU RGY: T he W hi speri n g Gri moire 319

Sleep No More
The theurge and those they enchant are able to carry on without sleep.

REMNANT: Phrenic

DISTANCE: [WB] people the theurge touches

DURATION:
& Imp: 3 days
& Villein: 5 days
& Lord: 1+[WB] days

EFFECT:
& Imp: Every sunrise and sunset, anyone under the CRITICAL SUCCESS: When the Vitiation ends, the
influence of this Vitiation recovers from 1 level recipients do not fall to the bottom of the Peril
of Peril. In addition, all of the negative effects Condition Track, nor are they Knocked Out. At
from lack of sleep are ignored, but they will have imp level, the theurge may summon a manifestation
mild hallucinations. At the end of this Vitiation, at Patronage Level 3, and at villein level, they may
all touched by it fall to the bottom of the Peril summon one at Patronage Level 4.
Condition Track and are Knocked Out for
CRITICAL FAILURE: Everyone who was to be under
1Ð10 hours, and this Vitiation may not be used
this Vitiation’s effect is flung into a temporary
on them again until 1 week has passed.
living nightmare. They suffer 2Ð10+2 Peril.
& Villein: A Peril level is remedied every sunrise,
sunset, midnight, and midday. The hallucinations SUBLIME SUCCESS: As Critical Success, but all
will generally be helpful. manifestations are created 1 level higher in
& Lord: At some point during the course of this Patronage and remain even after the Vitiation ends.
Vitiation, one of the recipients chosen by the
SUBLIME FAILURE: Those who would be targets of the
theurge may manifest a creature or object whose
Vitiation are made unable to sleep for the duration,
appearance is composed of the stuff of dreams.
but without gaining any of the benefits.
They must negotiate with the Fateweaver to
determine the exact results. The creation can be
anything that would be acquirable up to
Patronage Level 5. This creation exists only for
the duration of the Vitiation.
320 BLACKBIRDS

Tale of Calumny
The theurge tells a tale of falsehoods that spread
and damage someone’s reputation.

REMNANT: Deceit

DISTANCE:
& Imp: The rumor instantly spreads through a district in a city or an entire village.
& Villein: The rumor instantly spreads through an entire city or region.
& Lord: The rumor instantly spreads everywhere the subject is known.

DURATION:
& Imp: Until the next sunrise
& Villein: [WB] days
& Lord: 1 year

EFFECT:
& Imp: The theurge tells a story about a targeted CRITICAL SUCCESS: The duration is doubled.
individual, whom those hearing the story must
CRITICAL FAILURE: The story backfires and the effects
have seen previously. Add +10 to any Fellowship-
are applied to the theurge. This lasts until the sun
based Skill tests made for the theurge and all
sets and rises again.
Fatebound companions in circumstances where
they may use the story to undermine the subject. SUBLIME SUCCESS: The duration is indefinite. The
When in the presence of the subject, the theurge negative modifier can be used on the target any
or one of their flock can bring up the story and number of times as long as the story is mentioned
cause the target to be at –10 in the use of one in their presence.
Skill for the next Scene. The Skill must be
SUBLIME FAILURE: The subject discovers that the
chosen when the rumor is started and be part of
theurge is the origin of the ineffective rumor, and all
the story itself. Examples: “Captain Valerin’s
persons in the area of effect are negatively inclined
skills in the sword are exaggerated” for Melee, or
toward them and know of their dealings with the
“Inspector Thom is sloppy at her job and misses
unnatural and their rumormongering.
many details” for Scrutinize. Once this Scene
ends, so does the Vitiation.
& Villein: The modifier becomes +20 and –20,
respectively.
& Lord: The modifier becomes +30 and –30,
respectively.
T HEU RGY: T he W hi speri n g Gri moire 321

Tenancy
The theurge causes an Outsider of lesser power than
even an eidolon to possess a human.

REMNANT: Helotry

DISTANCE: One person the theurge can see

DURATION:
& Imp: 1+[WB] minutes
& Villein: 60+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: Succeed at a (Challenging –10%) Resolve & Lord: The Difficulty Rating for the Resolve test
test for the target, or they immediately become to Resist is (Arduous –30%). Skill tests made by
the host of a possessing Outsider that controls the vessel are made at +10, and Scrutinize tests
their every action. The Outsider will not cause to notice something is wrong are also made at
them to attack or bring harm to themself or –10. The theurge may continue to command
their allies, but it can be given a simple goal the possessing Outsider and change the
when the Vitiation is empowered. Whether the instructions and goals by verbally instructing
Outsider understands the goal or how well they them in person during the Vitiation.
carry it out is up to the Fateweaver. The
CRITICAL SUCCESS: Do not make a Resolve test for
possessing Outsider does not have access to the
the target to Resist.
Skills of the person they are occupying, and the
target clearly behaves in an unusual, and possibly CRITICAL FAILURE: An eidolon appears and attempts
disturbing, manner. to possess the theurge or one of their allies (see
& Villein: The Difficulty Rating for the Resolve Eidolon in Chapter 10: Bestiary for details).
test to Resist is (Hard –20%). The possessing
SUBLIME SUCCESS: Do not make a Resolve test for
Outsider has access to the Skills of its vessel and
the target to Resist. The Outsider has full access
can pretend to be the person they are occupying
to the Skills and knowledge of the person it is
with some degree of success. A successful
possessing, and the effect is indefinite, ending only
Scrutinize test made for anyone interacting with
when the theurge uses this Vitiation again or the
the possessed person will allow them to notice
target dies. Add +2 to their Damage Threshold, and
that something is wrong. The possessed person
their melee attacks gain +1 Damage die.
can attack their allies if the theurge commands
them to do so. SUBLIME FAILURE: The theurge is possessed by an
eidolon at the 3rd degree.
322 BLACKBIRDS

The Long Trod


The theurge and several companions march through the
wilderness and travel much faster than should be possible.

REMNANT: Impossibility

DISTANCE:
& Imp: The theurge and [WB] willing recipients they touch
& Villein: The theurge and 10×[WB] willing recipients they touch
& Lord: The theurge and 20×[WB] willing recipients they touch

DURATION: 1 hour

EFFECT:
& Imp: The theurge and their companions march CRITICAL SUCCESS: The group travels twice as fast as
for one hour. They may not stop marching to the Vitiation dictates.
eat, hunt, initiate an encounter, or pass within
CRITICAL FAILURE: When the Vitiation ends, the
sight of a permanent settlement, or the magic
group isn’t where it expected to be. Its location
immediately ends. During this march, they all
will be randomly determined by the Fateweaver
travel 7 leagues. If another group or person
and could be anywhere the group could’ve traveled
wants to encounter them and they are in the
to using this magic. When they finally drop from
same area, a (Challenging –10%) Awareness
exhaustion, they suffer 2Ð10+2 Peril.
test must be made for the leader of that group. If
it succeeds, the encounter occurs and the magic SUBLIME SUCCESS: The group travels three times as
ends. Note that, while marching, the group may fast as the Vitiation dictates and cannot have an
not scale a cliff or swim across a river; they must encounter forced upon it.
be marching specifically. Animals may come
SUBLIME FAILURE: The Vitiation immediately
with the group as pack animals, but they may
takes effect, and the proposed targets of the magic
not be ridden.
immediately begin marching against their will.
& Villein: During this march, they all travel 21
When they finally drop from exhaustion, they
leagues. The Difficulty Rating for the Awareness
suffer 3Ð10+3 Peril, and they are in a location
test to force an encounter is (Hard –20%).
determined by the Fateweaver—which could be
& Lord: During this march, they all travel 99
literally anywhere.
leagues. The Difficulty Rating for the Awareness
test to force an encounter is (Arduous –30%).
T HEU RGY: T he W hi speri n g Gri moire 323

Thief of Thoughts
The theurge is able to read the minds of others and
possibly probe for deeper knowledge.

REMNANT: Clairvoyance

DISTANCE: The theurge

DURATION:
& Imp: [WB] Rounds
& Villein: [WB] minutes
& Lord: [WB] hours

EFFECT:
& Imp: During this Vitiation, the theurge is able to & Lord: Using the ability in combat gives the
read the surface thoughts of anyone they can see theurge a +30 bonus. They may probe for any
by spending a moment concentrating on them. If thoughts, even deep secrets or things the target
the theurge does this in combat, it costs 1 AP and has forgotten themself. Difficulty Rating for the
gives them +10 if the theurge is attacking the Awareness test in this case is (Arduous –30%).
target immediately afterward or if they are parrying
CRITICAL SUCCESS: Double the duration, and all
or dodging one of the target’s attacks during their
tests to discover what the theurge is doing are
next Turn. The theurge may also try to probe for
Flip to Fail.
deeper thoughts, although this will not reveal
anything that is a secret or something the target CRITICAL FAILURE: It becomes impossible for the
wouldn’t tell a casual acquaintance, but they don’t theurge to concentrate on anything, and they
have to be currently thinking about it. Examples: gain 1 fewer AP each Turn for the duration of the
the name of the target’s wife, who a patron of Vitiation.
theirs is, or what type of delicacies they enjoy. If
SUBLIME SUCCESS: As Critical Success, and the
the theurge does this, make a (Challenging –10%)
theurge may implant thoughts and memories using
Awareness test for the target, and if it succeeds,
the same rules for reading deeper thoughts. Each
they will know what the theurge is doing and the
thought or memory must be simple and brief.
Vitiation immediately ends.
& Villein: Using the Vitiation in combat gives the SUBLIME FAILURE: The theurge’s memories are
theurge a +20 bonus. They may probe for thoughts scattered into their Fatebound companions while the
that the target would tell only to a good friend, body becomes Helpless. Each sunset, the theurge can
but not things that are secrets or things that would attempt to make an (Arduous –30%) Odweft test to
bother them deeply if they were known. Examples: return one of these fragments. Roll 1Ð6 to determine
the target’s hopes and dreams, what they really how many must be returned before the theurge’s mind
think of the Queen, or how much money they is restored. While they are in this state, they can speak
have hidden away. The Difficulty Rating for the to their companions telepathically and even empower
Awareness test in this case is (Hard –20%). Vitiations through them if the host allows it.
324 BLACKBIRDS

Tooth † Claw, Fin † Wing


The theurge gains characteristics of a particular beast.

REMNANT: Bestial Power

DISTANCE:
& Imp and Villein: The theurge
& Lord: The theurge or one other willing person they touch

DURATION:
& Imp: [WB] Turns
& Villein: [WB] minutes
& Lord: [WB] hours

EFFECT:
& Imp: The theurge’s body takes on some of the • Echolocation and Wings: The theurge’s ears
shape and form of a beast. This will be very become large; their hands stretch into massive,
obvious and monstrous to anyone seeing them. fanlike wings; and their face becomes that of a
The first time this Vitiation is used on someone, batlike monstrosity. They may not wear gloves
they suffer 1Ð10+1 Peril. Make a Resolve test or hold anything in their hands. They may
for anyone seeing someone under the effects of glide safely from any height to the ground, as
this Vitiation for the first time. Choose one of their wings bear them aloft but do not allow
the changes below. them to gain altitude. They may also “see” in
• Carapace: The theurge’s skin is replaced with total darkness, so long as they can hear. While
hard plates similar to the shell of a turtle. Add recipients use this ability, creatures with keen
+3 to their Damage Threshold, and they hearing will perceive the clicks they make.
cannot suffer from Bleeding. If they are • Fins and Gills: The theurge’s neck grows gills,
currently Bleeding when this Vitiation is first their face becomes piscine in appearance, and
activated, they stop. They lose 1 AP per Turn. their hands and feet become fins that lose
• Claws or Talons: The theurge’s hands no longer their prehensile qualities. They may neither
terminate in fingers and thumbs, but in deadly wear shoes, boots, or gloves, nor manipulate
bestial claws or talons (pick one when the magic human tools or weapons, though they may
begins). Claws are Melee weapons with the breathe freely underwater for the duration of
Vicious Quality. Talons are Melee weapons with the Vitiation. In addition, add +10 to
the Fast Quality. Instead of using the theurge’s Athletics tests made to swim. If the theurge is
[CB], they may refer to their [WB] to determine still underwater when the magic expires, they
Damage. Finally, whenever they strike or Parry begin to suffocate.
with these claws or talons, the Odweft Skill may
be employed instead of Melee. Add 1Ð6
Damage to attacks made with these. The theurge
may not hold another weapon.
T HEU RGY: T he W hi speri n g Gri moire 325

& Villein: The theurge gains access to CRITICAL SUCCESS: Pick an extra change to occur at
additional forms: the same time.
• Feathers and Wings: The theurge sprouts
CRITICAL FAILURE: The theurge becomes a horrible,
wings from their back, they are covered in
twisted version of themself, fully monstrous to look
feathers, and their face becomes that of a
upon but with no special abilities. This effect lasts
birdlike creature. The theurge may fly at twice
for twice the duration the Vitiation would have. All
their Movement speed, may stay aloft, and
Fellowship-based Skill tests are at –30.
may gain altitude. Their bones are more
fragile, however, so all attacks against them SUBLIME SUCCESS: The effects of this Vitiation are
roll an extra Injury die if warranted. indefinite and last until the theurge decides to use
• Poison Tail: The theurge grows a poison tail another on themself. They may transform to and from
like a scorpion’s. This tail acts as a Melee their chosen form at any time by spending 3 AP (1 AP
weapon with the Envenomed (1Ð10), Fast, if the Vitiation was enacted at the lord level of power).
and Reach Qualities. The Odweft Skill may
SUBLIME FAILURE: The theurge vomits up all of
be employed when attacking instead of Melee,
their insides in a violent display of blood and bile,
and the theurge’s [WB] may be added as a
evacuating themself until all that remains is a limp
Damage bonus instead of [CB].
curtain of flesh that lacks mobility and weighs next
& Lord: The theurge may choose two changes to
to nothing. Their disembodied voice may be heard
occur at the same time. They may transform
faintly if one approaches this new form. The theurge
between their human and bestial form, or swap
and all those who witness the event suffer 3Ð10+3
out one of the changes, by spending 1 AP.
Peril. The theurge is trapped in this form until the
sun sets and rises again.
326 BLACKBIRDS

Tree of
Many Branches
The theurge grows two extra arms.

REMNANT: Chimera

DISTANCE:
& Imp: The theurge
& Villein: The theurge and one other consenting recipient they can see
& Lord: [WB] consenting recipients they can see, which can include the theurge

DURATION:
& Imp: 1Ð6 Rounds
& Villein: [WB] Rounds
& Lord: [WB] minutes

EFFECT:
& Imp: Two magical arms appear upon the CRITICAL SUCCESS: The duration is doubled.
theurge’s torso. They do not damage or change
CRITICAL FAILURE: The recipient’s arms disappear
the recipient’s armor or clothing. Any Combat-
for the duration, and the recipient drops anything
based, Brawn-based, or Agility-based Skill tests
they were holding.
that can benefit from having these extra arms
(e.g., climbing something, grappling someone) SUBLIME SUCCESS: As Critical Success, and add 1
gain a +10 bonus. Their second attack during AP when the recipient gains AP at the beginning of
their Turn has no penalty. The first Parry made each of their Turns.
after the recipient’s Turn costs 0 AP regardless
SUBLIME FAILURE: As Critical Failure, but it lasts
of the roll.
until the sun sets and rises again.
& Villein: The Skill bonus is +20. All additional
attacks have no penalty. If they have a shield,
then add an extra +1 to their Damage Threshold.
The first two Parries made after the recipient’s
Turn costs 0 AP regardless of the roll.
& Lord: The Skill bonus is +30. The first three
Parries made after the recipient’s Turn costs 0
AP regardless of the roll.
T HEU RGY: T he W hi speri n g Gri moire 327

Unweave the Od
The theurge undoes a Vitiation currently in progress.

REMNANT: Common (accessible to all Outsiders)

DISTANCE: One Vitiation or magical effect currently happening that the theurge can perceive

DURATION: Instantaneous

EFFECT:
& Imp: If the target of this Vitiation was something CRITICAL SUCCESS: The magic ends, and the theurge
manifested by an imp, the Odweft test to end its becomes immune to any Vitiation originating from
effects is unmodified. If the target is from a the same source until the sun sets and rises again.
villein, the Difficulty Rating for the test is
CRITICAL FAILURE: The theurge loses all access to
(Arduous –30%). If the target is from a lord, the
Vitiations until the sun rises and sets again.
Difficulty Rating for the test is –60%, making it
nearly impossible in most cases. If the test is SUBLIME SUCCESS: The magic ends, and the source
successful, the Vitiation or magic immediately of the magic is unable to use any Vitiation until the
ends; either way, the initiator of the magic will sun sets and rises again.
become aware of the theurge and their location.
SUBLIME FAILURE: One of the theurge’s Outsiders is
This Vitiation may not be used on instantaneous
cut off from this world and no longer accessible to
magic, only on magic that has a prolonged effect
any theurge. It must be an Outsider of the same
or duration.
station as the one that empowered this Vitiation.
& Villein: If the target is imp station, the Difficulty
After one month, it is able to reform its connection
Rating for the test is (Routine +10%). If the
to this world and will once again be accessible, but
target is villein station, it is unmodified. If it is
it must be summoned again using the Pythonic
lord station, the Difficulty Rating for the test is
Liturgy if this theurge wants to use it again.
(Arduous –30%). The theurge may use this
Vitiation against instantaneous magic as it is
being enacted by spending 2 AP and casting it as
a Reaction.
& Lord: If the target is imp station, it immediately
succeeds. If the target is villein station, the
Difficulty Rating for the test is (Routine +10%).
If it is lord station, the test is unmodified. The
theurge may use this Vitiation against
instantaneous magic as it is being enacted by
spending 1 AP and casting it as a Reaction.
328 BLACKBIRDS

Vicious Sagacity
The theurge gains the senses of a beast.

REMNANT: Bestial Power

DISTANCE:
& Imp: The theurge or one other willing person they touch
& Villein: Three willing people the theurge touches, which can include themself
& Lord: [WB] willing people the theurge touches, which can include themself

DURATION:
& Imp: [WB] minutes
& Villein: 30+[WB] minutes
& Lord: [WB] hours

EFFECT:
& Imp: The theurge gains +10 to all Skills based on food and drink before tasting them, as well as
Perception when applicable, and it becomes track specific smells over vast distances. Add
impossible to surprise them. In addition, they +20 to Perception-based Skill tests made for
gain one other enhancement when the Vitiation them that involve scent.
is enacted, chosen from the list below: & Villein: When using the chosen sense, add +30
• Ears of the Moth: The theurge’s ears become to Skill tests. All other Perception-based Skill
insectile, and they can hear even the quietest tests relying on other senses are made at +10.
sounds across a large city square. Eavesdropping & Lord: All targets of the Vitiation gain two effects.
on conversations becomes very easy. Add +20 When using the chosen senses, add +30 to Skill
to Perception-based Skill tests made for them tests. All other Perception-based Skill tests
that involve hearing. relying on other senses are made at +20.
• Hawk Sight: The theurge’s eyes become like
CRITICAL SUCCESS: All Perception-based Skill tests
those of a hawk. They can see things with
are Flip to Succeed until the Vitiation ends.
great detail at enormous distance. Add +20 to
Perception-based Skill tests made for them CRITICAL FAILURE: The recipient becomes a horrible,
that involve using distance vision. Add +10 to twisted version of themself, fully monstrous to look
attacks with Ranged weapons. upon but with no special abilities. This effect lasts
• Night Vision: The theurge’s eyes look like those for twice the duration the Vitiation would have. All
of a cat for the duration. All forms of lighting are Fellowship-based Skill tests are at –30.
treated as Bright Light. Add +20 to Perception-
SUBLIME SUCCESS: The duration is indefinite, lasting
based tests made for them that involve using
until the theurge uses another Vitiation on themself.
vision in Fleeting Shadows and Total Darkness.
• Nose of the Hound: The theurge’s nose SUBLIME FAILURE: The recipient becomes the animal
becomes similar to that of a dog or wolf. Their that they were going to gain the senses of until the
sense of smell becomes very precise, and they sun sets and rises again. They suffer 3Ð10+3 Peril
can detect poisons and unusual compounds in when they return to human form.
T HEU RGY: T he W hi speri n g Gri moire 329

Walking Between
The theurge steps through the wall of reality into the pure,
swirling chaos of the Od, and appears at another location.

REMNANT: Impossibility

DISTANCE:
& Imp: The theurge
& Villein: The theurge and three willing recipients they touch
& Lord: The theurge and [WB] willing recipients they touch

DURATION: Instantaneous

EFFECT:
& Imp: The theurge instantly disappears and CRITICAL SUCCESS: The theurge may determine
reappears at any location they can currently see precisely where they arrive at the location and has
within range of their natural sight. They are not a good idea of the situation at the destination as
subject to Opportunity Attacks. if they spent some time scouting it. They do not
& Villein: The theurge and those with them can have to arrive precisely at a location they can see
travel to any location in the world that the and could, for example, appear near a place they
theurge has been to or that they can see, even if can see but hidden or inside of something.
it is not with their natural sight, so locations
CRITICAL FAILURE: The theurge and everyone
seen with clairvoyance or even in paintings of
traveling with them appear somewhere bad—how
actual places can be used to determine a
bad is up to the Fateweaver, but it will at least be
destination.
within 1 day’s walk of their intended destination.
& Lord: The theurge and his companions may
All travelers suffer 2Ð10+2 Peril, as the Od reveals
travel to any location that the theurge can see
much of itself to the theurge and their traveling
(by any means) or that any one of those traveling
companions.
with them have personally been to.
SUBLIME SUCCESS: The theurge and their traveling
companions may appear inside a secret or hidden
location at their destination that they didn’t know
existed, or they immediately start a Surprise Round
when they arrive.

SUBLIME FAILURE: The theurge and their traveling


companions appear somewhere bad—how bad is
up to the Fateweaver, but they will be nowhere
near their intended destination. All travelers suffer
3Ð10+3 Peril, as the Od reveals much of itself to
the theurge and their accompanying travelers.
330 BLACKBIRDS

What Has Passed


The theurge goes into a trance and sends their awareness back in time,
becoming aware of what has transpired in a particular location in the past.

REMNANT: Clairvoyance

DISTANCE: The theurge

DURATION: Until the theurge ends the Vitiation.

EFFECT:
& Imp: The theurge is able to see what happened CRITICAL SUCCESS: Multiply the time frame the
up to 1 week in the past at their location. They theurge can see into the past by ten.
may rapidly move forward and backward in
CRITICAL FAILURE: The theurge becomes out of sync
time until they find an event of note, but they
with time and is rendered Helpless and catatonic
observe said events as they occur in real time. To
until the sun sets and rises again.
completely observe an event that took 2 hours,
the theurge would have to spend 2 hours in the SUBLIME SUCCESS: The theurge immediately finds
trance, Helpless and unaware of what is what they are looking for or the event they want
transpiring in the present. to observe without having to search for it. Also, to
& Villein: The theurge may see up to 1 year in the a limited degree, they gain insight into what those
past, and they may hear as well as watch. who were present were thinking and feeling.
& Lord: The theurge may see up to 100 years
SUBLIME FAILURE: The theurge begins aging in
in the past.
reverse at the rate of one year per day, running the
risk of vanishing into unbegottenhood. A successful
(Arduous –30%) Odweft test may be made once
per day to halt this regression. At this point, the
theurge will once again age normally.
T HEU RGY: T he W hi speri n g Gri moire 331

Widening Gyre
This Vitiation allows the theurge to break the connection
between a creature and its source of magical power.

REMNANT: Phrenic

DISTANCE: One creature the theurge can see

DURATION:
& Imp: 1+[WB] Rounds
& Villein: 6+[WB] minutes
& Lord: 1+[WB] hours

EFFECT:
& Imp: If a Resolve test made for the target fails, it CRITICAL SUCCESS: Bump the effect duration up to
loses contact with and access to the abilities of the next highest level. If it is a lord empowering
an imp-level Outsider for the duration. If the the Vitiation, the effects last until the sun sets and
target is a Risk Factor Basic Tier creature rises again.
channeling power from a higher source, such as
CRITICAL FAILURE: The theurge loses access to the
an Oligarch or godling, it loses access to one
Outsider that empowered this Vitiation until the
Trait of the theurge’s choosing for the duration.
sun sets and rises again.
& Villein: Access is cut off to villein-level Outsiders
(and below) and Risk Factor Intermediate Tier SUBLIME SUCCESS: The effect lasts 3 days.
creatures. The Difficulty Rating for the Resolve
SUBLIME FAILURE: One of the theurge’s Outsiders
test is (Hard –20%) for Risk Factor Basic Tier
is cut off from this world and no longer accessible
creatures and Traits.
to any theurge. It must be the Outsider that
& Lord: Access is cut off to lord-level Outsiders
empowered this Vitiation. After one month, it is
(and below) and Risk Factor Advanced Tier
able to reform its connection to this world and will
creatures. The Difficulty Rating for the Resolve
once again be accessible, but it must be summoned
test is (Hard –20%) for Risk Factor Intermediate
again using the Pythonic Liturgy if this theurge
Tier creatures and Traits, and (Arduous –30%)
wants to use it again.
for Risk Factor Basic Tier ones.
332 BLACKBIRDS

Witchlight
The theurge creates a magical light to guide their way through the darkness.

REMNANT: Quintessence

DISTANCE: 10 strides of Perfect Light, 11–29 strides of Fleeting Shadows

DURATION:
& Imp: 1+[WB] days
& Villein: 3+[WB] hours
& Lord: 10+[WB] hours

EFFECT:
& Imp: A glowing object in whatever shape the CRITICAL SUCCESS: The light becomes semi-sentient
theurge chooses (but about the size of a human for the duration and can be moved anywhere the
fist) appears above their head, floating and theurge can see by mental command.
moving with them, providing light equivalent to
CRITICAL FAILURE: The object follows the theurge
a torch, but no heat. They may douse it and
while lowering the lighting in the same area to Total
bring it back without concentrating at any point
Darkness that affects all creatures in the same radius
during the duration of the magic.
for 1 hour.
& Villein: The light cast by the object can’t be seen
outside of the circle of light it projects. The light SUBLIME SUCCESS: The theurge and their allies may
shines brighter on things of interest. Searching not be Surprised while the light shines on them,
for or attempting to notice something during and all tests made for those people to search for or
the duration is at +10. notice something are Flip to Succeed.
& Lord: The light can be seen only by those the
SUBLIME FAILURE: As Critical Failure, but it lasts
theurge selects when the Vitiation is empowered.
until the sun sets and rises again.
Finding objects and noticing things is at +20.
T HEU RGY: T he W hi speri n g Gri moire 333

W O RTC U N N I N G If it succeeds, the character may

O
utsiders would have everyone believe learn the Wortcunning Spell; if it fails,
that they are the only source of arcane they may try again by repeating the process.
power in this world, and although they
are unimaginably old and offer great potentiality, Casting Spells
there are things older and more powerful still— Unless otherwise outlined in the descriptions below,
though many of these ancient forces are sleeping or once enacted, a Wortcunning test is made for the
dead. The common folk call those who practice caster to successfully perform the Wortcunning
these mostly lost and forgotten rites wise people, Spell. If the caster is interrupted during the casting
and their practice wortcunning. Theurges, of a Wortcunning Spell, the process must be started
meanwhile, call this art “hedge magic” and look again from the beginning. The Degree of Success is
down upon its practitioners with scorn. It is true based on [IB].
that these magics are more difficult to perform, are The Wortcunning test is modified based on the
less ostentatious than most Vitiations, and are amount of Tithe the caster has acquired (if they are
sometimes unreliable. Nevertheless, they can be someone who can accumulate Tithe). For each 10
effective. Outsiders (especially the Court of Tithe accumulated, the roll is modified by –10. So a
Ignorance) denigrate most vociferously anyone caster with a Tithe of 9 would have no modification,
practicing these magics and actively seek to have but one with 10 Tithe would gain –10.
this knowledge destroyed or erased. Remember, as per the Multiple Effects at Once
Wortcunning magics are more in line with rule, no individual may be under the influence of
what most people consider when they use the term more than one Wortcunning Spell at the same time
“spell.” They involve speaking and repeating chants that has a duration longer than instantaneous. In
and mantras that are petitions to the old gods or to addition, an individual may not be the recipient of
powers of the natural world that are truly ancient. a Wortcunning Spell if they are already under the
In addition, they often have difficult-to-obtain influence of a Vitiation or Outsider Technique that
material components and a lengthy, yet necessary, requires them to be a willing recipient, unless that
time of preparation. Wortcunning Spell has an instantaneous duration.

Learning Spells Wortcunning Spell Description


To learn a Wortcunning Spell, a Blackbird must Format
spend a significant amount of time practicing the
proper pronunciations and foci of concentration to SPELL NAME
bring about its effects. Such Wortcunning Spells Here will be a basic description of
are typically taught by someone else who knows the the Wortcunning Spell.
Wortcunning Spell. It is exceedingly rare to find
any of these magics in a written form outside of CASTING TIME: The time it takes to cast the
certain institutes of higher learning. Assume that Wortcunning Spell.
one teacher can instruct one student at a time, and MATERIAL COMPONENTS: Material or physical
that this instruction takes at least a month, or the components needed to cast the Wortcunning
amount of time that passes between Weavings, Spell, and possibly other requirements.
depending upon Fateweaver ruling. An (Arduous DISTANCE: The range at which the Wortcunning
–30%) Wortcunning test must be made for them. Spell must be cast to take effect.
334 BLACKBIRDS

DURATION: How long the magic lasts. DUSKING


EFFECT: The effect the Wortcunning Spell has. The caster shares bread and passes into slumber near
CRITICAL SUCCESS: The results of rolling a their companions while thinking of the deeds they
Critical Success. have done together. During the night, all share a
CRITICAL FAILURE: The results of rolling a dream that gives them advantages in the trials ahead.
Critical Failure.
SUBLIME SUCCESS: The results of rolling a CASTING TIME: One Rekindling that must include
Sublime Success. sleep (see Sleep to Recover in Chapter 6: Conflict &
SUBLIME FAILURE: The results of rolling a Rekindling)
Sublime Failure. MATERIAL COMPONENTS: Bread that must be
shared among the Fatebound companions. The
Wortcunning Spell may be performed only among
C I R C L E O F C A ST a group of companions who have been traveling
The caster creates a circle with iron filings together for more than a week.
while praying to Hyperion; undead may DISTANCE: The caster and up to [IB] other people
not cross the boundaries of this ring. Rekindling in the same space together
DURATION: Until the sun sets and rises again after the
CASTING TIME: 1 hour Rekindling
MATERIAL COMPONENTS: A handful of iron filings EFFECT: The caster and their companions, whose souls
DISTANCE: A 6-stride-diameter circle that the wise are now magically known to each other, are more
person must lay out connected the next day. Any tests or effects of Talents
DURATION: Until the sun sets and rises again and Techniques used to aid another companion
EFFECT: The caster marks a 6-stride-diameter circle among their flock becomes more beneficial; add
with iron filings while praying to Hyperion. No +10 to all applicable tests in the group’s favor. This
undead may willingly pass over the boundaries includes tests made to bind someone’s wounds, or to
of this circle from the outside. Undead inside the repair or improve Trappings. If one of the group is
circle take 2Ð10+2 Damage from fire every Round Slain! during the duration of the magic, the beneficial
they are within its boundaries. effects end and all tests are made at –10 to the Base
CRITICAL SUCCESS: The duration and radius Chance for the remainder of the Wortcunning Spell’s
are doubled. duration. In addition, if someone is separated from
CRITICAL FAILURE: The caster draws undead toward the group and alone, all Skill tests made for them are
them like a beacon until the sun sets and rises again. at –10 until reunited with at least one other member
SUBLIME SUCCESS: The circle is permanent until the of the group, where they will once again add +10.
iron filings are disturbed. Undead forced into the CRITICAL SUCCESS: The bonus is +20.
boundaries of the circle are Slain!. CRITICAL FAILURE: The ghosts of those the group
SUBLIME FAILURE: A lich becomes aware of the has slain haunt them the following day. The entire
casters (see Lich in Chapter 10: Bestiary for details). group is at –10 to all Skill tests for the duration of
the Wortcunning Spell.
SUBLIME SUCCESS: The bonus is +30.
SUBLIME FAILURE: As a Critical Failure, and none of
those who were to be recipients of this magic can benefit
from Dusking for 1 full cycle of the moon Shield.
T HEU RGY: T he W hi speri n g Gri moire 335

HARMONIES OF THE OD HY P E R I O N’ S C U R S E
The caster invokes Yggdrasil with a litany The caster spends the night awake, chanting
of supplication and then strikes a silver over a weapon and petitioning the ancient hero
tuning fork to discover if anything in Hyperion while marking it with their blood. The
their vicinity is connected to the Od. next day, until the sun sets, the weapon is able to
harm creatures that are hurt only by magic.
CASTING TIME: 10 minutes
MATERIAL COMPONENTS: A silver tuning fork that CASTING TIME: 1 night, from sunset to sunrise
must be placed over the arch of a door for one MATERIAL COMPONENTS: Some of the caster’s blood
sunset and sunrise. This must be done each time DISTANCE: One weapon the caster can touch
before this Wortcunning Spell is used. DURATION: Until sunset
DISTANCE: Everything within the caster’s eyesight EFFECT: The now-Enchanted weapon has the ability
DURATION: 1 minute to strike and wound enemies that are hurt only
EFFECT: Any person or thing that is Odtouched will by magical weapons. The Wortcunning test to
have a subtle halo of distortion around it. Everyone determine whether this Wortcunning Spell works
who is not a theurge or doesn’t have a connection to should be made the first time the weapon is swung
the Od suffers 1Ð10+1 Peril from the disturbance at a magical foe.
of being made even partially aware of the hidden CRITICAL SUCCESS: The weapon gains +10 to
world. If a source of the Od is actively trying to hide Attack Actions.
its presence, make an opposed test of the target’s CRITICAL FAILURE: The weapon breaks, even if it has
Odweft against the caster’s Wortcunning Skill to the Signet Quality.
see this distortion. This Wortcunning Spell will SUBLIME SUCCESS: The weapon gains +10 to Attack
even reveal creatures or things that are hidden from Actions and does Bane Damage.
those who can sense or see the Od. SUBLIME FAILURE: The weapon breaks, even if it has
CRITICAL SUCCESS: Every person in the immediate the Signet Quality. Further, a revenant becomes
area gains Odsight. This will continue for each aware of the caster and finds them within the next
person until they close their eyes for 10 seconds. few nights (see Revenant in Chapter 10: Bestiary
Note that if someone doesn’t naturally have for details).
Odsight, they suffer 1Ð10+1 Peril every time they
see something they should not be seeing, so this
might not be a good thing for them.
CRITICAL FAILURE: The tuning fork resonates
disturbingly and then disintegrates. No part of it is
left in this world.
SUBLIME SUCCESS: All invisible things are revealed,
and creatures that are hidden from those who can
sense or see the Od are likewise revealed and visible.
SUBLIME FAILURE: The resonance of the fork
increases to a level that causes pain to all who hear it
before exploding. Everyone within 10 strides takes
1Ð10+1 Damage and makes a Toughness test or is
Deafened for 1Ð6 hours.
336 BLACKBIRDS

I NV O C AT I O N O F C O RV U S
The caster marks the subject’s naked skin with the ancient symbols of the god of death and
offers themself to him, becoming invisible to magic, magical beasts, and effects.

CASTING TIME: 1 hour per person ensorcelled A recipient may not wear armor if they want
MATERIAL COMPONENTS: The blood of a human this ensorcellment to continue to work, for their
corpse mixed with powdered gold, silver, or another skin and what is written upon it must be visible and
valuable substance exposed. The Wortcunning test to determine
DISTANCE: The caster +[IB] other people whether this Wortcunning Spell is effective should
DURATION: Until the next sunrise not be rolled until the first encounter with a magic
EFFECT: The caster and those to be ensorcelled foe occurs. This magic may not be cast on aes and
must strip until most of their skin is exposed to daimn (as they are magical creatures). Attacking or
the open air (generally a person can wear shoes physically interacting with a magical creature
and smallclothes) and have ancient symbols of immediately ends this Wortcunning Spell for the
supplication to Corvus drawn upon every thumb’s person who did so.
length of flesh available. The recipients then must CRITICAL SUCCESS: All tests to Resist Vitiations
then all hold hands, face outward in a circle, and and the Traits of magical creatures and Oligarch
chant a prayer to death. After this, the following servants, as well as Stealth tests, are modified by
effects happen: +10 in favor of the recipients.
% They are rendered invisible to most Outsiders, CRITICAL FAILURE: Everyone under the purview
the servants of the Oligarchs, aes, daimn, magical of this magic can be sensed by the Odtouched
monsters, and creatures that have the Sight from a distance of 99 strides, even through walls.
Without Sight Trait. All Vitiations are +10 against those under the
% They cannot be the target of most Vitiations, but failed magic, and hiding from magical creatures
the effects of Vitiations can still hurt them if is impossible. Submerging oneself completely in
there is no specific target. water is necessary to remove the symbols and end
% Risk Factor Basic servants of the Oligarchs can’t this effect.
see the recipients, and their Vitiations will not SUBLIME SUCCESS: The recipients are invisible to
affect the recipients at all. nonmagical creatures and people as well, though
% Villein-level Vitiations are at –30 to affect them, they are not invisible to each other.
and they have +30 to Stealth tests to escape the SUBLIME FAILURE: As Critical Failure, but the effect
notice of Risk Factor Intermediate servants of can’t be removed and will last until the sun sets and
the Oligarchs. rises again.
% Lord-level Vitiations are at –10 to affect them,
and they have +10 to Stealth tests to escape the
notice of Risk Factor Advanced servants of the
Oligarchs.
T HEU RGY: T he W hi speri n g Gri moire 337

P E LT- B I N D P R A E N O M E N M O RT D E U S
The caster binds a comrade’s wounds with The caster speaks the ancient names of the dead
medicinal plants and the blood of a fresh kill gods and invokes their protection and power. Many
while chanting prayers to Mother Wolf either old and crumbling ruins have hidden places or
to stop the bleeding or to offer healing. unopenable portals that may be traversed only
by speaking these names. Supernatural creatures
CASTING TIME: 10 minutes, or instantaneous; see below are more inclined toward one who knows these
MATERIAL COMPONENTS: A poultice made from mud, lost denotations and sounds them properly.
the blood of fresh-killed game, and various plants.
Any place with prodigious and varied vegetation can CASTING TIME: Instantaneous or 1 AP if cast during a
be used by the person who knows this Wortcunning Combat Scene
Spell; makes a Folklore, Survival, Tradecraft, or MATERIAL COMPONENTS: None, but the caster must
Wortcunning test; and spends an hour searching for speak the words aloud and be able to do so
the materials, in addition to the casting time. DISTANCE: All within earshot
DISTANCE: One person the caster touches DURATION: Until the sun sets and rises again
DURATION: Instantaneous EFFECT: The caster immediately suffers 1Ð10+1 Peril,
EFFECT: Make an Odweft or Heal test, and consult regardless of whether they speak the names correctly.
Chapter 6: Conflict & Rekindling. If the caster has Supernatural creatures who hear someone speak the
Skill Ranks in Heal, add +10 to the Base Chance and names properly are more inclined to listen to the one
restore an additional level of Damage. If the caster does who addressed them, and all Fellowship-based Skill
not have Skill Ranks in Heal, they may bind wounds tests made for that person to deal with those creatures
as if they do, but through a (Challenging –10%) are at +10. Certain ancient ruins open or hidden paths
Wortcunning test instead of a Heal test. In addition, reveal themselves once the words are spoken. If used
if the test is successful, the patient recovers from the during a Combat Scene, all magical creatures who
same number of levels on the Peril Condition Track hear the utterance lose 1 AP.
as they do on the Damage Condition Track. Also, no Oligarchs and their servants recoil from those
bandages are required to use this Wortcunning Spell. who utter these names in their presence. The +10 still
The caster may also use this Wortcunning Spell to applies, but it stems here from fear. The hearer marks
immediately stop Bleeding by spending 3 AP during the speaker as one to remove from the world.
combat. If the test is successful, the Bleeding stops and CRITICAL SUCCESS: The Fellowship-based Skill
the materials are lost, but none of the other effects listed tests when dealing with supernatural creatures are
here occur. This Wortcunning Spell may be used on a made at +20.
person only once per full day for either usage. CRITICAL FAILURE: The caster is at –10 to Fellowship-
CRITICAL SUCCESS: An extra level of healing occurs or based Skill tests when dealing with supernatural
an Injury may be healed. beings, and Wortcunning and Odweft tests are made
CRITICAL FAILURE: The patient now suffers from for them at –10 until the sun sets and rises again.
infection. SUBLIME SUCCESS: As Critical Success. Also, upon
SUBLIME SUCCESS: All of the recipient’s Damage and meeting a servant of any dead god, you may make one
Injuries are healed. request of that being. It is inclined to accede, as long as
SUBLIME FAILURE: The patient suffers from infection the request does not endanger it.
and drops 1 level on the Damage Condition Track. SUBLIME FAILURE: As Critical Failure. Also, the caster
This might kill them. is unable to speak until the sun sets and rises again.
338 BLACKBIRDS

SERE ROSES S I G HT O F T H E N O R N S
The caster plants a rose bush and The caster tries to divine what the future holds by
enchants it so that its fragrance draws seeking the knowledge and wisdom of the Norns.
the risen dead like a moth to flame.
CASTING TIME: 1 hour
CASTING TIME: 1 week MATERIAL COMPONENTS: The form this divination
MATERIAL COMPONENTS: A rose bush and one usually takes involves the caster cutting open a
pound of bone meal young and perfect calf and viewing the pattern
DISTANCE: A plot of earth that the caster must tend formed by the entrails that spill out. The Fateweaver
daily while casting can adjudicate and adjust the Wortcunning test,
DURATION: Indefinite until destroyed depending upon the quality of the sacrifice made,
EFFECT: The caster plants a rose bush using the bone with this as the baseline. The caster must also spend
meal as fertilizer and tends it every day for a week, a Fortune.
feeding it one drop of their blood and speaking words DISTANCE: The caster
of praise to Hekaté. The enchanted bush develops DURATION: 1 minute
gray petals laced with verdigris veins as it draws trace EFFECT: The caster either sees a vision of a possible
amounts of Hekaté’s blood in the surrounding earth future of the Fateweaver’s choosing, or they may
into itself. Any children of Anhelios in the area are ask a question that the Fateweaver will answer.
drawn to it (see Children of Anhelios in Chapter 10: The Fateweaver makes the Wortcunning test for
Bestiary) and consume it before doing anything the character in secret, and if it fails, they will still
else. If they possess intelligence, a successful (Hard have a vision or learn an answer that will contain
–20%) Resolve test is necessary to have them avoid some truth but will be in some way misleading.
prioritizing the consuming of these roses. Once one The Fateweaver must tell the truth as when using
of the risen dead is attacked, the Wortcunning Spell Skuld’s Vision, but the answer given should be as
is broken for all of them nearby. full and detailed as possible. Note that although
CRITICAL SUCCESS: The Resolve test is what is seen or learned pertains to the future, it is
(Arduous –30%). only a possible future since the point of using this
CRITICAL FAILURE: The bush does not draw the dead divination is to hopefully change what is to come.
to it, but the nearest dead person will rise as a wight CRITICAL SUCCESS: The caster may ask a question
(see Wight in Chapter 10: Bestiary). after having the vision or ask a second question if
SUBLIME SUCCESS: The Resolve test is (Arduous they used the Wortcunning Spell to ask something.
–30%), and sere roses will bloom and multiply in There is no expenditure of Fortune.
this area unless all are uprooted. CRITICAL FAILURE: The caster loses the ability to
SUBLIME FAILURE: 2Ð10 ghouls arrive in the night spend Fortune until the sun sets and rises again.
to kill the caster and all living creatures nearby (see They receive no vision.
Ghoul in Chapter 10: Bestiary for details). SUBLIME SUCCESS: There is no expenditure of
Fortune, and all Misfortune currently in the
Fateweaver’s pool is changed back into Fortune.
SUBLIME FAILURE: The caster draws the attention of a
powerful supernatural foe in the area, perhaps even
an Oligarch or one of its more powerful servants.
T HEU RGY: T he W hi speri n g Gri moire 339

THE SEALING OF OUROBOROS PSALMS OF THE OLD GODS


The caster cuts the secret Symbol of Ouroboros The caster chants together with others to calm
into the back of the recipient’s neck and and heal the target’s mind and center them.
speaks its ancient name. Thereafter, the bearer
is protected from possession by magic or CASTING TIME: 1 hour
Outsiders until the sun sets and rises again. MATERIAL COMPONENTS: Burned aromatic herbs
or incense
CASTING TIME: 1 minute DISTANCE: A group of people sitting together
MATERIAL COMPONENTS: A blade of pure iron DURATION: Instantaneous
DISTANCE: One person the caster touches EFFECT: At least two people must sit together and
DURATION: Until the sun sets and rises again chant the psalms of the old gods. Not everyone needs
EFFECT: The recipient is unable to be possessed or to know this Wortcunning Spell; one who knows it
be the target of Vitiations of Helotry or Phrenic for can lead others. The Wortcunning Spell must be
the duration of the Wortcunning Spell, but they performed in a safe place, and the participants must
immediately fall 1 level on the Peril Condition be completely uninterrupted. Make an Education,
Track. They may not remedy their condition on Resolve, or Wortcunning test for each participant
the Peril Condition Track until this Wortcunning based upon personal choice. On a Failure, they
Spell ends. Do not roll the Wortcunning test to remedy 1 level of Peril; on a Success, 2 levels. Once
determine Success until a Vitiation is used against the psalms are performed, they may not be used for
someone ensorcelled by this Wortcunning Spell or this purpose again by any of those same participants
a possession attempt occurs. until the sun sets and rises again.
CRITICAL SUCCESS: The Wortcunning Spell has no CRITICAL SUCCESS: The participant remedies 3
effect on the Peril Condition Track, which behaves levels of Peril.
normally throughout the duration. CRITICAL FAILURE: The participant gains no benefit
CRITICAL FAILURE: The recipient becomes less from the psalms.
resistant to possession or Vitiations of Helotry or SUBLIME SUCCESS: The participant fully recovers
Phrenic for the duration. They are at –10 to Resist from Peril and heals 1 level of Damage.
any of these effects. SUBLIME FAILURE: The participant falls 1 level on the
SUBLIME SUCCESS: As Critical Success, and add Peril Condition Track.
+10 to any Skill tests made for the recipient to
Resist magic.
SUBLIME FAILURE: The recipient is possessed by
an eidolon or other appropriate creature at the
3rd degree (see Eidolon in Chapter 10: Bestiary
for details).
O D I C M A N I F E S T A T I O N S A LT E R the entire Scene when they
come into effect, and their influence can be felt by friend and
foe alike. Unless otherwise stated below, a manifestation occurs
everywhere within 99 strides of the theurge and lasts 1Ð10 minutes.
If a particular manifestation has a greater or lesser range or scope, it
will be mentioned in the specific entry.
Tablets of the
Unbegotten
B eyond the boundaries of the world that folk
see flows the Od. An endless stream of creation,
chaos, potential, and possibility, the Od is the
source of all magic, and all life is to some degree imbued with its
essence. The Od is also violent, dangerous, unstable, and—very
likely—aware, conscious, and possibly malevolent. Without it,
there would be no Outsiders, gods, Oligarchs, aes, daimn, or magic.

When a theurge calls upon their diabolical servant to empower a


Vitiation, the compelled Outsider draws upon the Od to push or
bend the rules of reality. This process is not a natural or simple one.
A violent hack of possibility, it perverts the proper order of things. It
is dangerous, not just because tapping into such powers bears with
it a reckoning, but because the weft and warp of the world might be
pulled too far apart, spilling raw chaos through the gap, with truly
unpredictable consequences. The more wizards there are in one’s
vicinity calling upon otherworldly powers, the more likely there is to
be a manifestation of pure chaos.
The weakness of the walls of reality is measured by Odic dice.
Whenever a theurge uses a Vitiation, whether it succeeds or fails, often
Odic dice are added to the Odic dice pool and then all of the dice in
the pool are rolled. If any of these dice come up as a ‘6,’ an Odic
Manifestation occurs. Roll on the Odic Manifestations table using
1Ð100 and adding +10 to the result for each ‘6’ rolled. Then, remove
all of the dice that rolled a ‘6’ from the pool. Like lighting grounding
itself, an Odic Manifestation removes some of the potential chaos
from the vicinity.
If no magic is used for an entire combat Round, remove two dice
from the Odic dice pool as the imbalance dampens on its own.
342 BLACKBIRDS

Odic Manifestations (Odulations)


RESULT ODIC MANIFESTATION
Witch’s Breath: A sudden wind gusts through the Scene, unsettling animals and people alike. All tasks that require
11–19
focus and acumen become harder to perform. Apply an extra –10 to Skill tests.
20–29 Skittering Frost: An unnatural film of ice envelops everything in the Scene, freezing undrawn blades in their scabbards
and requiring 2 AP to draw them. Additionally, all forms of movement are exceedingly tricky. A Coordination test must
be made every time someone moves; if failed, they become Prone.
Whispering Frogs: Misshapen amphibians, babbling and whispering the deepest secrets of those present, fall from the
30–39 sky. Everyone suffers 1Ð10+1 Peril when this effect first manifests. Everyone is Deafened during the duration of this
effect.
Barrow Fog: A thick fog spills over the immediate area, blanketing sounds and disrupting visibility to Fleeting Shadows;
40–49 worse yet, something stalks within the mist. The children of Anhelios are near. The Blackbirds find that 1Ð6 ghouls have
joined the Scene (see Ghoul in Chapter 10: Bestiary for details).
Raining Blood: Blood rains from the sky. All participants currently in combat fight to the death unless they can make an
50–59 (Arduous –30%) Resolve test. If not currently in combat, everyone is filled with shapeless anger and grows more likely
to come to blows. All Fellowship-based tests are –10.
Temporary Bloom of Od: When performing magic, all successful tests are Critical Successes, and all Failures are
60–69
Critical Failures.
Blink Storm: Roll 1Ð6 for each participant at the beginning of their Turn in the current encounter. If the dice come up
a ‘5’ or ‘6,’ they are shunted into the Od momentarily. A Resolve test must be made for them, and they are unseen and
70–79
unavailable to anyone else or any of the effects in the real world until the beginning of their next Turn. This effect lasts
for 1Ð6 Turns.
80–89 Plague of Cowardice: No participant may take any Action that would involve rolling Damage dice.
T HEU RGY: Ta blets of t he U n b egot ten 343

RESULT ODIC MANIFESTATION


Unexpected Introduction: A random participant is suddenly made aware of the Outsider that caused the
90–99
manifestation to happen. They have rapport with said Outsider from this day forward.
The Unseeable: Everyone suffers 2Ð10+2 Peril once when this manifestation occurs, as the veil is ripped asunder and
100–109
they see the roiling, raw stuff of the Od unclothed.
Faces: A small face appears on every inanimate object in the near vicinity, and they all start talking; each is totally
110–119 self-aware, including the reality that each is an object. For most of them, the revelation is terrifying. Apply an extra –20
to Skill tests as every item in the area struggles against you.
Permanence: Some aspect of the Vitiation that the theurge was empowering becomes permanent and, if possible,
120–129
sentient, and now has its own motivations and goals.
130–139 Temporal Flux: For every second spent in the area, time moves forward by 1 day outside of it.
140–149 Land of Stone: Everything in the area (including living beings) turns permanently to stone, except the Blackbirds and
their opponents.
Hell Frost: Everything liquid freezes, including saltwater. Living things are not frozen, but the chill might kill plants or
150–159
small animals. The cold lasts until the sun sets and rises again.
Bottomless Chasm: A permanent chasm opens in the ground, splitting those present to either side. Roll 1Ð6 for each
160–169
person present: odd results on one side, evens on the other. The fissure is 10 strides wide.
Od-Rift: A sliver-like rift, no bigger than a tree, is torn between this world and a realm of the Od. This rift allows passage
170–179
in both directions and lasts indefinitely. The rift is only 1 stride in diameter.
Infinite Journey: All present are drawn into the Od, and the rift seals behind them. They must find a way back to the
180+
world they knew before.
344 BLACKBIRDS

T H E P Y T H O N I C L I T U R GY ROLL RESULT

T
he Pythonic Liturgy is the centerpiece of The theurge loses contact with all Outsiders for 1 week. They
1–10
the theurge’s art. One thing unique to may not use any Vitiations during this time.

every theurge is that each has the rare A lesser Outsider appears, attacks the theurge, and goes on a
combination of natural talent, training, and rampage if it survives. Roll 1Ð10 to determine what appears:
• 1–2: A chattel imp (see Chattel Imp in Chapter 10:
scholarship that makes casting the Pythonic Liturgy
Bestiary)
a relatively less dangerous possibility. Assume that • 3–4: A lemure (see Lemure in Chapter 10: Bestiary)
11–20
every character on the Path of Od & Ritual has • 5–6: An eidolon (see Eidolon in Chapter 10: Bestiary)
performed the Liturgy at least once, but the Liturgy • 7–8: A fomor (see Fomor in Chapter 10: Bestiary)
• 9: An archon (see Archon in Chapter 10: Bestiary)
itself should never be a commonplace event. Every
• 10: A whispering chimera (see Whispering Chimera in
time it is performed, there should be an air of Chapter 10: Bestiary)
danger and possibility, and every performance
The theurge is blasted with the power of the Od. They take
should be unique. Damage based upon the station of Outsider they were
Consider what the Trappings might be for attempting to summon:
21–30
each Outsider brought forth and how they choose • Imp: 2Ð6 Damage
• Villein: 3Ð6 Damage
to appear to the theurge the first time they are
• Lord: 4Ð6 Damage
summoned. Outsiders love spectacle and drama,
The Outsider that was being summoned is physically manifested
and the first appearance is an opportunity to show on an indefinite basis in this world. Their statistics are the same
off some of their power. Consider also that one of 31–40 as a similar lesser Outsider (see Lesser Outsiders in Chapter
the other Outsiders in a theurge’s portfolio might 10: Bestiary for details), but they have access to all of their
also make an appearance to voice approval or to Vitiations. They may be gleeful or hateful about this.

scorn the theurge’s choice to summon the new ally, A rift is formed between this world and a realm of the Od.
41–50
but use this option rarely. In general, administration Sooner or later, something will come from the other side.

of the ritual should be solemn and deadly serious. The theurge draws the attention of the nearest Oligarch. They
The theurge should feel that any wrongly spoken 51–60 will send minions to find the theurge, who now bears an indelible
mark that can be magically tracked.
word or misstep can have dire consequences,
because they can. A Critical or Sublime Failure on The theurge is transformed into an abomination (see
61–70
Abomination in Chapter 10: Bestiary for details).
the roll to enact the ritual has extreme results. Roll
1Ð100 in such cases and consult the table below. 71–80 The theurge’s mind is disconnected from reality.
The theurge is removed from the world and taken to a realm
81–90
within the Od.
The theurge is immediately possessed by an eidolon, with no
91–00
chance to Resist (see Eidolon in Chapter 10: Bestiary for details).
T HEU RGY: Ta blets of t he U n b egot ten 345

Answering the Question Pythonic Liturgy is successful and the question


The first time an Outsider is summoned by a has been answered. For more on Reckonings, see
particular theurge, that summoner is allowed to ask Reckonings, below.
the Outsider one question, which they must answer To determine what this special reckoning will
truthfully. The Fateweaver must arbitrate what the be, roll 1Ð100 and add modifiers based upon the
answer to this question is. Outsiders have knowledge following table:
of this world that would be impossible for mortals
to comprehend, and when answering the question, FACTOR MODIFIER

they will have in mind that the information they Communion +20
pass on should be helpful or useful to the summoner Pact +40
to make a good first impression, so that they are Imp +20
more likely be summoned or petitioned again.
Villein +40
Outsiders may know anything about the
Lord +80
current world, at the Fateweaver’s discretion, but
they must decide whether the answer the theurge
seeks breaks the power level of the game. Ideally, the These numbers are cumulative, so to form a
theurge asks for information that will lead them Pact with a villein, +80 would be added to the test.
and their friends on some sort of quest and could be Find the suggested Reckoning on the
described as something that the particular Outsider appropriate Reckoning chart for the court of the
would know, based upon its court and its interests— Outsider that is being negotiated with. The
for example, asking an Outsider from the Court of Fateweaver doesn’t have to use the specific
Peace about a particular incredibly rare weapon and Reckoning on the chart but, instead, should feel
where it might be found. free to use it as a guideline for the severity and type
Under no circumstances should the Outsider of reckoning that can be asked of the theurge. If an
have knowledge of the future, which is beyond the advocate is present, a counteroffer to, or
compass of this boon. If the Fateweaver deems that modification of, the requested reckoning can be
the petitioner is reaching too far or that the proposed. This must be adjudicated by the
summoned Outsider has no knowledge of the Fateweaver, as a simple or easy reckoning can’t be
subject of the question, they are fully within their merely substituted for a difficult one, but a
right to tell them that the Outsider doesn’t know reasonable modification or asking for something a
the answer to this question. bit easier is possible. Make a Bargain, Charm, or
An Outsider in this situation likely offers the Guile test for the advocate; if the roll is successful,
newly met theurge some other useful information. and the Fateweaver thinks the counteroffer is
This opportunity is beyond the scope of knowledge reasonable, it is accepted. Only one such
offered by merely spending a point of Fortune to counteroffer may ever be proposed. If the advocate’s
ask the Fateweaver a question, because it can never test is a Critical Failure, increase the Spite for this
be a presage of the future, and Outsiders do their Outsider by 1. If the test is a Sublime Failure, the
best to be as specific as possible. Outsider insists on a more difficult reckoning and
the Spite still increases by 1.
Special Reckoning Find the suggested Reckoning on the Suggested
To form a Communion or Pact with an Outsider, Reckoning Chart later in this chapter.
a special Reckoning must be performed to seal
the agreement. This is determined after the
346 BLACKBIRDS

P O RT R AY I N G O UT S I D E R S they offer that anything might be on the table as a

L
et’s be clear: Outsiders do not have the best reckoning, and they do all they can to lead a theurge
interest of their “masters” as part of their toward this state of dependency.
agenda in any way, shape, or form. They are During a Pythonic Liturgy, an Outsider should
not allies, they are not servants, and they are not friends be especially formal and particular about everything
of theurges—they are alien and twisted beings that a theurge says and does, and about their own
only appear to have somewhat human affectations responses and wording. Give the theurge the sense
because that is the best way to exercise their malevolent that they are entering into a formal agreement with a
and manipulative natures, and push their goals forward. powerful and dangerous entity of great consequence,
The goals themselves are beyond human because that is exactly what is happening. Even the
comprehension. The goal descriptions of the various first meeting with an Outsider to establish rapport
courts are merely an attempt by human understanding should be momentous and memorable.
to encompass something an ultra-dimensional being Remember that the final decision on reckonings
that exists for thousands of human lifetimes is trying is up the Fateweaver playing the Outsider. It is fully
to achieve. Outsiders are playing the longest of within their right to give a player access to a Vitiation
games, and if the reckonings they demand from a or two for free or for a trivial price to get the theurge
theurge seem petty, meaningless, or bizarre, all the to rely on this power, and ask for something
better. Only the Outsider itself knows what the true substantial only once the theurge really needs it.
results will be as the consequences echo and wax
through times to come. Tactics of Manipulation
All this is not to say that Outsiders are dismissive Outsiders are masters of manipulation, and the
of Mortals or don’t have uses for them. Outsiders are following tactics are at the Fateweaver’s disposal as
forbidden to directly change the circles of this world or Outsiders seek their ultimate goals, whatever those
move within them; for that access, they need a theurge may be.
to bring them forth. Mortals who have both the % Apologies: The Outsider knows that what they are
knowledge and ability to perform the Pythonic Liturgy asking for is unreasonable, but it is beyond their
are scarce and, thus, are a resource coveted by control. Those summoned are beholden to even
Outsiders. So, although an Outsider may think of more powerful Outsiders and their obligations,
human beings as nothing more than insects, some of which bear down upon them with demands and
them are important tools to accomplish Outsider fealties they must apply to this situation or they
goals, at least until the Outsider has rapport with will be punished. Outsiders lose nothing by being
multiple Mortals and can begin to play them against obsequious and have no care for human pride or
one another. Usually, Outsiders serve their own best dignity. They know that humans are often swayed
interests by keeping their petitioners alive and relatively by sympathy, and it is an excellent motivator for
healthy—usually. some Mortals wearing chains of guilt.
Outsiders should be engaging and intriguing to % Threats: Sometimes it is useful to hint that it
those who summon them. Outsiders’ forms may be would be dangerous to refuse what the Outsider
mostly horrible and disturbing, but they made these is offering, or to suggest that they may deny the
shapes for the purpose of interacting with and theurge the powers they need and threaten to
manipulating human beings. Remember that an leave them forever. Simply being unavailable for a
Outsider always wants a long-term agreement with bit when they need the Outsider most can do
their summoner. They would prefer that their wonders for their appreciation of the Outsider
summoner have such a great need for the Vitiations and their precious Vitiations.
T HEU RGY: Ta blets of t he U n b egot ten 347

% Flattery: Pepper the Outsider’s speech amply with thinks of the Mortal as a favored pet, although they
versions of “My Lord,” “My Mistress,” “Your never openly reveal the true amount of respect they
Greatness,” “Oh Potent One,” etc. Commend the have for this theurge. A Spite of 9 suggests that this
theurge on how wise their choices are. If the relationship is extremely fraught—the Outsider still
Fateweaver can cleverly make these compliments intends to manipulate the Mortal to achieve its
contain a camouflaged insult or hidden non- goals, but the manipulation is usually more blunt
complimentary assessment of the theurge or their and the reckonings asked for tend to be more harsh.
abilities, all the better. The Outsider is not necessarily forthcoming or
% Reverse Psychology: It’s generally far too obvious, obvious about the level of Spite. An Outsider with
it’s a cliche, and it can be childish, but it also works a Spite of 9 might still present itself as utterly
under certain circumstances. In addition, there are obsequious and friendly to its summoner. A theurge
more subtle ways to employ this tactic than what should have some experience with a particular
the common parlance would suggest. Consider: Outsider to have an inkling what the Spite score
when an Outsider wants a theurge to do something, might be.
what would happen if the Outsider warned them To determine the initial Spite score of a
not to do it? theurge-Outsider agreement:
% Misdirection: Sometimes an Outsider seems % Take the tens die from the Odweft test of the
obsessed with something or someone, and is always Pythonic Liturgy that successfully summoned the
seeking to get the theurge to help destroy an enemy Outsider
or push a very specific agenda it won’t shut up % If the Odweft test for the Pythonic Liturgy is a
about. This is almost always a misdirection. normal Success, add that number to 1Ð10 rolled
Outsiders have no such petty human emotions or secretly by you
hang-ups. It might even be that all the animosities % If the Odweft test was a Critical Success, add that
and strange relationships between the Outsider number to 1Ð6 instead of Ð10 for the secret roll
courts are mere playacting. % If the Odweft test was a Sublime Success, add 1
% Lies: Never underestimate the value of a good and to that number
believable falsehood. The best lies are not freely % Divide the total by 2 and round down
given, but only hinted at; after much cajoling, they This is the starting Spite value of the agreement.
are finally delivered with doleful misgivings when
the one you seek to deceive drags them from your GRIMAL DI SEE K S AN audience with
lips, or better yet, pays you for delivery. A lie will Tabernacle, an imp of the Court of Joy (see
almost certainly be believed if its gain was dear to below). Grimaldi successfully enacts the
the deceived. Pythonic Liturgy, and Tabernacle emerges
from a robin’s egg in a nearby nest. The
Odweft test for Grimaldi was a 23%.
S P I TE & R E B U K E The Fateweaver rolls a ‘5’ on 1Ð10 in

S pite represents a theurge’s relationship


with an Outsider. It is a secret value rated
from 1 to 9, recorded by the Fateweaver
after the theurge summons a particular Outsider for
secret. Taking the ‘2’ from the tens place of
Grimaldi’s roll and adding the 5 results in
a 7. Divided by 2 and rounded down gives
us a 3. The Spite of this new agreement is
the first time. A Spite of 1 means that the Outsider’s a 3, and Tabernacle’s disposition toward
disposition toward this Mortal is equivalent to the Grimaldi is favorable.
human emotion of extreme fondness—the Outsider
348 BLACKBIRDS

Spite Roll 9 when this happens, the Outsider in question


Spite is merely a crude abstraction of the relationship Rebukes the theurge (see below).
between Outsider and theurge, but it is useful if The Fateweaver does not need to determine or
the Fateweaver thinks an Outsider might balk at record Spite between Outsiders and NPC theurges;
something or be offended. In such circumstances, Spite is an abstraction of the relationship between
make a Spite roll. Roll 1Ð10, and if the result is player character Blackbirds and their Outsiders.
equal to or lesser than their Spite, the Outsider will
rule against what the theurge wants or do its best to Rebuke
circumvent or reinterpret what they are asking for. If the Spite between a theurge and an Outsider is
If a negotiation for a temporary deal or reckoning is at 9 and a circumstance or test calls for the Spite to
on the table, the Outsider ups the ante, requesting increase, the Outsider will Rebuke the summoner at
a steeper price and not backing down. the earliest (and most appropriate) opportunity. This
If an advocate can negotiate for the theurge or takes the form of an act of extreme disobedience or
help with the discussion, has time to do so, and rebellion toward the theurge. They may subvert the
there is not already a formal system in place for an power of a Vitiation to the theurge’s harm, summon
advocate, based upon the current situation, the lesser Outsiders to attack the theurge, or simply
Fateweaver may use the following general rule: express their outrage and disappointment verbally.
make a Bargain or Charm test for the advocate, and The Fateweaver decides the level of Rebuke
if it succeeds, the Fateweaver may roll two dice for based upon the situation and the power of the
the Spite roll instead of one and take the better Outsider, but in all situations, the theurge should
result. Only one advocate can help in this manner, know that the agreement has possibly ended, and
and only once per negotiation. that Outsider is no longer available to them. If the
Don’t make a Spite roll for every interaction Outsider was in a pact with the particular theurge,
with an Outsider; do so only when the Outsider that pact is broken and the Outsider is now available
might be offended or resistant to what the theurge to other theurges again.
is requesting. Some rules explicitly call for a Spite To reestablish an agreement with this Outsider,
roll. In these cases, the rules detail what happens if a theurge must perform the Pythonic Liturgy again
the roll fails or succeeds, and how advocacy can be and apply some form of leverage, described below.
applied. When these formal rolls are made, if the If the leverage is successful, the Fateweaver
die comes up ‘10,’ increase Spite by 1. If Spite is at determines a new Spite using the rules for
determining Spite when performing the Pythonic
A G R EE M E NTS A R E CO NT R A C TS Liturgy. The leverage used may further alter this
Although Rapport and Communion appear to be types of new Spite, as described under Leverage.
relationships, keep in mind that, from an Outsider’s point
of view, they are formal contracts with very specific rules—
e.g., Rapport is the Agreement that an Outsider will make R E C KO N I N G S

T
their Vitiations available for a specific cost. There is, in he best reckonings always hit the theurge
principle, a complicated series of legal words that delineate in a place they care about, even if
exactly what is expected of these Agreements, but we do tangentially or superficially. If a character
not specify these details in the rules. Instead, it is considered really likes their daggers, take one for a reckoning; if
to be an abstraction, and most theurges never read the fine they have a beloved pet, have it somehow be part of
print—who does? That’s what an advocate is for. a reckoning; if they really love a particular group or
fellowship, make them damage those relationships
T HEU RGY: Ta blets of t he U n b egot ten 349

for a reckoning. Not every reckoning needs to strike previous foe, things soon become tedious. Look for
at something dear to the theurge, but the Fateweaver places that story or narrative development can be
should keep in mind that possibility when assigning added to reckonings. Consider previous reckonings
one, especially if the theurge is in a bind and really that were arbitrarily determined or tested for, and
needs to lower their Tithe. The ultimate goal is fun, the consequences they may have become a precursor
not torturing the players . . . although the goals of to. If the theurge was tasked with releasing a rat
Outsiders might be adjacent to torturing the inside an inn as a reckoning, perhaps later they
Blackbirds they serve. discover that the inn is overrun with rats and the
jovial innkeeper is nearly destitute—and later still,
Example Reckonings: that the city is overcome with plague. This might
not be detrimental to the theurge. Perhaps as the
P U S H I N G T H E O UTS I D E R’ S A G E N D A price of a reckoning, the theurge was compelled to
Realize that the only way Outsiders are able to deface a gravestone so that none may know who
alter anything in this world is through reckonings. was buried there. Later, for some reason, it becomes
Reckonings are the sole way they can move their important to excavate the resting place of the
chess pieces toward playing or winning their deceased, and only the theurge knows where to
mysterious game. If the Fateweaver has an idea of look. Certainly the Outsider who brought this to
what this game might be, they can start to see some pass would be happy to point out how useful this
of the things the Outsiders might ask for. Maybe an situation is and take full credit for it. Again, use this
Outsider has a rival Outsider they are trying to option sparingly—not every reckoning needs to
thwart, which would rapidly bring the player develop this way.
theurge into conflict with that Outsider’s theurge.
Maybe a rival Outsider also has an agreement with A R B I T R A RY R E C KO N I N G
the player theurge, so the player is trapped between Most of the time, Outsiders ask for a payment
these two supernatural beings and their enmity. because they know that they cannot be appreciated
Maybe the Outsider is creating a cult, and the if their gifts are given for free. An Outsider might
theurge ends up writing all of the sacred texts that have some shallow personal desire for a particular
the cultists rely upon for their beliefs. Maybe the reckoning based upon their own hungers or
Outsider wants to help or hinder a particular predisposition. Maybe the Outsider just really likes
Oligarch. Maybe they are slowly corrupting a the taste of freshly severed fingers, or the pain
benevolent wealthy noble, and everything they generated when someone’s dreams are crushed, or
make the theurge do slowly shifts the noble’s life the transition into chaos of something that
into ruin. The point is, if the Fateweaver makes a represents accumulated order. If the Fateweaver
decision about what the Outsider has as a long-term can’t think of a clever reckoning, it’s absolutely fine
goal, then coming up with reckonings in support of to just ask for some strange, arbitrary thing—the
that goal becomes easier. stranger the better.

STO RY H O O K S F E ST I V A L
Reckonings can be used to develop narrative A Festival is an opportunity for an indebted
connections for the players. However, this should theurge to remove the red in their ledger, completely
be used sparingly so that it happens as organically as and wholly, and start fresh. The Festival is often not
possible. If every time a theurge wants to use a known to theurges as a valid option, and Outsiders
Vitiation they must confront the progeny of a rarely tell them that such a ritual exists. Frequently,
350 BLACKBIRDS

a theurge in need of this recourse has to follow hints


laid out by other practitioners of their art, or in
ancient tomes, to find the formal language necessary
to ask for a Festival to occur. Once the subject is
broached with an Outsider, they reluctantly agree,
as they must grant any request for a Festival. This is,
of course, all a ruse; Outsiders prefer a Festival to
the normal payment of reckonings in every case, for
a Festival gives the Outsider the opportunity to
have the greatest autonomy and undiluted agency
in the world, and generally has dire consequences
for the theurge who agrees to one.
The Festival works this way: The theurge gives
themself over to an Outsider for a number of hours
equal to the value of Tithe they owe. An Outsider
guides and controls everything the theurge does
during this time, possessing their body, and with
full and Tithe-free access to all its own Vitiations.
The theurge returns to consciousness later, with no
idea of what transpired. Once the Festival is
complete, all Tithe the theurge has accrued is wiped
clean, and the Spite for that Outsider is lowered by
a roll of 1Ð6. The theurge suffers 1Ð10+1 Peril for
every 3 hours of Festival. They may also accumulate Using the Reckoning Chart
additional Peril, depending upon the actions their Below is a chart of sample reckonings—a good place
body took during the Festival and if they learn to start when determining the scale and type of
about them later. reckoning that might be requested by an Outsider.
The actions of the theurge’s body during the The chart scales in value, so that a reckoning of 120
Festival are generally not completely debased and is generally going to be more challenging to the
horrible, though Outsiders have no ethical sense theurge performing it than a reckoning of 15. The
even remotely close to that of humanity. The Fateweaver may use any of the suggestions on the
Outsider most likely acts with precision and clarity chart as written or interpret them as is fitting—even
to bring about some specific outcome they desire, by choosing a result near one that comes up that
something that ultimately borders on the current seems more appropriate, for example.
goals and quests that the Blackbird’s flock is There are two ways to find a value on the chart,
following. Even if the actions of the Festival- based upon who is proposing the reckoning:
controlled theurge do not directly affect their A Blackbird Proposes a Reckoning: If a
current goals, they must be confronted at some Blackbird has been eyeing their Tithe and wants to
point. After all, as far as observers know, the theurge pay it down, they can ask to do so by choosing one
themself performed these actions. of their Outsiders and picking a specific amount of
A Festival may not occur again until a full Tithe to pay off. Take this value and multiply it by
waxing and waning of the moon Gambler. 10, then roll 1Ð100 and add that result to the total,
then check the chart below.
T HEU RGY: Ta blets of t he U n b egot ten 351

An Outsider Offers a Reckoning: At the for a larger amount of Tithe or all of the Tithe available
Fateweaver’s discretion, a particular Outsider offers a when they make such an offer. In this case, the value of
reckoning of its own accord. This is generally a better the Tithe reduction is multiplied by 10, but no die roll
deal for theurges, if accepted. An Outsider usually goes is added to this value when the chart is referred to.

S A M P L E R E C KO N I N G C H A RT
RESULT RECKONING
1–4 Whisper a certain word to a certain person of authority or to a certain beggar. Empty an inkpot.
Giggle at inappropriate times during the next hour. At night, leave open, unlocked, or unsecured a door or window
5–9
chosen by the Outsider.
10–14 Cause someone specified by the Outsider minor pain without warning. Free a domestic animal.
15–19 Your face becomes a rictus grin for 1 hour. Strike someone without provocation.
Until the sun sets and rises again, you are distracted by a disembodied voice that comments on what you are
20–24
currently doing. Leave a profane symbol or perform a petty act of vandalism in a public place.
25–29 Randomly mock strangers until the sun sets and rises again. Destroy a scarecrow.
30–34 Leave a weapon in a place where it is likely to be used for violence. Damage or destroy a useful tool.
35–39 Destroy a sign, waypost, or marking that guides people. Lure a wild predator into a confrontation with people.
Speak only in rhyme until the sun sets and rises again. Until the sun sets and rises again, all people look exactly the
40–44
same to you. Destroy or burn a book.
You have random hallucinations until the sun sets and rises again. Deface a tombstone or grave marker so that none
45–49
may know who is buried there. Destroy an important writ, contract, order, or official document.
Assist a cult in some small way: deliver a package, or bring them a knife or weapon, for example. Until the sun sets
50–54
and rises again, wild crows follow you, feeding on grain and damaging property; you may not hinder them.
Giggle and laugh continuously until the sun sets and rises again. Break a door or lock. Until the sun sets and rises
55–59
again, the sound of your voice enrages strangers.
Until the sun sets and rises again, you are unable to read or write, and your voice is replaced with the sounds of an
60–64
animal. Forget a Skill until the sun sets and rises again.
Damage a dam, dike, wall, or fortification. Burn a field of crops. Until the sun sets and rises again, any strangers
65–69
looking you in the eyes are enraged by your presence.
Until the sun sets and rises again, hear things that should not be; suffer 1Ð10+1 Peril every minute you do not plug
70–74 your ears. Persuade someone that violence is the only solution. Lie to someone in such a way that it causes them ill
fortune.
Your face becomes horrifying to look at until the sun sets and rises again; make Resolve tests for who sees it. Free all
75–79
the animals on a farm.
A face appears on the back of your head until the sun sets and rises again; it can see and talk, and it knows things
80–84
about you. Completely forget 1 hour of your life.
Until the sun sets and rises again, you are unable to use tools, including weapons. Until the sun sets and rises again, all
85–89
smells and tastes are random and foul.
Give yourself or someone else a permanent scar. Destroy a document important to the Sigilists. A box is given to you
90–94
to safeguard, but you may not open it or look inside.
Choose a tame animal; it becomes feral and violent. Destroy a boat or wagon. Until the sun sets and rises again, you
95–99 see things that should not be; suffer 1Ð10+1 Peril every minute you are not blindfolded or are otherwise forced to
look at the world.
352 BLACKBIRDS

RESULT RECKONING
Until the sun sets and rises again, small creatures intermittently emerge from your mouth to go and perform
100–104
nefarious deeds.
Write a book of forbidden lore as dictated by the Outsider and then leave the book where the Outsider tells you to;
105–109
writing this book takes 1 full day.
You may not enter civilized areas, towns, or human dwellings until the sun sets and rises again; suffer 1Ð10+1 Peril
110–114
every minute you are forced into these areas, as you froth at the mouth. Completely forget 1 day of your life.
A chattel imp appears and follows you until the sun sets and rises again, causing mischief and damaging property;
115–119
you may not hinder it. Burn down the dwelling of a guard or a member of the town or city watch.
One of your hands detaches and leaves on a mission for the Outsider or a cult; you might get your hand back, but
120–124
you increase that possibility if you assist it on its mission.
Kill a domestic animal with your bare hands and teeth. Destroy an important writ, contract, order, or official
125–129
document. Ruin the reputation of a scholar.
130–134 Until the sun sets and rises again, strangers do not believe anything you tell them.
Burn down the dwelling of a mayor, burgermeister, or the leader of a town, city, or village. Damage a fortification or
135–139
important defensive feature of a keep or castle.
140–144 Free a criminal from prison. Frame someone for a crime they did not commit.
145–149 You suffer extreme hallucinations until the sun sets and rises again.
150–154 Start a fire near a civilized area. Destroy a library. Destroy a unique historical artifact.
Destroy or burn down a Sigilist church or building. You are given a container with an eidolon, and you must put it
155–159
where it will be opened by someone important (see Eidolon in Chapter 10: Bestiary for details).
Exchange two babies so that they grow up in the wrong homes. Abduct a child to be raised by animals in the
160–164
wilderness.
165–169 Get someone to agree to give you their firstborn; the child is taken by Outsiders to be raised within the Od.
170–174 Forget 1 week of your life.
Assist a cult in a large way: help it commit a crime, or keep lookout while it steals something, for example. Replace a
175–179
false blade used by a troupe of actors with a real one.
For 1 week, some aspect of your perception of the world is changed: colors are wrong, smells make no sense, nearby
180–184
sounds seem distant, and so forth.
Until the sun sets and rises again, you may not close your eyes for a prolonged period of time or be in darkness. You
185–189
suffer 2Ð10+2 Peril for every 10 minutes you peer into the darkness and see horrors there you ought not see.
190–194 One of your fingers or toes must be removed by your own hand, or it simply disappears.
195–199 Kill a scholar, scribe, or sage.
200–204 Forget 1 month of your life.
205–209 Kill a Sigilist or someone who openly seeks to harm or repress theurges.
210–214 Draw a large and complicated arcane symbol somewhere near human habitation. A doorway to the Od opens there.
215–219 One part of your body permanently becomes disturbingly strange or unearthly.
220+ Assist a cult in a massive endeavor: help it kill someone important or kidnap a child of royalty, for example.
T HEU RGY: Ta blets of t he U n b egot ten 353

LEVERAGE

T
& Proposed Reckoning: Eponine calls to Blith heurges aren’t completely without
and suggests that she would like to lower recourse when their Outsiders refuse to
her Tithe by 5 points. The Fateweaver do what they want them to do: they have
multiplies this 5 by 10 for a value of 50 and leverage—something the Outsider needs or wants
then rolls 1Ð100. The value of this roll is 27. to avoid—with which to compel them to comply.
Adding to 50 gives a result of 77. On the Leverage is dangerous, though it doesn’t necessarily
chart, this result reads, “Your face becomes turn an Outsider against a Mortal. Outsiders exist
horrifying to look at until the sun sets and in a world of deals and forced compliance, and this
rises again; make Resolve tests for those sort of push from their summoners is generally
who see it. Free all the animals on a farm.” expected—so long as it doesn’t get out of hand.
The Fateweaver looks at Blith’s description To apply leverage, the theurge must have
and (as Blith) gives Eponine a choice to something that allows them to exert their will upon
have her face become horrifying, or an the Outsider in question. Leverage allows the
alternate reckoning: namely, Blith would theurge to change the situation to their favor in
like to eat one of her fingernails. Eponine several circumstances:
chooses the former and, pulling up her % If the Outsider has refused a counteroffer for a
hood, walks out into the night, hoping no temporary deal, leverage can force them to accept
one will get a look at her face. it.
& Offered Reckoning: Tabernacle appears % If circumstances cause an Outsider to be
to Eponine and offers to reduce her Tithe temporarily unavailable (apart from being Pacted
by 6. Looking at the table and cross- to another theurge), leverage can force it to be
referencing 60 (6 Tithe reduction ×10) available.
shows this: “Until the sun sets and rises % If the Outsider is pacted to another theurge and
again, you are unable to read or write, and someone wants it to break the pact, leverage is the
your voice is replaced with the sounds of only way to do so. Note that they must first
an animal. Forget a Skill until the sun sets perform the Pythonic Liturgy to use leverage in
and rises again.” Tabernacle asks Eponine this way.
for the first reckoning listed, and Eponine % Leverage can be used to reestablish an Agreement
agrees. Her voice becomes that of a braying with an Outsider that has rebuked a theurge.
donkey for the allotted time, and her Tithe % Leverage can force an Outsider to become
is reduced by 6. unavailable to a rival theurge until the sun has set
and risen again.
% Leverage can coerce anything else that seems
reasonable to the Fateweaver.

Types of Leverage
What follows are some ways that a theurge may
seek leverage. Other types of leverage not covered
here can be adjudicated by the Fateweaver based
upon the circumstances of the Tapestry. Use the
following examples to determine how they should
be resolved.
354 BLACKBIRDS

TRUE NAME Regardless of whether it succeeds, make a Spite


Invoking an Outsider’s True Name is one of the roll for that agreement. If it succeeds, increase the
most obvious ways of seeking leverage, but also the Spite by 1. If it fails, lower the Spite by 1. Note that
most dangerous. Outsiders are loath to have their this can reduce Spite by 2 if the leverage test is a
True Name used in this way—it makes them Critical Success and the Spite roll fails.
vulnerable, and they generally interpret any use of it
by a Mortal to be frivolous. If this happens often, F E ST I V A L
they start to consider how that Mortal could be A theurge who is aware of the possibility of a
eliminated to remove this knowledge from the world. Festival can offer it as a form of leverage. Used this
When a theurge uses a True Name for leverage, way, the Festival is solely for the purpose of leverage
make an Odweft test for them to properly and does not wipe away any of the debt owed to an
pronounce and invoke the name. The Difficulty Outsider, but it always lowers the Spite of the
Rating depends upon the level of the Outsider to be relationship, if successful.
influenced—(Standard +/–0%) for imps, For the leverage attempt to succeed, make a
(Challenging –10%) for villeins, and (Hard –20%) Bargain or Charm test for the theurge. The Difficulty
for lords—and if the test succeeds, the leverage does Rating depends upon the level of the Outsider to be
as well. After a theurge employs a True Name this influenced: (Standard +/–0%) for imps, (Challenging
way, always increase the Spite for that Outsider by –10%) for villeins, and (Hard –20%) for lords. The
1 unless the roll to apply leverage was a Critical Fateweaver should further modify this test by +10
Success. for each hour of Festival offered.
Using the True Name in this way is not the If this test is a Success, lower the Spite by 1Ð6;
same as using the True Name while casting the if it’s a Critical Success, lower Spite to 1. Offering a
Pythonic Liturgy. The two are separate applications Festival never increases Spite. The Festival occurs
of this knowledge, though a theurge might use the regardless of the result of the test.
name to make the Liturgy more likely to succeed
and then use the name again when negotiating A DVO CA C Y
afterward. If a theurge has time and a place where
negotiations can occur, and one of the other members
OBEISANCE of their flock is willing to be an advocate, that person
If a theurge has an idea of something a may speak for the theurge. The advocate focuses
particular Outsider might want, generally because upon the details of the legal agreement that the
of the sort of reckonings it demands, they can offer theurge and the Outsider make and seeks loopholes
a reckoning as a gift or sacrifice in hopes of getting or interpretations that are beneficial to the theurge.
what they want. For this leverage attempt to To succeed, make a Bargain, Education, or Guile
succeed, make a Bargain or Charm test for the test for the advocate. The Difficulty Rating depends
theurge. The Difficulty Rating depends upon the upon the level of the Outsider to be influenced:
level of the Outsider to be influenced: (Standard (Standard +/–0%) for imps, (Challenging –10%)
+/–0%) for imps, (Challenging –10%) for villeins, for villeins, and (Hard –20%) for lords. If the roll
and (Hard –20%) for lords. The Fateweaver should succeeds, so does the attempt. If this test is a Critical
further modify this test based upon how appropriate Success, lower the Spite of that Outsider by 1.
they feel the obeisance or gift is for this Outsider. If
the outcome of this test is a Critical Success, lower
the Spite for that Outsider by 1.
T HEU RGY: Ta blets of t he U n b egot ten 355

T H E O UT S I D E R C O U RT S The Court

T
he courts of Outsiders are, presumably, of Ignorance
political groupings of such beings that
determine their goals and, often, the GOALS
Vitiations to which they have access. Despite this, it The Court of Ignorance seeks to destroy
is helpful to think of the courts as more informal accumulated human knowledge and ultimately
than they appear. Courts might even have been make humanity dependent on this court for access
created by Outsiders parodying human political to truth. These Outsiders are drug peddlers, and the
groupings to make Outsiders seem more like drug they offer is wisdom. When first dealing with
Mortals, when the real machinations they move the Scholars of the Court of Ignorance, the path
toward are hidden or beyond our comprehension. seems bright and clear, and knowledge is offered
In short, the courts themselves may be just another freely. Once a theurge has dealt with the court for
means of manipulation. an extended time, however, they begin to realize
Each court’s entry has the court’s nominal that the information they are receiving is perhaps
goals, its opinions of the other courts, and three more expensive than originally thought. By that
Outsiders, along with the Outsider Techniques time, the theurge is usually trapped and dependent
they offer. upon the Scholars, stuck in a cage of darkness with
the Court of Ignorance as the only light.

O P I N I O N S O F T H E O T H E R CO U RT S
% The Court of Joy: Madness has a kind of truth
within it, and no one knows this better than the
Jesters. Still, the wisdom of the Court of Joy is
trapped like a pearl in an impossibly
incomprehensible oyster. The Scholars deal with
this court the same way they would deal with a
child holding a loaded crossbow: warily.
% The Court of Peace: Armies need spies to tell them
where to strike, and diplomats need soldiers to
send into battle. The Court of Peace is a useful
and powerful ally when it can be managed. These
Outsiders make excellent assassins or executioners
of human sages and teachers, and their need for
accurate intelligence before acting leaves room
for negotiation. In the end, they will learn that
the pen is mightier than the sword, but there are
many plots to enact together before that bitter
lesson is applied to them.
% The Court of Silence: The nearly mindless Beasts
lack precision and elegance. They can be
controlled if one knows how, but the Court of
Peace makes a much more effective weapon.
Sometimes, they can be useful under very
356 BLACKBIRDS

narrow circumstances—say, when the cleansing Scrivilias, The Scribe


fury of fire must be applied. The Court of (Imp of Ignorance)
Ignorance pretends to respect the Beasts when
such pretense might lead to a valuable mutual
outcome, but the sardonic smile behind their
words belies the lie.
S crivilias’s small, sagging body appears as if the
worst parts of a vulture were grafted onto a
scrawny, bent female form. Scrivilias carries a
% The Court of Truth: The Court of Ignorance and satchel of scrolls and books that are incomprehensible
the Court of Truth are ancient rivals, as their to anyone but her. When empowering Vitiations,
goals do not align. The Scholars seek to hoard she painfully plucks one of her own sparse but
truth and dole it out as they see fit, and the Army prominent feathers and uses it (and her own blood)
Invisible seeks to destroy the idea that any to write in one of her books or on one of her scrolls.
objective truth exists at all. The Court of Her voice resonates with the unmistakably screechy
Ignorance sees the Masquers as tainting their harshness of carrion bird calls.
product and wasting a valuable resource. They REMNANTS: Scrivilias offers remnants of Deceit
are upstarts and fools who do not understand the and Esotaria.
value of building a long-term goal or using WEAKNESSES: Scrivilias is offended by words or
control and self-restraint to further chaos. symbols written on anything but
% The Nameless Court: The Court of Ignorance has paper and will not
great respect for the Nameless Ones, whom
they oddly would seek to name. Scholars
believe (or know) that the real truth and
power of the Od is the province of the
Nameless Court, and the fact that the
powers and secrets of the Nameless
Ones are nearly impossible to access
proves their value. Real wisdom is always
hidden away and guarded behind walls,
wards, and mysteries. Those Scholars
successful at seeking this wisdom do not
come away unchanged, and they have
been known to shift their allegiance to the
Nameless Court once they know too much.
T HEU RGY: Ta blets of t he U n b egot ten 357

treat with those in the company of people who theurge will not know what they were lying about
openly bear such marks on items in their possession specifically, just that some part of what they said was
or on their person. a lie. This does not detect omissions of information.
COURT: The Court of Ignorance % The Torn Page (+1 Tithe, 2 AP, Extinguish
ALLIES: The Court of Silence Special Action)
ENMITY: The Court of Truth EFFECT: The theurge tears a page from a book that
GOALS: Dole out a little information to gather and they care about. One target they can see suffers
devour more information. 2(Đ10+[WB] Bane Damage (Đ10s that explode on
FAVORED RECKONING: “Let me eat a page of that ‘9’ or ‘10’). This effect may only target those who
book, won’t you? Just one page . . .” are literate.

Scrivilias: Rapport Technique Scrivilias: Pact Technique


% Scrollscent (Passive Bonus) % Scent of Wisdom (Passive Bonus)
EFFECT: The theurge knows if any scrolls with EFFECT: The theurge knows if any books, scrolls, or
written words on them are present up to 20 strides documents that include written words are present
away from their current location and can seek them and can seek them out using a combination of
out by smell. intuition and scent. They may track a text within 3
% Words Are Lies (+1 Tithe, Non-Combat Action) days’ ride of their location by knowing the author’s
EFFECT: Add +20 to Guile tests made for the theurge name or three particular details, e.g., the book’s
for 1 hour, but only when they are lying. color, the year it was written, the subject matter—
% Carcass Folio (+1 Tithe, 3 AP, Extinguish Special aspects about the writer may replace information
Action) on the book.
EFFECT: In mere moments, the theurge creates a book % Web of Lies (+1 Tithe, Non-Combat Action)
from the remains of someone who died in the last EFFECT: For 1 hour, the theurge knows if someone
hour. The book contains everything they knew in life, is lying when the person speaks in the theurge’s
including their secrets. The body is consumed by this presence. They will not know what the person was
process. The book may try to lie to the reader—make lying about specifically, just that something they
an opposed Guile test to see if it is successful. said was a lie. This does not detect omissions of
information. When the theurge lies, add +20 to
Scrivilias: Communion Technique Guile tests made for them.
% Wordscent (Passive Bonus) % Maledictum Liber (+3 Tithe, 3 AP, Extinguish
EFFECT: The theurge knows if any books, scrolls, or Special Action)
documents that include written words are present EFFECT: The theurge points at a living person, who
and can seek them out using a combination of then transforms into a book—a horrible and painful
intuition and scent. They can detect these items up process. The book contains all their knowledge,
to 30 strides away. but the theurge may also converse with them by
% Words Are Sooth (+1 Tithe, Non-Combat writing on the last page and seeing their response
Action) appear. The book slowly loses its grip on reality.
EFFECT: For 1 hour, the theurge knows if someone is The ensorcelled consciousness typically shatters
lying while the person speaks in their presence. The within a year.
358 BLACKBIRDS

Tillisillus, The Seer


(Villein of Ignorance)

T illisillus manifests as a knothole on a nearby


surface. The theurge must be very close to
Tillisillus to interact with it. Tillisillus does not
FAVORED RECKONING: Listen to the conversation
in the next room. Read the letter not addressed to
you on that desk. Look through the keyhole of your
appear on floors or ceilings and, therefore, appears lover’s house at midnight tonight. The information
only in locations where there is a fixed vertical gained by doing these things always destroys trust
surface (e.g., trees, walls). Tillisillus’s voice sounds that the theurge harbors for others.
upbeat, posh, and diplomatic.
REMNANTS: Tillisillus offers remnants of Tillisillus: Rapport Technique
Clairvoyance and Esotaria. % Peek Through (Passive Bonus)
WEAKNESSES: Tillisillus can manifest only where EFFECT: The theurge places their face against a wall,
there is a fixed vertical surface. So, it could appear and a magical hole opens so they can see what is
on a tree, a wall, or a large, immobile rock, but not happening on the other side of it. They do not gain
on anything that could be moved or pushed over by any enhanced ability to hear through the wall. Their
the efforts of a strong person. eye can be seen if someone happens to look at the
COURT: The Court of Ignorance affected section of the wall. The hole disappears
ALLIES: The Court of Peace when they stop looking.
ENMITY: The Nameless Court % Shepherd of Rumors (+1 Tithe, Non-Combat
GOALS: Tillisillus seeks to spread rumors, but only if Action)
they are true. The rumors it spreads seem to create EFFECT: If they spend 1 minute in a public place
the most possible strife in the long term. where such rumors would be passed, the theurge
T HEU RGY: Ta blets of t he U n b egot ten 359

magically knows all the rumors told about a specific % Whispers (+2 Tithe, 1 AP, Extinguish Special
person they have met. Action)
% Scrying (+2 Tithe, 2 AP, Extinguish Special EFFECT: The theurge looks at someone and whispers
Action) under their breath. The target’s ears are then filled
EFFECT: The theurge enters a deep trance and is able with whispers of every negative thing ever said about
to see what a person they have met before is doing them. The target is at –30 for all Skill tests, and a
and saying at the moment the ability is used, no successful Resolve test must be made for them every
matter the distance. Magical creatures or people time they fail at a Skill test, or they withdraw into
with Odsight will notice the scrying if they are in their own insecurities, becoming Incapacitated!.
the target’s vicinity. The theurge can watch their
target for as long as they wish but may take no other Tillisillus: Pact Technique
Actions while doing so. % Scrying Trinket (+1 Tithe, Non-Combat Action)
EFFECT: The theurge mumbles something over a
Tillisillus: Communion Technique small object and can, at any time thereafter, close
% Limned Speech (Passive Bonus) their eyes to see and hear what is happening in the
EFFECT: The theurge can perfectly understand what object’s vicinity. This works even if the object is
people having a conversation are saying by watching hidden in a box or pocket. Only one such item can
their mouths shape the air. This effect lasts while the be ensorcelled at a time.
theurge remains still and their view of the targets is % Garden of Rumors (+1 Tithe, Non-Combat
unobstructed. Action)
% Rumorsmith (+2 Tithe, Non-Combat Action) EFFECT: By spending 1 minute in a public place where
EFFECT: The theurge talks to several people in a such rumors would be passed, the theurge magically
public place and starts a rumor, no longer than a knows all the rumors being told about a specific
sentence, designed to ensorcell a target who is not topic. They may also accumulate 1 additional Tithe
present. This gossip spreads for 1Ð6 days until to subtly change or alter those rumors.
reaching its host, where the magic words take root % Seeing (+3 Tithe, 2 AP, Extinguish Special
within the target’s mind for one whole day. Upon Action)
hearing the words spoken aloud by the theurge, the EFFECT: Describe any single object or person, and
target may be commanded to perform a simple task the theurge can see where it or they are currently
so long as three of the words spun into the rumor and what is happening to it or them, as well as hear
are also used in the order—e.g., if the theurge’s what is being said nearby. The theurge need only
rumor was “My friends and I heard that the captain have vague knowledge of the target. If the described
of the watch has to pass water three times a night target does not exist, however, this Technique fails.
or he’ll wet his breeches,” it could be spun into “Let The theurge can observe their target for as long
my friends and I pass.” After giving this command, as they wish, but they may take no other Actions
the theurge may not use this ability again until the while doing so.
sun sets and rises.
360 BLACKBIRDS

Obsimrex, The Many Ayed


(Lord of Ignorance)

O bsimrex’s form is a blatant mockery of human


bureaucracies. It appears as a gaggle of nobles
led by a central figure one might mistake for
its “followers,” which almost always ends in a
unanimity of ayes so the leading character can say
its catchphrase, “The ayes have it!” In the rare cases
Obsimrex, but in truth, all of it is Obsimrex. The of a dissenting opinion, Obsimrex turns in upon
leading character is an eyeless, fat, little, bald man itself, looking much like a huddle, and after a short
dressed in finery: a stained ruff, motley tights, a commotion, returns with the disagreeable portion
frilled cape, a handkerchief with which it dabs its of itself noticeably missing.
mouth, and no shortage of ostentatious jewels and REMNANTS: Obsimrex offers remnants of Deceit,
distinguishing ornaments. This figure floats above Esotaria, and Phrenic (although it does not admit
the ground, and its shriveled legs don’t look as if the first category and must be specifically asked to
they could bear any weight whatsoever. Each use this magic).
element of this “man” reads as broad satire of a WEAKNESSES: Obsimrex hates it when answered in
human courtier. All of its cohort is similarly the negative. If a temporary pact is rejected, or if it
ridiculous, and it’s difficult to identify where this asks someone for something (which it rarely does)
diverse entourage begins and ends—after all, they and is given any answer apart from some version of
are all one entity. Obsimrex speaks with palpable “yes,” it disappears and is unavailable for 1 hour.
disdain and punctuates everything with “Aye!” COURT: The Court of Ignorance
Often, the central figure asks for a vote from ALLIES: The Court of Peace
T HEU RGY: Ta blets of t he U n b egot ten 361

ENMITY: The Court of Joy and dragged off to the nearest prison cell, gibbet,
GOALS: Gain access to libraries, storehouses of or stockade. The theurge should be careful about
wisdom, and especially people of learning, and whom they target. If the person is somehow above
destroy them. the law, such as an important noble or an exceedingly
FAVORED RECKONING: “I must insist you give me wealthy member of the community, they may
the memories from one year of your life. It can be quickly escape their bondage. This ability may only
any year you choose.” (If the player chooses an early ever be used once on any particular person.
year, there should be serious negative consequences,
since so much learning is based upon the foundation Obsimrex: Communion Technique
of childhood.) % The Crimes of the Man (+1 Tithe, Non-Combat
Action)
Obsimrex: Rapport Technique EFFECT: Because of a legal loophole, the theurge
% Loophole (+1 Tithe, Non-Combat Action) and anyone accused with them (up to [WB] other
EFFECT: The theurge is released from charges levied people) are released from charges that have been
against them because of a legal loophole. Charges levied against them. This works only in places where
against others in their company are not part of the law is upheld to such a degree that such legal
the deal. This works only in places where the law tactics would work and does not protect the theurge
is upheld to such a degree that such legal tactics and their companions in corrupt legal milieus.
would work and does not protect the theurge Once used, this ability becomes unavailable to the
in corrupt legal milieus. Once used, this ability theurge until for one moon cycle of Gambler.
becomes unavailable to the theurge until the sun % Wise Words (+1 Tithe, Non-Combat Action)
sets and rises again. EFFECT: Anyone the theurge speaks with during the
% The Ear of the King (+2 Tithe, Non-Combat next hour assumes they are expertly informed about
Action) anything they discuss. The theurge gains +30 to
EFFECT: The theurge speaks to a noble who suddenly Leadership tests for the duration. Once used, this
becomes interested in what the theurge might have ability becomes unavailable to the theurge until the
to say. For the duration of the Scene, the noble is sun sets and rises again.
transfixed by the theurge as if they were a trusted % Archon (+3 Tithe, 3 AP, Extinguish Special
advisor. Charm, Bargain, Guile, and Leadership Action)
Skill tests are made for the theurge at +20. If EFFECT: An archon appears to assist the theurge (see
one of the theurge’s Skill tests fails, the magic is Archon in Chapter 10: Bestiary for details). You
dispelled. Critical Failure results in the noble taking may give it verbal commands such as “Defend this
a permanent dislike of, and possibly a vengeful keep!” or “Lead these terrified soldiers in a hopeless
demeanor toward, the theurge. attack on that hill!” The archon can be dismissed
% Finger of Justice (+2 Tithe, 3 AP, Extinguish at any time, but while in your service, it may
Special Action) attempt to break free of your control by making an
EFFECT: The theurge points at someone and accuses (Arduous –30%) Resolve test each day at sunset.
the person of a crime. All within earshot are certain Once dismissed, the theurge must wait one cycle of
that the person is guilty, going so far as to seize the moon Gambler before using this ability again.
the theurge’s target, who will be thrown into irons
362 BLACKBIRDS

Obsimrex: Pact Technique The Court


% One of You (+1 Tithe, Non-Combat Action) of Joy
EFFECT: The theurge talks to someone who is a
member of a defined group, such as a noble’s GOALS
entourage or the kitchen staff within a particular The Court of Joy would prefer nothing more than
manor, and everyone in the group assumes the to have all of humanity reduced to gibbering chaos and
theurge is a member upon first meeting them. madness. Its Outsiders tend to push their summoners
Even if the theurge’s attire or behavior is somewhat to extremes of emotion and thought, and Jesters love to
inappropriate or strange, the group gives them the apply subtle gaslighting if it makes humans doubt the
benefit of the doubt so long as there are no outward rational premises upon which their worldview is built.
displays of violence. The effect lasts for [WB] hours. To treat with a Jester is to receive unasked-for advice
Once used, this ability becomes unavailable to the and opinions (which often have some valuable truth or
theurge until the sun sets and rises again. information) that lead the listener down a dark path or
% Words of Conviction (+2 Tithe, Non-Combat to their sanity being frayed or broken. Vitiations of
Action) Helotry are among their specialties, and they take great
EFFECT: For one hour, others are transfixed by pleasure in possessing humans and forcing them to
the theurge as if they were compelling and wise. perform acts that cause horrific psychological distress
Charm, Bargain, Guile, and Leadership Skill tests once they recover their wits.
are Flip to Succeed for the theurge. If one of the
Skill tests made for the theurge fails, the magic is O P I N I O N S O F T H E O T H E R CO U RT S
dispelled. Critical Failure results in those present % The Court of Ignorance: The Jesters secretly hate the
taking a permanent dislike of, and possibly a members of the Court of Ignorance, though
vengeful demeanor toward, the theurge. anyone witnessing an exchange between members
% I Am the Law (+3 Tithe, 3 AP, Extinguish of the two courts would never suspect anything.
Action) Jesters seem delighted to converse with the
EFFECT: The theurge must be near a personage or scholarly Outsiders of the Court of Ignorance, and
building of high regard relating to the law of a only companions who know them well might see
particular city, village, town, monastery, or singular that their grins are a bit too fixed, their eyes a bit
Mortal settlement. The theurge speaks into being too narrow, as they exchange diplomatic
the words of a new law, and it becomes a real law pleasantries. Once the conversation is done and
enforced by that settlement. one is alone with the Jester in question, they often
It is in official documents, make their real opinion known. The reason for this
and all enforcers of the law animosity is not entirely clear; perhaps it is an
know it. This effect lasts ongoing manipulation of the Court of Ignorance,
until the sun sets and rises or perhaps it has some leverage over the Jesters,
again, when the law but neither side is forthcoming about the reason.
and all memory of % The Court of Peace: The creatures of the Court
it disappears. of Peace are utterly boring to the Outsiders of the
Court of Joy. Death and violence (although
delightful when properly applied) constitute such
a narrow focus. The Messengers are painting with
a single color when they could have an entire
palette of hues. Which is not to say that their
T HEU RGY: Ta blets of t he U n b egot ten 363

relationships are not cordial or accommodating. extensive manipulation of the Army Invisible to
Certainly, any reasonable Jester is capable of some design that only the Jesters can fathom. Or it
entertaining itself. And, occasionally, the may just be that the Jesters are amused by this court
Messengers prove useful . . . and see its members as delightful playthings that
% The Court of Silence: The Jesters and the Beasts are have some inkling of what could be done if they
seemingly as allied as any two courts can be, were to truly throw off the shackles of reality. Maybe
although there is no indication of any formal the Jesters are attempting to mold the Masquers
agreement between them. The members of these into a form more acceptable to themselves.
two courts often appear to like one another, and % The Nameless Court: Strangely, the Court of Joy
it is not unusual to see them display affection for treats the Nameless Ones with open and direct
each other or, even more disturbingly, something hatred and loathing. The Jesters do almost
approaching romantic or sexual attraction. anything to avoid contact with members of the
% The Court of Truth: That the Court of Truth has very Nameless Court, and any negotiation (as much as
little respect for the Jesters is known to them and is, there could be a negotiation between madness
in fact, by design. The Court of Joy has long-term and impossible cosmic horror) almost certainly
plans for the Court of Truth, and it is engaged in an and rapidly breaks down in disaster.

T H E VO LUTE D M A S Q U E
To those who have only superficial experience with it, the The deeper truth of the Masque: it is an organization
Voluted Masque appears to be a sparse and widespread of Outsiders who have possessed Mortals and live in their
cult hidden within all levels of society, from thrall to skins. They know one another by sight, they gather to revel
commoner to noble. The members of the Masque appear in being embodied, and they express their enjoyment of
ever able to recognize one another and to exchange the sensations of flesh. Since the Masques are not truly
subtle signs or phrases identifying them as part of this human, and the puppets they command are no more to
seeming conspiracy. The phrases and signs always change, them than draft animals to be ridden until they collapse,
but those who are members always know them. their gatherings obviously surpass even the most extreme
Invariably, members of the Masque gather to act out human lusts and cravings. These congregations invariably
some form of hedonistic or base human compulsion. escalate to a crescendo of perversions that human
They may join together to glut themselves with an imaginations can scarcely comprehend. Sometimes,
excessive feast, to engage in orgiastic and taboo carnal Mortals who are not possessed are invited to be enjoyed
acts, or to perform vile acts of violence and torture. by the true members of the Masque, and these guests’
Sometimes they even combine these behaviors. The delight turns to disgust and finally terror as what they
gatherings border on the ritualistic, but there are no thought to be a group of deviants like themselves turn out
prayers to supernatural beings, either divine or infernal, to have inhuman appetites. Usually, these Mortals never
and there are no chants, books of lore, or scriptures. The return from the Masque, and if they do, they come back
only clue about what is really happening is the occasional deeply twisted or broken in mind, body, and/or soul.
presence of the symbol of the Court of Joy, which appears Perhaps even more disturbing is that there are some
in unlikely and varying places. A victim of the Masque Mortals who are aware of the Masque and have been
may have been branded with the symbol on their tongue, ridden so many times by possessing Outsiders that they
or the pastries baked for the Masque’s feast may be willingly seek this state. They assist the Masque as
evocative of the shape, but no two gatherings ever servants and help to procure locations, accouterment,
express identical manifestations of the sign. and, if need be, victims for these gatherings.
364 BLACKBIRDS

Tabernacle, The Unwanted Child


(Imp of Joy)

T abernacle is a small, malformed imp


composed of unborn fetal parts. An
amalgamation of unwanted births, it has an infant
based Skill tests made for the theurge to interact
with that person thereafter are Flip to Succeed. This
effect lasts until the sun sets and rises again.
bird’s wing for a left arm; a human head, right arm, % Lure of Sin (+1 Tithe, 2 AP, Extinguish Special
and torso; shark teeth; fetal pig feet; and a bulbous Action)
fly eye. It sits atop a gilded altar of burning incense EFFECT: The theurge chooses a target and something
to mask the stench of putrescent amniotic fluid. or someone in their vicinity that they can both see.
Tabernacle’s voice is squeaky and flirtatious. The target perceives their heart’s desire in the object
REMNANTS: Tabernacle offers remnants of Helotry or person chosen and will do everything they can
and Phrenic. to get closer to it or them, taking only Movement
WEAKNESSES: Tabernacle cannot stand the sound Actions to get closer and attacking anyone who
of cracking eggs; dousing its body with raw yolk attempts to stop them. Once the target reaches the
banishes the imp for a full day. object of their desire and touches it or them, the
COURT: The Court of Joy magic ends.
ALLIES: The Court of Peace
ENMITY: The Courts of Silence and Truth Tabernacle: Communion Technique
GOALS: To push others to indulge in satisfying acts % Drunken Revelation (Passive Bonus)
such as eating, rutting, and revealing burdensome EFFECT: The theurge chooses to imbibe a copious
secrets. Tabernacle especially loves it when its amount of alcohol or other mind-altering substance,
cheeky advice to “not” do a thing results in that making it so all of their Skill tests suffer a –10 until
thing happening: “You couldn’t possibly eat another their next Rekindling. However, all Perception-
meat pie! How outrageous!” based Skill tests made for the theurge are Flip to
FAVORED RECKONING: Tabernacle favors pacts and Succeed during this time.
bonds that lead to minor acts of public perversion— % Pressing Flesh (+1 Tithe, Non-Combat Action)
e.g., voyeurism, telling dirty limericks, drawing EFFECT: The theurge must touch the skin of someone
profanity at least once a week. Save the byproducts for one minute with their own bare skin, long
of your self-love. Visit a den of iniquity nightly. enough to make a normal greeting very awkward if
they are not well acquainted with the person. The
Tabernacle: Rapport Technique theurge learns the one act the person has committed
% Hidden Appetites (Passive Bonus) about which they are most embarrassed. Should
EFFECT: The theurge tastes some bodily fluid that such a secret be used against them, it allows for one
was directly connected to an act and immediately Flip to Succeed Intimidation test the first time it is
knows the names of all the parties involved. mentioned to the target.
% Comrades in Sin (+1 Tithe, Non-Combat % Blooming Obsession (+1 Tithe, Extinguish Non-
Action) Combat Action)
EFFECT: The theurge must engage in an activity with EFFECT: The theurge briefly talks to someone and
another person that much of society would consider gives them a lasting obsession with a particular
a vice. This label is subjective, so the Fateweaver’s person, object, or behavior that they already have
ruling is final. They might sit at a gambling table an interest in, creating a cycle of repetitive behavior.
together or visit the same brothel. All Fellowship- Examples: the target is compelled to visit a particular
T HEU RGY: Ta blets of t he U n b egot ten 365

location every day, wear a certain outfit constantly,


talk to a particular person every morning, count any
cobblestones they walk on, or perform a ritual every
hour. Once this ability is used on a new target, the
previous one is released from the magic.

Tabernacle: Pact Technique


% Drunken Beast (Passive Bonus)
EFFECT: The theurge chooses to imbibe a copious
amount of alcohol or other mind-altering substance,
making it so all of their Skill tests suffer a –20 until
their next Rekindling. However, all Combat-based
Skill tests made for the theurge are Flip to Succeed
during this time.
% Visions of Regret (+2 Tithe, 2 AP, Special
Action)
EFFECT: The theurge looks at someone with great
intent, and the thing they are most ashamed of in
their life appears before them. The person knows
the theurge forced them to see such unpleasant
remembrances. Any Skill tests used directly against
the target by the theurge for the rest of the Scene
are at +30.
% Tapestry of Obsession (+2 Tithe,
Extinguish Non-Combat Action)
EFFECT: The theurge weaves a magical tapestry
that reveals the current wants and desires of a
single individual that will appear and change with
the moods and whims of the target. The theurge
must have been in the presence of the target, have
a strand of their hair, and know their name. Only
one tapestry may be in existence at a time.
366 BLACKBIRDS

Fliberdijiberit, The Puppeteer mimicry, mockery, and parody of the summoner’s


(Villein of Joy) voice. Fliberdijiberit may be seen and heard by
everyone present. It may appear only if the

F liberdijiberit appears as a hand puppet on the


off hand of whoever summoned or intends to
deal with it. The puppet itself is a crude and
summoner has their off hand empty and ungloved.
REMNANTS: Fliberdijiberit offers remnants of
Helotry and Illusion.
unflattering caricature of the petitioner themself, WEAKNESSES: Fliberdijiberit is always visible to other
wearing the motley and cap of a fool and bearing a people when manifesting, but if the revelation of its
small phallic stave that it uses to beat the petitioner nature would put its summoner in danger or make
and anyone else within reach. Fliberdijiberit’s the achievement of its goals less likely, it pretends to
manifestation controls the summoner’s hand and be merely an actual puppet (usually to the delight of
voice when present. Fliberdijiberit’s voice is the any commoners or aficionados of bawdy comedy).
petitioner’s own voice but filled with ridiculous When it decides to do so, it cloaks its appearance
and disappearance by pretending to be pulled out
of a bag or from beneath clothing.
COURT: The Court of Joy
ALLIES: The Court of Peace
ENMITY: The Nameless Court
GOALS: Facilitate the spreading of flawed doctrine
and information that leads people to question what
is real or doubt the fundamental principles of their
society. Mock the worthy. Glorify the monstrous.
FAVORED RECKONING: Leave some pages on the
doorstep of a local poet. Tell a particular joke
at a particular time. Get a certain artist very,
very drunk.

Fliberdijiberit: Rapport Technique


%Mockery (+1 Tithe, 1 AP, Special Action)
EFFECT: Fliberdijiberit manifests on the hand
of the theurge and mocks an opponent in
their native tongue. The theurge’s off hand
must be empty and ungloved for it to do so. The
target must understand the concept of language.
Unless a successful Resolve test is made for the
target, they take 1Ð6+[WB] Damage.
% Slapstick (+1 Tithe, 2 AP, Combat Action)
EFFECT: Fliberdijiberit manifests on the hand of the
theurge holding a small phallic club and strikes at
an opponent. The theurge’s off hand must be empty
and ungloved for it to do so. Make a Melee Attack
using Odweft to strike and [WB] for the Damage
bonus. Attack statistics are the same as for a sap. If
T HEU RGY: Ta blets of t he U n b egot ten 367

it hits, make a successful Resolve test for the target, Fliberdijiberit allows it. Their body is controlled by
or they lose 1 AP. Fliberdijiberit, who generally follows the theurge’s
% Red Puppetry (+2 Tithe, 3 AP, Extinguish wishes. This effect lasts for 1 hour.
Special Action)
EFFECT: Fliberdijiberit appears on someone else’s off Fliberdijiberit: Pact Technique
hand as a caricature of that person. It then proceeds % Morality Play (+2 Tithe, Non-Combat Action)
to beat them while mocking them. The target is EFFECT: Both of the theurge’s hands must be free and
completely Defenseless while this is happening and ungloved as they manipulate two puppets, which
takes 1Ð6+[WB] Damage every Turn. This assault magically manifest, to perform a show. Up to [WB]
continues until the theurge wills it to stop, the target intelligent beings viewing the show are compelled
dies, or the theurge can no longer see the target. to watch and are enthralled. They will take no other
Action until the theurge ends the show. If someone
Fliberdijiberit: Communion Technique with Skill Ranks in Resolve is present and has a
% Show of Compulsion (+2 Tithe, Non-Combat reason to suspect the theurge of something, make a
Action) Resolve test at –20 for them to Resist. If the targets
EFFECT: Both of the theurge’s hands must be free and are in physical danger, the magic immediately ends.
ungloved as they manipulate two puppets, which In addition, those who watch the show learn a
magically manifest, to perform a show. Up to [WB] moral lesson of the theurge’s choice and ponder it
intelligent beings viewing the show are compelled deeply. Once used, this ability becomes unavailable
to watch and are enthralled. They will take no other to the theurge until the sun sets and rises again.
Action until the theurge ends the show. If someone % Self-Abuse (+1 Tithe, 2 AP, Combat Action)
with Skill Ranks in Resolve is present and has a EFFECT: Fliberdijiberit manifests on the hand of
reason to suspect the theurge of something, make a someone the theurge can see and strikes the target or
Resolve test at –10 for them to Resist. If the targets someone adjacent to them with their own weapon.
are in physical danger, the magic immediately ends. The target must be wielding a weapon. Make a
Once used, this ability becomes unavailable to the Melee Attack using the target’s Melee Skill to
theurge until the sun sets and rises again. strike, and Damage is based on their Attributes and
% Show of Violence (+1 Tithe, 1 AP, Combat the weapon they are holding. If they are attacking
Action) themself, they may not Parry or Dodge.
EFFECT: Fliberdijiberit manifests with a small phallic % Who Is More Fool (+3 Tithe, 3 AP, Extinguish
club on the hand of someone the theurge can see Special Action)
and strikes the target, or someone adjacent to them. EFFECT: The theurge creates a puppet of someone
The target’s off hand must be empty and ungloved they can see. The theurge must put the puppet on
for it to do so. Make a Melee Attack using Odweft their ungloved, free primary hand. They may then
to strike and [WB] for the Damage bonus. Attack control the target with mental commands so long as
statistics are the same as for a sap. If it hits, make they can see them. After the effect ends, the target
a successful Resolve test for the target, or they is aware of the theurge’s location and that they were
lose 1 AP. being controlled by the theurge. So long as this
% Show of Control (+3 Tithe, 3 AP, Extinguish puppet exists, the theurge can use it on this target
Special Action) anytime the theurge can see them. Only one such
EFFECT: The theurge manifests a puppet on the puppet can exist at a time.
target’s free hand, which is essentially where their
consciousness now resides. They can’t talk unless
368 BLACKBIRDS

Bleconixx, Scion of Anxiety


(Lord of Joy)

B leconixx is a tall, slender, lithe, and boneless


but vaguely humanoid shape. Pale, hairless,
and naked, it usually arrives by slipping under a
Bleconixx: Rapport Technique
% Doubt (+1 Tithe, 1 AP, Combat Action)
EFFECT: The theurge utters a sentence to someone,
door, through a grate, or by some other disturbing and the person is filled with doubt. Make an
route. Its eyes are closed slits, and its toothless (Arduous –30%) Resolve test for them. If it fails,
mouth wraps almost halfway around its oblong they start their next turn with 2 AP less. This may
head. It always approaches very close to those who be used only once per Combat Scene.
have summoned it, putting its face almost near % Fear (+1 Tithe, 2 AP, Combat Action)
enough to touch petitioners and sniffling at them EFFECT: The theurge empowers their attack with the
constantly with its narrow nose slits. Its voice is a power of fear. The theurge makes an attack with a
mumble of disturbing gibberish, but those who weapon they possess. If the attack deals Damage,
have summoned it can understand. the target gains –20 to all attacks made against the
REMNANTS: Bleconixx offers remnants of theurge for the rest of the Combat Scene.
Clairvoyance and Helotry. % Horror (+2 Tithe, 3 AP, Extinguish Special
WEAKNESSES: Bleconixx greatly dislikes making Action)
temporary deals. When making such a deal with EFFECT: The theurge chooses a target to be consumed
Bleconixx, the Fateweaver should make a Spite roll by horror. The target’s mind is overcome, and they
and increase Spite if it is a success. see the world as a horrific nightmare.
COURT: The Court of Joy They are Helpless until the sun sets
ALLIES: The Court of Silence and rises again.
ENMITY: The Court of Peace and the
Nameless Court
GOALS: Bleconixx guides theurges to
destroy and tear apart relationships. The
more precious the relationship, the better
to ruin. Some of these relationships may even
be important to the theurges themselves. It is
not unusual for those empowered by Bleconixx to
become lonely, bitter, and paranoid in the end.
FAVORED RECKONING: Actively betray someone you
love. Steal something from someone and tell them
their best friend was the thief. Be intimate with
those who are vowed to each other in such a way
that it becomes known to the betrayed.
T HEU RGY: Ta blets of t he U n b egot ten 369

Bleconixx: Communion Technique Bleconixx: Pact Technique


% Nightmare Walk (+2 Tithe, Non-Combat % Nightmare Journey (+2 Tithe, Non-Combat
Action) Action)
EFFECT: The theurge enters someone else’s dream, EFFECT: The theurge enters the dream of anyone in
and it becomes a nightmare. The theurge must the world, turning it into a nightmare. The theurge
see their target, who must be asleep. The theurge must personally know their target and possess some
learns their greatest fears and doubts and gains +30 item of importance to them or some of their hair or
on all Fellowship-based kill tests made for them to bodily fluids. The theurge must sleep at the same
interact with the target if the theurge can use these time their target does and can attempt this only
fears for leverage. There may be other benefits or once per night. They learn something about the
things to be learned, at the Fateweaver’s discretion. dreamer’s current fears—e.g., the greatest weakness
Once used, this ability becomes unavailable to the of the castle they are defending, or that their uncle
theurge until the sun sets and rises again. wants them dead. The dreamer gets no rest from
% Armor of Trepidation (+1 Tithe, 1 AP, Combat sleep, gaining instead a cumulative –10 to all Skill
Action) tests for each consecutive night the theurge employs
EFFECT: The theurge becomes too terrifying to this ability, up to a maximum of –30. Each time
attack. Make a (Hard –20%) Resolve test for the theurge uses this on a particular target, make
anyone wishing to attack the theurge before their an (Arduous –30%) Resolve test for the target.
every attempt to do so. Even if it succeeds, the If it succeeds, they know the theurge was in their
attack itself is made at –20. This effect lasts for the dreams and can no longer be a target of this ability.
rest of the Combat Scene. % Skin of Nightmares (+2 Tithe, 3 AP, Combat
% Darkness (+3 Tithe, 3 AP, Extinguish Special Action)
Action) EFFECT: The theurge transforms into a horrible
EFFECT: A terrible darkness and chill falls upon the nightmare beast. All Melee Attacks made against
surrounding area. All mundane sources of light the transformed theurge are Flip to Fail. The
extinguish and cannot be relit until they leave the theurge’s unarmed Melee Attacks use Odweft to
magical gloom. Until the end of the Scene, all those hit and [WB] for their Damage bonus. Add an
other than the theurge and their allies are subjected additional 1Ð6 Damage to such attacks. The effect
to Total Darkness: They may not target anyone lasts for the duration of the Combat Scene, or until
who is not Engaged, and all vision-related Skill tests they suffer an Injury.
are made at –30. % Rider Within (+2 Tithe, 3 AP, Extinguish
Special Action)
EFFECT: The theurge’s physical form becomes
insubstantial and enters a creature they can see,
gaining control of it. They may not use any
Vitiations or magic while possessing the target. If
the creature is killed while the theurge controls it,
the theurge immediately appears nearby and suffers
3 levels of Peril.
370 BLACKBIRDS

The Court well be total nonsense. Still, sometimes, the


of Peace Jesters are useful.
% The Court of Silence: The Beasts of the Court of
GOALS Silence are seen by the Messengers as crude and
The Court of Peace seeks to encourage acts of unworthy. Their violence is too chaotic, their rage
violence: the bigger the better, but finesse, virtuosity, too unfocused, and their passion absent of
and sophistication are also important. Poisoning nuance. Members of these two courts goad
someone is not as satisfying as forcing them to themselves into outright physical conflict when
willingly drink poison to avoid a they confront one another. The presence of a
more painful fate, and Beast likely causes any Outsider from the Court
bringing two armies to of Peace to become either openly resentful or
war is not as impressive gratingly boastful, or both, and that’s only if they
as bringing one army to aren’t literally trying to tear each other apart from
violently purge its own the moment one becomes aware of the other’s
members in a frenzy of presence.
intolerance. In general, % The Court of Truth: The Court of Peace usually
the Messengers want to counts members of the Army Invisible among its
lead humanity toward a allies. The Court of Truth loves lies, and lies often
society wherein lead to violence. In addition, murder is so much
violence is the easier to commit if one wears an illusion or is
only possible invisible. The Court of Peace knows that the
option in any Masquers think themselves to be far more subtle
possible scenario. and clever than the Messengers and believe that
they are manipulating the Messengers, but the
Messengers don’t care. They know that, when the
O P I N I O N S O F T H E OT H E R CO U RTS time comes, the only ones in charge will be those
% The Court of Ignorance: There is mutual respect, if who can kill quickly and ruthlessly.
not an outright alliance, between the Courts of % The Nameless Court: The Nameless Court is the
Ignorance and Peace. For their part, the Court of only thing that members of the Court of Peace
Peace acknowledges that the information the seem to fear, although they would never admit to
Court of Ignorance collects is valuable. Wars are it or speak any words that might confirm this
won based on accurate intelligence. Occasionally, reaction. It can be seen in their affect when
the Court of Peace assists the Scholars in their Messengers talk about or confront Outsiders of
quests to destroy books or to seek hidden the Nameless Court. The Nameless Ones seem to
knowledge. be unaware of this, as they are apparently unaware
% The Court of Joy: The Court of Peace has very little of most things. The Messengers always urge
positive to say about the Jesters. The Outsiders of against any manifestation or communication
the Court of Joy are too outré for Messengers to with the Nameless, and they generally have some
connect with or understand. These Outsiders are plausible excuse why this should be so. Only
not exactly dismissed, but they are not exactly through careful observation can a savvy wizard
respected by the Court of Peace, either. They see the signs of repressed fear and loathing.
seem to have some artfulness, but its expression is
so bizarre and incomprehensible that it might as
T HEU RGY: Ta blets of t he U n b egot ten 371

Blith, Lover of Pain


(Imp of Peace)

B lith manifests to resemble a child-sized


human with a ridiculously angry caricature of
an upside-down face on its head. Below the neck,
Resolve test is needed to not do the same. This lasts
until the sun sets and rises again.

the flesh of his body blackens with rot so that the Blith: Communion Technique
extremities are mostly bones. Blith’s voice is high, % A Taste of Fear (1 AP, Combat Action)
and he often laughs and drools upon himself. EFFECT: Before the theurge makes an attack, they
REMNANTS: Blith offers remnants of Chimera and may use this ability. If the attack then succeeds,
Necromancy. the target is filled with dread. All attacks by that
WEAKNESSES: Blith is overcome with delight at the opponent against the theurge are made at –20 for
sight of fresh blood and becomes quite difficult to the rest of the combat.
communicate with if any is present. % A Taste of Blood (+1 Tithe, 1 AP, Special Action)
COURT: The Court of Peace EFFECT: All of the theurge’s Melee Attacks gain
ALLIES: The Court of Truth Biting (1) or, if the weapon they’re wielding already
ENMITY: The Court of Silence has Biting, add 1 level. This may only be used once
GOALS: “Let’s hurt as many people as possible per combat and lasts until the end of that Scene.
together, shall we? Maybe they will scream!” % A Taste of Death (+2 Tithe, 3 AP, Extinguish
FAVORED RECKONING: Blith likes to eat little bits of Special Action)
flesh, especially internal organs that must be cut out EFFECT: The theurge’s jaw
from deep inside. A little taste of blood now and unhinges and opens to
then is also nice. impossible size to engulf
an adjacent foe. As they
Blith: Rapport Technique scream and scramble
% A Taste of Flesh (1 AP, Combat Action) against their fate,
EFFECT: The theurge’s attacks do extra harm and are they are devoured
more likely to wound. Use before making an attack and removed
to add an additional 1Ð6 Damage and add an extra completely from
Injury die to the next attack, if it hits. this world.
% A Taste of Pain (1 AP, Combat Action)
EFFECT: The theurge attacks someone in a
particularly cruel manner, filling the victim with
pain. After rolling Damage for an attack, this ability
may be employed to roll an extra 1Ð6. This may be
used only once per attack.
% A Taste of Terror (+1 Tithe, 3 AP, Extinguish
Action)
EFFECT: The theurge tells someone what they are
going to do to them, and the target, filled with
terror, runs at full speed from their current location
until the theurge is out of their line of sight. Upon
encountering the theurge subsequently, a successful
372 BLACKBIRDS

Blith: Pact Technique Eurynomos, the Quiet Remorse


% A Taste of Cruelty (1 AP, Combat Action) (Villein of Peace)
EFFECT: The theurge attacks someone with great
malice. This ability may be employed by the theurge
after they attack someone, allowing for an extra
1Ð6 Damage and an extra Injury die to be rolled.
E urynomos appears as the corpse of the last
person the summoner personally killed, in the
same position they were in right after they died. She
% A Taste of Woe (+1 Tithe, 1 AP, Reaction) speaks in a barely audible whisper from the mouth
EFFECT: After the theurge is hit with a Melee of the motionless corpse, and those who would
Attack, this ability may be used by them to commune with her must position their ear just
immediately make an attack against their attacker. above the dead lips. She never appears to those who
This counterattack automatically hits and can’t be have not killed someone. Her manifestation is often
dodged or parried. accompanied by bitter cold, engulfing silence, and
% A Taste of Horror (+3 Tithe, 3 AP, Extinguish the smell of a charnel house.
Special Action) REMNANTS: Eurynomos offers remnants of
EFFECT: The theurge points at one opponent they can Martiality and Necromancy.
see and transforms them into a warped monstrosity, WEAKNESSES: Eurynomos dislikes crowds. She
little more than a mewling pile of throbbing organs never manifests before any sorcerer or allows a
and rearranged appendages, that is permanently bargain with one in the presence of three or more
Helpless. Make a Resolve test for all allies of the other people.
target who witness this. COURT: The Court of Peace
ALLIES: The Court of Truth
ENMITY: The Court of Joy
GOALS: Eurynomos will help the theurge kill. She
wants them to kill well and swiftly.
FAVORED RECKONING: “I help you kill one
that you choose; you help me kill one
that I choose.”
T HEU RGY: Ta blets of t he U n b egot ten 373

Eurynomos: Rapport Technique % Wanton Blade (+1 Tithe, 3 AP, Extinguish


% Unreliable Witness (+1 Tithe, 1 AP, Special Action) Special Action)
EFFECT: Immediately after committing a murder, EFFECT: The theurge kills someone with an edged
the theurge clouds the mind of one person who saw Melee weapon. No one who witnesses the event will
them do it. The target cannot properly remember remember the theurge was there if they immediately
what happened and, if the theurge makes a swift exit, flee the area.
cannot remember that the theurge was even there.
% Wicked Blade (+2 Tithe, 2 AP, Combat Action) Eurynomos: Pact Technique
EFFECT: The theurge attacks an adjacent Flanked foe % None Shall Witness (+2 Tithe, 1 AP, Special
with an edged weapon. The attack automatically Action)
hits and adds 2Ð6 to the Total Damage. EFFECT: Immediately after committing murder, the
% Improbable Demise (+2 Tithe, 3 AP, Extinguish theurge clouds the minds of up to 2×[WB] people
Special Action) who just saw them kill or who witnessed them
EFFECT: The theurge kills someone in some way that fleeing the scene of the crime. They cannot properly
seems impossible or flukish. Bouncing an arrow remember what happened and, if the theurge
off a wall, holding out a knife that their opponent made a swift exit, cannot remember that they were
stumbles against, or knocking a rock off a cliff to kill even there.
someone far below are all reasonable examples. The % Corpsewalk (+2 Tithe, 2 AP, Special Action)
theurge must be able to see their victim, and the EFFECT: The theurge climbs into the mouth of a
death must be possible and caused by something human corpse that hasn’t been dead for more than
they can physically do (e.g., the theurge can’t shoot 3 days. They emerge the following Round from
someone many leagues away with an arrow). another, similarly fresh human corpse of which
they are aware. If the destination corpse has been
Eurynomos: Communion Technique destroyed, this Technique fails, and the theurge
% None Shall Escape (Passive Bonus) suffers 2Ð10+2 Peril. A corpse can be used in
EFFECT: When the theurge makes an Opportunity this way only once, whether as point of origin or
Attack, add +10 to hit and an additional destination.
1Ð6 Damage. % Deadly Dance (+3 Tithe, 3 AP, Extinguish
% Foolish Witnesses (+2 Tithe, 1 AP, Special Action) Special Action)
EFFECT: Immediately after committing murder, the EFFECT: All foes adjacent to the theurge are Slain! as
theurge clouds the minds of up to [WB] people who those they have recently killed manifest to add more
just saw them kill. They cannot properly remember victims to their tally.
what happened and, if the theurge makes a swift exit,
cannot remember that the theurge was even there.
374 BLACKBIRDS

Asisaxasias, Duke of Butchery


(Lord of Peace)

A sisaxasias appears as a slender yet muscular,


elderly human male with bright-red skin and
eyes. His hair and beard are a shocking white. His
ALLIES: The Court of Joy
ENMITY: The Courts of Ignorance and Silence
GOALS: The perpetuation and encouragement of
manifestation is always preceded by the coppery warfare and battle, blood and death.
smell of fresh blood. He wears bright-red leather FAVORED RECKONING: Asisaxasias favors pacts and
rags and bears a plethora of cleavers. His voice is bonds that lead to violence, such as: participate in a
quiet but always threatening. battle that leads to a death at least once a week, never
REMNANTS: He offers remnants of Chimera and parley when fighting is an option, spill a gallon of
Martiality. blood every day, or wound yourself or someone else.
WEAKNESSES: Asisaxasias cannot
stand to be in the presence Asisaxasias: Rapport Technique
of cats, and none of his % Let There Be Rage (+1 Tithe, 2 AP, Special
abilities will work on Action)
them or their kin. EFFECT: Someone the theurge currently sees
COURT: The Court becomes filled with rage. They attack the nearest
of Peace enemy or person they hate most in their vicinity
unless a successful (Arduous –30%) Resolve test is
made for the target to control their fury.
% Let There Be Cleavers (1 AP, Combat Action)
EFFECT: A blood-caked, sharp, and perfectly
balanced cleaver appears in the theurge’s hand. It has
the Throwing, Enchanted and Vicious Qualities,
and does [WB]+2 Damage. The theurge can create
as many cleavers as they wish, but the cleavers exist
only until the end of the Combat Scene.
% Let There Be Murder (+1 Tithe, 3 AP, Extinguish
Special Action)
EFFECT: The theurge points at someone they can see,
and the person is filled with a murderous rage. They
attack whoever is nearest and continue to rage until
they are killed or rendered unconscious.

Asisaxasias: Communion Technique


% Heavy & Wicked (1 AP, Special Action)
EFFECT: A cleaver with the Enchanted, Punishing,
Throwing, and Vicious Qualities appears in the
theurge’s hand, and it deals [WB]+2 Damage. The
theurge can employ this ability at any time, and the
same cleaver magically returns to the theurge’s hand
from any distance.
T HEU RGY: Ta blets of t he U n b egot ten 375

The Court
of Silence

% Murder Is the Best Defense (1 AP, Reaction) GOALS


EFFECT: After a successful Melee Attack has been The Court of Silence seeks to return humans to
made against the theurge, but before Damage is their true bestial nature. They love violence, but
rolled, they may make an immediate counterattack only when unrestrained and meaningless. They
against their attacker, so long as the theurge is encourage mindless rutting without the pretense of
holding a Heavy & Wicked cleaver. If the attacker romance or love. They hate all the trappings of
takes Damage from the counterattack, their initial civilization and achievement, and they long to see
attack misses. them perverted or destroyed. The more meaningless
% Words of Blood (+3 Tithe, 3 AP, Extinguish an expression of emotion is, the better, and the
Action) more humanity wallows in its basest instincts, the
EFFECT: The theurge says a word or phrase that more the Court of Silence is pleased.
affects all but their Fatebound companions. No act is too debased, no
Make a successful (Arduous –30%) Resolve test expression of feeling too
for everyone who hears it, or they are filled with extreme, no glorification
murderous rage until they kill someone. of nihilism too great.
When all the world is
Asisaxasias: Pact Technique populated with
% The Cleaver of Asisaxasias (1 AP, Special Action) mindless animals, the
EFFECT: The theurge becomes the wielder of the Court of Silence will
gore-covered and pockmarked magical Cleaver have finished its work.
of Asisaxasias. This monstrous artifact has the
Enchanted, Piercing (3), Punishing, Throwing,
and Vicious Qualities. It does [WB]+3 Damage.
The theurge may use this ability to make the cleaver
reappear in their hand from any distance. T H E K N I FE B A I R N S
% Boon of Fury (+1 Tithe, 1 AP, Combat Action) At the center of every web approximating anything like an
EFFECT: Those whom the theurge attacks with the assassins’ guild in the larger cities is what appears to be a
Cleaver of Asisaxasias are driven mad with rage. The devotion or series of spiritual beliefs that lend support to
theurge makes a successful attack with the above the morality and importance of murder. Further beyond
cleaver. If it hits, a successful (Arduous –30%) this creed is an inner circle, a cult that follows those
Resolve test must be made for the target, or they precepts with the greatest fervor: the Knife Bairns. This cult
begin attacking their allies until they kill someone. is supported by the Court of Silence, though only in the
% Harvest the Red Milk (+1 Tithe per Person most uneven and haphazard way, since the cult’s leaders
Killed, 3 AP, Extinguish Special Action) are often murdered by their subordinates to be replaced by
EFFECT: The theurge throws the Cleaver of them in a never-ending cycle of violence and murder.
Asisaxasias and it circles them, killing up to [WB] Outsiders of the Court of Silence sometimes give
foes of the theurge’s choice within throwing range a theurge who seeks their Vitiations reckonings to
before disappearing. The theurge accumulates 1 complete that are connected to, or in assistance of, the
Tithe for each person killed in this fashion. local assassins’ guild or the Knife Bairns themselves.
376 BLACKBIRDS

O P I N I O N S O F T H E OT H E R CO U RTS % The Court of Truth: The Court of Truth understands


% The Court of Ignorance: The Scholars are almost the importance of meaninglessness, but its
worthy, for they seek to destroy the words at the members take themselves too seriously. Their
heart of human civilization, but only so they may twisting of reality makes a good appetizer to
replace those words with their own. In the end, prepare humans for the main course, which is to
these Outsiders are no better than the human completely embrace the whims of the moment
diplomats, courtiers, and lawmakers seeking to over any long-term plan. The Masquers are useful,
restrain that which can never be restrained and to if only to show humanity that the face people
control that which is uncontrollable: fear, passion, wear in civilized places is the most ridiculous
the winds of the sky, and the fires of the earth. In mask of all. In the end, they will cast it off to
the end, the flames they use to burn the dry words reveal the monster beneath.
they esteem so highly will be turned against them, % The Nameless Court: The Court of Silence seems to
and they will be left as ashes. be collectively in love with, or in thrall to, the
% The Court of Joy: The Courts of Joy and Silence Nameless Ones. In their presence, the Beasts are
seldom find themselves at odds, as they are merely demure, seemingly friendly, and most disturbing
two different flavors of madness. In effect, these of all, affectionate. Of course, the Outsiders of
two courts seem to tolerate, and even have the Nameless Court acknowledge this rarely, if at
affection for, each other, though the particulars all. But, like a cat that desperately wants the
are unclear, because neither court speaks with any attention of the one person who ignores it, the
clarity about what they really mean, if they speak Beasts keep trying.
at all. It seems, from appearances, that the Court
of Joy and the Court of Silence have some sort of
unspoken and unwritten accord.
% The Court of Peace: The Courts of Peace and
Silence are notoriously at odds
with each other, and their
conflicts are renowned for
being bloody and vicious,
even among Mortals who have
learned some small amount of
magical lore. For their part, the
Beasts somewhat respect the Army
Invisible for its artistry, though
they would never openly
admit that. Better to fight
it, for there is no greater
expression of respect than
to tear an opponent limb
from limb—or have them do the
same to you.
T HEU RGY: Ta blets of t he U n b egot ten 377

Trammus, The Dual Hound


(Imp of Silence)

T rammus appears as a lean and malnourished


hound with a head at either end of its body.
The eyes on each head are disturbingly large, and
Trammus: Communion Technique
% Snuffling the Prey (Passive Bonus)
EFFECT: The theurge sniffs the ground like a dog
the jaws have more teeth than does a natural and gains a heightened sense of smell. Add +20
hound’s. Trammus seems rabid or desperate, and to the theurge’s Survival tests, or you may offer
the two heads often nip at each other and fight. 2 Assist dice when assisting another’s test. In
Trammus speaks with the wordless whines and yips addition, at Fateweaver’s discretion, the theurge
of a dog that only a theurge can understand. With gains insight into anything by smelling it. Add +20
it comes the smell of wet fur and a filthy kennel. to Perception-based Skills made for the theurge if
REMNANTS: Trammus offers remnants of Bestial smell would be a factor.
Power and Chimera. % Beastspeech (+1 Tithe, 1 AP, Special Action)
WEAKNESSES: Trammus does not manifest near EFFECT: For 1 hour, the theurge is able to understand
bodies of water. and speak with animals, though the creatures still
COURT: The Court of Silence have only the intelligence of animals.
ALLIES: The Court of Joy % Army of the Wild (+2 Tithe, 3 AP, Extinguish
ENMITY: The Court of Peace Special Action)
GOALS: “Help master find thralls to help master EFFECT: The theurge calls upon nearby animals
hurt someone.” to kill someone—e.g., a pack of stray dogs might
FAVORED RECKONING: Trammus likes bones but is maul a person, or a wave of rats could envelop and
notoriously picky about whence they come. The consume the target.
theurge will know what it wants.
Trammus: Pact Technique
Trammus: Rapport Technique % Snuffling the World (Passive Bonus)
% Snuffling the Loam (Passive Bonus) EFFECT: The theurge sniffs the ground like a dog and
EFFECT: The theurge sniffs the ground like a dog and gains a heightened sense of smell. Add +30 to the
gains a heightened sense of smell. Add +10 to the theurge’s Survival tests, or they may offer 2 Assist dice
theurge’s Survival tests, or they may offer 2 Assist when assisting another’s test. Also, at the Fateweaver’s
dice when assisting another’s test. discretion, the theurge gains insight into anything by
% The Encroachment of Beasts (+1 Tithe, Non- smelling it. Add +30 to Perception-based Skills made
Combat Action) for the theurge if smell would be a factor.
EFFECT: For the next hour, the theurge instantly knows % Heel (+1 Tithe, Non-Combat Action)
the location and intention of all Beasts nearby. They EFFECT: The theurge stares into the eyes of a wild
may not be Surprised by these creatures. beast. The animal becomes their ally, or they may
% Snarl of Authority (+3 Tithe, 3 AP, Extinguish swap this Technique out for an appropriate Servitor
Special Action) Technique. This effect lasts until the sun sets and
EFFECT: The theurge snarls and their foes are shaken, rises again.
possibly to the point of retreating. Any creatures of % Mark of the Beast (+3 Tithe, 3 AP, Extinguish
at least animal intelligence that hear the theurge’s Special Action)
low growl immediately flee. Intelligent creatures are EFFECT: The theurge points at someone and turns
at –10 to all Skills for the rest of the Scene. them into an animal until the sun sets and rises again.
378 BLACKBIRDS

Flist, The Murmuring Flame


(Villein of Silence)

F list manifests only where an actual fire exists. It


could be as small as a candle flame, but there
must be a fire burning for Flist to appear. To speak
WEAKNESSES: Flist can manifest only where there is
an open flame, as described above.
COURT: The Court of Silence
with Flist, the theurge looks into the flame and ALLIES: The Nameless Court
momentarily enters a trance. In their mind, they are ENMITY: The Court of Ignorance
surrounded by Flist, who appears much larger than GOALS: Flist seeks to create raw negative emotions
the theurge, and as they talk, the heat begins to rise, in the largest number of people possible. Burning
eventually becoming unbearably painful. Flist’s voice down a temple beloved by many people or inciting
sounds like the crackling, roaring center of a vast fire. a riot based upon lies are the sorts of things it seeks
REMNANTS: Flist offers remnants of Clairvoyance to compel.
and Quintessence. FAVORED RECKONING: Flist might direct a theurge to
knock over a lantern over some dry hay, or to tell a
starving crowd of people that their neighbor has been
hoarding grain. It has an innate sense of dry kindling,
both literally and emotionally, and is always looking
to start an uncontrolled conflagration.

Flist: Rapport Technique


% Kindling of the Sole Flame (Passive Bonus)
EFFECT: By standing very close to someone long
enough to make them uncomfortable, the theurge
learns what would make the target most likely to
resort to violence. In addition, the target’s greatest
violent crime becomes known to the theurge—e.g.,
a tavern’s proprietor once accidentally murdered a
drunken traveler by tossing them into the street,
where they bashed their head on the cobbled road,
and their body is buried beneath an old oak behind
the establishment.
% Weapon of Flame (+1 Tithe, 2 AP, Combat
Action)
EFFECT: The theurge summons a Melee weapon to
their hand made from furious elemental flames.
It gains all of the Qualities of a mundane version
of any Melee weapon. It provides light as a torch
and is considered a Mildly Dangerous fire. It exists
until the Combat Scene ends. The weapon uses the
Odweft Skill to hit and does 2Ð6+[WB] Damage
from fire. Make a Coordination test for anyone
who drops a level on the Damage Condition Track
T HEU RGY: Ta blets of t he U n b egot ten 379

after being hit with this weapon. Those whose tests they wish to target. Make a Coordination test for
fail are set On Fire (see Set On Fire in Chapter 6: creatures that begin their Turn in a square filled with
Conflict & Rekindling for details). fire and each time they move into a fire square for
% Wickerman (+1 Tithe, 3 AP, Extinguish Special them to avoid taking Damage. If this test fails or they
Action) remain in the flames, they take 2Ð10+2 Damage
EFFECT: The theurge points at someone, and that for being exposed to Moderately Dangerous fire. A
person bursts into flames. The target is set On Critical Failure means they are set On Fire (see Set
Fire (see Set On Fire in Chapter 6: Conflict & On Fire in Chapter 6: Conflict & Rekindling for
Rekindling for details). details). For 3 additional AP, the theurge may change
the configuration of the flames. The conflagration
Flist: Communion Technique lasts as long as the theurge can see and concentrate
% Kindling of the Bonfire (Passive Bonus) upon them.
EFFECT: The theurge must have spent at least 1 day in
a community, interacting with several of its members. Flist: Pact Technique
They learn what deep anger and resentments roil % Rind of the Salamander (Passive Bonus)
beneath the surface, waiting to spill into violence. EFFECT: The theurge is immune to Damage from
The community’s greatest violent crime becomes fire, even magical fire.
known to the theurge—e.g., the town’s elders once % Arsenal of Flame (2 AP)
gathered all of its dispossessed and burned them EFFECT: The theurge summons a Melee or Ranged
at the stake in an offering to Corvus to stave off a weapon to their hand that is made of or fires
plague of the blue death—their charred remains were missiles of furious elemental flames. It gains all of
sealed off in the bottom of an old well. the Qualities of a mundane version of any weapon
% Arrow of Flame (+1 Tithe, 2 AP, Combat Action) and has unlimited ammunition if Ranged. It exists
EFFECT: The theurge summons a Ranged weapon to until the Combat Scene ends. The weapon uses the
their hand that fires missiles of furious elemental Odweft Skill to hit and does 2Ð6+[WB] Damage
flames. It gains all of the Qualities of a mundane from fire. Make a Coordination test for anyone
version of any Ranged weapon, and has unlimited who drops a level on the Damage Condition Track
ammunition. It exists until the Combat Scene after being hit with this weapon. Those whose tests
ends. The weapon uses Odweft Skill to hit and fail are set On Fire (see Set On Fire in Chapter 6:
does 2Ð6+[WB] Damage from fire. Make a Conflict & Rekindling for details).
Coordination test for anyone who drops a level % Pyre of Flesh (+3 Tithe, 3 AP, Extinguish Special
on the Damage Condition Track after being hit Action)
with this weapon. Those whose tests fail are set EFFECT: The theurge and all their trappings are
On Fire (see Set On Fire in Chapter 6: Conflict & engulfed in flame. Anyone adjacent who is Engaged
Rekindling for details). in melee with them is immediately exposed to
% Inferno (+2 Tithe, 3 AP, Extinguish Special Moderately Dangerous fire at the end of each of
Action) their Turns. Mundane weapons suffer Degradation
EFFECT: The theurge fills an area equal to twenty whenever striking the theurge. The theurge’s attacks
contiguous, 1-stride squares with flames that reach gain the Immolate and Punishing Qualities. This
3 strides in height. They must be able to see the zone effect lasts until the end of the current Scene.
380 BLACKBIRDS

Father Longlegs, Eater of Despair


(Lord of Silence)

F ather Longlegs is an enormous, spider-like


creature with a pitch-black spherical abdomen,
from which stems a human torso
topped by the head of an emaciated
man, his face hidden behind a thin
veil held in place by a small tiara. His
human body bears three sets of arms, each ending
in arthritic hands—the second and third sets of
appendages increasingly smaller and more gnarled
than the first. He enjoys looming over others.
Father’s voice is raspy and perpetually breathless.
REMNANTS: He offers remnants of Bestial Power
and Esotaria.
WEAKNESS: Sincere acts of physical affection terrify
Father Longlegs. After witnessing one, he scurries
into a corner and remains there in total silence +10%) Toughness test for the target, or they are
until sundown. paralyzed and rendered Helpless for 1 hour.
COURT: The Court of Silence % Chitinous Multitude (+2 Tithe, 3 AP, Extinguish
ALLIES: The Nameless Court Special Action)
ENMITY: The Courts of Ignorance and Peace EFFECT: The theurge points at someone, and spiders
GOALS: To smash human minds against the wall of pour from their orifices, killing them. Make a successful
cosmic understanding. Resolve test for anyone viewing this who opposes the
FAVORED RECKONING: Father Longlegs favors pacts theurge, or they are rendered Defenseless until the
and bonds that lead to devastating revelations. Seek start of their next Turn. In addition, make a successful
out forbidden knowledge at any cost. Truth must be Coordination test for opponents adjacent to the
protected and never shared willingly. target that was just Slain!, or they take 2Ð6+[WB]
Damage from hundreds of spider bites.
Father Longlegs: Rapport Technique
% Silk Vomit (+1 Tithe, 1 AP, Special Action) Father Longlegs: Communion Technique
EFFECT: The theurge excretes spider silk from their % Mouth of Traps (+2 Tithe, 2 AP, Combat Action)
mouth. A foe up to 2 strides away is Grappled by EFFECT: The theurge fills an adjacent zone up to 3
the web. An (Arduous –30%) Athletics test may be strides wide and 1 stride long with webbing. Make
made at the beginning of each of their Turns for a successful (Arduous –30%) Athletics test for
them to attempt to escape. The theurge does not anyone moving inside the space, or they are trapped
need to do anything to maintain this effect. in the webbing and Grappled until they can Resist
% Poison Maw (+2 Tithe, 1 AP, Combat Action) with a successful (Arduous –30%) Athletics test,
EFFECT: Poisonous chelicerae erupt from within the which may be attempted on each subsequent Turn.
theurge’s mouth. Make a Melee Attack with the The theurge is immune to this effect.
Fast Quality, using Odweft to hit and 2Ð6+[WB] % Legs of the Father (+2 Tithe, 2 AP, Special
for Damage. If it hits, make a successful (Routine Action)
T HEU RGY: Ta blets of t he U n b egot ten 381

EFFECT: Eight giant spider legs burst from the The Court
theurge’s shoulders, lifting them up and moving of Truth
them around. The legs last until the end of the
Scene. The theurge may move at twice their normal GOALS
Movement and pass through enemy spaces without The Court of Truth seeks to undermine the
endangering themself or triggering Opportunity fabric of trust between people through fundamental
Attacks. They are also raised 3 strides above the disagreement. Whether bringing two lovers to
ground. The theurge can attack someone by using quarrel over the smell of a perfume or bringing
the legs as if with a Melee weapon that has the entire nations into conflict over scriptural
Piercing (2) and Reach Qualities; use Odweft for inconsistencies, its influence always leads to
the Skill test and 2Ð6+[WB] for the Damage. irreconcilable differences over the fundamental
% Tiny Assassin (+3 Tithe, 3 AP, Extinguish concepts of reality between people, factions, and
Action) governments. Scholars suggest that the Court of
EFFECT: The theurge produces a Small spider Truth is merely bringing humanity in line with the
from their mouth and whispers instructions to it. actual truth of reality, which is not at all real.
It travels up to 99 strides away to kill someone
of the theurge’s choosing. The spider’s venom is O P I N I O N S O F T H E O T H E R CO U RT S
deadly, and the target dies unless they are immune % The Court of Ignorance: There is a long-standing
to poison. and powerful enmity between the Courts of
Ignorance and Truth, probably greater than that
Father Longlegs: Pact Technique between any other pair of courts. The two would
% Spider Walk (Passive Bonus) seem to have similar goals or cooperate, but the
EFFECT: The theurge can move along any surface, even reality is that their end games are quite different.
walls and ceilings, at their normal Movement speed. The Court of Truth views the Outsiders of
% Arachnesis (+1 Tithe, 2 AP, Special Action) Ignorance as backward and inflexible, stodgy
EFFECT: A fist-sized spider descends from above the fuddy-duddies that can’t accept what real truth is.
target. Make an Odweft test for the theurge to hit They see the Court of Ignorance as attempting to
the target. If successful, the spider then bites them cling to an empirical reality that simply does not
for 1Ð6+[WB] Damage. If this deals at least one exist, and its desire to control and own that reality
level of Damage, make a successful (Challenging is an anchor that will ultimately
–10%) Toughness test for the target, or they are drown them in a sea of
paralyzed and rendered Helpless for [WB] Rounds. obsolescence.
If a successful Coordination test is not made for the
target to remove the spider at the beginning of each
subsequent Turn, they take Damage and must test
for paralysis again.
% Volx the Clambering Despot (+2 Tithe, 3 AP,
Extinguish Special Action)
EFFECT: Volx the Clambering Despot appears
(see Huge Night Spider in Chapter 10: Bestiary
for details). He serves the theurge and follows
their verbal commands until the sun sets and
rises again.
382 BLACKBIRDS

% The Court of Joy: The Court of Truth sees these Accord, Imp of Agreements
Outsiders as fools—in the traditional sense of (Imp of Truth)
viewing them as low-status idiots with possible
entertainment value but little practical value.
Masquers routinely speak of the Court of Joy in
entirely dismissive and derogatory language. The
A ccord appears only in reflections as a more
attractive and idealized version of her
petitioner or master, but she bears an expression of
Apostles of Truth are not above working with the sardonic mockery or disturbing glee, and she often
Court of Joy, but in general they have extremely repeats phrases that the summoning theurge has
low expectations of its contributions. said themself—but with a biting edge or in mockery.
% The Court of Peace: The Court of Peace often works REMNANTS: Accord offers remnants of Illusion
with the Army Invisible. Many assassins find that and Deceit.
the combination of illusion and deadliness is a WEAKNESSES: Accord has no physical form and may
synergy too tempting to forgo, and so long as the never manifest physically, and she may appear only
goals of both courts can be pushed forward, in a place where there is a reflective surface.
Outsiders from these two groups happily oblige. COURT: The Court of Truth
Minions of the Court of Truth sometimes have ALLIES: The Court of Peace
pacts and deals from the Court of Peace among ENMITY: The Court of Ignorance
their lists of granted abilities. From the Court of GOALS: The facilitation of agreements and contracts
Truth’s point of view, minions of the Court of between people that are built on lies.
Peace make excellent pawns, handy muscle, or FAVORED RECKONING: Accord favors having
useful fools when brute force is required. momentary control over sorcerers who summon
% The Court of Silence: This court is a mystery to the her and often bargains for a moment in the “driver’s
Masquers, who possess a generally neutral seat,” to speak and act as her master.
opinion toward it, bordering on mild respect and
fear. For the Apostles of Truth, Outsiders in the Accord: Rapport Technique
Court of Silence are not as easy to manipulate as % Accommodating Wit (Passive Bonus)
those in the Court of Peace, and so do not make EFFECT: When being glib or funny, the theurge’s jokes
great lackeys or pawns. The Illusionists tend to be land better than ever. Add +10 to any Fellowship-
wary of dealing with the Court of Silence and based Skill tests wherein the theurge is able to make
make vague warnings to others who would do so a joke. In addition, if in a situation where they
as well. The motivations and abilities of the Court would automatically fail a Fellowship-based Skill
of Silence are unfathomable to the Apostles of test, they can tell a joke and then make a test.
Truth. % I Am the Mask (+1 Tithe, 2 AP, Special Action)
% The Nameless Court: The Apostles of Truth deny EFFECT: The theurge shifts their face (and only their
that any “Nameless Court” exists. When face) to look like any other face they have seen and
confronted with Outsiders from the Nameless can remember. Their hair and every other part of
Court or proof that they do exist, minions of the their body remains the same. This lasts for 1 hour.
Court of Truth always have justification for why % Believe in Me (+2 Tithe, Extinguish Non-
such proof is false, or they simply are unable or Combat Action)
unwilling to see and acknowledge the presence of EFFECT: During a conversation, the person the
the Nameless at all. theurge is speaking to believes everything they
say. After the conversation ends, they continue to
believe the theurge for at least 1 hour.
T HEU RGY: Ta blets of t he U n b egot ten 383

Accord: Communion Technique Accord: Pact Technique


% Rapier Wit (2 AP, Attack Action) % Fool’s Wisdom (Passive Bonus)
EFFECT: The theurge must verbally mock their EFFECT: The theurge knows when others are
opponent openly and in such a way that the attempting to betray or “play” them. The Fateweaver
opponent’s peers or companions can hear and lets the player know if the target is deceitful and, if
understand what the theurge is saying as they the theurge makes a Scrutinize test, will tell them
attack. The opponent must have peers, allies, or specifically how.
companions present for this to work. Add +20 to % Impossible Utterance (+1 Tithe, 2 AP, Special
the Attack Action. Action)
% Mask of Beauty (+1 Tithe, Non-Combat Action) EFFECT: The theurge gazes at a target and mumbles
EFFECT: The theurge becomes a more attractive something under their breath. The theurge choses
version of themself. Add +10 to Fellowship-based a subject when this effect is put into place, and the
Skill tests made for them whenever this would target is magically forbidden from speaking about
be applicable, and +20 if they are able to employ that subject. Only one target may ever be under the
seduction. This lasts for 1 hour. effects of this ability.
% Thorn of Desire (+1 Tithe, 3 AP, % Deadly Mockery (+2 Tithe, 3
Extinguish Special Action) AP, Extinguish Special Action)
EFFECT: The theurge must be EFFECT: The theurge verbally
in the presence of a sentient insults someone so powerfully
creature and speak to them. that the target is Slain!.
The target falls in love
with the theurge. Their
actions are still their
own, but they will not
hurt the theurge.
384 BLACKBIRDS

Clip, Thief of Souls


(Villein of Truth)

C lip always appears as a figure cloaked entirely


in black, its face hidden in shadows. Clip
plays dexterously with a different valuable object in
FAVORED RECKONING: Clip prefers to have a cut of
whatever is stolen. This can get messy if a sorcerer
uses Clip’s gifts to, for example, free someone
its left hand every time it manifests. Its voice is high from jail.
pitched, giggly, and sly.
REMNANTS: Clip offers remnants of Deceit and Clip: Rapport Technique
Impossibility. % Mystic Distraction (Passive Bonus)
WEAKNESSES: Clip never manifests in the presence EFFECT: The theurge creates a psychic distraction
of daylight and may not be bargained with if whenever attempting to do something nefarious in
daylight is present or visible. the presence of a single person who would otherwise
COURT: The Court of Truth notice—e.g., picking the pocket of a lone guard or
ALLIES: The Court of Peace placing a forged letter on the desk of a scribe. If the
ENMITY: The Court of Ignorance roll to perform the deed fails, the person does not
GOALS: Assist humans in stealing from each other, notice the attempt.
especially if this thievery causes strife or % Ripe for Plucking (+1 Tithe, Non-Combat
discord. Clip also happily abets assassins. Action)
EFFECT: By observing someone and using this
ability, the theurge knows whether they have
any valuables in their possession and the general
worth of those valuables. The Fateweaver may give
the theurge more details, at their discretion.
% Slip Away (+1 Tithe, 3 AP, Extinguish Special
Action)
EFFECT: The theurge slips into the shadows and
disappears from the Scene. To do so, they must be
able to move to a location where no one can see
them (e.g., behind a pillar, past a closed door, into
darkness). They cannot use this ability if line of
sight is not broken. The theurge travels to a safe
space up to 1 mile away, chosen by the Fateweaver.

Clip: Communion Technique


% Thief ’s Touch (+1 Tithe, Non-Combat Action)
EFFECT: By touching a building, the theurge gains
a sense of the most valuable object within and a
general idea of where it is. This may not be used
again until the sun sets and rises.
% Artful Dodger (+1 Tithe, 2 AP, Special Action)
EFFECT: The theurge attempts to pick someone’s
pocket or remove something from their person; add
T HEU RGY: Ta blets of t he U n b egot ten 385

Tannin, Green Diplomat


(Lord of Truth)

+20 to this attempt. Whether the theurge succeeds


or fails, the target does not notice.
% Thief in the Night (+1 Tithe, 1 AP, Extinguish
T annin appears as a large, chartreuse gentleman
wearing finery suitable for the wealthiest of
noble dignitaries. Tannin never blinks and tends to
Special Action) overemphasize sibilant sounds. He is always infested
EFFECT: The theurge magically absconds with a with a lizard or snake that seems to have built a nest
single object they can see or that they know is on in his mouth and is living inside his jaws and throat.
someone else’s person that they can see. The object Tannin tends to speak with eloquence and bombast,
must be something the theurge can lift with one although it is clearly the creature living in his face
hand. The target will not be aware of this larceny. that is actually talking.
REMNANTS: Tannin offers remnants of Deceit
Clip: Pact Technique and Phrenic.
% Thief ’s Eyes (+1 Tithe, Non-Combat Action) WEAKNESSES: Tannin despises the Court of Peace
EFFECT: Choose an item the theurge wants to steal. and never treats with sorcerers who have deals or
It must be a specific item and not a type of item. pacts with members of that court.
The theurge knows exactly where it is—and how COURT: The Court of Truth
far away—for the next hour, as they see a phantom ALLIES: The Courts of Ignorance, Joy, and Silence
image of its location through any intervening matter. ENMITY: The Court of Peace
% There Are No Locks (+1 Tithe, 1 AP, Special GOALS: Facilitating grand agreements, pacts of peace
Action) between nations, and the writing of new laws. Long
EFFECT: By touching a lock, door, or container, the term, the things that Tannin arranges are certain to
theurge is able to instantly unlock it, so long as it is cause ruin, but in the short term, they seem exactly
not magically secured. what they are purported to be.
% I Am Behind You (+2 Tithe, 3 AP, Extinguish FAVORED RECKONING: Tannin favors the written
Special Action) word and prefers pacts and deals that allow him to
EFFECT: The theurge disappears and then create documents, contracts, and scripts.
immediately reappears behind someone they can
see to stealthily kill the person before the target can Tannin: Rapport Technique
move or make a sound. % They Are Known (Passive Bonus)
EFFECT: The theurge is able to immediately recall
the name of any noble, diplomat, state official,
or important person. The player may ask the
Fateweaver about any important person, and the
theurge “remembers” the person’s name, even if the
theurge has never met them.
% Scrawl of Lies (+1 Tithe, 1 AP, Special Action)
EFFECT: The theurge always has the needed papers
or documentation. They may give someone a blank
piece of paper, and that person assumes it to be
what the theurge says it is. It becomes blank again
as soon as the theurge is out of sight.
386 BLACKBIRDS

% Favors of Kings, Boons of Queens (+2 Tithe, Tannin: Pact Technique


Extinguish Non-Combat Action) % Web of Power (Passive Bonus)
EFFECT: The theurge mentions something to an EFFECT: The theurge spends a few hours studying a
important person; presumably, this is a debt they owe city, village, monastery, or family unit. They then
to someone else or to Tannin himself. That person know the names and identities of the individuals
grants the theurge a single favor up to Patronage who control the power of the group and learn
Level 6, or whatever is within the target’s abilities. their plans and motivations, as well as who is in
This ability may only be used once per week. debt to whom.
% Voice of Command (+1 Tithe, 1 AP, Special
Tannin: Communion Technique Action)
% Poles of Power (Passive Bonus) EFFECT: The theurge speaks a simple sentence
EFFECT: The theurge spends a few hours studying a to someone they can see and who can hear the
city, village, monastery, or family unit. They then theurge. Make an (Arduous –30%) Resolve test
know the names and identities of all individuals for the target, and if it fails, the target must do as
who control the power of the group. the theurge says—e.g., “Kill the soldiers under your
% Words of Authority (+1 Tithe, Non-Combat command” or “Let me into the vault.” Once they
Action) complete the task, they are free from the magic.
EFFECT: The theurge reveals themself to someone % Cloak of Authority (+2 Tithe, 3 AP, Extinguish
they are close enough to touch as a person Special Action)
of authority in the current political EFFECT: The theurge reveals themself to
milieu. The theurge thereafter everyone present who can see and hear
appears to be of higher authority them as someone of authority in the
than the person they are talking current political milieu. They have
to, but only to that person. higher authority than anyone
The theurge is Flip to Succeed else present. This lasts
on Fellowship-based tests for until the sun sets or the
this target. This lasts until the sun rises. The theurge
sun sets or the sun rises. is Flip to Succeed on
% Deadly Writ (+2 Tithe, Fellowship-based tests
Extinguish Non-Combat for all present when
Action) ability is used. Their
EFFECT: The theurge must be appearance and
close enough to touch a person trappings subtly
of authority. An immediate change via illusion
execution order appears to support their
on the theurge’s person, claim to those
made out to the authority present when
figure, with the name of they perform this
any present lower-ranked person Technique.
written on it as the target. The
order is a perfect forgery that
appears to come from an authority
higher than anyone else present.
T HEU RGY: Ta blets of t he U n b egot ten 387

The Nameless
Court

GOALS
The Nameless Ones have incomprehensible
goals—at least as far as Mortals are concerned.
They certainly ask for favors, and theurges must
pay a price to use their Vitiations, but most of
their requests are for the performance of bizarre and
often difficult tasks that have no reasonable purpose.
When they do have a purpose, it is to nurture and
enable their cults in human society. These cults are
unlike religious ones, but many of them resemble
esoteric orders or secret societies. The cults themselves
might seek to facilitate prevalence of a specific color
of paint in a borough or city, or they might want to
kill every person with red hair and bury them
under the same building. Theurges who deal with
the Nameless Ones inevitably come into contact
with these cults and find themselves enlisted to help
fulfill the sodalities’ strange ends.

O P I N I O N S O F T H E OT H E R CO U RTS
If the Nameless Ones have opinions, it is
difficult to know what they are. Their purposes are
extremely obtuse, even for Outsiders, and they
seldom express anything similar to human emotions.
All are exceedingly alien.

T H E S E C T O F FA C E S
One Outsider lord of the Nameless Court manifests via control a great deal of political power and wealth to
an ever-shifting identity known as the Lady of Faces. The enact it. Purportedly, those at the center of the cult have
cult that worships the Lady consists of spies, assassins, no identity at all and can shift their appearance at will to
and diplomats who are not what they seem to be. They look like any humanoid creature or person. All recruited
have wormed their way into the ranks of courtesans, to the cult bear a version of the Symbol of the Nameless
advisors, sages, clerks, and aristocrats surrounding Court in bright amber and identify themselves as loyal by
powerful nobles. Some even believe these nobles are telling other members, “I wear no mask.”
members of the cult as well. Each cultist has multiple Some of those Outsiders that support the Sect of
hidden identities, like the skins of an onion, with their Faces are from the Court of Truth. Of course, they think
true self (if one exists) buried deep inside. No one knows that they run the Sect of Faces and that it is their cult,
what the true goal of the Sect of Faces is, but it seems whereas the real power behind the Sect of Faces is the
that whatever it is attempting to do, it must gain or Nameless Court.
388 BLACKBIRDS

% The Court of Ignorance: The Scholars are always Xox, The Angel of Distress
wheedling the Nameless Ones for hidden (Imp of the Nameless Court)
information, and the Nameless Ones seem, for
their part, willing to give it, although reluctantly
and with disturbing solemnity. The knowledge
the Scholars gain in this way seems to drive them
X ox appears as a tiny, indistinct shape and
always appears inside of a transparent object.
It could appear within the iris of another person’s
slowly mad. eye, a shard of glass, a pond, or a drop of water. The
% The Court of Joy: The best description of the theurge must stare at the object in question, and all
Nameless Court’s reaction to Outsiders of the communication between them and Xox is
Court of Joy would be indifference, or active telepathic. The theurge never speaks aloud when
ignorance and avoidance. Sometimes, members communicating with Xox, but always finds it
of the Nameless Court refuse even to manifest if impossible to look at Xox without contorting their
a Jester is present. face into a mask of fear, loathing, or disgust.
% The Court of Peace: The Nameless Court rarely REMNANTS: Xox offers remnants of Illusion and
appears to acknowledge or take any interest in the Impossibility.
Outsiders of the Court of Peace. When they do, WEAKNESSES: Xox does not appear in the
it is in the smallest way, in what might be presence of music.
considered an acknowledgment of condescending COURT: The Nameless Court
approval. ALLIES: The Court of Peace
% The Court of Silence: Sometimes, the Nameless ENMITY: The Court of Truth
Ones treat the Beasts as adored pets. This strange GOALS: Xox is obsessed with actions that cause great
affection is always disconcerting to observe, no effect with minimal effort. It always seeks places
matter what form it takes. where a single stone can cause an avalanche, or a
% The Court of Truth: The Court of Truth does not precariously balanced structure might topple—the
believe that the Nameless Court exists at all. If greatest amount of chaos from the smallest amount
the Nameless Ones have any agenda with the of force. It also pursues such outcomes in human
Masquers, it appears that they consider societal structures and relationships.
the Court of Truth to be subjects in a
clinical experiment. It is not unusual
to see a Nameless One, whose
existence a Masquer denies, stand
nearby and literally move the
Masquer’s body—possibly when
the Nameless Ones are invisible to
them. The Masquer always has a
justification for this motion and
assumes they did it themself.
T HEU RGY: Ta blets of t he U n b egot ten 389

FAVORED RECKONING: Xox invariably wants a Xox: Communion Technique


theurge it deals with to poke at things that are near % Point of Force (Passive Bonus)
a state of collapse, either physically or socially. The EFFECT: When the theurge attacks with a weapon
target should clearly be something that might cause that has the Finesse Quality, add +20 to strike.
a disturbing chain reaction, but that doesn’t mean % Point of Injury (+1 Tithe, 2 AP, Combat Action)
it always can. Xox is sometimes wrong, or maybe it EFFECT: The theurge makes an attack more likely to
just likes to keep its master on their toes. cause injury, adding two Injury dice if the Damage
level requires such a roll.
Xox: Rapport Technique % Point of Chaos (+2 Tithe, Extinguish Non-
% State of Imbalance (Passive Bonus) Combat Action)
EFFECT: By touching an object, the theurge can tell EFFECT: The theurge says something to a group of up
what its point of greatest structural weakness is. to [WB] people present. It causes them to devolve
% State of Decay (+2 Tithe, 1 AP, Special Action) into chaos as its members turn on each other and
EFFECT: The theurge touches a living person or argue for the next hour, performing no other action
creature to find its weakness. If attempted in and becoming unaware of everything else as long as
combat, this requires a successful unarmed Melee they are in no physical danger. They may trace the
Attack. Thereafter, the theurge knows what the source back to the theurge afterward.
target’s greatest weakness is or what it is vulnerable
to; all attacks the theurge makes against this specific Xox: Pact Technique
being are Flip to Succeed for 1 hour. This can be % Defensive Leverage (+2 Tithe, 1 AP, Reaction)
employed only once for each being. EFFECT: Because of unlikely circumstances, the
% State of Collapse (+2 Tithe, 1 AP, Extinguish theurge becomes strangely difficult to hurt. After
Special Action) the theurge is successfully attacked, they only take 1
EFFECT: The theurge is able to immediately break a level of Damage from the attack.
mundane object up to the size of a horse or render % Physical Leverage (+2 Tithe, 2 AP, Special
it useless by exploiting a weakness or applying force Action)
to it in just the right way. EFFECT: The theurge is able to immediately break a
mundane object up to the size of a horse or render
it useless by exploiting a weakness or applying force
to it in just the right way.
% Deadly Leverage (+2 Tithe, 3 AP, Extinguish
Special Action)
EFFECT: The theurge touches someone and causes
them to die as their body cascades into violent
collapse.
390 BLACKBIRDS

Folio, The Formulae


(Villein of the Nameless Court)

F olio appears to theurges as a mathematical


concept expressed through geometric shapes
that taper into infinity. It is like a fractal—but one
Folio: Rapport Technique

T H E R E I S A 33% chance that any object or


that looks more organic than mathematical. being already bears a mark of Folio. When the
Theurges dealing with Folio do not look in any theurge becomes aware of a mark that they
particular direction and appear to be momentarily did not place, a Resolve test must be made
stunned. If Folio shows itself to any other being for them, as their mind reels at the hideous
(which it almost never does), make a Resolve test improbability of Folio’s numerical task and
for them. the knowledge that they do not toil alone in
REMNANTS: It offers remnants of Impossibility and this impossible endeavor.
Quintessence.
WEAKNESSES: Folio does not appear in the presence
of scales or fulcrums that are not balanced.
COURT: The Nameless Court
ALLIES: The Court of Ignorance
ENMITY: The Court of Joy
GOALS: Folio seeks to calculate the existence of the
cosmos. To do so, it must assign a numerical tag
to everything in existence. Theurges using
its Vitiations are encouraged to carve
or mark these strange numerical
symbols from some alien language
on as many things as possible.
At first, this task seems easy,
but as it progresses, the theurge
begins to see these symbols on
things they never had contact
with (others often cannot see
these marks), and eventually on
everything, including themself. Many
are driven mad by perceiving this scheme or
by ruminating on its implications.
FAVORED RECKONING: “Mark that chair
with this symbol. Mark that wasp
with this symbol. Mark that person
permanently with this symbol. Mark
that lion. Mark your allies. Mark
yourself.”
T HEU RGY: Ta blets of t he U n b egot ten 391

% Qualitative Insight (Passive Bonus) % Subtraction (+3 Tithe, 1 AP, Extinguish Special
EFFECT: The theurge touches a non-living mundane Action)
object, and it gains one of Folio’s marks. The mark EFFECT: The theurge removes from existence a living
is visible and appears exactly where the theurge creature that bears a mark of Folio. If the mark is
touched. For any object marked this way of which defaced or removed, this ability does not work. The
they are aware, make a Resolve test for the theurge creature disappears from existence, leaving behind
to close their eyes and immediately gain a brief flash nothing other than its possessions.
of the object’s location relative to themself.
% Derivative Insight (+1 Tithe, 0 AP, Combat Folio: Pact Technique
Action) % Interpolation (+1 Tithe, 1 AP, Special Action)
EFFECT: If the theurge or someone they can see EFFECT: The theurge looks at a mundane object or
attacks with a weapon bearing Folio’s mark, the being and wills a mark of Folio to appear somewhere
theurge may choose to empower it. The attack on it or them in a location of the theurge’s choice.
gains +20 to hit and the Enchanted Quality for the If the target is a being, make a successful Resolve
duration of the Combat Scene. test for them, or they are Defenseless until their
% Zero-Sum Insight (+2 Tithe, 1 AP, Extinguish following Turn. This may be used only once on any
Special Action) particular target.
EFFECT: The theurge removes from existence an % Extrapolation (+2 Tithe, 2 AP, Special Action)
object up to the size of a horse that bears a mark of EFFECT: The theurge duplicates an object that
Folio. If the mark is defaced or removed, this ability bears one of Folio’s marks. If the mark is defaced
does not work. The object is removed entirely from or removed, this ability does not work. The object
existence, with no trace left behind. may not be part of a larger object, and it must be
something the theurge can lift with one hand. The
Folio: Communion Technique duplicate appears in the theurge’s hand and exists as
% Enumeration (+1 Tithe, 1 AP, Special Action) long as they touch it.
EFFECT: The theurge speaks “the number” of a living % Pragmagenesis (+3 Tithe, 3 AP, Extinguish
being that can hear them, and wills a mark of Folio Special Action)
to appear somewhere on their body the theurge EFFECT: The theurge makes a duplicate of a living
chooses. Make a successful Resolve test for the creature that bears one of Folio’s marks. If the mark
target, or they are Stunned during their following is defaced or removed, this ability does not work.
Turn. This ability may be used only once on any The duplicate appears in a location the theurge can
particular creature. see. Make a Resolve test for every minute it exists,
% Division (+1 Tithe, 0 AP, Combat Action) and if this test fails, it falls 1 level on the Peril
EFFECT: If the theurge or someone they can see Condition Track. When it reaches Incapacitated!,
attacks a target bearing one of Folio’s marks, the the creature realizes it’s a duplicate and dissolves.
theurge may choose to empower that attack before
it is made. The target may not defend against the
attack, and it does an extra die of Damage.
392 BLACKBIRDS

Glissaindaira, Queen of Chitin


(Lord of the Nameless Court)

G lissaindaira appears as a swarm of insects local


to the region. Every multi-legged arthropod
nearby comes out of hiding and flutters and buzzes
EFFECT: The theurge takes control of a single, tiny,
harmless, non-stinging insect. By commanding the
bug to hide within the folds of someone’s clothing
into view, all at once. Make a Resolve test for or on a particular object in the presence of the
anyone experiencing this for the first time. The theurge, they may follow the insect’s pheromones
sound of her voice is a soft susurrus of the many to the target’s exact location, so long as the theurge
sounds this swarm makes either naturally or by is within a day’s ride of it. If the bug is somehow
clicking and rubbing their carapaces together. discovered or destroyed, the effect ends.
Glissaindaira never hides her appearance, and % My Sting (+1 Tithe, 2 AP, Combat Action)
everyone present is aware that the theurge is EFFECT: A pitch-black hornet the size of a dagger
communicating with her, although only those buzzes forth from within the theurge’s clothing.
touched by the Od can understand her disturbing Make an Odweft test as an attack with the Fast,
voice. She is accompanied by the organic smell of Finesse, and Piercing Qualities. If it hits, a
insect pheromones. successful (Challenging –10%) Toughness test
REMNANTS: Glissaindaira offers remnants of Bestial must be made for the target, or they are rendered
Power and Impossibility. Helpless from paralysis. Unless given an antivenin
WEAKNESSES: Glissaindaira may not manifest in within their [BB] in hours, they die.
locations where there are no insects nearby (which % My Swarm (+3 Tithe, 3 AP, Extinguish Special
is unlikely). Also, her manifestation is always visible Action)
to anyone present, and it is always clear exactly who EFFECT: The theurge fills an area equal to ten
summoned her. contiguous, 1-stride squares with insects that reach
COURT: The Nameless Court 3 strides in height. They must be able to see the
ALLIES: The Court of Peace zone they wish to target. Make a Coordination test
ENMITY: The Court of Joy for creatures that begin their Turn in a square filled
GOALS: Glissaindaira focuses primarily on bringing with the insects, as well as each time they move into
those in positions of power or authority to a place of an insect square, for them to avoid being devoured.
debasement, but in such a way that their extremes The swarm lasts for the theurge’s [WB] in hours.
are known to the populace at large and none may
question these lapses. Thus, she erodes the restraint Glissaindaira: Communion Technique
of all people. She also delights in open corruption % My Child (+1 Tithe, 1 AP, Special Action)
and the fostering of criminal guilds as acceptable EFFECT: The theurge gains control of a single, tiny,
things in the politics of a society. stinging insect. So long as they perform no other
FAVORED RECKONING: Perform a questionable actions and concentrate, they can control it up to a
errand for the local thieves’ or assassins’ guild, leave range of 99 strides. They can see and hear through
open a door or gate for a person of ill repute, get its eyes and tympanic organs, and it follows their
a noble drunk, or encourage the pure to perform mental commands. The theurge can cause someone
some act of a base nature. to fail at a single Action by stinging them at the
perfect time, but doing so ends the magic and
Glissaindaira: Rapport Technique makes it unavailable to the theurge until the sun
% My Nestling (Passive Bonus) sets and rises again.
T HEU RGY: Ta blets of t he U n b egot ten 393

% My Skin (+2 Tithe, 2 AP, Special Action) may travel under doors or through cracks that are
EFFECT: The theurge’s body seethes with a swarm reasonable for a swarm to pass through. This effect
of protective insects. Their Damage Threshold lasts for [WB] Rounds.
Modifier becomes +4. All Melee Attacks made % My Attendants (+3 Tithe, Extinguish Special
against the theurge are Flip to Fail as attackers are Action)
harried by the insects. The swarm lasts for [WB] EFFECT: The theurge may choose to summon either
Rounds. This ability becomes unavailable until three lemures, an eidolon, or an archon (see Lesser
after the sun sets and rises again. Outsiders in Chapter 10: Bestiary for details). They
% My Army (+3 Tithe, 3 AP, Extinguish Special serve the theurge and follow their verbal commands
Action) until the sun sets and rises again.
EFFECT: The theurge summons a plague of insects
which covers a large area, such as a city, town, or
castle. All who are subject to the swarm, except the
theurge and allies they can see, are at
–20 to perform any Action and –30
to employ any Perception-based Skills.
The swarm devours all unattended food, leather,
and cloth in its path, and it lasts until the sun sets
and rises again.

Glissaindaira: Pact Technique


% My Assassin (+3 Tithe, 1 AP, Special Action)
EFFECT: The theurge takes control of a single, tiny,
deadly insect. So long as they perform no other
actions and concentrate, they can control it up to a
range of 99 strides. They can see and hear through
its eyes and tympanic organs, and it follows their
mental commands. They may command it to sting
or bite someone, and doing so requires no Skill test.
A successful Toughness test must be made for the
victim, or they die. Once used to bite someone, this
ability becomes unavailable to the theurge until the
sun sets and rises again.
% My Body (+2 Tithe, 2 AP, Special Action)
EFFECT: The theurge’s body transforms into a
swarm of insects. Their Movement is halved, and
they may not be harmed by physical Damage
but are still susceptible to Damage from fire and
magical sources, including Enchanted
weapons. In this form, the theurge
394 BLACKBIRDS

M EE D S O F T H E O D Argosies

L
egends tell of items forged by Outsiders or Long ago, it is said, the children of Hekaté traveled
imbued with the power of the gods. Such from world to world, sending minions, soldiers, and
things are exceedingly rare, and each is arcane engines of exploitation to each and draining
shrouded in rumor and speculation. To find the it until it became a husk of what had been—a corpse
resting place of such an item would be extremely world whose fortune, magic, and life had all been
difficult, and of dubious value to those who do so, devoured by the aes. To facilitate this exploitation,
for the Meeds of the Od are said to be cursed or the elves used many different constructs and
beyond the power of Mortals to own or wield safely. machines of destruction, and on each was attached
Yet the foolish, the brave, or the needful still seek the means of collection: the argosies.
their power—though it may ultimately corrupt An argosy appears as a beautiful but somewhat
their flesh or devour their soul from within. disturbing crystalline shape similar to a cocoon or
pupa, about the size of a human forearm. Usually,
they are found attached to some form of ancient aes
device or apparatus, but sometimes, they are found
on their own, a cache of eldritch technology from
aeons past.
Those who know the secret of these devices
know that each has a key: an image of something
that can be found only on the aes’ homeworld. By
learning and holding in one’s mind a vision of this
key, a person can draw forth some of the Fortune
stored within for their own use. This functions as if
there were an unused Fortune point available to
the bearer, including transforming into a
point of Misfortune when the argosy is used.
An argosy can be used only by the person
holding it.
There is hidden danger in using
the argosy, however, as each contains a
creature created for the express purpose of
ferrying the Fortune drained from worlds to
the moon Yolk, the original source of the aes.
When the argosy is employed, the Fateweaver
should secretly roll 1Ð10; if the result is equal to
or less than the amount of unspent Misfortune in
their pool, an argosy bug immediately bursts from
the cocoon and attacks the bearer (see Argosy Bug in
Chapter 10: Bestiary for details).
T HEU RGY: Ta blets of t he U n b egot ten 395

The Heart of Bodhmall the questioners anything that that person might
The Heart of Bodhmall appears as nothing more have known in life.
than a desiccated, palm-sized vital organ. Those Once the questions are answered, Bodhmall
with Odsight or Witch’s Blood know immediately expects to be allowed to leave and follow through
that it is a powerful magical artifact. The heart is the on her own endeavors; she may even ask for help
magically preserved organ of an ancient druid who with her strange and questionable tasks. It is known
made a deal with the gods for a form of immortality. that she has been trying to make long-term progress
If the heart of a fresh corpse (no more than 3 days toward some ultimate goal, and she has seeded cults
old) is removed and the Heart of Bodhmall placed and cultural legends during her many moments of
in the cavity, the corpse reanimates as Bodhmall life that she can call upon to move her work forward.
takes control of its dead flesh. Those who prevent her from fulfilling her goals find
Bodhmall generally helps those who resuscitate that there are powerful allies of Bodhmall who soon
her by answering a reasonable number of questions, are at odds with them.
traditionally three. She is wise beyond Mortal Her newly inhabited body will begin to degrade
measure and possesses knowledge of ancient things rapidly; it rots away 3 days after her resuscitation,
long lost to humanity and secrets that are otherwise once again leaving only her heart. The Heart of
difficult or impossible to acquire. In addition, she Bodhmall is indestructible, and no Mortal force
can read the mind of the corpse she inhabits and tell can end her strange and unnatural existence.
396 BLACKBIRDS

Necropolis N E C RO P O L I S TE C H N I Q U E
Although many stories are told of magical blades, in % Weightless Slaughter (Passive Bonus)
truth only a few such objects exist, the creation of EFFECT: The blade is weightless and can easily be
each undoubtedly a mistake. Among those regrettable used to push one’s assault on foes. Multiple attacks
amalgamations of Odic power, none is viler than the with Necropolis suffer no penalties. In addition,
great sword called Necropolis. A weapon forged not when one of the wielder’s attacks with this weapon
of metal but of the Od itself—an Outsider in the is a killing blow, they may immediately make
shape of an enormous blade. Necropolis is older than another Melee Attack with the blade at a target in
Hekaté’s gifted spear Eclipse, elder to the hammered range for 0 AP.
aes of ancient Corbellus. An object composed of light- % Hammer of the Od (2 AP, Combat Action)
absorbing darkness, the sword’s form is as baffling as EFFECT: The blade is especially deadly when
its origin. When a Mortal hand comes in contact attacking anything with a connection to the Od. If
with Necropolis’s hilt, scores of panicked, bloodshot the attack hits, it does Bane Damage. This includes
eyes snap open along the blade. A question whispers any Odtouched being, those with a Sigil on their
through the mind of the would-be wielder: Are you flesh, and magical creatures.
willing? Should the person in possession of the sword % Ally of the Dead (3 AP, Extinguish Special
answer in the negative, it returns to its slumbering Action)
state and never awakens to that person’s touch again. EFFECT: The wielder summons one of the previous
If their answer is affirmative, their Fate is forever possessors of Necropolis: Kingu, the Prince of
mingled with that of Necropolis. The wielder has Slaughter, appears and butchers [WB] creatures;
effectively traded their Fate to take possession of Sargon, the King of Truth, appears and fights for
the blade—this choice is irreversible. A Fateweaver [WB] rounds using the rules for an armsman from
cannot trick a player into accepting this reckoning Chapter 10: Bestiary, but is immune to all Damage;
and should make the cost as clear as possible. or Tharbis, the Necromancer, appears and offers
Necropolis’s basic statistics are those of a to return any Slain! allies to life by permanently
greatsword with the Enchanted Quality, and the removing their Fate—a recipient must possess Fate
fettered wielder of the accursed blade now has in order to bargain.
access to bespoke Techniques known only to
the sword. The rules for these abilities work in
congruence with those found in Chapter 5:
Talents & Techniques.
T HEU RGY: Ta blets of t he U n b egot ten 397

Numen Lots N U M E N L O T TE C H N I Q U E
When the gods were extinguished, they perished
from this world not as Mortals do, but as THE OLIGARCH WITH the greatest
supernatural embodiments existing in multiple influence in the area will become aware
dimensions and rooted in the Od. As each passed and will likely send servants to the area
from their existence as a living primordial force into to investigate the use of a numen lot. If
that which is no longer, they touched this world in this Technique is slotted, attempts by the
many places, and in these places, they left pieces of Oligarchs or their servants to find or track
their own flesh behind. These pieces are the numen the possessor are Flip to Succeed, and
lots: unassuming stones or gems about the size of a attempts by the possessor to hide from
fist that defy identification and have a crude organic them are Flip to Fail.
shape to them, perhaps roughly representing a
hand, a face, an eye, an internal organ, or a human % The Hand of Fate (This Technique must be
body in the fetal position. slotted when Fate is spent)
The numen lots are still imbued with the EFFECT: The influence of Fate on the bearer’s
potency of that which passed, and they are marked destiny is more strongly felt. If the possessor has
indelibly by Fate. Carrying one on one’s person this Technique slotted when their Fate amulet is
brings great risk, for it is sure to be noted by all spent and still has it slotted when there is a chance
supernatural beings and likewise sought. Oligarchs, to reclaim Fate, flip one extra coin. A player may
especially, can feel them and send their servants to never flip more than three coins.
find the cause of this irritant and destroy it. Some % Woe of the Dead Gods (2 AP, Combat Action)
numen lots are so powerful that they draw attention, EFFECT: When the possessor of a numen lot strikes
on a nightly basis, until dawn, so that those who an Oligarch or one of its servants with a weapon,
carry these relics are trapped in an endless, sleepless the attack does Bane Damage.
nightmare as creatures connected to the Od, or % Ember of Fate (0 AP, Extinguish Special Action,
having origin in it, attack them every evening. The numen lot is consumed in the process)
EFFECT: The Blackbird or a member of their flock
gains a temporary point of Fate. This temporary
Fate does not return once spent. This ability may
be used to give Fate to aes, daimn, and jötunnkin.
This destroys the numen lot, however, removing it
forever from the world.
398 BLACKBIRDS

Sheaths of Void S H E AT H S O F VO I D TE C H N I Q U E
This finely crafted and dull midnight set of plate ( TE C H N I Q U E M U ST B E S L O T TE D W H I L E
armor is formed in the shape of a beast with claws W E A R I N G T H E S H E AT H S O F VO I D )
for gauntlets and foot guards, and a screaming, % Painless Rapture (Passive Bonus)
rapacious drake as the helm. The armor appears EFFECT: The wearer is immune to Conditional
to be plate but only possesses the Heavy Quality Effects and the effects of Injuries. All Damage
with a Damage Threshold of +7. While wearing the and Injuries are secretly rolled and tracked by the
Sheaths, one does not feel the effects of Damage or Fateweaver. The wearer may never be healed by any
Injury. This ignorance often leads to a dark ending, means while wearing the Sheaths. If they reach Slain!
however. Once the Sheaths are removed, they may on the Damage Condition Track, they continue to
not be worn again by any person until the sun sets fight, but if they take any more Damage, they are
and rises again. Anyone trying to don them before devoured by the Sheaths, and Fate cannot be spent
then finds the experience excruciatingly painful and to prevent it.
takes 1 level of Damage from the attempt. % Feed the Beast (2 AP, Combat Action)
EFFECT: The wearer feeds some of their body and soul
to the Sheaths to empower their attack. By choosing
to drop 1 level on the Damage Condition Track,
the wearer makes an attack that is automatically a
Critical Success.
% Sacrifice (3 AP, Extinguish Special Action)
EFFECT: The wearer feeds even more of themself to
the Sheaths in a last-ditch effort. The wearer drops
2 levels on the Damage Condition Track and either
kills a number of opponents equal to their [CB] or
automatically hits a foe having the No Mortal Skill
Trait with a Sublime Success. If the wearer is not
devoured by the Sheaths because of their wounds,
they are expelled from the Sheaths and Knocked
Out. The Sheaths may then not be worn
by anyone until the sun sets and
rises again.
T HEU RGY: Ta blets of t he U n b egot ten 399

The Sinew Arc of the limb bones is transformed into a barbed and
The Sinew Arc is said to have been brought into this wicked shaft of perfect length and weight to be fired
world long ago by a potent theurge and sorcerer- from the Arc. Being a donor for the Arc in this way
king of ancient times who needed an assassin. The is incredibly painful and completely destroys the
Arc itself appears as a long stave about 6 strides in limb in question. Reloading the Arc takes a full
length, the width of a human wrist at its middle and combat Turn, and each use of the bow requires the
tapering to that of a human finger at each end, all entire process to be repeated. The one who holds
before finally terminating in impossibly sharp points. the Arc when it is strung from a donor must also be
It appears to be made from flexible bones and is the person who fires the arrow; the bow bestows this
jointed as such. Someone who is strong enough finds knowledge to whoever is holding the weapon.
it bendable when applying force. The Sinew Arc is a The secret of the Arc is that it is itself an Outsider
terrible and dangerous weapon of archery, but it asks and has its own goals and agendas. It whispers to its
a great price of those who would use it. wielder and encourages them to help it achieve its
By plunging one of the sharp ends of the Arc objectives. It has several means available to provide
into one limb of a living person, and then bending this encouragement. The Arc can refuse to allow itself
the Arc and plunging the opposite end into the far to be strung and armed, although it seldom uses this
reach of the same limb, the wielder may draw forth motivation on a new wielder. To anyone who has
a tendon that is magically affixed to the ends of the ever fired the Arc, it can also cause horrific nightmares
Arc for use as a bowstring. This is the only way the accompanied by messages of what it wants. Make a
bow may be strung, and no mundane bow string (Arduous –30%) Resolve test for anyone subjected
may be affixed to it or be used
to fire it. Furthermore, as the
tendon is withdrawn from
the limb, it leaves a
bloody wound the
length of it, and one
400 BLACKBIRDS

to these nightmares. If it fails, they awaken and suffer The Sisters


1Ð10+1 Peril. They gain no benefit from that The perfect tool of assassination, a Sister is a small,
Rekindling and know very clearly what the Arc solitary dagger of unremarkable design. Someone
wants them to do. If the Resolve test succeeds, they in possession of a Sister notes that the blade is
may begin to throw off the Arc’s influence, but it extremely sharp and the balance is incomparable. If
requires a successful test be made for each time they the owner knowingly attempts to conceal it on their
have fired the bow for them to be free. The goals of person, it proves very difficult to find. To attack with
the Sinew Arc are up to the Fateweaver and should the blade and get any benefit, the wielder must have
have something to do with the current Tapestry. the blade in one hand, the other hand must be free,
Note that there could be several people enthralled to and the wielder must not be wearing any armor.
the Arc who are being mystically commanded to The real power of a Sister, however, is its ability
fulfill some greater purpose, and even coordinating at to manipulate or follow the threads of Fate. At
the behest of this twisted weapon. certain times, the wielder of a Sister knows, with
complete conviction, that if they kill a person with
T H E S I N E W A RC TE C H N I Q U E the knife, the death will affect their lives in a positive
% String the Bow (3 AP, Special Action) way: they might find that they killed someone
EFFECT: The archer strings the bow and produces who’d prevented their ascension to a higher station,
an arrow from a Mortal adjacent to them who is or that the person had been stealing from an
Grappled, Helpless, Knocked Out, or for some authority figure who rewards them—it might even
reason willing. The victim suffers 2 levels of Damage, be as simple as finding that the victim was carrying
Bleeds as the Scarlet Torrent Injury, suffers 2Ð10+2 a large sum of money or a valuable treasure. Without
Peril, and the limb used is permanently destroyed. fail, the longer someone holds a Sister and wields it,
The one who holds the Arc when it’s strung must the more powerful, wealthy, and acclaimed they
also be the person who fires it. become.
% Release the Shaft (1 AP, Combat Action, Must Once someone has begun this ascension, the
perform String the Bow before each use) Sister becomes very difficult to get rid of and always
EFFECT: Only the person who used String the Bow returns to the person who wielded its special ability,
may perform this Action, and if they release the even through seemingly impossible circumstances.
Sinew Arc or its arrow, it must be strung again. Locked in a box and thrown into the ocean? It is
The archer may fire up to the Long Distance of a discovered in the wielder’s bed when they next
longbow, and it automatically hits. It may neither awaken, albeit somewhat damp. To be free of the
be dodged nor parried, and it does 2 Bane dice of blade, the wielder must make a successful (Arduous
Damage, plus 1 extra die per Ranged Skill Rank –30%) Resolve test for each person they have killed
the archer has. with the blade’s special ability. This may be
% Deadly Futtock (3 AP, Extinguish Action) attempted once daily, and the wielder suffers 1 Peril
EFFECT: The archer strings the bow using one of for each attempt. If the roll for this test is a Critical
their own ribs. They immediately receive 3 levels Failure, this test may not be attempted again for
of Damage, are Bleeding as the Scarlet Torrent one full week, and if it is a Sublime Failure, that
Injury, and suffer 3Ð10+3 Peril. The effects are as wielder may never be free of the blade.
for Release the Shaft, but it ignores the No Mortal The real curse, though, is that there are two
Skill Trait. Sisters. Some other supernaturally aided assassin,
climbing a similar ladder of murder, is inevitably
drawn into a rivalry with the wielder of the other
T HEU RGY: Ta blets of t he U n b egot ten 401

blade. The two wielders must eventually have a T H E S I STE R S TE C H N I Q U E


confrontation, and the bloodshed, cruelty, and % Adumbration (Passive Bonus)
tragedy of this confrontation will always be EFFECT: The Sister is easily hidden and very
incomparable. dangerous. If the owner of one of these knives takes
The Sisters are Outsiders, and this is their the time to hide it on their person, all rolls to find it
game. In the final stages, the two wielders generally are Flip to Fail. When wielded as the only weapon
are so besotted with power and trained to follow in hand, and when the wielder wears no armor, all
the impulses of their weapons that the Sisters have attacks gain +30 and do an extra die of Damage.
no problem leading them to kill without an actual % Benighted Edge (Passive Bonus)
benefit to the wielder. Anyone attempting to warn EFFECT: When attacking a Surprised Mortal, the
the wielders of the history of these weapons is attack does Bane Damage.
certain to be targeted by the Sisters. The only way % Ladder of Misery (3 AP, 1 Fortune, Extinguish
to end the inevitable confrontation is to kill both Special Action)
wielders and dispose of the Sisters in some way that EFFECT: The blade has shown the wielder who to
they may not easily be found again. kill. This ability may be used only when the Sister
Of course, they will always be found again, in hand allows it and determines an appropriate
eventually . . . target is nearby. The attack immediately succeeds
and slays the target. The No Mortal Skill Trait is
no defense against this ability. The wielder of this
weapon gains some tangible worldly benefit from
this kill that becomes immediately evident, such
as a gain in status, wealth, or power.
402 BLACKBIRDS

The Solution T H E S O L UT I O N TE C H N I Q U E
The Solution is the concept of a sword made % Legion of Blades (Passive Bonus)
manifest. Whether it was forged from the pure stuff EFFECT: Those wielding it gain +10 to hit, and even
of the Od or wielded by an ancient god of war now if they have no Skill Ranks in Melee, they do not
long gone is the debate of sages. What is known Flip to Fail on attacks with the Solution. Every time
about the Solution is this: its shape is impossible to the Solution strikes a killing blow on a foe, it must
predict, for it is infinite swords everywhere at once. transform into a different edged weapon based on
When one comes upon this impossible blade, it the will of its wielder: dagger, greatsword, longsword,
appears as a nondescript edged weapon, but the first rapier, or sabre. The wielder gains the first two
time it strikes to kill, it changes shape into another abilities of the Weapon Technique associated with
sword, accompanied by a rush of understanding the weapon that the Solution has become.
in the mind and body of its wielder—an epiphany % Swift Advance (2 AP, Combat Action)
about the truth of “swordness” that is incredibly EFFECT: The wielder moves up to their full Movement
satisfying, but will also eventually corrupt its without triggering Opportunity Attacks and makes
wielder. an attack on a foe that may not be dodged or parried
Every time the wielder kills someone with the that does an extra Damage die.
Solution, make a successful Resolve test for them, % Fell-Handed (3 AP, Extinguish Special Action)
or they gain an ongoing –10 to Resolve for the next EFFECT: The Solution strikes down a Mortal engaged
test. This is cumulative, and if it ever reaches –30, with the wielder, or it automatically hits and does
the wielder will never willingly give up the sword. Bane Damage against any other foe, even one with
the No Mortal Skill Trait.
T HEU RGY: Ta blets of t he U n b egot ten 403

Gracious Compliance G R A C I O U S CO M P L I A N C E TE C H N I Q U E
One of the few weapons forged from the physical % A Sharp Tongue (Passive Bonus)
body of an aes during the height of Corbellus’s EFFECT: The wielder gains some of the Skills the
power, this longsword was once a member of that aes had in its previous form as a negotiator. The
species, a well-known diplomat and negotiator. one who possesses Gracious Compliance may add
Gracious Compliance is impossible to mistake for [+10 per Skill Rank in Melee] to Bargain, Charm,
a mundane weapon. Its shifting form appears as Guile, and Intimidation tests used to avoid conflict
a sliver of star-filled midnight shaped from mist or combat.
or fog, and although it seems to weigh almost % A Soft Touch (Passive Bonus)
nothing, it is nearly indestructible. The weapon EFFECT: Add [Skill Ranks in Melee] to the Damage
can’t speak directly to its wielder with words, but done with this weapon. Parrying with this weapon is
anyone holding its hilt will have an idea of what it Flip to Succeed, and a Critical Success with a Parry
wants—or, at least, what the weapon has decided destroys the weapon parried if it is not Enchanted.
to share with its wielder, for Gracious Compliance % Final Reconciliation (3 AP, Extinguish Special
can be deceitful and treacherous. Deep within its Action)
heart is a hatred for all Mortal beings, and it would EFFECT: The wielder becomes a blur of swift and
like nothing better than to slaughter them in great brutal slaughter. Until the end of this Combat
numbers; however, it is compelled to force those Scene, this weapon does Bane Damage to Mortals
who possess it to attempt diplomacy first. and gains the Piercing (3) Quality. At the end of
each of the wielder’s Turns, if there are any Mortals
in sight, whether they are friend or foe, make a
Resolve test for the wielder, or they must attack
the nearest Mortal target. This ability may not be
used unless an honest attempt has first been made
to avoid conflict through diplomacy.
C H A P TE R 9

Oligarchs
B E N E AT H
by Jared Rosen

T wo men depart the westernmost port of Afet


just as twilight descends across the strait, the
hazy scents of the spice markets still clinging
stubbornly to their cloaks. One is a retired fisherman named
Iago, who ferries the occasional tight-lipped smuggler in and
out of Ipswald, if the price is right and the authorities’ palms are
properly greased at both docks. The other is new to the islands,
unsure of himself—built like a soldier but one whose face is
covered by a wooden mask. He is a man who shrinks at loud
noises, whose eyes dart wildly around crowds, whose hand
is always searching for the blade he must have pawned off to
ma’ke the journey here.

He is a mystery to some, maybe, but not everyone.


Iago knows his type. He’s taken many of those scarred or maimed in
the wars across the strait lately—maybe too many. Sometimes, he wonders
if there’s something he’s not seeing in it all, but the prices he charges are
significant, and asking too many questions isn’t good for business.
A few questions, however, do tend to alleviate the boredom.
“You don’t look well, friend,” the old fisherman muses, weathered
wrinkles bunching together as a grin slithers across his sun-beaten face.
“Don’t tell me yer backing out now. Not when yer pissin’ distance
from the port.”
“I’m fine,” says the masked man. “I just want this to be over
with.”
“Well, that’s all well and good, but do ye even know where yer
going? Ipswald ain’t some prim little log cabin in the ass end of
Caoimhe. Those streets will put a knife through yer eye and ask a
coin for the trouble.”
“I told you, I’m fine,” the masked man grumbles, and Iago
nods, turning back to the waves as his dinghy bobs lazily across
the sea.
“Yer from Elklund? Or the Clan-Lands?” Iago asks. “Yer
built like it, surely.”
“Elklund,” says the masked man. “You can
call me Heller.”
O LI G A RC H S 407

“Well, gods be damned, Heller, is the war gettin’ young man he had been before his country erupted
that bad now? Not to make assumptions, but desertion into mind-shattering civil war.
ain’t exactly smiled upon by the powers that be.” A blue building. A red building. An orange
“Whatever you’ve heard, it’s worse,” Heller building. A green building. The scents of fresh
replies. “Much worse.” paint, juicy meats, spices, fruit, blood, perfume—
The two sail in silence, the rowboat bobbing as Heller is no longer himself, simply a vessel that
the sun sets over the water and, one by one, the moves through space, moves toward her. She calls
lights of Ipswald beginning to sparkle against the out to him, her hand gently caressing his skin.
blackening maw of night. When he stumbles, his cloak catches and tears off,
“Pretty, ain’t it? That’s the trouble with Ipswald. his mask falling away, yet still the colors bleed
It looks a fair beauty on the outside, but past the together as he runs through street after street, alley
skin, it’s all rotten.” after alley, stairwell after stairwell, until . . .
The dinghy sails quietly into one of Ipswald’s
smaller cargo berths, leaving Heller behind before Heller finds himself suddenly lucid and in control
sailing off into the night. There is no return trip— of his faculties. The street he is on is strangely quiet
part of Iago’s bargain—leaving his unlucky for Ipswald and oddly lacking in the ostentatious
customers alone in perhaps the most dangerous flair of every other storefront or garish awning.
port city in Erebos. Before him is a single open doorway that descends
Heller climbs a set of colorful stairs and enters into darkness, the faint smell of flowers rising to
the marketplace, which bustles at all hours every greet his nostrils.
day as exotic and often-illegal wares are openly He stares at his hands for a moment. “She?”
peddled to anyone with deep enough pockets . . . or Heller asks no one in particular, as he can’t remember
a strong enough want. A cinnamolgus hunter, her who such a person would even be. But he knows the
leathers utterly caked with layers of hardened spice, stairwell somehow—from some half-remembered
argues in Florentian with an old man under a deep dream—the sensation of being led beneath the
vibrant magenta awning. island by a woman covered in flowers.
A different man, this one holding a bloody sack, Heller, devoid of any clothing at all, descends.
opens the bag in front of a cracked door before being The sounds and sensations of Ipswald fade away,
quickly whisked inside. Here’s where the truly dark replaced by burbling laughter and the smell of floral
deals of Ipswald are made: behind the color-soaked loam, darkness breaking into soft, pink light as he
streets and smiling locals, where a vicious and thriving emerges into a wide, immaculate bathhouse.
criminal underworld has long since taken control.
Heller ignores them. He turns a corner, focused Words fail him at the sight.
on something he feels rather than sees, and quickly Surrounding him in every direction are people
passes a turquoise building selling strange pelts and who defy the very understanding of physical
“the ultimate taboo dining experience”: Thulian perfection, each a nation unto themselves, devoted
crab meat. He turns down an alley, then another, entirely to the ideals of mortal beauty. He finds
then another. Ipswald’s colors begin to blend, himself thrust into a den of epicurean delights, of
creating a sickening vortex of light and shadow as Dionysian pleasure and orgiastic lust as sex, art,
Heller’s eyes swim across the streets. wine, and feasting are enjoyed in every sense of
Still, he continues, following a vision that came every term, the overpowering aroma of mountain
to him while he was running a hand over his wildflowers and fresh watered roses consuming and
mutilated face and lamenting the once-handsome overloading his senses.
408

He cannot even raise a hand blooming white roses, which bristle and breathe as
in shame to cover his shattered if woven neatly into her flesh.
face, the place where one of his The floral scent is overpowering. Heller’s
countrymen caught him in the memories scramble and fade—the war, the horrors
cheek with a flanged mace. Two he witnessed and endured, all of the ugliest parts of
physically perfect beings—a man him peel away as his new, beautiful self blossoms.
and woman—urge him forward, He feels the scarring on his face twist, soften, and
“‘Beware a man without and Heller seems to glide across knit itself whole. His deformed jaw gently slides
dirt beneath his nails’ the marble floor without back into place. His missing teeth painlessly
is a saying common in consciously taking a step. There is re-emerge where they once had been. His eyes
the northern reaches, a no future. There is no past. There sparkle. His skin brightens.
reminder for travelers is only this one moment, one Heller looks into the glistening bouquet eyes of
to beware both the pinpoint in time here and across the rose witch, unsure of what to say as the man he
nobility and those whose the threshold of a sheer curtain, was vanishes and the new Heller is born. He fails to
human shape lacks just outside of the bathhouse, notice piles of loam strewn across the room, each a
the finer details . . .” where she stands. fleshy garden of roses swaying in some sort of muted
—Observations of the warning, each roughly in the size and shape of a
Wandering Squire
She is an irresistibly ravishing human being.
thing, surpassing even the beauty Heller returns to the bathhouse rejuvenated.
of those Heller saw before. Her hair is entwined Clean. Beautiful.
with snowdrops and spring crocus, orchids and wild He sees dirt sprouting from the palm of his
lavender. Where her eyes would be, there are simply hand and wipes it away before joining the revelry.
O LI G A RC H S 409

L O RD S O F M I S R U L E would become a god themself, replacing the

F
or as long as humankind has gazed upon the glittering stars with something new and hateful and
glittering stars, they have whispered their entirely theirs, to mold and shape as each saw fit.
meek and mewling prayers upward to awe- Only then would they return, flooding the world
inspiring divinity. The unwashed souls of Erebos with twisted, abominable magic.
and beyond had always lived in awe of their majestic Once, it was a laughable, almost impossible
creators, who danced across the pages of epic tomes, thought—a black stain of grisly whim.
inspired the melodies of countless ballads, and, to a Now, the old gods are dead, slain by human
select few, manifested before them in displays of hands, and the world sputters toward an oblivion
power so profound that a single act might forever untethered from Fate. The Oligarchs, their victory
alter the axis of history. Entire ages of magic and total, gestate in the dark wombs of a new and
legend lie in the shadow of these impossible seething Heaven, as each awaits an inevitable
creatures, who accepted the mantle of the gods descent to the mastered realm of flesh.
simply because their progeny viewed them as such.
The truth of their origins never mattered; they Note that the Oligarchs detailed here represent only
simply acted as they always had, silently observing some of these perverse god slayers. Others remain to
their creations from afar as great nations rose and be revealed . . .
fell, the world turning onward.
Perhaps their undoing was inevitable.
As wealth and power pooled over the long
centuries, it found its way into the hands of a small T H E E X T I N G U I S H ED G OD S

T
number of individuals and families, people of excess he old gods, extinguished by the
and self-styled lords: magistrates, generals, rulers, Oligarchs in their bid for deification,
land barons, personages—those who did not were once so deeply entwined with the
whisper prayers to anyone or anything, for their world’s material and Odic flow that it was hard to
wishes all came true at the snap of their fingers. know where they ended and nature began. Their
Instead, they gazed balefully toward these gods, the bodies and behaviors, their movements and desires,
only beings with power beyond their own. How manifested as the patterns of reality. The whims of
could they suffer the mockery of these intangible weather, the law of gravity, the ticking of time—all
myths? How dare the true, human masters of the the natural phenomena—were not merely material
world face the indignity of death, the same inevitable processes; they were the breath, blood, and bile of
end as the stinking, common hordes who scuttled the gods.
beneath their feet? How dare these Oligarchs be Not to say that the gods weren’t distinct beings
denied the only powers beyond their vast and nearly with recognizable bodies, but the borders of those
limitless reach: immortality, omnipotence, and bodies were fluid. While a god such as the Rider
unquestioned worship? If the gods had it, so could might appear to mortal eyes as a giant horse made
they. And if the gods would not share it willingly, from sea brine, coral, and kelp, her totality extended
these mortals would take it by force. far beyond her revealed body. To glimpse the sight
In time, these waywards found one another of the Rider was awe-inspiring enough for a mortal;
and brokered a hideous pact: they would use their to see the god’s full form would break their mind.
power to find the gods’ homes, break through the Words failed in describing the gods, and even
empyrean veil, and slaughter them all. Reigning using their names was inadequate. When they were
from their stolen, blood-soaked thrones, each spoken of or addressed directly in petitions, names
were rarely invoked. Epithets were used attention. If some humans were lucky
in their stead—poetic descriptions of enough to reap a bounty from their passing
their powers and behaviors. through, others would be damned by it.
Encountering a god was sublime, And now, the gods are dead.
evoking a paradoxical mixture of terror The world was made from their bodies.
and awe. The gods stood above anything It has been unmade by their deaths. Mortals
“Pilgrims traveling to mortals could conceive, which was both still live amidst their corpses—the rocks,
the shrines of the Red horrifying and rapturous. They were winds, and waters of the world—but it is
Abbey blacken their beyond all understanding, but also all now dead matter, except for the steady,
teeth with charcoal and morality. If they seemed to care about remnant flow of Od. For now.
streak their skin with mortal concerns at all, that was only Soon—too soon—the new gods, the
ash as demonstration because those concerns were coincidental Oligarchs, will return to the world and
of their devotion, and to the gods’ own unfathomable desires. enliven it with their presence, and a new
can be seen walking the They could be petitioned and placated, world will be born.
parishioner’s road in slow, but not even a seasoned priest could Gods help us all.
droning procession . . .” guarantee a response, let alone their
—Observations of the
Wandering Squire
P E T I T I O N I N G T H E G OD S: S A C R I F I C E
Worshipers learned through trial and error that the gods favor, like rubbing a lucky coin or kissing the dice before
sometimes responded to the offering of sacrifices— a roll: somehow, someway, the universe might still
sometimes. Although no method guaranteed the winning respond, out of habit if not divine will.
of a god’s attention, much less their favor, performing a Whereas in many cases the gods would accept
sacrifice in the god’s name seemed to hold higher odds offers of animals, crops, or items in particularly bad
than simple prayer. Over time, priests learned which times, they seemed to prefer human sacrifice.
sacrifices seemed most appreciated—or least disdained— Even more troubling are rumors that these sacrifices
by a given god, and they codified lists of what to sacrifice are not completely in vain. Some say that the invisible
for what gains, at what times, and in what locales. energies released by these offerings, which once fed the
Even with the gods undone, some worshipers still gods, still travel along the same channels but now reach
continue the practice. Most have no idea the gods are the Oligarchs. The new lords do not respond to the gifts,
gone, while some who are aware refuse to acknowledge but these burnt offerings, spilt blood, and drowned
the gods are truly dead—or these faithful believe that corpses might, like trails of breadcrumbs, lead the
sacrifices will bring them back. Others still think that Oligarchs’ servants back to those worshipers who persist
continued sacrifice might still tip the odds in their in these heresies.
412 BLACKBIRDS

T H E R ID E R, G ODD E S S O F T H E S E A
Foam-breaker, wave-wrestler, sheen-skinned swimmer, thrall-taker, fathom-
thane, rock-beater, abyss-wife

T
“O H O O F-T H U ND E R E R, H E A R MY he Rider was the Goddess of the Sea and all its life forms.
She had command over storms, and her sea-wracked anger
P L E A : TA K E U P MY E N E MY’ S S H I P was the bane of mariners. Water was her primary medium—
not only the sea, but the rivers and streams that mingled with her
O N YO U R B O LT I N G B A C K A N D oceans as they spilled into her realm.
When she appeared to mortals, she did so most often in the form
C H A R G E T H E M TO T H E W H I R L I N G of a huge black horse, her long mane encrusted with seaweed, starfish,
and writhing eels. Her skin’s watery sheen hinted at unseen depths,
M AW! T H ROW T H E M O FF I NTO T H E glimpses of bizarre shapes moving in the darkness of her flanks.
Occasionally, brief phosphorescent flashes just inside her flesh would
A BYS S ; E X I L E T H E M F RO M A LL display a variety of pincers, eyestalks, tentacles, and rows of teeth,
among other horrors.
B R E AT H ! L E T T H E M S E RV E YO U She rarely spoke, but when she did, her voice rumbled and echoed
through the air like distant thunder or the crash of waves on rocks.
E V E R A F TE R I N YO U R B OW E R! ” When she slammed her hoof against the ground, sparks lit the night,
and the sound deafened mortals for miles.
—Hamil Leif, Karlgrave’s Saga Fishermen both loved and feared her. It was by her will that fish
filled the sea—and the bellies of those who braved the waves to catch
them. It was likewise her will that emptied the fish from the sea, leaving
the coastal folk to starve until they righted whatever wrong had
offended her.
The water wives, the sirens of the sea, were her spawn. Their eerie
singing steered mariners from their proper lanes, breaking their ships
on the rocks or leaving them wandering far off course. When the Rider
was at a gallop, her trailing storm clouds would blot out the stars,
preventing sailors from finding sea roads home.
When she was particularly riled, the oceans opened up and birthed
a whirling maw—a whirlpool—that sucked in ships and swimmers,
delivering them to her deep-sea realm. Legends tell, however, of a
lucky few ships caught in the inexorable tide whose crews found
themselves emerging into calm seas leagues away, even as far
away as the shores of the southernmost continent.
She held sacred the blue crabs of Thule. Even now it is
considered ill luck to eat them, for they might be ancestors
returned. The coastal folk of Thule still allow the creatures free
passage wherever they appear.
Mortals petitioned her to provide good catches, to calm her
storms, to bring forth rain, and to protect travelers
from drowning. Most of the time, these petitions
413

brought not a ripple in reply. But when she did court beneath the waves, becoming gardeners for
respond, the bounty proved great enough to continue her undersea forests or soldiers for her unseen
petitioning, even when “her hooves refused to ring campaigns against Outsiders in the deep abyssal
on the rocks” (there came no sign of her notice). realms that exist only as rumors to mortals.
The peoples of the coastal lands made sacrifices Inlanders sacrificed to her by rivers, especially
to her by tying thralls—usually captives from where waterways met; at the headlands above vast
enemy clans or interlopers from farther south—into bays; and into cataracts, as they spilled from great
nets and weighing them down, whereafter they heights. These sacrifices—most often thieves,
would be tossed over cliffs into the sea spray, murderers, or captured soldiers—were held over the
marched into the pounding surf, or thrown rushing waters as their throats were slit. Their blood
overboard from ships. The drowned joined her joined the flow of water to the sea.
O LI G A RC H S 415

M OT H E R W O L F, G ODD E S S O F T H E W O OD S
Pack-mother, night-pelted, many-teated, endless-runner, bone-gnasher, tribe-
maker, beast-spawner, all-rutter, first womb

M
“W E PA I NT T H E B L O OD O F O U R other Wolf was the Goddess of the Woods and creatrix of
all land animals. When her children became too numerous,
K I LL O N O U R FA C E S S O T H AT she allowed mortals to hunt them, granting humanity a
strength and cunning it never before had. In this way, the beginnings
S H E M AY K N OW U S, T H AT S H E of tool use and crafting are considered to be gifts from her—ones that
became curses once mortals forgot to honor her for them.
M AY H O N O R U S, A ND CA LL H E R She appeared to mortals as a mighty she-wolf, silver maned, with
fangs like swords and green eyes glowing like lanterns. Her breath
C H I L D R E N TO O U R A R ROW S. ” made the air as hot as an oven, and her saliva dripped from her tongue
in streams of steaming foam. Her howl stripped listeners of reason and
—Initiation-rite chant of the made them drop to all fours and run mad or rut in abandon.
Wolfguard priesthood The earth and all its dirt, mud, clay, and sand were hers, for she
had coughed them up or shat them out in elder times to form her den.
Wolves were especially sacred to her, for she chose them to teach
humans how to cull her teeming beasts. Those who made their living
directly from her bounty—hunters, trappers, butchers—were forbidden
from hunting or killing wolves. Cattle herders were expected to allow
wolves to take a share of their herds. Legend tells of a herder who forgot the
law and killed a wolf for taking his prized cow. Mother Wolf transformed
him into a beast, who chased down and devoured his own family.
Legend also tells how she once ate prey poisoned by an Outsider.
The elk, preferred prey of her wolves, selflessly reached high into the
branches of Yggdrasil to fetch a rare berry that cured her. In reward,
she turned the branches of the World Tree that had entangled the elk’s
head into horns—weapons against her wolves.
Hunters and priests awarded her the first portion and
prime cut from any hunt. When it came time to
butcher farm animals for the winter, farmers gave
her the most prized livestock in hopes that the
herds would be protected in coming seasons from
her children’s hunger.
In times when her mercy was crucially needed,
human criminals became hunted prey. They were
given a head start into the woods and had three days
to evade their pursuers—an entire community on the
hunt. Those rare and lucky few who managed to escape
were pardoned and freed, clearly favored by Mother Wolf.
Most were brought down by arrows or spears, however, and were
then butchered like animals, their bodies offered to the
She-Wolf.
416 BLACKBIRDS

YG GD R A S I L , G OD O F T I M E
Eldest, leaf-bearded, wind-dancer, cloud-crowned, knife-branched, bird-host,
winter-toothed, age-rimed, well-drinker, rune-keeper

Y
“M A CA R N H AD I T F RO M A RD S L E Y, ggdrasil was the God of Time and the most ancient of all
beings. Many say that it was the first living thing in the world,
W H O H AD I T F RO M G R I M M O R the first to open the door from the invisible realm to the
visible, the first to take root here and grow. Some said that time itself
B EF O R E H I M, W H O H AD I T F RO M was the measure of its growth, and should it cease, time would end.
And it has ceased . . . almost.
B RY N N A T H E S I LV E R- S H O R N, T H AT The World Tree was felled by the Oligarchs, but its broken stump,
although poisoned and growing only twisted, blackened stalks, still
T H E B EE T L E - B L I G HT H A D C O M E holds a spark of life deep within. Unlike the other elder gods, Yggdrasil
was rooted in this world: its body was a particular tree in a particular
I N H E R T I M E, A ND S H E K N E W place. Even though its power extended to all plant life, that power was
anchored in the mighty Ash of Thule—the very tree that bleeds its
THE MEANS FOR EXTRACTING dark sap into the Od connecting all plant life. Yggdrasil now has new
sobriquets: black-speared, poison-hearted, bug-hoarder.
S A P F R O M T H E F I R ST T R EE Before it was struck down, Yggdrasil doled out to the world its due
in measured form: the steady march of the seasons, epitomized by the
T H AT, W H E N S M E A R ED O N T H E growth and death of plant life. Yggdrasil was the Guardian of Thresholds,
both metaphorical—the portals between the stages of life: birth,
STA LK S, D R OV E T H E P E STS AW AY childhood, adulthood, elderhood, and death—and literal—its body was
the locked door keeping separate the mortal and divine realms.
A ND E ND ED T H E FA M I N E. ” Of all the gods, Yggdrasil was the least wrathful and regarded
mortals with the least disdain, especially its adopted jötunnkin. It
—Sigurd Gnoston, druid respected knowledge and wisdom, and it rewarded those who displayed
them. It gifted mortals with medicine hidden in herbs but also
punished them with hidden poisons. Knowing which plant was which
required mortals to study Yggdrasil’s works and hand down their lore
to their descendants, keeping it alive over time.
Yggdrasil had the highest reach, as its branches stretched beyond
the sky and into the sea of stars. The wind and clouds were its breath.
The creatures of the air were closest to Yggdrasil. It is said that birds
were born as leaves on the World Tree’s branches; when they fell in
First Autumn, in their motley, Yggdrasil’s winds breathed new life into
them, and they took wing. Birds still seek refuge in trees, a memory of
their original bower.
Insects were born from its bark, and their shells still hold the
hardiness of its petrified flesh. They spread its seeds across the world,
epitomized by the ceaseless labor of its bees. Yggdrasil’s priests
considered honey the most sacred of foods and honey-wine mead the
most sacred drink.
417

Farmers honored Yggdrasil. A good crop yield a feast of cakes and wine, bathed, dressed in fine
meant it was content. When fields were fallow, they robes, and taken to the oldest known tree in the area,
knew they had angered the god in some way—or where they were nailed to its trunk. They were
someone had, and the culprit had to be forced to honored ever after, and their family received a portion
make amends. If no guilty party was found, a of wealth from the community’s other families.
scapegoat had to stand in. This tradition of selfless sacrifice continues in a
The first yield of the season was ever the primary twisted form today, as people answer the whispering
means of sacrifice to Yggdrasil. When times were bad, call of the dying tree, traveling to its broken stump to
however, a member of the community was urged to impale themselves on its branches and be transformed
volunteer for sacrifice. If no one stepped forward, into insectile things. These chitin-barked servants
everyone’s name was placed into a basket. No name, then skitter forth into the world, seeking more
not even the ruler’s, was left out. The sacrifice was fed sacrifices for their dead god.
418 BLACKBIRDS

C O RV U S, G OD O F D E AT H
Soul-stealer, branch-dancer, sky-toucher, night-watcher, ghost-guide, doom-
crier, carrion-feaster, charnel-beaked, ash-cloaked

C
“W E N E V E R TA K E W I T H O UT orvus was the God of Death, the dark crow who oversaw the
transmigration of souls from life into what comes next. He
G I V I N G. W H E N YO U STE A L could see and touch the invisible world. Lost and roaming
spirits cried out to him to lead them to their rightful reward. Because
S O M E T H I N G , L E AV E S O M E T H I N G he could take something tangible—life—and steal it away to someplace
unseen, he was also considered the patron of thieves, liars, carnival
B E H I ND, E V E N I F I T’ S J U ST A actors, and all those who trade in misdirection and figments.
Corvus appeared in the form of a mighty raven whose wings could
CO I N O R A H E X M A R K. T H EF T blot out the sun. His feathers were the black of the darkest regions of
the night sky, and his eyes ebony river stones whose cold gaze froze
I S A F O R M O F D E AT H, B UT mortals in their tracks. The death rattles of men echoed in his caws and
sent shivers down the spines of the living. The peck of his beak
N OT H I N G E V E R R E A LLY D I E S. reverberated in the hammering that builds the gallows, reminding all
who heard it of the lonely, gray lands that await the condemned. His
T H I N G S J U ST T R AD E P L A C E S. ” beak pierced corpses and yanked forth the steaming remnant of their
souls. He carried these etheric entrails into the death lands to feed the
—Davos Stavrides, peeping mouths of his freshly hatched doom crows and stark ravens.
professional scoundrel Unlike other birds, who were born from Yggdrasil’s leaves, it is
said that the corvids—ravens, crows, and rooks—came from the lands
of the dead, called by Corvus. Just as ravens seek a conspiracy of their
fellows and crows prefer a murder, Corvus summoned a parliament of
the dead to aid him.
The doom crows alighted where death was imminent. Corvus was
not picky; he did not choose who would live or die—that was the
Norns’ business. He and his crows simply scavenged the dead,
cleaning their remains and carrying onward their souls.
Nevertheless, carrion birds were not protected by him; they
had to earn their livelihoods to be worthy of the freedom he
had given them.
Corvus circled over the mad and the insane. His
stark ravens flocked to these
forlorn souls, waiting for
the right time to harvest
the morsels of their
fear-addled minds.
419

Corvus made his nest in the high branches of under the earth or stacked in storehouses, a
Yggdrasil, where he could see all that transpired and tempting target for thieves. Any thief who could
read the secrets of the stars. He once hopped onto break into these hidden hoards or heavily guarded
the vast net of lights and pecked out the North Star temples and escape with its treasures was considered
to decorate his nest, which unraveled the carefully favored by Corvus. When a community had no real
woven pattern of the Norns. They scolded and wealth, though, the sacrifice of thieves sufficed—
threatened him until he reluctantly returned the usually by hanging them from a bridge or at a
star to its rightful place in their night weave. crossroads. In times of plague, the sick were singled
Gold, silver, jewelry, or whatever items of out for sacrifice. It was believed that if they came
wealth a community could muster were the only early to Corvus, they would sate his death hunger
sacrifices worthy of Corvus. These were buried enough for him to withdraw the disease.
420 BLACKBIRDS

O U RO B O RO S, G OD O F T H E E TE R N A L C YC L E
Mail-skinned, two-tongued, jewel-eyed, egg-eater, limb-quickener,
pyre-lighter, the dragon that is the world

O
“TOD AY: A N G RY. TO M O R R OW : S AD. uroboros was the God of the Eternal Cycle, the snake that
wove through the world, holding it together. By swallowing
T H E N E X T D AY: JOYF U L . B E R EF T its own tail, it sealed the world within its coils and locked
out the outside. The peristalsis of its slow digestion reverberated
T H E N E X T. TO A ND F RO, L EF T A ND through everything its coils touched, creating the ebb and flow of
existence, the binary oppositions—light/dark, hot/cold, wet/dry, and
R I G HT, A N D E V E R F O RW A RD. S U C H so on—that combined to make a multitude of forms.
Before mortal eyes, Ouroboros took the form of an endless snake,
A R E T H E U ND U L AT I O N S O F T H E the entirety of its body impossible to see at once. Its scales shimmered
with the reflection of unseen fire, and acidic venom dripped from its
S N A K E . S U C H A R E O U R L I V E S. ” fangs, dissolving whatever it touched. All caught in its gaze stayed
riveted in place; they would be haunted by the memory of it for years
—Fazil Fazuur, afterward, awaking from dreams of being a mouse swallowed by a
Analects of the Entrancing Eye snake. That gaze could enthrall even the other gods, and Ouroboros
often got them to do its bidding with a stare and a hiss.
Although Mother Wolf spawned many of the creatures of the
world, Ouroboros quickened life itself by instilling the spark of
animation in each being. Its eggs hatched new ideas, put new thoughts
into mortals’ minds, and provoked their imaginations.
Couples who wished to conceive would place a snake’s
egg under their marriage-bed’s mattress, and if they
could sow their oats without cracking it, the
wife’s womb would hold new life.
The world was said to be Ouroboros’s
original egg: its shell the vault of the sky, its
albumen the seas, its yolk the land. The
Endless Snake’s sinuous body slid between
the cracks in the world’s shell, and it is
said that Ouroboros knew more about
Outsiders than any other god. Some even
whispered that it was an Outsider itself,
one that had insinuated itself through its
spellbinding stare, convincing even the
Norns that it belonged here.
Animals that hibernate were sacred to
Ouroboros, when, during their winter trances,
they were believed to serve the snake god in the
invisible world.
421

Ouroboros’s blood was like lava, hotter than a most often items of deeply personal value. In bad
thousand furnaces. As it traveled beneath the earth, times, humans were sacrificed in great, egg-shaped
its passing would melt stone, creating the warren of ovens—chiefly babies and the elderly, the newly
tunnels and caves that miners prized and through born and the long-lived. If no such sacrifices were
which they traveled to reach veins of precious available, strangers to the community would be
metals. Blacksmiths also honored Ouroboros, captured and locked into a wooden statue, which
praying to him to keep their fires hot and steady. was then lit on fire. The shape of the statue would
The first swords, it is said, were forged in imitation mimic one of the other gods: a horse, a wolf, a
of Ouroboros’s fangs. tree, or a crow—this effigy would signal to
Petitions to Ouroboros were whispered. Ouroboros which god it should entrance to grant
Sacrifices were made in the form of burnt offerings, the people’s wish.
422 BLACKBIRDS

T H E N O R N S, A R B I TE R S O F FATE
Wheel-spinners, lot-casters, thread-hens, stitch-wives, doom-hags, scourge-
nurses, grandmothers dear, hearth-nuns, kindly dames

T
“THEY SPEAK OF GARM, WHO CREPT he Norns were the spinners of Fate, weaving its threads into
an elaborate tapestry that could be fully beheld only by one
TO THE ROOTS OF YGGDRASIL AND who stood outside of time. They provided rhyme and reason
to the otherwise neutral flow of the Od. While they often seemed
WITNESSED THE NORNS AT WORK. distant, cruel, and uncaring, they brought meaning to chaos. Mortals
can endure much, so long as there is a reason for their suffering.
HE S AW THEIR TAPESTRY, DIVINED Without the Norns, mortals must find their own meaning—a terrifying
responsibility. And they must do so soon, before the Oligarchs impose
HIS PLACE WITHIN IT, AND BECAME meaning all their own.
The Norns appeared to mortals as three sisters: Urd, Verdandi, and
A BROKEN MAN. OH, HE DID NOT Skuld. Between them, they wove the threads of Fate. Urd stored the
threads of the past (“That Which Has Passed”) and often appeared as
DIE A PAINFUL DEATH OR SUFFER the eldest of the three, her silver hair hanging loose down her crooked
back. Verdandi worked the present, the threads just being made (“That
THE POX OR BECOME CRIPPLED. Which Is”); she usually appeared as a woman just entering her middle
years, her brown hair fashioned in multiple long braids. Skuld looked
NO, HE BECAME A KING AND WAS to the future (“That Which Is Yet to Come”) and wore the guise of a
young maiden with her golden hair in a single short braid. But none of
SHOWERED WITH UNTOLD WEALTH. these ages were assured: sometimes, Skuld would appear as the oldest
and Urd the youngest, and sometimes, Verdandi bore the strains of age
THE MOST BEAUTIFUL WOMEN and Skuld the responsibilities of adulthood, and so on.
Mortals sometimes witnessed them working with silver shears and
IN THE LAND JOINED HIS HAREM needles, but sometimes they cut the threads with their teeth and
stitched them with their fingernails. It was believed that the former
AND ENTERTAINED HIM EVERY technique displayed their even-temperedness, when no calamities were
written into the weave; the latter betrayed their agitation at the
NIGHT. WHAT BROKE HIM WAS THE misfortunes they wove into their pattern.
Few mortals could divine the reasons the Norns wove the scenes
KNOWLEDGE THAT HIS LIFE WAS they did into their tapestry. They did not seem to weave out of ire or
love; they simply wove. What happened, happened, and although they
NOT HIS OWN, THAT NONE OF THE knew the whole of it, they did nothing to alter it. Did they create Fate,
or were they its instruments? None can say for sure, though without
GOOD THINGS THAT CAME TO HIM them, Fate has become a wild thing, untamed and ungovernable.
Their abode lay amid the roots of Yggdrasil. They were, at times,
WERE HIS TO EARN. WHAT IS A MAN witnessed in unlikely places, though. A traveler on a stormy night might
have sought refuge in an abandoned steading, only to discover three sisters
IF HE IS NOT HIS OWN MAKER? ” sewing by the fire. A mendicant who climbed a remote mountain and
reached the snowy top may have discovered three yak herders gossiping
—Mariath Elpinor, seer of the court and weaving by their campfire. In most cases, they would pay no heed to
423

the mortal visitor, but in some stories, the visitor was self-amputation of a finger, a hand, an arm, an eye,
invited to sit by the fire and listen in on their chatter, an ear, or a tongue.
giving them insight into the workings of the world. Some say the Norns had no foreknowledge of
Whereas the other gods were symbolized by their deaths, that the Oligarchs’ unprecedented act
animals or plants, the Norns were not. They were could happen only because Outsiders cloaked them
neutral, standing apart from the natural world. That from Fate’s eye. But some also say that Skuld knew
they were the only gods who wore the semblance of and did not warn her sisters. Instead, she introduced
mortal humans perhaps provides a clue. Some suggest a new pattern into her tapestry just as the Oligarchs
that they are their symbols—the vessels, instruments, confronted her.
and mayhap even the weavers of Fate in their stead. Once the Oligarchs had slain the Norns, they
Sacrifices were rarely made to the Norns, for trampled upon their tapestry, tore it to shreds, flung
they were not believed to heed them. Very little could it onto the shattered stump of Yggdrasil, and lit it
cause them to alter their weaving. Nonetheless, afire. The ashen embers caught the winds and spread
mortals persisted on the off chance that, if the sisters throughout the world, lighting upon a scattering of
noticed a particular sacrifice, they might add a knot people and objects. They became imbued with the
into the weave or fray a thread, leaving an opening in faint Fate that remained and an echo of the original
the flow of Fate. Minor sacrifices took the form of purpose woven in by the Norns. What that purpose
tattoos or scarification. Major sacrifices involved the might be, none can now say.
O LI G A RC H S 425

T H E O LI G A RC H S

The Child of Longing

S omething unnatural has settled over the


ancestral moors of Caoimhe. Rumors say
it wears the face of a lost princess—
daintily framed in the silken feathers of a night-
moth and bedecked in jeweled baubles sparkling in
a thousand colors, yet possessed of a capricious
cruelty. Others speak of She Who Wanders the
Meadow, a cracked and broken shade of a thing,
emaciated and hollow, reaching wordlessly toward
travelers on hushed nights before hurling them into
some bleak, unfathomable abyss. Still others
whisper of a great buzzing within the deepest
recesses of the wood, where Caoimhe and Elklund
intertwine and the forest takes on diabolical new
forms . . . for there a great shadow is said to rest, a
fell figure, both living and dead, that shattered
when it fell from its seething Heaven.
Or it could be nothing. The clans of Caoimhe
are notoriously taken with myth, having worshiped
Mother Wolf for a hundred generations, and older
things a hundred more. Wars rage, dynasties fall,
and the clans continue on as they always have,
preoccupied with a gruff independence they hold as
closely as a mewling babe.
Yet this weddedness to superstition does not
explain why the people of Caoimhe have been
disappearing. Travelers and caravans, druids and
warriors, all manner of folk—vanishing wordlessly
into the dark of the wood, before returning, if at all,
misshapen and changed. Of late, the wind passes
through the trees with a foreign, devilish intensity, the
sloping hills writhe as if covered in chittering insects,
and the woods themselves stretch ever inward, always
filled with oblong shapes just out of view—monstrous,
fiendish, yet all somehow horrifically familiar. And
always followed by the dark silhouette of a young girl.
It’s as if all of nature were left in the hands of
some malevolent child . . . a vicious thing, born
only to rule, growing bleak and bloodthirsty as the
demand for more consumed her tiny heart.
426 BLACKBIRDS

Caoimhe-Ailis, they once called her. The Child in baubles and gems she has claimed from hapless
of Longing. And so shall they call her again. adventurers and merchants unlucky enough to cross
her path. Depending upon the season, she also
PRE-ASCENSION appears as the wobbling shadow of a girl; or as a
A dark and casually cruel child of extreme charred, emaciated chrysalis, devoid of color, that
privilege, Ailis was once the sole heir of Caoimhe- gapes at viewers from a distance with a yawning,
Ondrej, a brutal warrior-king and undisputed blackened mouth. Many clanfolk of Caoimhe think
leader of the Caoimhe Clan-Lands. Like her father, of her as separate fabled spirits, including the Dark
she developed a taste for violence early in her youth, Child of the Fields, as well as She Who Wanders the
mutilating animals and then people before building Meadow. Few are privy to the terrible truth.
“creations” from their crudely severed parts— Ailis’s true, monstrous form is that of a
disturbing behavior Ondrej actively encouraged, gargantuan moth with human, childlike features.
subscribing to the long-abandoned might-makes- Shrouded in the deepest and darkest of woodlands,
right barbarism of his ancient druidic forebears. she lies desiccated and torn, her mouth endlessly
Ondrej believed in rule predicated on performative spewing virulent blood that warps the land around
violence and raw physical ability; he revived bizarre, it, twisting trees and insects into unnatural shapes.
pagan rituals so that he might stand atop a writhing While it stirs and moves if sufficiently roused, the
mound of his weak and worthless enemies. goddess’s body is also filled with hundreds of
It can come as no surprise that Ondrej—greedy millions of flesh-eating great Caoimhe moths,
and self-worshiping to the last—joined the mortal which feast on her insides amid an infinite frenzy of
Oligarchs, so that he might slay the gods and take hatching, feeding, mating, and dying.
their place. He forgot that, for ten years, Ailis had
watched his every move, growing darker and crueler THE CHANGE
with every turn of every season. Like that of all her monstrous kin, Ailis’s influence
At the moment of his ultimate triumph, his causes a dramatic transformation in the minds and
throat was ripped out by the teeth of his only bodies of sentient beings. For Ailis’s adherents, the
daughter, imbuing her with an eldritch darkness that random passersby she chooses to abduct, and those
would doom all who drew her fleeting attention. who find themselves drawing her interest, this
metamorphosis manifests as a kind of parasitic
P O ST- A S C E N S I O N infestation that erodes the mind as it literally consumes
Unlike the other Oligarchs, Ailis was delivered the body. For Tapestries, the level of influence Ailis
her power quite by accident, and as a result, she is has on an individual character (Blackbirds are generally
far more unpredictable than even her horrific peers. resistant to the Change, at Fateweaver discretion) can
She is a goddess governing metamorphosis, insects, be staged by using the following criteria.
and hunger, her physical body constantly in flux to
suit the rapidly shifting attention span of a ten- Stage 1: The victim has been affected by the Child
year-old girl, and as such, she appears to the world of Longing in some way, shape, or form, whether
in a variety of strange forms. The most widely through seeing her at a distance or some other
recognized is the Moth Queen, as close to a mere seeping proximal influence. Stage 1 first manifests
mortal body as Ailis can muster: a young girl with as an itch, followed by the nagging sensation of
too many arms, cloaked in outsized moth wings. moth or insect wings beating near one’s ear. Victims
Her face, head, and body are thick with long, at this stage have trouble with short-term memory
delicate, insectile hairs, many of which are adorned loss and simple navigation, becoming lost even in
O LI G A RC H S 427

single-road villages. Although there is no physical eating until every morsel of edible material is gone
manifestation yet, victims have a growing urge to from their sight—this includes bone marrow, filthy
walk into the woods, and they wander thoughtlessly scraps, and food stains on cloaks or boots. If they
toward them given enough time. taste the blood of an animal or person, they attempt
Stage 1 is curable through prolonged isolation to kill and eat any such living thing, as well.
or magical intervention. When their more pronounced welts, which can
resemble back humps or clubbed feet, are brushed
Stage 2: The hunger begins. Victims at Stage 2 against a hard object or otherwise jostled, there is a
begin voraciously consuming food at all hours of chance they can burst—releasing hundreds of adult
the day, though they seemingly gain no weight— great Caoimhe moths in a voracious, bloodthirsty
and instead often lose it at a rapid pace. The body swarm. The moths almost always circle back on the
has now become sore from constant itching and victim first, eating them alive as more moths pour
scratching, with red marks that begin to visibly from the parasitized body before turning on any
swell. When not focused on eating or scratching, living thing nearby.
victims seem to glaze over, unable to focus on a Stage 3 cannot be cured.
single subject for long and unable to remember
important information or simple directions. They Stage 4: So befouled with massive, undulating sores
are amused endlessly by children’s games, though that they can barely move, the host is now little more
their miserable appearance often repels children. than a seething human bomb, often hidden under
On rare occasions, a Stage 2 victim regurgitates the piles of leaves or layers of snow and moss. The victim
hatching chrysalis of a great Caoimhe moth. If left is kept magically alive, trapped in an agonizing
to their own devices long enough, Stage 2 victims limbo, as they feel thousands of flesh-eating insects
walk into any nearby woods and vanish completely. crawling inside the unmoving prison the person has
This stage can be cured through a combination become, until their body inevitably explodes.
of magical intervention and powerful antiparasitic
medicine, administered one after the other within A ST R A L M A N I FE STAT I O N
an hour. If the first attempt to do so fails, the victim The Child of Longing is a capricious little
can no longer be cured. monster, enjoying herself as she flashes in and out of
tangible reality to wreak havoc and madness on the
Stage 3: Covered in pink blisters and disfiguring, itchy living. While away from the physical world, she takes
welts, Stage 3 victims often shroud themselves in a desultory interest in the denizens of Caoimhe, as well
brown or green cloaks to hide their horrific physical as the plants and animals native to its temperate forests
malformations. Childlike in their understanding of and scrubby moorlands. Mutated animals in these
the wider world, many show obsessive tendencies woods are common: perversely twisted or combined
toward patrolling the wilderness and meander about into other creatures, according to Caoimhe-Ailis’s
the deep woods until they can no longer find their whims, before being swiftly forgotten. Trees grow
way home. They also exhibit an utter inability to extremely fast in forests touched by Ailis, overtaking
remember anything, including conversations they entire villages in a matter of weeks, while insects seem
are actively engaged in, and they often forget who bolder and more organized in their encroachment on
they once were or where they came from. human dwellings. The normal sounds of the forest
Sufferers at this stage of the Change are warp and warble, creating a constant sense of unease,
constantly, voraciously hungry, evincing a singular and while traveling through the woods, many
focus when they consume food. They do not stop complain of being watched or followed by someone
428 BLACKBIRDS

they cannot see. These sensations give way to the G O A L S A ND M A C H I N AT I O N S


Change, which slowly overtakes travelers or clanfolk Ailis, still mentally a ten-year-old girl, cares
who are ill prepared. nothing for the interwoven plots and plans of
More insidiously, Ailis’s mere interest in the mortal society and even less for the Machiavellian
Caoimhe Clan-Lands has altered the emotional visions of her fellow Oligarchs. She is somewhat
balance of the people who reside there, making them predictable in this unpredictability and focuses on
undergo extreme highs and lows as their outlook objects of immediate interest, rather than on
becomes more in tune with her divine will. Clans guiding the history of nations.
have found themselves murderously close to Still, there are caveats to this characterization.
interfactional war before unceremoniously launching Should another Oligarch’s followers impinge upon
into weeklong feasts, only to see the cycle begin again what she considers her lands or playthings, her
the very next month. These changes seem to follow wrath would be immediate and unconscionably
the seasons, with darker and more deeply repressed violent. She also holds a particular interest in Balion
emotions bubbling up the closer it gets to winter. Sothis, known as “the Wicker King” and the current
ruler of Mero, who once was her playmate before he
P H YS I C A L M A N I FE STAT I O N was taken to be sacrificed in a pagan ritual to bless
The Child of Longing cares little about the cities his clan with good fortune. Ailis vanished into the
of Caoimhe or what remains of her original clan. vaults of empyrean Heaven before Balion’s ordained
Upon her return to the physical world, she always death, where she quietly granted her protection to
manifests in the wilderness, warping it inward as the her friend so that he would never change or perish.
trees become impossibly tangled, thick, and filled with Despite the grotesque ritual coming to pass, the boy
dangerous wildlife. At its center lies her nightmarish, survived—and now, once a year, Balion sends a
true body, which, when she is not plucking travelers member of his family to suffer the same fate he so
out of moonlit fields, twists the laws of nature to reflect narrowly escaped: having their entrails nailed to the
a kind of childlike ecological insanity that makes sense base of a great tree as they are forced to walk its
to no one but her. The druids native to Caoimhe, width until they finally drop dead.
having long worshiped Mother Wolf, now follow the Balion is now functionally immortal, but
word of Ailis—a physical god they can see and should some method of harm befall him, it would
experience, unlike her absentee predecessor. Quickly surely draw the unfathomable rage of Ailis herself.
becoming altered versions of themselves, many of As for her other followers, they are easy enough
these druids incubate great Caoimhe moths within to find—almost too easy. They usually inhabit solitary
their bodies of their own volition, while others change meadows, moors, or stretches of woodland where
even more . . . their flesh metamorphosing into they mutter to themselves and scratch at undulating
dangerous fusions of human and insect. Disappearances sores. Villages throughout the Clan-Lands often have
within the confines of the Clan-Lands increase as Ailis one or two residents under the effect of the Child of
feeds and experiments further on her own people. Longing’s influence; neighbors point out these
Meanwhile, the more childlike forms of Ailis appear unfortunates to travelers as a cautionary tale about the
without warning across vast tracts of woodland, often dangers of traveling the wilds alone. Moths of any
in multiple places at once, driving those who witness variety that gather with seemingly preternatural
her to madness. intelligence, particularly the great Caoimhe moths,
Inevitably, this twisted nature spreads beyond are a sure sign that Ailis has taken interest in an area
Caoimhe’s borders, exposing the rest of the continent or an individual, as are patches of nature that seem
to Ailis’s hellish whims. somehow altered by malevolent forces.
O LI G A RC H S 429

Although avoiding the wrath of Ailis is easy D E AT H


enough, a less easy feat is evading her entirely while To kill the Child of Longing is to eradicate all
traveling the Clan-Lands and, to a somewhat lesser the world’s insects, thus breaking down the global
extent, the deep woods of Elklund. She is easily food chain as the most numerous class of animals
captivated by new or fantastical things—displays of vanishes and plants cease to be pollinated. Mass
potent magic tend to draw her attention most starvation soon follows as hunger spikes out of
consistently—and is endlessly amused by control everywhere, while a lack of morphological
absconding with lone travelers in the dead of night. change in the world means that, although living
A sure means of inviting her anger is to interrupt beings are still susceptible to death, they stop aging
one of her jejune games. or giving birth, essentially dooming life itself to a
slow, horrifying end.

U ND E R STA ND I N G T H E S E RV A NT O F T H E O L I G A RC H W R I TE- U P S
Each Oligarch servant entry is laid out in the following format:

Creature Name

D escription of creature and its habits

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

Attribute [Attribute Bonus]


Skill Ranks. Each +10 represents one Rank (based on above corresponding Attribute).
Damage
Threshold and
Size:
with Damage
Small. Smaller Risk Factor:
Threshold
Initiative: than human. Number of
Modifiers if
Creatures have a Normal. Blackbirds
Dodge and the creature
Movement (in static Initiative Human-sized. and the Tier
Parry (when is wearing the Peril Thresholds
strides) value; no dice Large. Larger suggested to
applicable) suggested armor.
are added to this than human. encounter one
It may have
number. Huge. Much creature of this
access to other
larger than type.
armor at the
human.
Fateweaver’s
discretion.
Attacks and weapon statistics.
Where multiple natural weapons are listed, they may all be used in one Turn once without penalty.
Where multiple Melee weapons are listed, creatures usually have access to only one such weapon, and the weapons listed are
suggestions.

TRAITS: Listing of Traits encompassing the special rules, abilities, and attacks of each creature. These are listed
in alphabetical order. Some Traits require the spending of AP, Misfortune, and the like to activate. These are
organized by their costs, and those costs are listed in their descriptions.
430 BLACKBIRDS

S E RV A NTS A ND W O R S H I P E R S O F T H E C H I L D O F L O N G I N G

Ailisian Druid

I n the time before the death of the gods, people


truly attuned to nature made it their home.
Forgoing walled dwellings and the trappings of
beneath their furs, their skins, for the druids’ bodies
have become home to thousands of flesh-eating
great Caoimhe moths, which keep these wanderers
civilization, these druids slept beneath blankets of in endless, excruciating pain and give them a direct
stars, sheltered by trees that swayed gently in the link to the Child of Longing’s horrifying power.
night, and they found simple nourishment merely Unlike Mother Wolf, who largely ignored
in what they could gather or hunt. Almost all of humanity, Ailis grants perceivable “blessings” that
them worshiped Mother Wolf. Now, as they turn bring a great degree of power and have almost
away from their dead god, they find themselves wholly converted the people of the woods.
irrevocably altered by the capricious whims of the Druids in general are
Child of Longing, Caoimhe-Ailis. unpredictable theurges with
Cloaked, as ever, in rough green or brown deep ties to the land, but
robes, draped in thick furs, and topped with crowns Ailisian druids also share a
of animal bones, they could be mistaken for the hive mind that defends
eccentric druids of old—a dangerous, often fatal, itself when provoked.
mistake. These altered stewards of the natural world When a druid is wounded,
might seem odd at first sight, as they often dance in fully grown Caoimhe
the presence of small moths or even among the moths spill forth, in lieu
great Caoimhe breed, which perch on their heads of blood or viscera. They
and sometimes even climb calmly out of the druids’ react to threats in
mouths. Most exhibit a discernible hunch, even at a various ways, whether
distance. They wander about nature, half-dazed and flying off harmlessly or
babbling about this or that . . . Close inspection viciously swarming a
reveals a dark, predatory intelligence and imparts target. Between the
the realization that shapes without number move ever-growing storm

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

45 [5] 50 [7] 40 [4] 40 [4] 40 [4] 45 [5] 35 [3]


Melee +10 Athletics +10 Coordination Awareness +10 Wortcunning Handle Animal
Resolve +10
Ranged +10 Toughness +10 +10 Survival +10 +10 +20
Damage
Risk Factor:
Threshold:
Dodge: 50% Peril Threshold: Suggested for
11(17/23/29) Movement: 7 Initiative: 14 Size: Normal
Parry: 55% 8(14/20/26) 6 Basic-Tier
Fur or hide +1:
Blackbirds
12(18/24/30)

Cudgel: 55%. Distance (Melee Engaged). Damage [2Ð6+5]. Off-Hand, Staggering


OR
Dagger: 55%. Distance (Melee Engaged). Damage [2Ð6+4]. Fast, Finesse, Off-Hand, Piercing
Sling: 55%. Distance (Ranged 7 strides). Load (1 AP). Damage [2Ð6+4]. Fast, Finesse, Throwing
O LI G A RC H S 431

of living monstrosities and vicious magic, all rooted Damage dice when stigmatized Sigilist weapons are
in Ailis’s peculiar vision of nature, these simple used against this creature. This Damage cannot be
forest folk have been transformed into brutally healed or mitigated by this creature’s other Traits.
effective tools for their new god’s capricious, ever- BLESSINGS OF THE WILD 1 MISFORTUNE, 2 AP,
shifting aims. SPECIAL ACTION: The creature may call a nearby
animal to do their bidding, appearing to “talk” to
COW THE BEAST: Natural creatures or animals the animal. The animal does whatever this creature
controlled by, or allied with, Blackbirds Flip to Fail asks of it, even fighting to the death.
all attacks against druids. MOTHBLEED 1 MISFORTUNE, 0 AP, REACTION:
FLESH OF THE UNDEAD: This creature feels no pain Ailisian druids do not bleed as normal; instead
and ignores all Injuries. It cannot Bleed. Severed they eject a great Caoimhe moth when hurt.
limbs may move independently. Wounds behave similarly—a gash in the chest
FOREST FOLK: Druids suffer no penalties from moving or a severed hand produces large numbers of the
across natural terrain, Flip to Succeed when hiding in insects, which begin to feast on allies and enemies
natural surroundings, and their Movement is doubled unpredictably, though never the druids themselves.
when they are obscured by trees. Snares or traps using The Fateweaver may spend 1 Misfortune whenever
natural materials fail to affect a druid. this creature suffers a level of Damage to spawn a
MIND OF THE UNDEAD: This creature is immune great Caoimhe moth. When the creature is killed,
to magic or abilities that seek to control the mind they always spawn a small swarm without the
or emotions. It automatically succeeds against any Fateweaver spending Misfortune.
ability that would cause it to Resist with Fellowship, BLESSINGS OF THE GREEN 3 MISFORTUNE,
Intelligence, or Willpower. This does not include 1 AP, SPECIAL ACTION: The creature may call upon
possession by Outsiders. It may not be Knocked plants in the area to grasp their opponents. Choose
Out or Stunned. ten contiguous, 1-stride squares. Any opponent
NO MORTAL BLADE: This creature moving into these spaces or beginning their turn
is impervious to Damage from in one must make a successful
weapons that are not Enchanted. (Hard –20%) Athletics test, or
REGENERATION: At the beginning they are immediately rendered
of each of this creature’s Turns, make Defenseless and may not take
a (Standard +/–0%) Toughness test Movement Actions. They
for them. If successful, move them can test at the beginning of
1 level up the Damage Condition their next Turn to break free.
Track and remove one Injury, if they CAOIMHE’S
have any. This effect ends when the FEAST 5 MISFORTUNE, 1 AP,
creature is Slain!. SPECIAL ACTION: A swarm
SIGHT WITHOUT SIGHT: By sensing the of six Caoimhe moths bursts
Od directly, this creature can see even forth from the porous flesh
if their eyes are destroyed or removed. and orifices of the druid.
In addition, they can see in complete
darkness. They cannot see things that are
hidden from the Od, however.
SIGILIST BANE: Bane dice (Ð10s that
explode on ‘9’ or ‘10’) are rolled instead of
432 BLACKBIRDS

Great Caoimhe Moths

B efore Ailis’s ascent, great Caoimhe moths


were innocuous insects native to the Clan-
Lands and parts of Elklund. They were large,
beautiful creatures with a nine-finger wingspan,
known for their gentle demeanor and mesmerizing
patterns . . . which made them a favorite target of
the vicious Ailis, who often pulled off their wings to
wear them on her clothing. The creatures
were rare then and bred slowly, making
each one the girl killed another step on
their road to extinction.
Upon her ascension as an Oligarch, however,
they became one of the first “pets” she played with,
eventually released in vast, undulating hordes that
drowned the countryside in a flood of wingbeats
and vicious teeth. The great moths of old are no
more. In their place are creatures that share Ailis’s
taste for warm flesh, with wing patterns that seem
to shift and meld at will—enthralling any who look
too closely. Prolific breeders that pupate at an
impossibly fast rate, the insects prefer to nest within
living bodies, until great swarms of them explode
violently out of their screaming, parasitized hosts.
In some regions, the swarms have grown large
enough to cover every rock and tree, their wings
flexing softly as their strange patterning overlaps to
display the destruction of the gods in a living,
mind-shattering tableau.
As the swarms grow incomprehensibly massive,
so, too, do they die. Each insect’s life span is only 6

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

45 [4] 40 [4] 50 [7] 45 [4] 40 [4] 40 [4] 35 [3]


Coordination
Melee +10 Toughness +10 Awareness +10
+10
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 60% Threshold: Movement: 10 Initiative: 13 Size: Small
7(13/19/25) 1 Basic-Tier
2(8/14/20)
Blackbird.

Bite: 55%. Distance (Melee Engaged). Damage [2Ð6+7]. Finesse, Slow


O LI G A RC H S 433

or 7 days. Yet, in that short time, these indiscriminate when stigmatized Sigilist weapons are used against
feeders can depopulate entire towns or strip a stretch this creature. This Damage cannot be healed or
of wilderness of all life, so that Ailis might fill the mitigated by this creature’s other Traits.
space left behind with whatever horrible beasts suit TOO SMALL, TOO QUICK: Flip to Succeed all Dodge
her immediate fancy. tests made for this creature. If one critically succeeds,
that Dodge costs no AP.
FRAGILE: This creature is Slain! if it takes 2 levels of VITAL NECTAR: These creatures can detect living
Damage from one attack. organisms at great distances and enthusiastically
MESMER WINGS: These creatures have a mesmerizing seek them out, but only while in flight. While at rest,
quality when directly observed for too long, causing the creatures must first be disturbed to take flight.
the careless to stand dumbstruck until they take While the creatures are flying, Awareness tests made
Damage or are jolted out of the trance. At the for them to find prey are Flip to Succeed. While the
end of any Turn where someone is adjacent to creatures are at rest, Awareness tests made for them
one (or more), make a successful Resolve test for to notice a disturbance are Flip to Fail.
the opponent, applying a modifier of –10 for each LARVAL INFESTATION 2 MISFORTUNE, 0 AP,
adjacent creature of this type, or they lose 1 AP. COMBAT ACTION: After a successful attack, an
If this leaves them with 0 AP, they are rendered immature larva burrows into the target. The next
Defenseless until they take Damage, or an adjacent time the sun rises, they feel it moving under their
ally can spend 1 AP to snap them out of it. This skin, growing within their flesh to become a moth in
effect can be countered by choosing not to look at 1Ð6 days, and causing a random Moderate Injury
the moths, but all attacks made against them in this when it bursts forth. A moth larva can be removed
way are Flip to Fail. prior to this with a successful (Challenging –10%)
SIGILIST BANE: Bane dice (Ð10s that explode Heal test made to perform chirurgy.
on ‘9’ or ‘10’) are rolled instead of Damage dice

Perfected

S tories of travelers vanishing in the woods of


the Caoimhe Clan-Lands are extraordinarily
common and, in these days of unchecked war, are
none too surprising. What has been surprising are
the stories of those poor lost souls coming back . . .
changed. Horrifically, unimaginably changed into
great insectoid monstrosities clutching the gnawed
bones of their friends and families, their voices a
pained scream intermingled with cacophonous,
chittering insect trills. For anyone unlucky enough
to be whisked away by the Dark Child of the Fields,
or those who wander into the sunless woods under
her oppressive influence, death would be far kinder
a gift than the nightmare that lies in store.
434 BLACKBIRDS

Ailis deals with these individuals herself, molding 1. Acid Spray (1 AP, Combat Action): Once per
their bodies into unique, ugly playthings before Turn, this creature may spray acid on an Engaged
casting them back into the world so she might fixate foe. Make a successful Coordination check for
on something new. Those returned can barely be the target, or their weapons and armor drop 1
called human: horrific gallimaufries, 8 to 10 strides level in Degradation and they take 2Ð10+2
tall, with the features of any number of arthropods, Damage from acid.
each one utterly alien compared to all who came 2. Perfect Camouflage (1 AP, Special Action):
before them, as Ailis cruelly grafts on whatever parts Stealth tests made for this creature are Flip to
best suit her current mood. The sallow, barely Succeed, and if attacking in less than full daylight,
recognizable face of the person they once were sags spend 1 AP for them to blend into the shadows
awfully over new chitinous armor as they propel with a Stealth check. If successful, they are
themselves on spider legs, wings, hoppers, and effectively invisible until they take a Combat
primordial cerci, seeking out vestiges of their former Action.
lives so they might shove previously cherished loved 3. Paralyzing Venom (–10): Make a successful
ones screaming into their dripping chelicerae. Toughness test at –10 for anyone who drops a
Called “the perfected,” their extensively varied level in their Damage Condition Track after
forms mean that no two are alike, and each must be being attacked by this creature, or they start their
dealt with in ways unique to its personality and Turn with 1 less AP. If this means they gain no
construction. Some fly, others spin webs, while still AP, they are rendered Helpless. Make the same
others camouflage themselves among the trees or test at the end of each of their Turns for this effect
carry a deadly toxin in their claws. All are the to wear off.
favored pets of Caoimhe-Ailis and, as such, “enjoy” 4. Leap (1 AP, Special Action): This creature leaps
her divine power and protection. up to 10 strides vertically and 15 strides
The perfected tend to make their homes in horizontally. This Movement is too fast to allow
abandoned cabins or hollow trees, often near where Opportunity Attacks against them, and a
they lived as humans, and they emerge at night to successful attack made by the creature right after
hunt for anything, and anyone, they can eat. the leap adds an extra Damage die if it hits. When
Because of Ailis’s dark influence and the sheer using this Trait at the beginning of an encounter,
number of folk missing in the woods, it is best to foes are at –20 to prevent Surprise.
assume these horrors are rarely, if ever, found 5. Spines: Making an unarmed Melee Attack against
alone—a troubling notion, as even one is an this creature or critically failing any Melee Attack
extremely deadly opponent. against them deals the attacker 1Ð10+1 Damage.
6. Wings: This creature can fly at its full Movement.
BANE OF FLESH FIRST ROLLED: The first attack type 7. Caustic Sac: A weapon that successfully Injured
rolled does Bane Damage dice (Ð10s that explode this creature suffers a level of Degradation, and
on ‘9’ or ‘10’) to targets that possess the Mortal Bane all those Engaged with it when it dies take
or Trait instead of the Damage listed in the attack. 1Ð10+1 Damage from acid.
CAPRICIOUS LITTLE MONSTER: No two of these 8. Regeneration: At the beginning of each of this
creatures are alike, and, as such, they have a wide creature’s Turns, make a (Standard +/–0%)
variety of possible forms and abilities, depending Toughness test for them. If successful, move
upon the pieces from which they are made. Each them 1 level up the Damage Condition Track
possesses 1–3 of the following randomly determined and remove one Injury, if they have one. This
Traits, in addition to its other Traits: effect ends when the creature is Slain!.
O LI G A RC H S 435

9. Web (3 Misfortune, Non-Combat Action): Before all present; if failed, they suffer 2Ð10+2 Peril. If the
the encounter, make a successful (Hard –20%) person the perfected was made from was someone they
Awareness test for all potential prey creatures, or knew before the transformation, the test is made at
they become trapped and immobilized in this –30 and they fall 3Ð10+3 levels on the Peril Condition
creature’s web. They may not move or take any Track. The modifier for this Resolve test is also applied
Actions, and Reactions are Flip to Fail. Make a to Awareness tests made to oppose a Surprise Round.
(Challenging –10%) Athletics test at the beginning TOUCH OF THE OLIGARCH: After spending Fortune to
of each of their Turns for them to break free. modify rolls, Abilities, or Techniques in the presence
10. Eggs (3 Misfortune, 1 AP, Special Action): of this creature, roll one die. If it comes up a ‘4’ or
When this creature makes a successful attack, more, an extra point of Fortune becomes Misfortune.
spend 3 Misfortune to have it lay eggs in the MEMORY OF A MEMORY 1 MISFORTUNE: The
target. Unless these are discovered and removed creature is roughly aware of its former humanity but
within 3 days—requiring chirurgy and a unable to stop itself from behaving like a predatory
successful (Challenging –10%) Heal test—the insect. It occasionally attempts to form pained, barely
host perishes as smaller versions of this creature recognizable words, and a Peril test must be made for
burst from within the host’s flesh. all within earshot when it does.
NO BREATH, NO LIFE: This creature is immune to VORACIOUS FEEDER 5 MISFORTUNE:
Injuries, poisoning, and suffocation. An opponent of Large Size or smaller is caught in
NO MORTAL BLADE: This creature is impervious to this creature’s grip and is immediately lifted into
Damage from weapons that are not Enchanted. its chelicerae, where food is shredded before being
NO MORTAL FATE: This creature is an intrinsic part of ingested. They take 2Ð10+6 Bane Damage and are
the warp and weft of Fate. Its attacks and the effects trapped within. They immediately begin to suffocate.
of its Traits cannot be prevented by spending Fate. The simplest way to free swallowed prey from the
NO MORTAL SKILL: This creature is immune to outside is to kill this creature, but an (Arduous
Extinguish Abilities. –30%) Athletics test may be attempted for someone
PITY US: The first time a specific perfected is trapped within at the start of their Turns for them to
encountered, a Resolve test must be made at –20 for free themself.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

50 [8] 45 [6] 45 [5] 40 [5] 40 [4] 40 [4] 35 [3]


Melee +30 Coordination
Athletics +30
Ranged +20 +20 Awareness +30 Resolve +30
Toughness +30
Warfare +20 Stealth +20
Risk Factor:
Damage
Peril Threshold: Suggested for 3
Dodge: 65% Threshold: Movement: 8 Initiative: 16 Size: Large
7(13/19/25) Advanced-Tier
15(21/27/33)
Blackbirds
This creature has 1–3 of the following attacks, determined randomly:
1 - Terrible Bite: 80%. Distance (Melee Engaged or 1 stride). Damage [3Ð6+5]. Finesse, Punishing, Vicious
2 - Maw: 80%. Distance (Melee Engaged or 1 stride). Damage [3Ð6+8]. Punishing, Slow
3 - Launched Spines: 70%. Distance (Ranged 10 strides). Load (1 AP). Damage [3Ð6+8]. Fast, Throwing
4 - Crushing Pincers: 80%. Distance (Melee Engaged or 1 stride). Damage [3Ð6+7]. Finesse, Punishing, Vicious
5 - Prehensile Stinger: 80%. Distance (Melee Engaged or 3 strides). Damage [3Ð6+5]. Entangling, Finesse, Envenomed (1Ð10)
6 - Mantis Strikers: 80%. Distance (Melee Engaged or 1 stride). Damage [3Ð6+5]. Entangling, Finesse
436 BLACKBIRDS

Ondrej, The Shattered


(No Court Affiliation)

T he former patriarch of the Caoimhe Clan-


Lands was murdered on the threshold of
forever, at the moment of his greatest triumph. As
REMNANTS: Because of his unique origins, Ondrej
is perhaps the only Outsider in existence who can
accurately answer questions about the Oligarchs,
the power he sought to wield flowed into his only though he never offers such information himself
daughter, Ondrej died in the space between Heaven and must be asked for it specifically. Doing so
and the mortal world, and the Oligarch’s battles sends him into a rage, increasing his Spite by 2 and
ended as all slowly dissipated into silence. provoking a steep reckoning in exchange for the
Perhaps some foul magic grasped at his corpse, knowledge sought.
or the rules that govern reality are more malleable WEAKNESSES: Ondrej hates acts of perceived
than they appear—but, for whatever reason, the weakness or charity, particularly if there is no
man who aspired to godhood and failed rose again, personal gain to the individual performing
counting himself as one among the opaque them. Seeing such acts fills him with disgust; he
constellation of bizarre, courtless Outsiders. dramatically storms away and is unavailable until
Ondrej was a bear of a man in life. As an the next evening.
Outsider, he resembles a massive patriarchal figure
cloaked in many overlapping layers of animal skins,
antlers, and bones. This attire makes him seem
many times larger than he is already and trails
behind him like a royal train. More stark are his
facial expressions: his eyes burn with a constant,
unfathomable rage, and his mouth is frozen into a
grimace that never moves or changes. Rather,
Ondrej speaks from the gaping tear in his emaciated
throat and face, where his tongue lolls horrifically
outward as it moves to form his words. Thick,
esophageal blood pours endlessly from this wound
to stain his entire torso black. When Ondrej
manifests, he always appears one foot taller and one
foot wider than the tallest and stoutest members of
a theurge’s entourage, as he chooses to lord over
everyone present in a display of his former power.
He speaks with a low growl, his tone never quite
masking an insatiable, profound fury.
O LI G A RC H S 437

COURT: None Ondrej: Communion Technique


ALLIES: None & Smite of Agony (+1 Tithe, 2 AP, Combat Action)
ENMITY: The Child of Longing and her servants EFFECT: Barehanded, the theurge attacks an adjacent
GOALS: Return the inhabitants of the world to foe; if the attack hits, the blow does +[O&R] extra
their most brutal, primal state, through displays of dice of Damage.
domination and violence. & Irksome Vexation (+1 Tithe, 1 AP, Reaction)
FAVORED RECKONING: Humiliate a beggar. Savagely EFFECT: The theurge shrugs off some effect of an
beat a town hero. Dominate a famous warrior. Take attack they just received. Once per Turn, they
something precious from a powerful leader, and can use this Ability as a Reaction after an attack
make them watch while you enjoy it. has done Damage to them to lower the Damage
level by 1.
Ondrej: Rapport Technique & Mindless Brutality (+3 Tithe, 3 AP, Extinguish
& Senseless Aggression (+1 Tithe, Non-Combat Special Action)
Action) EFFECT: Barehanded, the theurge tears apart [O&R]
EFFECT: Assaulting an unarmed Mortal opponent adjacent Mortals, leaving nothing but gore.
with one’s fists breaks their spirit and makes them
cower before the theurge in a humiliating fashion. Ondrej: Pact Technique
The target must be unarmed and out of combat, & Seasoning of Pain (Passive Bonus)
and if the target fails a Resolve test, all Intimidation EFFECT: All Melee Attacks made by the theurge do
tests made by the theurge against them are Flip to an extra +1 per [O&R] of Damage as they cause
Succeed for the next hour. extra pain to those struck.
& Lash of Suffering (+1 Tithe, 1 AP, Special Action) & Share the Misery (+1 Tithe, 1 AP, Reaction)
EFFECT: A bullwhip with the Vicious Quality EFFECT: Once per Turn, after taking Damage, the
appears in the theurge’s empty hand. It exists until theurge may cause an adjacent foe to take the same
this ability is used again. number of levels of Damage as a Reaction.
& Subjugation (+2 Tithe, 3 AP, Extinguish Combat & Excruciate (+3 Tithe, 3 AP, Extinguish Combat
Action) Action)
EFFECT: All those within [O&R] strides of the EFFECT: Until the end of their next Turn, the
theurge must make a Toughness test or they are theurge’s attacks and those of their Fatebound
Defenseless until their next Turn. companions all do an extra Damage die, as their
attacks cause more pain to their foes.
O LI G A RC H S 439

The Plague of Beauty

A
disease is spreading from the coastal
trading port of Ipswald. The infected
number in the thousands, people who
lose themselves to bacchanalian frenzies of flesh and
wine—their skin softening, eyes flaring into vibrant
hues, and bodies tightening into newer, more
handsome versions of their former selves. The disease
is one of desire, of carnal passions, and of the
unimpeded want to be one of the beautiful people . . .
all coming at a horrific, ultimately fatal cost, as the
body begins to peel itself apart. Those sufferers who
have not yet seen the truth—and even some who
do—desire nothing but to spread their illness further,
while the uninfected surge toward them in a desperate
bid to transform into the physically perfect.
Its source? The Plague of Beauty.
The rotten, twisted matriarch of beauty,
fineries, and the depths of human pleasure, the
Plague of Beauty has taken her seat in a hateful new
pantheon—her throne an endless floral loam
undulating beneath a clear and pleasant sky. Her
desires ooze from her even now, a rapidly spreading
illness that almost nothing can stop.

P R E- A S C E N S I O N
As a mortal, the Plague was known as Afet
al-Wazabi, daughter of an extremely influential
merchant family from Corbel’s satellite port of
Ipswald, a gateway to high-end imports that sped the
rise of a powerful and unscrupulous mercantile class
catering exclusively to the wealthiest of the wealthy.
Afet was the heir to impossible riches, and as such, her
suitors were both numerous and unrelenting, at times
falling over themselves for even one glimpse of her
face. In time, these scuffles turned violent: poisonings
and assassinations became common, but bloody duels
also played out constantly outside her family’s palatial
estate. Entire aristocratic bloodlines plotted ways to
connect themselves to her name through means both
benign and unsettling, sometimes going so far as to
assume the identity of a far-flung relative to claim
some degree of Afet’s legendary wealth and beauty.
440 BLACKBIRDS

This tumult ended only after Afet’s mother seemingly endless floral loam, which drags behind
died of illness, leaving the family’s vast influence at her as though she were pulling herself up from a
Afet’s personal disposal. Seized by the sudden grave. To stand before this twisted god is to have
realization that time would erode the beauty she so one’s perceptions of beauty irrevocably shattered,
prized, Afet bought her way into the power-hungry warped beyond recognition as the mortal body
cabal that would eventually become the Oligarchs— collapses into nothing.
to storm the otherworldly seat of the true gods and
brutally slay the aspects of love and beauty. Her THE DISEASE
desire for immortal loveliness spread from her as a The disease emanating from the Plague’s
virulent sickness, consuming her flesh even as she aberrant godhood is both magical and organic; it
ascended to dark, hellish godhood. seeps from cracks in the Od and the flesh of the
Still, many of her more distant relatives sick, touching those whose desire to be beautiful
remain—ones who escaped Afet’s immediate purges surpasses all other wants and needs. Spreading
of potential usurpers. Taking the surname “al-Afet,” primarily through sexual contact—which is all too
they desire to be connected to her influence even easy to achieve as the “sufferer’s” voluptuous
now, despite the growing hotbed of disease physical transformation takes hold—it elevates
Ipswald—and soon enough, the entire continent— those infected into visions of carnal perfection. For
has become. NPCs and populations, the illness can be staged
based upon the criteria below.
P O ST- A S C E N S I O N
When she deigns to manifest before followers or Note that the Plague of Beauty Affliction affects
powerful enemies, the Plague appears as a infected Blackbirds in similar, but slightly different
preternaturally gorgeous woman of sculptured ways. See Afflictions in Chapter 5: Talents &
features and dark complexion, clad in eerily beautiful Techniques for more details.
clothing and often lying across a grand altar of
blooming flowers. Her eyes are absent, the flesh STAGE 1: The victim has been infected by the
around them peeled back in delicate layers to resemble Plague. The viral component begins attacking the
gently bristling black or purple roses, while her hands individual’s body almost immediately, eating away
seem to be searching tenderly for her throat. Her at organs and blood vessels as the host is converted
presence is always heralded by an unearthly, sweet into loam for their god. The magical component
scent, evoking recollections of the beholder’s most of the disease dulls pain, softens skin, makes eyes
cherished memories and deepest wants. brighter, and turns hair thicker and fuller. The
Such a vision could, alone, drive an unprotected infected gradually appear more physically attractive
mind to madness, but this form is simply a ruse— after only a day or two. More sinisterly, the disease
an alluring mirage that hides the sad truth of what instills a sense of euphoria in its host, making them
Afet has now become. more jovial, personable, and in the case of the old
The Plague’s true form is that of a titanic, or infirm, somehow younger. The host still acts like
bleached skeleton, overgrown with roses and exotic themself and otherwise has no major change of
flowers, perpetually strangling itself with its own personality.
hands. Constantly weeping flower petals from her Treating the illness at this stage has the best
empty eye sockets and cloaked in an intoxicating chance of succeeding, though it is still highly lethal.
aroma of the world’s finest scents, this sepulchral When cured, the body becomes permanently
vestige of power juts sullenly from the center of a immune to reinfection.
O LI G A RC H S 441

STAGE 2: The victim’s body is now fully consumed by quickly wilt back into the body. Paired with the
the Plague. Even as the disease breaks down major disease’s magical perfume, approaching the orgiastic
organs and muscle groups, the magical nature of centers becomes almost hallucinogenic as one gets
the Plague causes features such as the lips, buttocks, lost in a sweet, carnal haze.
and breasts to appear fuller, strengthens or regrows This stage lasts roughly a month, and Stage 3
hair, and lightly tones muscles. People at this stage plague bearers cannot be cured.
of infection seem almost to glow, and they are far
likelier to appear charming and attractive to others. STAGE 4: The infected individual suddenly
The behavior of the host begins to change as well, experiences horrific pain throughout their half-
drawing them toward risqué pleasures of the flesh, consumed nervous system. Empty of major organs
extravagant food and drink, and other beautiful and muscles, and held together entirely by magical
people like themself. bindings, the diseased body rapidly collapses into
Multiple plague hosts are likely to come a lush green or brown loam, which sprouts fleshy
together at this stage, congregating in dens of “flowers” shortly after the host’s death. To observers,
iniquity before moving to wide, underground it appears the dying succumb to fits of explosive
bathhouses of indeterminate origins. A sweet odor bliss, which end in them bursting into dirt, roses,
emanates from the infected, which serves as a mild lilies, and hyacinths.
intoxicant in close quarters. This loam generally remains where it has fallen,
Treating the illness at this stage is still possible, and other infected hosts sprawl in it as flowers
but the odds are much worse than in Stage 1. bloom around them. Strangely enough, after
physical death, the loam is no longer infectious,
STAGE 3: The victim’s body begins to break down though it does linger until moved or destroyed.
internally as the Plague ravages what is left of their
organs and musculature. The magical aspect of the A ST R A L M A N I FE STAT I O N
disease is now easily detectable even by unskilled From the deific realm in which the Plague
mages: it appears in the Od as a sort of mist or resides, she, like other Oligarchs, takes a more direct
cloud around the infected. A sufferer’s ability to feel approach with her followers and the state of the
pain is almost nonexistent, whereas their sensitivity world than the old gods ever did. Intervening in
to pleasure is multiplied tenfold. The outward affairs both large and small, the Plague of Beauty
physicality of Stage 3 patients is as close to human causes small pockets of infections in cities
perfection as possible: chiseled, handsome features everywhere, centered on the otherworldly
and blemishless skin; lush, full heads of hair; bright bathhouses directly overseen by one or more rose
eyes; and nearly irresistible sexual magnetism. witches. There can be small shrines to her in dens of
Surrounded by Stage 2 and Stage 1 infected, they vice or places that celebrate her alien beauty,
are often at the center of bacchanalian orgies and including brothels, theaters, and the like, though
great feasts, or formal dances and court functions these are generally installed by the infected and are
infused with dangerously addictive elements of therefore uncommon. She is known to occasionally
sex and pleasure. The scent that follows them appear before the truly beautiful in their dreams,
everywhere is highly potent, seemingly ensorcelling offering seats at her side in exchange for them
the weak-willed to come forward and enjoy this renouncing all other allegiances and wants. No
bounty of beautiful flesh. matter what the recipient of these dreams chooses,
A tell of Stage 3 infection is the occasional the experience leaves them mentally shaken and
blooming of flowers from the host’s skin; these much more likely to seek out her places of power.
442 BLACKBIRDS

The Plague’s most stark After the initial conversion of Ipswald, the port
influence is in Ipswald and the city would rapidly repopulate with Dionysian
surrounding port cities, where revelers, becoming a place of the beautiful damned.
her illness has spread rapidly The Plague would reign here in her more passably
through the black markets and human form, granting immunity to her chosen so
seedy dens of the flesh. Here, she they might spread her message . . . and, in many
was widely known—and is still cases, unwittingly spread her disease.
“The plague pits and recognized and remembered—as
potter’s fields of Erebos are Afet al-Wazabi. Many cults of G O A L S A N D M A C H I N AT I O N S
tied closely with its cities. worship have sprung up in the The Plague of Beauty’s goals are extraordinarily
Those who die in the wild time since the Plague’s ascension, selfish, focused on creating a beautiful world
are quickly returned to including the Daughters of Afet inhabited only by herself and the most radiant people
its trees and to the fangs and the Heralds of Beauty, among in existence. Her bathhouses attract likely candidates
and sinew of those who many, many others. Although she has contacted in prophetic dreams, thus
dwell within them . . .” some of the remaining merchant establishing a curious trend of maimed or otherwise
— Observations of the families try to contain outbreaks physically imperfect individuals who seek passage
Wandering Squire
of the disease, others meekly into the neglected ports of Ipswald, though they
attempt to align themselves with know not why. In time, and with enough influence,
Afet’s surviving family members or the rose witches these growing enclaves will be able to reopen the
themselves—and, amid the ensuing chaos and their ports proper and establish themselves in the much
own distractions, have neglected the ports proper, larger and more traveled city of Afet. From there, the
which have all but closed to the outside world. Plague can easily spread across the rest of Erebos.
This breakdown has attracted the attention of The Plague’s rose witches are also busily
Corbel and the powers in the continent beyond . . . ingratiating themselves with vulnerable or
sympathetic aristocratic houses throughout the
P H YS I C A L M A N I FE STAT I O N continent. Corbel is of particular interest, as both
Were the Plague to physically manifest in the the Plague and the Golden Messiah quietly vie for
world, she would do so in Ipswald, instantly converting the allegiance of the dreaded striga families.
the majority of it into a mossy, overgrown ghost city as Particularly powerful covens have also attempted to
most living things spontaneously melt into floral bend the ears of lords and ladies in locales as far-
loam. Once the impossible deific power of the Plague flung as Hyperitus or Elklund, putting the Plague
establishes its seat in (or, more likely, on) her former in conflict with several of her rival Oligarchs. In
estate, handpicked survivors of her initial descent Baerald-upon-Muse, her followers find themselves
would begin to draw in the weak and downtrodden— part of a growing interfactional shadow war that
those whom society has shunned, who wish for beauty belies the city’s quaint exterior. The growing
and pleasure beyond their hardscrabble existence. skirmishes between the Plague and a newly
From there, her dread illness would spread at a empowered Lady Cathia have been steadily
terrifying pace, requiring magical charms or potent escalating: the latter has her sights firmly set on the
medicines to stave off for any length of time. More Splendid Kingdoms, after successfully reannexing
worryingly, some who were not infected would travel the cantons of Asterbörg and Lausanne, while the
to Ipswald to catch the Plague on purpose, creating former seeks a foothold on the mainland and—
migration patterns toward the center of the outbreak, eventually—the otherwise cloistered royals
ultimately further empowering the Oligarch. currently residing in Cathia’s revered colleges. The
O LI G A RC H S 443

Saint of Lies has found fresh purchase in this to a dyad or, if severe enough, a particularly powerful
conflict as well and seeks to maintain the chaos for coven. The witches attempt to align the transgressor
their own amusement. with the Plague’s interests through employment,
Signs of the Plague can be easily overlooked by threats, or a dazzling offer of supernatural beauty.
the casual observer but are nonetheless consistent Resisting these temptations brings dire
with her inflated image of self: bristling, brighter- consequences. Rose witches make for deadly
than-usual floral growth across the sides of structures; combatants, but in many instances, they allow the
the aroma of wildflowers where there should be none perpetrators to leave their abodes peacefully and
(particularly within cities); and hushed whispers of seemingly without resistance. Shortly thereafter, an
secret bathhouses or seer-like women, especially if adonis hunts down the target of the Plague’s ire in
they “grant wishes.” Occasionally, one might find earnest, annihilating them, their companions, and
small statues of a woman emerging from a rose, any nearby structures or bystanders in a terrifying
usually propped up in dens of iniquity or roadside demonstration of its god’s power—serving as both a
inns, which would point to an individual follower or warning to others who might cross Afet’s followers
plague bearer in the immediate area. Stumbling and a preview of what is to come.
across the entrance to one of the Plague’s bathhouses
is, of course, a sign, though entering one unprepared D E AT H
is an entirely different affair. To kill beauty is to see all the flowers of the
Interfering with the Plague’s spread, even world wilt and die. All food would become devoid
unintentionally, tends to draw the attention of the of flavor. Wine would taste like silt in the mouths of
Oligarch—usually with a response from a rose witch, millions, the beautiful would turn hideous, and all
though the scale of the transgression can escalate this pleasure would cease to be.

B AT H H O U S E O F A FE T
Distinct from any mundane bathhouses of larger cities, and smells exert hugely deleterious effects on visitors’
the infamous bathhouses of the Plague of Beauty are mental and physical fortitude; once the window to the
not truly part of the world. Rather, they are an unprepared mind finally shatters, the bathhouse itself
expression of a deeper horror, a wound in the Od that can seem alive.
lures the unattractive and broken, promising them Rose witches routinely use the bathhouses as
everlasting loveliness and exquisite carnal pleasures bases of operations, offering their “blessings” as a way
under the guidance of an awe-inspiring rose witch. to draw in vulnerable travelers, local pariahs, or, in
Each bathhouse is a strange space incorporating rare cases, politically useful allies the witches can bend
pristine marble columns, immaculately carved statuary, to their will. Although not easily located—unless the
warm bathing areas, and soft pink or purple light that resident witch wants it to be found—the entrance to
emanates, seemingly, from nowhere. Populated by as a bathhouse appears in alleyways that cannot (or
few as a dozen to as many as several hundred infected should not) exist, or in derelict parts of towns and
revelers, the rooms grow or shrink to comfortably cities, curiously devoid of people but overgrown with
afford them space, which visitors use bountifully for flowers.
their nonstop sexual frolics. Even more curiously, the If one seeks such a place, for good or ill, simply
edges of the baths are covered in piles of soft loam, with follow the inexplicable scent of roses in an otherwise
flowers jutting forth at strange angles as they emit an filthy city, until at last one’s eyes rest upon an open
aroma overpowering yet sweet. The combined sights doorway and a staircase that leads beneath the street . . .
444 BLACKBIRDS

S E RV A NTS A ND W O R S H I P E R S O F T H E P L A G U E

Lovely Grave

T hose who carry the Plague of Beauty are


doomed to die in unbearable agony, their
remains left on the floor of Afet’s bathhouses for
locomotion, it also reveals the entity’s weakness: its
skull sitting roughly where the head would be,
blooming with colorful flowers. Destroying this
other worshipers to lounge upon. Curious flowers skull is the key to ending the creature and freeing
spring from the soil of this transformed flesh and the individual it once was from an existence of
seem to react to their surroundings with a undying servitude.
disturbing awareness . . . yet, flowers they are, and
most of the time, they remain until moved, as too
much growth strikes the beautiful people as
unbecoming of their orgiastic revels.
This is not the end for a true believer, however.
Left in the open air long enough, these flowers
take on a life of their own as roots, dandelions,
vines, and wildflowers utterly consume the soil
until the foliage is thick enough to stand up and
wander away. These are the lovely graves, the once-
revelers of the Plague of Beauty, now dead and
beautiful forever.
Lovely graves are amorphous, shape-altering
masses of aromatic floral material, usually flowers
and root systems, that hide themselves on the
sides of buildings or in other areas where one
might take a pleasant afternoon stroll. When a
traveler strays too close, however, they strike—
blanketing their prey and suffocating them under a
thick, rippling layer of flowers. This is usually
enough to overpower an average person, and the
grave takes the body away to convert into more
mass. If the prey is sufficiently aware or skilled
enough to fight one off, then the grave assumes a
more conventional shape and continues
attacking until it or its opponent is dead.
The lovely graves can shift their mass
into a variety of vaguely recognizable living
shapes—usually that of a human or
some sort of domesticated
animal, such as a dog or large
cat. Even as this grants
them a means of
O LI G A RC H S 445

AMBIGUOUS MASS: This creature takes no Damage UNCANNY CLIMBER: This creature can climb up
from mundane Ranged weapons, and mundane sheer surfaces and across ceilings without making
Melee weapons can at most do 1 level of Damage any tests to succeed.
to it per attack, regardless of what is rolled. VULNERABLE POINT SKULL/HEAD: Those who
INTOXICATING THORNS +10: Whenever this know the vulnerable point of this creature (listed
creature makes a successful attack against a target, in parentheses) and hit it with an (Arduous –30%)
make a successful Toughness test for the target at Targeted Attack deal Damage that bypasses this
+10, or they lose 1 AP. creature’s defensive Traits and can’t be regenerated.
MIND OF THE UNDEAD: This creature is immune to WEEPING ASH BANE: Bane dice (Ð10s that explode
magic or Abilities that seek to control the mind on ‘9’ or ‘10’) are rolled instead of Damage dice
or emotions. It automatically succeeds against when weapons of this type are used against this
any Ability that would cause it to Resist with creature. This Damage cannot be mitigated or
Fellowship, Intelligence, or Willpower. This does healed by any of the Traits of this creature.
not include possession by Outsiders. It may not be ENVELOP 2 MISFORTUNE, 2 AP: This creature
Knocked Out or Stunned. envelops an Engaged foe. Those enveloped are
REGENERATION: At the beginning of each of rendered Defenseless and unable to take any
this creature’s Turns, make a (Standard +/–0%) Actions until freed, and they take 1Ð10+1 Damage
Toughness test for it. If successful, move it 1 level at the beginning of each of their Turns as they are
up the Damage Condition Track and remove one drained of life. A –10 Athletics test may be made at
Injury, if it has any. This effect ends when the the same time for the target of Envelop to escape.
creature is Slain!. A grave may have only one foe enveloped at a time.
SUPERNATURALLY SNEAKY: If this creature is hiding INFECTION 5 MISFORTUNE, 0 AP,
and a Stealth test made for it is successful, opposed COMBAT ACTION: After being hit in a successful
rolls to notice it are Flip to Fail. unarmed attack, the target is infected with the
Plague of Beauty Affliction.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

45 [5] 40 [5] 50 [7] 45 [4] 40 [4] 40 [4] 35 [3]


Coordination
Melee +20 Athletics +20
+20 Awareness +20
Ranged +10 Toughness +10
Stealth +20
Risk Factor:
Damage
Dodge: 70% Movement: 10 Peril Threshold: Suggested for
Threshold: Initiative: 13 Size: Normal
Parry: 65% Climbing: 10 7(13/19/25) 3 Basic-Tier
10(16/22/28)
Blackbirds

Thorny Tendrils: 65%. Distance (Melee Engaged). Damage [2Ð6+7]. Entangling, Finesse, Punishing
Launched Barbs: 55%. Distance (Ranged 10 strides). Load (1 AP). Damage [2Ð6+7]. Fast, Finesse, Throwing
446 BLACKBIRDS

Rose Witch

B y far the most public among followers of the


Oligarchs, rose witches are supernaturally
beautiful women endowed with the power to make
and endless feasts as the disease ravages all in
attendance. Such is the price of eternal beauty: to
serve the Plague and her desires without question,
the impossible real: turning the old young; mending forever. Not a single witch has ever refused.
hideous scars into vibrant, new flesh; and ending Rose witches deal with mortals as they see fit,
the scourge of age itself. Rarely seen but oft spoken often by giving them a place among Afet’s beautiful
of, these wise women, viziers, confidants, and royal people so they can become infected by the plague
advisers have wormed their way into cities across and draw in more adherents. Particularly skilled
Erebos, with whispers of their voluptuous bodies individuals may pique a witch’s interest for their
and strange magic finding purchase, whether in the potential usefulness and might be offered a magical
seediest of roadside inns or in the halls of royalty. boon in exchange for the completion of some task
Although only a select few command positions of that furthers the Plague’s goals. These deals are held
great power, all rose witches are desired, respected, sacrosanct, and a terrible vengeance is always
and feared in equal measure. exacted if such an agreement is broken.
In truth, these mysterious women were once Although the witches prefer to manipulate rather
mortal. Handpicked by the Plague of Beauty for than fight, they are deceptive and terrifying sorceresses
their reverence of physical perfection above all things, when provoked. Flashing in and out of reality amid
each was magically transformed beyond their wildest great bursts of rose petals, they are nearly impossible to
imaginings—their hair growing long and thick with pin down without concerted effort—a task made
wildflowers, their eyes blooming into luscious roses, extremely difficult by the oppressive, mind-altering
even as their bodies plumped, thinned, and stretched fragrance that constantly floods their vicinity. As the
to reflect the otherworldly beauty of their patron god witches are generally surrounded by supporters, and
herself. Often taking up residence within Afet’s can often be found in pairs (known as dyads) or in
eldritch bathhouses, they draw in all manner of the dreaded three-witch covens, any attempt to put them
wretched so they might spread the Plague to every down is a herculean effort that usually ends in their
corner of every country, reigning over orgiastic revels assailant’s brutal—but still beautiful—demise.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

45 [6] 35 [3] 45 [5] 40 [5] 40 [4] 40 [5] 50 [7]


Coordination
Melee +20 +20 Awareness +20 Charm +20
Athletics +20 Heal +20 Resolve +30
Ranged +30 Skulduggery +20 Scrutinize +20 Guile +20
Stealth +30
Damage
Risk Factor:
Threshold:
Dodge: 65% Peril Threshold: Suggested for 3
10(16/22/28) Movement: 8 Initiative: 14 Size: Normal
Parry: 65% 8(14/20/26) Intermediate-
Light leather +2:
Tier Blackbirds
12(18/24/30)

Cudgel: 65%. Distance (Melee Engaged). Damage [2Ð6+6]. Off-Hand, Staggering


Raking Claws: 65%. Distance (Melee Engaged). Damage [2Ð6+6]. Fast, Punishing
Rose Petals: 75%. Distance (Ranged 8 strides). Load (1 AP). Damage [2Ð6+5]. Envenomed (1Ð10), Fast, Finesse, Throwing
O LI G A RC H S 447

Yet, despite the great danger these women pose, points, heal Injuries and Damage, regrow lost body
their words continue to find purchase among a parts, and remove or impose the Plague of Beauty
fearful populace and its ailing masters. Their Affliction or remove the effects of the Wither Trait.
presence serves as a stark reminder that the old gods REGENERATION: At the beginning of each of
are dead, and that the Oligarchs now seek ever this creature’s Turns, make a (Standard +/–0%)
greater influence upon the mortal world. Toughness test for them. If successful, move them 1
level up the Damage Condition Track and remove
BILLOW OF PETALS 2 AP, SPECIAL ACTION: one Injury, if they have one. This effect ends when
This creature teleports up to their Movement the creature is Slain!.
in strides. In combat, this does not trigger an TOUCH OF THE OLIGARCH: After spending Fortune to
Opportunity Attack. modify rolls, Abilities, or Techniques in the presence
CRUEL LOVE: Mortal allies of this creature gain +20 of this creature, roll 1Ð6. If it comes up a ‘4’ or more,
to their attacks because of their fervor and devotion. an extra point of Fortune becomes Misfortune.
HEALING TOUCH 1 AP, SPECIAL ACTION: Once per WEEPING ASH BANE: Bane dice (Ð10s that explode on
Turn, this creature may heal an adjacent ally of 2 ‘9’ or ‘10’) are rolled instead of Damage dice when
levels of Damage. weapons of this type are used against this creature.
INTOXICATING THORNS 10: Whenever This Damage cannot be mitigated or healed by any of
this creature makes a successful the Traits of this creature.
Melee Attack against a target, ENTHRALL 2 MISFORTUNE, 2 AP,
make a successful Toughness COMBAT ACTION: All those within 5
test for the target at –10, or they strides of this creature are enthralled, and
lose 1 AP. for the rest of this Combat Scene, a
NO MORTAL BLADE: This creature Resolve test at –10 must be made at
is impervious to Damage from the beginning of each Turn during
weapons that are not Enchanted. which they wish to attack it. If it fails,
NO MORTAL SKILL: This creature is they may not attack this creature.
immune to Extinguish Abilities. DEADLY BLOOM 3
POISONED AGREEMENT: Those MISFORTUNE, 1 AP, COMBAT
who agree to a deal with this ACTION: This brings either three
creature are marked by a lovely graves or six armsmen.
mystical symbol that INFECTION 4
can be seen only with MISFORTUNE, 0 AP, COMBAT ACTION:
Odsight. This creature After being struck by a successful
knows where those who unarmed Melee Attack, the target is
bear this mark are and what their infected with the Plague of Beauty
emotional state is at all times. The Affliction.
only way to remove the symbol WITHER 5
from someone so marked is to MISFORTUNE, 2 AP, SPECIAL
slay this creature. As part of ACTION: An Engaged target
this agreement, this creature is aged rapidly, taking –10
can permanently increase from all of their Primary
the Fellowship Attribute Attributes and 1 AP
of those who agree by 10 permanently.
448 BLACKBIRDS

Adonis

S trange, awful, yet oddly beautiful giants that


appear almost painted into being, the adonises
are the brutal empyrean enforcers of the rose witches
and, by extension, the Plague of Beauty herself.
Towering over 20 strides tall, the creatures resemble
physically perfect, statuesquely muscular men, often
entirely nude or with their genitals covered with a
single, enormous fig leaf. They sport flowing,
flowered hair and a dull expression one might find on
someone staring wistfully toward the horizon. They
seem to be created from meticulously mixed oil
paint, which makes their bodies pop against the dull
muck of Erebos on the rare occasions they are
summoned. But the curious awe of how such a thing
could exist soon gives way to the utter horror of
realization that it does, as the adonises remorselessly
hunt down their prey with a ruinous lack of precision.
Monstrously strong, nigh indestructible, and
given the directive to annihilate a particular target
with as much spectacular collateral damage as
possible, an adonis closes in on terrified enemies to
beat its opponents to death as the environment
literally melts around them. Beyond the giant’s
strength, its painterly “flesh” acts as a magical acid to
the mundane world, making anything in the adonis’s
path sputter and collapse, like a portrait splashed
with turpentine. Living things touched by this magic
simply disintegrate into a colorful puddle and ooze,

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

45 [8] 50 [11] 40 [6] 40 [4] 40 [4] 45 [4] 35 [3]

Athletics +30
Melee +30 Coordination
Intimidate +20 Awareness +20 Resolve +30
Ranged +20 +10
Toughness +30
Risk Factor:
Damage
Dodge: 50% Peril Threshold: Suggested for 6
Threshold: Movement: 9 Initiative: 15 Size: Huge
(Natural) 7(13/19/25) Advanced-Tier
20(26/32/38)
Blackbirds

Smash: 75%. Distance (Melee Engaged or 3 strides). Damage [3Ð6+11]. Crushing (3), Slow, Staggering
Thrown Object: 65%. Distance (Ranged 18 strides). Load (1 AP). Damage [3Ð6+8]
O LI G A RC H S 449

in hideous fashion, between the giant’s fingers and Intelligence, or Willpower. This does not include
toes. Structures remain impossibly warped after even possession by Outsiders. The creature cannot be
the lightest contact, bent queasily into themselves. Knocked Out or Stunned.
If the adonises possess free will, it is not apparent. NO MORTAL BLADE: This creature is impervious to
They seem to be blunt tools for dealing with those Damage from weapons that are not Enchanted.
who displease an especially powerful rose witch or NO MORTAL FATE: This creature is an intrinsic part of
otherwise interfere with the Plague’s machinations. the warp and weft of Fate. Its attacks and the effects
Yet, they do show some sparks of intelligence: when of its Traits cannot be prevented by spending Fate.
faced with large bodies of water, for instance, the NO MORTAL SKILL: This creature is immune to
giants seem to recognize and avoid them whenever Extinguish Abilities.
possible, as water slows them down significantly REGENERATION: At the beginning of each of this
(though it does not hurt them). They also recognize creature’s Turns, make a (Standard +/–0%) Toughness
their keepers and work in tandem with them to rout test for it. If successful, move it 1 level up the Damage
particularly stalwart enemies, should a rose witch Condition Track and remove one Injury, if it has any.
choose to enter the fray herself. Despite these small This effect ends when the creature is Slain!.
flickers of agency, however, the adonises loom as TOUCH OF THE OLIGARCH: After spending Fortune to
inhuman instruments of the Plague’s will, obliterating modify rolls, Abilities, or Techniques in the presence
all opposition as even the staunchest of warriors flee of this creature, roll 1Ð6. If it comes up a ‘4’ or more,
before them like terrified children. an extra point of Fortune becomes Misfortune.
WEEPING ASH BANE: Bane dice (Ð10s that explode on
ACIDIC CORRUPTION: Mundane Melee weapons ‘9’ or ‘10’) are rolled instead of Damage dice when
degrade 1 level for each successful hit made against this weapons of this type are used against this creature.
creature. In addition, make a successful Coordination This Damage cannot be mitigated or healed by any of
test for those hit by this creature’s Melee Attacks; the Traits of this creature.
unless their armor is Enchanted, it degrades by 1 level. STOMP 1 MISFORTUNE, 1 AP, COMBAT ACTION:
COLLATERAL DAMAGE * AP, SPECIAL ACTION: Spend Make a successful Coordination test for all those
a number of AP for this creature to destroy an object within 10 strides of this creature, or they are knocked
within range of its Melee Attacks. The AP that must Prone and lose 1 AP.
be spent depends upon the size of the object: 1 AP = ENTHRALL 2 MISFORTUNE ADD COMMA2
a normal-sized door; 2 AP = a cart, catapult, or gate; AP, COMBAT ACTION: All those within 5 strides of
and 3 AP = a small cottage, part of a castle wall, or a this creature are enthralled, and for the rest of this
large portcullis. Combat Scene, a Resolve test at –10 must be made at
HYDROPHOBIA: This creature moves at half speed and the beginning of each Turn during which they wish to
gains 1 less AP at the start of each of its Turns if it is attack it. If it fails, they may not attack this creature.
at least one-third submerged in water. INFECTION 3 MISFORTUNE, 0 AP, COMBAT
MASSIVE ASSAULT: This creature’s attacks prove ACTION: After being struck by a successful unarmed
devastating, as they strike multiple foes. If an attack Melee Attack, the target is infected with the Plague
hits, make a successful Coordination test for all beings of Beauty Affliction.
adjacent to the target, or they take 1Ð10+1 Damage. DISSOLVE & DISCARD 5
MIEN OF MADNESS: This creature causes those who see MISFORTUNE: A target in Melee is picked up by
it clearly for the first time to suffer 2Ð10+2 Peril. the Adonis. They immediately take 2Ð10+11
MIND OF THE UNDEAD: This creature is immune Bane Damage as the creature’s anathematic grasp
to magic or Abilities that seek to control the mind violently dissolves flesh and metal, before they are
or emotions. It automatically succeeds against any thrown into the nearest structure for an additional
Ability that would cause it to Resist with Fellowship, 3Ð10+3 Damage.
O LI G A RC H S 451

The Golden Messiah

T
here is a stain in the City of Painted
Glass. For decades, this glittering jewel
of Vichy’s oppressive, continent-wide
faith has waged an ideological war with worshipers
of the old gods by brutally stamping out ancient
religions and slaying their practitioners as it seeks
to secure unrivaled political power across Erebos.
Governmental extortion, crippling tithes, proxy
wars, abductions, assassinations—all tools of a
religious elite so obsessed with power that many of
its members see themselves as self-anointed saints
and, in some cases, living gods.
Yet these well-heeled bishops and matriarchs
now face a threat unlike anything they’ve ever
known. Their faith is a fiction. The true gods are
dead, and now something unnatural has arrived in
their stead to perform miracles before a populace
that has never known the benevolent hand of a true
messiah—a great, golden savior, who will uplift all
of humankind, so long as his followers wash away
his enemies, both real and imagined, in a storm of
cataclysmic global violence.
Religious fervor grips rural peoples and city
folk alike, inspiring mind-shattering acts of
depravity. Bands of roving soldiers, their flesh
tinged with gold, convert or slaughter every living
being they come across. And whispers of a vast
crusader army, ready to purge all who refuse to keep
the faith, now reach as far as Highsalt and the
eastern cantons of Cathia.
The world will shudder beneath the weight of
his dark vision. The Golden Messiah has mounted
his throne.

P R E- A S C E N S I O N
The being once known as Allard Noielles was a
high-ranking cardinal within the City of Painted
Glass’s complex orthodoxy, and one of a handful
among the uppermost clergy who dictated Vichy’s
wider governmental policies—particularly ones
pertaining to the military and social welfare. The
former was a point of pride for Noielles, as he often
452 BLACKBIRDS

used his authority to silence political rivals at home egotistical, cruel, and power-hungry as he was, the self-
and abroad, and to further cement his power as the styled messiah never meant to leave his city for long.
foremost voice of authority within the church. The
cornerstone of his social politics was the observation P O ST- A S C E N S I O N
of dogmatic rituals and pro-church propaganda The Golden Messiah’s more presentable form is
that inspired his followers to commit acts of violence that of a muscular, golden man about 10 strides tall.
against anyone who spoke out against Noielles’s He is entirely bald and is often seen wearing golden,
ever-tightening grip. flowing togas or modified cardinal’s robes that
Over time, his hunger for power grew insatiable. expose his powerful physique. No part of Allard’s
Eliminating members of the provincial government original form remains—his once squat, fleshy shape
and rival clergymen in what would later be known as has been molded into the ultimate religious fantasy
the Gilded Coup, Noielles reigned as king in all but for his multitudes of worshipers, whom he stares at
name, until the population of Vichy fell almost with unfeeling metallic eyes that glint in the light of
completely under his sway. Eventually, he sought to the sun. His presence in the world has an oddly
spread his influence even farther by weakening addictive quality. Those who look upon him hear
neighboring nations, such as Corbel, through the sound of trumpets in the distance, choirs of
blackmail thinly disguised as religious tithes, while angels, organ music, and fervent chanting or
re-instigating long-settled military conflicts with the humming, and they desire more every time they
Caoimhe Clan-Lands and Cathia to spur a cancerous experience it. He sits upon a massive golden throne
nationalism among his followers. at the end of a long, ornately designed gold hallway,
Yet, when he attempted to assume the mantle of as lights that appear to be winged people dance
an Erebosian god-king in earnest, Noielles ultimately along the ceiling.
failed. Vichy’s large but uncoordinated military Like many mythical rulers, his touch turns
faltered on the Caoimhe and Cathian fronts, and his objects and even the immediate area around him
incomplete coup attempt left just enough opponents into solid gold. His attendants, for as long as they
to undo his gains in seizing vast swaths of the can withstand his presence, often appear as half-
government. For the first time in his life, Noielles gold living statues, and even some commoners
watched as his dreams began to elude him. appear to have been “blessed,” sporting a large
He would never let this happen again. golden handprint across their face or a golden
Defeated but not deterred, Noielles let the wars impression left by the tip of a saintly finger. This
of his making rage unhindered, even as he devised a touch spreads like a cancer, though the euphoria of
new plan that defied all logic and reason: he would being anointed by a god overrides such recognition
lead a retinue of the world’s elite and storm the realm until it is far too late.
of the gods to murder them in their Heaven, so he The true form of the Messiah fits his monstrous
and each of his cohort might assume their deific hunger for personal worship. His upper body juts
thrones and reign unchallenged forever. from the top of an impossibly large altar, as molten
This plan would eventually succeed. gold erupts from it in the form of adherents and
Noielles’s sudden disappearance from the world worshipers praising the Messiah endlessly. Three pairs
left Vichy struggling to fill a massive power vacuum, in of great arms ascend from the base of the altar in
addition to dealing with a nigh-brainwashed populace supplication, each holding a great, gilded tool or
and multiple, unwinnable, costly wars. Stand-in weapon. Gold spreads from this altar like an unnoticed
leaders struggled to maintain what little order they curse, petrifying all who hear the monstrous sermons
could as the country began to unravel—but as pouring from his unfeeling, metal lips.
O LI G A RC H S 453

T H E FE RVO R attempt to sway or mitigate this condition sparks


As with all the Messiah’s horrific brethren, his extreme, often violent, resistance. Individuals at this
presence, words, and performative miracles rapidly stage are quite volatile and can be directed to attack
plunge unprotected minds into insanity. In the case of almost any target the Messiah wills—or even places
the Messiah and his growing legions of “gilded,” this and people who happen to be in the way.
shift takes the form of religious fervor and unwavering, Oddly, they treat new converts or those willing
homicidal loyalty to the twisted god. For Tapestries, to convert with an almost parental level of
the level of influence the Messiah has on an individual preciousness, refusing to harm them at all and
NPC or population (Blackbirds are generally resistant fighting to the death to protect them.
to the Fervor, at the Fateweaver’s discretion) can be Stage 2 onward cannot be cured or mitigated
staged based on the following criteria. without otherworldly intervention. Additionally,
when one suffering from the Fervor is killed, the gold
Stage 1: The individual has not seen or heard the patches on their skin and hair turn to a putrid mud.
Golden Messiah personally but has begun to believe
in the religion surrounding them. The Fervor presents Stage 3: Often captains and generals of the crusader
as a feeling of belonging, ease, and love, tinged with a armies, these individuals possess limbs partially or
newly developed distrust of outlanders and a growing fully converted to shimmering, living gold. They
xenophobia involving those who haven’t “embraced move about as normal but speak in a ringing,
the word.” Individuals and populations affected in somewhat metallic voice resembling the sound of a
this way do not show physical symptoms, but their trumpet or harp. These people are the true believers
actions can escalate to violence, depending upon the of the Golden Messiah, quick to violence and
number of gilded nearby. Large groups are capable of performatively pious to whatever decree or higher
unthinkable atrocities. truth he has espoused. Their negative emotions,
This state can be cured to a degree—in time or particularly suspicion and anger, are heightened
with magical intervention, the Fervor fades from an beyond reason—they immediately escalate any
individual, leaving them with an indescribable conflict to full-blown slaughter if extreme deference
longing for an intangible “greater truth.” Thereafter, is not paid to their mission and their god. Stage 3
they inadvertently seek out former or active gilded, sufferers often see deific visions when they close
starting the cycle again. their eyes and “hear” the whispers of the Messiah,
as if he is personally guiding their destiny.
Stage 2: The most common stage among the gilded Golden limbs, flesh, or organs are not wounded
and the most represented in the tainted crusader normally but are instead warped and dented from
armies of Vichy. blows, causing visible and permanent deformations
The individual has seen or heard the Golden in more battle-tested commanders. Their pain
Messiah in some capacity, including through one of tolerance is formidable, though many complain of
his higher-level servants or a religious vision. At this itchiness or the sensation of overheating. After
stage, parts of the person’s skin are tinged with a death, the gold in their bodies transmutes to putrid
metallic-looking substance that appears as either mud, as with their less-affected counterparts.
polished bronze or gold. These areas are pain resistant
and numb to sensation, though the individual does Stage 4: Crippled by deific visions and the creeping
not necessarily comprehend this change. Religious conversion of flesh into precious metal, sufferers of
euphoria grips their mind, filling the person with a Stage 4 Fervor ultimately succumb to an agonizing,
sense of having a higher calling or purpose, and any brutal death as molten gold overtakes their
454 BLACKBIRDS

remaining organs and central nervous system. They Ironically, the effects of the Gilded Coup are
become petrified where they stand and are often left still felt even while the Messiah resides in his
there by other gilded as “martyrs,” so the uninitiated Heaven. Few effective leaders remain, with the
might know the love and joy of the Messiah. Gilded church reduced to sniveling cowards or careerists
witnesses perform elaborate, haunting prayers as pragmatic to a fault, who can only watch as crude
this final metamorphosis occurs, even as they ignore chapels and heathen symbols are erected across their
the pained screams of their coreligionists. lands.
Because of the chaos from the ongoing war,
these statues are often broken apart by bandits and P HYS I CA L M A N I F E STAT I O N
mercenary bands for the raw gold, which, at this When—and it is a matter of when—the
stage of Fervor, does not convert to mud. In some Messiah returns to Erebos, he will do so in the City
cases, partially broken bodies jut out oddly from the of Painted Glass. His form entering the mortal coil
landscape, bereft of arms, legs, or a head. will be a magical atrocity unlike anything the world
has ever witnessed, instantly petrifying the entire
A ST R A L M A N I FE STAT I O N city and everything around it for miles into perfectly
The Messiah’s true goal was always to return to detailed gold. The city’s eerie silence will last only so
the physical world, but from his throne in the long, however, as pilgrims flock to the “one true
beyond, he still wields much influence on those god” and the Messiah launches his crusades in
susceptible to his words. Focusing almost single- earnest.
mindedly on the people in and surrounding Vichy, Here is the true goal: the Messiah’s only future
he delivers miracles and powerful visions to is one wherein he is worshiped by all. Thus will his
everyone, from the filthiest peasants to the most crusades begin, with bands of gilded soldiers tearing
powerful regional governors. Farm animals and apart the countryside as they convert or kill
produce suddenly turn to glittering gold, the sky whomever they can find. Vast migrations of war
parts and golden light descends in otherworldly refugees will spill into neighboring countries even
auroras over quaint hamlets, or all the people of a as an equally large number of pilgrims begin
town wake up hearing the Messiah speak about the pouring toward Vichy, seeking safety, salvation, or
nature of faith and destiny. These manufactured both.
religious experiences serve to ignite the word of a
living, physical god, and as the Fervor spreads, D E AT H
doubters either come to experience the miracles The Golden Messiah’s death would instantly
themselves or are brutally slain by their former turn all the gold in the world into putrid mud. It
friends and neighbors. would also signal the death of faith itself, leaving
Within the City of Painted Glass, a massive the adherents of all religions bereft of an emotional
religious surge has overtaken the population, most axis. Entire societies or sects would crumble
of whom were already susceptible to idolatry. Daily overnight as ordinary people and nobles alike
citywide prayers are extended to the Messiah, and fumble for meaning beyond the squalid hell they
mortal leaders either quickly fall in line or face the have created for themselves.
wrath of an intransigent, bloodthirsty citizenry. If, however, the world saw a new generation of
There are no cults or religious offshoots, only the gods at the time of the Messiah’s death, it is possible
rapid takeover and conversion of the orthodoxy to that some of these effects could be mitigated.
solely spread the gospel of the Messiah.
O LI G A RC H S 455

S E RV A NTS A ND W O R S H I P E R S O F T H E M E S S I A H

The Gilded

F aith is a balm that soothes the troubled mind,


but woe betide the pilgrims who seek their place
amid the throngs of the Golden Messiah. His plan
to certain levels of pain thanks to their golden
affliction, and thus they ignore the effects of many
forms of harm. Major damage, however, still registers.
belongs to him alone, infecting everything as a Although an individual gilded is only slightly
poisonous new religion is spread by his vicious army more dangerous than the average brigand,
of sycophantic worshipers. These crusading troops
believe with all their being that each new horror they
inflict upon the people of Erebos has been
personally sanctioned by a righteous living god,
and nothing in this world can convince them
otherwise.
Those who take up arms to spread the faith
of the Golden Messiah are personally blessed by
his hand. Although they appear perfectly ordinary
at first glance, upon closer examination, the gilded
seem to be slowly transforming into liquid or solid
gold: one may have gold-tipped hair, another may
seem to have gold encroaching on their eyes, and
others might have gold-tipped fingers or a bright,
metallic sheen to their skin. And unlike mundane
bandits or thugs, these fanatics rarely, if ever, back
down from a fight—their tactics tend to be
reckless if not downright suicidal, as they
gladly throw themselves into danger to
demonstrate the righteousness of their
beliefs. Additionally, the gilded are rendered immune

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

50 [7] 45 [6] 45 [6] 40 [4] 40 [4] 40 [4] 35 [3]


Melee +20
Athletics +10 Coordination Awareness +10
Ranged +10 Folklore +10 Resolve +10 Charm +20
Toughness +20 +10 Scrutinize +10
Warfare +10
Damage
Risk Factor:
Threshold:
Dodge: 55% Peril Threshold: Suggested for 1
10(16/22/28) Movement: 9 Initiative: 13 Size: Normal
Parry: 70% 7(13/19/25) Intermediate-
Gambeson +3:
Tier Blackbird
13(19/25/31)

Billhook: 70%. Distance (Melee Engaged or 1 stride). Damage [1Ð6+8]. Disarming, Reach, Slow
Horse Bow: 60%. Distance (Ranged 15 strides). Load (1 AP). Damage [1Ð6+7]. Fast, Finesse
456 BLACKBIRDS

the realities of their growing faith mean they almost QUICKBRONZE BANE: Bane dice (Ð10s that explode
always travel in some sort of group, somewhere on ‘9’ or ‘10’) are rolled instead of Damage dice
between a pack of violent inquisitors and a motley when weapons of this type are used against this
volunteer battalion. The individuals in these groups creature. This Damage cannot be mitigated or
generally exist somewhere between Stage 1 and 2 on healed by any of the Traits of this creature.
the Messiah’s Fervor chart, though larger camps of RELIGIOUS FERVOR: This creature possesses a
the gilded have a higher-ranking military or supernatural attachment to their religion and the
religious leader at Stage 3. belief that their actions are righteous. In groups of
three or more, they immediately pass any Resolve
BLESSINGS OF GOLD: These creatures feel less pain test made for them to Resist any negative effect.
and take less Damage on regions of their body Even when in smaller groups, such tests are Flip
touched by the spreading influence of the Golden to Succeed.
Messiah. If one of them receives an Injury, they THE LIGHT OF THE MESSIAH 3 MISFORTUNE,
instead heal 1 level of Damage as the location turns 0 AP, COMBAT ACTION: All present creatures of this
to gold or is filled with molten gold that immediately type glow, as if from sunlight shining down from
hardens. When this happens, make a Toughness the heavens and reflecting off their forms. This
test for them. If this test fails, the creature loses 1 happens even at night or underground. All attacks
AP permanently. If reduced to 0 AP, they become against them are Flip to Fail for those who must use
completely immobile and Helpless. sight to aim their strikes. This effect lasts until one
PARADISO: These creatures are not imperiled by of the creatures is slain.
seeing themselves or their compatriots wounded, AUREATE CAVALIER 5 MISFORTUNE,
maimed, or killed. In fact, they are emboldened. 1 AP, SPECIAL ACTION: A golden paladin arrives to
Whenever one is killed or takes 3 or more levels of assist this creature.
Damage from one attack, all the others witnessing
the onslaught gain an extra Damage die on their
next attack, if it hits.

Golden Paladin

I n dire straits, a worshiper or follower of the


Messiah can entreat their god for aid—and he is
always listening. The Messiah’s blessing painfully
death upon their heathen foes. To become a paladin
is the ultimate test of faith for a believer, and to
some, the only righteous way to serve a higher
transmutes its subject’s flesh and bones into living calling. It also spells death for any who provoked
gold, molding them into the shape of a brilliantly such direct, godly intervention.
armored knight almost 5 strides tall, in service of Golden paladins are unable to be injured by
the true god, the only god, and the one who will set normal means, as they are essentially living metal. But
their soul free. Armed with a golden sword, golden gold is soft, so blows against a paladin warp and
shield, or other golden martial implement disfigure their bodies, leaving them with smashed
emblazoned with the symbol of the faith, these heads, dented sword arms, or partially melted legs.
avatars of holy fury are as deadly as they are zealous. Truly defeating a paladin is essentially restricted to
Radiant and terrifying to behold, they feel no pain deforming it so badly that it can no longer fight,
after their transformation and wish nothing but destroying it with magic, or hacking off multiple limbs.
O LI G A RC H S 457

Of course, the battle frenzy of a golden paladin The paladins, however, know what awaits
is not without end. The Oligarchs exist as stains them. Each is wordlessly committed to tearing
against nature, and their magics are perilously idolatrous heathenry from their lands, no matter
ruinous to mortals. A golden paladin destabilizes the cost, in the name of a god to whom they are
and begins to melt after 2 to 3 minutes, their body uniquely connected. Enemies and allies alike are
boiling into molten metal before coming apart nothing but obstacles to them, and they would
entirely. This process is deeply horrific to watch, plow through a sea of lesser gilded if it meant even
with each drop of gold transmuting to lead upon one blasphemer dies by their hand.
the paladin’s final breath, so their remains
are as worthless as their false faith.

CHURCH TRIUMPHANT: Any gilded or allies who


are true believers of the Golden Messiah within
10 strides of this creature gain +10 to attack and
+10 to any Toughness or Resolve tests.
LAST CRUSADE: Having accepted mortal death in
exchange for a promised eternal life, this creature
cannot be reasoned with and is immune to effects
that cause fear.
NO MORTAL BLADE: This creature is impervious to
Damage from weapons that are not Enchanted.
NO MORTAL SKILL: This creature is immune to
Extinguish Abilities.
QUICKBRONZE BANE: Bane dice (Ð10s that explode
on ‘9’ or ‘10’) are rolled instead of Damage dice
when weapons of this type are
used against this creature. This
Damage cannot be mitigated
or healed by any of the Traits
of this creature.
458 BLACKBIRDS

TOUCH OF THE OLIGARCH: After THE LIGHT OF THE MESSIAH 3


spending Fortune to modify MISFORTUNE, 0 AP, COMBAT ACTION: This creature
rolls, Abilities, or Techniques and any gilded present glow as if from sunlight
in the presence of this creature, shining down from the heavens and reflecting
roll 1Ð6. If it comes up a ‘4’ or off their forms. This happens even at night or
more, an extra point of Fortune underground. All attacks made against those so
becomes Misfortune. glowing are Flip to Fail for those who must use
“Never accept the promise UNTO FOREVER: This creature is sight to aim their strikes. This effect lasts until this
of gold in a fortnight made of gold and ignores any creature takes 1 level of Damage.
for a job that risks life physical Damage that does only 1 SO BELOW 3 MISFORTUNE, 0 AP,
and limb today.” level of Damage, and any physical REACTION: When this creature is killed, make a
—Common saying Damage that would do 2 or more successful Coordination test for all those within 2
amongst the
Mercenaries of Erebos levels of Damage does only 1. strides, or they take 2Ð10+2 Damage from flames
They also ignore Injuries, but if as they are sprayed with molten metal. If this test
one would be inflicted, they take is a Critical or Sublime Failure, each target is set
an extra level of Damage instead. They are immune On Fire (see Set On Fire in Chapter 6: Conflict &
to poisoning, cold, and possession and cannot be Rekindling for details).
Knocked Out or Stunned. FINGER OF LIGHT 5 MISFORTUNE:
The creature bisects an opponent down the center
with a single downward swing of their blade; the
target takes 4Ð10+4 Bane Damage.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [9] 45 [6] 45 [6] 40 [4] 40 [4] 40 [4] 35 [3]
Melee +20 Athletics +20
Coordination Heal +10
Ranged +20 Intimidate +20 Awareness +20 Resolve +30 Leadership +20
+10 Strategy +10
Warfare +20 Toughness +20
Damage
Risk Factor:
Threshold:
Peril Threshold: Suggested for 3
Dodge: 55% 11(17/23/29) Movement: 9 Initiative: 15 Size: Normal
7(13/19/25) Intermediate-
Plate +7:
Tier Blackbirds
18(24/30/36)

Pike: 70%. Distance (Melee Engaged or 1 stride). Damage [2Ð6+6]. Finesse, Piercing, Reach
OR
Longsword: 70%. Distance (Melee Engaged). Damage [2Ð6+9]. Adaptable, Biting (2), Defensive
Arbalest Crossbow: 70%. Distance (Ranged 15 strides). Load (2 AP). Damage [2Ð6+9]. Fast, Piercing (3), Punishing
O LI G A RC H S 459

Primum Slug

P rimum slugs betray the Golden Messiah for


what he is: a monster. But to his worshipers,
there is no greater honor to be in the mind-eroding
recently been are considered blessed by locals,
most of whom eventually succumb to the
Oligarch’s addictive influence, whereas villages
presence of a primum: a massive, slug-like glob of visited in the past degrade into poisonous, fallow
semi-solid gold that spontaneously erects religious ghost towns. Still, the creatures slither ever
emblems across its back, shifting and melting into forward, nearly mindless, driven in singular
whatever shapes its adherents most want to see. directions without reasoning, will . . . or respect of
Primum slowly drag themselves from the inner neighboring countries’ borders.
halls of the Messiah’s throne in Vichy, their trails Despite their ponderous forms, primum
transforming the earth into glittering gold and slugs are the most dangerous tool in the Messiah’s
eventually poisonous lead as they squirm across heavenly arsenal. The creatures are unstoppable
the countryside. Although few in number, these in their dreaded pilgrimage, massively armored,
slugs are hideous, reality-annihilating entities. To and able to swing dozens of spontaneously
see one is to watch the leaves of trees slowly formed tentacles or martial implements against
transform into metal, to hear the songs of angels foes approaching from any direction. Possessed
in one’s ears, and to watch as the sky twists into a of some raw fragment of the Messiah’s awful
baroque painting with flights of smiling saints magic, the things seem to twist the world itself
descending upon humanity. To gaze upon the into knots around them, inducing malevolent,
emblems on its back is to know that God is real, dangerous properties in everything from the
and to rejoice. ground beneath them to the clouds far above
Thus, primum slugs are fairly easy to track. their heads. As the mind-numbing effects of a
Throngs of worshipers flock to witness the primum take hold, it is simply a matter of time
creatures in motion, even as these unfortunate before even a supremely well-trained force is
adherents’ senses are pulverized by the inescapable overwhelmed by the slug and destroyed, all
power of the Messiah. The places primum have without it halting for a moment.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

50 [10] 45 [9] 45 [4] 40 [6] 40 [4] 40 [4] 35 [3]


Athletics +20
Melee +30 Awareness +30 Resolve +30
Toughness +30
Risk Factor:
Damage
Dodge: 45% Peril Threshold: Suggested for 6
Threshold: Movement: 6 Initiative: 6 Size: Huge
Parry: 80% 7(13/19/25) Advanced-Tier
19(25/31/37)
Blackbirds

Warhammer: 80%. Distance (Melee Engaged or 2 strides). Damage [4Ð6+10]. Breaker, Crushing (2), Slow, Staggering
OR
Greatsword: 80%. Distance (Melee Engaged or 2 strides). Damage [4Ð6+10]. Punishing, Reach, Slow
460 BLACKBIRDS

DEIFIC INFLUENCE: Every moment this creature IMMACULATE PILGRIM: This creature leaves a trail of
exists in the world, its influence transforms the solid gold sludge in its wake, which transforms the
landscape into the twisted image of its master. At the environment into an otherworldly baroque scene
beginning of every Turn, the slug alters the world plated in gold. After a week, this sludge turns into
itself, randomly manifesting one of the following poisonous lead, reducing the immediate area to a
effects for all within 20 strides until the beginning toxic wasteland.
of its next Turn: MELEE SAVANT: This creature’s first Melee Attack
1. Weight of the World: All foes to this creature each Turn is made for 0 AP. Multiple attacks are
begin their Turn with 1 less AP; they feel as if not penalized.
their possessions have become too heavy to bear. MINDLESS INVOKER: This creature is not affected by
2. Holy Light: All foes to this creature find that any influence but the Messiah’s, and it projects his
defensive Reactions are Flip to Fail as the weapons will and voice into the minds of those nearby. Any
of those who are this creature’s allies glow with allies who are true believers of the Golden Messiah
heavenly brilliance. within 10 strides of this creature gain +20 to attacks
3. Visions of Eternity: 1 extra AP must be spent for and +20 to any Toughness or Resolve tests made
foes of this creature to perform Movement for them. This creature is immune to possession and
Actions, as their reality is filled with overwhelming to effects that influence the mind, and it can’t be
vistas of heavens and saints. Knocked Out or Stunned.
4. Bane of Witches: All Odweft rolls made are Flip NO MORTAL BLADE: This creature is impervious to
to Fail, and any Wortcunning Spells currently Damage from weapons that are not Enchanted.
active are immediately snuffed out and their NO MORTAL FATE: This creature is an intrinsic part of
effects ended until they can be recast. the warp and weft of Fate. Its attacks and the effects
5. Holy Fire: All foes to this creature are exposed to of its Traits cannot be prevented by spending Fate.
Moderately Dangerous flames at the beginning NO MORTAL SKILL: This creature is immune to
of their Turns, which do 2Ð10+2 Damage unless Extinguish Abilities.
a successful (Routine +10%) Coordination test is QUICKBRONZE BANE: Bane dice (Ð10s that explode
made for them. on ‘9’ or ‘10’) are rolled instead of Damage dice
6. Moment of Repose: No overt effect is manifested, when weapons of this type are used against this
but Resolve tests must be made for all foes of this creature. This Damage cannot be mitigated or
creature, as the anticipation of what is to come healed by any of the Traits of this creature.
proves unbearable. REGENERATION: At the beginning of each of
FORM OF THE EMPYREAN: This creature is made this creature’s Turns, make a (Standard +/–0%)
of a supernaturally reinforced, living gold and is Toughness test for it. If successful, move it 1 level
highly resistant to attacks. This creature is immune up the Damage Condition Track and remove one
to Injuries, cold, and poisoning. Attacks against Injury, if it has one. This effect ends when the
the creature must be coordinated against a single creature is Slain!.
spot to deal full Damage. After the end of this TOUCH OF THE OLIGARCH: After spending Fortune
creature’s Turn, the first attack to do at least 1 level to modify rolls, Abilities, or Techniques in the
of Damage does no Damage, the second attack can presence of this creature, roll 1Ð6. If it comes up
do no more than 1 level of Damage even if it should a ‘4’ or more, an extra point of Fortune becomes
deal more, the third attack can do no more than 2 Misfortune.
levels, etc. This effect resets each time this creature
takes its Turn.
O LI G A RC H S 461

this creature is transformed into a golden statue


RELIQUARY 3 MISFORTUNE, 1 AP, in a position of supplication and marked with the
SPECIAL ACTION: Spend 1 AP for this creature to sign of the Golden Messiah. The target is fully
turn a random limb of a foe within 3 strides into conscious, although cut off from all sensation. They
useless gold. suffer 1Ð10+1 Peril each day they remain trapped,
IMMACULATE CONVERSION 4 and they cannot recover from Peril while in this
MISFORTUNE, 1 AP, SPECIAL ACTION: 1Ð6 non- state. If they become Incapacitated!, they will
Blackbird Mortals nearby are transformed into need to rest for 1 week after being restored. This
gilded that aid this creature in battle. condition can be reversed only by finding a Sigilist
FERETORY 5 MISFORTUNE, 2 AP, whose faith has not been corrupted by the Messiah
SPECIAL ACTION: A foe within three strides of to remove the sign.
O LI G A RC H S 463

The Allmother

I
n these days of endless conflict, it is all too
common for frightened orphans and grizzled
warriors alike to lie awake in their beds, wishing
for the comforting love of a mother—someone to
kiss them on the cheek and steal away their worries,
to cradle them in their arms and whisper stories of
caparisoned heroes on brave steeds until the firelight
grows dim and sleep takes them, as it once did
before the world grew hateful and dark. Little do
they imagine that a mother is watching—always.
In Thule, one of the last bastions of civilization
left unscarred by the War of Empty Thrones, dread
whispers of pretenders that go about the shape of
people spread like wildfire. People from all walks of
life, from simple fisherfolk to powerful aristocrats,
vanish for days, only to return and devour their
families entirely, mouths stretched impossibly wide
as they rend flesh from bone. Strangers, locals,
children, even animals have been implicated in the
rash of supernatural violence—no one is above
suspicion, and any odd behavior can be seized upon
as fear metastasizes into paranoid self-preservation.
Not even the court of Highsalt has been spared.
There, a lone guard walked in on the king’s
concubine, Belladonna Cicero, splayed over the
bespattered remains of the royal couple, her mouth
wet with gore. Anyone, it seems, is capable of
anything, even members of the court.
Neighboring Elklund, meanwhile, finds itself
riven by a civil war of indescribable brutality. The
puppeteers of this conflict come from many families
and wear many faces, but their plans, battle tactics,
troop movements . . . all of it seems somehow
coordinated—and something far beyond a secret
power play. Almost as if every hand moving the
pawns on the board were one and the same,
orchestrated from beyond the apocryphal darkness
at the edge of the real.
After all, mother always knows best.
464 BLACKBIRDS

PRE-ASCENSION by the newly anointed Oligarch’s hideous power.


Born Belladonna Cicero, the woman who After murdering and partially consuming the royal
would become the Allmother was heir to a noble family, the entity slipped away before its true nature
Corbellian lineage, as well as a distant relative of the could be discovered: that of a doppelgänger, born to
same King Gothric she would bed and, later, be the Belladonna that Belladonna herself never
infamously murder. Although she began her could and to commit the one act she never mustered
political career as an advisor and liaison to Corbel’s the conviction to execute.
Golden Basilica, she had her sights set far above her
station and took every opportunity to assume as P O ST- A S C E N S I O N
much power within the court as she possibly could Effectively a virus born of a deep-seated need
while maintaining the image of a nurturing for control, the Allmother can be anyone or
surrogate mother. anything: when individuals vanish from Thule, she
Known widely as a sympathetic and kindly replaces them with copies that are pieces of herself,
woman who often took long strolls with the acting as she wishes the individual would have acted
beleaguered Queen Margit, Belladonna hid a dark, and doing what she believes they ought to do.
unpitying waywardness and a truly monstrous Although it is possible her original simulacrum still
appetite for control: her belief was that, without her lies in wait within the secret staircases and
direct intervention and oversight, Highsalt and passageways of Highsalt, one is far more likely to
Erebos were improperly governed. Other members encounter her as a smiling baker, a curious child, a
of the court seemed to distrust her instinctually, and cat that follows one a bit too closely for a bit too
were it not for the overwhelming responsibilities of long. Truly, she could be anybody, and one would
rule, perhaps the king or queen might have noticed never know until it was far too late. By murdering
a certain coldness that Cicero directed toward their and replacing the residents of Thule as she sees fit,
young children. Yet, she remained so close to the she believes she is doing them a service, making
royal family and concealed this behavior so well their lives better as they surrender control to
that, after the difficult birth of Princess Ethel someone far more fit to make decisions.
weakened the queen’s body, the royal couple As a human, the Allmother was a beautiful,
welcomed Belladonna not just into their inner sharp-featured woman with long black hair. Now,
circle, but into their bedchamber. her true, malefic form is that of a titanic, pulsating
This gave Cicero the access she needed to begin sphere, which seems to consist of an endless mass of
shaping the court to her liking, but she faced one people, animals, and objects from all walks of life,
stubborn problem: unable to bear children herself, bathed in the deep red of fresh amniotic fluid—all
she would never have a legitimate claim to the of them extensions of the Allmother. Massive
throne—unless the entire lineage of Orm Sigbert human hands erupt in concentric spines around the
ceased to be . . . that is, unless she had true, sphere’s surface. Looking upon her is a dizzying and
unquestioned power. sickening ordeal as the bodies squirm and moan in
Thus did she find a particular group of like- a dreadful cacophony of sound. Should the sphere
minded elites and set her plans into motion. shift to reveal the Oligarch’s face, it does so by
On the night of her ascension, a guard did see parting the bodies into a great vaginal opening
Belladonna Cicero visit the royal children and did through which she might gaze balefully upon
witness her in the royal bedchamber in the aftermath whatever slack-jawed visitor has so foolishly invoked
of the slaughter. Yet, this thing both was and was her.
not Belladonna. It was a mere piece of her animated
O LI G A RC H S 465

M OT H E R’ S W ATC H The logical clash of being on guard at every


Like her fellow Oligarchs, Belladonna’s waking moment while remaining unable to so much
influence causes a dramatic transformation in the as describe the source of such intense wariness weighs
minds and bodies of sentient organisms, corrupting heavily upon these poor souls, who often lash out in
all that she touches. In the Allmother’s case, frustration and dread. Unwilling or unable to
paranoid delusions and infantilism quickly overtake understand their predicament, many throw tantrums
once-stoic individuals, dogging them with the fear when overwhelmed, storm off afterward, and refuse
of being followed or watched while reducing their to speak with anyone until they calm down.
emotional resilience to that of a terrified child. For Like Stage 1, Stage 2 can be resolved by
Tapestries, the level of influence the Allmother has removing the sufferer from the immediate region
on a given NPC or population (Blackbirds are and surrounding them with trusted friends and
generally resistant to Mother’s Watch, at the allies, though the paranoia does not abate fully for
Fateweaver’s discretion) can be staged based on the some time.
following criteria.
STAGE 3: Paranoid, crazed, and overcome with the
STAGE 1: Someone glimpses one of the Allmother’s belief that every living thing around them is no
doppelgängers, though it is highly unlikely they longer its true self, Stage 3 sufferers grapple with a
suspect anything out of the ordinary. After several vast conspiracy to replace everyone with duplicates.
days, the affected person begins checking over their Many force even longtime compatriots, family
shoulder as if someone is following them, or seems members, or trusted friends into elaborate rituals
frazzled as they sense the presence of something to prove they are still who they say they are, which
not visible. Frustrated by hypervigilance but unable includes everything from recalling important
to shake the feeling of being pursued, many begin childhood events word for word to cutting
suffering inappropriately angry outbursts over themselves to see if they bleed. Some barricade
unrelated situations and sink into a distinctly themselves inside rooms with only one entryway,
childlike anger they cannot explain. whereas others refuse to leave their homes at all.
A Stage 1 Affliction can slowly resolve itself by Worse, questioning this delusion proves deeply
surrounding the individual with trusted allies and upsetting for the afflicted, who throw (potentially
leaving the region where the incident took place. dangerous) childlike tantrums and sob openly,
accusing everyone else of being against them. Thumb-
STAGE 2: The individual in question has probably sucking is sometimes observed, as is nervous rocking
seen the Allmother’s doppelgängers multiple times, back and forth. They seem comforted by things from
and their suspicion is becoming an all-consuming distant childhoods, including the repeated, and
worry. Utterly convinced that they are being unsettling, recitation of nursery rhymes.
tracked by invisible enemies only they can perceive, Ironically, Stage 3 sufferers often do have a
those at Stage 2 are not just constantly vigilant but grasp of the true nature of events, but their babbling
have armed themselves in case they are attacked by is so deranged and nakedly conspiratorial that few
“pretenders,” “simulacrums,” or “replacements.” would believe a word they say.
When describing their fears, they seem paranoiac Stage 3 can be curbed only by locating and
and attuned to the conspiratorial—well aware of destroying a servant of the Allmother within the full
how unhinged they sound but believing with all view of the individual. If the sufferer does not see it
their heart that they are not crazed. Ironically, they die themself, they remain trapped in their delusions
are correct. forever.
466 BLACKBIRDS

STAGE 4: After an emotional outburst, charged Thule) with her own hellish doppelgängers, she plays
standoff, or perhaps even a glimpse of something their parts masterfully to direct the explosive civil war
suspicious in the distance, the sufferer storms off on to an end she finds personally suitable before she
their own, wailing about this or that. Immediately spreads it into the surrounding countries.
upon leaving every local observer’s line of sight, they Unfortunately, those doppelgängers are all
vanish completely and cannot be tracked further. equal parts Belladonna, and each has subsequently
Within a day or two, the individual returns, decided it knows better than the others. Attempting
unburdened by their previous anxieties and to outmaneuver one another through both guile
seemingly better. They drop the paranoiac matter and force, each day the slivers of the Allmother play
entirely. Of course, this is not the original person games of politics and war to defeat their “kin” but
but one of the Allmother’s orphans. find themselves evenly matched. Meanwhile,
innumerable mortal lives are lost in the resulting
A ST R A L M A N I FE STAT I O N violence. The war in Elklund has become so vicious
Although still active to a degree in Thule, because it is a conflict of the Allmother’s own
Belladonna considers her goals of Thulian regicide creation, fought endlessly against herself; King Vult
accomplished, having killed and eaten the entire and Grand Duke Noielles simply act as convenient
royal lineage “herself.” She has since turned her pawns. Should the Allmother ever overcome her
attention to neighboring Elklund so that she might multitude of selves, it’s possible that both men
better puppeteer its ongoing civil war. would meet their end in the same unfortunate
Having split off pieces of herself in the form of fashion as their departed fellow, Gothric.
advisors, confidants, field generals, influential
townspeople, and anyone else she felt needed the It should be noted that the Allmother’s tactics eerily
guiding hand of a mother, Belladonna is, in effect, resemble those of the dreaded striga families of
the civil war in Elklund. Her many duplicate selves Corbel, a creature she would be quite familiar with as a
work both in opposition to and in tandem with one member of the ancient Cicero family.
another, each believing they know best and refusing
to back down from their respective position of
authority. Throwing seemingly endless waves of P HYS I CA L M A N I F E STAT I O N
soldiers at one another in battles of attrition so The Allmother’s descent into the mortal world
brutal that putrescent blood perfumes the would cause the terrified masses of Elklundian
surrounding woods, her bodysnatched duplicates refugees to empty from their very skins; the thick
curry desperate favor with King Adalwolf Vult and syrup of viscera and blood would thereafter be sucked
Grand Duke Elias Noielles, even as disappearances into the Oligarch’s vast, virus-like sphere. As hundreds
across the region increase to worrying levels, and of thousands of Belladonnas rise to replace an entire
paranoia and hopelessness grip the ever-growing stolen populace, they would at once fall on one
refugee populace. another, as the Allmother’s war against herself would
turn truly homicidal. With her deific form presiding
G O A L S A ND M A C H I N AT I O N S over the hideous landscape of her doppelgängers
Belladonna has always been an unflinching, slaughtering one another for dominance, she would
murderous wayward, believing herself to be the only then return to Thule—not only to finish what she
one capable of making decisions for the people of started, but to finally control the lives of every living
Erebos—and perhaps the world beyond it. Replacing soul in the region and personally direct them, as she
folk throughout Elklund (and to a lesser extent, has always known herself capable of doing.
O LI G A RC H S 467

D E AT H
The Allmother’s death brings with it the
destruction of mortal identity, leaving most sentient
minds questioning who and what they are. Ancient
empires and vast kingdoms simply cease to exist, as
their entire populations forget themselves and
stumble blindly into the light of day, unable to grasp
even the simplest concept of who they used to be.
Should a new god somehow rise in her place, it
is possible this effect might be mitigated.

S E RV A NTS A N D W O R S H I P E R S
O F T H E A LL M OT H E R

Orphan

T he lone guard of the infamous Red Chamber


killings believes he saw Belladonna Cicero
consuming Highsalt’s royal family . . . and, to a
degree, he’s right. Similar stories have cropped up
across Thule, and more recently Elklund, as the
Allmother’s smothering influence coils itself around
every untouched corner of the region. A member of
a guard house, influential family, or local mead hall
vanishes without a trace before turning up again
days later, perfectly safe—jaunty, even. A week

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

50 [8] 45 [7] 45 [5] 40 [5] 40 [4] 40 [4] 35 [3]


Melee +20 Athletics +20 Coordination Awareness +30
Resolve +20 Guile +30
Ranged +10 Toughness +20 +20 Scrutinize +20
Damage
Threshold:
Risk Factor:
12(18/24/30)
Dodge: 65% Peril Threshold: Suggested for 3
Gambeson +3: Movement: 8 Initiative: 14 Size: Normal
Parry: 70% 7(13/19/25) Intermediate-
15(21/27/33)
Tier Blackbirds
Chainmail +6:
18(24/30/36)

Gaping Mouth: 70%. Distance (Melee Engaged). Damage [2Ð6+8]. Punishing, Slow
Slashing Talons: 70%. Distance (Melee Engaged or 1 stride). Damage [2Ð6+8]. Fast, Reach, Vicious
Improvised Hand Weapon: 70%. Distance (Melee Engaged). Damage [2Ð6+7]. Pummeling
468 BLACKBIRDS

passes, maybe more, until LEAP 2 AP, SPECIAL ACTION: Leap up to 10 strides
members of the local community vertically or 15 strides horizontally. This motion is
begin to suspect their old friend is too fast to allow for Opportunity Attacks, and an
not exactly who they say they attack made by the creature right after the leap adds
are . . . only for some subsequent +1 Damage if it hits. When using this Trait at the
night to be shattered by the beginning of an encounter, foes are at –20 to detect
screams of hapless friends and an imminent ambush.
“The first nicked finger at family, as they are murdered and NO MORTAL BLADE: This creature is impervious to
the slip of a sharpening messily eaten by the newly Damage from weapons that are not Enchanted.
stone, the first taste of dirt revealed orphan. NO MORTAL SKILL: This creature is immune to
after a fight lost—these An orphan is a perfect replica Extinguish Abilities.
are lessons the nobles of of an individual, animal, or even SEE MY FACE 10: When this creature reveals
Erebos are spared, and as object that has been abducted, its true form for the first time, make a successful
such, they pay handsomely killed, or otherwise disposed of Resolve test at –10 for those who witness this, or
for the blades of others to by the Allmother and her they suffer 2Ð10+2 Peril.
guard their blood . . .” servants—a match down to their SIGHT WITHOUT SIGHT: By sensing the Od directly,
—Observations of the mannerisms and memories. They this creature can see even if their eyes are destroyed
Wandering Squire
look like the original, speak like or removed. In addition, they can see in complete
the original, and (through the darkness. They cannot see things that are hidden
Allmother’s dark sociopathy) act like the original— from the Od, however.
often so well that most never know the difference, WEEPING ASH BANE: Bane dice (Ð10s that explode
though some begin to suspect something is awry. on ‘9’ or ‘10’) are rolled instead of Damage dice
The orphan initially assumes whatever role the when weapons of this type are used against this
original person played, but it makes small, cascading creature. This Damage cannot be mitigated or
changes in their decisions and routine that healed by any of the Traits of this creature.
Belladonna herself finds more agreeable or simply STRIKE AT THE UNDERBELLY 2 MISFORTUNE,
better suited to her scheming. 2 AP, COMBAT ACTION: An attack this creature
For the orphans are the Allmother, as are all has successfully made also causes an Injury. If the
pieces of Belladonna. Damage level is not high enough to roll for an
An orphan almost never reveals themself unless Injury, then roll on the Moderate Injury chart.
their ordained tasks are complete or they are CONSUME WITH FERVOR 5
cornered; they choose to sustain mild injuries if it MISFORTUNE, 2 AP, SPECIAL ACTION: An adjacent
means they can keep up the façade. Once the mask target is devoured. The target is swallowed whole
drops, however, it drops without question: the and takes 2Ð6+9 Damage. The swallowed being
orphan’s distended mouth opens impossibly wide, can’t move or attack, but they can attempt to escape,
their body grows unnaturally pliant, and the requiring a successful (Arduous –30%) Athletics
creature stretches and bends at bizarre angles to test at the beginning of each of its Turns. While
strike an opponent’s weak spots while simultaneously swallowed, the target suffocates.
delivering bites to the neck. Their tendency to
consume those they kill means that those who
might unveil their true nature often vanish.
O LI G A RC H S 469

Neutrix

A ll orphans need a place to call home, even those


born from the womb of the Allmother.
Especially those born from the womb of the Allmother.
with a single outstretched hand, they are hideously
strong even when unprovoked, as the massive
amount of fresh meat they must consume to sustain
Orphans are not of this world and cannot retain an open wound in the Od is incalculable. A
moisture the way living things do. They dry out after particularly determined neutrix takes on several
several days until they resemble a crusty, hollow opponents even with multiple orphans inside their
shedding of the body they are duplicating. This process, belly, and their bizarre morphology allows them a
unchecked, immediately reveals their monstrous nature range of locomotion that varies widely, depending
and can kill them. Remoistening stolen flesh birthed upon the kind of creature their body mimics.
beyond the veil of Heaven, however, is not easy, so they Worse, the putrid amniotic fluid within them can
must climb into the inviting vaginal crawlspace of a be discharged from their mouth or cracks in their
neutrix, one of the Allmother’s many servants: a skin to knock the unwary off their feet and cover
gateway back into her pocket of eternity and another them in a layer of caustic, otherworldly slime.
piece of Belladonna herself. Either randomly determined or based upon the
Largely immobile and extremely well hidden, form it is copying, this creature gains one of the
neutrixes resemble missing men and women from following Traits:
local communities, or even local fauna, save that 1. Impunity from Missiles: This creature can, at
they are far larger than normal and always appear to most, take 1 level of Damage from any Ranged
be carrying a late-term pregnancy. Orphans crawl Attack.
inside this monstrous, empty womb to receive new 2. Leap (2 AP, Special Action): Leap up to 10
orders from the Allmother after they accomplish strides vertically or 15 strides horizontally. This
whatever tasks they set out to do and to remoisten motion is too fast to allow for Opportunity
their disgusting, rubbery skins before emerging Attacks, and an attack made by the creature right
once more into the world. The neutrixes themselves, after the leap adds +1 Damage if it hits. When
however, simply eat. They are always eating. using this Trait at the beginning of an encounter,
Neutrixes are voraciously hungry at all times, foes are at –20 to detect an imminent ambush.
and they are relentless hunters despite their ponderous 3. Clambering Motility: This creature moves at
dimensions. Capable of clawing the head off a man Movement+[AB] when climbing on walls and

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

45 [7] 50 [8] 40 [5] 40 [5] 40 [4] 45 [4] 35 [3]


Coordination
Athletics +20 Awareness +30
Melee +30 +20 Resolve +30
Toughness +30 Scrutinize +10
Stealth +30
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 60% Threshold: Movement: 4 Initiative: 14 Size: Large
7(13/19/25) Intermediate-
18(24/30/36)
Tier Blackbirds

Massive Talon: 75%. Distance (Melee Engaged or 1 stride). Damage [3Ð 6+8]. Pummeling, Punishing, Vicious
Gnashing Jaws: 75%. Distance (Melee Engaged). Damage [3Ð6+8]. Pummeling, Punishing, Slow
470 BLACKBIRDS

ceilings, and it can traverse these surfaces even if STRIKE AT THE UNDERBELLY 2 MISFORTUNE,
they have no handholds. 2 AP, COMBAT ACTION: An attack this creature
4. Dire Consequences: Injuries caused by this has successfully made also causes an Injury. If the
creature’s attacks occur on a face ‘5’ or ‘6’ when Damage level is not high enough to roll for an
rolling an Injury die. Injury, then roll on the Moderate Injury chart.
5. Regeneration: At the beginning of each of this AMNIOTIC SPEW 3 MISFORTUNE, 1
creature’s Turns, make a (Standard +/–0%) AP, COMBAT ACTION: All foes within 10 strides
Toughness test for it. If successful, move it 1 level are rendered Prone, and unless a successful
up the Damage Condition Track and remove Coordination test is made for them, they are
one Injury, if it has any. This effect ends when the covered with a viscous, toxic slime. They take
creature is Slain!. 1Ð10+1 Damage and lose 1 AP at the start of each
6. Fast: At the beginning of each of this creature’s of their Turns until a successful Toughness test is
Turns, it gains 1 extra AP. Also, add this creature’s made for them.
[AB] to its total Movement. BIRTHTWISTED CHILDREN 4
HIDE AND SEEK: This creature is always hidden when MISFORTUNE, 1 AP, SPECIAL ACTION: This creature
encountered, and it excels at finding a hiding place. spews forth 1Ð6 orphans of the Allmother.
Assume that it initiates a Surprise Round when at ODIC RIFT 4 MISFORTUNE, 0 AP,
least one target is in Melee range. Awareness tests to REACTION: When this creature is Slain!, it opens
notice its hiding spot or to Resist being Surprised a rift into the Od. Make a successful Coordination
by this creature are Flip to Fail. test for all within 3 strides of it, or they are drawn
MIEN OF MADNESS: This creature causes those into it. Each sunrise, an Odweft test may be made
who see it clearly for the first time to suffer for the exile(s) to attempt to return to the world.
2Ð10+2 Peril. If this test is failed, they suffer 2Ð10+2 Peril. They
NO MORTAL BLADE: This creature is impervious to cannot remedy Peril or Rekindle while trapped in
Damage from weapons that are not Enchanted. the Od, and if they become Incapacitated!, they fall
NO MORTAL SKILL: This creature is immune to into a slumber from which they will not easily be
Extinguish Abilities. roused. At this point, whether they can be saved is
SIGHT WITHOUT SIGHT: By sensing the Od directly, up to the Fateweaver, but such a quest should be
this creature can see even if its eyes are destroyed exceedingly difficult; and when found, the victim
or removed. In addition, it can see in complete might be quite different from the person who was
darkness. It cannot see things that are hidden from originally taken.
the Od, however. CONSUME WITH FERVOR 5
TOUCH OF THE OLIGARCH: After spending Fortune MISFORTUNE, 2 AP, SPECIAL ACTION: An adjacent
to modify rolls, Abilities, or Techniques in the target is devoured. The target is swallowed whole
presence of this creature, roll 1Ð6. If it comes up and takes 2Ð6+9 Damage. The swallowed being
a ‘4’ or more, an extra point of Fortune becomes can’t move or attack, but they can attempt to escape,
Misfortune. requiring a successful (Arduous –30%) Athletics
WEEPING ASH BANE: Bane dice (Ð10s that explode test at the beginning of each of its Turns. While
on ‘9’ or ‘10’) are rolled instead of Damage dice swallowed, the target suffocates.
when weapons of this type are used against this
creature. This Damage cannot be mitigated or
healed by any of the Traits of this creature.
472 BLACKBIRDS

Castoff

S hould an orphan go long enough without


being moistened by a neutrix, or should a
neutrix remain without enough food to sustain its
nights pass in relative stillness as their bodies dry,
crack, and tear from the elements. Eventually,
however, their patron god speaks to them again,
connection to the “true” Belladonna, they dry out and they rise once more. These hollow, translucent
and collapse into an empty husk not unlike a things, mouths agape in the dark, sallow and sunken
grotesque shed snakeskin. Lying still for what feels and horrible—they are the castoffs. And for their
like an eternity, the entities slowly lose their mother, they will do anything.
connection to the Allmother, watching the days and Castoffs are waxy, pliable shock troops deployed
when the Allmother has finished playing games.
Seemingly fragile at first glance, their stretched,
eyeless heads do not instill a sense of threat, nor do
their crinkly bodies, which seem to flop about like
old paper in the wind. Yet underestimating so
clownish a thing, even for a split second, can prove
to be a death sentence.
Castoffs are blindingly fast, stretching and
contorting their bodies into almost any shape as
they zigzag and twist through the air and across the
ground. They can take on myriad forms mid-
movement, from that of a colossal beast to the
semblance of a gangly man holding a dagger, then
snap back into position as if they had not changed
at all. Utterly without emotion and entirely devoted
to the Allmother, these entities are extraordinarily
difficult to kill. Even though their skin appears so
brittle that it seems to flake away with the slightest
gust of wind, honed blades sink impotently through
them, as if thrown into the depths of a bog, and fail
to deal any lasting harm. Even one castoff can
devastate a garrison of soldiers, cutting through
them with hardened protrusions while artfully
dodging any and all attacks.
In no situation is it wise to confront a castoff,
regardless of numbers. All one can do is run and
hope they do not kill one’s friends and companions
too quickly.
O LI G A RC H S 473

BANE OF FLESH JAGGED SHAPE/2Ð10+9: The attack TOUCH OF THE OLIGARCH: After spending Fortune to
listed in parentheses does 2Ð10+9 Bane Damage to modify rolls, Abilities, or Techniques in the presence
targets that possess the Mortal Bane or Trait instead of this creature, roll 1Ð6. If it comes up a ‘4’ or more,
of the Damage listed in the attack. an extra point of Fortune becomes Misfortune.
MIEN OF MADNESS: This creature causes those who see WEEPING ASH BANE: Bane dice (Ð10s that explode on
it clearly for the first time to suffer 2Ð10+2 Peril. ‘9’ or ‘10’) are rolled instead of Damage dice when
MELEE SAVANT: This creature’s first Melee Attack weapons of this type are used against this creature.
each Turn is made for 0 AP. Multiple attacks are This Damage cannot be mitigated or healed by any
not penalized. of the Traits of this creature.
NO MORTAL BLADE: This creature is impervious to STRIKE AT THE UNDERBELLY 2 MISFORTUNE,
Damage from weapons that are not Enchanted. 2 AP, COMBAT ACTION: An attack this creature
NO MORTAL SKILL: This creature is immune to has successfully made also causes an Injury. If the
Extinguish Abilities. Damage level is not high enough to roll for an
OTHERWORLDLY RESILIENCE: This creature ignores any Injury, then roll on the Moderate Injury chart.
physical Damage that does only 1 level of Damage, BLADE MAELSTROM 3 MISFORTUNE, 3 AP, COMBAT
and any physical Damage that does 2 or more levels of ACTION: The creature makes a Melee Attack against
Damage only does 1. They ignore Injuries, but if one every foe within 3 strides with no penalties for
is called for, they take an extra level of Damage instead. multiple attacks.
They are immune to possession and mental control, CONSUME WITH FERVOR 5 MISFORTUNE, 2 AP, SPECIAL
and they cannot be Knocked Out or Stunned. ACTION: An adjacent target is devoured. The target
SIGHT WITHOUT SIGHT: By sensing the Od directly, is swallowed whole and takes 2Ð6+9 Damage. The
this creature can see even if its eyes are destroyed swallowed being can’t move or attack, but they can
or removed. In addition, it can see in complete attempt to escape, requiring a successful (Arduous
darkness. It cannot see things that are hidden from –30%) Athletics test at the beginning of each of its
the Od, however. Turns. While swallowed, the target suffocates.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

50 [9] 45 [7] 45 [7] 40 [5] 40 [4] 40 [4] 35 [3]


Coordination
Athletics +20
Melee +30 +30 Awareness +30 Resolve +30
Toughness +30
Stealth +30
Risk Factor:
Damage
Peril Threshold: Suggested for 3
Dodge: 75% Threshold: Movement: 11 Initiative: 16 Size: Normal
7(13/19/25) Advanced-Tier
19(25/31/37)
Blackbirds

Jagged Shape: 80%. Distance (Melee Engaged or 3 Strides). Damage [3Ð6+9]. Fast, Vicious
C H A P TE R 1 0

Bestiary
SPOILED
by Graham McNeill

T he meat bubbling in the pot swam in a thick


gravy, bobbing amid sliced carrots and a diced
onion. Bryna threw in a handful of spices—
a mix of salt, sage, and gallowgrass—and nodded as the heady
aroma rose with the heat.

The recipe was her father’s, as was the cast iron pot.
The metal had come from his old sword and helmet, both of which
he’d hung up after the bloody murder of King Gothric, when so many
of the soldiers of Thule had been sent home from the Highsalt garrison.
At least, that’s what she thought the pot had been forged from.
As with a lot of things lately, Bryna had been finding it harder to
remember the details.
By trade, she was a fleshmonger, a carver and victualer of animal meat.
A true artisan with a boning hook and a breaking knife, Bryna had
the trust of folk in her village, who could always count on the very best
cuts after the offerings made to Mother Wolf.
She eased a ladle into the stew and lifted it to her mouth to blow
it cool.
The steam rising from the meat didn’t move, which was odd, so
she tipped the ladle to her lips.
The stew was hot, too hot, but she barely noticed as she took a
mouthful.
Bryna winced at the rancid taste of the stew.
“No, no, no,” she said. “Something’s not right here.”
But what? The cuts were the very finest, not a scrap wasted, no
gristle and no connective tissue, just the right amount of marbling to
give it the perfect flavor.
Perhaps the meat was beginning to turn?
Harsh times were the norm in Thule, and stories of harder frosts
than had been felt in years were coming down from the farthest reaches
of the kingdom, along with tales of meat rank with larval eggs moments
after its butchering.
The people who’d passed through the village from the north had
said so, hadn’t they?
What people?
Bryna couldn’t remember, not exactly.
Had someone told her those tales?
Yes! In the village tavern, three nights ago.
Or was it last week?
B E ST I A RY 477

An old man who’d lately arrived spoke of He would hold her close as the
horrors he’d seen in the north. He’d told them of dreams wracked her, but against
monsters and dead things made of offal and corpses. the icy chill of her flesh, his skin felt
Bryna had gently mocked his tales as drunken fancy, like the ivy that burns.
and he’d flown across the taproom in a rage, slashing While Bryna lay abed, she
at her with a curious blade of greenish copper. sweated and writhed in the sheets,
Luckily, the blade hadn’t gone deep and only and only when the sun peeked in
scraped along one of her ribs before the tavern’s through the painted shutters
cook, Pater Mysa, put the man down. could she finally find some respite
Though some things were slipping from Bryna’s in sleep.
memory, she remembered the sound of the cook’s Food, too, lost its luster, each
cleaver, a slightly rusty, single-beveled blade, mouthful of fish or cheese or cured
splitting the man’s skull down to his collarbone. ham tasting like barren soil.
Pater Mysa wasn’t a fleshmonger, but that blow Eventually, all Bryna could take
could have split a bull carcass in two! was water, and even then, she
They’d dumped the old man’s body out back struggled to keep it down.
for the pigs, and though they hunted for his strange Over her protests, Derreth sent
knife, all they found of it was a pile of wispy green Corlin and Selsa to fetch the local
ash and a strange, acrid smell. physitian, a wizened old woman
Bryna’s husband, Derreth, had stitched the cut who’d birthed most of the
and bound her chest with bandages soaked in children in the village—including
camphor and elderberry, all the while chiding her their own—and eased the dying off to meet
for getting involved in a drunken fracas and the gods, such as they were.
reminding her that she was a fleshmonger, not a The physitian had taken one look at Bryna and
soldier like her father. He’d warned her the cut gone pale, whispering something to Derreth that
would leave a nasty scar, and Corlin had beamed as she couldn’t hear. The look Derreth gave her, the
if it were a real war wound and his mother was some anguish in his eyes, had infuriated Bryna, and she’d
sort of hero. chased the old woman from their home, following
Little Selsa had been sad for the old man, the sound of her tottering footsteps as she made her
wondering what he’d seen in the north that had way back to the village road.
been so awful that had made him mad. When Bryna returned, her hands were cold
Life had gone on in the village as normal, but and stiff, her nails encrusted with red mud.
ever since that night, Bryna was plagued with Derreth had sent the children to their beds and
recurring nightmares she could never fully recall, come to her with tearful eyes.
save for sickening images of a vast and endless tree, “What did she say?” Bryna had asked.
its black roots rotten and dead, its mighty trunk “You’re . . . sick,” he’d replied. “Very sick.”
swarming with writhing, bark-skinned horrors. She knew he was lying, but some fearful part of
She would wake, breathless and cold, the taste her dared not ask any more.
of poisoned earth in her mouth, the wound beneath “No,” Bryna said. “It’s just a fever. An herbal
her bindings itching as if it was crawling with tisane and a night without dreams, and I’ll be right
spiders. as rain come the morn.”
Days went by with no respite, and soon, Bryna He’d nodded and set the kettle to boil over the
feared climbing into bed with Derreth. hearth with shaking hands.
478 BLACKBIRDS

The stink of barley and Someone called a name through the door, and
lobelia root filled the house, it took Bryna a moment to recognize it as her own.
turning Bryna’s stomach with its When the knocking came again, she still didn’t
sickly sweet aroma. She’d bent answer, not even when the same voice called out
over and vomited onto the rug Derreth’s name and those of her children.
Derreth’s parents had woven for Eventually, the visitor departed, and Bryna
them as a plighting gift. slipped into bed with her husband, cradling him
“For the majority of “Get away from me!” she’d and resting her head on his chest. The children
those in Erebos, food is a screamed when he came to help must have crawled into bed with him earlier, as
matter of necessity rather her. they had when they were no more than babes,
than enjoyment: fuel for His face was wet with tears, and she felt guilty to have frightened them with
the muscles and sinew which only enraged Bryna all the her fury.
that survive the harsh more. She drifted somewhere between sleep and
realities of the world. “Why are you crying?” she’d wakefulness, dreaming of withered branches and
To share a meal is seen as a yelled, knowing he was keeping slimy roots crawling at the dead earth until a blood-
gift of no small magnitude.” something from her, something red sunset woke her.
—Observations of the so awful he couldn’t bring himself Bryna slipped out of bed, careful not to wake
Wandering Squire
to tell her. her husband and children.
They’d argued, and Bryna She was no physitian, but Bryna knew a hearty
couldn’t remember much of that night; harsh words meal did more to restore an ailing soul than any
that involved death and loss, and that spawned tears leecher’s remedies. So she set about preparing a
and a towering anger like nothing she’d felt before. grand family feast for them all to share. They would
All she remembered about the rest of the night sit around the table and listen to the stories of old
was sitting in darkness while Derreth lay alone in gods that Derreth told so well.
their marital bed. A tale of the Rider, perhaps: “The Blue Crabs
The next thing Bryna knew, the sun was and the Fisherman’s Creel.”
lighting their home through a splintered shutter she No, one of Mother Wolf, as was only fitting for
couldn’t recall having been broken. The rug too, a hewer of animal meats.
was badly stained, and her father’s pot lay on its side The tale of “The Elk and the World Tree’s
on the dining table Derreth had fashioned last Berry.” Yes, that was the one.
winter from dark ashwood. Pleased with her plan, Bryna smiled at the
Had she been making something? thought of hearing her husband’s rendition of the
Perhaps, but in her barely wakeful state, she’d Elk’s voice and the howl of the many-teated pack
clearly spilled her ingredients and sauces. mother.
Neither Derreth nor the children emerged from Derreth and the children remained within the
their rooms, but Bryna didn’t blame them. Last night bedroom, and she began to fear that they had
had been fraught with anger and raised voices. come down with the same sickness that had so
Only sensible that they give one another space afflicted her.
for their anger to cool. But now the stew was done, the meat in the pot
The rest of the day passed in a blur. bubbling away in its wine-dark juices, but the taste
Later, Bryna thought she heard knocking at the wasn’t right. No matter what spices she added, the
door. She didn’t answer, though. She felt too weak to stew tasted foul, but perhaps that was more a factor
rise from her chair beside the cold ashes of the fire. of her sickness than the quality of the meal.
B E ST I A RY 479

Bryna set the table, laying out the pewter plates “Fine,” Bryna snapped. “We shall all sit here
and forks Derreth had bought from a Garian until you thank me, for I’ll not lift so much as a
merchant when he had last traveled to Highsalt. finger until you apologize for your rudeness.”
Wooden cups and a ewer of cold water, sourced So they sat until the sun came up and shone
from the garden, well completed the table, and through the broken shutter to illuminate their
Bryna felt sure that this would be just what they home’s interior.
needed to bring them together once more. Bryna screamed as she saw the truth of how she
“Derreth?” she whispered, knocking at the had found such fresh meat for her stew.
bedroom door. The villagers returned to the cottage three
When she received no answer, Bryna slipped nights later to find it cold and abandoned, but for
inside the musty room, moonlight pooling on the the fleshless bones of an adult and two children.
floor in a silver lake. Her husband was sleeping, the Of Bryna the fleshmonger, there was no sign,
children nestled under his strong arms. save for a pot of congealed stew left on the cottage
“Truly, this sickness has laid us all low!” she said, steps like an offering.
helping Derreth and the children to the table, pleased The men shrugged and took it with them.
to see how quietly eager they were for the feast. No sense in letting good meat go to waste.
Bryna scooped a heaping ladle of stew onto
each plate and sat at the head of the table. Even before the unrest, the wars, and the coming
“Eat!” she cried. “For after a good dinner, one of the Oligarchs, there were shadowed places in the
can forgive anybody.” world—large expanses of untamed and unexplored
She waited for Derreth to say a short prayer to wilderness between the lighted and tended plots of
Ouroboros, thanking it for the boon of life it had humanity’s small kingdoms. In these places between
brought to the world. Though his head was bowed wandered the original creatures of creation, the
over his plate, he said nothing. scions of the old gods, those cursed by the moon
The sickness was too far gone in them, she saw, queen, things that slipped through the gap between
so Bryna was forced to circle the table and feed each this world and the Od, or simply wild creatures
member of her family one by one. But every that hunt at night. These places have grown no safer
spoonful of stew she placed in their mouths spilled since the Extinguishing, as those present before
down their nightshirts and onto the floor. have been joined by new threats that came from the
Bryna grew ever more furious and shouted, wounds inflicted on the world itself, or quickened
“You’re all so ungrateful! I spent the night cooking a from the misery, conflict, and death that wars
feast for us all, and none of you can even swallow a brought to the kingdoms. Blackbirds would be wise
mouthful!” to keep their swords well oiled, sharp, and close at
Nobody spoke, too ashamed of their own hand when journeying beyond the peopled corners
wicked behavior to answer her. of the world.
480 BLACKBIRDS

E A C H B E ST I A RY E NT RY I S L A I D O UT I N T H E F O L L OW I N G F O R M AT:

Creature Name

D escription of creature and its habits

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


Attribute [Attribute Bonus]
Skill Ranks - Each +10 represents one Rank (based on above corresponding Attribute).
Damage
Threshold
Size:
with Damage
Small - Smaller
Threshold Risk Factor:
Initiative: than human.
Modifiers if number of
Creatures have a Normal -
the creature Blackbirds and
Dodge and Parry Movement (in static Initiative Human-sized.
is wearing the Peril Thresholds Tier suggested to
(when applicable) strides) value; no dice Large - Larger
suggested armor. encounter one
are added to this than human.
It may have creature of this
number. Huge - Much
access to other type.
larger than
armor at the
human.
Fateweaver’s
discretion.
Attacks and weapon statistics.
Where multiple natural weapons are listed, they may all be used in one Turn once without penalty.
Where multiple Melee weapons are listed, creatures usually have access to only one such weapon, and the weapons listed are suggestions.

TRAITS: Listing of Traits encompassing the special


rules, abilities, and attacks of each creature. These C R E A T U R E S L I S T E D H E R E have suggested
are listed in alphabetical order. Some Traits require weapon and armor types to facilitate their
the spending of AP, Misfortune, and the like to ease and use and their rapid addition to play.
activate. These are organized by their costs, and The Fateweaver should feel free to modify,
those costs are listed in their descriptions. add, or change any item listed here if it would
seem reasonable or makes sense within the
context of the creatures encountered and
their setting. Be aware when making changes
of this nature that it may alter the difficulty
of the creature who now has a different set
of equipment. This applies to any Trappings
that would be appropriate for the creature
M A G I C A L C R E AT U R E S and not just weapons and armor types.
Any entries in the bestiary that
are not folk or beasts are magical
creatures, and effects that target
“Magical Creatures” affect them.
This includes aes and daimn.
B E ST I A RY 481

Templates Misfortune Traits


Some creatures have a template listed in their Every creature has at least one
entry that can be applied to either folk or beasts Misfortune Trait that is listed at
to transform them into a version of the creature the end of its entry and indicates a
described. To use the template, just apply the price to be paid by the Fateweaver
numbers listed in each to modify the Attributes, in Misfortune to activate the
Skills, and other statistics you are using as the base Trait. Some general rules apply
for the template creature. Attack types are added when using any of these effects, “The scholars of the
and, in most cases, are treated as extra attacks that unless the Misfortune Trait itself Shining Cities have come
do not gain a penalty to hit if used in the same specifically indicates otherwise. to the conclusion that
Turn, though each attack still costs AP. $ Not every Misfortune Trait is the mountains of Erebos
used in combat. Those that are must once have been
Peril & Resolve Tests have been tagged as Combat covered by a primordial
Unlike with Damage, the Peril Condition Track Actions, and those that are sea, for bones found
is a temporary inconvenience born of excessive only used out of combat are buried there resemble
physical or mental strain. Peril may be caused by tagged as Non-Combat creatures dredged
fatigue, deprivation, stress, horror, or a myriad of Actions. Those that could be from the depths of the
other conditions spelled out in Chapter 13: The used in or out of combat are Leviathan Ocean . . .”
Fateweaver. Where a character is on their Peril tagged as Special Actions. — Observations of the
Wandering Squire
Condition Track will determine what penalties are Where a Misfortune Trait
suffered on all Skill tests until they have recovered. might be used in a Combat
Whenever you face a creature or situation that the Scene, the AP cost to do so is listed.
Fateweaver feels would provoke stress, fear, or some $ Any Misfortune Trait may be countered by the
other form of Peril, the player makes a Resolve spending of Fate by the Blackbird or one of their
test. Failure results in the accumulation of 1Ð10+1 Fatebound companions who is its target.
Peril. A Critical Failure causes the acquisition of Jötunnkin may never be protected from
2Ð10+2 Peril, and a Sublime Failure 3Ð10+3 Peril. Misfortune Traits in this way. If multiple
$ The maximum amount of Peril a Blackbird may Blackbirds are affected, only those who spend
suffer will never exceed 3Ð10+3. Fate avoid the effect. When Misfortune Traits
are countered in this way, the Misfortune spent
U N A R M E D A T T A C K S : It is possible, even by the Fateweaver is lost and recycled into
likely, that all of the foes found within this Fortune, even though the Misfortune Trait had
bestiary possess some form of an unarmed no effect.
attack. Should an Armsman become $ Misfortune Traits never trigger Opportunity
disarmed, or when an accursed horror has Attacks.
their claws lopped off at the fingertips, a $ Some Misfortune Traits may require additional
Fateweaver might adjudicate that their adjudication or arbitration by the Fateweaver,
attack profile has changed and must now whose word is final where such situations arise.
treat this foe as unarmed. Unarmed attacks
resolve with the Pummeling and Slow
Qualities, and use [BB] to determine the
+ to Damage. Mirror the number of Ð6s
found in the creature’s weakest attack or
weapon statistics.
482 BLACKBIRDS

W
ACCURSED hen there is true power behind a malicious curse of foul
magic, the doomwishing may last for generations. Power is
Over the ages, many curses great and many things, but “contained” is rarely one of them. These
curses are no different. Some are so wicked and potent that they do not
small have been uttered and bled into permit the escape of death for those they are laid upon, and the bodies
of the victims must change to allow them to truly suffer the longevity of
the world. Moments of rage and pain in that malediction.
Warped and twisted by hate, magic, and Fate, these terrors suffer.
the hands of those with mighty magics, Unfortunately, they often suffer in ways that allow them to cause others
misery as well, lashing out at what they used to be or can never have
or simply the ear of the again. Though some of the accursed may be leashed or bullied into
obeying greater terrors, make no mistake: They are not made to serve.
Norns, result in these They are made to suffer.

malisons, utterances of
Abomination
doom, and punishments.

Most curse-work exists A fter the gods were slain, and while the Oligarchs
clumsily and rapaciously gathered their
predecessors’ power and thrones for themselves, a great
for a day or a year or reverberation ran through the Od, touching every part of it
in a tsunami of eldritch power that changed the invisible
a lifetime, and then it world. It untethered the Outsiders to more freely have
congress with humanity; it awoke many unnatural creatures
fades away like so much and beings that were slumbering in the earth, sky, or
water; it left countless servitors of the old gods
carrion rotting into the soil. abandoned and adrift; and for the theurges of this
world, it was a calamity unmeasured.
In times past, those said to be wise in the ways of
the Od were potent and capable only in the same
measure that they had a great sensitivity to the Od
itself, which left them exposed to the other
But not all. side. These unfortunates were suddenly
flooded with a deluge of untrammeled
energy where moments before there had been
a drought, and they were forever changed by the glut of
magic for which they had no way to prepare. It bubbled and
seethed through every fiber of their bodies and souls. Some
were erased from the world, some were driven mad, and some
were transformed, becoming abominations.
B E ST I A RY 483

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


40 [4] 35 [3] 45 [7] 40 [6] 45 [6] 50 [8] 40 [6]
Coordination
Melee +30 Athletics +10 Awareness +30 Education +20
+30 Odweft +30 Guile +30
Ranged +30 Toughness +10 Eavesdrop +20 Folklore +20
Stealth +20
Risk Factor:
Damage
Dodge: 75% Peril Threshold: Suggested for 3
Threshold: Movement: 10 Initiative: 15 Size: Large
Parry: 70% 11(17/23/29) Advanced-Tier
19(25/31/37)
Blackbirds
Bestial Appendage: 70% - Distance (Special) - Damage [2Ð6+7] - Finesse
Bite: 70% - Distance (Special) - Damage [2Ð6+7] - Finesse, Punishing
Claw: 70% - Distance (Special) - Damage [3Ð6+7] - Finesse, Vicious

BANE OF FLESH BITE/1Ð10+7: The attack listed in TROD IN TWILIGHT: This creature exists neither
parentheses does 1Ð10+7 Bane Damage to targets completely in this world nor in the Od, but is forever
that possess the Mortal Bane or Trait instead of the bound in the twilight between the two. All magic
Damage listed in the attack. cast is Flip to Fail against them, and they can’t be
DIRE CONSEQUENCES: Injuries caused by this killed by the power of any Vitiation, Wortcunning
creature’s attacks occur on a face ‘5’ or ‘6’ when Spell, or magical ability conferred by the Oligarchs.
rolling an Injury die. Powers that should kill them only banish them until
I AM EVERYWHERE: This creature can attack anyone the sun sets and rises again.
they can see, regardless of range.  THEURGY 13 MISFORTUNE, * AP,
LESSER IRON BANE: Bane dice (Ð10s that explode SPECIAL ACTION: This creature has access to the
on ‘9’ or ‘10’) are rolled instead of Damage dice Vitiations of an Outsider of Fateweaver choosinga
when weapons of iron or steel are used against random Outsider. Vitiations used against Blackbirds
this creature. This Damage can still be healed or are empowered by spending Misfortune: 1 for imp
mitigated by this creature’s other Traits, however, station, 2 for villein station, and 3 for lord station.
unless they are Slain!. ETHEREAL PRESENCE 3 MISFORTUNE, 1 AP,
NO MORTAL SKILL: This creature is immune to SPECIAL ACTION: This creature disappears from the
Extinguish Abilities. Combat Scene, possibly to return later.
REGENERATION: At the beginning of each of BANISH 5 MISFORTUNE, 2 AP,
this creature’s Turns, make a (Standard +/–0%) SPECIAL ACTION: This creature drags one of their
Toughness test for it. If successful, move them 1 opponents into the Od. Each sunrise, an Odweft
level up the Damage Condition Track and remove test may be made for the exile to attempt to return
one Injury, if they have any. This effect ends when to the world. If this test is failed, they suffer 2Ð10+2
the creature is Slain!. Peril. They may not remedy Peril or Rekindle
SIGILIST BANE: Bane dice (Ð10s that explode while trapped in the Od, and if they become
on ‘9’ or ‘10’) are rolled instead of Damage dice Incapacitated!, they fall into a slumber from which
when stigmatized Sigilist weapons are used against they will not easily be roused. At this point, whether
this creature. This Damage cannot be healed or they can be saved is up to the Fateweaver, but such
mitigated by this creature’s other Traits. a quest should be exceedingly difficult; and when
SIMPLE STEEL: Enchanted weapons cannot harm this found, the victim might be quite different from the
creature unless they are stigmatized Sigilist weapons. person who was originally taken.
484 BLACKBIRDS

W
CHILDREN OF ANHELIOS here that verdigrised quickbronze gathers, it seeps
underground, into the bones of the dead, to steal from them
A plethora of contradictory, confusing, their rightful rest and fill them with thoughts of revenge,
murder, and blasphemy. In its most ideal form, this vengeance focuses
and varied legends exists about the on Hyperion, who brought the curse to this world, and his descendants.

impermanence of death and the Q U A LI T I E S O F T H E C H I L D R E N O F A N H E L I O S


All undead who are cursed by the corrupted blood of Hekaté and driven
vengeful nature of those who should by the will of Anhelios exist amid these truths.
$ Quickbronze that is corrupted with degeneration begins to turn a
rightfully be lying in their graves, but peculiar shade of aquamarine and melt away. This corruption can spread
by touching or having proximity to unsullied quickbronze. The final form
the knowledge that the dead walk once of this degeneration is verdigris, an unnatural aquamarine vapor or liquid
that seeps into the earth and finds its way into the bones of the dead, and
night falls, and that they are driven by deadbronze crystals: the solid, scabrous remains it leaves behind.
$ The dead who have become infected with verdigris rise again at night.
a supernatural force of embodied anger If they died recently, they may believe themselves to be still alive—
until they begin to decompose. Eventually, they are filled with nothing
and revenge, is held as truth by the wise. other than rage and thoughts of vengeance. If someone wronged them
in life, they become obsessed with killing the perpetrator.
The most common legend goes that $ Unless warded against this corruption, all metal weapons and armor may
become contaminated by contact with these undead creatures. Some
when Hyperion slew Hekaté— metals, such as silver, gold, and certain rare forms of steel, are immune.
$ Quickbronze weapons and armor are the most vulnerable to the
with their half-blood unborn child, undead, and not even warding can protect them from contamination.
$ Verdigris bleeds away in sunlight, and thus, the undead become
Anhelios, quickening in Hekaté’s quiescent when day breaks. Thereafter, the substance returns to the
bones where it has previously taken harbor.
womb—he brought down a curse that $ When three or more of the children of Anhelios gather, they become
surrounded by an aquamarine fog or vapor that tends to sink to the
seeped into the earth and infected lowest point available. However, it also seems to drive them forward,
supernaturally causing them to seek out the living, especially those
the dead in the form of a corruption who bear the blood of Hyperion. This vapor amplifies their power and
rage, and it withdraws into their bones during the day.
through Hekaté’s decaying blood. $ The vapor is poisonous to the living, chilling them and sparking
thoughts and visions of dread and despair; it is more quickly fatal to
those who are knocked to the ground or who are in hollows lower
than the surrounding terrain.
$ When the Extinguishing came about, Anhelios manifested from the
mingled blood of his mother and himself. His will now infects the
verdigris and those that bear the curse. He seeks to spread the curse,
to increase his power, and to realize his idea of justice falling upon his
father, Hyperion.
B E ST I A RY 485

Wight

W hen infected with verdigris either through necromantic intentions or


accidental exposure, those who are recently dead and whose bodies
are relatively intact become wights. Wights generally remember their lives
and who they were before rising again, though they may have incomplete
knowledge, especially in regard to how they died. If a wight is in a sheltered
state, treated with the proper oils and salves to prevent decay, and kept in a
mostly cool place, they can be preserved for months or even years.
A wight must be kept from learning their true state, for if they
realize they are dead, madness and swift degeneration occur, and they
become a ghoul.
Wights have no heartbeat, do not breathe, slumber during the day,
and only fresh, uncooked flesh is palatable to them. A wight justifies these
things, usually believing themself to be ill. Those who interact with the
wight must reinforce these justifications, or they may send the wight into
crisis. Every day, the wight has horrible nightmares while sleeping that
they remember only barely. These nightmares often include such elements
as vengeance, Anhelios, violence, and death.
Ghouls are naturally attracted to wights, and if a wight is exposed
to the death fog that surrounds other children of Anhelios, they fall
into a waking nightmare. If the wight is not removed from the
death fog, they rapidly degenerate into a ghoul.

WIGHT TE MPLATE:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
+10 +10 –10
+20 to
Melee +10
Toughness
Damage
Threshold: +1
Bite: [Melee]% - Distance (Melee Engaged) - Damage [1Ð6+7] - Pummeling, Slow

BASIC WI GHT:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
35 [3] 50 [7] 45 [4] 45 [4] 40 [4] 40 [4] 40 [4]
Melee +20 Toughness +20 Stealth +10 Folklore +10 Resolve +10
Damage
Risk Factor:
Threshold:
Peril Threshold: Suggested for
Dodge: 45% 8(14/20/26) Movement: 7 Initiative: 13 Size: Normal
7(13/19/25) 1 Basic-Tier
Light Leather +2:
Blackbird
10(16/22/28)
Bite: 55% - Distance (Melee Engaged) - Damage [1Ð6+7] - Pummeling, Slow
Improvised Weapon: 55% - Distance (Melee Engaged) - Damage [1Ð6+7] - Pummeling
486 BLACKBIRDS

DAYLIGHT BANE: If attempting to stay active during FIRE BANE: Bane dice (Ð10s that explode on ‘9’ or
the day but out of sight of daylight, all this creature’s ‘10’) are rolled instead of Damage dice when fire
Skills are reduced by –30. In addition, an (Arduous is used against this creature. This Damage cannot
–30%) Resolve test must be made for them every be mitigated or healed by any of the Traits of
hour to remain active. When exposed to direct this creature.
sunlight, this creature also becomes Defenseless. FLESH OF THE UNDEAD: This creature feels no pain
DEATH FOG WIGHT: When three or more children and ignores all Injuries. They cannot Bleed. Severed
of Anhelios gather, they produce an obscuring limbs may move independently.
aquamarine fog that seeks the lowest depth and NO BREATH, NO LIFE: This creature is immune to
surrounds them at a distance of 10 strides. Make Injuries, poisoning, and suffocation.
a successful Peril-induced Resolve test for those QUICKBRONZE CORRUPTION: Most metals that come
exposed to it for the first time in a night. Make into contact with this creature may be corrupted
a successful Toughness test for those who begin by verdigris, a magical rot that degrades weapons
their Turn Prone or submerged beneath it, or they and armor. Roll for susceptible metal weapons
take 1Ð6+1 Damage from poison. If ten or more whenever they successfully hit this creature, and
children of Anhelios are present, the fog spreads 99 for susceptible metal armor whenever this creature
strides beyond the group’s edge, obscuring the sight successfully hits someone wearing it. Roll 1Ð6: the
of all but the children themselves and inflicting a metal is corrupted on a roll of ‘6’ for vulnerable
–10 modifier to all Skills that rely on sight. metals or ‘3’ through ‘6’ for items made from
ENDLESS NIGHT: When this creature awakens quickbronze. Corrupted weapons immediately gain
for the first time at night, a (Standard +/–0%) 1 level of Degradation. A corruption roll is made
Resolve test must be made for them. If it fails, every morning until the item can be successfully
they vaguely remember parts of their dreams and repaired, at which point the corruption is removed.
have a crisis. Every time they have a crisis, they Enchanted items are immune to this effect.
subtract –10 from all future Resolve tests, which is HORRID REVELATION 2 MISFORTUNE, NON
cumulative and permanent, culminating in a –30. COMBAT ACTION: The wight has a crisis and
On a Critical Failure, this creature immediately comes to a full realization of what they truly are,
becomes a ghoul. Ghouls created in this way almost immediately degenerating into a ghoul, a horrible
always focus on the person who tricked them into thing to behold. Make a successful (Standard +/–
thinking they were alive or on the person they love 0%) Resolve test for those witnessing this, or they
the most as objects of their revenge. If this creature suffer 2Ð10+2 Peril and are taken off guard as the
is ever exposed to Death Fog, at the beginning of creature initiates a Surprise Round. The creature
each Turn it’s as if the creature has awoken for the may choose to target anyone who failed their test
first time. This creature may have a crisis for other and are Activated against them.
reasons if the Fateweaver deems it appropriate.
B E ST I A RY 487

Ghoul

T hese are the most basic of undead. Those bodies that are too
mangled or have been dead too long to become wights take
this form when infected with the curse of Anhelios. Ghouls have
only fragmentary memories of their lives—twisted recollections of
vengeance and violence—before they rose from death. Ghouls seek
out those who wronged them in life to kill them. If they were not
wronged, those they had the strongest feelings for, even of love,
become the target of their supernatural vehemence. Ghouls retain a
version of the Skills they possessed in life, and if mercenaries or
soldiers return as ghouls, they wield weapons with some expertise. If
not, though, they use their bare hands and teeth to tear apart anyone
living whom they encounter.
Ghouls decay as time wears on, but the blood of Hekaté gives
them an unnatural metabolism that can sustain them for longer than
would be possible if they were mere corpses. So long as they eat
freshly killed flesh nightly—preferably human—this decay is held in
check. Any ghoul that maintains itself long enough in this state
begins to gain more intelligence and power, and it eventually
becomes a revenant.

GHOUL COMMONFOLK:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
35 [4] 50 [7] 45 [4] 45 [4] 40 [4] 40 [4] 40 [4]
Melee +20 Toughness +20 Stealth +20 Awareness +10 Resolve +10
Damage
Risk Factor:
Threshold:
Peril Threshold: Suggested for
Dodge: 45% 9(15/21/27) Movement: 7 Initiative: 13 Size: Normal
7(13/19/25) 3 Basic-Tier
Light leather +2:
Blackbirds
11(17/23/29)
Bite: 55% - Distance (Melee Engaged) - Damage [2Ð6+7] - Pummeling, Slow
Claws: 55% - Distance (Melee Engaged) - Damage [1Ð6+4] - Slow, Vicious

GHOUL MERC ENARY:


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [6] 50 [7] 40 [4] 40 [4] 40 [4] 45 [4] 35 [3]
Melee +30 Toughness +20 Stealth +20 Awareness +20 Resolve +20
Damage
Risk Factor:
Threshold:
Dodge: 40% Peril Threshold: Suggested for
10(16/22/28) Movement: 7 Initiative: 13 Size: Normal
Parry: 75% 7(13/19/25) 3 Basic-Tier
Gambeson +3:
Blackbirds
13(19/25/31)
Bite: 75% - Distance (Melee Engaged) - Damage [2Ð6+7] - Pummeling, Slow
Claws: 75% - Distance (Melee Engaged) - Damage [1Ð6+6] - Slow, Vicious
Greatsword: 75% - Distance (Melee Engaged) - Damage [1Ð6+6] - Punishing, Reach, Slow
488 BLACKBIRDS

BLOOD OF VENGEANCE: If a Blackbird in play has NO BREATH, NO LIFE: This creature is immune to
the Hyperion’s Progeny Boon, this creature senses Injuries, poisoning, and suffocation.
them unerringly, can never be Surprised by them, QUICKBRONZE CORRUPTION: Most metals that come
and knows their location even if they are hidden. into contact with this creature may be corrupted
In addition, this creature’s attacks have an extra +1 by verdigris, a magical rot that degrades weapons
Damage against these targets. and armor. Roll for susceptible metal weapons
DAYLIGHT BANE: If attempting to stay active during whenever they successfully hit this creature, and
the day but out of sight of daylight, all this creature’s for susceptible metal armor whenever this creature
Skills are reduced by –20. In addition, a (Hard successfully hits someone wearing it. Roll 1Ð6: the
–20%) Resolve test must be made for them every metal is corrupted on a roll of ‘6’ for vulnerable
hour to remain active. When exposed to direct metals or ‘3’ through ‘6’ for items made from
sunlight, this creature also becomes Defenseless. quickbronze. Corrupted weapons immediately gain
DEATH FOG GHOUL: When three or more children 1 level of Degradation. A corruption roll is made
of Anhelios gather, they produce an obscuring every morning until the item can be successfully
aquamarine fog that seeks the lowest depth and repaired, at which point the corruption is removed.
surrounds them at a distance of 10 strides. Make Enchanted items are immune to this effect.
a successful Peril-induced Resolve test for those SIGHT WITHOUT SIGHT: By sensing the Od directly,
exposed to it for the first time in a night. Make a this creature can see even if their eyes are destroyed,
successful Toughness test for those who begin their removed, or absent. In addition, they can see in
Turn Prone or submerged beneath it, or they take complete darkness. They cannot see things that are
1Ð6+1 Damage from poison. If ten or more children hidden from the Od, however.
of Anhelios are present, the fog spreads 99 strides UNDEAD DECAY GHOUL: If this creature is unable to
beyond the group’s edge, obscuring the sight of all partake of freshly killed flesh during the night, make
but the children themselves and inflicting a –10 a successful Toughness test for them, or they lose 1
modifier to all Skills that rely on sight. random Skill Rank. Once they lose 5 Skill Ranks,
FIRE BANE: Bane dice (Ð10s that explode on ‘9’ or ‘10’) they enter a state of torpor and become a draugr.
are rolled instead of Damage dice when fire is used If this creature eats even a small amount of freshly
against this creature. This Damage cannot be mitigated killed meat, they gain all of their Skill Ranks back.
or healed by any of the Traits of this creature. CORRUPTING VOMIT 4 MISFORTUNE,
FLESH OF THE UNDEAD: This creature feels no pain 1 AP, COMBAT ACTION: This creature vomits
and ignores all Injuries. They cannot Bleed. Severed corrupted verdigris onto one of their foes,
limbs may move independently. completely destroying a metal weapon or suit of
MIND OF THE UNDEAD: This creature is immune armor. This costs only 2 Misfortune when used
to magic or abilities that seek to control the mind against quickbronze items.
or emotions. They automatically succeed against CURSE OF ANHELIOS 5
any ability that would cause them to Resist with MISFORTUNE, 0 AP, COMBAT ACTION: After making
Fellowship, Intelligence, or Willpower. This does a successful attack, this creature infects the target
not include possession by Outsiders. They may not with the Child of Anhelios Affliction unless the
be Knocked Out or Stunned. target spends Fate to shrug off the effect.
B E ST I A RY 489

Draugr

W hen a ghoul has not fed for a while and enters


torpor, it becomes a draugr. A draugr appears to be
nothing more than a withered and desiccated corpse.
However, the fury and supernatural power of the verdigris is still
locked within their bones. If a draugr is attacked or given the
opportunity to ambush a living being, it suddenly bursts into
horrific life, making a desperate effort to feast on flesh and
continue its unnatural existence. Because all of the energy
left within them is exhausted in a sudden and concentrated
effort, draugr are far more dangerous when attacking than
are ghouls. Draugr may also rise to attack during the day,
so long as no sunlight touches their skin, as this causes
them to resume their undeathly sleep. Even more than
most undead, draugr are vulnerable to flames. The death fog
that surrounds other children of Anhelios exudes from the draugr
only once they become active.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [6] 40 [5] 50 [7] 45 [5] 40 [4] 40 [4] 35 [3]
Melee +20 Toughness +20 Stealth +30 Awareness +10 Resolve +10
Damage
Risk Factor:
Threshold:
Dodge: 50% Peril Threshold: Suggested for 1
8(14/20/26) Movement: 10 Initiative: 14 Size: Normal
Parry: 65% 7(13/19/25) Intermediate-
Gambeson +3:
Tier Blackbird
11(17/23/29)
Bite: 65% - Distance (Melee Engaged) - Damage [2Ð6+5] - Pummeling, Slow
Claws: 65% - Distance (Melee Engaged) - Damage [2Ð6+6] - Slow, Vicious
Longsword: 65% - Distance (Melee Engaged) - Damage [2Ð6+6] - Adaptable, Biting (2), Defensive

BLOOD OF VENGEANCE: If a Blackbird in play has aquamarine fog that seeks the lowest depth and
the Hyperion’s Progeny Boon, this creature senses surrounds them at a distance of 10 strides. Make
them unerringly, can never be Surprised by them, a successful Peril-induced Resolve test for those
and knows their location even if they are hidden. exposed to it for the first time in a night. Make
In addition, this creature’s attacks deal an extra +1 a successful Toughness test for those who begin
Damage to these targets. their Turn Prone or submerged beneath it, or they
DAYLIGHT BANE: If attempting to stay active during take 1Ð6+1 Damage from poison. If ten or more
the day but out of sight of daylight, all this creature’s children of Anhelios are present, the fog spreads 99
Skills are reduced by –30. In addition, an (Arduous strides beyond the group’s edge obscuring the sight
–30%) Resolve test must be made for them every of all but the children themselves and inflicting a
hour to remain active. When exposed to direct –10 modifier to all Skills that rely on sight.
sunlight, this creature also becomes Defenseless. FIRE BANE: Bane dice (Ð10s that explode on ‘9’ or
DEATH FOG DRAUGR: When three or more children ‘10’) are rolled instead of Damage dice when fire
of Anhelios gather, they produce an obscuring, is used against this creature. This Damage cannot
490 BLACKBIRDS

be mitigated or healed by any of the Traits of is removed. Enchanted items are immune to
this creature. this effect.
FLESH OF THE UNDEAD: This creature feels no pain SIGHT WITHOUT SIGHT: By sensing the Od directly,
and ignores all Injuries. They cannot Bleed. Severed this creature can see, even if their eyes are destroyed,
limbs may move independently. removed, or absent. In addition, they can see in
MIND OF THE UNDEAD: This creature is immune complete darkness. They cannot see things that are
to magic or abilities that seek to control the mind hidden from the Od, however.
or emotions. They automatically succeed against UNDEAD DECAY DRAUGR: If this creature is unable
any ability that would cause them to Resist with to partake of freshly killed flesh during the night,
Fellowship, Intelligence, or Willpower. This does make a successful Toughness test for them, or they
not include possession by Outsiders. They may not lose 1 random Skill Rank. Once they lose 5 Skill
be Knocked Out or Stunned. Ranks, they enter a state of torpor. If this creature
NO BREATH, NO LIFE: This creature is immune to eats even a small amount of freshly killed meat, they
Injuries, poisoning, and suffocation. gain all their Skill Ranks back.
QUICKBRONZE CORRUPTION: Most metals that come LURKING QUICK 2 MISFORTUNE, NON
into contact with this creature may be corrupted COMBAT ACTION: Unless they are specifically
by verdigris, a magical rot that degrades weapons observed or precautions are taken, this creature
and armor. Roll for susceptible awakens to perform a terrifying ambush as their
metal weapons whenever they remaining motivating energy is released all at once.
successfully hit this creature, All creatures of this type that are present gain a
and for susceptible metal armor Surprise Round and 4 AP during their Turn.
whenever this creature successfully CORRUPTING VOMIT 4 MISFORTUNE,
hits someone wearing it. Roll 1 AP, COMBAT ACTION: This creature vomits
1Ð6: the metal is corrupted on corrupted verdigris onto one of their foes,
a roll of ‘6’ for vulnerable metals completely destroying a metal weapon or suit of
“It is said that where there or ‘3’ through ‘6’ for items made armor. This costs only 2 Misfortune when used
is water there is life, and from quickbronze. Corrupted against quickbronze items.
truly no more bustling weapons immediately gain 1 level CURSE OF ANHELIOS 5
ports can be found in of Degradation. A corruption roll MISFORTUNE, 0 AP, COMBAT ACTION: After making
Erebos than the twin is made every morning until the a successful attack, this creature infects the target
cities of Vech and Mero. item can be successfully repaired, with the Child of Anhelios Affliction unless the
It is also said water is at which point the corruption target spends Fate to shrug off the effect.
the easiest place to hide
secrets and to dispose
of the dead . . .”
—Observations of the
Wandering Squire
B E ST I A RY 491

Revenant

G houls that exist for at least a


year become more self-
aware and powerful, transforming
into revenants. A revenant learns
to wrap itself and preserve its flesh
against decay. The power of the
verdigris inside it has coalesced
and focused, binding itself to the
revenant’s will to endure the force
of its amplified hate. If a revenant
has eyes, they glow a malevolent blue-
green, and if it has none, floating motes of
light shine dimly where its eyes used to be.
As they have minds that are somewhat more whole than
that of a ghoul, revenants may come to command several ghouls
and direct them to fulfill their ultimate goals, for revenants have
long-term plans and schemes. The downside of this greater
composure is that revenants are drawn toward the will of Anhelios,
and it is often his desire and thoughts that motivate them, although they
may not consciously know as much.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [7] 45 [6] 45 [6] 40 [5] 40 [4] 40 [4] 35 [3]
Melee +20 Education +10
Toughness +20 Stealth +20 Awareness +20 Resolve +20 Leadership +20
Ranged +20 Strategy +10
Damage
Risk Factor:
Threshold:
Dodge: 45% Peril Threshold: Suggested for 3
12(18/24/30) Movement: 9 Initiative: 14 Size: Normal
Parry: 70% 7(13/19/25) Intermediate-
Brigandine +4:
Tier Blackbirds
16(22/28/34)
Bite: 70% - Distance (Melee Engaged) - Damage [2Ð6+6] - Pummeling, Slow
Claw: 70% - Distance (Melee Engaged) - Damage [2Ð6+7] - Slow, Vicious
Longsword: 70% - Distance (Melee Engaged) - Damage [2Ð6+7] - Adaptable, Biting (2), Defensive

BANE OF FLESH BITE/1Ð10+6: The attack listed in COMMAND THE AFFLICTED REVENANT: A revenant
parentheses does 1Ð10+6 Bane Damage to targets may seek to command a ghoul and make it do the
that possess the Mortal Bane or Trait instead of the revenant’s bidding. To do so, the revenant must see
Damage listed in the attack. the ghoul and speak to it. Make a (Standard +/–0%)
BLOOD OF VENGEANCE: If a Blackbird in play has Resolve test for the ghoul. If the test fails, then the
the Hyperion’s Progeny Boon, this creature senses ghoul comes under the command of the revenant. If
them unerringly, can never be Surprised by them, it succeeds, that ghoul may never be commanded by
and knows their location even if they are hidden. that revenant. A wight may also be commanded in
In addition, this creature’s attacks deal an extra +1 this way, and if the Resolve test made for it fails, it
Damage to these targets. immediately has a crisis. Through this ability, draugr
492 BLACKBIRDS

may be told to awaken when a specific person comes metal armor whenever this creature successfully hits
near or at a specific time. someone wearing it. Roll 1Ð6: the metal is corrupted
DAYLIGHT BANE: If attempting to stay active during on a roll of ‘6’ for vulnerable metals or ‘3’ through
the day but out of sight of daylight, all this creature’s ‘6’ for items made from quickbronze. Corrupted
Skills are reduced by –10. In addition, a (Challenging weapons immediately gain 1 level of Degradation.
–10%) Resolve test must be made for them every A corruption roll is made every morning until the
hour to remain active. When exposed to direct item can be successfully repaired, at which point the
sunlight, this creature also becomes Defenseless. corruption is removed. Enchanted items are immune
DEATH FOG REVENANT: When three or more to this effect.
children of Anhelios gather, they produce an SIGHT WITHOUT SIGHT: By sensing the Od directly,
obscuring, aquamarine fog that seeks the lowest this creature can see even if its eyes are destroyed,
depth and surrounds them at a distance of 20 strides. absent, or removed. In addition, it can see in complete
Make a successful Peril-induced Resolve test for darkness. It cannot see things that are hidden from
those exposed to it for the first time in a night, or they the Od, however.
suffer 2Ð10+2 Peril. Make a successful Toughness UNDEAD DECAY REVENANT: If this creature is unable
test for those who begin their Turn Prone or to partake of freshly killed flesh for a week, make a
submerged beneath it, or they take 2Ð6+2 Damage successful Toughness test for them, or they lose 1
from poison. If ten or more children of Anhelios are random Skill Rank. Once they lose 10 Skill Ranks,
present, the fog spreads 99 strides beyond the group’s they enter a state of torpor and become a draugr.
edge, obscuring the sight of all but the children If this creature eats even a small amount of freshly
themselves and inflicting a –20 modifier to all Skills killed meat, they gain all their Skill Ranks back.
that rely on sight. WILL OF ANHELIOS 1 MISFORTUNE, 1 AP, SPECIAL
FIRE BANE: Bane dice (Ð10s that explode on ‘9’ or ACTION: Anhelios possesses the revenant and
‘10’) are rolled instead of Damage dice when fire commands its actions. All Damage is immediately
is used against this creature. This Damage cannot removed from the revenant, and it gains +10 to all
be mitigated or healed by any of the Traits of Skill tests. It also possesses knowledge that only
this creature. Anhelios would have: of ancient secrets, of the aes,
FLESH OF THE UNDEAD: This creature feels no pain and of humanity. The Fateweaver adjudicates this
and ignores all Injuries. They cannot Bleed. Severed knowledge.
limbs may move independently. CORRUPTING VOMIT 3 MISFORTUNE, 1 AP,
NO BREATH, NO LIFE: This creature is immune to COMBAT ACTION: This creature vomits corrupted
Injuries, poisoning, and suffocation. verdigris onto one of their foes, completely destroying
NO MORTAL BLADE: This creature is impervious to a metal weapon or suit of armor. This costs only 2
Damage from weapons that are not Enchanted. Misfortune when used against quickbronze items.
QUICKBRONZE CORRUPTION: Most metals that come CURSE OF ANHELIOS 4 MISFORTUNE,
into contact with this creature may be corrupted by 0 AP, COMBAT ACTION: After making a successful
verdigris, a magical rot that degrades weapons and attack, this creature infects the target with the Child
armor. Roll for susceptible metal weapons whenever of Anhelios Affliction unless the target spends Fate
they successfully hit this creature, and for susceptible to shrug off the effect.
B E ST I A RY 493

Lich

A revenant that has existed for an extremely long time is able


to coalesce the puissance of the corrupting verdigris within
itself to achieve an even greater plateau of consciousness and
ability. Very few of these creatures exist, for no revenants created
since the Extinguishing have been around long enough to reach this state, so
every one of these undead atrocities present in the world is extremely ancient.
Some have speculated that ancient sorcerers who dealt with Outsiders
brought themselves to this state knowingly to escape death. It is said that
they discovered a secret Vitiation in forgotten lore to transform themselves.
However it happened, the result is a terribly powerful being of focused
will and malice that is ultimately a chess piece—albeit a favored one—on
the board of a greater entity with a long-term and dire purpose.
Liches always have some great learning or proficiency, either because
in life they were masters of a particular craft or because they have
acquired abilities that require time to develop—assets unavailable in the
brevity of mortals’ lives.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [6] 35 [5] 40 [6] 45 [5] 50 [7] 40 [7] 40 [4]
Education +10
Melee +30 Coordination Charm +10
Athletics +20 Awareness +20 Folklore +10 Odweft +20
Ranged +30 +20 Guile +20
Toughness +20 Scrutinize +10 Strategy +10 Resolve +30
Warfare +20 Stealth +20 Leadership +30
Wortcunning +10
Damage
Risk Factor:
Threshold:
Dodge: 60% Initiative: Peril Threshold: Suggested for 6
16(22/28/34) Movement: 9 Size: Normal
Parry: 75% 14 10(16/22/28) Advanced-Tier
Light Leather +2:
Blackbirds
18(24/30/36)
Deadly Grasp: 75% - Distance (Melee Engaged) - Damage [3Ð6+6] - Finesse, Vicious
Longbow: 75% - Distance (Ranged 18 strides) - Load (1 AP) - Damage [2Ð6+6] - Finesse
Longsword: 75% - Distance (Melee Engaged) - Damage [2Ð6+6] - Adaptable, Biting (2), Defensive

BANE OF FLESH DEADLY GRASP/2Ð10+6: The attack by that lich. A wight may also be commanded in
listed in parentheses does 2Ð10+6 Bane Damage this way, and if the Resolve test made for it fails,
to targets that possess the Mortal Bane or Trait it immediately has a crisis. Through this ability,
instead of the Damage listed in the attack. draugr may be told to awaken when a specific person
COMMAND THE AFFLICTED LICH: A lich may seek comes near or at a specific time. A Blackbird under
to command a ghoul, a revenant, or a Blackbird the sway of this ability will not harm themself, but
who has the Child of Anhelios Affliction and make they otherwise do everything possible to follow the
them do their bidding. To do so, the lich must see commands of the lich while they are in its presence
and speak to their target and spend 1 AP. Make a or until they use Fate to break the bond.
(Standard +/–0%) Resolve test for the target. If it DAYLIGHT BANE: If attempting to stay active
fails, then they come under the command of the lich. during the day but out of sight of daylight, all this
If it succeeds, that target may never be commanded creature’s Skills are reduced by –10. In addition,
494 BLACKBIRDS

a (Standard +/–0%) Resolve test must be made for or removed. In addition, they can see in complete
them every hour to remain active. When exposed to darkness. They cannot see things that are hidden from
direct sunlight, this creature also becomes Defenseless. the Od, however.
DEATH FOG LICH: When three or more children UNDEAD DECAY LICH: If the creature is unable to
of Anhelios gather, they produce an obscuring, partake of freshly killed flesh once a week, make a
aquamarine fog that seeks the lowest depth and successful Toughness test for them, or they lose 1
surrounds them at a distance of 30 strides. Make a random Skill Rank. Once they lose 15 Skill Ranks,
successful Peril-induced Resolve test for those exposed they enter a state of torpor and become a draugr. If
to it for the first time in a night, or they suffer 3Ð10+3 this creature eats even a small amount of freshly killed
Peril. Make a successful Toughness test for those who meat, they gain all their Skill Ranks back.
begin their Turn Prone or submerged beneath it, or MASTER OF THE MASTER 1 MISFORTUNE, 0 AP,
they take 3Ð6+3 Damage from poison. If ten or more REACTION: If this creature is about to be destroyed, its
children of Anhelios are present, the fog spreads 99 master intervenes to protect it by removing it to safety
strides beyond the group’s edge, obscuring the sight to fight another day. This master could be Anhelios, an
of all but the children themselves and inflicting a –30 Outsider, an Oligarch, or some other powerful entity
modifier to all Skills that rely on sight. that has gained control over the creature. The nature
FIRE BANE: Bane dice (Ð10s that explode on ‘9’ or ‘10’) of this intervention reveals who the true master of this
are rolled instead of Damage dice when fire is used creature is, and this Trait may be used only once by
against this creature. This Damage cannot be mitigated any given creature that has it.
or healed by any of the Traits of this creature.  THEURGY 13 MISFORTUNE, * AP,
FLESH OF THE UNDEAD: This creature feels no pain and SPECIAL ACTION: This creature has access to the
ignores all Injuries. They cannot Bleed. Severed limbs Vitiations of an Outsider of Fateweaver choosing
may move independently. Vitiations used against Blackbirds are empowered by
NO BREATH, NO LIFE: This creature is immune to spending Misfortune: 1 for imp station, 2 for villein
Injuries, poisoning, and suffocation. station, and 3 for lord station.
NO MORTAL BLADE: This creature is impervious to CURSE OF ANHELIOS 3 MISFORTUNE, 0 AP,
Damage from weapons that are not Enchanted. COMBAT ACTION: After making a successful attack,
NO MORTAL SKILL: This creature is immune to this creature infects the target with the Child of
Extinguish Abilities. Anhelios Affliction unless the target spends Fate to
QUICKBRONZE CORRUPTION: Most metals that come shrug off the effect.
into contact with this creature may be corrupted by OSSUARY FOG 5 MISFORTUNE, 2 AP,
verdigris, a magical rot that degrades weapons and SPECIAL ACTION: The fog that usually accompanies
armor. Roll for susceptible metal weapons whenever the children of Anhelios billows outward. When this
they successfully hit this creature, and for susceptible Trait is employed, make Flip to Fail tests for everyone
metal armor whenever this creature successfully hits within 30 strides. A successful Peril-induced Resolve
someone wearing it. Roll 1Ð6: the metal is corrupted test is needed to avoid suffering 3Ð10+3 Peril, and
on a roll of ‘6’ for vulnerable metals or ‘3’ through ‘6’ a successful Toughness test avoids taking 3Ð6+3
for items made from quickbronze. Corrupted weapons Damage from poison All weapons and armor must
immediately gain 1 level of Degradation. A corruption be tested as if they were exposed to Quickbronze
roll is made every morning until the item can be Corruption, as well. All Skills that rely on sight are
successfully repaired, at which point the corruption is at –30 for any who who don’t bear the children of
removed. Enchanted items are immune to this effect. Anhelios Affliction. The effect on vision lasts until
SIGHT WITHOUT SIGHT: By sensing the Od directly, this this creature is Slain! or leaves the area.
creature can see even if their eyes are destroyed, absent,
B E ST I A RY 495

L I F E C YC L E O F T H E R AV E N O U S D E A D ST R I G A

I
n dark places are laid the eggs that make striga. They are oblong,
about the size of a human head, and hauntingly beautiful, like a large Folk wisdom says to spit when you
pearl. Humans are irresistibly fascinated by the objects, but all other
natural creatures avoid them and shy away from their presence. Thralls of have spoken the name of any of the
the striga see the eggs in a different light, as they hunger for the milky sap
within the lustrous sheathe. In most cases, however, this sap is doled out crowned magi of ancient Corbellus, lest
to them to aid in their compliance, and those who have tasted the milk of
the egg evince a subtle physical transformation, an extension of their its taint linger in your mouth. Great
mortal lives and a subservience and receptiveness to the telepathic
commands of the true striga above them on the food chain. was the doom visited upon these fools
Once the eggs hatch, the filmy substance within finally forms the
corpse-white flesh of the larval striga, and grub-like creatures eat their who dared to raise their eyes to the
way out of each egg-sheathe, devouring the shining shell that protects
the egg. There is little enough nourishment to be had from it: the shell’s aes with greed and lust rather than
consumption is an act of escape, not hunger. The larvae are ravenous
when they emerge and move faster than their strange, wormlike bodies reverence. The Goodly Neighbors taught
would indicate. In addition, they are covered with the narcotic and
pain-numbing milk of the egg sac, and their venom serves a similar them a terrible lesson, a scourging
intoxicating function. The striga are extremely careful to plan the
number of larvae to be released, for if their numbers were to increase too the world yet stings from today.
rapidly, they would exhaust their food supply—an important thing, as
the curse that binds them to a horrid parasitic eternity also binds them
to the island of Corbel for that same span.

I N FE C T I O N
A slithering wave of undulating white grub-things is the first sign that
a nearby nest has hatched, and they seek the nearest living thing with
warm blood flowing through its veins. The larvae move as a swarm or
family, infesting the first acceptable host they encounter as a group.
They may gather upon an animal, but only to sustain themselves and
ride along to find their true target, for they can complete their gestation
and transformation only within a human host. Many of the larvae do
not survive this stage, starving and drying out to wither into a filmy,
stinking gray substance like the walls of a wasp’s nest. It is said that the
lairs of the titan casks are bursting with armies of these things, under the
mental control of their gigantic masters.
The larvae that do encounter human folk, however, attack with great
ferocity. This seldom happens by accident or without forethought, and if
fortunate, the future host is unconscious when exposed to this onslaught,
as the things eat rapidly into their flesh and burrow deep inside. Little pain
accompanies this monstrous invasion thanks to the excretions of the larvae,
but this tiny mercy does not mean a conscious host feels nothing. Some say
496 BLACKBIRDS

the narcotics that the worms produce fill the victim T R A N S F O R M AT I O N


with a euphoric pleasure. These rumors and The body and fleas enter a state of hibernation
speculations surround a process that few living as the larva consumes the whole of the heart and
creatures have witnessed, however, and those who lungs, adhering the many vessels that flow in and
experience this horror as a host do not usually out of these areas to its own rapidly thickening
remember the event. body. It grows quickly, feasting on what remains
Once the larvae enter the flesh, what follows is a of the host body’s vitality. In 3 days’ time, the
race. They blindly forage throughout the body of their host awakens, filled with a hunger that can never
victim until one of them finds the heart. This victor be completely sated, and bound physically and
delves deep into the organ, pushing its way into every spiritually to the parasitic thing within them. The
chamber. The larva then slumps into rest and releases a first time the feeding tube emerges from their
humor that quickly suffuses the rest of the body. The mouth to implant in human prey is a moment of
other larvae—its competitors—are poisoned by the horror for the new striga, which rapidly changes
secretion but do not die. Instead, they shrivel and molt, into satiating bliss as the ravenous urges it feels at
becoming strange crimson fleas, each about the size of all times are momentarily quelled. From this point
a coin. These vermin can often be seen swarming on, this is their entire existence: seeking the life
beneath, and upon, the flesh of the striga, and that flows inside others to momentarily abate the
sometimes that of the living beings who associate with eternal suffering of this curse—never again walking
them: a tell for those wise enough to know these in daylight; living, trapped, in a prison, both with
creatures’ meaning. The host body then enters a deathly humanity and forever apart from it.
state, steeped in the venom of the things within.

T H E M I LK O F T H E E G G
This substance is found within the immature egg sacs of they wish to Resist), or they consume it immediately.
the titan casks. It becomes a vector of control for the After this event, they become addicted to the milk and
creatures, as it is highly addictive, makes those who have need it daily to function normally. Someone addicted to
ingested it susceptible to the mental commands of the the milk falls 1 level on the Peril Condition Track for each
striga, and alters their physiology over time to make day they do not have access to it, and these levels are
them fully dependent on it. impossible to recover without access to the milk. If they
It is a somewhat open secret that many of the dishes become Incapacitated!, they reach a crisis point and go
served in the houses of aristocratic families in Corbel into full withdrawal. Make a (Challenging –10%)
have a small amount of this substance incorporated into Toughness test for them each day that follows. If this test
their recipes, and those who have imbibed or dined at succeeds, they overcome the addiction and may recover. If
the table of the wealthy in Corbel are susceptible. it fails, they drop 1 level on the Damage Condition Track.
Those who have recently consumed the milk, whether Repeat the process each day until they are given the milk,
knowingly or unknowingly, become open to the mental they recover, or they die.
commands of the striga and Resist these commands at –10. Those who have fed on the raw milk for a month or
Addiction comes only after being exposed for a week more become physically incapable of existing without it.
or more, and the first time a person who has been so The process above applies to them, but they may never
prepared comes into contact with, or smells a container of, be free of the addiction and must have access to the milk
the raw and undiluted milk, a successful (Challenging or die. In addition, they are physically changed and their
–10%) Resolve test must be made for them (assuming statistics altered by the thrall template.
B E ST I A RY 497

Human Thrall

H umans who are fed the milk of the egg, by choice or by another’s
subterfuge, become more susceptible to the mental commands of
the striga lords and titan casks, and such people slowly develop an
insatiable addiction to the ichor inside.

THRA LL TEMPLATE :
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
+10 [+1] +10 [+1] +10 [+1]
+10 to
+10 to Athletics +10 to
Awareness
and Toughness Coordination
and Scrutinize
Damage Peril Threshold:
Threshold: +1 +1

STR IGA MERCH ANT THRA LL:


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [6] 35 [5] 45 [6] 40 [6] 40 [4] 40 [4] 50 [7]
Bargain +10
Athletics +10 Coordination Awareness +30
Melee +10 Charm +10
Toughness +20 +10 Scrutinize +20
Guile +20
Damage
Risk Factor:
Threshold:
Dodge: 55% Peril Threshold: Suggested for
8(14/20/26) Movement: 9 Initiative: 15 Size: Normal
Parry: 75% 7(13/19/25) 1 Basic-Tier
Brigandine +4:
Blackbird
12(18/24/30)
Dagger: 55% - Distance (Melee Engaged) - Damage [1Ð6+6] - Fast, Finesse, Off-Hand, Piercing
Improvised Hand Weapon: 55% - Distance (Melee Engaged) - Damage [1Ð6+5] - Pummeling

PAIN IS POWER: This creature ignores the effects of a Peril-induced Resolve test for all who observe this.
the first Injury it receives in combat. Make a Peril- This creature will only survive if it can drink the milk
induced Resolve test for all who witness this at –10 of the egg before the sun sets.
for a Moderate Injury, –20 for a Serious Injury, or THE SCUTTLING VOYEUR 5
–30 for a Grievous Injury. MISFORTUNE, 1 AP, SPECIAL ACTION: An ancient will
QUICKBRONZE BANE: Bane dice (Ð10s that explode on pierces through this creature’s addled consciousness,
‘9’ or ‘10’) are rolled instead of Damage dice when watching from behind its eyes. Upon manifesting,
weapons of this type are used against this creature. an eerie cold permeates the Scene, triggering a
This Damage cannot be mitigated or healed by any of (Challenging –10%) Peril-induced Resolve test
the Traits of this creature. for those present. While the voyeur’s thoughts
UNENDING SERVICE 2 MISFORTUNE, 0 AP, drift through this subcreature, their body becomes
REACTION: When this creature is Slain!, it draws a vessel for terrible supernatural power, granting
upon a well of unnatural strength and knits its body them a +3 Damage Threshold and removing all of
back together, regaining 3 levels of Damage. Make their Damage levels.
498 BLACKBIRDS

Larval Swarm

S warms are seldom encountered outside the lairs of the titan casks, as
striga eggs are carefully controlled and packed in salt to keep them in
a state of quiescence until needed. The swarms that exist near the lair of a
titan cask are under the control of that being and do not venture far from
their parent, nor do they create new striga without their master’s mental
command. Intruders who have been transformed are usually dispatched
before they awaken from their accursed, transformational slumber.
The larvae are not particularly dangerous unless encountered
in great numbers. The entry here represents a swarm large
enough to transform one human into a striga. If it achieves
its aim, it disappears into the flesh of its unfortunate
host. Several such swarms might be present in any
particular encounter, if they are discovered near a nest.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [5] 40 [5] 50 [5] 45 [4] 40 [4] 40 [4] 35 [3]
Coordination
Melee +10 Athletics +10 Awareness +10
+10
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 60% Threshold: Movement: 8 Initiative: 12 Size: Small
7(13/19/25) 1 Basic-Tier
6(12/18/24)
Blackbird
Swarm and Infest: 55% - Distance (Melee Engaged) - Damage [1Ð6+5] - Entangling, Fast, Vicious

CURSE OF HEKATÉ: Any Mortal who dies while creature. This Damage cannot be mitigated or
infested by these creatures rises as a striga in 3 days healed by any of the Traits of this creature.
if no action is taken. SALT BANE: This creature becomes Helpless if
DAYLIGHT BANE: If attempting to stay active during completely immersed in salt. Make a Resolve test
the day but out of sight of daylight, all this creature’s for the creature to cross a significant boundary
Skills are reduced by –20. In addition, a (Standard of salt. If submerged in salt water, it takes Bane
+/–0%) Resolve test must be made for the creature dice (Ð10s that explode on ‘9’ or ‘10’) Damage
every hour to remain active. When exposed to direct for each Round it is submerged. This Damage
sunlight, this creature also becomes Defenseless. cannot be mitigated or healed by any of the Traits
NARCOTIC VENOM 10: After this creature of this creature.
successfully performs a Grapple, make a INFEST 5 MISFORTUNE, 2 AP,
(Challenging –10%) Resolve test for the target. If SPECIAL ACTION: An adjacent creature is infested
this fails, the target is Knocked Out for 1Ð10−[WB] with one of the grubs, and it has burrowed beneath
Rounds. This effect may be shrugged off by making the skin. This automatically inflicts 1Ð6+4 Damage
a Resolve test at the end of each of a victim’s Turns. and 1Ð10+1 Peril upon the target at the beginning of
QUICKBRONZE BANE: Bane dice (Ð10s that explode each of its Turns until killed. While it infests a host,
on ‘9’ or ‘10’) are rolled instead of Damage dice it can be killed by applying a Mildly Dangerous
when weapons of this type are used against this flame to the host, which does 1Ð10+1 Damage.
B E ST I A RY 499

Striga

O n the third day after being infected by a larva, the striga awakens,
possessing all of the memories and personality traits of the dead
host. It is a famished, withered thing that must immediately seek out
bodily fluids to replenish its own. After a few kills, it is able to assume
its original form, and for all intents and purposes, it appears human for
a time. The host body’s chest is always flush with the most blood, as
circulation is no longer a significant life-sustaining function. A purple
bruise often covers the torso where the heart and lungs once were,
doubling as the creature’s lair and a point of tremendous vulnerability.
To feed, the thing within rises out of the host’s mouth to present its
salivary tubes and feeding spur: a long, narrow needle it injects
into its prey. It detects body heat with incredible accuracy and
can smell human breath at 99 strides.
The grubs that lost the race to the heart become nymphs,
smaller and more specialized versions of the creature
within, appearing as coin-sized scarlet fleas. They
accompany the striga, under its mental command,
infesting it within and without—a permanent
“family,” both part of and belonging to their host.
Nymphs are capable of expressing their own feeding
tubes, which present as rust-colored spikes that jut out
when the master flea in the heart cavity registers danger or
when needed by the nymph as a method of defense or attack.
Some say that long-lived striga who have managed to
maintain a human form learn to control the insects to a
greater degree, and the excretions of the nymphs have a
regenerative property on the striga’s flesh. Ultimately,
however, the cost of keeping both the heart flea and the ever-
hungry colony of nymphs fed, alongside the movement of these
creatures beneath the skin of the striga host, causes its body to break
down until appearing human becomes a challenge.

ST R IG A TE MPL ATE:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
+10 +10 +10
+10 to Athletics +10 to
+10 to
+10 to Awareness and
Coordination
Toughness Scrutinize
Damage
Threshold: +2
Feeding Proboscis: [Melee]% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Entangling, Fast, Finesse, Piercing
500 BLACKBIRDS

STRIGA CHARL ATAN:


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [5] 50 [5] 50 [6] 40 [5] 45 [4] 45 [5] 50 [7]
Coordination
Charm +20
Melee +20 Athletics +10 +10 Awareness +10
Strategy +10 Resolve +20 Guile +20
Ranged +10 Toughness +10 Skulduggery +20 Scrutinize +30
Leadership +20
Stealth +20
Damage
Risk Factor:
Threshold:
Dodge: 60% Peril Threshold: Suggested for
9(15/21/27) Movement: 8 Initiative: 15 Size: Normal
Parry: 65% 8(14/20/26) 3 Basic-Tier
Light leather +2:
Blackbirds
11(17/23/29)
Feeding Proboscis: 65% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Entangling, Fast, Finesse, Piercing
Light Crossbow: 55% - Distance (Ranged 11 strides) - Load (2 AP) - Damage [1Ð6+5] - Fast, Piercing, Punishing
Rapier: 65% - Distance (Melee Engaged) - Damage [1Ð6+5] - Disarming, Fast, Finesse

DAYLIGHT BANE: If attempting to stay active during VULNERABLE POINT HEART: Those who know
the day but out of sight of daylight, all this creature’s the vulnerable point of this creature (listed in
Skills are reduced by –20. In addition, a (Standard parentheses) and hit it with an (Arduous –30%)
+/–0%) Resolve test must be made for them every Combat-based Skill test do an extra die of Damage
hour to remain active. When exposed to direct when attacking. A Critical Success on this test
sunlight, this creature also becomes Defenseless. renders the striga Helpless for 1Ð6 Rounds.
NARCOTIC VENOM: After this creature successfully ANCESTRAL LOATHING 2 MISFORTUNE, 1 AP,
performs a Grapple, make a (Standard +/–0%) COMBAT ACTION: Crawling from the gaping maw
Resolve test for the target. If this fails, they are of its host, the creature thunderously rattles its
Knocked Out for 1Ð10−[WB] Rounds. This effect chitinous plates, filling all those who hear it with
may be shrugged off by making a Resolve test at the primal dread and causing them to lose 1 AP.
end of each of a victim’s Turns. EXSANGUINATE 5 MISFORTUNE,
NO MORTAL SKILL: This creature is immune to 2 AP, SPECIAL ACTION: This creature drives its
Extinguish Abilities. proboscis into someone nearby and drains them of
NOT REALLY MY SKIN 2 AP, SPECIAL ACTION: a devastating amount of blood. This creature heals
Remove one Injury or move 1 level up the Damage 1 Damage level, including Bane Damage. Also, the
Condition Track, as its flesh reknits. target is at –10 to all Skill tests until they complete
QUICKBRONZE BANE: Bane dice (Ð10s that explode a Rekindling.
on ‘9’ or ‘10’) are rolled instead of Damage dice when PARASITIC HORDE 6
weapons of this type are used against this creature. MISFORTUNE, 2 AP, SPECIAL ACTION, STRIGA
This Damage cannot be mitigated or healed by any CHARLATAN: This creature casts some of its flea-
of the Traits of this creature. like nymphs onto all who are Engaged with it. All
SALT BANE: This creature becomes Helpless if targets take 1Ð6+7 Damage at the start of each
completely immersed in salt. Make a Resolve test for of their Turns until they douse themselves in salt
the creature to cross a significant boundary of salt. or salt water, they expose themselves to Mildly
If submerged in salt water, it takes Bane dice (Ð10s Dangerous flames (which do 1Ð10+1 Damage), or
that explode on ‘9’ or ‘10’) Damage for each Round this creature is dead.
it is submerged. This Damage cannot be mitigated
or healed by any of the Traits of this creature.
B E ST I A RY 501

Striga Noble

C onfined to the island-city of Corbel by Hekaté’s curse, the striga


had no choice but to adapt to their gilded oubliette. By strictly
adhering to a caste system denoting realms of influence, breeding limits,
and even the length of their unlives, the striga have endured millennia.
Unbeknownst to the mortal populace, Corbel, City of Reflections, is a
prison for the damned, one dreamt into a form that serves the needs of
the slumbering titan casks—the striga’s accursed forebears, their sleeping
minds holding godlike sway over the five noble houses.
The five families of Corbel consist mostly of human beings, leading
lives of privilege and exerting the wills of their unseen benefactors across the
known world. The striga nobles govern the affairs of their blood kin, acting
as beacons to the otherworldly darkness that slumbers beneath Corbel.
Should a bonded merchant, favorite child, or any valued family member be
threatened, it is most assuredly the nobles’ servants who respond in kind.
On those rare occasions when a striga noble must personally deal with such
threats to the family, all those who witness its monstrous nature must die,
lest the truth of their damned lineage come to light.

ST R IG A NOBL E TEMPLATE :
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

+10 +10 +10 +10


+10 to Athletics +20 to
+10 to
+20 to Awareness and +10 to Resolve
Coordination
Toughness Scrutinize
Damage
Threshold: +3
Feeding Proboscis: [Melee]% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Entangling, Fast, Finesse, Piercing

STR IGA NOBLE:


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP

55 [6] 45 [5] 55 [6] 50 [6] 40 [4] 40 [4] 50 [7]


Bargain +10
Awareness +30
Melee +20 Athletics +20 Coordination Education +20 Charm +10
Eavesdrop +10 Resolve +10
Ranged +20 Toughness +20 +20 Strategy +10 Guile +20
Scrutinize +20
Leadership +10
Damage
Risk Factor:
Threshold:
Peril Threshold: Suggested for 1
Dodge: 75% 11(17/23/29) Movement: 9 Initiative: 15 Size: Normal
7(13/19/25) Intermediate-
Brigandine +4:
Tier Blackbird
15(21/27/33)
Feeding Proboscis: 75% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Entangling (2), Fast, Finesse, Piercing
Longbow: 75% - Distance (Ranged 18 strides) - Load (2 AP) - Damage [1Ð6+8] - Finesse
Rapier: 75% - Distance (Melee Engaged) - Damage [1Ð6+6] - Disarming, Fast, Finesse

BANE OF FLESH FEEDING PROBOSCIS/1Ð10+6: The Damage to targets who possess the Mortal Bane or
attack listed in parentheses does 1Ð10+6 Bane Trait instead of the Damage listed in the attack.
502 BLACKBIRDS

BEND TO MY WILL 2 AP, SPECIAL ACTION, 10: SALT BANE: This creature becomes Helpless if
When this creature meets the gaze of a Mortal, it completely immersed in salt. Make a Resolve test for
can command them to become obeisant, requiring the creature to cross a significant boundary of salt.
a (Challenging –10%) Resolve test be made for the If submerged in salt water, it takes Bane dice (Ð10s
target (and at –10 more if the target has drunk the that explode on ‘9’ or ‘10’) Damage for each Round
milk of the egg recently). Those who fail become it is submerged. This Damage cannot be mitigated
subservient to this creature. This condition is or healed by any of the Traits of this creature.
permanent to unfated persons, though a Blackbird VULNERABLE POINT HEART: Those who know
may repeat the Resolve test at the end of any Round the vulnerable point of this creature (listed in
in which commands are issued. Orders to perform parentheses) and hit it with an (Arduous –30%)
self-harm or those that force the Blackbird to attack Combat-based Skill test do an extra die of Damage
their flock immediately trigger a Resolve test at a when attacking. A Critical Success on this test
(Routine +10%) Difficulty Rating. renders the striga Helpless for 1Ð6 Rounds.
DAYLIGHT BANE: If attempting to stay active during ANCESTRAL LOATHING 1 MISFORTUNE, 1 AP,
the day but out of sight of daylight, all this creature’s COMBAT ACTION: Crawling from the gaping maw
Skills are reduced by –20. In addition, a (Standard of its host, the creature thunderously rattles its
+/–0%) Resolve test must be made for them every chitinous plates, filling all those who hear it with
hour to remain active. When exposed to direct primal dread and causing them to lose 1 AP.
sunlight, this creature also becomes Defenseless. MESMERIZE 3 MISFORTUNE, 2 AP, SPECIAL
NARCOTIC VENOM 10: After this creature ACTION: One target who can see this creature
successfully performs a Grapple, make a is rendered Defenseless until they are out of
(Challenging –10%) Resolve test for the target. If its presence.
this fails, they are Knocked Out for 1Ð10−[WB] EXSANGUINATE 4 MISFORTUNE,
Rounds. This effect may be shrugged off by making 2 AP, SPECIAL ACTION: This creature drives its
a Resolve test at the end of each of a victim’s Turns. proboscis into someone nearby and drains them of
NO MORTAL BLADE: This creature is impervious to a devastating amount of blood. This creature heals 2
Damage from weapons that are not Enchanted. Damage levels, including Bane Damage. Also, the
NO MORTAL SKILL: This creature is immune to target is at –20 to all Skill tests until they complete
Extinguish Abilities. a Rekindling.
NOT REALLY MY SKIN 2 AP, SPECIAL ACTION: PARASITIC HORDE 4 MISFORTUNE,
Remove one Injury or move 1 level up the Damage 2 AP, SPECIAL ACTION, STRIGA NOBLE: This
Condition Track, as its flesh reknits. creature casts some of its flea-like nymphs onto all
QUICKBRONZE BANE: Bane dice (Ð10s that explode opponents within 1 stride. All targets take 1Ð6+7
on ‘9’ or ‘10’) are rolled instead of Damage dice Damage at the start of each of their Turns until they
when weapons of this type are used against this douse themselves in salt or salt water, they expose
creature. This Damage cannot be mitigated or themselves to Mildly Dangerous flames (which do
healed by any of the Traits of this creature. 1Ð10+1 Damage), or this creature is dead.
B E ST I A RY 503

Striga Lord

A s the striga matures, its host body becomes cramped and needs to
be altered from within. The human torso is transformed into an
oblong shape, and all superfluous organs, hair, and body parts are
ingested or shed. The smell of death lingers in the striga lord’s wake, and
it is nigh impossible to pass as human. Its legs and arms have grown to
exaggerated proportions, and it is now able to leap incredible distances.
However, these sudden bursts of movement injure the host body,
splitting muscle and flesh with every superhuman exertion. This, too, is
a natural part of its life cycle, as the host body needs to be shed entirely
once the flea outgrows its rotting home. The jaw, often hanging slack
and dislocated, has been worn down by the flea’s movement up and
down the throat at times of feeding.
Sagging neck skin hangs from the
creature, running from chin to
sternum. A striga’s face is a
ruin of torn flesh and dead,
black eyes.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [8] 45 [7] 45 [7] 40 [6] 40 [4] 40 [4] 35 [5]
Bargain +10
Awareness +30
Athletics +20 Coordination Education +20 Charm +10
Melee +30 Eavesdrop +10 Resolve +10
Toughness +20 +20 Strategy +20 Guile +20
Scrutinize +20
Leadership +10
Risk Factor:
Damage
Peril Threshold: Suggested for 3
Dodge: 65% Threshold: Movement: 10 Initiative: 15 Size: Large
7(13/19/25) Advanced-Tier
17(23/29/35)
Blackbirds
Feeding Proboscis: 80% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+7] - Entangling, Fast, Finesse, Piercing
Talons: 80% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Finesse, Punishing, Vicious
504 BLACKBIRDS

BANE BANE OF FLESH FEEDING PROBOSCIS/2Ð10+7: NO MORTAL SKILL: This creature is immune to
The attack listed in parentheses does 2Ð10+7 Bane Extinguish Abilities.
Damage to targets who possess the Mortal Bane or QUICKBRONZE BANE: Bane dice (Ð10s that explode
Trait instead of the Damage listed in the attack. on ‘9’ or ‘10’) are rolled instead of Damage dice
BEND TO MY WILL 2 AP, SPECIAL ACTION, 20: when weapons of this type are used against this
When this creature meets the gaze of a Mortal, it creature. This Damage cannot be mitigated or
can command them to become obeisant, requiring a healed by any of the Traits of this creature.
(Hard –20%) Resolve test be made for the target (and REGENERATION: At the beginning of each of this
at –10 more if the target has drunk the milk of the creature’s Turns, make a (Standard +/–0%) Toughness
egg recently). Those who fail become subservient to test for them. If successful, move them 1 level up the
this creature. This condition is permanent to unfated Damage Condition Track and remove one Injury,
persons, though a Blackbird may repeat the Resolve if they have any. This effect ends when the creature
test at the end of any Round in which commands are is Slain!.
issued. Orders to perform self-harm or those that force SALT BANE: This creature becomes Helpless if
the Blackbird to attack their flock immediately trigger a completely immersed in salt. Make a Resolve test for
Resolve test at a (Standard +/–0%) Difficulty Rating. the creature to cross a significant boundary of salt.
DAYLIGHT BANE: If attempting to stay active during If submerged in salt water, it takes Bane dice (Ð10s
the day but out of sight of daylight, all this creature’s that explode on ‘9’ or ‘10’) Damage for each Round
Skills are reduced by –20. In addition, a (Standard it is submerged. This Damage cannot be mitigated
+/–0%) Resolve test must be made for them every or healed by any of the Traits of this creature.
hour to remain active. When exposed to direct MESMERIZE 2 MISFORTUNE, 2 AP, SPECIAL
sunlight, this creature becomes Defenseless. ACTION: One target who can see this creature
LEAP 2 AP, SPECIAL ACTION: Leap up to 10 strides is rendered Defenseless until they are out of
vertically or 15 strides horizontally. This motion is its presence.
too fast to allow for Opportunity Attacks, and an ROAR OF NIGHTMARES 2 MISFORTUNE, 1 AP,
attack made by the creature right after the leap adds SPECIAL ACTION: Crawling from the gaping maw
+1 Damage if it hits. When using this Trait at the of its host, this creature thunderously rattles its
beginning of an encounter, foes are at –20 to detect chitinous plates, filling all those who hear it with
an imminent ambush. primal dread and leaving them Defenseless until
MIND OF THE UNDEAD: This creature is immune the start of their next Turn.
to magic or abilities that seek to control the mind EXSANGUINATE 3 MISFORTUNE, 2 AP,
or emotions. They automatically succeed against SPECIAL ACTION: This creature drives its proboscis
any ability that would cause them to Resist with into someone nearby and drains them of a devastating
Fellowship, Intelligence, or Willpower. This does amount of blood. This creature heals 2 Damage levels,
not include possession by Outsiders. This creature including Bane Damage. Also, the target is at –20 to
cannot be Knocked Out or Stunned. all Skill tests until they complete a Rekindling.
NARCOTIC VENOM 20: After this creature PARASITIC HORDE 4 MISFORTUNE, 2
successfully performs a Grapple, make a (Hard AP, SPECIAL ACTION, STRIGA LORD: This creature
–20%) Resolve test for the target. If this fails, the casts some of its flea-like nymphs onto all
target is Knocked Out for 1Ð10−[WB] Rounds. opponents within 2 strides. All targets take 2Ð6+7
This effect may be shrugged off by making a Resolve Damage at the start of each of their Turns until they
test at the end of each of a victim’s Turns. douse themselves in salt or salt water, they expose
NO MORTAL BLADE: This creature is impervious to themselves to Mildly Dangerous flames (which do
Damage from weapons that are not Enchanted. 1Ð10+1 Damage), or this creature is dead.
B E ST I A RY 505

Titan Cask

T he five families of Corbel are built on a foundation inhuman and


monstrous. The final transformation of the striga is metaphysically
and biologically extreme, as those who bear the curse form a cocoon
around themselves as solid as rock and somehow imprinted with a
cartouche of the pivotal and formative moments of their life as a human
before the curse consumed them. This cocoon is huge, the size of an “The cities with the
elephant, and it steams with a putrid miasma that all living things avoid as highest walls are just
the doomed crucible completes its infernal gestation. Those nearby can as often built to keep
physically sense a deep thrumming—although only the most acute can things in as they are to
actually hear it—a fathomless basso pulse that could be the heartbeat of a keep things out . . .”
god. When the gestation is complete, a new titan cask emerges from this — Observations of the
Wandering Squire
tomb, and the balance of the world is shifted measurably toward the
parasitical. The only thing that prevents all of humanity from becoming
obeisant and amoral wretches enthralled by these things is that the five
titans that already exist are obsessively jealous of their power and domain.
No other pretenders to their unholy power are allowed to survive the
transformation into the final form. Thus, there are always, and only, five,
and always and only five there shall be—at least while the curse is
encompassed and bounded within the borders of
the island of Corbel.
506 BLACKBIRDS

The titan cask is a massive creature. Those unfortunate enough to


set eyes on one immediately understand that the thing is cursed deeply
and completely, an undying embodiment of torment and revenge. Those
who might think for a moment that the titan cask was never human can
see the imprint of strange stylistic cartouches emblazoned on its stony
chitinous shell as a series of pictographs that reveal the most important,
tragic, and regretful moments of its life before the curse fell upon, and
consumed, it. The titan cask spends a great deal of time in seeming
quiescence, living through the eyes and actions of those it has subjugated
and spinning its web of plots against the others of its kind. Those who
encounter one often assume wrongly that the creature is in a state of
hibernation or slumber, but the titan cask can at any moment spring to
life with alacritous agency, draining a human being of every drop of
their blood in a single moment, leaping a prodigious distance that is
seemingly incomprehensible for a creature its size, or fixing its gaze
upon the unlucky ones standing before it to offer them a chance to
subjugate themselves to its will and become pawns on its game board.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


55 [8] 50 [8] 50 [8] 50 [7] 50 [5] 50 [5] 50 [7]
Bargain +10
Athletics +30
Coordination Awareness +30 Education +20 Charm +10
Melee +30 Intimidate +30 Resolve +20
+20 Scrutinize +30 Strategy +30 Guile +30
Toughness +30
Leadership +10
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 70% Threshold: Movement: 11 Initiative: 16 Size: Huge
8(14/20/26) Advanced-Tier
20(26/32/38)
Blackbirds
Crush: 85% - Distance (Melee Engaged) - Damage [3Ð6+8] - Slow, Pummeling
Feeding Proboscis: 85% - Distance (Melee Engaged or 2 strides) - Damage [3Ð6+8] - Entangling, Fast, Piercing, Finesse
Talons: 85% - Distance (Melee Engaged or 2 strides) - Damage [2Ð6+8] - Finesse, Punishing, Vicious

BANE OF FLESH FEEDING PROBOSCIS/3Ð10+8: The self-harm or those that force the Blackbird to attack
attack listed in parentheses does 3Ð10+8 Bane their flock immediately trigger a Resolve test at a
Damage to targets who possess the Mortal Bane or (Challenging –10%) Difficulty Rating.
Trait instead of the Damage listed in the attack. DAYLIGHT BANE: If attempting to stay active during
BEND TO MY WILL 2 AP, SPECIAL ACTION, 30: the day but out of sight of daylight, all this creature’s
When this creature meets the gaze of a Mortal, it Skills are reduced by –20. In addition, a (Standard
can command them to become obeisant, requiring +/–0%) Resolve test must be made for them every
a (Arduous –30%) Resolve test be made for the hour to remain active. When exposed to direct
target (and at –10 more if the target has drunk the sunlight, this creature also becomes Defenseless.
milk of the egg recently). Those who fail become IMMORTAL REGENERATION: At the beginning of
subservient to this creature. This condition is each of this creature’s Turns, make a (Standard
permanent to unfated persons, though a Blackbird +/–0%) Toughness test for them. If it succeeds,
may repeat the Resolve test at the end of any Round move them up 1 level on the Damage Condition
in which commands are issued. Orders to perform Track and remove one Injury, if they have any. This
B E ST I A RY 507

effect continues even if this creature is Slain!, unless LEAP OF MISFORTUNE 1 MISFORTUNE, NON
one of this creature’s Banes is specifically applied COMBAT ACTION: This creature automatically
immediately after death. surprises its foes if they were not previously aware of
LEAP 2 AP, SPECIAL ACTION: Leap up to 10 strides it by leaping into their group, initiating a Surprise
vertically or 15 strides horizontally. This motion is Round. It may attack multiple targets during
too fast to allow for Opportunity Attacks, and an this Round.
attack made by the creature right after the leap adds ROAR OF NIGHTMARES 1 MISFORTUNE, 1 AP,
+1 Damage if it hits. When using this Trait at the SPECIAL ACTION: This creature thunderously rattles
beginning of an encounter, foes are at –20 to detect its chitinous plates, filling all those who hear it with
an imminent ambush. primal dread and leaving them Defenseless until
MIND OF THE UNDEAD: This creature is immune the start of their next Turn.
to magic or abilities that seek to control the mind MESMERIZE 2 MISFORTUNE, 2 AP, SPECIAL
or emotions. They automatically succeed against ACTION: One target who can see this creature
any ability that would cause them to Resist with is rendered Defenseless until they are out of
Fellowship, Intelligence, or Willpower. This does its presence.
not include possession by Outsiders. This creature COMPLETE SUBJUGATION 3 MISFORTUNE,
may not be Knocked Out or Stunned. 1 AP, SPECIAL ACTION: This creature fixes its gaze
NARCOTIC VENOM 30: After this creature on someone and completely dominates the one so
successfully performs a Grapple, make an (Arduous transfixed as if they had failed to Resist Bend to My
–30%) Resolve test for the target. If this fails, the Will. If a Blackbird target has recently consumed
target is Knocked Out for 1Ð10−[WB] Rounds. the milk of the egg, Resolve tests made to throw off
This effect may be shrugged off by making a Resolve this effect are (Arduous –30%).
test at the end of each of a victim’s Turns. EXSANGUINATE 3 MISFORTUNE, 1 AP,
NO MORTAL BLADE: This creature is impervious to SPECIAL ACTION: This creature drives its proboscis
Damage from weapons that are not Enchanted. into someone nearby and drains them of a
NO MORTAL SKILL: This creature is immune to devastating amount of blood. This creature heals 3
Extinguish Abilities. Damage levels, including Bane Damage. Also, the
QUICKBRONZE BANE: Bane dice (Ð10s that explode target is at –30 to all Skill tests until they complete
on ‘9’ or ‘10’) are rolled instead of Damage dice a Rekindling.
when weapons of this type are used against this PARASITIC HORDE 4 MISFORTUNE, 2
creature. This Damage cannot be mitigated or AP, SPECIAL ACTION, TITAN CASK: This creature casts
healed by any of the Traits of this creature. some of its flea-like nymphs onto all opponents
SALT BANE: This creature becomes Helpless if within 3 strides. All targets take 2Ð6+7 Damage
completely immersed in salt. Make a Resolve test for at the start of each of their Turns until they
the creature to cross a significant boundary of salt. douse themselves in salt or salt water, they expose
If submerged in salt water, it takes Bane dice (Ð10s themselves to Mildly Dangerous flames (which do
that explode on ‘9’ or ‘10’) Damage for each Round 1Ð10+1 Damage), or this creature is dead.
it is submerged. This Damage cannot be mitigated CHILDREN OF THE CURSE 6
or healed by any of the Traits of this creature. MISFORTUNE, 2 AP, SPECIAL ACTION: 2Ð6 larval
swarms appear and gain 4 AP for their first Turn.
508 BLACKBIRDS

T
WOLFEN hose whose hands held the hammers that tortured elves into
weapons of war, Hekaté made into dogs that would ever
When Hekaté levied their curse upon strike at the most defenseless of their own brethren and howl
at the moon of Yolk in subservience to the people they had wronged.
the ancient smiths and sorcerers of They were made into lycanthropes, and their skin was ultimately just the
patina over a monster that was the soul of humanity laid bare.
Corbel, they spent a great deal of their

power to bring each of those who The Moon Cursed

had sinned against the aes to a place

of utter degradation and horror.


T he affliction’s first stage resembles an empowering dream, a lure
that draws the accursed to their doom. Following this path to its
end makes them ravenous beasts. The first blush of this change feels
pleasant and brings many advantages.
Their hearing grows keener, as do their sight, smell, and taste. They
spend whole nights wandering the moonlit countryside. Meat becomes
irresistible to the afflicted. They find strange joy and pleasure in
the world, and a false sense of invincibility.
MOON CURSED TEMPLATE:
COMBAT BRAWN AGILITY PERCEPTION
+10 +10 +10 +10
+10 to +10 to
+10 to Melee +10 to Athletics
Coordination Awareness
Damage
Threshold: +1
Bite: [Melee]% - Distance (Melee Engaged) - Damage [2Ð6+5] - Slow, Vicious

MOON CURSE D SOL DIER :


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
50 [7] 45 [6] 45 [6] 40 [5] 40 [4] 40 [4] 35 [3]
Coordination
Melee +20
Athletics +20 +20 Awareness +20 Resolve +10
Ranged +20
Stealth +20
Damage
Risk Factor:
Threshold:
Dodge: 65% Peril Threshold: Suggested for 1
9(15/21/27) Movement: 9 Initiative: 14 Size: Normal
Parry: 70% 7(13/19/25) Intermediate-
Light leather +2:
Tier Blackbird
11(17/23/29)
Arbalest Crossbow: 70% - Distance (Ranged 15 strides) - Load (2 AP) - Damage [1Ð6+7] - Fast, Piercing (3), Punishing
Bite: 70% - Distance (Melee Engaged) - Damage [2Ð6+7] - Slow, Vicious
Pike: 70% - Distance (Melee Engaged or 1 stride) - Damage [1Ð6+6] - Finesse, Piercing, Reach

BANE OF FLESH BITE/1Ð10+7: The attack listed in EXCELLENT SENSES: Flip to Succeed any Awareness
parentheses does 1Ð10+7 Bane Damage to targets test made for this creature.
that possess the Mortal Bane or Trait instead of the PAIN IS POWER: This creature ignores the effects of
Damage listed in the attack. the first Injury it receives in combat. Make a Peril-
B E ST I A RY 509

induced Resolve test for all who witness this at –10 an ally that joins them when they are being attacked
for a Moderate Injury, –20 for a Serious Injury, or and fights with them for the duration of combat.
–30 for a Grievous Injury. This Trait may be employed only at night in a
QUICKBRONZE BANE: Bane dice (Ð10s that explode location where wolves might be present.
on ‘9’ or ‘10’) are rolled instead of Damage dice INFECTION 5 MISFORTUNE, 0 AP,
when weapons of this type are used against this COMBAT ACTION: After being struck by a successful
creature. This Damage cannot be mitigated or unarmed Melee Attack, the target is infected with
healed by any of the Traits of this creature. the Wolfen Affliction.
CHILDREN OF THE NIGHT 2 MISFORTUNE, 1
AP, SPECIAL ACTION: This creature gains a wolf as

Theow

A s the curse progresses, the afflicted come to identify more with the
wolf inside them than with the weak human flesh that contains it.
Many new to the change end up captured by a mob of peasants, to be “It is difficult to truly
burned at the stake or dragged before the Inquisition. Although the feel alone in the lands
curse offers power, that power is ultimately finite, and though it seems of Erebos when the three
that these changes make one more than human, they also make one less. moons are full, each staring
Those at this level of change often display impossible confidence or unblinking upon you like
egotistical disdain for those who do not share their state. They may have the eyes of deep-sea fish
reached a point near death from which they recovered, and may believe as they hover, hungry and
themselves unkillable. unmoving in the darkness”
The theow can partially call forth the wolf from within them, either — Observations of the
Wandering Squire
as claws that rip their foes asunder or by revealing the head of a great
wolf, which emerges from their mouth so the skin of their
human face and head fall upon their neck and back like
a cowl. They may also move more rapidly by allowing
their limbs to become lupine. If brought to a state of
great emotion, the theow may accidentally
reveal a bestial snout through their
mouth or a hand from which claws
suddenly emerge, shredding the
skin. One thing they cannot yet
do is fully become a wolf, as
they have not yet cast off their
humanity entirely.
510 BLACKBIRDS

TH EOW TEMPLATE :
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
+15 [+2] +15 [+2] +10 [+1] +10 [+1]
+10 to +10 to
+10 to Melee +10 to Athletics
Coordination Awareness
Damage
Threshold: +3
Bite: [Melee]%- Distance (Melee Engaged) - Damage [2Ð6+7] - Slow, Vicious
Claws: [Melee]% - Distance (Melee Engaged) - Damage [1Ð6+8] - Fast, Punishing

THE OW KN I GHT:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
50 [8] 45 [7] 45 [6] 40 [6] 40 [4] 40 [5] 35 [3]
Coordination
Melee +20
Athletics +20 +20 Awareness +30 Resolve +20
Ranged +20
Stealth +30
Damage
Risk Factor:
Threshold:
Dodge: 65% Peril Threshold: Suggested for 2
12(18/24/30) Movement: 9 Initiative: 15 Size: Normal
Parry: 70% 8(14/20/26) Intermediate-
Brigandine +4:
Tier Blackbirds
16(22/28/34)
Bite: 70% - Distance (Melee Engaged) - Damage [2Ð6+8] - Slow, Vicious
Claws: 70% - Distance (Melee Engaged) - Damage [1Ð6+8] - Fast, Punishing
Greatsword: 70% - Distance (Melee Engaged) - Damage [1Ð6+11] - Punishing, Reach, Slow
Longbow: 70% - Distance (Ranged 18 strides) - Load (1 AP) - Damage 1Ð6+9] - Finesse

BANE OF FLESH BITE/1Ð10+8: The attack listed in QUICKBRONZE BANE: Bane dice (Ð10s that explode
parentheses does 1Ð10+8 Bane Damage to targets on ‘9’ or ‘10’) are rolled instead of Damage dice
that possess the Mortal Bane or Trait instead of the when weapons of this type are used against this
Damage listed in the attack. creature. This Damage cannot be mitigated or
BESTIAL ALACRITY: By revealing its bestial nature healed by any of the Traits of this creature.
and using wolfish arms and legs to travel on all ARMY OF THE NIGHT 2 MISFORTUNE, 1 AP,
fours, this creature can move at twice its normal SPECIAL ACTION: This creature gains 1Ð6 wolf
Movement. Any items held in its hands must be allies that join and defend them for the duration of
sheathed, stowed, or dropped. combat. This ability may be used only at night in a
EXCELLENT SENSES: Flip to Succeed any Awareness location where wolves might be present. Another
test made for this creature. form of wild animal might be summoned at the
NO MORTAL BLADE: This creature is impervious to Fateweaver’s discretion.
Damage from weapons that are not Enchanted. INFECTION 4 MISFORTUNE, 0 AP,
NOT REALLY MY SKIN 3 AP, SPECIAL ACTION: COMBAT ACTION: After being struck by a successful
Remove one Injury or move 1 level up the Damage unarmed Melee Attack, the target is infected with
Condition Track, as its flesh reknits. the Wolfen Affliction.
B E ST I A RY 511

Moon Devoured

O nce someone allows the affliction to progress long enough, or


gives in too frequently and too readily to the powers and abilities
offered by the curse, they are consumed. They are no longer a human
being, but a gigantic wolf that hides itself within a human skin to
interact with people and obtain prey more readily.
Few have observed the wolfen emerge from its human disguise and
kept their wits about them, for the gigantic lupine creature that tears
itself free from the skin is too impossibly large to be contained in such a
small human form. The shoulders of the creature, when standing on all
fours, tower above the height even of a tall person, and its visage is
terrible to behold. The eyes possess a malign intelligence;
the mouth is powerful enough to crush a wagon
between its massive jaws, and large enough to
swallow a human being whole.
This final state has disadvantages, however.
The skin of the wolfen is vulnerable while they
are free from it, and they must keep it safe
during their revel as a beast. Frequently,
they hang the skin from the high branches of
a tree, as well hidden as possible, until they need to return
to a human shape. If this skin is lost or destroyed, the wolfen
may never become human again, and they exist forever in the
form of a vast beast, growing more animalistic and feral
with the passing of each moon, until the memories of
their own humanity dwindle.

MOON-DEVOURE D WOLFEN:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
50 [8] 45 [7] 45 [6] 40 [6] 40 [4] 40 [5] 35 [3]
Coordination
Awareness +30 Handle Animal
Melee +30 Athletics +30 +30 Resolve +30
Scrutinize +20 +20
Stealth +30
Risk Factor:
Damage
Peril Threshold: Suggested for 3
Dodge: 75% Threshold: Movement: 9 Initiative: 15 Size: Large
8(14/20/26) Advanced-Tier
18(24/30/36)
Blackbirds
Bite: 80% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+8] - Slow, Vicious
Claws (×2): 80% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+8] - Fast, Punishing

BANE OF FLESH BITE/2Ð10+8: The attack listed in EXCELLENT SENSES: Flip to Succeed any Awareness
parentheses does 2Ð10+8 Bane Damage to targets test made for this creature.
that possess the Mortal Bane or Trait instead of the NO MORTAL BLADE: This creature is impervious to
Damage listed in the attack. Damage from weapons that are not Enchanted.
512 BLACKBIRDS

NO MORTAL SKILL: This creature is immune to location where wolves might be present. Another
Extinguish Abilities. form of wild animal might be summoned at the
NOT REALLY MY SKIN 2 AP, SPECIAL ACTION: Fateweaver’s discretion.
Remove one Injury or move 1 level up the Damage INFECTION 3 MISFORTUNE, 0 AP, COMBAT
Condition Track, as its flesh reknits. ACTION: After being struck by a successful unarmed
QUICKBRONZE BANE: Bane dice (Ð10s that explode Melee Attack, the target is infected with the Wolfen
on ‘9’ or ‘10’) are rolled instead of Damage dice Affliction.
when weapons of this type are used against this DEVOUR 5 MISFORTUNE, 3 AP,
creature. This Damage cannot be mitigated or COMBAT ACTION: This creature swallows one of its
healed by any of the Traits of this creature. opponents. Once devoured, the only course of action
ARMY OF THE NIGHT 2 MISFORTUNE, 1 AP, is to make a successful (Arduous –30%) Toughness
SPECIAL ACTION: This creature gains 1Ð6 wolf test at the beginning of each of its Turns or be Slain!.
allies that join and defend them for the duration of If this roll is a Critical Success, the target escapes.
combat. This ability may be used only at night in a This ability may not be used on jötunnkin.

Cowled

H ope of a sort exists for those consumed by the curse of Hekaté


and forced to take the forms of beasts—hope stemming from a
surprising, yet obvious, source. Hekaté’s curse endures, even though
they died long ago, but an infected can find succor by turning wholly
to the worship of another deity, one slain recently during the
“Erebos experiences three Extinguishing: Mother Wolf.
separate solstice nights a year. This worship must be complete and sincere, but those able to find
While scholars debate the effect a living emissary of the dead god through whom they may devote
of the trine moons causing the themselves to Mother Wolf can attain some form of serenity. In doing
phenomenon of night stretching so, they gain a greater degree of control over their transformations and
past the dawn, rituals of all an inner peace that allows them to ignore the mindless,
kinds are still performed to bestial rage that drives most who have
banish the darkness.” fallen under the sway of their affliction.
—Observations of This doesn’t mean that the cowled
the Wandering
Squire are pacifists or that they never unleash
the fury of the wolf within. They are
merely servants of Mother Wolf and
do what she would command, were
she still living. They can be as
ferocious, terrifying, and destructive
as any other wolfen, but their rage is
more focused and directed. To those whose goals
align with Mother Wolf ’s servants, the cowled
prove excellent allies; to others, they make terrifying
enemies.
B E ST I A RY 513

The cowled gain their name from their common practice of pulling
back the human skin from just their pate, revealing the wolf ’s head but
no other part of their beastly form as they go about their day-to-day
lives. Devotees of Mother Wolf live in seclusion, far from human
habitation, so their appearance causes them little trouble, and those who
encounter them in the wild tend to spread more fable than fact.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


40 [7] 35 [6] 45 [6] 40 [6] 45 [4] 50 [6] 40 [4]
Coordination Folklore +30 Guile +10
Melee +30 Awareness +30 Resolve +30
Athletics +20 +30 Wortcunning Handle Animal
Ranged +20 Scrutinize +20 Tradecraft +20
Stealth +30 +20 +20
Damage
Risk Factor:
Threshold:
Dodge: 75% Peril Threshold: Suggested for 1
17(23/29/35) Movement: 9 Initiative: 15 Size: Normal
Parry: 70% 9(15/21/27) Advanced-Tier
Leather +2:
Blackbird
19(25/31/36)
Bite: 70% - Distance (Melee Engaged) - Damage [3Ð6+7] - Slow, Vicious
Claws: 70% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Fast, Punishing
Cudgel: 70% - Distance (Melee Engaged) - Damage [2Ð6+7] - Off-Hand, Staggering
Longbow: 60% - Distance (Ranged 18 strides) - Load (1 AP) - Damage [2Ð6+6] - Finesse

BANE OF FLESH BITE/2Ð10+7: The attack listed in QUICKBRONZE BANE: Bane dice (Ð10s that explode
parentheses does 2Ð10+7 Bane Damage to targets on ‘9’ or ‘10’) are rolled instead of Damage dice
that possess the Mortal Bane or Trait instead of the when weapons of this type are used against this
Damage listed in the attack. creature. This Damage cannot be mitigated or
EXCELLENT SENSES: Flip to Succeed any Awareness healed by any of the Traits of this creature.
test made for this creature. ARMY OF THE NIGHT 2 MISFORTUNE, 1 AP,
MARK OF THE DEAD GODS: This creature is immune SPECIAL ACTION: This creature gains 1Ð6 wolves,
to the corrupting effects of the Oligarchs and always a swarm of bats, or an appropriate number of other
gets a test to Resist any powers originating from the local wild animals (determined by the Fateweaver)
Oligarchs or their servants. Test against Resolve if as allies that join them when attacked and fight
no other Skill is suggested. with them while they remain in combat. This ability
NO MORTAL BLADE: This creature is impervious to may be used only in a location where such animals
Damage from weapons that are not Enchanted. might be present.
NO MORTAL SKILL: This creature is immune to INFECTION 3 MISFORTUNE, 0 AP, COMBAT
Extinguish Abilities. ACTION: After being struck by a successful unarmed
NOT REALLY MY SKIN 2 AP, SPECIAL ACTION: Spend Melee Attack, the target is infected with the Wolfen
2 AP for this creature to remove one Injury or Affliction.
move 1 level up the Damage Condition Track, as
its flesh reknits.
514 BLACKBIRDS

I
A P O C RY P H A L S t is thus best to avoid the haunts where they still congregate and cry
out to their creators, lest one suffer their quick and deadly ire at
Before the Extinguishing, the old gods those who murdered their makers.

wandered this world, and their children, Cernunnos

scions, and thralls carried out their will

when the gods themselves did not deem


C ernunnos is spoken of as a singular being, but it has been seen in
many places and with slightly different mien each time. It is more
likely that this legend represents a group of creatures—the get of Mother
Wolf, perhaps, or her greatest worshipers, or beings she brought into
their personal intervention necessary. this world with her powerful and untamed will in ages past. It is difficult
to know, for explorers, wanderers, or travelers who encounter a
Now that the old gods are gone, these cernunnos do not often return to tell the tale of their experience.
A cernunnos appears as a very large, muscular, and hirsute person,
servants have been thrown into a state often wearing little but the pelt of a great wolf. Upon its head are the antlers
of an elk, and its face is usually hidden in shadows. When revealed, that face
of chaos and loss, their very identities seems to be a melding of human and animal features distorted into a mask
of madness so disturbing that it brings terror to those who
and purposes rendered behold it. It wields large, crude, and effective
weapons, most frequently a bow or spear.
meaningless. Still, When encountered—for cernunnos always
reveals itself initially to its prey—it becomes known,
the gods’ magic without saying a word, that it is going to hunt
them. It always gives its prey a chance to
remains in their creations, escape, but even if they attempt to confront
cernunnos with force, it disappears into the
who are filled with wilderness to pick them off one by one. Those
hunted by cernunnos discover that they are being
puissance and might. chased toward a destination, and if they reach it alive, the
hunt ends and they are spared. There is always
something of value at this final location, though
few survive to claim such a reward.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [8] 40 [8] 50 [7] 45 [6] 40 [4] 40 [4] 35 [3]
Melee +20 Coordination Folklore +30
Athletics +30 Awareness +30 Handle Animal
Ranged +30 +30 Navigation +20 Resolve +30
Toughness +30 Survival +30 +30
Warfare +20 Stealth +30 Strategy +20
Risk Factor:
Damage
Dodge: 80% Peril Threshold: Suggested for 3
Threshold: Movement: 10 Initiative: 15 Size: Large
Parry: 65% 7(13/19/25) Advanced-Tier
20(26/32/38)
Blackbirds
Antlers: 65% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+7] - Finesse, Piercing, Vicious
Longbow: 75% - Distance (Ranged 16 strides) - Load (1 AP) - Damage [3Ð6+7] - Finesse
Spear: 65% - Distance (Melee Engaged or 2 strides) - Damage [3Ð6+8] - Adaptable, Piercing (2), Reach
B E ST I A RY 515

BANE OF FLESH ANTLERS/2Ð10+7: The attack listed with some sort of magical assistance or by killing
in parentheses does 2Ð10+7 Bane Damage to the creature.
targets that possess the Mortal Bane or Trait instead FADE INTO THE WOODS 1 MISFORTUNE, 2 AP,
of the Damage listed in the attack. SPECIAL ACTION: This creature disappears into the
MARK OF THE DEAD GODS: This creature is immune to foliage, prompting no Opportunity Attacks.
the corrupting effects of the Oligarchs and always gets AMBUSH 3 MISFORTUNE, NONCOMBAT
a roll to Resist abilities and powers originating from ACTION: This creature and all those accompanying
the Oligarchs or their servants, testing against Resolve them are set for an ambush and initiate a Surprise
if nothing else is suggested. Round. Awareness rolls made for the Blackbirds
MIEN OF MADNESS: This creature causes those and their allies to avoid being Surprised are at –30.
who see them clearly for the first time to suffer LOST TO THE HUNT 4 MISFORTUNE,
2Ð10 Peril. NONCOMBAT ACTION: This creature has herded or
NO MORTAL BLADE: This creature is impervious to drawn its prey into a place where they will be lost until
Damage from weapons that are not Enchanted. they defeat this creature or it allows them to leave. This
NO MORTAL SKILL: This creature is immune to location could be a remote and unmapped wilderness
Extinguish Abilities. area, or even a demesne partially or wholly within
QUINTESSENTIAL TRACKER: This creature will never the Od itself. While here, no Skill tests will help
lose the trail of those they stalk, following them those encompassed by this power to discover a path
for miles. The only way to shake this pursuit is that leads back to the lands beyond the
boundaries of this realm.

Harpy

H arpies are the forsaken


servants of Corvus.
Once tasked with gathering
the souls of the troubled dead, their
original purpose was corrupted when it became
apparent that even the Lord of Death could not
escape mortality.
The creatures appear as gaunt, wiry, and muscular
humanlike beings with gray skin and hair and large, hauntingly dead eyes.
Four enormous bird wings sprout from their backs, the plumage generally
appearing disheveled and unhealthy. Harpies are often accompanied by
crows and ravens. Indeed, should these carrion birds become far bolder in
behavior than they normally are, it is a good indicator of a harpy’s presence.
Harpies still focus on gathering the souls of those who would have
some challenge seeking the afterlife—whether because of unfinished
business, because they were troubled or twisted in life, or because their
deaths were in some way horrific and violent. However, harpies no
longer have any way to deliver these spirits to their final destination. For
this reason, they create nests to which they shepherd these spirits, usually
516 BLACKBIRDS

in abandoned buildings, ruins, caves, or barren from them or offer them assistance, which can turn
clearings deep within dark woods. There, they into a dangerous nuisance, as a harpy’s shadowy and
accumulate these poor souls until their presence immaterial wards are never far behind. In any case,
becomes known to travelers, nearby communities, none can know for sure what is really going on
or humanity at large. This always ends in tragedy within the minds of these broken angels. Since the
and horror, as the dead should never mingle with death of Corvus, they have lost their ability to form
the living. coherent speech, and their attempts to communicate
Harpies evince a profound and singular fixation instead consist of dolorous, moaning dirges ripe
on Blackbirds in any encounter between them. The with emotional resonance and sadness.
creatures notice the imprint of Fate on anyone Killing a harpy is often a poor solution to the
touched by it and are stirred by intense feelings of conundrum and danger they represent, for the
loss around their reason to exist. Some harpies seek shades in the nest they have accumulated soon
to kill Blackbirds and bring flockmates’ souls to begin to range far from that lair, an aimless army of
their nests, whereas others seem to implore help the dead with no one to keep it in check.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [7] 45 [6] 45 [5] 40 [6] 40 [4] 40 [5] 35 [3]
Stealth +30
Melee +30 Athletics +20
Coordination Awareness +30 Resolve +30
Ranged +20 Toughness +20
+20
Risk Factor:
Damage
Movement: 8 Peril Threshold: 8 Suggested for 3
Dodge: 65% Threshold: Initiative: 15 Size: Normal
Flying: 14 (14/20/26) Intermediate-
13(19/25/31)
Tier Blackbirds
Grasping Talons: 80% - Distance (Melee Engaged) - Damage [2Ð6+7] - Entangling, Punishing
Sling: 70% - Distance (Ranged 8 strides) - Load (1 AP) - Damage [2Ð6+5] - Fast, Finesse, Throwing

BANE OF THE MYTHICAL: Roll Bane dice (Ð10s that creature’s heartbreaking song immediately fall 1
explode on ‘9’ or ‘10’) instead of Damage dice for level on the Peril Condition Track and suffer an
this creature when attacking magical creatures of additional 1Ð10+1 Peril. Dead beings who hear this
any sort, including aes and daimn. This Damage song, including those with the Child of Anhelios
cannot be mitigated or healed by any of the Traits Affliction, become enthralled by this creature and
of the target creature. unable to harm it. They attempt to follow the
MARK OF THE DEAD GODS +20: This creature is creature. Only a successful (Challenging –10%)
immune to the corrupting effects of the Oligarchs Resolve test allows them to resist this compulsion.
and always gets a roll to Resist abilities and powers SOUL REND 4 MISFORTUNE, 2 AP,
originating from the Oligarchs or their servants, SPECIAL ACTION: This creature is able to rip the soul
gaining a +20 bonus and testing against Resolve if from someone nearing death (at Level 4 or 5 on the
nothing else is suggested. Damage Condition Track). It generally takes the
NO MORTAL BLADE: This creature is impervious to soul back to its lair immediately. Those who have
Damage from weapons that are not Enchanted. their soul removed are immediately Incapacitated!
NO MORTAL SKILL: This creature is immune to and die at the next sunset. Some say it is possible to
Extinguish Abilities. reunite the soul and body in time to save someone
HEART DIRGE 1 MISFORTUNE, 2 AP, SPECIAL who has been so sundered, though this may be just
ACTION: All living beings near enough to hear this a fanciful story.
B E ST I A RY 517

Restless Shade

T he harpies, servants of Corvus, were tasked with shepherding the


dead who, for whatever reason, remained trapped, became lost, or
were unwilling to pass on to their final rest. Since the betrayal and murder
of the old gods, including Corvus, the harpies have not taken these souls
away from this world. The shades remain here to fester and hunger for
what they can never have again, trapped between the life they lost and the “The secluded of the Red
rest they are denied. They are antithetical to humanity, which they once Abbey honor their most
were part of—and to anything that breathes, moves, or grows. respected dead not with
Shades all appear as shadowy versions of the human form, but some burial or cremation, but
may seem more physically present than others. Parts of their bodies may by laying them atop a
be more indistinct or twisted, and the longer a shade exists in the twilight consecrated spire where
or the more violent their lives or deaths, the more inhuman they are the white ravens of
likely to appear. No two shades appear the same, however, just as no two the Shadow’s Rise pick
human souls are the same. clean their bones of any
There are stories of shades that are unaware of their condition and worldly suffering”
appear as they did in life, and even tales of settlements or caravans of the — Observations of the
Wandering Squire
traveling dead that have no idea they are no longer
living. Often at the center of these gatherings is a
harpy or other supernatural creature that exerts
some influence to keep these dead souls unaware
of their true state. However, not all of these
gatherings have such an influence. Some are just
unaware.
518 BLACKBIRDS

Shades avoid large groups of humanity or places of great warmth or


light, as these are too disturbing for such beings. They are drawn to
those who are alone and unaccompanied, however, the sole light of their
dark world. It is to these people that a shade appears, and on whom it
feeds. Shades may also return to the places they dwelt in life, their
vestigial memories leading them back there.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


40 [4] 35 [3] 45 [4] 40 [4] 45 [4] 50 [5] 40 [4]
Intimidate +20 Coordination Awareness +20 Education +10
Melee +20 Resolve +10
Toughness +20 +20 Scrutinize +10 Folklore +10
Risk Factor:
Damage
Dodge: 65% Peril Threshold: Suggested for 1
Threshold: Movement: 7 Initiative: 13 Size: Normal
Parry: 60% 8(14/20/26) Intermediate-
8(14/20/26)
Tier Blackbird
Charnel Grasp: 60% - Distance (Melee Engaged) - Damage [2Ð6+3] - Entangling, Pummeling, Slow

IMMATERIAL: This creature feels no pain and ignores WEEPING ASH BANE: Bane dice (Ð10s that explode
all Injuries. It may be harmed only by Enchanted on ‘9’ or ‘10’) are rolled instead of Damage dice
weapons or attacks that are a Bane to it, but even when weapons of this type are used against this
these cannot injure it. Spend 3 AP for it to become creature. This Damage cannot be mitigated or
invisible until it attacks again. healed by any of the Traits of this creature.
NO BREATH, NO LIFE: This creature is immune to CHARNEL MANIFESTATION 1 MISFORTUNE, 2 AP,
Injuries, poisoning, and suffocation. SPECIAL ACTION: This creature causes a supernatural
NO MORTAL SKILL: This creature is immune to manifestation of death to appear. Make a successful
Extinguish Abilities. (Standard +/–0%) Peril-induced Resolve test for all
SIGHT WITHOUT SIGHT: By sensing the Od directly, those who experience it, or they suffer 2Ð10+2 Peril.
this creature can see even if their eyes are destroyed CLUTCH OF THE GRAVE 3 MISFORTUNE, 1
or removed. In addition, they can see in complete AP, SPECIAL ACTION: This creature grabs someone,
darkness. They cannot see things that are hidden who is immediately petrified with fear and the chill
from the Od, however. of death. They are Defenseless until the end of the
SILVER BANE: Bane dice (Ð10s that explode on ‘9’ Combat Scene or encounter.
or ‘10’) are rolled instead of Damage dice when POSSESSION 5 MISFORTUNE, 3 AP,
weapons of this type are used against this creature. SPECIAL ACTION: This creature possesses someone
This Damage cannot be mitigated or healed by any who has experienced at least 3 levels of Peril or
of the Traits of this creature. Damage and inhabits the person’s body. They
control that person completely until they can fulfill
whatever goal is important to the creature.
B E ST I A RY 519

Kelpie

W hen seen by mortals, the Rider was often accompanied by her


servants—the many creatures of the oceans, streams, and lakes of
the world—but her true handmaidens and priestesses were creatures
known by many names: water wives, mermaids, and, most commonly,
kelpies. These creatures of the depths are not found exclusively therein.
They might be found slinking beneath the rippling surfaces of lochs or “The shanties sung by the
basking alongside the roaring white flow of rivers. Kelpies are intelligent sailors of the Leviathan
but possess no speech that mortals can understand. Even if their Ocean are as vast and
beautiful and resonant songs were deciphered by humankind, the varied as the wide dark
concepts at their heart would be too alien to grasp. waters themselves,
Lumbering and clumsy they may seem in form, but their shapes ringing across the fog
were not made for eking out an existence above the waves. In water, of the sea in the strains
where they are most often found, they are excellently suited, nimble, of many languages as
and clever. Their true forms are seldom seen, however, for kelpies may sails are raised and
cast a powerful enchantment upon peoples of the land to appear as oars pulled in time.”
objects of their hearts’ desire and draw those hapless dwellers of terra —Observations of the
Wandering Squire
firma into the depths.
Those the kelpies take sometimes return, having been swallowed by
the deep, only to rise again as pale, cold thralls sent briefly onto land on
some desperate and ill-conceived errand, controlled by masters of whom
the thralls do not speak. These servants must complete their tasks within
an allotted time or expire, gasping for air like fish out of water,
begging to be taken back to the ocean and returned to their
lovers far below.
520 BLACKBIRDS

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [7] 45 [6] 45 [6] 40 [5] 40 [4] 40 [4] 35 [3]
Coordination
Intimidate +20
Melee +20 +20 Awareness +20 Resolve +20
Toughness +20
Stealth +20
Risk Factor:
Damage
Movement: 9 Peril Threshold: Suggested for 1
Dodge: 65% Threshold: Initiative: 14 Size: Large
Swim: 18 7(13/19/25) Intermediate-
11(17/23/29)
Tier Blackbird
Bite: 70% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Entangling, Slow
Trample: 70% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Pummeling, Punishing, Slow, Vicious

CHILD OF THE WAVES: Flip to Succeed all Dodge SWALLOWED BY THE DEPTHS 5
tests made for this creature while they are touching MISFORTUNE, 3 AP, COMBAT ACTION: This creature
or submerged in water. This creature can breathe grabs someone who is adjacent to deep water and
equally well beneath the water as above it. drags them under. The target is rendered Knocked
DWELLER OF THE DEEP: If this creature can move to a Out and Helpless. In most cases, the target begins
place beneath the waves where no eyes are on them, to drown. (See Chapter 6: Conflict & Rekindling
they can magically disappear and travel to another for rules on drowning and suffocation.)
body of water. If they have prey Grappled, they
may bring that prey with them.
LAND BANE: This creature’s other beneficial Traits
are rendered useless if they are fully on land and no
part of them is submerged.
MARK OF THE DEAD GODS +20: This creature is
immune to the corrupting effects of the Oligarchs
and always gets a roll to Resist abilities and powers
originating from the Oligarchs or their servants,
gaining a +20 bonus and testing against Resolve if
nothing else is suggested.
NO MORTAL BLADE: This creature is impervious to
Damage from weapons that are not Enchanted.
SIREN SONG 1 MISFORTUNE, 1 AP, SPECIAL
ACTION: This subtle song, which could be
mistaken for the distant yet melodious call of a
whale or sea bird, causes the kelpie to appear to be
what the listener most desires. Make a Resolve test
every Turn for those who hear the song and see the
creature for them to avoid diving into the water to
be closer to their true desire. Stoppering one’s ears
with wax is foolproof against the enchantment, but
merely covering one’s ears allows a Flip to Succeed
on the Resolve test.
B E ST I A RY 521

Drowned Thrall

T hose who have been taken by kelpies sometimes return from the
depths, sent on missions by their mistresses far below the waves.
These unfortunates appear much as they did in their previous incarnations,
but their clothes bear some signs of decay and are sometimes frosted with
salty rime. Their skin is cold to the touch and may have a slightly bluish
pallor. They are always single-minded in completing the errand set to
them and may seem distracted, short-tempered, or impatient.

DROW NED THRALL TEMPL ATE:


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
+10 +10 +10 +10
+10 to
+20 to +10 to
Coordination +10 to Folklore +10 to Resolve
Toughness Awareness
and Stealth
Damage Peril Threshold:
Threshold: +3 +1

DROW N ED THRALL PIRATE :


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
50 [6] 55 [6] 55 [6] 50 [5] 40 [4] 50 [5] 35 [3]
Coordination
Melee +10 +10 Folklore +10
Toughness +20 Awareness +10 Resolve +10 Guile +20
Ranged +10 Skulduggery +10 Heal +10
Stealth +10
Risk Factor:
Damage
Dodge: 65% Peril Threshold: Suggested for
Threshold: Movement: 8 Initiative: 13 Size: Normal
Parry: 60% 8(14/20/26) 3 Basic-Tier
10(16/22/28)
Blackbirds
Greatsword: 60% - Distance (Melee Engaged) - Damage [1Ð6+6] - Punishing, Reach, Slow
Light Crossbow: 60% - Distance (Ranged 11 strides) - Load (2 AP) - Damage [1Ð6+6] - Fast, Piercing, Punishing

AMPHIBIOUS: This creature can breathe equally process of suffocation until they can return to the
well beneath the water as above it. Their swimming depths. They may only return to land again when
speed is equal to their regular Movement speed. their master or masters sends them forth once more.
DESPERATE: This creature gains an extra Damage BRIGAND’S TRICK 2 MISFORTUNE, 2 AP,
die and +10 to Resolve tests when outnumbered. COMBAT ACTION: This creature performs an
FLESH OF THE UNDEAD: This creature feels no pain underhanded attack. It can’t be dodged or parried.
and ignores all Injuries. It cannot Bleed. Severed BREATH OF THE DEEP 5 MISFORTUNE,
limbs may move independently. 3 AP, SPECIAL ACTION: All adjacent enemies find
NO MORTAL BLADE: This creature is impervious to their lungs filled with seawater unless they can
Damage from weapons that are not Enchanted. spend a point of Fate. They are Defenseless and
TETHERED TO THE DEEP: If this creature is not suffer 2Ð10+2 Peril at the beginning of every Turn
submerged in water before the sun sets, they lose until a successful Toughness test is made for them.
the ability to breathe outside of water and begin the
522 BLACKBIRDS

The Leviathan

E very sailor tells stories of massive creatures swimming beneath the


inky and endless black expanse of ocean. The most well known of
these tales is an ancient legend about a pirate captain said to have gained
the attention and ire of the Rider. Some versions say that the captain
stole an ancient treasure from the Rider, some say that the treasure the
captain took was the Rider’s heart after they pledged their love to each
other, and still others simply say that the captain ignored the rites and
traditions followed by all people of the sea who pay obeisance and ask
for safe passage across the waves from the Rider herself. Whatever the
circumstances, the story always ends the same way: the great Leviathan
is sent to right the scales of justice, and the captain’s entire ship and crew
are devoured in a single gulp.
The Leviathan is not just a story, however. The creature is very real
and even more horrifying and tremendous than the tales say, and since
the Rider was slain, it has been seen more often, a force of immortal
vengeance and fury focused on the murder of its mistress. Very few of
those who behold the creature return to land to tell the tale, and those
few are seldom believed anyway, for the Leviathan is so monstrous that
it strikes those who hear its roar with wild-eyed madness.
There are no statistics for the Leviathan, for there is no way for any
Blackbird to harm it in any significant way, but there are some versions
of the creature’s story that talk of ships surviving being swallowed to
discover dwellings within the thing constructed from the flotsam of
untold shipwrecks. These are inhabited not by human beings, but by
ichthyic monsters who were once human and transformed into servitors
of the Leviathan by residing within it. These things worship the very
heart of the Leviathan and believe that if the heart is destroyed, their
entire world must meet the same fate.

TITANIC SIZE AND POWER: This creature is too huge it, or they are filled with an ever-growing paranoia
and powerful to be harmed by any human tools, that the Leviathan and its servants are coming for
weapons, might, or magical effects below the level them, and they will both be repulsed by the ocean
of an Oligarch or an Outsider lord, and even they and drawn to it; often they wake up standing in the
can only temporarily affect it. Neither Fortune nor shallows of nearby bodies of water. Every time they
Fate can save one from its attacks. sleep, they must make another (Arduous –30%)
BELLOW OF THE DEEP 2 MISFORTUNE, Resolve test or sleepwalk toward the nearest body
SPECIAL ACTION: This creature screams the cry of of water, and they remedy no Peril through their
the depths, a deep and resonant howl of rage and rest. If this test succeeds, the effect ends.
vengeance which no being that lives on land can EATER OF SHIPS 4 MISFORTUNE,
fully comprehend or withstand. Make a successful SPECIAL ACTION: This creature swallows all ships in
(Arduous –30%) Resolve test for all those who hear the Scene.
B E ST I A RY 523

The Things Within

A lthough the creatures that dwell within the Leviathan were once
human, they have been transformed into servants of the mighty
creature. No two look the same, as each is given aspects of some
underwater life form. One might be much like a starfish, whereas
another might have aspects of a moray eel, an octopus, or a squid. Their
only commonality is the incorporation of a human face—contorted “Fishermen of the Leviathan
into an expression of rage and horror at the terrible realization of what Ocean believe the first catch
was once a person now is. in a new ship must always
The things within detest all human life, but they attempt to capture be thrown back to thank the
those swallowed by the Leviathan so such victims can be taken into the dark waters of the sea, lest
monster’s secret depths to be transformed, as they were. At times, the whatever they dredge onto the
things allow some rare souls to escape, guided by the mercurial will of deck of the virgin vessel be far
their master. For what purpose, no one knows for sure—perhaps just to less welcoming than fish . . .”
spread tales of what — Observations of the
Wandering Squire
they have seen.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [7] 50 [9] 35 [3] 40 [5] 40 [4] 40 [6] 45 [4]
Coordination
Melee +30 Athletics +20 Awareness +10 Folklore +10 Bargain +20
+20 Resolve +30
Ranged +10 Toughness +30 Scrutinize +30 Strategy +10 Guile +30
Stealth +20
Risk Factor:
Damage
Peril Threshold: Suggested for 1
Dodge: 55% Threshold: Movement: 6 Initiative: 14 Size: Normal
9(15/21/27) Intermediate-
15(21/27/33)
Tier Blackbird
1 - Each creature has a randomly determined attack; roll 1Ð6 and assign it the result:
2 - Mighty Claw: 75% - Distance (Melee Engaged) - Damage [2Ð6+9] - Pummeling, Slow, Vicious
3 - Poison Bite: 75% - Distance (Melee Engaged) - Damage [2Ð6+9] - Envenomed (1Ð10), Pummeling, Slow
4 - Poison Tail: 75% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Envenomed (1Ð10), Reach, Slow
5 - Talons: 75% - Distance (Melee Engaged) - Damage [2Ð6+3] - Fast, Finesse, Vicious
6 - Tentacles: 75% - Distance (Melee Engaged or 8 strides) - Damage [2Ð6+3] - Entangling, Fast, Finesse, Reach
7 - Spiny Thrasher: 75% - Distance (Melee Engaged or 1 stride) - Damage [1Ð6+7] - Fast, Punishing, Reach
524 BLACKBIRDS

AMPHIBIOUS: This creature can breathe equally 7. Perfect Chameleon (1 AP, Special Action): Spend 1
well beneath the water as above it. Their swimming AP for this creature to turn itself invisible until
speed is equal to their regular Movement. it attacks.
ONE OF US 4 MISFORTUNE, 3 AP, 8. Bony Carapace (1 Misfortune, 0 AP, Reaction):
COMBAT ACTION: This creature grabs someone Spend 1 Misfortune to completely negate an
who is adjacent to deep water and drags them attack targeting this creature when it occurs.
under. The target is rendered Knocked Out and This cannot be used to stop Extinguish Abilities.
Helpless. If the Combat Scene ends before the 9. Lick Your Wounds (1 Misfortune, 2 AP, Special
target is rescued, they are taken to the heart of the Action): Spend 1 Misfortune to move this
Leviathan to be transformed into one of the things creature 3 levels up the Damage Condition
within. Whether this unfortunate can be saved is up Track.
to the Fateweaver. 10. Eggs (3 Misfortune, 1 AP, Special Action): When
In addition, after rolling 1Ð6, on a face ‘5’ or this creature makes a successful attack, spend
‘6,’ a thing within randomly has one of the following 3 Misfortune to have it lay eggs in the target.
Traits: Unless these are discovered and removed within
1. Bloodless: This creature cannot Bleed. 3 days—requiring chirurgy and a
2. Paralyzing Venom: Make a successful Toughness successful (Challenging –10%)
test for anyone who drops a level in their Heal test—the host perishes
Damage Condition Track after being attacked as smaller versions of this
by this creature, or they start their Turn with creature burst from within
1 less AP. If this means they gain no AP, they the host’s flesh.
are rendered Helpless. Make the same test at the
end of each of their Turns to determine when
the effect ends.
3. Swallow Whole (2 AP, Combat Action): This
creature attempts a Grapple, and if successful,
the target is swallowed whole and takes 2Ð6+9
Damage. The swallowed being can’t move or
attack, but can attempt to escape, requiring a
successful (Arduous –30%) Athletics test. While
swallowed, the target suffocates.
4. Uncertain Form: This creature is immune to
Injuries.
5. Slippery: This creature is immune to Grapple
attacks, and all other attacks are made at –10.
6. Horrific Phosphorescence: Part of this creature
glows in a disturbing pattern that causes mental
anguish. Make a Resolve test for anyone
Engaged with the creature at the start of each
Turn, or they lose 1 AP that Turn.
B E ST I A RY 525

White Whale

S ome sailors and scholars theorize that these whales are offspring of
the Leviathan, but differences in form make this unlikely.
White whales are large and voracious carnivores.
Their heads seethe with dead eyes that fill with despair all who glimpse
them. Some, unmoored by the sight, hurl themselves into the sea.
Canny sailors know to avert their gaze, but nothing can stop these
creatures from ramming—and often sinking—ships,

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [8] 50 [9] 40 [6] 40 [6] 40 [4] 45 [4] 35 [3]
Coordination
Athletics +30
Melee +30 +30 Awareness +30 Navigation +30 Resolve +30
Toughness +30
Stealth +30
Risk Factor:
Damage
Movement: 9 Peril Threshold: Suggested for 3
Dodge: 70% Threshold: Initiative: 15 Size: Huge
(Swimming) 7(13/19/25) Advanced-Tier
18(24/30/36)
Blackbirds
Maw of the Deep: 75% - Distance (Melee Engaged to 2 strides) - Damage [3Ð6+9] - Pummeling, Slow

NO MORTAL SKILL: This creature is immune to


Extinguish Abilities.
SWALLOW THE SWIMMERS 1 MISFORTUNE, 1 AP,
SPECIAL ACTION: The creature swallows a person
within 3 strides of it who is in the water. A swallowed
person is trapped and begins suffocation. The only
way to free swallowed prey from the outside is to
kill this creature, but an (Arduous –30%) Athletics
test may be attempted for someone trapped within
at the start of their Turns for them to free themself.
They suffer 1Ð10 Peril if this test is failed. This
creature can have up to nine human-sized beings
DIRE CONSEQUENCES: swallowed simultaneously.
Injuries caused by this RAM THE VESSEL 2 MISFORTUNE, 2 AP, SPECIAL
creature’s attacks occur on a ACTION: Make a Coordination test for those on the
face ‘5’ or ‘6’ when rolling an Injury die. deck or in the rigging, or they take 1Ð10 Damage
GAZE OF PALE EYES: Make a successful Resolve test from falling. Additionally, if this test results in a
for anyone looking at this creature, or they lose the Critical Failure, they plummet into the ocean.
ability to take any Actions other than Reactions CRUSH THE KEEL 5 MISFORTUNE, 3
until their next Turn. If the test is a Critical Failure, AP, SPECIAL ACTION: This creature destroys a ship,
the affected creature jumps into the ocean. Attacking staving in its hull and causing it to sink. Larger ships
this creature without looking at it is Flip to Fail. may take longer to go down, but in the end, everyone
NO MORTAL BLADE: This creature is impervious to on board must find alternative transport or be left to
Damage from weapons that are not Enchanted. tread water.
526 BLACKBIRDS

T
B E A ST S hose who travel in the hinterlands beyond the boundaries of
the light and warmth of human settlements know that the
Not every danger faced by those jaws, talons, and poisons of wilderness denizens can kill just
as swiftly as swords, arrows, or the twisted magic of the Oligarchs.
who have been touched by Fate is

supernatural in nature. The world Bear

is wild and untamed and filled with

primal beasts that hunger or will not


T hese large and powerful omnivores are generally not dangerous
unless they are extremely hungry, they have been disturbed by
encroaching civilization, their young are threatened, or they have been
driven away from their natural territory or habitat—all occurrences that
tolerate the presence of humanity have become far more common with the ongoing wars and supernatural
transformations that currently plague many places in
in the territory they have claimed the world.
The dire bear is a much larger, more aggressive,
as home or hunting ground. and more dangerous version of the ursine omnivore
that is perhaps a holdover from an earlier age. They
are more likely to kill smaller prey for food than the
common bear.

“New recruits amongst


the city guard are
taught early on that
most things in the wilds
fear fire, and that those
who do not are best
avoided at all costs . . .”
— Observations of the
Wandering Squire
B E ST I A RY 527

BEAR:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [4] 50 [5] 40 [4] 40 [4] 40 [4] 45 [4] 35 [3]
Toughness +20 Coordination
Melee +20 Awareness +20
Athletics +20 +20
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 60% Threshold: Movement: 14 Initiative: 13 Size: Large
7(13/19/25) 3 Basic-Tier
9(15/21/27)
Blackbirds
Maul: 65% - Distance (Melee Engaged) - Damage [1Ð6+4] - Punishing, Slow

ASSAIL THE WEAK: After this creature takes the FIERCE COMBATANT: Add +2 to the Damage of all
Charge Movement Action, Flip to Succeed the the creature’s attacks for each level of Damage it
results for the next Attack Action this creature takes. has acquired.
BRUTAL ASSAULT: When this creature inflicts an MAUL 2 MISFORTUNE, 3 AP, COMBAT
Injury, it inflicts it at 1 level higher on the Damage ACTION: An Engaged target takes 2Ð6+4 Damage
Condition Track. and gains a Moderate Injury.
EXCELLENT SENSE OF SMELL: Flip to Succeed any
Awareness test wherein this creature can use smell.

DIRE BEAR:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [4] 50 [5] 40 [4] 40 [4] 40 [4] 45 [4] 35 [3]
Athletics +30 Coordination
Melee +30 Awareness +20 Resolve +10
Toughness +30 +20
Risk Factor:
Damage
Peril Threshold: Suggested for 3
Dodge: 60% Threshold: Movement: 7 Initiative: 13 Size: Large
7(13/19/25) Intermediate-
11(17/23/29)
Tier Blackbirds
Maul: 75% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Punishing, Slow, Vicious

ASSAIL THE WEAK: After this creature takes the DIRE MAUL 2 MISFORTUNE, 2 AP, COMBAT
Charge Movement Action, Flip to Succeed the ACTION: An Engaged target takes 3Ð6+6 Damage
results for the next Attack Action this creature takes. and gains a Serious Injury.
BRUTAL ASSAULT: When this creature inflicts an REND ASUNDER 5 MISFORTUNE,
Injury, it inflicts it at 1 level higher instead. 3 AP, COMBAT ACTION: This creature attempts
DIRE CONSEQUENCES: Injuries caused by this to sever one of its opponent’s limbs. Roll 1Ð6 to
creature’s attacks occur on a face ‘5’ or ‘6’ when determine what happens. On a 1, sever left arm.
rolling an Injury die. On a 2, sever right arm. One a 3, the victim’s torso
EXCELLENT SENSE OF SMELL: Flip to Succeed any is caved in, causing the Fractured Ribs Injury. On a
Awareness test wherein this creature can use smell. 4, sever left leg. On a 5, sever right leg. On a 6, the
FIERCE COMBATANT: Add +2 to the Damage of all victim’s throat is slashed, causing the Arterial Spray
the creature’s attacks for each level of Damage it Injury. Severed limbs also result in the Scarlet
has acquired. Torrent Injury.
528 BLACKBIRDS

Giant Crocodile

N ot so much a breed of its own as simply a particular member of the


species that has grown to massive size through a successful life in
its position as an apex predator, a giant crocodile is more than 20 strides
in length. Although they are not amphibious, they can hold their breath
underwater for up to 2 hours and are quite at home hunting in shallow
bodies of water, swamps, and rivers. They have an excellent sense of
smell, and their sight is extremely acute at night.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [4] 50 [5] 40 [4] 40 [4] 40 [4] 45 [4] 35 [3]
Athletics +30 Coordination
Melee +20 Awareness +20 Resolve +10
Toughness +30 +20
Risk Factor:
Damage
Movement: 7 Peril Threshold: Suggested for 1
Dodge: 60% Threshold: Initiative: 13 Size: Large
Swimming: 9 7(13/19/25) Intermediate-
11(17/23/29)
Tier Blackbird
Bite: 65% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Fast, Reach, Vicious

AMBUSH PREDATOR: Add an additional 1Ð6 AMBUSH 3 MISFORTUNE, NONCOMBAT


Damage die to all attacks made by this creature ACTION: This creature and all those accompanying
during its Surprise Round. it are set for an ambush and initiate a Surprise
DIRE CONSEQUENCES: Injuries caused by this Round. Awareness rolls made for the Blackbirds
creature’s attacks occur on a face ‘5’ or ‘6’ when and their allies to avoid being Surprised are –30.
rolling an Injury die. DEATH ROLL 5 MISFORTUNE, 3 AP,
EXCELLENT SENSES: Flip to Succeed any Awareness COMBAT ACTION: This creature latches onto an
test made for this creature. Engaged opponent and then spins, causing horrific
NOCTURNAL HUNTER: Add +10 to all Skill tests Damage. The attack immediately succeeds, adding
made for this creature at night. an additional 2Ð6 to Damage. The opponent
CAPSIZE 2 immediately sustains an Injury regardless of the
MISFORTUNE, 1 AP, values on Injury dice.
SPECIAL ACTION:
This creature flips
a watercraft, dropping
everyone into the water. The
craft must be small enough for
this action to be reasonable.
Kraken

T he kraken is a creature of legends that stretch far beyond what is


credible, although those who encounter them discover a monster
of horrible appetite and destructive power. A kraken is a relative of the
squid, grown to extraordinary size and feeding occasionally at the
ocean’s surface. It’s true that krakens have been known to snatch sailors
from ship decks during the night, and there have been rare yet
corroborated sightings of exceedingly large specimens pulling small
ships beneath the waves, but nothing about the beast is unnatural,
magical, or unusual, beyond its legendary appetite.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [8] 50 [8] 50 [8] 40 [7] 40 [4] 50 [5] 35 [3]
Coordination
Melee +30 Toughness +30 Awareness +30 Resolve +30
+30
Risk Factor:
Damage
Movement: 11 Peril Threshold: Suggested for 6
Dodge: 80% Threshold: Initiative: 16 Size: Huge
(Swimming) 8(14/20/26) Advanced-Tier
18(24/30/36)
Blackbirds
Beak (Only after grappled by a tentacle): 80% - Distance (Melee Engaged) - Damage [3Ð6+8] - Vicious
Tentacles (×4): 80% - Distance (Melee Engaged or 10 strides) - Damage [2Ð6+8] - Entangling, Slow

MANYARMED HORROR 3 AP, COMBAT ACTION: begin to suffocate, suffering 2Ð10+2 Peril per Turn,
This creature may attack with all of its natural as per the suffocation rules. Otherwise, they may
weapons at once. It does not suffer a penalty for hold their breath for [BB] minutes. Once the victim
making multiple attacks. begins to suffocate, they continue to do so until the
NO MORTAL SKILL: This creature is immune to Grapple is successfully resisted.
Extinguish Abilities. ATTACK FROM BELOW 3 MISFORTUNE,
WATERY DEMISE: This creature pulls those who have NONCOMBAT ACTION: The creature surfaces with
been Grappled by one of its attacks beneath the flawless stealth, gaining a Surprise Round and 4
water. Make a successful (Standard +/–0%) Athletics, AP during its Turn. It may attack multiple targets
Coordination, or Toughness test for the target to take during this Round, but any given target may only
a breath before this happens, or they immediately be attacked twice.
Tear

T he tear is a large, cliff-dwelling bird


native to the Gulf of Echoes that
hunts in packs. The birds are even called
“wolves of the sky” by fearful sailors. A full-grown
tear can dive into the sea and emerge with a baby
dolphin or manta ray in its clutches. Mariners
posted atop the crow’s nests of mighty ships
know to keep a sharp eye on the sky when
approaching Corbel, for more than one has
been pulled from their perch by the
lacerating talons of the tear. Tales of their
frightening strength and penchant for human flesh have traveled far and
wide, but none fear the predators more than the prisoners of the Listing
Tower. The upper levels of the tower have become a favored roost for the
birds—a place to feed their young on prey that fights back just enough. At
the prison’s zenith, where the walls and floor have fallen away into the
Azule, many of the cells face the full force of the elements. Here, unruly
prisoners are chained and left to die as meals for the tears’ chicks, which
are small enough to slip between prison bars.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [6] 40 [4] 50 [7] 45 [6] 40 [4] 40 [4] 35 [3]
Stealth +30
Athletics +20
Melee +30 Coordination Awareness +30 Resolve +10
Toughness +10
+10
Risk Factor:
Damage
Movement: 10 Peril Threshold: Suggested for 1
Dodge: 60% Threshold: Initiative: 15 Size: Large
Flying: 14 7(13/19/25) Intermediate-
12(18/24/30)
Tier Blackbird
Beak: 75% - Distance (Melee Engaged) - Damage [2Ð6+7] - Finesse, Vicious
Talons: 75% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Fast, Punishing

BUFFET: This creature buffets a foe with its wings Opportunity Attacks and makes an attack during
when attacking. Make a successful Toughness test the move. The attack gains the Entangling Quality,
for the target, or they lose 1 AP. and if successful at gaining a Grapple, its target
DIRE CONSEQUENCES: Injuries caused by this moves the rest of the way with the bird.
creature’s attacks occur on a face ‘5’ or ‘6’ when ASSAULT FROM THE SUN 2 MISFORTUNE,
rolling an Injury die. NONCOMBAT ACTION: This creature can make a
PACK TACTICS: Add +10 to all Skill tests made for flying attack from the direction of the sun, initiating
this creature on its Turn when it begins that Turn a Surprise Round. Attempts to defend against it
within 3 strides of another creature of the same type. are Flip to Fail, even for those aware of the bird’s
SNATCH FROM ABOVE 2 AP, COMBAT ACTION: This approach. This attack gains an extra 1Ð6 Damage
creature flies at its full Movement without triggering die beyond the bonus Damage awarded for surprise.
B E ST I A RY 531

Wolf

T hese well-known canine hunters are actually seldom dangerous to


humans unless someone is traveling alone or in distress. They are
more dangerous to unprotected horses and livestock. Wolves hunt as a
pack, their greatest advantage when taking down prey. They also
scavenge and eat carrion.
Rarely, aberrant wolves prey on a human community or trade route. “To slay a monster is a
These specimens are usually suffering from the frothing rage or have feather in one’s cap—
gained a taste for human flesh. quite literally. Many of
Dire wolves are rarer, ancient versions of wolves that stand 5 strides the mercenaries of Erebos
tall at the shoulder. They are bolder and less picky about hunting even a advertise their prowess
well-armed person, since they are far less likely to have experience with by adorning themselves
human beings. with the feathers, claws,
scales, and teeth of
the creatures they’ve
struck down in battle.”
— Observations of the
Wandering Squire

WOLF:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
50 [5] 45 [4] 45 [4] 40 [4] 40 [4] 40 [4] 35 [3]
Coordination
Athletics +10
Melee +20 +10 Awareness +10
Toughness +10
Stealth +10
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 55% Threshold: Movement: 7 Initiative: 13 Size: Normal
7(13/19/25) 1 Basic-Tier
5(11/17/23)
Blackbird
Bite: 70% - Distance (Melee Engaged) - Damage [2Ð6+5] - Slow, Vicious
Claws: 70% - Distance (Melee Engaged) - Damage [1Ð6+5] - Fast, Punishing
532 BLACKBIRDS

EXCELLENT SENSE OF SMELL: Flip to Succeed WORRY 3 MISFORTUNE, 1 AP, COMBAT


any Awareness test for which this creature can ACTION: After this creature makes a successful bite
use smell. attack and deals Damage, it worries at the target,
PACK TACTICS: Add +10 to all Skill tests made for dealing Damage again using the standard dice
this creature on its Turn when it begins that Turn associated with the attack.
within 3 strides of another creature of the same type. PACKMATES 5 MISFORTUNE, 2 AP,
SPECIAL ACTION: This creature howls, and wolves
arrive, equal to the number of Blackbirds present.

DIRE WOLF:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
50 [5] 45 [4] 45 [4] 40 [4] 40 [4] 40 [4] 35 [3]
Coordination
Athletics +20
Melee +30 +20 Awareness +20 Resolve +10
Toughness +20
Stealth +20
Risk Factor:
Damage
Peril Threshold: Suggested for 1
Dodge: 65% Threshold: Movement: 7 Initiative: 13 Size: Large
7(13/19/25) Intermediate-
9(15/21/27)
Tier Blackbird
Bite: 80% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+5] - Slow, Punishing, Vicious
Claws: 80% - Distance (Melee Engaged) - Damage [2Ð6+5] - Fast, Punishing

DIRE CONSEQUENCES: Injuries caused by this WORRY 2 MISFORTUNE, 1 AP, COMBAT


creature’s attacks occur on a face ‘5’ or ‘6’ when ACTION: After this creature makes a successful bite
rolling an Injury die. attack and deals Damage, it worries at the target,
EXCELLENT SENSE OF SMELL: Flip to Succeed any dealing Damage again using the standard dice
Awareness test for which this creature can use smell. associated with the attack.
PACK TACTICS: Add +10 to all Skill tests made for PACKMATES 5 MISFORTUNE, 1 AP,
this creature on its Turn when it begins that Turn SPECIAL ACTION: This creature howls, and wolves
within 3 strides of another creature of the same type. arrive equal to the number of Blackbirds present.
B E ST I A RY 533

Basilisk

T he basilisk is a predator,
one that exists in the
space between this world and the
Od, whose true form is impossible to fully
describe. Furthermore, anyone familiar with the
monster who attempts to explain its existence to the unaware becomes a
pariah, as knowledge of the creature’s form—or that it exists at all—allows
it to manifest in this world to feed on those cognizant of it.
The basilisk often preys upon small and remote communities and C R E AT U R E S O F T H E O D
villages, and the prey soon helps it to feed: they speak of the creature to
travelers and newcomers, allowing the basilisk to hunt these recent Outsiders are not the only beings
arrivals and leave the locals in peace for a bit. Those who arrive in such
a cursed community note the gaunt and drawn expressions of the that exist within the Od that have
inhabitants and the tension in their social interactions, for the basilisk
feeds not only on flesh but on the terror and fear of its herd and prey. gained access to this world from the
Every basilisk is different, but each one’s form is fixed once a person
who has seen the thing describes to another what they saw. The first to roiling chaos of their demesne. There
speak of any given basilisk is almost always a child. Perhaps children are
more able to see the basilisk while it still exists in the twilight between are entire species and ecosystems—
worlds, or perhaps it prefers to show itself to them so that they may give
it a shape less restricted by the stunted imaginations of adults. Whatever albeit of an unnatural and disturbing
the reason, a basilisk’s shape is often the sort of thing a child would describe
or have a dream or nightmare about: a creature malformed, impossible, nature—on the other side of the caul
crude, fantastical, but always childish in nature. Perhaps this is why
basilisks never kill children but still terrify them to consume their fear. that separates this world from theirs.
A basilisk prefers to take its time feeding upon those it hunts, and it
is able to manifest phantasms and illusions to drive its targets into a frenzy
of terror. Only when its prey is alone in the darkness and filled with dread
does the creature reveal itself and devour them. The best defense against
the thing is to learn as little about it as possible and flee from the area, for
once one knows enough details about a particular basilisk, it follows and
hunts that person to the ends of the earth. A cruel but elegant solution to
a basilisk’s depredations is to kill everyone who knows what it looks like,
leaving none alive to speak of the thing.
534 BLACKBIRDS

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


40 [6] 35 [3] 45 [5] 40 [6] 45 [4] 50 [8] 40 [4]
Coordination
Athletics +20 Awareness +20 Odweft +20
Melee +30 +20 Guile +20
Toughness +20 Eavesdrop +20 Resolve +20
Stealth +30
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 65% Threshold: Movement: 8 Initiative: 15 Size: Normal
11(17/23/29) Intermediate-
11(17/23/29)
Tier Blackbirds
Maw: 70% - Distance (Melee Engaged) - Damage [2Ð6+6] - Punishing, Slow
Talons: 70% - Distance (Melee Engaged) - Damage [2Ð6+6] - Piercing (2), Vicious

BANE OF FLESH MAW & TALONS/1Ð10+6: The SMALL ALLIES: So long as any children who are aware
attacks listed in parentheses do 1Ð10+6 Bane of this creature are present, it cannot be killed. Any
Damage to targets that possess the Mortal Bane or Slain! result rises to Level 5, but never above that. This
Trait instead of the Damage listed in the attacks. also applies to Bane Damage.
I SEE YOU, TOO: Once the shape and form of the UMBRAL TRAVEL 3 AP, SPECIAL ACTION: The basilisk
basilisk are known to any sentient being, the basilisk travels to any location within sight where there
tracks that target relentlessly. It always knows the is a shadow.
location of its quarry. Many who are hunted by a MANIFESTATION OF DREAD 1 MISFORTUNE, 1 AP,
basilisk do not realize this ability works both ways. SPECIAL ACTION: This creature dredges up something
If they close their eyes and envision the basilisk, from the subconscious fears of a particular target and
they may glimpse where it is. Make an Awareness crafts a phantasm visible only to that target. Make a
test that is Flip to Fail for them to do so. Each successful (Challenging –10%) Peril-induced Resolve
attempt made inflicts them with 1Ð10 Peril. test for the target at the start of each of the target’s
IMMATERIAL: This creature feels no pain and ignores Turns, or they suffer 2Ð10+2 Peril. They may avoid
all Injuries. It may be harmed only by Enchanted this by keeping their eyes closed. The manifestation
weapons or attacks that are a Bane to it, but even ends when this creature leaves the area or is killed.
these do not injure it. Spend 3 AP for it to become REPAST OF NIGHTMARES 3 MISFORTUNE, 1
invisible until it attacks again. AP, SPECIAL ACTION: This creature reveals to all present
IRON BANE: Bane dice (Ð10s that explode on ‘9’ what it truly is. Make a (Hard –20%) Peril-induced
or ‘10’) are rolled instead of Damage dice when Resolve test for everyone who can see it. Those who
weapons of iron or steel are used against this fail suffer 2Ð10+2 Peril. This creature heals 1 level of
creature. This Damage cannot be mitigated or Damage to it for everyone whose Resolve test fails.
healed by any of the Traits of this creature. BÊTE NOIRE 5 MISFORTUNE, 2 AP,
NO BREATH, NO LIFE: This creature is immune to SPECIAL ACTION: The basilisk marks as prey someone
Injuries, poisoning, and suffocation. who knows what it looks like. The target knows they
NO MORTAL SKILL: This creature is immune to have been chosen and that the basilisk is coming for
Extinguish Abilities. them. They may remedy Peril only through Revelry
SIGHT WITHOUT SIGHT: By sensing the Od directly, and Reflection until the basilisk is destroyed, and if
this creature can see even if its eyes are destroyed they fall to the bottom of the Peril Condition Track,
or removed. In addition, it can see in complete they are immediately consumed by the basilisk. A
darkness. It cannot see things that are hidden from basilisk generally attempts to draw out the hunting
the Od, however. of its victim as long as possible to feed on the
fear produced.
B E ST I A RY 535

Incubus

T he almost-mindless, jellyfish-like creature known as the incubus is


just one of many horrors more frequently encountered since the
Extinguishing. Although most prevalent in lost and forgotten places
and cursed regions said to house places of power or rips in the weave
of the world, in truth, incubi can be found anywhere there are
Blackbirds. When incubi appear, these semi-corporeal beings exist in
the twilight realm between this world and the Od, and they use that
place of refuge strategically when attacking mortals. They are invisible
to all eyes, even those touched by the gift of Odsight, and thus are
quite hard to detect.
Incubi feed on those touched by Fate itself. In times past, only the
greatest and most accomplished among mortals met that criteria:
legendary monarchs, mighty warriors, brilliant wizards. But since the
Norns’ betrayal and murder, Fate’s influence has spread to include many
of the people known as Blackbirds. Thus, incubi have themselves
multiplied to gorge on this unprecedented feast.
Once an incubus finds a source of spiritual power
to feed upon, a link is created between itself and its
food source. It usually feeds at night while its target
sleeps, and its presence is difficult to discern. A
victim invariably awakens tired, with vague and
disturbing memories of violently dark and sensual
dreams. As time passes and the incubus continues to
feed, the victim
suffers from
exhaustion and
a slow dwindling
of their will.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [5] 40 [4] 50 [8] 45 [7] 40 [4] 40 [4] 35 [3]
Coordination
Athletics +20
Melee +20 +20 Awareness +20 Resolve +20
Toughness +20
Stealth +20
Risk Factor:
Damage
Peril Threshold: Suggested for 1
Dodge: 70% Threshold: Movement: 11 Initiative: 16 Size: Normal
7(13/19/25) Intermediate-
9(15/21/27)
Tier Blackbird
Stinging Tendrils: 65% - Distance (Melee Engaged or 1 Stride) - Damage [2Ð6+8] - Finesse, Reach
536 BLACKBIRDS

BOND OF NIGHTMARES: The NO MORTAL SKILL: This creature is immune to


creature attempts to link to Extinguish Abilities.
a sleeping victim and feed. ODIC INVISIBILITY: This creature is invisible, even to
Every night it does so, make a those who have the ability to sense or see the Od—
(Challenging –10%) Awareness even Outsiders. If someone is specifically looking
test for the sleeper to notice for this creature, knows where to look and what
something amiss (Odsight offers to look for, and possesses Odsight, the Fateweaver
“When a member of the +10 to this test). If the test may make a Flip to Fail Awareness test to determine
villages of Garia passes into succeeds, the link is severed, and whether they notice this creature.
the next world, their body the Blackbird awakens to see the REGENERATION: At the beginning of each of
is placed in a ceremonial creature attempting to feed upon this creature’s Turns, make a (Standard +/–0%)
boat and sent down the them as if by Visible Assault, Toughness test for it. If successful, move it 1 level
Pale Horse river to tumble and steps can be taken to destroy up the Damage Condition Track and remove one
over Trident’s Fall, where the creature. If the test fails, the Injury, if it has any. This effect ends when the
their bones then wash into incubus’s feeding goes unnoticed, creature is Slain!.
the Leviathan Ocean.” and the Blackbird awakens with VISIBLE ASSAULT: After this creature takes an Attack
—Observations of the vague and disturbing memories of Action, it becomes visible to all until it takes a
Wandering Squire
dark, erotic dreams. The day after Reaction or until the start of its next Turn.
an incubus feeds, all rolls made LUCKBLIGHT 2 MISFORTUNE, 1 AP, SPECIAL
for the Blackbird are at –10, and all Peril the target ACTION: This creature prevents a specific target
suffers from any source inflicts an additional +5. it can see from spending Fortune. The target may
LESSER IRON BANE: Bane dice (Ð10s that explode not choose to spend Fortune in any way until this
on ‘9’ or ‘10’) are rolled instead of Damage dice creature is Slain! or the target is out of its presence.
when weapons of iron or steel are used against BREED 3 MISFORTUNE, 2 AP, SPECIAL
this creature. This Damage can still be healed or ACTION: The incubus can split and create another
mitigated by this creature’s other Traits, however, of its ilk. This new incubus is at full strength, even
unless it is Slain!. if the creature it split off from has suffered Damage
LIFT THE VEIL: This creature becomes visible when or Injury.
exposed to the smoke of incense made from the
blood of any accursed, harbinger, apocryphal, or
Outsider capable of Bleeding.
B E ST I A RY 537

Goblin DAIMNFORGED

L ong ago, when history was first being recorded by humankind, the
daimn, or dwarves as they are commonly called, were quite literally
forged from the essence of willing elves by Father Steel. The process was
The daimn are a people who were

not born but made, crafted from


lost, but it is known that it was a true expression of artistic will by Father
Steel. Like all creation, the truth is that there was nothing really created, the aes. The byproducts of that
for every act of genesis is, at core, a form of change, as one essence or
truth is replaced by another—or so it would seem. creation are dangerous and horrible,
The miracle of forging the daimn had a horrible byproduct, the twisted
dross of what was removed from the aes to make them into something new. and still fester in the dark.
This cast-off material, or unwanted essence, became goblins. For every
daimn who walks this world (or used to walk it, for many no longer do),
there is a wretched shadow that crawls in darker places. Each goblin comes
from the creation of a daimn, and some say they hunger for reunion with
the part of themself that was removed and refined. Goblins are half-beings,
hungry, alone, and eternally empty, filled with nothing but the basest of
desires and longings. They howl in the darkness for what they have lost and
seek to end their suffering by bringing others to suffer with them.
From a distance, goblins appear as gnarled and twisted children who
keep to the shadows. Seen clearly, their true nature is apparent, for they are
not made of flesh but of ashen metal with streaks of umber. They bear
stunted and twisted humanlike features, but some
of their joints bend the wrong way, and
sometimes their feet, heads, or hands are
backward. They have gaps in their
physical forms, abscesses that would
send truly living creatures to the
grave. Their eyes show limitless
hatred and pain.
Goblins seek to bond with living
creatures, and those unfortunates they
find sleeping or are able to subdue are
absorbed into their form. The goblin becomes a
mesh or wrapping around the health and light
they covet, biting into the flesh and leaving the
victim disoriented and agonized. Those who are
so claimed are unable to understand their plight
and cannot be made to comprehend it; they know
only that they now exist in a world of dark and
hopeless longing, and that their thoughts are confused
and broken. Few are ever freed from this state. Most
eventually die in madness, sorrow, and darkness.
538 BLACKBIRDS

Goblins can’t be killed. If they are Slain!, they eventually re-form,


though this may take a very long time if their bodily material is scattered
over a large expanse. It is said that the only way the horror of a goblin’s
existence can end is if they bond with the daimn from which the goblin
was made, destroying both. No plausible accounts of this happening are
known to anyone living.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [6] 50 [8] 40 [5] 40 [5] 40 [4] 45 [4] 35 [3]
Athletics +10 Coordination
Melee +30 Awareness +20 Resolve +20
Toughness +20 +20
Risk Factor:
Damage
Peril Threshold: Suggested for 3
Dodge: 60% Threshold: Movement: 8 Initiative: 14 Size: Small
7(13/19/25) Intermediate-
12(18/24/30)
Tier Blackbirds
Bite: 75% - Distance (Melee Engaged) - Damage [1Ð6+6] - Vicious
Claws: 75% - Distance (Melee Engaged) - Damage [2Ð6+6] - Slow

ENGULF AP, COMBAT ACTION, GOBLIN: If the attack dice when weapons of this type are used against
succeeds, make a successful Coordination test for this creature. This Damage can still be healed or
the target, or they are engulfed by the goblin. Those mitigated by this creature’s other Traits, however,
engulfed are trapped until freed, and they suffer unless they are Slain!.
1Ð10+1 Peril at the end of each of their Turns NO MORTAL BLADE: This creature is impervious to
as their minds are filled with horrid visions of Damage from weapons that are not Enchanted.
helplessness, despair, and cruelty. A –10 Athletics MONSTROUS VISIONS 1 MISFORTUNE, 1 AP,
test may be made at the same time for the target SPECIAL ACTION: All who can see this creature are
of Engulf to escape. A goblin may have only one overwhelmed by visions of helplessness, despair, and
opponent engulfed at a time. cruelty. Make a successful Peril-induced Resolve
HORRIFYING FORM 10: This creature is terribly test for them, or they suffer 2Ð10+2 Peril and lose
disturbing to humans who first lay eyes upon 1 AP on their next Turn.
a member of its species. Make a successful UMBRAL EMBRACE 3 MISFORTUNE, 2 AP,
(Challenging –10%) Peril-induced Resolve test for COMBAT ACTION: This creature engulfs an Engaged
such witnesses. opponent without needing any rolls to be made.
IMMORTAL REGENERATION: At the beginning of The effects are the same as the Engulf Trait, above.
each of this creature’s Turns, make a (Standard COMPLETION 5 MISFORTUNE,
+/–0%) Toughness test for them. If it succeeds, 3AP, COMBAT ACTION: The goblin engulfs an
move them up 1 level on the Damage Condition adjacent daimn, and the two consume each other
Track and remove one Injury, if they have any. This in a painful and heartbreaking transformation that
effect continues even if this creature is Slain!, unless leaves behind nothing but a misshapen lump of
one of this creature’s Banes is specifically applied stone. Anyone observing this event must undergo a
immediately after death. Peril-induced Resolve test.
LESSER QUICKBRONZE BANE: Bane dice (Ð10s that
explode on ‘9’ or ‘10’) are rolled instead of Damage
B E ST I A RY 539

Ogre

G oblins exist as the negative value to the sum of all life and
wholesomeness, which is why one of the greatest horrors possible
is what stems from their discovery that they can combine their bodies
and essences into something even worse. The agonizing void within
the consciousness of all goblins sometimes draws them to one another
in a cursed union that does nothing to alleviate their endless torture—
it only amplifies it, so they become more effective at spreading woe
and injury to other living beings they encounter. An ogre is
an open wound on the world that draws others into
its gaping maw.
Ogres appear as larger and more
disturbing versions of goblins,
humanoid in form with similar
features, although a close inspection
of these horrors reveals their true
nature—a combination of two or more
goblins in an unholy chimeric combination.
Sometimes, other living creatures are
encompassed in their form, too, trapped
within and fully visible as they slowly die, unable
to escape from their supernatural and physical
prison.
Most ogres are a combination of
two or three goblins, but stories have
been told of amalgams of
even more. Fortunately,
such monsters are rare—
rarer even than goblins
themselves.

LARGE OGRE (2–3 Goblins):


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [6] 50 [8] 40 [5] 40 [5] 40 [4] 45 [4] 35 [3]
Athletics +20 Coordination
Melee +30 Awareness +20 Resolve +30
Toughness +30 +20
Risk Factor:
Damage
Peril Threshold: Suggested for 3
Dodge: 60% Threshold: Movement: 8 Initiative: 14 Size: Large
7(13/19/25) Intermediate-
15(21/27/33)
Tier Blackbirds
Bite: 75% - Distance (Melee Engaged) - Damage [2Ð6+6] - Punishing, Vicious
Smash: 75% - Distance (Melee Engaged) - Damage [3Ð6+8] - Crushing, Pummeling, Slow
540 BLACKBIRDS

HUGE OGRE (4+ Goblins):


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
55 [7] 50 [8] 40 [5] 45 [5] 40 [4] 55 [5] 35 [3]
Athletics +30 Coordination
Melee +30 Awareness +20 Resolve +30
Toughness +30 +20
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 60% Threshold: Movement: 9 Initiative: 14 Size: Huge
7(13/19/25) Intermediate-
17(23/29/35)
Tier Blackbirds
Bite: 85% - Distance (Melee Engaged) - Damage [2Ð6+7] - Punishing, Vicious
Smash: 85% - Distance (Melee Engaged) - Damage [3Ð6+8] - Crushing (2), Pummeling, Reach, Slow

ENGULF 2 AP, COMBAT ACTION, OGRE: Spend 2 AP LESSER QUICKBRONZE BANE: Bane dice (Ð10s that
for this creature to attack an Engaged opponent. If explode on ‘9’ or ‘10’) are rolled instead of Damage
the attack succeeds, make a successful Coordination dice when weapons of this type are used against
test for the opponent, or they are engulfed by the this creature. This Damage can still be healed or
ogre. Those engulfed are trapped until freed, and mitigated by this creature’s other Traits, however,
they suffer 2Ð10+2 Peril and 1Ð6+8 Damage at unless they are Slain!.
the end of each of their Turns as their minds are NO MORTAL BLADE: This creature is impervious to
filled with horrid visions of helplessness, despair, Damage from weapons that are not Enchanted.
and cruelty, and as they are slowly crushed within NO MORTAL SKILL: This creature is immune to
the ogre. The target may also make a (Hard –20%) Extinguish Abilities.
Athletics test to escape from within at the same MONSTROUS VISIONS 1 MISFORTUNE, 1 AP,
time. An ogre can have a number of opponents SPECIAL ACTION: Spend 1 AP for this creature, and
engulfed equal to the number of goblins that make all who can see it are overwhelmed by visions of
up its form. helplessness, despair, and cruelty. Make a successful
HORRIFYING FORM 20: This creature is terribly Peril-induced Resolve test for them, or they suffer
disturbing to any Mortal who first lays eyes upon 2Ð10+2 Peril and lose 1 AP on their next Turn.
a member of its species. Make a successful (Hard UMBRAL EMBRACE 2 MISFORTUNE, 2 AP,
–20%) Peril-induced Resolve test for such COMBAT ACTION: Spend 2 AP for this creature
witnesses, or they suffer 2Ð10+2 Peril. to engulf an Engaged opponent without needing
IMMORTAL REGENERATION: At the beginning of any rolls to be made. The effects are the same as the
each of this creature’s Turns, make a (Standard Engulf Trait, above.
+/–0%) Toughness test for them. If it succeeds, COMPLETION 4 MISFORTUNE, 3 AP,
move them up 1 level on the Damage Condition COMBAT ACTION: The ogre engulfs an adjacent
Track and remove one Injury, if they have any. This daimn, and the two consume each other in a
effect continues even if this creature is Slain!, unless painful and heartbreaking transformation that
one of this creature’s Banes is specifically applied leaves behind nothing but a misshapen lump of
immediately after death. stone. Make a Peril-induced Resolve test for all
who observe this.
B E ST I A RY 541

O
ther forms of elfwrought are beings
quite literally crafted by the aes to E L F W R O U G HT
serve in one way or another, be it as
monstrous weapons of war or things to The aes slipped from one world
be doted on in quieter moments.
to the next, filling their eclectic

Argosy Bug menagerie with creatures

A n argosy is a storage device that was used long ago by the aes to
“harvest” Fortune from the world and return it to their home on
the moon of Yolk. These elvish devices have a distinctly organic appearance
wondrous and terrible.

After Hekaté’s death, many


that could be described as cocoon-like or pupa shaped. A smattering of
them still exist, and some foolhardy adventurers have found it possible to of these creatures found their
access the arcane power stored within—but doing so is dangerous, for
manipulating the argosy risks releasing what lives inside it. way into the natural wilds of
The argosy bug appears similar to a dragonfly with odd and mottled
coloring, though a closer inspection makes clear that the creature has no this world, ungoverned by the
relation to insects of this world. It is best not to consider the thing’s
origin or what the aes constructed them from, considering the elvish wills of their cosmic masters,
propensity for using living building materials.
The original intention of the argosy bug was for it to fly directly to free to do as they wished for the
Yolk with its acquired Fortune, but any argosies still on this world have
been here for a very long time, and with the disruptions in the Od first time in countless ages.
caused by the death of Hekaté and the more recent Extinguishing, most
have been perverted, damaged, and mutated into something else. A
released argosy bug immediately and viciously attacks the nearest living
creatures with its deadly pincers and sharp mandibles. If injured, it
escapes into the sky but follows its targets, biding its time until they are
asleep or at a disadvantage, and it attacks again.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [4] 40 [4] 50 [8] 45 [7] 40 [4] 40 [4] 35 [3]
Coordination
Melee +30 +30 Awareness +20 Resolve +20
Stealth +20
Risk Factor:
Damage
Movement: 11 Peril Threshold: Suggested for 1
Dodge: 80% Threshold: Initiative: 16 Size: Small
Flying: 14 7(13/19/25) Intermediate-
8(14/20/26)
Tier Blackbird
Mandibles: 75% - Distance (Melee Engaged) - Damage [1Ð6+8] - Finesse, Slow

ELDER SIPHON: This Trait activates when a Critical Fortune, 1 point of Fortune is drained from the flock’s
or Sublime Success is achieved by this creature in Fortune Pool to immediately become Misfortune.
an attack. If there is currently less Misfortune than
542 BLACKBIRDS

RELENTLESS PURSUIT: Once this creature has marked NULL FATE VORTEX 5 MISFORTUNE,
someone as prey by tasting their blood, it tracks this 0 AP, REACTION: This creature implodes and rapidly
prey relentlessly, needing neither sleep nor rest. In sucks the connection of Fate from the vicinity. Fate
addition, it always knows the location of its quarry. may not be spent for anyone exposed to this effect
TOO SMALL, TOO QUICK: Flip to Succeed all Dodge until the sun sets and rises again.
tests made for this creature. If such a test critically
succeeds, that Dodge costs no AP and its cost
is refunded.

Cù-sìth

C ù-sìth have been singled out as pets by their elven masters. They are
usually larger, stronger, and more vicious than their fellows, and
after sufficient training and conditioning, they are
employed as guards, hounds, and game dogs by their
owners and are shaped appropriately. They’re horrible
to encounter, and even more so once one realizes that
these loping and agile “beasts” that move on all fours
were once human.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [6] 50 [7] 40 [6] 40 [4] 40 [4] 45 [4] 35 [3]
Coordination
Athletics +20 Handle Animal
Melee +20 +10 Awareness +20 Resolve +20
Toughness +20 +10
Stealth +10
Risk Factor:
Damage
Peril Threshold: Suggested for 1
Dodge: 50% Threshold: Movement: 9 Initiative: 12 Size: Normal
7(13/19/25) Intermediate-
13(19/25/31)
Tier Blackbird
Bite: 65% - Distance (Melee Engaged) - Damage [2Ð6+6] - Fast, Vicious
Claws: 65% - Distance (Melee Engaged) - Damage [1Ð6+6] - Fast, Punishing

HORRIFYING FORM 10: This creature is terribly for a Moderate Injury, –20 for a Serious Injury, or
disturbing to Mortals who lay eyes upon it for the –30 for a Grievous Injury.
first time. Make a successful (Challenging –10%) JAGGED MAW 2 MISFORTUNE, 1 AP, REACTION:
Peril-induced Resolve test for such witnesses. Immediately after making a successful attack, the
IRON BANE: Bane dice (Ð10s that explode on ‘9’ or creature can perform this Action to cause a random
‘10’) are rolled instead of Damage dice when weapons Serious Injury to the target.
of iron or steel are used against this creature. This HOWL OF THE TWISTED 3 MISFORTUNE,
Damage cannot be mitigated or healed by any of the 1 AP, SPECIAL ACTION: This creature howls with a
Traits of this creature. voice that was once human, and all Mortals who
PAIN IS POWER: This creature ignores the effects of hear this sound are chilled to their bones, becoming
the first Injury it receives in combat. Make a Peril- Defenseless until the start of their next Turn.
induced Resolve test for all who witness this at –10
B E ST I A RY 543

Doppelgänger

E ach of these servants—often courtesans or entertainers—has been


given a skin by their aes master, who attached it with such skill that
the only obvious tells are quickbronze loops that pin closed the single
slit down the neck and spine. Sometimes, these poor souls accompany
changelings on their incursions into mortal lands.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [6] 40 [5] 50 [6] 45 [5] 40 [4] 40 [4] 45 [5]
Charm +20
Melee +20 Athletics +10 Coordination Eavesdrop +10
Resolve +20 Disguise +10
Ranged +20 Toughness +10 +10 Scrutinize +10
Guile +20
Damage
Risk Factor:
Threshold:
Dodge: 60% Peril Threshold: Suggested for
8(14/20/26) Movement: 9 Initiative: 14 Size: Normal
Parry: 65% 7(13/19/25) 3 Basic-Tier
Fur or hide +1:
Blackbirds
9(15/21/27)
Longbow: 65% - Distance (Ranged 18 strides) - Load (1 AP) - Damage [1Ð6+6] - Finesse
Longsword: 65% - Distance (Melee Engaged) - Damage [1Ð6+6] - Adaptable, Defensive, Biting (2)
Rapier: 65% - Distance (Melee Engaged) - Damage [1Ð6+6] - Fast, Finesse, Disarming

IRON BANE: Bane dice (Ð10s that explode on ‘9’ or or put to the sword with no other options available,
‘10’) are rolled instead of Damage dice when the creature may choose to crack the crystalline seed
weapons of iron or steel are used against this at the center of its brain to instantly and permanently
creature. This Damage cannot be mitigated or transform into a cù-sìth. Any damage accrued by this
healed by any of the Traits of this creature. creature is fully healed once it tranforms.
PAIN IS POWER: This creature ignores the effects
of the first Injury they receive in combat. Make a
Peril-induced Resolve test for all who
witness this at –10 for a Moderate
Injury, –20 for a Serious Injury, or
–30 for a Grievous Injury.
MASK OF FLESH 3
MISFORTUNE, NONCOMBAT ACTION: A
person the Blackbirds had thought of as
an ally and a human is actually a creature
that has stolen their skin and replaced
them. The true nature of the betrayer
might not be revealed right away, but the
Fateweaver knows what they truly are
and what motivates them.
METAMORPHOSE 5
MISFORTUNE, 3 AP, SPECIAL ACTION:
The last weapon in a doppelgänger’s
arsenal: should they be found out
544 BLACKBIRDS

Elfmount

T he aes of eld saw humanity as nothing more than cattle to be used


and bred as a source of Fortune, or as beasts of burden to be
crafted and shaped into any desired form. The
elfmount falls into the latter category. This
creature is made from the muscles, limbs, and
bodies of the strongest human specimens the
aes have on hand. The elfmount is then
employed as a deadly and powerful
mount by the greatest aes warriors,
who ride it with startling
effectiveness when they raid
human settlements.
Some of these creatures have saddles or
other Trappings that cover them with a
form of glamour that makes them appear to
be nothing more than unruly and powerful
destriers, although humans who encounter even a
glamoured elfmount are filled with a strange
loathing and subliminal horror. Such glamoured elfmounts are
subject to the same limitations as the glamour of the aes.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


35 [3] 50 [7] 45 [4] 45 [5] 40 [4] 40 [4] 40 [4]
Athletics +20 Coordination
Melee +30 Awareness +20 Resolve +20
Toughness +20 +20
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 65% Threshold: Movement: 10 Initiative: 14 Size: Large
7(13/19/25) 6 Basic-Tier
11(17/23/29)
Blackbirds
Bite: 65% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Fast, Vicious
Trample: 65% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Pummeling, Slow

HORRIFYING FORM 10: This creature is terribly induced Resolve test for all who witness this at –10
disturbing to humans when they first lay eyes upon a for a Moderate Injury, –20 for a Serious Injury, or
member of its species. Make a successful (Challenging –30 for a Grievous Injury.
–10%) Peril-induced Resolve test for such witnesses. DREADFUL TRAMPLE 2 MISFORTUNE, 3 AP,
IRON BANE: Bane dice (Ð10s that explode on ‘9’ or COMBAT ACTION: All adjacent foes are subjected
‘10’) are rolled instead of Damage dice when weapons to the Trample attack, which automatically hits,
of iron or steel are used against this creature. This knocking all targets Prone.
Damage cannot be mitigated or healed by any of the FAMILIAR TEETH 4 MISFORTUNE, 2
Traits of this creature. AP, COMBAT ACTION: An adjacent foe is struck by
PAIN IS POWER: This creature ignores the effects of the jaws of this creature, which does 2Ð10+7 Bane
the first Injury it receives in combat. Make a Peril- Damage to Mortals.
B E ST I A RY 545

Manticore

W hether the legendary monster known even to Erebos’s children


had this creature as its precursor, or the aes made the creature
based upon the extant stories to better terrify and subdue humanity
through fear, is unknown. What is known is that aes fleshcrafters shape
the meat, bone, and sinew of involuntary human donors to build these
monstrosities, and that they are employed by the elves with great “Those who fall asleep
effectiveness as shock troops, guardians, and beasts of war and death. on the shores of the
Each manticore unswervingly serves its aes masters, but it requires Midnight Sea are said
a great deal of willpower to keep one from murdering with vicious to be forever changed
ferocity any humans it comes across. A terrible recognition becomes by the dreams that
evident in its eyes whenever a manticore encounters human beings, as if visit them there—of
they remind the monster of what it once was and spark a burning desire the inky blackness that
to end the pain this recognition brings. Despite its specific and lies beneath the waves
unwavering bloodlust, a manticore can be sent great distances to attack and of the strange
a particular person, settlement, or target, or it can be left to guard an incandescent lights that
area with unflinching vigilance. hover, waiting . . . ”
When in close quarters, its redesigned jaws are horribly efficient in — Observations of the
Wandering Squire
their ability to rip flesh apart, and the bulk of the creature can be brought
to bear on smaller foes to great effect. A manticore may also flick its tail
with a whiplike motion and hurl one of the bony barbs embedded there
in an accurate and deadly distance attack.
546 BLACKBIRDS

Manticores are seldom seen in this day and age, for they are difficult
to craft, and even though they may seem crude and monstrous by
human standards, they represent a great act of aes artistry—few who
remain have the ability or resources to make one. If a manticore is sent
after someone, they must have done something incredibly noteworthy
to elicit such a response from the aes.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [8] 45 [8] 45 [7] 40 [5] 40 [4] 40 [4] 35 [3]
Melee +30 Athletics +30 Coordination
Awareness +20
Ranged +30 Intimidate +20 +30 Navigation +10 Resolve +20
Survival +20
Warfare +10 Toughness +30 Stealth +20
Risk Factor:
Damage
Movement: 10 Peril Threshold: Suggested for 1
Dodge: 75% Threshold: Initiative: 13 Size: Large
Flying: 12 7(13/19/25) Advanced-Tier
14(20/26/32)
Blackbird
Maw: 80% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+8] - Punishing, Slow
Tail Spikes: 80% - Distance (Ranged 10 strides) - Load (1 AP) - Damage [3Ð6+8] - Fast, Throwing
Talons: 80% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Finesse, Punishing, Vicious

BANE OF FLESH MAW/2Ð10+8: The attack listed in for a Moderate Injury, –20 for a Serious Injury, or
parentheses does 2Ð10+8 Bane Damage to targets –30 for a Grievous Injury.
that possess the Mortal Bane or Trait instead of the RELENTLESS PURSUIT: Once this creature has marked
Damage listed in the attack. someone as a target, it tracks that target relentlessly,
HORRIFYING FORM 30: This creature is terribly needing neither sleep nor rest. In addition, it always
disturbing to humans when they first lay eyes knows the location of its quarry.
upon a member of its species. Make a successful MONSTROUS ROAR 1 MISFORTUNE, 1 AP, SPECIAL
(Arduous –30%) Peril-induced Resolve test for ACTION: This creature roars with a supernatural
such witnesses, or they suffer 3Ð10+3 Peril. fury; all present who hear it suffer 2Ð10 Peril.
IRON BANE: Bane dice (Ð10s that explode on ‘9’ PARALYTIC BARBS 4 MISFORTUNE,
or ‘10’) are rolled instead of Damage dice when 2 AP, COMBAT ACTION: This creature strikes a foe
weapons of iron or steel are used against this with its venomous barbs. The target must make a
creature. This Damage cannot be mitigated or successful (Arduous –30%) Toughness test, or they
healed by any of the Traits of this creature. become Defenseless. At the end of their next Turn,
NO MORTAL SKILL: This creature is immune to the target loses the ability to perform Movement
Extinguish Abilities. Actions, and at the end of the following Turn they
PAIN IS POWER: This creature ignores the effects of are rendered Helpless. The stung foe may reattempt
the first Injury it receives in combat. Make a Peril- this Toughness test at the end of each of their Turns
induced Resolve test for all who witness this at –10 to recover.
Will-o’-the-Wisp

N ot all of the human cattle the aes gathered, bred, and warped
physically and mentally were put to uses that are obvious or easy
to understand. There were things done to their mortal thralls that defy
and even blaspheme the idea of what it means to be human, for the aes
were never human and never will be. Their sensibilities and concepts
of morality and purpose are something no finite being can fully
understand.
In the dead city of Ahnoon, where the Autumn Folk still dwell in sad
reminiscence of the sterile but magnificent glory of the elvish empire,
there are flickering lights of ghastly pastel pallor that are best ignored by
those who encounter them, lest seeking their source lead a person to their
doom—or worse, that they discover the origin of the grim luminescence
teasing them from the edge of visibility and learn the Fate of those who
fall into the fevered and dexterous hands of aes artisans. The wisps are
known to be messengers, scouts, and watchers over the demesnes of the
aes, and though they serve these mundane and lesser roles, they can be
very dangerous to those who wish to harm the elves or who, by grave
misfortune, find themselves in the wrong place at the wrong time.
If a wisp specimen were ever captured, one could discover that they
are physical forms, not immaterial spirits, and that the quickbronze shell
crafted most exquisitely into a mask of woe or rage or mirth has, within its
hollow sphere, a human head, its brain exposed by removing the top of the
skull, with quickbronze pins, wires, and devices implanted within to use
the bodiless pate as the source of energy and control for what is only a
construct and shell. Those who make this discovery are often horrified to
see that the person who once was whole remains quite alive and conscious,
albeit voiceless, and stays that way for quite some time, even if the
quickbronze casing is removed, as the magic that keeps them motile and
aware takes some time to fade.
548 BLACKBIRDS

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [4] 40 [4] 50 [8] 45 [5] 40 [4] 40 [4] 35 [3]
Coordination
Melee +10 Awareness +20
Toughness +10 +30 Folklore +20 Resolve +10 Guile +30
Ranged +20 Survival +10
Stealth +30
Risk Factor:
Damage
Movement: 14 Peril Threshold: Suggested for
Dodge: 80% Threshold: Initiative: 14 Size: Small
(Flying) 7(13/19/25) 3 Basic-Tier
9(15/21/27)
Blackbirds
Burning Light: 65% - Distance (Ranged 17 strides) - Load (1 AP) - Damage [1Ð6+8] - Finesse
Ram: 55% - Distance (Melee Engaged) - Damage [1Ð6+4] - Pummeling

BLINDING LIGHT: Make a successful Coordination BABBLING MADNESS 1 MISFORTUNE, 2 AP,


test for those struck by the creature’s burning light SPECIAL ACTION: This creature spouts a litany of
attack, or they are Blinded for their next Turn. insanities that have some truths within pertinent to
IRON BANE: Bane dice (Ð10s those currently present. Make a (Standard +/–0%)
that explode on ‘9’ or ‘10’) are Peril-induced Resolve test for all who hear the
rolled instead of Damage dice litany. Those who fail suffer 2Ð10+2 Peril, and all
when weapons of iron or steel are others 1Ð10+1 Peril.
used against this creature. This ODIC RELEASE 3 MISFORTUNE, 0 AP,
Damage cannot be mitigated or REACTION: This creature explodes, releasing all of
healed by any of the Traits of its stored Fortune in an Odic blast that warps reality.
this creature. Make a successful Coordination test for everyone in
“All who dwell within the MIMICRY: This creature can mimic the current Scene, or they take 2Ð10+2 Damage.
swamp valley of Paladine any sound it has encountered Those whose test succeeds instead take 1Ð10+1.
know to avoid the all- and even duplicate the voices of Aes and magical creatures take an extra 1Ð10+1.
too-enticing lure of the beings it has heard. Anyone with Odsight or Witch’s Blood is Blinded
lights that filter and dance TOO SMALL, TOO QUICK: Flip for 1 hour. Roll 1Ð100 on the Odic Manifestations
through the fog beyond to Succeed all Dodge tests table for additional effects.
the reach of the village made for this creature. If such
outskirts—especially a test critically succeeds, that
when they call out with Dodge costs no AP and its cost
familiar voices . . .” is refunded.
—Observations of the
Wandering Squire
B E ST I A RY 549

I
n some, this flame burned brighter than in others, but even the FOLK
dimmest ember of Fate held the potential to become a bonfire if the
wind was right. But the world is not as it once was. This birthright, this From Highsalt to Corbel and from
connection to the divine, has been
severed by the hands of the Paladine to Florent, human beings are
Oligarchs, whose cruelty and
dispassionate selfishness everywhere. Whether humble peasants
triumphed over all.
toiling in the fields,

lofty nobles planning wars as if

moving pieces on a chessboard, pious

hierophants spreading the word of

Armsman their beliefs, or merely one of the many

T he armies of this world are not entirely peopled by noble knights


encased in steel and mounted on destriers, despite what tales
would have you believe; quite the opposite is true. The bulk consists of
wanderers displaced by seemingly

endless wars, the folk of the world


commoners raised above their peers and taught the arts of martiality,
and mercenaries willing to heft their swords for coin. “Armsman” is also have always had one thing in common:
an improperly gendered word, used by ignorant nobles who have little
knowledge of the actual composition of their armies. In truth, it each held a tiny spark of Fate within.
encompasses any person who has been trained, or who learned, to
fight—and who has tasted battle and survived. These people come in
every shape and size, and for them, skill, strength, and tactical ability are
favored above the family one was born into or the basic lot that one was
dealt in life. Armsman is the one profession available to anyone who can
lift a blade and is willing to draw blood with it, and for which there is
always a need in these dark and troubled times.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [6] 45 [5] 45 [5] 40 [4] 40 [4] 40 [4] 35 [3]
Melee +20
Athletics +10 Coordination Awareness +10 Heal +10
Ranged +10 Resolve +10
Toughness +10 +10 Survival +10 Strategy +10
Warfare +10
Damage
Risk Factor:
Threshold:
Dodge: 55% Peril Threshold: Suggested for
6(12/18/24) Movement: 8 Initiative: 13 Size: Normal
Parry: 70% 7(13/19/25) 1 Basic-Tier
Light leather +2:
Blackbird
8(14/20/26)
Light Crossbow: 60% - Distance (Ranged 11 strides) - Load (2 AP) - Damage [1Ð6+6] - Fast, Piercing, Punishing
Longsword: 70% - Distance (Melee Engaged) - Damage [1Ð6+6] - Adaptable, Biting (2), Defensive
Pike: 70% - Distance (Melee Engaged or 1 stride) - Damage [1Ð6+5] - Finesse, Piercing, Reach
550 BLACKBIRDS

All armsmen have these Traits: 2. Bellicose: This creature chooses a specific Blackbird
MORTAL: Of finite life span; such a creature is naturally and gains +20 on all Attack Actions against that
vulnerable to all threats of the Blackbirds world, target.
including Injury. 3. Favored Weapon: This creature learned, or was
DESPERATE ASSAULT 2 MISFORTUNE, 1 AP, trained, to use a particular weapon. When using
COMBAT ACTION: This creature can use this Trait only this weapon, they gain +10 to Attack Actions and
when they have suffered at least 3 levels of Damage. Parry tests associated with their weapon.
They gain +20 to all Combat-based Skill tests and add 4. Pious: This creature is deeply committed to the
an extra Damage die to all Attacks for the remainder local religion, but also may cause trouble if those
of this Combat Scene. interacting with them do not display proper piety.
BATTLE HORN 4 MISFORTUNE, 2 AP, They gain +10 to all Skill tests made for them to
SPECIAL ACTION: This creature plays a note on its Resist Vitiations, Outsider Techniques, Od &
battle horn, raises a standard, or performs some other Ritual Techniques, or Wortcunning Spells.
act that summons 1Ð6 armsmen. This action may 5. Servile: This creature is likely to follow orders if
transpire only once per Combat Scene. they are given by someone who appears to be in
OPTIONALLY, ROLL 1Ð6 TO ADD A FURTHER TRAIT TO a position of power. All Guile rolls made against
THIS CREATURE: them are Flip to Succeed.
1. Battle-Hardened: Resolve tests made for this creature 6. Worldly: This creature is difficult to lie to or fool.
are Flip to Succeed when their commanding All Guile rolls made against them are Flip to Fail.
officer or leader is present and within their sight.

Brigand

T his world is not kind to the downtrodden, and justice is in short


supply even in times of peace—but these are times of war. Who
can blame the commoners or failed soldiers who have grown full on a
diet of injustice and cruelty and decided to take by force what they can’t
gain from honest toil? Humans who have begun to see all others as prey
have grown all too common in these troubled times.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [6] 45 [6] 45 [5] 40 [4] 40 [4] 40 [4] 35 [3]
Skulduggery +20
Melee +10 Awareness +10 Heal +10
Toughness +10 Coordination Resolve +10 Guile +20
Ranged +10 Survival +10 Strategy +10
+10
Damage
Risk Factor:
Threshold:
Dodge: 55% Peril Threshold: Suggested for
7(13/19/25) Movement: 8 Initiative: 13 Size: Normal
Parry: 60% 7(13/19/25) 1 Basic-Tier
Light leather +2:
Blackbird
9(15/21/27)
Greatsword: 60% - Distance (Melee Engaged) - Damage [1Ð6+6] - Punishing, Reach, Slow OR
Pike: 60% - Distance (Melee Engaged or 1 stride) - Damage [1Ð6+5] - Finesse, Piercing, Reach
AND
Light Crossbow: 50% - Distance (Ranged 11 strides) - Load (2 AP) - Damage [1Ð6+6] - Fast, Piercing, Punishing OR
Longbow: 60% - Distance (Ranged 17 strides) - Load (1 AP) - Damage [1Ð6+5] - Finesse
B E ST I A RY 551

DESPERATE: This creature gains an extra Damage


die and +10 to Resolve tests when outnumbered.
MORTAL: Of finite life span; such a creature is
naturally vulnerable to all threats of the Blackbirds
world, including Injury.
BETWEEN THE RIBS: This creature does an extra
die of Damage when attacking an opponent they
have Flanked.
BRIGAND’S TRICK 2 MISFORTUNE, 1 AP,
COMBAT ACTION: This creature performs an
underhanded attack. It can’t be dodged or parried.
TRAP 2 MISFORTUNE, 2 AP, SPECIAL ACTION:
This creature activates a trap that has been set
nearby to catch the unaware. Anyone engaged with
this creature must make a Coordination test or fall
Prone and take 2Ð6+1 Damage.
AMBUSH 3 MISFORTUNE, NONCOMBAT
ACTION: This creature and all those accompanying
them are set for an ambush and initiate a Surprise
Round. Awareness rolls made for the Blackbirds
and their allies to detect the ambush are at –30.

Charlatan

W hereas the brigand steals by use of force, a charlatan steals by use


of clever duplicity and twisted diplomacy. Charlatans can be
found at all levels of society, pouring poison into the ears of the foolish,
the gullible, the weak, or the emotionally vulnerable. They are masters
of turning words against others and rallying those who believe their
falsehoods to acts of violence, criminality, and oppression in the service
of the charlatans’ goals.
Some charlatans may even have positions of power as advisors,
dispensers of justice, religious authorities, or even nobles. Be aware that
even though those who follow them and believe in what they say are
oppressed, they do not see things this way, and those who openly act
against charlatans, or bring violence or death to them, are sought by
their former followers for vengeance or justice.
552 BLACKBIRDS

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


35 [4] 40 [4] 40 [5] 40 [5] 45 [4] 45 [5] 50 [7]
Charm +20
Melee +20 Skulduggery +20
Scrutinize +20 Strategy +10 Resolve +20 Guile +20
Ranged +10 Stealth +20
Leadership +20
Damage
Risk Factor:
Threshold:
Dodge: 40% Peril Threshold: Suggested for
6(12/18/24) Movement: 8 Initiative: 14 Size: Normal
Parry: 55% 8(14/20/26) 1 Basic-Tier
Light leather +2:
Blackbird
8(14/20/26)
Light Crossbow: 45% - Distance (Ranged 11 strides) - Load (2 AP) - Damage [1Ð6+4] - Fast, Piercing, Punishing
Rapier: 55% - Distance (Melee Engaged) - Damage [1Ð6+5] - Disarming, Fast, Finesse

All charlatans have these Traits: OPTIONALLY, ROLL 1Ð6 TO ADD A FURTHER TRAIT TO
MORTAL: Of finite life span; such a creature is THIS CREATURE:
naturally vulnerable to all threats of the Blackbirds 1. Theurgical Dabbler: This creature dabbles in
world, including Injury. sorcery. They gain Odweft with one Skill Rank.
BRIGAND’S TRICK 2 MISFORTUNE, 1 AP, They have access to an imp.
COMBAT ACTION: This creature performs an 2. Charming: All except the Blackbirds always believe
underhanded attack. It cannot be dodged or parried. this creature and tend to give them the benefit of
DEVIOUS PLAN 2 MISFORTUNE, 2 AP, SPECIAL the doubt.
ACTION: This creature has planned for the current 3. Patron: This creature is either a patron in disguise
circumstances and has an escape route, trap, or or has access to one who may help the Blackbirds
reversal that changes things in their favor. Make a if they assist this creature.
successful Awareness test for those present, or they 4. Favored Weapon: This creature learned, or was
take 1Ð10+1 Damage from a hidden trap as this trained, to use a particular weapon. When using
creature escapes the current location. this weapon, they gain +10 to Attack Actions and
WORDS OF DOUBT 3 MISFORTUNE, 2 Parry tests associated with their weapon.
AP, SPECIAL ACTION: 1Ð6 town guards or armed 5. Pious: This creature is deeply committed to the
peacekeepers appear who believe whatever this local religion, but also may cause trouble if those
creature says to them and take their side in any interacting with them do not display proper piety.
disagreement. Use the Armsmen entry They gain +10 to all Skill tests made for them to
for peacekeeper statistics. Resist Vitiations, Outsider Techniques, Od &
Ritual Techniques, or Wortcunning Spells.
6. Worldly: This creature is difficult to lie to or
fool. All Guile rolls made against them are Flip
to Fail.

Commonfolk

R omantic stories of knights and lords and kings and queens speak
profoundly of nobility, obligation, justice, and piety. The truth is
that, for every great personage, there are hundreds or thousands of
chattel, commoners, and serfs who have sworn their allegiance to the
feudal order and those who oversee it. Through their endless toil and
B E ST I A RY 553

servitude, they keep the wheels of society moving. The societal order
demands that they be protected by the military might of those whom
they serve, but when war comes, they are the first to be fed into its
insatiable maw.
This motley portion of humanity harbors many types and shapes,
whether the farmer scratching out a meager existence from the earth, the
serving person of a great lady or lord, or the fool who capers and jests for
the aged monarch. They are ubiquitous, outnumbering their rulers by
orders of magnitude, and yet they have learned to lower their eyes.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


35 [3] 40 [4] 40 [4] 40 [4] 45 [4] 45 [5] 50 [6]
Handle Animal
Scrutinize +10 Tradecraft +10
+10
Damage
Risk Factor:
Dodge: 40% Threshold:
Peril Threshold: Suggested for
Parry: 35% (Flip 5(11/17/23) Movement: 7 Initiative: 13 Size: Normal
8(14/20/26) 1 Basic-Tier
to Fail) Fur or hide +1:
Blackbird
6(12/18/24)
Sling: 35% (Flip to Fail) - Distance (Ranged 7 strides) - Load (1 AP) - Damage [1Ð6+3] - Fast, Finesse, Throwing
Tool: 35% (Flip to Fail) - Distance (Melee Engaged) - Damage [1Ð6+4] - Pummeling

All commonfolk have the following Traits: 2. Docile: This creature is unsuited for combat, and
MORTAL: Of finite life span; such a creature is all Combat-based Skill tests and Resolve rolls
naturally vulnerable to all threats of the Blackbirds made for them are Flip to Fail.
world, including Injury. 3. Favored Weapon: This creature learned, or was
UNFATED: This creature is Slain! if they receive trained, to use a particular weapon. When using
an Injury. this weapon, they gain +10 to Attack Actions
THIEF 3 MISFORTUNE, 2 AP, SPECIAL and Parry tests associated with their weapon.
ACTION: This creature is a thief. After encountering 4. Servile: This creature is likely to follow
this creature, a Blackbird finds that something has orders if they are given by someone who
been deftly removed from their person. appears to be in a position of power. All
WOLF AMONG SHEEP 3 MISFORTUNE, Guile rolls made against them are Flip to
NONCOMBAT ACTION: This creature is actually Succeed.
someone or something else in disguise, possibly 5. Pious: This creature is deeply committed
hiding, spying, or seeking prey. When revealed, this to the local religion, but also may cause
creature initiates a Surprise Round. trouble if those interacting with them do
OPTIONALLY, ROLL 1 6 TO ADD A FURTHER TRAIT TO not display proper piety. They gain +10
THIS CREATURE: to all Skill tests made for them to Resist
1. Curious: This creature has been listening to local Vitiations, Outsider Techniques, Od
rumors and knows either something about the & Ritual Techniques, or Wortcunning
Blackbirds or what can help or hinder them, and Spells.
the creature may be looking to make some coin 6. Worldly: This creature is difficult to
from this knowledge. lie to or fool. All Guile rolls made
against them are Flip to Fail.
554 BLACKBIRDS

Sigilist

T hose who serve the order of Sigil and the saints that are an
expression of this truth are well known across Erebos for their
discipline, faith, military strength, and ability to confront, destroy, and
seal away the supernatural. This scorched-earth mentality toward
anything that originates in the Od applies to village elders who practice
wortcunning and theurges making their unwholesome deals with
Outsiders as much as it does to monsters crawling into this world from
the other side. Sigilists follow a strict code and make no compromises
with the powers of the Od or those who treat with the things therein,
though there are rumors of theurges and magical creatures bound with
runic chains and symbols, enthralling them into service to the order.
All who join the church receive martial training to some degree: even
monks and priests of the order know how to swing a sword and bend a
bow, and they also generally have access to higher quality weapons and
armor than do most infantry of the realm. The church has deep pockets
and deeper stratagems. These weapons are often etched with sigils that
make them effective against magical creatures, but each is bound to the
individual who owns it so that only they may use its abilities.
The true mark of a Sigilist is just that: the marks, or sigils,
representing the martyred and canonized saints of the order that
even the lowliest acolytes have branded or tattooed onto their flesh
and that adorn their clothing and dwellings. These symbols possess
mystic resonance that let Sigilists resist magic, smite opponents with
great force, defy harm, and see into the hearts of those who would keep
secrets from them.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


40 [6] 35 [3] 45 [4] 40 [4] 45 [4] 50 [7] 40 [4]
Melee +20 Athletics +10 Coordination Awareness +10 Folklore +10 Resolve +10 Leadership +10
Ranged +10 Toughness +10 +10 Scrutinize +10 Heal +10 Tradecraft +10 Rumor +10
Damage
Risk Factor:
Threshold:
Dodge: 55% Peril Threshold: Suggested for
7(13/19/25) Movement: 7 Initiative: 13 Size: Normal
Parry: 60% 10(16/22/28) 3 Basic-Tier
Chainmail +6:
Blackbirds
13(19/25/31)
Light Crossbow: 50% - Distance (Ranged 10 strides) - Load (2 AP) - Damage [1Ð6+6] - Fast, Piercing, Punishing
Longsword: 60% - Distance (Melee Engaged) - Damage [1Ð6+6] - Adaptable, Biting (2), Defensive

HANDS OF HEALING 3 AP, SPECIAL ACTION: Once MORTAL: Of finite life span; such a creature
per Combat Scene, make a Heal test for this is naturally vulnerable to all threats of the
creature to heal themself or an adjacent creature for Blackbirds world, including Injury.
1 level of Damage.
B E ST I A RY 555

STALWART WILL +10: This creature gains a +10 4. Sigil of Saint Fatima the Penitent: This creature is
to Resist magical effects that require a Resolve immune to mental control, possession, and any
test to do so. magic that requires a Resolve test to Resist.
STIGMATA OF SIGIL: This creature bears one or more of 5. Sigil of Saint Juvin the Accused: This creature
the sigils of their faith, giving them certain miraculous deals an extra die of Damage when making
powers. These marks are permanently branded or Melee Attacks.
tattooed, and their power can be relinquished only by 6. Sigil of Saint Eddinger the Martyr: Defensive
removing the section of skin where they exist. Sigilists Reactions against this creature’s Ranged Attacks
usually choose visible skin to be stigmatized, and are at –10.
those bearing sigils are assumed to have a connection WEAPONS OF SIGIL: This creature’s weapons
with the church. The Fateweaver may choose one or are marked with sigils and are considered to
several of these marks to don the creature, or they can be Enchanted, but only when this creature is
be determined randomly. wielding them.
1. Sigil of Rihtære, the Caged Hermit: This creature ARMOR OF GRACE 2 MISFORTUNE, 0 AP,
will know if they have been lied to; they won’t REACTION: After seeing the results of a Damage
know if information has been withheld. roll from an attack, the Fateweaver can spend 2
2. Sigil of Eliese, the Blessed Pilgrim: If this creature Misfortune for this creature to avoid the blow. This
takes more than 1 level of Damage from Trait may even be employed to avoid Extinguish
a physical attack, reduce the total levels of Abilities.
Damage received by 1. LEGIONS OF HEAVEN 5 MISFORTUNE,
3. Sigil of Alma, the Gleeful Virgin: Add 3 to this 2 AP, SPECIAL ACTION: This creature summons 1Ð6
creature’s Movement. In addition, roll 1Ð6 every Sigilists to join them in combat. This Trait may be
time this creature begins a Combat Turn; if it is used only once per Combat Scene.
face ‘6,’ they gain 1 extra AP for that Turn.

Vagabond

T he largest category of humanity—and the hardest to specify, since


so many have become homeless wanderers as years of endless war
devour villages, cities, and countries. If the whisperings of the common
people are to be believed, those who wander in search of food and
comfort are blessed by the old gods of Fate, and from their number rise
those who restore balance to this world. These whisperings are more
than likely rationalizations for those already at the bottom of human
society, under the boot of the upper classes, and terrified of how much
further they could fall. It is equally likely that wandering people are
driven out of town or blamed for current misfortunes or recent thefts of
goods as it is that they’ll be given any succor.
556 BLACKBIRDS

Vagabonds could be desperate commonfolk, refugees, or anyone


displaced by war or horror, but they might also count among their
number thieves, failed mercenaries, or even adventurers. The name most
commonly given to such groups when they accumulate near a settlement
is “Blackbirds”—not a term of endearment.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


40 [5] 35 [3] 45 [4] 40 [5] 45 [4] 50 [5] 40 [4]
Handle Animal
Melee +10 Coordination
Toughness +10 Scrutinize +10 +10
Ranged +10 +10
Rumor +10
Damage
Risk Factor:
Threshold:
Dodge: 55% Peril Threshold: Suggested for
4(10/16/22) Movement: 7 Initiative: 14 Size: Normal
Parry: 50% 8(14/20/26) 1 Basic-Tier
Fur or hide +1:
Blackbird
5(11/17/23)
Cudgel: 50% - Distance (Melee Engaged) - Damage [1Ð6+5] - Off-Hand, Staggering
Horse Bow: 50% - Distance (Ranged 13 strides) - Load (1 AP) - Damage [1Ð6+5] - Fast, Finesse

All vagabonds have the following Traits: OPTIONALLY, ROLL 1Ð6 TO ADD A FURTHER TRAIT
MORTAL: Of finite life span; such a creature is TO THIS CREATURE:
naturally vulnerable to all threats of the Blackbirds 1. Curious: This creature has been listening to local
world, including Injury. rumors and either knows something about the
UNFATED: This creature is Slain! if they receive Blackbirds or what can help or hinder them, and
an Injury. they may be looking to make some coin from
THIEF 3 MISFORTUNE, 2 AP, SPECIAL this knowledge.
ACTION: This creature is a thief. After encountering 2. Docile: This creature is unsuited for combat, and
them, a Blackbird finds that something has been all Combat-based Skill tests and Resolve rolls
deftly removed from their person. made for them are Flip to Fail.
WOLF AMONG SHEEP 3 MISFORTUNE, 3. Favored Weapon: This creature learned, or was
NONCOMBAT ACTION: This creature is actually trained, to use a particular weapon. When using
someone or something else in disguise, this weapon, they gain +10 to Attack Actions
possibly hiding, spying, and Parry tests associated with their weapon.
or seeking prey. When 4. Pious: This creature is deeply committed to the
revealed, this creature local religion, but also may cause trouble if those
initiates a Surprise Round. interacting with them do not display proper piety.
They gain +10 to all Skill tests made for them to
Resist Vitiations, Outsider Techniques, Od &
Ritual Techniques, or Wortcunning Spells.
5. Worldly: This creature is difficult to lie to or
fool. All Guile rolls made against them are Flip
to Fail.
6. Servile: This creature is likely to follow orders if
they are given by someone who appears to be in
a position of power. All Guile rolls made against
them are Flip to Succeed.
B E ST I A RY 557

A ccording to the sagas, before humanity was forged by the gods,


they attempted to build creatures who would live on this world
and serve the weave of Fate. Each attempt was a crude failure, a rough
G I A NTS O F T H U L E

Although some northern folk boast


caricature of what would one day be the delicate perfection of the
human form. Each creation was unique, far larger than a human, and in that they descend from the ancient
some way an abomination that should not exist, as the gods had not yet
learned fine precision. These were the giants of Thule, creatures of myth giants of Thule, in fact, few true human
and legend not seen by mortal eyes of this age except in ancient carvings
or as paintings preserved in the caves where humans first eked out a descendants of these strange, horrible,
trembling existence at the dawn of history.
The truth is that, in ages past, a war of annihilation was waged on and misunderstood creatures exist. There
the giants, but some hid deep in the frozen wastes, where they slept
preserved in ice. The Extinguishing reawakened them, and they rage are also very few people who actually
against their tiny kin, the perfect and whole second children of the gods.
They are failure, rage, and envy personified, in shapes terrifying to believe the legendary giants exist.
behold, and are stronger, larger, and more vicious than even the worst
predators of this world.
Each giant of Thule is unique, having been shaped by the hands of the
old gods themselves, a prototype or mold for what was to come after.
They are immortal after a fashion, and their disturbing forms will knit
themselves together again, even if cut to pieces. The only way to truly
kill a giant of Thule is to learn its bane, and each one has a bane specific
to themself. Would-be giant killers would be wise to find the facts behind
their foe’s weakness, and crawling into ancient caverns seeking the fading
paintings of primitive humanity may well be the key to
ending a reign of supernatural terror.

Gyges

K nown by those who dwell


in villages and settlements
in the far north as “the god of a
hundred hands,” Gyges is the most
recently awakened giant of Thule. He
appears as a roughly humanlike
shape, 15 strides tall, with many
arms of various sizes and
lengths sprouting from each
shoulder.
558 BLACKBIRDS

More disturbing is that Gyges has no legs but instead a multitude of


arms where each leg should be. And rather than one head, he has many
smaller heads, also of various sizes, that spread between his shoulders
and appear almost like cysts. It is difficult to know what the giant thinks
or knows, as each head has a different expression—without exception,
some version of pain, madness, sorrow, or rage. Although Gyges does
not speak, the susurrus of horror that flows wordlessly from his many
throats is exceptionally disturbing to hear. Humans recognize deeply on
some level that he is their kin, and that his very existence reveals
something horrible about what it means to be human.
Gyges may arrive with unholy terror and rage, tearing apart an
entire village, or he may hunt quietly in the night to kill lone watchers
or groups that wander in the dark. He is very clever and far from the
mindless brute many take him to be when he’s first encountered.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


55 [7] 50 [9] 50 [7] 50 [7] 50 [5] 50 [7] 50 [5]
Melee +30 Athletics +30 Awareness +30
Coordination
Ranged +30 Intimidate +20 Scrutinize +20 Folklore +30 Resolve +30 Bargain +10
+30
Warfare +10 Toughness +30 Survival +30
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 80% Threshold: Movement: 10 Initiative: 16 Size: Huge
10(16/22/28) Advanced-Tier
19(25/31/37)
Blackbirds
Crush: 85% - Distance (Melee Engaged or 2 strides) - Damage [3Ð6+9] - Crushing (2), Slow
Grasp: 85% - Distance (Melee Engaged or 2 strides) - Damage [2Ð6+7] - Slow, Entangling, Punishing
Throw Stone: 85% - Distance (Ranged 16 strides) - Load (1 AP) - Damage [3Ð6+7] - Finesse

BLUE CRAB CHITIN BANE: Bane dice (Ð10s that (Arduous –30%) Peril-induced Resolve test for
explode on ‘9’ or ‘10’) are rolled instead of Damage such witnesses, or they suffer 3Ð10+3 Peril.
dice when weapons fashioned from the shells of IMMORTAL REGENERATION: At the beginning of
Thule’s blue crabs are used against this creature. each of this creature’s Turns, make a (Standard
This Damage cannot be mitigated or healed by any +/–0%) Toughness test for him. If it succeeds,
of the Traits of this creature. move him up 1 level on the Damage Condition
CRIPPLING CONSTRICTOR: When this creature has a Track and remove one Injury, if he has one. This
foe in a Grapple, that foe takes Damage as if from effect continues even if this creature is Slain!, unless
the Crush attack (4Ð6+9). one of this creature’s banes is specifically applied
DIRE CONSEQUENCES: Injuries caused by this immediately after death.
creature’s attacks occur on a face ‘5’ or ‘6’ when INESCAPABLE: When this creature uses a Grapple,
rolling an Injury die. he is able to maintain it for 0 AP and use other
DISTURBING WHISPERS: All listeners suffer 1Ð10+1 Actions in combat.
Peril the first time they hear the incessant MANY EYES: This creature can’t be Flanked, and all
murmuring of this creature’s many heads. rolls made to sneak up on him are Flip to Fail.
HORRIFYING FORM 30: This creature is terribly NO MORTAL SKILL: This creature is immune to
disturbing to humans when they first lay eyes Extinguish Abilities.
upon a member of its species. Make a successful
B E ST I A RY 559

REND ASUNDER
5 MISFORTUNE, 3 AP, COMBAT
ACTION: This creature
attempts to sever one of its
opponent’s limbs. Roll 1Ð6
to determine what happens.
On a 1, sever left arm. On a
2, sever right arm. One a 3,
the victim’s torso is caved in,
causing the Fractured Ribs
Injury. On a 4, sever left leg.
On a 5, sever right leg. On a
6, the victim’s throat is slashed,
causing the Arterial Spray Injury.
Severed limbs also result in the Scarlet
Torrent Injury.

Kephale

K ephale is another attempt by the gods to bring humanity into the


world, and like her kin, she is only a preliminary and rough
experiment that was abandoned after its creation. Kephale appears at
first as a massive head the size of a cottage, with long and luxurious black
hair spread out around her. Because she spends much time sleeping,
those who encounter her for the first time usually assume that her body
is buried up to its neck or that she is the decapitated head of a giant. The
truth, however, is very different.
Beneath the “stump” of Kephale’s neck are hundreds of malformed
appendages—not arms or legs or tentacles, but something more akin to
dexterous and lengthy flippers. She is able to move herself more rapidly
than might be expected using these extremities. In addition, her hair is
another extension of her physical will, and it is able to grab anything
near enough to reach and is even strong enough to lift her entire mass.
If she is in a location with trees, her speed is even greater, as she uses her
hair to swing between the forest branches and trunks.
Like all giants of Thule, Kephale is immortal, and no matter how
much Injury she receives, she always heals back to full health
unless her singular weakness can be learned.
560 BLACKBIRDS

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [7] 50 [7] 55 [9] 50 [7] 50 [5] 50 [7] 50 [5]
Coordination Awareness +30
Athletics +30 Folklore +30
Melee +30 +30 Eavesdrop +20 Resolve +30 Guile +20
Toughness +30 Survival +20
Stealth +30 Scrutinize +20
Risk Factor:
Damage
Movement: 12 / Peril Threshold: Suggested for 6
Dodge: 85% Threshold: Initiative: 16 Size: Large
24 (In Trees) 10(16/22/28) Advanced-Tier
18(24/30/36)
Blackbirds
Hair Grasp: 80% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+9] - Fast, Finesse, Entangling
Hair Whip: 80% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+9] - Fast, Finesse, Punishing

ARBOREAL MOTILITY: This creature moves at twice her 1 level on the Damage Condition Track at the start
normal speed and can raise herself above the ground of each of their Turns, and an (Arduous –30%)
at this same rate in locations where there are trees or Athletics test must be made for them to escape.
similar structures that can bear her weight. TEAR VISCERA BANE: Bane dice (Ð10s that explode
DIRE CONSEQUENCES: Injuries caused by this on ‘9’ or ‘10’) are rolled instead of Damage dice
creature’s attacks occur on a face ‘5’ or ‘6’ when when weapons anointed with the fluids from the
rolling an Injury die. gallbladder of a tear are used against this creature.
IMMORTAL REGENERATION: At the beginning of each This Damage cannot be mitigated or healed by any
of this creature’s Turns, make a (Standard +/–0%) of the Traits of this creature.
Toughness test for her. If it succeeds, move her up 1 PERFORATE 3 MISFORTUNE, 2 AP, COMBAT
level on the Damage Condition Track and remove ACTION: This creature penetrates an opponent in a
one Injury, if she has any. This effect continues even critical location, causing a random Grievous Injury.
if this creature is Slain!, unless one of this creature’s REND ASUNDER 5 MISFORTUNE,
banes is specifically applied immediately after death. 3 AP, COMBAT ACTION: This creature attempts
INESCAPABLE: When this creature uses a Grapple, to sever one of its opponent’s limbs. Roll 1Ð6 to
she is able to maintain it for 0 AP and use other determine what happens. On a 1, sever left arm.
Actions in combat. On a 2, sever right arm. One a 3, the victim’s torso
NO MORTAL SKILL: This creature is immune to is caved in, causing the Fractured Ribs Injury. On
Extinguish Abilities. a 4, sever left leg. On a 5, sever right leg. On a 6,
SWALLOW: After this creature has a Normal or Small the victim’s throat is slashed, causing the Arterial
opponent Grappled, make a successful (Challenging Spray Injury. Severed limbs also result in the Scarlet
–10%) Athletics test for that opponent, or they are Torrent Injury.
drawn into her mouth. Swallowed opponents drop
B E ST I A RY 561

T H E B A R K B O R N ( D E VO U R E R S O F T H E H E A RT W O O D ) HARBINGERS

T
hey dropped their scythes and hammers and kitchen knives
and walked northward in a trance. Some fell on the journey, The old gods are dead, but that does
frozen and frostbit, starving and weak, but many reached
their goal and clambered up the dead roots to the shards of wood jutting not mean the world is without those
from the upper stump. There, they impaled themselves to give their
souls over to the dead god and begin their metamorphosis.” that rival their power. The dawn of the
It is said in legend that Yggdrasil made insects from his bark flesh,
as servants to spread his seed. His new servants—the barkborn—became Oligarchs is just beginning, and their
more insect than human and serve to spread his now diseased and
blackened seed to all the world. servants are listed in the corresponding

chapter. In addition, there are other


Grubling
powers, freshly flooded into the world

T he appearance of these barkborn suggests a cross between a grub


and a human child, but whether these creatures were once
children or merely appear that way because they are an immature step
like blood from an open wound, and

in the warped lifecycle Yggdrasil spins out, even beyond death, is they are moving and quickening in
unknown. Regardless, each grubling possesses large human eyes and
forearms, but also the multilegged torso and lower body of some form the wild places where few human eyes
of insect larva. Sometimes, they walk on their strange hind legs, and
other times, they crawl on their bellies like worms. Their backs are are open to see them. None know yet
patches of verdant grass with small, thorny flowers erupting from
within. Grublings feed on refuse, dung, and anything dying or what their ultimate goals or forms
diseased, and if they can’t find anything else, they just eat dirt. They
are generally harmless, but in great enough numbers, they may find may be, only that they are inimical
the courage to add fresh meat to their diet.
Grublings are quite adept at digging, and they often create a hidden to much of humanity, and they are
warren or burrow that they and other barkborn can use as shelter when
night comes. growing and multiplying . . .
The learned posit that these things must at some point spin a
cocoon and become another sort of barkborn, but none yet have found
the conjectured verdant womb, and none know for certain whether this
is their final form or they evolve into something else.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [5] 50 [6] 40 [4] 40 [4] 40 [4] 45 [4] 35 [3]
Melee +10 Toughness +10 Stealth +10 Resolve +10
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 40% Threshold: Movement: 7 Initiative: 13 Size: Normal
7(13/19/25) 1 Basic-Tier
7(13/19/25)
Blackbird
Grasp and Bite: 55% - Distance (Melee Engaged) - Damage [1Ð6+6] - Slow, Pummeling
562 BLACKBIRDS

DAYWALKER: This creature SPORE BLAST 2 AP, COMBAT ACTION: This creature
becomes quiescent during the sprays a blast of spores onto someone with whom
night and seeks to hide itself it is Engaged. Make a successful (Standard +/–0%)
underground or somewhere Coordination test for the target, or they begin to
out of sight prior to sundown. hallucinate, and all Skill tests made for them are
If attacked at night, it is always at –10 until the effect wears off, which takes 10
Surprised for the first Round of minutes. Common hallucinations are that things are
“More than one traveler combat, even if another Trait growing on their skin or in their lungs and that only
has fallen asleep beneath says it would not be, and for all fire can stop it. They might also see more powerful
the trees of Erebos, only subsequent Rounds it has 1 less barkborn hiding nearby or approaching, or have
to be awakened by the AP than usual. visions of the murder of Yggdrasil as perpetrated
gently pawing hands of FIRE BANE: Bane dice (Ð10s that by the Oligarchs—anything the Fateweaver decides
curious grublings drawn explode on ‘9’ or ‘10’) are rolled would be appropriate.
from their nearby burrows instead of Damage dice when fire SPORE CLOUD 2 MISFORTUNE, 1 AP, SPECIAL
by the unfamiliar scent.” is used against this creature. This ACTION: This creature sprays a cloud of spores 3
—Observations of the Damage cannot be mitigated or strides around itself. Make a successful (Hard –20%)
Wandering Squire
healed by any of the Traits of Coordination test for all creatures within this area,
this creature. or they suffer the effects of Spore Blast, above.
FLESH OF THE UNDEAD: This creature feels no pain SWARM 2 MISFORTUNE, 2 AP, SPECIAL
and ignores all Injuries. It cannot Bleed. Severed ACTION: This creature screeches and 1Ð6
limbs may move independently. grublings appear. This may be used only once per
MIND OF THE UNDEAD: This creature is immune Combat Scene.
to magic or abilities that seek to control the mind EVOLVE 3 MISFORTUNE, 3 AP, COMBAT
or emotions. It automatically succeeds against any ACTION: This creature transforms into a moil
ability that would cause it to Resist with Fellowship, wretch, healing all Damage and Injuries. Make a
Intelligence, or Willpower. This does not include Peril-induced Resolve
possession by Outsiders. It cannot be Knocked Out test for all who
or Stunned. observe this.
B E ST I A RY 563

Moil Wretch

M oil wretches are the middle tier of barkborn, either returned to a


dark semblance of life by Yggdrasil after impaling themselves on
its dead husk or transformed from grublings. Their legs and arms have
become insect-like thrashing and grasping appendages that terminate in
rootlike claws. Their heads are dominated and dwarfed by giant spiny
eyes able to see in all directions, making the creatures difficult to hit and
almost impossible to surprise. The four antennae that now sprout from
the upper face of what has only a small resemblance to their former
human shape are dangerous, whiplike limbs used for offense.
Although technically undead, they are, like most barkborn,
vulnerable at night since their physiology is based on plants. They are
feared for their ability to leap great distances to implant spiny acorns
within those they assault. These cause victims to be drawn to Yggdrasil
and other barkborn to be drawn to the victims in turn. The result is
usually a transformation of the host into one of the barkborn themself.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [6] 50 [7] 40 [4] 40 [4] 40 [4] 45 [4] 35 [3]
Coordination
Melee +20 Toughness +20
+10
Risk Factor:
Damage
Peril Threshold: Suggested for 3
Dodge: 50% Threshold: Movement: 7 Initiative: 13 Size: Normal
7(13/19/25) Intermediate-
10(16/22/28)
Tier Blackbirds
Antennae Whip: 65% - Distance (Melee Engaged) - Damage [1Ð6+6] - Fast, Vicious
Claws: 65% - Distance (Melee Engaged) - Damage [2Ð6+6] - Slow, Punishing
564 BLACKBIRDS

BANE OF FLESH CLAWS/1Ð10+6: The attack listed in ability that would cause it to Resist with Fellowship,
parentheses does 1Ð10+6 Bane Damage to targets Intelligence, or Willpower. This does not include
that possess the Mortal Bane or Trait instead of the possession by Outsiders. It cannot be Knocked Out
Damage listed in the attack. or Stunned.
DAYWALKER: This creature becomes quiescent during PANOPTICON: This creature can see simultaneously
the night and seeks to hide itself underground or in all directions. Dodge tests made for it are Flip
somewhere out of sight prior to sundown. If attacked to Succeed, and it can never be Surprised by
at night, it is always Surprised for the first Round of something it can see.
combat even if another Trait says it would not be, and UNNATURAL ALACRITY 1 MISFORTUNE, 2 AP,
for all subsequent Rounds it has 1 less AP than usual. COMBAT ACTION: This creature makes three attacks
FIRE BANE: Bane dice (Ð10s that explode on ‘9’ or ‘10’) at any targets in range; these attacks are made at
are rolled instead of Damage dice when fire is used +10 to hit and are not penalized for being multiple
against this creature. This Damage cannot be mitigated attacks in the same Turn.
or healed by any of the Traits of this creature. SPINY ACORN 5 MISFORTUNE, 0 AP,
FLESH OF THE UNDEAD: This creature feels no pain COMBAT ACTION: After making a successful attack,
and ignores all Injuries. It cannot Bleed. Severed this creature leaves a hard-to-detect, undead, spiny
limbs may move independently. seed in its target. The target dreams of Yggdrasil
LEAP 2 AP, SPECIAL ACTION: This creature leaps up every Rekindling, and unless a successful (Standard
to 10 strides vertically or 15 strides horizontally. +/–0%) Resolve test is made for them, they sleepwalk
This motion is too fast to allow for Opportunity toward the corpse of the tree. Barkborn are drawn to
Attacks, and an attack made by the creature right the host’s location in greater and greater numbers.
after the leap adds +1 Damage if it hits. When The acorn may also cause random hallucinations
using this Trait at the beginning of an encounter, at the Fateweaver’s discretion. The acorn can be
foes are at –20 to prevent Surprise. removed with a (Challenging –10%) Heal test made
MIND OF THE UNDEAD: This creature is immune to perform chirurgy, but only if the healer knows it is
to magic or abilities that seek to control the mind there and where it is located.
or emotions. It automatically succeeds against any
B E ST I A RY 565

Woe Mantis

A woe mantis is a warrior, an assassin, and a hunter. The


mantises are feared by all, for they are very efficient
killers and, without intervention, prey daily on the same
settlement, dragging their victims off to an unknown Fate.
Entire towns have been destroyed by a single mantis as it
works tirelessly to follow the call of its grim task.
Woe mantises were clearly human once but were
transformed by the dark will brooding within the stump of
the World Tree. Indeed, these creatures are usually formed
from the remains of warriors, soldiers, and mercenaries.
The creatures have sprouted extra legs, and their arms are
now more like mantis claws—natural, efficient, and
deadly weapons. The dead eyes of the corpse from
which they grew are enlarged, pale spheres that
adorn the sides of their misshapen heads and can
see in all directions. From their backs erupt gigantic,
leafy growths, which form makeshift wings.
Woe mantises can’t fly, but they can use their
legs and these appendages to make incredible
leaps, often surprising prey from an unlikely
angle of attack or escaping a tricky situation
when in danger.
Woe mantises seem to have a bit more of the
person they once were within them than lesser
barkborn, and it is not unusual for them to be
distracted by relics of their past. They sometimes
repeat a phrase that held some significance to their past
lives in a strange, high-pitched, clicking shriek. This cry is
incredibly disturbing to any former friends or family who hear it.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [7] 45 [6] 45 [6] 40 [6] 40 [4] 40 [4] 35 [3]
Coordination
Melee +30 Athletics +20
+20 Awareness +30 Resolve +30
Ranged +20 Toughness +20
Stealth +30
Risk Factor:
Dodge: 65% Damage
Peril Threshold: Suggested for 3
Parry: 80% (with Threshold: Movement: 9 Initiative: 15 Size: Normal
7(13/19/25) Intermediate-
natural blades) 14(20/26/32)
Tier Blackbirds
Reaping Blades (×2): 80% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Finesse, Reach, Punishing
Spit Poison Barb: 70% - Distance (Ranged 15 strides) - Load (2 AP) - Damage [1Ð6+7] - Fast, Piercing, Envenomed (2Ð10)
566 BLACKBIRDS

BANE OF FLESH REAPING MIND OF THE UNDEAD: This creature is immune


BLADES/1Ð10+6: The attack to magic or abilities that seek to control the mind
listed in parentheses does 1Ð10+6 or emotions. It automatically succeeds against any
Bane Damage to targets that ability that would cause it to Resist with Fellowship,
possess the Mortal Bane or Trait Intelligence, or Willpower. This does not include
instead of the Damage listed in possession by Outsiders. It cannot be Knocked Out
the attack. or Stunned.
“It is considered lucky to DAYWALKER: This creature NO MORTAL BLADE: This creature is impervious to
hear a thrush knocking becomes quiescent during the Damage from weapons that are not Enchanted.
when traveling the paths night and seeks to hide itself LEAP OF MISFORTUNE 1 MISFORTUNE, NON
of the Silver Mountains, underground or somewhere COMBAT ACTION: This creature automatically
but only if one manages out of sight prior to sundown. surprises its foes if they were not previously aware of
to catch sight of it. If attacked at night, it is always it by leaping into their group, initiating a Surprise
There are many things Surprised for the first Round of Round. It may attack multiple targets during
among the trees capable combat, even if another Trait this Round.
of mimicking sounds, says it would not be, and for all SNATCH AWAY 3 MISFORTUNE, 2 AP,
least of all birds.” subsequent Rounds it has 1 less COMBAT ACTION: This creature grapples an
—Observations of the AP than usual. opponent, hurtles them into the air, and then drops
Wandering Squire
FIRE BANE: Bane dice (Ð10s that them from the apex of its leap, 10 strides above the
explode on ‘9’ or ‘10’) are rolled ground. The victim takes 1Ð10+10 Damage from
instead of Damage dice when fire is used against the fall.
this creature. This Damage cannot be mitigated or SPINY ACORN 5 MISFORTUNE, 0 AP,
healed by any of the Traits of this creature. COMBAT ACTION: After making a successful attack,
FLESH OF THE UNDEAD: This creature feels no pain this creature leaves a hard-to-detect, undead, spiny
and ignores all Injuries. It cannot Bleed. Severed seed in its target. The target dreams of Yggdrasil every
limbs may move independently. Rekindling, and unless a successful (Standard +/–
LEAP 2 AP, SPECIAL ACTION: This creature leaps up 0%) Resolve test is made for them, they sleepwalk
to 10 strides vertically or 15 strides horizontally. toward the corpse of the tree. Barkborn are
This motion is too fast to allow for Opportunity drawn to the host’s location in greater
Attacks, and an attack made by the creature right and greater numbers. The acorn may
after the leap adds +1 Damage if it hits. When also cause random hallucinations at
using this Trait at the beginning of an encounter, the Fateweaver’s discretion. The acorn
foes are at –20 to prevent Surprise. can be removed with a (Challenging
–10%) Heal test made to perform
chirurgy, but only if the healer knows
it is there and where it is located.
B E ST I A RY 567

T
hese “cuttings of Yggdrasil” do not present as trees, just as T H E W O R L D S P LI NTE R S
Yggdrasil is not a tree but something far beyond the concept of
some terrestrial arbor—they are imprints on the world’s surface Four cuttings were taken from Yggdrasil
of a greater thing that spreads into the Od and beyond. They are still young
(a relative term), and each one appears in the vague shape of a giant stag: before the World Tree perished. The
enormous, bizarre, and jarringly representational of everything that is a
“season” as humans understand it. However, they are physically present, and druids perhaps had some forewarning
it is even possible to slay them. They are not demigods, or angels, or
Outsiders, or monsters, but four flickering flames of order kept burning by of events that were, in some way,
the vigilance, perseverance, and protection of the druids, and of the servants
that each has made from things in their demesnes, whether living or dead. preordained, though not authored by

Fate. They sought to preserve the natural


Dáinn, the Black Stag, the Shrouded Elk,
the Apotheosis of Spring order of seasons governed by Yggdrasil,

D áinn is the living cutting of the dead World Tree that represents the
power of rebirth, regrowth, and new life. It is the primordial bog from
which all life springs, and it is the mud to which it must all return—the
and to this end, the four saplings of the

great tree were preserved and spirited


threshold between one world and the next. The Black Stag is the herald of
violent transformation, and death is anathema to its presence. For this away. Each sapling is imbued with a
reason, it wraps the dead in life to end its irritation, like an
oyster forming a pearl around a grain of sand. The results of part of the primordial power of the god
this action are its servants, the rooted dead.
The stag’s form incorporates rain-slickened and tree, and each has created servants and
decayed leaves plastered over bone in a
blighted imitation of flesh. Shelf guardians for itself by transforming
mushrooms lattice over its hulking
rib cage, while hanging moss mortals that came into contact
gives the illusion of clumped fur.
Purple accents of sprouted with these powerful fragments
pickerelweed shyly poke their way
through this eldritch loam. Dáinn’s of elemental divinity.
antlers are made of gnarled protrusions
of waterlogged bogwood draped
in curtains of algae, reminiscent
of a felled tree partly submerged beneath swampy waters. Its face,
hidden beneath a veil of reindeer lichen, is a mystery—a crown of
red twig dogwood hovers over the obscured visage.
The blooming of spring follows the stag’s every step. Its passage is
haunted by whispering voices and blustering winds laden with heavy
droplets of rain, which imbue the surrounding vegetation with a
pulsating, otherworldly beauty.
568 BLACKBIRDS

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [7] 50 [7] 55 [9] 50 [5] 50 [5] 50 [8] 50 [5]
Athletics +30 Coordination
Awareness +30 Odweft +20
Melee +30 Intimidate +10 +30 Charm +30
Scrutinize +30 Resolve +30
Toughness +30 Stealth +30
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 85% Threshold: Movement: 12 Initiative: 14 Size: Large
11(17/23/29) Advanced-Tier
18(24/30/36)
Blackbirds
Gore: 80% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+9] - Finesse, Punishing, Vicious
Trample: 80% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+7] - Pummeling, Slow

IMMATURE GODHEAD: This creature is a being in a ‘9’ or ‘10’) when weapons anointed with the ichor
state of metamorphosis and flux. It is evolving, and of these divine berries are used against this creature.
it might assume a different form or level of power This Damage cannot be mitigated or healed by any
if the situation merits such a transformation at the of this creature’s Traits.
discretion of the Fateweaver. Godhead: Damage GIFT OF DARK LIFE 1 MISFORTUNE, 1 AP, SPECIAL
Threshold 20(26/32/38). Mature Godhead: ACTION: Dáinn claims a corpse as their servant,
Damage Threshold 22(28/34/40). filling it with black roots and transforming it into
IMMORTAL REGENERATION: At the beginning of each one of the rooted dead.
of this creature’s Turns, make a (Standard +/–0%) CLAIM THE WORTHY 4 MISFORTUNE,
Toughness test for it. If it succeeds, move it up 1 2 AP, SPECIAL ACTION: Dáinn tramples a living
level on the Damage Condition Track and remove being, causing 3Ð10+7 worth of Bane Damage. If
one Injury, if it has any. This effect continues even the target is Slain!, they are immediately resurrected
if this creature is Slain!, unless one of this creature’s as one of the rooted dead.
banes is specifically applied immediately after death.
NO MORTAL BLADE: This creature is impervious to
Damage from weapons that are not Enchanted.
NO MORTAL FATE: This creature is an intrinsic part
of the warp and weft of Fate. Its attacks and Traits
cannot be circumvented by spending Fate.
NO MORTAL SKILL: This creature is immune to
Extinguish Abilities.
THE QUICKENING OF DÁINN: All creatures allied
with Dáinn within its presence gain an extra 1 AP
as they are quickened with life. Make a successful
(Standard +/–0%) Peril-induced Resolve test for
all others at the beginning of each of their Turns,
or they suffer 2Đ10+2 Peril as their minds and
bodies are overwhelmed with unnatural energy and
otherworldly vitality.
ROYAL HOLLY BANE: Royal holly is said to grow in
the highest peaks of the Silver Mountains, near the
lost den of Mother Wolf and her pack. Roll Bane
dice instead of Damage dice (Ð10s that explode on
B E ST I A RY 569

The Rooted Dead

F rom a distance, the rooted dead appear to be humans that are either
preternaturally still or quick, but up close their true nature is
revealed. They are skinless human skeletons whose musculature,
tendons, and organs have been replaced by vines, bark, roots, and plant
matter, and though they are able to remain as still as statues for hours
and days on end, they can also move with terrifying speed.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [5] 40 [4] 50 [7] 45 [4] 40 [4] 40 [4] 35 [3]
Athletics +10
Melee +20 Stealth +10 Resolve +10
Toughness +10
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 50% Threshold: Movement: 10 Initiative: 13 Size: Normal
7(13/19/25) 3 Basic-Tier
7(13/19/25)
Blackbirds
Bony Claws: 65% - Distance (Melee Engaged) - Damage [2Ð6+7] - Fast, Finesse
Spear: 65% - Distance (Melee Engaged or 1 stride) - Damage [1Ð6+5] - Piercing, Reach

DAYWALKER: This creature becomes quiescent during SIGHT WITHOUT SIGHT: By sensing the Od directly,
the night and seeks to hide itself underground this creature can see, even if its eyes are destroyed
or somewhere out of sight prior to sundown. If or removed. In addition, it can see in complete
attacked at night, it is always Surprised for the darkness. It cannot see things that are hidden from
first Round of combat, even if another Trait says it the Od, however.
would not be, and for all subsequent Rounds it VICIOUS ALACRITY 3 AP, COMBAT ACTION: This
has 1 less AP than usual. creature makes three unmodified Melee Attacks.
FLESH OF THE UNDEAD: This creature BLACKROOT INFECTION 3 MISFORTUNE,
feels no pain and ignores all Injuries. It 0 AP, COMBAT ACTION: After a successful unarmed
cannot Bleed. Severed limbs may move attack, part of this creature breaks off and embeds
independently. itself in the target unless Fate is spent to avoid it.
MIND OF THE UNDEAD: This creature is The next time the sun rises, the target feels the piece
immune to magic or abilities that seek moving under the skin, growing, and replacing
to control the mind or emotions. It their flesh with blackroot. While it grows, the
automatically succeeds against any ability host automatically heals 1 level of Damage at each
that would cause it to Resist sunrise, but after [BB] times this occurs, they will
with Fellowship, Intelligence, transform into one of the rooted dead. The piece
or Willpower. This does not may be removed only by performing chirurgy—and
include possession by Outsiders. a successful (Challenging –10%) Heal test—using
It cannot be Knocked Out a blade made from quickbronze. The host takes
or Stunned. 1Ð10+2×[number of days they have been infected]
NO MORTAL BLADE: This creature is Damage when the piece is removed.
impervious to Damage from weapons THE DARK SPRING 5 MISFORTUNE,
that are not Enchanted. 3 AP, SPECIAL ACTION: This creature summons its
master, Dáinn, the Black Stag.
570 BLACKBIRDS

Duneyrr, the Yellow Stag, the Thundering Ear,


the Scion of Autumn

T he Burning Sapling of autumn represents the season of decline,


dying, and the end of life that will one day lead to a new
fecundity. Duneyrr is a giant fourteen-point buck made of perpetually
burning ash wood, its ligneous antlers actively sprouting with crackling
and living flames, but never consumed. Where its face would be, the
wood is split open unevenly, like a tree hit by a lightning strike or a
mighty timber cracking in the heat of a roaring forest fire. Those who
see its visage are both drawn toward its heat and repulsed by its
splintered and crackling self-consumption. Its presence is preceded
and accompanied by the fall of ash and the smell of charred flesh, and
when its hooves of coal scorch the hissing, wet earth nearby, it is best
that all living things hide themselves, lest they be devoured and reborn
as something new and vital but wholly unnatural.
B E ST I A RY 571

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [8] 50 [7] 50 [7] 50 [5] 50 [5] 55 [9] 50 [5]
Athletics +30 Coordination
Awareness +30 Odweft +30
Melee +30 Intimidate +30 +30 Strategy +20
Scrutinize +30 Resolve +30
Toughness +30 Stealth +30
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 80% Threshold: Movement: 10 Initiative: 14 Size: Large
12(18/24/30) Advanced-Tier
18(24/30/36)
Blackbirds
Grind: 80% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+8] - Pummeling, Slow
Terrible Bite: 80% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+8] - Punishing, Vicious

THE HEAT OF DUNEYRR: Make a successful (Standard provides only enough blood to anoint three such
+/–0%) Awareness test every Round for all creatures weapons. Roll Bane dice instead of Damage dice
who are Engaged with Duneyrr, or they take 2Ð6 (Ð10s that explode on ‘9’ or ‘10’) for weapons so
Damage from its heat. This restriction does not anointed. This Damage cannot be mitigated or
encompass the servitors or followers of Duneyrr. healed by any of this creature’s Traits.
IMMATURE GODHEAD: This creature is a being in a NO MORTAL BLADE: This creature is impervious to
state of metamorphosis and flux. It is evolving, and Damage from weapons that are not Enchanted.
it might assume a different form or level of power NO MORTAL SKILL: This creature is immune to
if the situation merits such a transformation at the Extinguish Abilities.
discretion of the Fateweaver. Mature Godhead: CONGREGANT BIFOLD 1 MISFORTUNE, 1 AP,
Damage Threshold 20(26/32/38). Godhead: SPECIAL ACTION: All those present who have not
Damage Threshold 22(28/34/40). yet been targeted by a pyric bifold are immediately
IMMORTAL REGENERATION: At the beginning of each duplicated and hunted by one.
of this creature’s Turns, make a (Standard +/–0%) PYRE OF AUTUMN 2 MISFORTUNE, 1 AP,
Toughness test for it. If it succeeds, move it up 1 COMBAT ACTION: Make a successful (Challenging
level on the Damage Condition Track and remove –10%) Toughness test for all those within 10 strides
one Injury, if it has any. This effect continues even who are inimical to Duneyrr, or they take 3Ð6+5
if this creature is Slain!, unless one of the creature’s Damage from heat. Make a successful (Standard
banes is specifically applied immediately after death. +/–0%) Coordination test for those so burned to
KELPIE BLOOD BANE: Kelpie blood can be gathered avoid them being set On Fire (see Set On Fire in
only by finding and killing those creatures. Weapons Chapter 6: Conflict & Rekindling for details).
must be anointed with this blood, and one kelpie
572 BLACKBIRDS

Pyric Bifold

D uneyrr’s place of sanctuary is a hidden and dangerous swamp,


marsh, or bog, from which it gathers servitors by duplicating those
who have wandered there through purpose or chance. Any person or
group that enters the area surrounding the refuge of the Burning Sapling
soon senses that they are being watched and then followed. Unless they
are able to find their way out of the labyrinthine environs that encompass
Duneyrr’s refuge, they soon encounter creatures that are crude copies of
themselves that seek to take their faces, minds, and souls. These doubles
do everything they can to kill and replace the originals, for if they can end
the lives of their antecedents, they are able to re-form themselves into
more complete and perfect replicas. One who has been replaced retains all
the memories and personality of the original, with a few tells: they are
emotionless and may misunderstand emotional intent or do a poor job of
mimicking these behaviors; their skin is hot to the touch, as if they have
an extreme fever (although they do not sweat); they smell of smoke; and,
if wounded or cut open, their insides are revealed as smoldering organic
matter like the embers in the heart of a fire.
Before a pyric bifold defeats the creature whose form it has
stolen, it appears as a crudely made copy of that being, as
if formed from the peat and mud of the bog it
rose from and then burned in a bonfire.
It is surrounded by rising smoke
and hissing steam. The bifold possesses
all the knowledge and all the
same statistics of the one it duplicates. If
its source is a theurge, it has the same relationship
to any Outsiders, and in fact, those same Outsiders are
unable to tell the two apart and serve both until one is slain. The
only thing the bifold lacks (other than an acceptable visage) is the
equipment that the original carries on their person, though the creature
has crudely formed alternatives that are as similar as possible.
A being can have only one pyric bifold, and once it is defeated,
there can never be another. If the bifold kills the original, it rapidly
transforms into a perfect replica by devouring the original’s skin and
flesh, then promptly returns to the Scion of Autumn to worship and
serve it for eternity, although it may be sent on errands or quests in
distant lands. Even if those who have been copied leave the
swamp where this accursed duplication occurred, their
twinned bifolds follow them, seeking out their molds
with unerring accuracy until one or the other is
destroyed.
B E ST I A RY 573

Many animals in Duneyrr’s domain have already been duplicated,


and people traveling there are spied upon by these things. Those who are
aware of the natural behavior of animals know that something is wrong
with the creatures in Duneyrr’s lair.

BIFOL D TEMPL ATE:


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
As Original As Original As Original As Original As Original As Original As Original
–20 to all
All the Fellowship-based
All the Combat- All the Brawn- All the Agility- All the All the
Intelligence- Skills the Original
based Skills based Skills based Skills Perception-based Willpower-based
based Skills possesses (tests
the Original the Original the Original Skills the Original Skills the Original
the Original for such Skills
possesses at the possesses at the possesses at the possesses at the possesses at the
possesses at the always fail if the
same Rank same Rank same Rank same Rank same Rank
same Rank bifold’s face can
be seen)
Risk Factor:
Dodge: As Damage Suggested for 1
Movement: As Initiative: As Peril Threshold:
Original Threshold: As Size: As Original [Appropriate to
Original Original As Original
Parry: As Original Original Original]-Tier
Blackbird
Armed as original, but unique or enchanted weapons are mundane versions.

DAYWALKER: This creature becomes quiescent during ability that would cause it to Resist with Fellowship,
the night and seeks to hide itself underground Intelligence, or Willpower. This does not include
or somewhere out of sight prior to sundown. If possession by Outsiders. It cannot be Knocked Out
attacked at night, it is always Surprised for the or Stunned.
first Round of combat, even if another Trait says it SIGHT WITHOUT SIGHT: By sensing the Od directly,
would not be, and for all subsequent Rounds it has this creature can see even if its eyes are destroyed
1 less AP than usual. or removed. In addition, it can see in complete
FLESH OF THE UNDEAD: This creature feels no pain darkness. It cannot see things that are hidden from
and ignores all Injuries. It cannot Bleed. Severed the Od, however.
limbs may move independently. AUTUMNAL FLAMES 2 MISFORTUNE, 0 AP,
INFERNAL GULLET 1 AP, COMBAT ACTION: If this REACTION: When dying, this creature bursts into
creature makes a successful unarmed Melee Attack, flames. All those within 1 stride of it are exposed to
it causes 1Ð10+1 Damage to its target as they are Moderately Dangerous flames, which do 2Ð10+2
exposed to the raging heat of the creature’s interior. Damage unless a successful (Routine +10%)
If the attack is a Critical or Sublime Success, the Coordination test is made for them.
target is also set On Fire (see Set On Fire in Chapter BIFOLD 2 MISFORTUNE, 2 AP, SPECIAL
6: Conflict & Rekindling for details). ACTION: One person present who has not yet been
INTERNAL FURNACE: Anytime this creature takes targeted by a pyric bifold is immediately duplicated
Damage from Melee weapon strikes, those Engaged and hunted by one.
with it are exposed to Mildly Dangerous flames, PYRE OF CONSUMING 5
which do 1Ð10+1 Damage unless a successful MISFORTUNE, 3 AP, COMBAT ACTION: This creature
(Routine +10%) Coordination test is made for them. grabs an Engaged target and immolates itself; the
MIND OF THE UNDEAD: This creature is immune target takes 2Ð10+2 Damage at the beginning of
to magic or abilities that seek to control the mind each of their Turns until freed by an ally.
or emotions. It automatically succeeds against any
574 BLACKBIRDS

Duraþrór, the Red Stag, the Thriving Slumber,


Dream of the Quick

D uraþrór is the embodiment of the season of winter itself. It


represents the potential of life returning again once the snow has
melted, but until that time, life must sleep beneath the ground, patient
and dreaming. Those who sleep within the boundaries of the land
“There is no more feared claimed by Duraþrór are in danger of passing into the encompassing
omen in the northern dreams it sends to find servants—to be infected with the parasitic
countries than a snowfall umbral root of Duraþrór, known as the red slumber, and then to rise as
on a clear day.” the slumbering clergy. Those so taken may never awaken again.
—Observations of the The Red Stag is death given life, or life in death, and so, its
Wandering Squire
embodiment is more similar to an actual living animal than the other
cuttings of Yggdrasil, albeit a living creature in a state of death. Its flesh
is flayed open from the violence of nature, and what is exposed bears the
marks of frostbite and rigor mortis. It is a morbidly beautiful and
majestic creature of somber silence. Its antlers are bright red, as if the
living exterior had been flayed off by frozen winds, and they peek
through the snowpack surrounding them like the branches of a sequoia
in winter, stripped of bark. Duraþrór is as silent as snowfall, with
crunching being the only sound its tiny, desiccated
hooves make as it treads the muffled landscape.
Where its face would be, there is a sheet of snow
that appears stained with blood.
B E ST I A RY 575

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


55 [9] 50 [7] 50 [7] 50 [5] 50 [5] 50 [8] 50 [5]
Athletics +30 Coordination
Awareness +30 Odweft +30
Melee +30 Intimidate +30 +30
Scrutinize +30 Resolve +30
Toughness +30 Stealth +30
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 80% Threshold: Movement: 10 Initiative: 14 Size: Large
11(17/23/29) Advanced-Tier
18(24/30/36)
Blackbirds
Gore: 85% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+9] - Piercing, Punishing, Vicious
Trample: 85% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+9] - Slow, Vicious

DREAMS OF THE RED STAG: Make a successful RED IRON BANE: Bane dice (Ð10s that explode on
(Challenging –10%) Resolve test for all those who ‘9’ or ‘10’) are rolled instead of Damage dice when
sleep within a domain claimed by Duraþrór, either weapons of red iron are used against this creature.
during a Rekindling or outside of one, who do not This Damage cannot be mitigated or healed by any
have someone watching over them to wake them of the Traits of this creature.
when they begin to have troubled dreams, or else THE SLUMBER OF DURAÞRÓR: All creatures who
the dreamer becomes inhabited by a root of winter. encounter Duraþrór are filled with an encompassing
Refer to Roots of Winter below. lethargy and have 1 less AP than normal. Make
IMMATURE GODHEAD: This creature is a being in a a successful (Standard +/–0%) Toughness test
state of metamorphosis and flux. It is evolving, and for each at the start of their Turns, or they suffer
it might assume a different form or level of power 2Ð6 Peril. These restrictions do not encompass the
if the situation merits such a transformation at the servitors or followers of Duraþrór.
discretion of the Fateweaver. Mature Godhead: BLANKET OF SLEEP 2 MISFORTUNE, 2 AP,
Damage Threshold 20(26/32/38). Godhead: SPECIAL ACTION: Make a successful (Standard +/–
Damage Threshold 22(28/34/40). 0%) Toughness test for all those present who are
IMMORTAL REGENERATION: At the beginning of each inimical to Duraþrór, or they suffer 3Ð10+3 Peril
of this creature’s Turns, make a (Standard +/–0%) and are rendered Defenseless until their next Turn.
Toughness test for it. If it succeeds, move it up 1 ROOTS OF WINTER 4 MISFORTUNE,
level on the Damage Condition Track and remove 0 AP, REACTION: After attacking an opponent,
one Injury, if it has one. This effect continues even Duraþrór causes a root of winter to begin to grow
if this creature is Slain!, unless one of this creature’s inside of them. The target becomes immune to
banes is specifically applied immediately after death. Damage from cold, heat, and flames while the root
NO MORTAL BLADE: This creature is impervious to grows within them. Each Rekindling, the host loses
Damage from weapons that are not Enchanted. 1 [WB], and if their [WB] reaches 0, they become
NO MORTAL SKILL: This creature is immune to a slumbering clergy. The quickening root may be
Extinguish Abilities. killed only by applying an unguent made from the
heart of a cinnamolgus at an alchemical laboratory
with a (Hard –20%) Wortcunning test.
576 BLACKBIRDS

Slumbering Clergy

T hose afflicted with the red slumber become quite pale and cold,
and the red roots of Duraþrór erupt from their mouths to wrap
around their faces and necks. In more advanced stages, they become
desiccated mummies, with the roots covering most of their bodies and
burrowing through their flesh like veins. Their body is preserved beneath
the roots and does not decay, as the power of winter keeps them alive
and yet asleep for eternity, lost in its strange umbral dream.
Those in settlements near the hidden resting place of Duraþrór
know to sleep in shifts and watch over one another for telltale signs of
the dreams that signal the claiming of a sleeper: unusual movements of
the tongue or mouth, mumbling or chanting in an unknown language,
or disturbingly robust laughter or other emotional sounds during
dreaming. If the potential victim is awakened and fed a bit of salt, they
are safe until morning.
Those who have succumbed to the red slumber and are in the
more advanced stages radiate a spectral cold that can literally
freeze the blood within a person’s veins with a touch. Whole
villages have been reduced to frozen statues by the passing of
a group of slumberers.

SLUM BERING CLERGY TEMPLATE :


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
+20 –20 +10
Fellowship-based
+10 to Skills may not
+20 to +10 to
Coordination be employed by
Toughness Awareness
and Stealth the slumbering
clergy.
Damage Peril Threshold:
Threshold: +1 +1

TY PI CAL SLUMBERING CLERGYFO LK :


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [6] 50 [7] 35 [3] 40 [5] 40 [4] 40 [5] 45 [4]
Athletics +20
Coordination
Melee +20 Intimidate +20 Awareness +20 Resolve +20
+20
Toughness +20
Damage
Risk Factor:
Threshold:
Peril Threshold: Suggested for 1
Dodge: 55% 9(15/21/27) Movement: 6 Initiative: 14 Size: Normal
8(14/20/26) Intermediate-
Brigandine +3:
Tier Blackbird
12(18/24/30)
Cudgel: 65% - Distance (Melee Engaged) - Damage [2Ð6+6] - Off-Hand, Staggering
Dagger: 65% - Distance (Melee Engaged) - Damage [2Ð6+3] - Fast, Finesse, Off-Hand, Piercing
B E ST I A RY 577

DAYWALKER: This creature becomes quiescent during SIGHT WITHOUT SIGHT: By sensing
the night and seeks to hide themself underground the Od directly, this creature can
or somewhere out of sight prior to sundown. If see even if their eyes are destroyed
attacked at night, they are always Surprised for the or removed. In addition, they can
first Round of combat, even if another Trait says see in complete darkness. They
they would not be, and for all subsequent Rounds cannot see things that are hidden
they have 1 less AP than usual. from the Od, however.
FLESH OF THE UNDEAD: This creature feels no pain WARDS OF FIRE AND ICE: This “Iron nails pounded into
and ignores all Injuries. They cannot Bleed. Severed creature takes no Damage from the village gates herald
limbs may move independently. cold, heat, or flames. spring in the south of
MIND OF THE UNDEAD: This creature is immune GIFT OF WINTER 2 Erebos, where the cold
to magic or abilities that seek to control the mind MISFORTUNE, 1 AP, SPECIAL metal is thought to drive
or emotions. They automatically succeed against ACTION: Make a (Standard away the fae who are
any ability that would cause them to Resist with +/–0%) Toughness test for those said to be most active
Fellowship, Intelligence, or Willpower. This does within 10 strides of one of these as the forests and hills
not include possession by Outsiders. They may not creatures. Those whose test fails return to life from their
be Knocked Out or Stunned. take 1Ð10+1 Damage from cold. winter slumber . . . ”
That Damage is 2Ð10+2 on a — Observations of the
Wandering Squire
Critical Failure, and 3Ð10+3 on
a Sublime.
ROOTS OF WINTER 5 MISFORTUNE,
0 AP, REACTION: After attacking an opponent, this
creature causes a root of winter to begin to grow
inside of them. The target becomes immune to
Damage from cold, heat, and flames while the root
grows within them. Each Rekindling, the host loses
1 [WB], and if their [WB] reaches 0, they become
a slumbering clergy. The quickening root may be
killed only by applying an unguent made from the
heart of a cinnamolgus at an alchemical laboratory
with a (Hard –20%) Wortcunning test.
578 BLACKBIRDS

Dvalinn, the White Stag, Bliss of Summer,


Droning Wapiti

D valinn is imbued with the essence of life rampant in full bloom


and excess. It represents the height of organic achievement, of
sanguine superiority, and the time of year that encompasses both
excelling at toil and the enjoyment of the fruits of labor. Dvalinn further
“Farming is difficult reveals this truth by claiming and hosting what many see as a powerful
in many regions of the symbol of plenty and hard work: the honeybees of the white swarm.
continent, and as such, the The White Stag Dvalinn is made of birchwood filled with knotholes
wheat valleys and orchards and heavily colonized by the massive, multi-queen hive of the white
of the world are seen as swarm. Where Dvalinn’s face would be is a twisted honeycomb that
treasures beyond measure encompasses the space between its towering antlers and is home to the
to those who control them.” queens of the swarm and their drones. The White Stag’s hooves are
—Observations of the elongated and sharp, more like the claws of a predator than the ungula
Wandering Squire
of prey. It is covered by, and is the source of, the fecund drippings of the
white swarm itself. Wherever Dvalinn walks, this unctuous efflux causes
plants and animals that partake of it or come in contact with it to
become larger, more excitable, and more intelligent than their untouched
cousins, and eventually to become hosts for the white swarm. Dvalinn is
preceded and accompanied by the
overpowering smell of rich
honey and sweet flowers,
but with undertones of
fresh carrion.
B E ST I A RY 579

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [8] 55 [8] 50 [7] 50 [5] 50 [5] 50 [8] 50 [5]
Athletics +30 Coordination
Awareness +30 Odweft +30
Melee +30 Intimidate +30 +30
Scrutinize +30 Resolve +30
Toughness +30 Stealth +30
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 80% Threshold: Movement: 10 Initiative: 14 Size: Large
11(17/23/29) Advanced-Tier
18(24/30/36)
Blackbirds
Gore: 80% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+8] - Biting, Punishing, Vicious
Trample: 80% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+8] - Pummeling, Vicious

THE BLISS OF DVALINN: All creatures in Dvalinn’s NO MORTAL BLADE: This creature is impervious to
presence lose 1 AP, as the desire to act pales in Damage from weapons that are not Enchanted.
comparison to the pure joy of basking in the sunlight NO MORTAL SKILL: This creature is immune to
and relaxing. Also, make a successful (Standard +/– Extinguish Abilities.
0%) Resolve test for anyone attempting to perform ODIC TEARS BANE: Odic tears must be collected
a violent act, or they spend the Actions for their from Outsiders who have been compelled to cry.
Turn on something else. These restrictions do not Roll Bane dice (Ð10s that explode on ‘9’ or ‘10’)
encompass the servitors or followers of Dvalinn. instead of Damage dice for weapons anointed with
IMMATURE GODHEAD: This creature is a being in a this particular moisture. This Damage cannot be
state of metamorphosis and flux. It is evolving, and mitigated or healed by any of this creature’s Traits.
it might assume a different form or level of power COLONIZE 4 MISFORTUNE, 1 AP,
if the situation merits such a transformation at the COMBAT ACTION: Dvalinn sends some of the white
discretion of the Fateweaver. Mature Godhead: swarm to enter the body of a target and lay eggs
Damage Threshold 20(26/32/38). Godhead: within that soon hatch into pupae. The target rolls
Damage Threshold 22(28/34/40). 1Ð6 at the start of each of its Turns, and on a ‘6’ it
IMMORTAL REGENERATION: At the beginning of each gains 1 extra AP for that Turn. The pupae within
of this creature’s Turns, make a (Standard +/–0%) the host will grow and multiply every time the target
Toughness test for it. If it succeeds, move it up 1 uses an Extinguish Ability, draining the host of 1
level on the Damage Condition Track and remove temporary [IB]. If the host’s [IB] is reduced to 0,
one Injury, if it has any. This effect continues even they come permanently under the sway of Dvalinn
if this creature is Slain!, unless one of this creature’s as a white swarm host. The pupae may be destroyed
banes is specifically applied immediately after death. by drinking a substance known as the milk of the
egg, which can usually be found only in Corbel or
obtained from those who hail from that island.
580 BLACKBIRDS

The White Swarm (Host)

T he large white honeybees that protect and serve Dvalinn do not


seek flowers, but carrion. They devour and inhabit the living and
the dead, replacing the flesh with strange, twisted honeycombs and
changing the bodies in which they reside to a horrible mockery of true
life. These shambling horrors are nothing more than mobile hives from
which the white bees are able to spread. Their honey, however, is highly
sought after for its restorative properties.
The template below can be used to create a white swarm host from
the statistics of another creature it inhabits.

WHITE SW ARM COLONY TEMPLATE :


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [5] Source Source–10 45 [4] 40 [4] 40 [4] 35 [3]
+20 to
+20 to Athletics
Coordination +10 to
+20 to Melee and
and +10 to Awareness
Toughness
Stealth
Damage
Initiative: +1
Threshold: +2
Sting: [Melee]% (Melee Engaged) - Damage: 1Ð6 + [CB] - Fast, Vicious.
This attack can be made for 0 AP whenever one of the creature’s Melee Attacks is made.

HUMAN SWAR M:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [5] 40 [6] 40 [4] 45 [4] 40 [4] 40 [4] 35 [3]
Coordination
Athletics +20
Melee +20 +20 Awareness +10
Toughness +20
Stealth +10
Risk Factor:
Damage
Dodge: 70% Peril Threshold: Suggested for
Threshold: Movement: 9 Initiative: 13
Parry: 65% 7(13/19/25) 3 Basic-Tier
9(15/21/27)
Blackbirds
Cudgel: 65% (Melee Engaged) - Damage 1Ð6+6 - Off-Hand, Staggering
Sting: 65% (Melee Engaged) - Damage: 1Ð6+5 - Fast, Vicious.
This attack can be made for 0 AP whenever one of the creature’s Melee Attacks is made.

LARG E H ERBIVORE SWARM:


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
35 [3] 50 [6] 35 [5] 45 [4] 40 [4] 40 [4] 35 [3]
Coordination
Athletics +20
Melee +20 +20 Awareness +10
Toughness +20
Stealth +10
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 55% Threshold: Movement: 8 Initiative: 13 Size: Large
7(13/19/25) 3 Basic-Tier
9(15/21/27)
Blackbirds
Hooves: 65% (Melee Engaged) - Damage 2Ð6+6 - Pummeling, Slow
Sting: 65% (Melee Engaged) - Damage: 1Ð6+3 - Fast, Vicious.
This attack can be made for 0 AP whenever one of the creature’s Melee Attacks is made.
B E ST I A RY 581

DAYWALKER: This creature becomes quiescent during SIGHT WITHOUT SIGHT: By sensing the Od directly,
the night and seeks to hide itself underground or this creature can see even if its eyes are destroyed
somewhere out of sight prior to sundown. If attacked or removed. In addition, it can see in complete
at night, it is always Surprised for the first Round darkness. It cannot see things that are hidden from
of combat, even if another Trait says it would not the Od, however.
be, and for all subsequent Rounds it has 1 less AP PUPAL INFESTATION 4 MISFORTUNE:
than usual. After a successful sting attack, some of the swarm
FLESH OF THE UNDEAD: This creature feels no pain enters the body of a target and lays eggs within that
and ignores all Injuries. It cannot Bleed. Severed soon hatch into pupae. The target rolls 1Ð6 at the
limbs may move independently. start of each of its Turns, and on a ‘6’ it gains 1
HOST SWARM: Melee Attacks against this creature are extra AP for that Turn. The pupae within the
(Challenging –10%) as the attacker is harried by the host will grow and multiply every time the target
inhabiting swarm. uses an Extinguish Ability, draining the host of 1
MIND OF THE UNDEAD: This creature is immune to temporary [IB]. If the host’s [IB] is reduced to 0,
magic or abilities that seek to control the mind or they come permanently under the sway of Dvalinn
emotions. It automatically succeeds against any as a white swarm host. The pupae may be destroyed
ability that would cause it to Resist with Fellowship, by drinking a substance known as the milk of the
Intelligence, or Willpower. This does not include egg, which can usually be found only in Corbel or
possession by Outsiders. It may not be Knocked Out obtained from those who hail from that island.
or Stunned.
PARALYZING VENOM STING, 10: Make a
(Challenging –10%) Toughness test for anyone who
drops a level in their Damage Condition Track after
being attacked by this creature, or they start their
Turn with 1 less AP. If this means they gain no
AP, they are rendered Helpless. Make the same
test at the end of each of their Turns for this
effect to wear off.
582 BLACKBIRDS

T
L E S S E R O UTS I D E R S hese are the Outsiders brought forth into this world when a
physical form of a sort is needed, when a servant is required
The Outsiders that theurges summon to perform tasks that Vitiations cannot achieve, or when
those who dwell within the six courts deem the task too far beneath
and deal with are truly the aristocracy themselves.

of whatever passes for political


Archon
organization among these impossible

creatures, and yet there are many A rchons are the Outsiders brought forth when leadership or
diplomacy is needed, and although they are effective at these
endeavors, all of their successes are based on the application of fear.
more lesser beings that even the Their true nature and shape for those who can see into the Od is that of
an imposing human figure, much taller than those around it, composed
lowliest imp may count as thralls. of blood and viscera. Where their head would be is a towering amalgam
of human faces, each with a demeanor of cruel and uncompromising
command. Although they appear to be wearing a breastplate and kilted
robe beneath, on closer inspection, it can be seen that the “armor”
surrounding them is chitinous bone plates and the skirt is a languid flow
of congealed blood. Most mortals will never see their true form, however.
To them, the archon appears as a stern and terrifying figure of authority
that they find difficult to ignore or deny, even when it commands them
to perform acts they would have never considered before.
An archon can quite rapidly motivate an army to fight after a bitter
retreat, or quell panic in a city filled with plague, or force an abrupt
change in a trial or legal proceeding, but the long-term effects are always
a net negative. Those whom they influence to bravery or fortitude do so
only because the alternative is somehow more ghastly, and many are
driven to madness or death by the anxiety that comes to rule their lives
after their encounter with the archon.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


35 [5] 40 [4] 40 [4] 40 [5] 45 [5] 45 [4] 50 [9]
Charm +10
Disguise +20
Melee +20 Guile +10
Intimidate +30 Stealth +20 Scrutinize +30 Strategy +30 Resolve +20
Ranged +20 Handle Animal
+10
Leadership +30
Damage
Risk Factor:
Threshold:
Dodge: 40% Peril Threshold: Suggested for 6
9(15/21/27) Movement: 7 Initiative: 14 Size: Normal
Parry: 55 7(13/19/25) Intermediate-
Plate +5:
Tier Blackbirds
14(20/26/32)
Arbalest Crossbow: 55% - Distance (Ranged 13 strides) - Load (2 AP) - Damage [2Ð6+5] - Fast, Piercing (3), Punishing
Rapier: 55% - Distance (Melee Engaged) - Damage [2Ð6+4] - Disarming, Fast, Finesse
B E ST I A RY 583

DREAD AUTHORITY: While this creature is present, country; a general might propose attacking an
those who fight for them never retreat or surrender, impenetrable fortification; a barrister might suggest
but instead fight to the death. someone is innocent when proof to the contrary
NO MORTAL BLADE: This creature is impervious to is very clear. Make a successful appropriate Skill
Damage from weapons that are not Enchanted. test (Intimidation, Guile, and Leadership are all
NO MORTAL SKILL: This creature is immune to potential tests), and those present agree and go
Extinguish Abilities. along with what the creature is saying. Blackbirds
RED IRON BANE: Bane dice (Ð10s that explode on can Resist with a successful (Hard –20%) Resolve
‘9’ or ‘10’) are rolled instead of Damage dice when or Scrutinize test. Those who have fallen prey to
weapons of red iron are used against this creature. this Trait may come to their senses later if given
This Damage cannot be mitigated or healed by any proof of the unreasonableness of the suggestion.
of the Traits of this creature. This Trait may not be used again until after the sun
UNREASONABLE DISCOURSE: This creature can has set three times.
voice an unreasonable point or idea for those ODIC COMMAND 2 MISFORTUNE, 1
who are present, so long as this is AP, SPECIAL ACTION: This creature speaks a
consistent with the image they supernaturally compelling command. Those who
are presenting of themself. A are already subservient to the creature or have no
diplomat might propose peace reason to doubt their authority comply with this
with an extremely warlike command immediately and gain a +10 for Actions
they perform on their next Turn. Make a successful
(Challenging –10%) Resolve test for all others who
hear the order, or they lose 1 AP as they flinch,
instinctually desiring to serve.
MERCENARIES OF THE OD 3
MISFORTUNE, 2 AP, SPECIAL ACTION: 1Ð6
lemures appear within 3 strides of this creature
and are under their command. This Trait
may be used only once every 7 days.
GEAS 5 MISFORTUNE,
3 AP, SPECIAL ACTION: This creature
commands someone present to
fulfill a quest or task. The target
suffers 2Ð10+2 Peril at the end
of every day they did not attempt
to complete the task, and the
target is unable to remedy Peril
by any means until they return to
the quest.
584 BLACKBIRDS

Chattel Imp

T hese small Outsiders are what most commoners think of when the
term “imp” is employed, although they are below the true imps
that theurges bargain with for the power of Vitiations. Chattel imps
appear as tiny, misshapen humans with wings and deformities. They are
commonly used as messengers, spies, and scouts because of
their furtive nature, ability to fly, and diminutive
physicality. Each chattel imp differs from every other in
appearance: one might have the wings of an insect,
another the wings of a bat, another the wings of a raven,
and some have tails, whereas others do not. The one
common factor among all of them is that they seem to be small, naked
versions of brutish, stupid, and perverted humans. Looking closely at a
chattel imp is not recommended, for not only are they aggressive when
cornered, but they seem to encompass all that is wrong with humanity
in their tiny, twisted faces.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [4] 40 [4] 50 [7] 45 [5] 40 [4] 40 [4] 35 [3]
Coordination
+20
Melee +20 Awareness +20
Skulduggery +20
Stealth +20
Risk Factor:
Damage
Movement: 10 Peril Threshold: Suggested for
Dodge: 70% Threshold: Initiative: 14 Size: Small
Flying: 16 7(13/19/25) 1 Basic-Tier
8(14/20/26)
Blackbird
Bite: 65% - Distance (Melee Engaged) - Damage [1Ð6+7] - Fast, Finesse, Vicious
Claw: 65% - Distance (Melee Engaged) - Damage [1Ð6+7] - Fast, Finesse

NO MORTAL BLADE: This creature is impervious to


Damage from weapons that are not Enchanted.
RED IRON BANE: Bane dice (Ð10s that explode on
‘9’ or ‘10’) are rolled instead of Damage dice when
weapons of red iron are used against this creature.
This Damage cannot be mitigated or healed by any
of the Traits of this creature.
SUPERNATURALLY SNEAKY: If this creature is hiding
and their Stealth test succeeds, tests to notice them
are Flip to Fail. TORTURED PLAYTHING 5
TOO SMALL, TOO QUICK: Flip to Succeed all Dodge MISFORTUNE, 3 AP, COMBAT ACTION: This creature
tests made for this creature. If such a test critically attacks a vulnerable part of their target, dropping
succeeds, that Dodge costs no AP, and its cost them 2 levels on the Damage Condition Track (but
is refunded. never to Slain!), removing any AP they had left, and
causing a Moderate Injury.
B E ST I A RY 585

The chattel imp has one of the following Traits, Nameless


based upon the Outsider court it is associated with: INSIGNIFICANT IMPOSSIBILITY 1 MISFORTUNE,
Courtless 2 AP, SPECIAL ACTION: This creature makes some
SLY THIEF 1 MISFORTUNE, 1 AP, SPECIAL small and permanent change to a nearby mundane
ACTION: This creature automatically succeeds object smaller than an average-sized human (a
at stealing from an adjacent target a small item small door appears in a wall so they can escape, a
that could fit in a pouch. The item may not be hat becomes that of a jester, a nonmagical weapon
in the hands of the target. turns to flimsy wood, etc.).
Ignorance Peace
SECRET 1 MISFORTUNE, 0 AP, SPECIAL SMALL BUT MIGHTY 1 MISFORTUNE, 2 AP,
ACTION: This creature knows something that COMBAT ACTION: Choose one of this creature’s
would be impossible for them to know (a crime attacks, which automatically hits and adds an
committed but witnessed by no one, someone’s extra Damage die.
true and secret name, the location of something Silence
one of its opponents is looking for) and can use BESTIAL ALLY 1 MISFORTUNE, 1 AP, SPECIAL
this to their advantage. ACTION: This creature summons a giant rat to
Joy fight for them or to distract from their escape.
WHISPERS OF MADNESS 1 MISFORTUNE, 1 Truth
AP, SPECIAL ACTION: This creature whispers INVISIBILITY 1 MISFORTUNE, 1 AP, SPECIAL
in an adjacent creature’s ear. Make a successful ACTION: This creature becomes invisible
Resolve test for that person, or they must flee (even to Odsight) until they leave the area or
until they can no longer see this creature. attack someone.

Cloven

I t is said by the wise that, long ago, the Outsiders were more common
than they are now—some say as common as people—and that they
walked the world among us. They were advisors, warriors, servants,
concubines, and even wives and husbands to powerful sorcerers and
queens and kings of eld. They were so intertwined with the Fate of
humanity that some humans mingled with them in a physical coupling,
and some say that offspring resulted from these unions. But Outsiders
are creatures of the Od. They stem from another world, one on the other
side of the caul that separates the two realms, one to which they are
bound. As such, the children born from these unions were always
twisted in some horrible way, bearing some physical mark of their origin
that could not be denied. Sometimes, they were put to death by horrified
midwives or upon the command of their human parent, but more often,
their Outsider parent had anticipated this eventuality and had them
spirited away in the night to be raised in a distant place.
Some believe the cloven have some part to play in the world and
they are bound to the Fate of both humans and Outsiders. It is also said
586 BLACKBIRDS

that they do not grow old or die, and although some may have been
killed by violence over the millennia, some still survive among us. They
are forever trapped between two worlds, between two natures, between
life and death, and they may never fully choose one side.
In appearance, the cloven bear the mark of both ancestries, having
in rough outline the morphology of humanity—two arms, two legs,
one head—but beyond that, the resemblance ends. Their
connection to the beings that reside in the Od is clear from the
grotesque and bestial features of their forms, and no two cloven
appear the same. Each is a unique expression of obscenity. The
one common feature that all cloven have is the separation of
their personalities into two distinct beings. It is believed that
one of these consciousnesses is an Outsider and the other
human, and that, like oil and water, these two essences can
never truly become one thing. But which is which, none can
say, for the two beings have forgotten themselves long ago.
What is known is that only one may overtly control the
physical form of the cloven and interact with the world at
large, while the currently suppressed personality has access to
Vitiations that may be used at will with no reckonings, save
for the deals the two personalities make with each other.
Cloven have been in this world a long time, and one or
both of their personalities usually have long-term plans for
some arcane goal involving the harnessing of great power. They
often have a robust series of contacts and a web of influence
among both theurges and Outsiders. All cloven possess ancient
knowledge, and all of them are extremely dangerous.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [7] 50 [6] 50 [6] 50 [7] 50 [5] 55 [10] 50 [6]
Education +30 Charm +10
Melee +10 Coordination Awareness +20 Folklore +20 Disguise +10
Athletics +10 Odweft +30
Ranged +10 +20 Scrutinize +20 Strategy +10 Guile +10
Toughness +10 Resolve +30
Warfare +10 Stealth +10 Survival +10 Wortcunning Leadership +10
+20 Rumor +10
Risk Factor:
Dodge: 70% Damage
Peril Threshold: Suggested for 6
(Natural) Threshold: Movement: 9 Initiative: 16 Size: Normal
13(19/25/31) Advanced-Tier
Parry: 60% 11(17/23/29)
Blackbirds
Longbow: 60% - Distance (Ranged 18 strides) - Load (1 AP) - Damage [2Ð6+6] - Finesse
Longsword: 60% - Distance (Melee Engaged) - Damage [2Ð6+7] - Adaptable, Biting (2), Defensive

GREAT VITIATION: This creature has access to IMMORTAL REGENERATION: At the beginning of
one lord-station Vitiation that is chosen by the each of this creature’s Turns, make a (Standard
Fateweaver. This Vitiation may only be used once +/–0%) Toughness test for them. If it succeeds,
every 3 days. move them up 1 level on the Damage Condition
B E ST I A RY 587

Track and remove one Injury, if they have any. This three imp-level Vitiations that are chosen by the
effect continues even if this creature is Slain!, unless Fateweaver. They may use these Vitiations at will.
one of this creature’s banes is specifically applied WYRD OF DOOM 5 MISFORTUNE, 2
immediately after death. AP, SPECIAL ACTION: The creature’s two voices speak,
INTERMEDIATE VITIATIONS: This creature has access in unison, in a booming and commanding fashion,
to two villein-level Vitiations that are chosen by the about someone who is present, pronouncing their
Fateweaver. They may use each of these Vitiations doom by a specific creature type (e.g., woe mantis
once, then must wait until the sun sets and rises to or night spider). Whenever the named Blackbird
use it again. encounters that creature type, they immediately
LESSER RED IRON BANE: Bane dice (Ð10s that make a Peril-induced Resolve test. The named
explode on ‘9’ or ‘10’) are rolled instead of Damage creature does Bane Damage and an extra die of
dice when weapons of red iron are used against Damage when any of its attacks hit that Blackbird.
this creature. This Damage can still be healed or THE BROKEN CITY 6 MISFORTUNE,
mitigated by this creature’s other Traits, however, 0 AP, COMBAT ACTION: The Scene moves to an
unless they are Slain!. impossible ruin atop a black spire of a mountain, deep
NO MORTAL BLADE: This creature is impervious to within the Od; those affected suffer 3Ð10+3 Peril as
Damage from weapons that are not Enchanted. their fragile consciousness reels against the sudden shift
NO MORTAL FATE: This creature is an intrinsic part in reality. The creature responsible for transporting
of the warp and weft of Fate. Its attacks and abilities them there gains +3 to its Damage Threshold and one
cannot be prevented by spending Fate. of its weapons or attacks now deals Bane Damage. The
NO MORTAL SKILL: This creature is immune to only way for either side to return is to kill all members
Extinguish Abilities. of the opposite side in the current conflict.
PETTY VITIATIONS: This creature has access to

Eidolon

T hese horrible Outsiders have no full physical form in this world.


They are summoned by theurges to dwell within the twilight
between this world and the Od and to possess mortals. When they are
not occupying a host, their presence can be seen by those touched by the
Od as a floating, leechlike thing larger than a person and formed from
horrid, unearthly flesh. When they are attached to a host, they become
much harder to observe, but if they are seen, they appear to be
“puppeteering” their host. In this state, they are notoriously difficult to
detect through normal magical means, however, since they have a
natural Odic invisibility. While controlling their hosts, these Outsiders
always take great pains to conceal their presence. Occasionally, there is a
small sign that a victim is possessed: one might see a single tear crawl
down their face, or a moment of twisted emotion contort their visage,
or perhaps a fly or some other small vermin escape from one of their
orifices and crawl into another. Such slips are exceedingly rare, though,
and are never witnessed by more than one person.
588 BLACKBIRDS

An eidolon’s command of its host may range from subtle influences


working on the moral weaknesses therein to moving the body of its
victim like a puppet under full control of the eidolon puppeteer. Because
of this, in some cases those who are freed from this Odic parasite never
become aware that one was subtly manipulating them. Indeed, some
rare souls actually enjoy this influence and resent being set free. An
eidolon may not survive long in this world without attaching themself
to a human host or being
placed inside a physical
vessel enchanted to
contain them.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


35 [3] 40 [4] 40 [4] 40 [5] 45 [4] 45 [7] 50 [8]
Coordination Bargain +10
+20 Awareness +20 Charm +30
Melee +20 Resolve +30
Skulduggery +10 Scrutinize +20 Disguise +30
Stealth +20 Guile +20
Risk Factor:
Damage
Peril Threshold: Suggested for 3
Dodge: 60% Threshold: Movement: 7 Initiative: 14 Size: Normal
10(16/22/28) Intermediate-
6(12/18/24)
Tier Blackbirds
Grasp from Beyond: 55% - Distance (Melee Engaged) - Damage [2Ð6+3] - Entangling, Punishing, Reach, Vicious
B E ST I A RY 589

NO MORTAL BLADE: This creature is impervious to $ Marionette 3rd degree: At the final degree of
Damage from weapons that are not Enchanted. control, this creature completely subsumes the
NO MORTAL SKILL: This creature is immune to host after making a third opposed Resolve test
Extinguish Abilities. and has full access to their memories and
ODIC INVISIBILITY: When possessing someone, this knowledge. At this level, if the host is freed, they
creature is invisible to those who have the ability to will remember everything they said and did while
sense or see the Od, even Outsiders. If someone is controlled and may be subject to a Resolve test.
specifically looking for this creature, knows where At any point, if the opposed Resolve test to
to look and what to look for, and has Odsight, the escalate the possession fails, then this creature may
Fateweaver may make a Flip to Fail Awareness test not use this Trait again for a number of days equal
to determine whether they notice this being. to their target’s [WB]. If the opposed roll to Resist
POSSESSION 2 AP, SPECIAL ACTION OR REACTION: is a Critical Success, this creature is expelled from
The creature attempts to attach themself to a host the host and loses Odic Invisibility for a number of
within 5 strides. This attempt is decided through an Rounds equal to the host’s [WB], and if it is a
opposed Resolve test. If this creature prevails, they Sublime Success, this creature is exorcised and
gain Odic Invisibility, seeming to vanish. While banished back into the Od. They can only be invited
they are connected to a host, they have access to back through sorcerous means.
the host’s memories and Skills, as well as their own. RED IRON BANE: Bane dice (Ð10s that explode on
There are several degrees of influence the creature ‘9’ or ‘10’) are rolled instead of Damage dice when
may choose to employ, and they can raise their weapons of red iron are used against this creature.
control to the next degree through another opposed This Damage cannot be mitigated or healed by any
Resolve test. For every Turn that this creature is of the Traits of this creature.
roaming free and not possessing a host, a successful TROD BETWEEN WORLDS: This creature dwells
Toughness test must be made for them, or they take neither fully within this world nor fully within the
1 level of Damage. Od. They feel no pain and ignore all Injuries. They
$ Subtle Corruption 1st degree: At the starting may be harmed only by Enchanted weapons, but
degree, this creature is able to cause those they even these cannot injure it. Flip to Succeed Stealth
possess to misperceive a small part of their reality. tests made for the creature.
This can be done once per day, between one KEEP OF FLESH 5 MISFORTUNE, 2
sunset and the next. Some examples: cause them AP, SPECIAL ACTION: This creature attempts to take
to misinterpret a friendly person for one filled command of their host completely and permanently.
with animosity, misremember the nature of In doing so, the host’s flesh pales, their veins bulge,
someone’s death, forget where they put a and their eyes boil into waxen orbs devoid of iris
particular object. or pupil. At the start of each of their Turns, an
$ Lead into Darkness 2nd degree: After making a opposed Resolve test may be made for a Blackbird
second opposed Resolve test, this creature gains to Resist this Trait. Once resisted, the Blackbird
greater manipulation of their host, and can add cannot be targeted by this creature again.
+10 or –10 to any Skill test made for the host so $ We Are One: The template for a being possessed
they may be led toward a particular goal or course by Keep of Flesh is augmented by the raw Odic
of action. power now flowing within their veins. Add +2 to
Damage Threshold, Dire Consequences, and an
extra Damage die.
Fomori

W hen lemures do not present a great enough of a threat and a theurge


has access to a powerful enough member of an Outsider court, a
fomor may be summoned. Fomori combine humanoid forms and gigantic
bestial aspects—appropriate, since fomori are gigantic, towering from 3 to
6 strides in height. A fomor may have aspects of an elephant, a bull, a
moose, a horse, or any other large land animal, and although such an
animal may be peaceful, the fomor is filled with an ever-present rage.
Looking into their eyes reveals a bonfire of loathing toward all living
creatures, but especially humanity. Fomori are unable to form words, only
the distorted howls of the creatures they represent, which can be understood
by those who comprehend the language of the Od. Although they appear
to be brutes and are unable to speak in human languages, they are quite
cunning and follow orders intelligently, using clever tactics in combat.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [7] 50 [8] 40 [4] 40 [5] 40 [4] 45 [5] 35 [3]
Athletics +30
Melee +30 Coordination Awareness +20 Navigation +10
Intimidate +20 Resolve +20
Ranged +10 +20 Survival +20 Strategy +20
Toughness +30
Risk Factor:
Damage
Dodge: 60% Peril Threshold: Suggested for 2
Threshold: Movement: 7 Initiative: 16 Size: Large
Parry: 75% 8(14/20/26) Advanced-Tier
11(17/23/29)
Blackbirds
Greatsword: 75% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+10] - Punishing, Reach, Slow
Thrown Boulder: 55% - Distance (Ranged 15 strides) - Load (1 AP) - Damage [3Ð6+4] - Fast, Finesse, Throwing
Trample: 75% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+8] - Pummeling, Slow
B E ST I A RY 591

BRUTALITY OF THE GIANTS: This creature can use Toughness test for them. If successful, move them 1
two-handed weapons in one hand, treating them level up the Damage Condition Track and remove
as if they have the Adaptable Quality. All weapons one Injury, if they have any. This effect ends when
they wield gain Reach, even if the weapon doesn’t the creature is Slain!.
normally have that Quality. Also, add their [BB] INFERNAL RAGE 3 MISFORTUNE, 3 AP,
instead of [CB] when they make any Melee Attack. COMBAT ACTION: This creature makes an attack
LESSER RED IRON BANE: Bane dice (Ð10s that against every opponent that is in range of their
explode on ‘9’ or ‘10’) are rolled instead of Damage Melee weapon regardless of AP constraints.
dice when weapons of this type are used against REND ASUNDER 5 MISFORTUNE,
this creature. This Damage can still be healed or 3 AP, COMBAT ACTION: This creature attempts
mitigated by this creature’s other Traits, however, to sever one of its opponent’s limbs. Roll 1Ð6 to
unless they are Slain!. determine what happens. On a 1, sever left arm.
NO MORTAL BLADE: This creature is impervious to On a 2, sever right arm. One a 3, the victim’s torso
Damage from weapons that are not Enchanted. is caved in, causing the Fractured Ribs Injury. On a
NO MORTAL SKILL: This creature is immune to 4, sever left leg. On a 5, sever right leg. On a 6, the
Extinguish Abilities. victim’s throat is slashed, causing the Arterial Spray
REGENERATION: At the beginning of each of Injury. Severed limbs also result in the Scarlet
this creature’s Turns, make a (Standard +/–0%) Torrent Injury.

Homunculus

A homunculus appears to be human, fitting the shape of the theurge’s


desire: often a young, vital, and attractive person the theurge would
be interested in becoming intimate with, but they can be made to take any
form when brought forth, whether a stately older person or a helpless
child. Often, a homunculus is made from a fresh corpse, and in this case,
they have the same appearance as the remains that spawned them. “It is traditional in many
When the homunculus first appears, they are a naked, blank slate. They villages to appoint an
have no name until the theurge names them, and they remember nothing individual to watch
until the theurge reminds them of their past (which the theurge has over the burial plot
concocted themself). Once the homunculus gains a few details, they begin or potter’s field where
to fill in the rest on their own, and they believe it, “remembering” a history the dead are left.
for themself that is consistent and makes sense. Once this is done, the This position is often
homunculus is, for all intents and purposes, a person—generally a very passed down along
agreeable one that acts as in a way typical for a person of their seeming age family lines, and
and background, and who possesses high admiration for the theurge. If the while honorable, is
homunculus exists long enough, they grow old and die like any person. not envied . . .”
However, they are not a person. A homunculus isn’t even an — Observations of the
Wandering Squire
Outsider. They are an extension of the Od given shape, form, and
sentience by an Outsider. They are usually a temporary construct, and
it’s best to remember this when guiding them to fulfill whatever purpose
for which they were summoned.
HOMUNCULUS COMMONFOLK:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
35 [3] 40 [4] 40 [4] 40 [4] 45 [4] 45 [5] 50 [6]
Melee +10 Handle Animal
Scrutinize +10 Tradecraft +10
Ranged +10 +10
Damage
Risk Factor:
Threshold:
Dodge: 40% Peril Threshold: Suggested for
5(11/17/23) Movement: 7 Initiative: 13 Size: Normal
Parry: 45% 8(14/20/26) 1 Basic-Tier
Fur or hide +1:
Blackbird
6(12/18/24)
Sling: 45% - Distance (Ranged 7 strides) - Load (1 AP) - Damage [1Ð6+3] - Fast, Finesse, Throwing
Tool: 45% - Distance (Melee Engaged) - Damage [1Ð6+3] - Pummeling

Note that a homunculus is under no magical The greater danger stems from the false identity
compunction to serve or obey commands from the the homunculus has created. If this identity is not
theurge that caused them to be created, although they well thought out on the summoner’s part and
are inclined to do what the theurge wants if they are plausibility is not maintained, a homunculus may
told that they are a servant or best friend, for example. discover something that leads them to doubt their
Homunculi who are abused or mistreated behave like own existence. Once this occurs, it is only a matter
any human under the same circumstances and may of time until their mind begins to unravel. When
strike back or leave their theurges. summoned, a homunculus is enchanted to
disembody whenever its summoner says a particular
six-word phrase. Watching as one rapidly goes
through the realization that they are just a fictional
creation made to serve someone else, and then
watching as their body deteriorates while they’re
still conscious, can be traumatizing.
B E ST I A RY 593

Lemure

L emures are the soldiers of the Outsiders and are summoned when
a physical presence is needed and combat is a likely possibility.
They are also used as guardians and protectors by theurges. Lemures
appear as humanlike forms that usually cover themselves in cloaks or
armor and seldom show their faces. Uncloaked, it becomes clear that
they are insects in the shape of people: instead of flesh, they possess a
shimmering, oily black carapace, their ceraceous faces and dead,
multifaceted eyes nothing but a rigid and uncanny mimicry of humanity.
When one speaks—which is rarely—their raspy, hissing voice seems to
have difficulty forming words and is punctuated by unusual guttural
clicks. It is said that ancient theurges commanded armies of lemures
against their foes in legendary wars of old.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [7] 45 [6] 45 [6] 40 [4] 40 [4] 40 [4] 35 [3]
Melee +20 Coordination
Athletics +20
Ranged +20 +20 Awareness +30 Strategy +10 Resolve +20
Toughness +20
Warfare +10 Stealth +20
Risk Factor:
Damage
Dodge: 65% Peril Threshold: Suggested for 3
Threshold: Movement: 9 Initiative: 13 Size: Normal
Parry: 70% 7(13/19/25) Intermediate-
14(20/26/32)
Tier Blackbirds
Longbow: 70% - Distance (Ranged 18 strides) - Load (1 AP) - Damage [2Ð6+6] - Finesse
Longsword: 70% - Distance (Melee Engaged) - Damage [2Ð6+7] - Adaptable, Biting
Tainted Claws: 70% - Distance (Melee Engaged) - Damage [2Ð6+7] - Fast, Punishing

DEXTEROUS DUELIST: Parry tests made for this A lemure also has one of the following Traits, based
creature are +20. If one critically succeeds, that on which Outsider court they are associated with:
Parry costs no AP. Courtless
NO MORTAL BLADE: This creature is impervious to CAUSTIC BLOOD: A weapon that successfully
Damage from weapons that are not Enchanted. inflicts more than 1 level of Damage on this
RED IRON BANE: Bane dice (Ð10s that explode on creature is Degraded by 1 level.
‘9’ or ‘10’) are rolled instead of Damage dice when Ignorance
weapons of red iron are used against this creature. MARTIAL ANTICIPATION 2 AP, SPECIAL ACTION:
This Damage cannot be mitigated or healed by any Once per Combat Scene, this creature pointedly
of the Traits of this creature. looks at one of their opponents and can anticipate
REND ASUNDER 5 MISFORTUNE, 3 everything that opponent does in combat going
AP, COMBAT ACTION: This creature attempts to sever forward. All Combat Actions against that opponent
one of its opponent’s limbs. Roll 1Ð6 to determine are made at +20, and all Combat Actions against
what happens. On a 1, sever left arm. On a 2, sever this creature by that opponent are made at –20.
right arm. One a 3, the victim’s torso is caved in, Joy
causing the Fractured Ribs Injury. On a 4, sever left VISAGE OF MADNESS: Make a (Challenging
leg. On a 5, sever right leg. On a 6, the victim’s throat –10%) Peril-induced Resolve test for those
is slashed, causing the Arterial Spray Injury. Severed who are in visual range of this creature when
limbs also result in the Scarlet Torrent Injury. they are first encountered. If the test fails,
594 BLACKBIRDS

they suffer 2Ð10+2 Peril and lose all AP they Silence


currently have. BREATHE FLAMES 3 AP, SPECIAL ACTION: This
Nameless creature breathes flames at up to two adjacent
STEP BETWEEN 2 AP, SPECIAL ACTION: This opponents that are currently Engaged with
creature moves instantly to any location they can them. The targets are exposed to Moderately
see up to three times their Movement distance. Dangerous flames, which do 2Ð10+2
This does not provoke Opportunity Attacks. Damage unless a successful (Standard +/–0%)
Peace Coordination test is made for them.
BRUTAL: Add an extra Damage die to all of this Truth
creature’s attacks. INVISIBILITY 1 AP, SPECIAL ACTION: Once
per day, this creature can become invisible
(even to Odsight) until they leave the area or
attacks someone.

Whispering Chimera

O nly the most stalwart and powerful theurges dare to call forth the
whispering chimera, a hulking amalgam of countless human and
animal parts distressingly merged into an elephantine, multi-limbed
monstrosity. The appendages the chimera uses to move about consist of
mismatched legs and arms, and its visage is usually a patchwork of many
faces—occasionally, a human feature sized out of normal proportion.
One might possess the gigantic face of a beautiful human child, whereas
another might have one huge rat leg or an enormous arm like an old
woman’s.
Anyone eaten by a chimera becomes a
part of the thing and continues
to exist, fully conscious, within
its body, forever experiencing
unimaginable agony. The
chimera can open an
orifice anywhere on its
mass to reveal the face
of one of these
unfortunates, who
invariably begs to be
set free and eagerly
reveals all they know for
the mere promise of
release. Unfortunately, any
would-be questioner must lie
to the victim, for, in truth, there
B E ST I A RY 595

is no release to be had. Those trapped within never die, unless the


chimera itself is killed before it returns to its demesne in the Od. Only
those victims with the strongest of wills, or those who have gone mad
from pain, have any chance of resisting questioning.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [7] 50 [8] 50 [7] 40 [6] 40 [4] 50 [7] 35 [4]
Intimidate +30 Awareness +30 Education +30
Melee +30 Coordination +30 Resolve +30 Guile +30
Toughness +20 Scrutinize +30 Strategy +30
Risk Factor:
Damage
Peril Threshold: Suggested for 6
Dodge: 80% Threshold: Movement: 10 Initiative: 17 Size: Huge
10 (16/22/28) Advanced-Tier
20(26/32/38)
Blackbirds
Many Arms: 80% - Distance (Melee Engaged or 2 strides) - Damage [3Ð6+7] - Entangling, Reach, Vicious
Many Horns: 80% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+7] - Biting, Piercing
Many Mouths: 80% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+8] - Powerful, Pummeling, Vicious

BANE OF FLESH MANY MOUTHS/2Ð10+8: The attack SONG OF WOE 3 MISFORTUNE, 1 AP,
listed in parentheses does 2Ð10+8 Bane Damage to SPECIAL ACTION: This creature may cause the face
targets that possess the Mortal Bane or Trait instead of someone it has devoured to appear on its form
of the Damage listed in the attack. and cry out in a lament for their suffering to end.
DIRE CONSEQUENCES: Injuries caused by this Make a successful (Hard –20%) Peril-induced
creature’s attacks occur on a face ‘5’ or ‘6’ when Resolve test for those who hear this sound, or
rolling an Injury die. they suffer 2Ð10+2 Peril and are left Defenseless
IMMORTAL REGENERATION: At the beginning of each until their next Turn. The test is (Arduous –30%)
of this creature’s Turns, make a (Standard +/–0%) for anyone hearing it who personally knew the one
Toughness test for it. If it succeeds, move it up 1 devoured. Those who succeed at this test still suffer
level on the Damage Condition Track and remove 1Ð10+1 Peril.
one Injury, if it has any. This effect continues even CORPORAL PANDEMONIUM
if this creature is Slain!, unless one of this creature’s 7 MISFORTUNE, 3 AP, SPECIAL ACTION: This
banes is specifically applied immediately after death. creature explodes its body into a roiling carnal
LESSER RED IRON BANE: Bane dice (Ð10s that explode mass of interwoven biological forms that shred the
on ‘9’ or ‘10’) are rolled instead of Damage dice when area surrounding it and blast the minds of those
weapons of this type are used against this creature. that witness it. Anyone adjacent to this creature
This Damage can still be healed or mitigated by this must make an (Arduous –30%) Athletics test or
creature’s other Traits, however, unless it is Slain!. take 3Ð10+3 Damage from multiple claws, beaks,
NO MORTAL BLADE: This creature is impervious to mouths, talons, and other appendages and orifices
Damage from weapons that are not Enchanted. surrounding them. All present who see this horrid
NO MORTAL SKILL: This creature is immune to protoplasmic chaos must make an (Arduous –30%)
Extinguish Abilities. Peril-induced Resolve test or suffer 3Ð10+3 Peril
WISDOM OF THE CONSUMED 1 MISFORTUNE, and become Disoriented until the beginning of
1 AP, REACTION: This creature avoids a Combat their next Turn.
Action, Vitiation, or attack that was used against
it by applying the knowledge of someone it has
consumed previously.
596 BLACKBIRDS

T
R E C O N D I TE S he recondites may appear to be mostly natural beasts in form,
but they are much more dangerous than wolves or bears, and
Some creatures of myth are more than they tend to have mysterious defenses and capabilities that
come as deadly surprises to those who encounter them.
just the stories told about them. They

walk, crawl, fly, and swim in places Blue Crab of Thule

that are rarely visited by mortals.

They are sought out only by dedicated


T he mighty blue crab of Thule, indigenous to the nation’s southern
coast, typically rises from the waves in summer to lay its eggs
among the cliffs. It is generally not aggressive unless provoked, and is
seldom provoked, as the Children of the Shallows believe the crabs to be
hunters who are well prepared or those their ancestors visiting them from beyond death. Salters consider it a
crime to kill these creatures, for their innards do not look like those of a
foolish enough to risk the wrath of the sea creature and, instead, are nearly identical to the organs of a human
being. So like the flesh of humans is that of the blue crab that eating it
higher powers that have touched or is linked to cannibalism.
Lately, however, the blue crabs of Thule have been known to appear
made these creatures. out of season and farther south—and it has been reported that
small, roving bands of these creatures have begun to prey
on local, land-dwelling livestock and animals—even
solitary humans. Rumors say that the smell of blood in
the open air can draw any crabs nearby to attack in a
frenzy. No one has come forward with a firsthand
account, but it is possible that’s because no one has
survived such an assault.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [6] 50 [7] 40 [4] 40 [6] 40 [4] 45 [5] 35 [3]
Coordination
Athletics +30
Melee +30 +20 Awareness +20 Resolve +20
Toughness +20
Stealth +10
Risk Factor:
Damage
Movement: 7 Peril Threshold: Suggested for 1
Dodge: 60% Threshold: Initiative: 15 Size: Large
Swim: 9 8(14/20/26) Intermediate-
12(18/24/30)
Tier Blackbird
Claw: 75% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Entangling, Vicious
Mandibles: 75% - Distance (Melee Engaged) - Damage [2Ð6+6] - Punishing, Slow, Vicious
B E ST I A RY 597

DIRE CONSEQUENCES: Injuries caused by this REND ASUNDER


creature’s attacks occur on a face ‘5’ or ‘6’ when 5 MISFORTUNE, 3 AP, COMBAT
rolling an Injury die. ACTION: This creature attempts
FRENZY: This creature gains 1 extra AP at the start of to sever one of its opponent’s
its Turn if it performed a successful Combat Action limbs. Roll 1Ð6 to determine
in its previous Turn. what happens. On a 1, sever left
PACK TACTICS: Add +10 to all Skill tests made for arm. On a 2, sever right arm.
this creature on its Turn when it begins that Turn One a 3, the victim’s torso is “The Children of the
within 3 strides of another creature of the same type. caved in, causing the Fractured Shallows believe the blue
BONY CARAPACE 1 MISFORTUNE, 0 AP, Ribs Injury. On a 4, sever left crabs that scuttle forth
REACTION: Negate any Combat Action targeting leg. On a 5, sever right leg. On from the tide pools along
this creature when it occurs. This cannot be used to a 6, the victim’s throat is slashed, the coastline of Thule
stop Extinguish Abilities. causing the Arterial Spray Injury. to be their ancestors
SCENT OF BLOOD 2 MISFORTUNE, 0 AP, Severed limbs also result in the returning to visit. To
SPECIAL ACTION: After first blood is drawn, 1Ð6 Scarlet Torrent Injury. harm one or even to
more of these creatures appear, drawn to the smell. interrupt its path is
considered both extremely
bad luck and a crime.”
— Observations of the
Wandering Squire
Cinnamolgus

T he cinnamolgus is a creature that is


unique in being both extremely
dangerous and extraordinarily profitable to those
clever and daring enough to hunt it
successfully, for it is the source of the
valuable spice
cinnamon. Once
the bird is killed,
its body can be dried and
beaten to extract the spice from the cadaver,
a tricky process that can lead to poisonous results if not
done properly. More treasured still are the rare eggs of the
creature, whose shells are a pure crystalline cinnamon of
much greater quality and value.
Hunting a cinnamolgus proves challenging for several reasons:
It has no natural habitat and may be found almost anywhere (although it is
more common in warmer climates), its slender and stork-like appearance
belies an extremely aggressive tendency to defend its territory with complete
abandon, and its natural defensive ability is a stinging cloud of caustic dust
that completely incapacitates those unfortunate enough to be engulfed in it.
A cinnamolgus invariably nests in a high, inaccessible location (the
face of a cliff, the highest branches of a mighty tree, etc.), and only after
598 BLACKBIRDS

vanquishing the creature can those who seek the precious spice it
produces determine whether eggs are present, as the cinnamolgus
has no cyclic mating season but is intermittently fertile throughout
the year.
Whenever one bird encounters a likely match, a lengthy and
complicated dance between the two potential mates ensues that lasts the
better part of a day. Savvy hunters pay well for information that such a
dance has been observed in the recent past.
One final remarkable trait of the cinnamolgus is its call: a long and
raspy note that sounds like sand pouring through a giant hourglass,
followed by a series of strange musical clicks. The sound is unmistakable,
but only those well acquainted with the creature can recognize the subtle
difference between a simple territorial trill and the cry that precedes a
cinnamolgus dropping on intruders in a ferocious assault.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


45 [5] 40 [5] 50 [6] 45 [5] 40 [4] 40 [4] 35 [3]
Melee +20 Athletics +20 Stealth +20 Awareness +20 Resolve +20
Risk Factor:
Damage
Movement: 8 Peril Threshold: 8 Suggested for
Dodge: 50% Threshold: Initiative: 14 Size: Large
Flying: 12 (14/20/26) 6 Basic-Tier
8(14/20/26)
Blackbirds
Beak: 65% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+5] - Punishing, Vicious
Talons: 65% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+6] - Fast, Finesse, Vicious

BUFFET: This creature buffets a foe with its wings head or bowels with its gruesome, long beak. If the
when attacking. Make a successful attack is successful, it causes the Disoriented or
(Standard +/–0%) Toughness test Wounded Conditional Effect, at the Fateweaver’s
for the foe, or they are knocked discretion.
Prone and lose 1 AP. REGURGITATE 2 MISFORTUNE, 3 AP, COMBAT
CHATTER: Strange chattering ACTION: A horrid gurgling sound heralds a
is heard echoing through the torrent of caustic bile that splashes over all targets
wilds where this creature nests. within an area 4 strides across, 3 strides deep, and
Make a successful (Challenging 3 strides tall. Anything caught within this effect
“It is easy to identify the –10%) Peril-induced Resolve takes 1Ð10+6 Bane Damage (Ð10s that explode
particular mercenaries test for the target when they first on ‘9’ or ‘10’).
that hunt the cinnamolgus encounter the odd gibberish, or CAUSTIC CLOUD 3 MISFORTUNE, 2 AP,
in the taverns of Erebos they suffer 2Ð10+2 Peril. On a SPECIAL ACTION: This creature releases a caustic
by their smell alone, even Critical Failure, the target suffers and irritating cloud, requiring a successful (Hard
without their distinctive A Trickle of Red as their ears –20%) Coordination test be made for those
masks and spice-caked begin to bleed. within 10 strides for them to cover their faces to
armor emblazoned with NO MORTAL SKILL: This creature is avoid the effect. Those who fail are Blinded. Make
the crest of the merchant immune to Extinguish Abilities. a successful (Challenging –10%) Toughness test,
house they serve.” PECK 2 AP, COMBAT ACTION: rolled at the beginning of each of their Turns, to
—Observations of the This creature pecks its target’s end the effect.
Wandering Squire
B E ST I A RY 599

Giant Rat

T his is a large example of the common rodent, about the size of a


small dog.

COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP


50 [5] 45 [4] 45 [4] 40 [4] 40 [4] 40 [4] 35 [3]
Coordination
Athletics +10
Melee +10 +10 Awareness +10
Toughness +10
Stealth +20
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 55% Threshold: Movement: 7 Initiative: 13 Size: Small
7(13/19/25) 1 Basic-Tier
5(11/17/23)
Blackbird
Bite: 60% - Distance (Melee Engaged) - Damage [1Ð6+5] - Slow, Vicious

EXCELLENT SENSE OF SMELL: Flip to Succeed any Undead Rat:


Awareness test for which this creature can use smell. BLOOD OF VENGEANCE: If a Blackbird in play has
UNFATED: This creature is Slain! if it receives the Hyperion’s Progeny Boon, this creature senses
an Injury. them unerringly, can never be Surprised by them,
PACK TACTICS: Add +10 to all Skill tests made for and knows their location even if they are hidden.
this creature on its Turn when it begins that Turn In addition, this creature’s attacks deal an extra +1
within 3 strides of another creature of the same type. Damage against these targets.
WORRY 3 MISFORTUNE, 1 AP, COMBAT DAYLIGHT BANE: If attempting to stay active during
ACTION: After this creature makes a successful bite the day but out of sight of daylight, all this creature’s
attack and deals Damage, it worries at the target, Skills are reduced by –30. In addition, an (Arduous
dealing Damage again using the standard dice –30%) Resolve test must be made for it every hour
associated with the attack. to remain active. When exposed to direct sunlight,
Depending upon the type of giant rat, they will this creature also becomes Defenseless.
have additional Traits:

Infected Rat:
PLAGUE CARRIER 5 MISFORTUNE,
0 AP, COMBAT ACTION: After a
successful attack by the creature, the
target is infected with the blue death,
found in Chapter 6: Conflict &
Rekindling.
600 BLACKBIRDS

DEATH FOG UNDEAD RAT: When three or more NO BREATH, NO LIFE: This creature is immune to
children of Anhelios gather, they produce an Injuries, poisoning, and suffocation.
obscuring, aquamarine fog that seeks the lowest QUICKBRONZE CORRUPTION: Most metals
depth and surrounds them at a distance of 10 that come into contact with this creature may
strides. Make a successful Peril-induced Resolve be corrupted by verdigris, a magical rot that
test for those exposed to it for the first time in degrades weapons and armor. Roll for susceptible
a night. Make a successful Toughness test for metal weapons whenever they successfully hit
those who begin their Turn Prone or submerged this creature, and for susceptible metal armor
beneath it, or they take 1Ð6 Damage from poison. whenever this creature successfully hits someone
If ten or more children of Anhelios are present, wearing it. Roll 1Ð6: the metal is corrupted on
the fog spreads 99 strides beyond the group’s a roll of ‘6’ for vulnerable metals or ‘3’ through
edge, obscuring the sight of all but the children ‘6’ for items made from quickbronze. Corrupted
themselves and inflicting a –10 modifier to all weapons immediately gain 1 level of Degradation.
Skills that rely on sight. A corruption roll is made every morning until the
FIRE BANE: Bane dice (Ð10s that explode on ‘9’ or item can be successfully repaired, at which point
‘10’) are rolled instead of Damage dice when fire the corruption is removed. Enchanted items are
is used against this creature. This Damage cannot immune to this effect.
be mitigated or healed by any of the Traits of SIGHT WITHOUT SIGHT: By sensing the Od directly,
this creature. this creature can see, even if its eyes are destroyed,
FLESH OF THE UNDEAD: This creature feels no pain removed, or absent. In addition, it can see in
and ignores all Injuries. It cannot Bleed. Severed complete darkness. It cannot see things that are
limbs may move independently. hidden from the Od, however.
MIND OF THE UNDEAD: This creature is immune to CURSE OF ANHELIOS 6
magic or abilities that seek to control the mind MISFORTUNE, 0 AP, COMBAT ACTION: After making
or emotions. It automatically succeeds against a successful attack, this creature infects the target
any ability that would cause it to Resist with with the Child of Anhelios Affliction unless the
Fellowship, Intelligence, or Willpower. This does target spends Fate to shrug off the effect.
not include possession by Outsiders. It may not be
Knocked Out or Stunned.
B E ST I A RY 601

Night Spider

T he night spider is feared in every land it calls its home, which,


unfortunately, is anywhere human beings dwell. The most
striking characteristic of the night spider, and the source of its name,
is the strange light-absorbing quality of its exoskeleton. The night
spider’s outer shell absorbs light almost completely, and when it is
hunting in darkness or at night, it is extremely difficult to perceive.
The expansive webs they spin are of a similar nature: impossibly dark
and absorbent of so much light that stumbling into them is easy to do.
The other troubling thing about the creature is that its life span is
longer than a human’s, and it never stops growing. The typical
specimen encountered is the size of a large dog, but rumors persist of
ancient arachnids haunting dark, forgotten forests that are the size of
a horse or larger . . .

SMALL N I GHT SPI DER :


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [5] 40 [4] 50 [6] 45 [4] 40 [4] 40 [4] 35 [3]
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 50% Threshold: Movement: 9 Initiative: 13 Size: Small
7(13/19/25) 1 Basic-Tier
7(13/19/25)
Blackbird
Mandibles: 45% - Distance (Melee Engaged) - Damage [1Ð6+5] - Fast

CLOAK OF DARKNESS: This creature gets +20 to its WEB 3 MISFORTUNE, NONCOMBAT
first attack during the night or in darkness. Chances ACTION: Before the encounter, make a successful
to detect it are at –20 in the same circumstances if it (Hard –20%) Awareness test for all potential prey
is attempting to remain hidden. creatures, or they become trapped and immobilized
UNFATED: This creature is Slain! if it receives in this creature’s web. They may not move or take
an Injury. any Actions, and Reactions are Flip to Fail. Make a
(Challenging –10%) Athletics test at the beginning
of each of their Turns for them to break free.
602 BLACKBIRDS

NO RM AL NIGHT SPIDER:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [5] 40 [4] 50 [6] 45 [4] 40 [4] 40 [4] 35 [3]
Coordination
Melee +20 Athletics +10 +10 Awareness +10
Stealth +20
Risk Factor:
Damage
Peril Threshold: Suggested for
Dodge: 60% Threshold: Movement: 9 Initiative: 13 Size: Normal
7(13/19/25) 2 Basic-Tier
8(14/20/26)
Blackbirds
Mandibles: 65% - Distance (Melee Engaged) - Damage [2Ð6+5] - Fast, Vicious

CLOAK OF DARKNESS: This creature gets +20 to its WEB 3 MISFORTUNE, NONCOMBAT
first attack during the night or in darkness. Chances ACTION: Before the encounter, make a successful
to detect it are at –20 in the same circumstances if it (Hard –20%) Awareness test for all potential prey
is attempting to remain hidden. creatures, or they become trapped and immobilized
PARALYZING VENOM +10: Make a successful in this creature’s web. They may not move or take
(Routine +10%) Toughness test for anyone who any Actions, and Reactions are Flip to Fail. Make a
drops a level in their Damage Condition Track after (Challenging –10%) Athletics test at the beginning
being attacked by this creature, or they start their of each of their Turns for them to break free.
Turn with 1 less AP. If this means they gain no AP,
they are rendered Helpless. Make the same test at the
end of each of their Turns for this effect to wear off.

LARG E N IGHT SP IDER:


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [6] 40 [6] 50 [7] 45 [4] 40 [4] 40 [4] 35 [3]
Coordination
Athletics +30
Melee +30 +10 Awareness +20 Resolve +10
Toughness +20
Stealth +20
Risk Factor:
Damage
Peril Threshold: Suggested for 1
Dodge: 60% Threshold: Movement: 10 Initiative: 13 Size: Large
7(13/19/25) Intermediate-
11(17/23/29)
Tier Blackbird
Mandibles: 75% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Fast, Punishing, Vicious
Piercing Forelegs: 75% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Fast, Piercing, Vicious

CLOAK OF DARKNESS: This creature gets +20 to its are rendered Helpless. Make the same test at the
first attack during the night or in darkness. Chances end of each of their Turns for this effect to wear off.
to detect it are at –20 in the same circumstances if it WEB 3 MISFORTUNE, NONCOMBAT
is attempting to remain hidden. ACTION: Before the encounter, make a successful
PARALYZING VENOM 10: Make a (Challenging (Hard –20%) Awareness test for all potential prey
–10%) Toughness test for anyone who drops a creatures, or they become trapped and immobilized
level in their Damage Condition Track after being in this creature’s web. They may not move or take
attacked by this creature, or they start their Turn any Actions, and Reactions are Flip to Fail. Make a
with 1 less AP. If this means they gain no AP, they (Challenging –10%) Athletics test at the beginning
of each of their Turns for them to break free.
B E ST I A RY 603

HUGE N I GHT SPI DER :


COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
45 [6] 40 [6] 50 [7] 45 [4] 40 [4] 40 [4] 35 [3]
Coordination
Melee +30 Athletics +30
+20 Awareness +20 Resolve +20
Ranged +20 Toughness +30
Stealth +20
Risk Factor:
Damage
Peril Threshold: Suggested for 2
Dodge: 70% Threshold: Movement: 10 Initiative: 13 Size: Huge
7(13/19/25) Intermediate-
14(20/26/32)
Tier Blackbirds
Mandibles: 75% - Distance (Melee Engaged or 1 stride) - Damage [2Ð6+7] - Punishing, Vicious
Piercing Forelegs: 75% - Distance (Melee Engaged or 1 stride) - Damage [3Ð6+7] - Fast, Piercing, Vicious
Web: 65% - Distance (Ranged 16 strides) - Load (1 AP) - Damage (None) - Entangling, Throwing

CLOAK OF DARKNESS: This creature gets +20 to its start their Turn with 1 less AP. If this means they
first attack during the night or in darkness. Chances gain no AP, they are rendered Helpless. Make the
to detect it are at –20 in the same circumstances if it same test at the start of each of their Turns for one
is attempting to remain hidden. instance of this effect to wear off.
NIGHT MOTHER 3 MISFORTUNE, 1 AP, WEB 3 MISFORTUNE, NONCOMBAT
SPECIAL ACTION: 1Ð6 small night spiders appear ACTION: Before the encounter, make a successful
during the battle. (Hard –20%) Awareness test for all potential prey
NO MORTAL SKILL: This creature is immune to creatures, or they become trapped and immobilized
Extinguish Abilities. in this creature’s web. They may not move or take
PARALYZING VENOM 10: Make a successful any Actions, and Reactions are Flip to Fail. Make a
(Challenging –10%) Toughness test for anyone (Challenging –10%) Athletics test at the beginning
who drops a level in their Damage Condition of each of their Turns for them to break free.
Track after being attacked by this creature, or they
C H A P TE R 11

Corbel
THE HAMMERING
O F E LVE S

L
by Ryan Verniere

ong before the Age of Hyperion,


lost behind the smoldering
pyres of time, when the great
kingdoms of Erebos were naught but fractured
tribes living in their own filth, civilization
clung to the edge of the Azule like a child
tugging at their mother’s clothes. One realm
dominated the region above all others, ruled
from within a city of utmost extravagance
carved into the basalt cliff face that stands at
the foot of the continent, whose long shadow
was cast over all of the warring states of this
bygone epoch. Corbellus, Hammer of the Azule,
ruled by crowned magi who commanded the
sea and sky. Theirs was a domain that stretched
across the world, and with such vast authority
came hubris. The oracles claimed to see no end
in sight. Their empire would continue to grow
until one day it might challenge the dominion
of Heaven itself. This pleased the nation’s
leaders, who responded by lashing the whip
harder, driving their forces into the unexplored
reaches of Crisius and Ulabos, the continents to
the south and east.
CO R B E L 607

The crowned magi did not look outward exclusively; their great achievement was revealed. A sword was
they also turned their ambitions inward, plumbing held high, white and smoldering, and when the
the depths of the Od in search of absolute power. high priest struck the altar before her, it split the
From within their stupors of prophecy, the witches crimson rock in two. There were no sparks, nor the
of Corbellus became aware of the aes and their ringing clang of metal upon stone, only a soft hum
home deep within the third moon that hung in the so deep that it reverberated through the bosoms of
night sky, the small one called Yolk. After much the gathered magi. This was the blade Moonsliver,
pondering, it became clear to the sorcerers that the and it was but the first of many elven weapons.
elves were living expressions of magic. They were On the first eve beneath Yolk’s full moon, a
beings forged of Od and spun into a physical form so small fishing vessel rowed quietly through the waters
that they could tread upon the world. The thought near the loathsome island. The ship’s master was a
of a spell given permanent shape ignited the magi’s poor man, and his crew, comprising his wife and
imaginations. How could such a thing be exploited two sons, drew their nets from the water as amber
to serve their empire? Upon their reemergence from light danced over the black stillness of the Azule.
divining, the magi gave the orders to bring together Their yield was good, but more than just fish spilled
the greatest smiths of the empire and to hunt down over the deck. A gossamer form of wispy shadow
the Children of the Stars, dragging as many as they illuminated by internal glints of
could find back to their temples. starlight lay sprawled before the
In those long-forgotten days, a jagged and captain. The fading light within its
windswept island an arrow shot from the old capital frail body reminded the fishers
was home to the red-pillared Temple of Anemoi. of the luminous jellyfish
Here, the priest-magi would gather to conjure
storms with which to batter their enemies. But
under the cruel guidance of the crowned magi, a
new task was to be undertaken here. Chained in
iron against those damp stones of the sea temple,
the aes were forced to reveal their secrets. The
process was long and without mercy.
Lunar tides, swollen under the third moon, that mated in the
began to crash upon the city within the cliffs. spring. It was like no
The lower streets started to flood as elven cries person they had ever met, a thing
and the rhythmic sounds of hammering carried on of smoke not of this world. The
the wind—a melody of agony that crept into captain placed the palm of his hand on
the minds of all within the capital. Inquiries the masked creature’s head. To his surprise,
as to what was transpiring with the temple there was life within it, but only just. The figure was
were silenced. The sailors who passed the island badly maimed, lacking legs, and one arm was
learned to do so at a great distance. Only the magi misshapen—although shaped into another form.
and their servants were allowed access to the Below its elbow where there should be a forearm,
forbidden island where throngs of aes were fed to wrist and hand, there was the crude beginning of a
the hammers of Anemoi. spearhead. To their dismay, the figure began to
The moon tides continued to swell, and the speak. It whispered at first, but not to the captain
ocean began to overtake the temple island, and yet, nor his kin. The creature reached toward the third
the magi’s terrible work continued—until finally, moon, speaking in a language unknown to the
608 BLACKBIRDS

fishermen. After a moment, with the light fading A crack split the temple’s foundation, breaking
from its eyes, the wounded aes addressed the family wide and gasping with the inward rush of sea air.
in a tongue they could understand. Its words were What stood before the smith was the shining glory of
simple but carried with them a supernatural weight Hekaté, mother of the aes, they who have known a
that could not be dismissed: “You and your family thousand worlds, devourer of Fate. Their children
will be spared if you leave now.” With its warning watched as their god revealed themself to the crowned
delivered, the figure’s body went still, the light magi of Corbellus. As Hekaté spoke, the Azule
within it disappeared, the rest dissipated battered the island, dragging off the
like ash in the wind—only its mask wooden ships that were their only
and spearheaded forearm possible escape into its depths.
remained. The fisherman and his Their words fell like the hammers
family returned to port before dawn, that had tormented their children.
gathered what they could, and fled “It would have been better had you
Corbellus, never to return. not been born. You who have gifted
As whispers of other such my children new shapes . . . so shall
portents trickled into the ears of such be given to you.”
Corbellus’s people, a shared Hekaté’s eyes shut. The
nightmare spread through the guilty who stood before them fell
population. A beautiful figure to their knees and began to
with eyes that burned like the cores of scream—flesh tore, bones snapped,
stars gazed in at the sleeping populace: it their cries of terror mingling with the
watched, and it judged. Though the image carried bellowing of the raging sea that engulfed the
with it no spoken message, dread followed, a pang crimson temple.
of undefined guilt, one that twisted in the bellies of “The empire that was once yours shall be reduced
all who witnessed it. The omen was one of doom. to this place, this cage,” they continued. As the magi
Their great nation had angered one of the gods, and and their retainers convulsed in the throes of
yet, the dreadful smithing continued. metamorphosis, Hekaté walked barefoot over water-
On the last night of Yolk’s full moon, the magi beaded marble, freeing the remaining aes prisoners.
plied their wretched tools upon the captives chained Once their children were unchained, Hekaté
to the temple’s columns. Their work flowed like a spoke again. “You will be as I see you, mongrel
mighty river of pain. The magicians and the villains hounds, and the incessant vermin who sup upon
who worked the forge at their behest, numb to their them. For that is all your efforts truly amount to in
wickedness, carried on, wind howling in their ears, the face of what we are.” At this, the master of the
torrents of rain stinging their faces. In those final forge’s back snapped like an oar against ocean rock,
moments, with sea waters threatening to overtake viscera spilled in a steaming pile between standing
the temple at Anemoi, surrounded by dozens of aes feet, and what was left of the man rolled away across
who watched as their kin were reforged into the stones like a length of torn silk caught in a
weapons of war, a detail was missed. The masters of hurricane. Amongst the quivering gore that had
this desolate rock failed to notice the figure that been the master smith pulsed an amniotic sack the
slipped in amongst them, laying itself atop the altar, size of a full-grown bull, beating with the quickened
next in line for the smith’s hammer. When the rhythm of a thing about to be born.
master of the forge brought his mallet down, “Come,” said Hekaté. “Look upon my house
calamity unfolded. and forever be chained to it.” An elongated snout
CO R B E L 609

began to push its way through layers of viscous “Do not lament. You will remain the masters of
tissue, and claws slashed against the unnatural this desolate rock. You will nourish yourselves on
womb, until the enormous birthing sack ruptured. the blood and bone of humankind, your children
Where once there had been a man now stood a will bear your crimes into the future, and like your
hulking wolf, a monstrosity of gore-colored fur and ambitions, your hunger will know no satisfaction,”
white fangs. The beast gazed upon its new master, stated Hekaté. The blood spilled over the ruins of
and while it could not see the moon through the Anemoi filled the nostrils of the accursed beasts,
roiling clouds of the encompassing storm, it could their hunger stabbing at their bellies with ravenous
feel its pull all the same—and so, Yolk endured the intent. They set upon each other with reckless
first accursed howl. abandon, and the progenitor of the aes was pleased.
Other wolves joined the master of the forge. “So shall it always be between your kind: a feud
They began to pace about the temple, snarling and without end.”
snapping at one another. Hekaté, turning their
attention elsewhere, approached a shadowed Hekaté reached into their chest; like their children,
column near the temple’s edge. Hidden behind the they were composed of brilliant amber moonlight
pillar was a trembling form; it, too, skittered and stardust. Near the central anatomy, the place a
amongst the cast-off remains of its previous body. mortal would call a heart, sat a cluster of stars. The
“You, magi, who once laid low nations, now belong god pulled one of these orbs from their breast and
to me and the night that cradles our home. Face us.” held it before them. The rest of their frame dimmed
Their words dripped with malice. ever so slightly. “Our vengeance shall be swift. I
The shape rose on chitinous legs that bent will remind the aes of what we once were,” uttered
backward, dead black eyes astride an oblong head, a Hekaté as the light between their fingers went out.
mouth choked with confusing parts that twitched As it did, moonbows arced from the surface of
erratically. The rest of its body was a sagging Yolk like a thousand arrows of light shot from its
abdomen of armored plates adorned with stalks of rough surface, striking throughout the empire of
irregularly placed digits. The crowned magi’s Corbellus and obliterating cities, leveling fortresses,
transformation was as hideous as their intentions cauterizing a great wound of tyranny. Where they
for their aes prisoners—a poetic justice that was landed, hosts of aes warriors emerged with a fury
nearly complete. Hekaté raised their hands, and the Hekaté had not compelled from them in eons;
storm broke. Amber moonlight from Yolk spilled it took from their god much of their remaining
over the broken temple at Anemoi. Divided into divinity. Like a bee who had stung, Hekaté’s fate
predators and parasites, the architects of Corbellus’s was now bound to this world.
doom looked upon each other for the first time. Corbellus, the mighty nation of crowned magi,
Their fates led them to this moment of damnation was no more.
at the hands of an angry god, and they despaired.
610 BLACKBIRDS

I NT R O D U C T I O N

C
orbel, cosmopolitan island of the eastern Shahanshah’s infantry to violently overthrow the
Azule, has survived long eons armed with city, the island would be retaken within a year. Ships
two of the greatest weapons known to wear, soldiers hunger; a sustainable attack on Corbel
Erebosian kingdoms—coin and leverage. Once, it means an invasion of the mainland, where Vichy is
was a destination for summering royals, a place to dominant, and even Florent does not dare such
be wed surrounded by the bold artwork of emerging foolery. If every brick were razed, the population
masters thriving within the spiritual capital of killed to the last yapping dog tethered in a courtyard,
mercantilism, but now, its citizens are captives the nation would rise again. So long as the five
within their own walls. families survive, so does Corbel.
Barred by a fleet of ironwood ships led by While the Domini admire their own cleverness,
Florent’s greatest admiral, Astyages Gul, Corbel’s cracks in Corbel’s veneer grow wider, as whispers of
first weapon, that of the coin, has been stripped conspiracy spread from the high courts into the
from its side. The city’s elite, already at odds with trapped population. Old bits of folklore rekindle
the Domini’s newfound generosity toward the like the stoked embers of a dying fire—the city’s
theocratic domain of Vichy, fears that its church’s people talk of the evil that legend says has been with
influence will tarnish Corbellian culture, but them through the ages. They begin to wonder if the
mostly, they fear what supporting it will do to their stories are true.
dwindling treasuries.
Much of Corbel’s revenue has been donated in
the form of tithes to Vichy’s church. This act of H I STO RY & P R E S E NT
submission to the Sigilist religion helps finance its CONDITIONS

C
campaigns for spiritual dominance across Erebos ounted, culled, collared, and chained
and is an expensive political gamble—a calculated around the world and back again,” goes a
misdirection designed to turn the prying eyes of verse in a Corbellian nursery rhyme, and
religious zealots away from the five families who with good reason. Corbel’s extravagant wealth led
have long controlled the island nation. Desperate to the small nation to unimaginable influence over
maintain their meager holdings upon the mainland, continental Erebos. Although Corbel is not the
Corbel, and the Splendid Kingdoms at large, have capital of the Splendid Kingdoms, in times past, it
little choice but to show favor to their powerful felt as if it were. The monarchy rules from Bearald-
neighbor. upon-Muse in the west. Queen Corinthia Balladoro
While the city pirouettes at the edge of oblivion, I, while safe from Florent’s invasion, nervously
its corrupt rulers, the Five Domini and their kin, contemplates how the power might shift should the
take precautions to endure whatever is to come. occupation carry on much longer.
That these bloodlines run back to the ruinous past Corbel itself is ruled over by five mercantile
of ancient Corbellus should be no surprise. While families, each an ancient bloodline running back
the city’s peasantry waits in squalor, asking into antiquity. They and their artisans are crown
themselves why Corbel hasn’t been put to the torch, makers, both literally and figuratively. The
the powers that be parlay with their captors and goldsmiths of the Glittering Bazaar have long
bide their time, hopeful that the tide will turn in made the crowns for leaders far and wide. And
their favor. while little actual nourishment originates in
The city’s rulers know they can wait out Corbel, it is Corbellian coin that nurtures
Florent’s invasion. Should the order be given for the Erebos’s royal families quite directly. Their
CO R B E L 611

maker’s mark, a crown interlocked with slightly Florent’s assault was swift. Those who dared
smaller crowns, is an irony lost on few. However, oppose it were obliterated by the most powerful
that was before the wars. navy in the region. Those who surrendered were
The mercantile capital of southern Erebos sits spared, as is often customary between nations that
quietly besieged by Florent’s naval blockade, the share such a long and storied history. For years, the
Corbellian fleet rerouted to far-off ports or sunk to servants of the Petalled Throne worked closely with
the bottom of the Azule. Nothing comes, and the power brokers of Corbel, ensuring that both
nothing goes. What remains of Corbel’s meager lands prospered. There was a time when the
forces are trapped across the Gulf of Echoes, influential families of each nation joined houses
stretched tightly over cliff and coast, pinned through marriage. Corbel was the gateway to
between the sea and whatever calamity might spill eastern Erebos, and Florent offered safe passage into
from the Carcass Nations—powerless to intervene Crisius. When these lands were in harmony, trade
on behalf of their homeland. flowed in all directions of the compass rose.

BUSSA
Bussa came to Corbel as part of the Shahanshah’s unnaturally preoccupied with the crashing waves that
network of spies sent to recover the members of Florent’s splashed up the rocky breakwater. Bussa knew the
imperial family, who are being kept as diplomatic Shahanshah’s nephew could swim, and so, he shoved the
hostages by the five families. A man of duty and faith, he boy into the waters of the Azule, commanding him to
has long served his empire with unquestionable move toward the unmarked trading vessel that would
dedication. Wielding the skills of a physician and a steal them away from this filthy island. The young man,
master swordsman, Bussa has confronted much of the however, screamed as the seawater touched his chestnut-
world’s horrors with a keen mind and sharp steel, but colored flesh. His cries of pain were enough
what awaited him in Corbel would test him. He arrived to drive off the smuggler—abandoning the
during the tenth year of the War of Empty Thrones, Shahanshah’s agent to a deadly melee
months before the armada’s invasion, operating under against the pursuing killers.
the guise of a fur trader from southern Crisius. What When it finished, Bussa
he uncovered quickly put him at odds with the stood wounded and alone
Domini and their kin. After locating the Shahanshah’s amongst the jagged rocks of
nephew amongst the entourage of House van Dimián, the harbor. He recovered the
Bussa discreetly made contact with his countryman, nephew’s signet ring from a
who, save for his adoption of Corbel’s unsightly hand that gripped fast against
fashions, appeared to be of sound mind. a bit of mooring. The rest of
After gaining this princeling’s confidence, the boy was all but gone,
he lured the young man to the docks rendered down to steaming
that run alongside the Glittering bone and misshapen sinew.
Bazaar, where they were to meet a Now the five families
smuggler’s boat, but the young man appeared to be know that there is a leopard
afraid of the sea. There was no time for persuasion. in their midst . . . one
Bussa dragged the young prince to the end of the dangerously close to
jetty, where he could thin his pursuers’ advances to unraveling their monstrous
a single file. The van Dimián warriors also seemed truth.
612 BLACKBIRDS

Occupation weighs heavily upon the city. Empty The humanistic philosophies of the Age of
trading vessels grind against the ancient stone docks Hyperion still inform much of Corbellian belief to
that they are moored upon, falling further into this day, especially among the educated and literate.
disrepair with each passing tide. The crack of pitching Corbel’s villages and towns, like the capital, are
timber and the groaning of old knots haunt the adorned with shrines to a myriad of religions. While
seafront districts. Word of Florent’s invasion arrived many Corbellians pray to the Sigil for guidance,
mere hours before its ships. All who could escape did others keep the old gods. In some cases, a single
so, leaving both manor and hovel alike in panicked household may observe holidays belonging to both
disarray. Now, the city’s streets are all but empty; only faiths. It is only the fundamentalists among them
the most desperate of Corbel’s citizens remain who argue over the shape of divinity—but their
behind, with one notable exception. The five families numbers are growing.
remain fortified in their ancestral homes within the Corbel’s urban citizenry had grown accustomed
Golden Basilica, a mighty keep that sits atop the to living in relative ease compared to the rest of the
island’s tallest hill. There, behind towering stone small nation’s populace. All of that came to a sudden
walls, they negotiate with Florent’s emissary, halt when Florent invaded. Food is in short supply
delicately maintaining some semblance of control. now, and families huddle in squalor, waiting for
Ismael Kesh, the renowned vizier of Florent, salvation. Stray dogs drift through empty streets in
wages a very different sort of war surrounded by the search of masters who’ve abandoned them. It is a
plush finery of the Domini’s villas. The Shahanshah’s time of considerable uncertainty. While lights still
most gifted diplomat attempts to negotiate peace blaze in the windows of the Golden Basilica, the
now that his empress’s show of force is irrefutable. rest of Corbel has fallen dark and silent.
Behind massive walls dotted with suspended A long shadow hovers over the people in
parapets, the vizier endeavors to assure the five Corbel’s mainland villages. The population of the
families that all his master wants is for the safe Vineyard Coast expects to be annexed by Vichy’s
return of her younger brother, Farheng—including forces, should the Florentian occupation persist. All
any offspring he may have sired since being held many can do is go about their daily routines,
hostage by the Cicero family. But the Domini and tending to the grapes and olives that their families
their families condescendingly profess ignorance as have raised for generations. The largest towns found
to the imperial brother’s whereabouts. They in the hills of Tarquin’s Hammer similarly prepare
facetiously grin over stained goblets and cutlery, to fall under siege by one nation or another. Even as
amused by their guest’s thinly veiled threats. pragmatic as Corbellians can be, it is impossible to
ignore the troubling omens that increasingly surface
People of Corbel in the countryside as panic tightens its grip.
Corbellians come from several ancestral bloodlines
and cultures, derived from a mingling of Erebosian T H E R E D G L OV E S
and distant heritages. The great civilizations from The Red Gloves—or as they’re more commonly
Ulabos and Crisius have long traded with Corbel, known “those corrupt brigands impersonating
resulting in an amalgamation of peoples that bear Corbel’s city watch”—are loved by few. Even the
many of the dominant traits from those early Domini conveniently maintain their own host of
seafaring civilizations. Modern Corbellians are often guardians, known as the Custode Vigilante, fueling
of olive complexion, with dark, curly hair. They are gossip that the Gloves are more of a protectorate force,
a worldly people, at ease in the courts of far-flung whose loyalty rests with the Magistrates of the Splendid
kingdoms as much as they are in their own homes. Kingdoms more so than with any local authority.
That the Red Gloves suffered so singularly Florentian merchants once flooded the
when Florent took the city is a terrible irony. Glittering Bazaar with exotic wares, perfumes,
Perhaps it was the one element of the invasion the ivory, and, most importantly, gold mined from the
Domini benefited from, as their relationship with depths of the southern continent. Now, instead of
the city guard is complicated at best. Now that the goods, it is soldiers crammed into the hulking ships
Shahanshah’s troops firmly control the eastern side that surround the tiny island. With their mission to
of the city, the Gloves hunker down in the western sink the Domini’s fleet and lay siege to their city
districts north of the Rook’s bastion, with the complete, the Shahanshah’s forces idle in growing
Necropolis acting as a sort of neutral ground discomfort.
between the two opposing forces. A lugubrious demeanor has settled into the
bones of Florent’s sailors, forced to winter in
T H E S O L D I E R S O F F L O R E NT foreign lands, confined to colossal galleys by the
Florent’s people are the descendants of an hundreds—it is no wonder their mood sours. The
Ulaboan empire that expanded into the north of lucky ones find posts as sentries patrolling what’s
Crisius millennia before the Age of Hyperion. Over left of the city’s frightened populace. When shifts
the eons, their civilization has risen and fallen like a end there is little distraction to be found. Makeshift
tide, most recently during the reign of ancient gambling dens or a well-packed pipe of ocher are
Corbellus—of which they had been a part before often the only options. Those sailors who remain
the aes wiped it from the face of creation. In time, behind make do with delousing bedding and
the nation of Florent rose from the ashes of its beating laundry against the jagged rocks of the
previous incarnation, a maritime power with a deep numerous tiny islands that fill the Gulf of Echoes.
history tethered to the northern continent of Even a small amount of time on dry land is a
Erebos. reprieve to their plight.
614 BLACKBIRDS

E N E MY O F MY E N E MY

W
by Ryan Verniere

e had already lost the war.


An armada of Florentian
ships led by a monstrous
vessel built of ironwood had taken up residence
in the inner harbor. A leviathan filled with
metal and men, it cut the city off from proper
governance or chance of military muster. No
one came, and no one left.

The mainland, only an echo’s distance away, was


perched atop unforgiving cliffs of basalt running
four leagues from end to end. If one survived the
swim, a perilous climb up sea-pounded rock past
the yawning entrances of ancient Corbellus awaited.
Beyond that, thousands of encamped Corbellian
soldiers. Beyond that, wilderness.
Grimaldi worked his gnarled hands over the
tallow candle he kept hidden beneath his fisherman’s
cloak. Every twist of his arthritic knuckles pricked his mind into
sharper focus. Keeping a close watch was all he could do now, and so,
he sat motionless beneath a weathered flight of stairs obscured by old
netting and waterlogged barrels, watching the fleet rock slowly in the
black winter chop. The swim would kill him. Puzzling a way out of this
trap was all the old codger had left.
Every structure has a weak spot: a soft bit of roof or a rotten door,
maybe an element on the inside that owes a debt. There are lots of
weak spots on things, and a big sodding ship has ‘em, too. But three
days and two frigid nights hadn’t been enough to reveal the flagship’s
secret—not even a clue as to Florent’s strategy behind the blockade. A
few marines had made landfall, but as of yet, no flags had been lowered.
The occupation was civilized, and the population well practiced in
such affairs.
CO R B E L 615

The streets of Corbel were whisper silent. All Lucius grinned. “If you would be so kind as to
that blustered through its cobbled streets was the join us down here, I think my companion has
ocean wind as it searched for warm flesh to numb. mistaken himself for a rat and now prefers the
Even the gulls kept their distance. All that remained underboards,” he said.
was the hypnotic slap of waves on stone and the The cloaked figure descended, followed by an
tedium of creaking wood. Grimaldi fought to keep entourage of Florentian marines clad in chainmail and
from nodding off; another knuckle popped. Pain visored helms. Two carried an object between them,
and heat radiated up his left hand. A little trick to no bigger than a child and wrapped in oiled burlap.
stave off the bitter cold. The soldiers’ master was a woman. With hands
Just then, a heel scraped the top step Grimaldi adorned in gold and henna calligraphy, she pulled
hid beneath. He pinched the candle out and then back her hood before introducing herself. “My
reached across his lap for the dagger beside him, but name is Shâd Bakht, investigator and servant of the
the old man stopped mid-motion once he laid eyes Petalled Throne of Florent. The two of you are
on Lucius Dower. rather difficult to find.”
“I’ve got no appetite for your tricks, boy. If my With a wave of her right hand, the marines
last few days of life are to be spent in your company, cleared a space on the ground before Grimaldi,
can’t you at least make a show of some respect?” whose expression was still frozen in uncertainty as
whispered Grimaldi while sliding the needlelike he pondered precisely how much trouble Lucius
dagger back into its sheath, before taking another had gotten the both of them into.
moment to relight his candle. There was almost no sound as the object came to
“I didn’t have to scrape the top step. Figured rest on the stone ground, and by the look of the
that was warning enough,” spoke Lucius. “Here, I soldiers’ effort and posture, it weighed next to nothing.
brought you some bread, and this is the last of the Lucius joined his friend and motioned for the old
Spiced Red.” theurge to inch away before pulling back the layers of
Grimaldi greedily accepted both. oiled fabric. “Keep that candle close at hand,” said
Lucius wasn’t an islander. By the look of him, Lucius as he continued to gingerly unwrap the bundle.
he was of northern stock, angular features cut like Shâd Bakht approached. “It has come to our
the Silver Mountains north of Paladine, broad- attention that you understand a great many things,
shouldered and lean with a dark beard in need of Master Grimaldi. You and your servant—”
proper trimming. Lucius hunched to keep from “Partner. We’re . . . partners,” balked Lucius, as
striking his head against the dock above. “There are if this mistake had been made many times before.
those who seek our employ,” he said. The last bit of greasy fabric peeled away,
Grimaldi’s eyebrow, reminiscent of a caterpillar exposing the desiccated remains of what appeared
draped over the knot of a blighted tree, raised with to be a man, its legs and arms twisted in strange
contempt. “Tell the Widow we’ll have no more of positions—the result of what seemed to be an
her money collecting,” he spat. “It’s beneath us.” agonizing death. It was knotted like a child fitfully
The men locked eyes. Lucius’s expression clutching at a blanket, arms and legs drawn inward.
betrayed that it wasn’t the Widow. Grimaldi shifted “My humble apologies, Master Lucius. I was
to look past his comrade and up the stairs that led informed that only one of you was a practitioner of
back to the dock above, where a cloak hem skirted the art,” offered Shâd Bakht.
the top step. “Then what’s the business? Tell our “That part’s right. Grimaldi talks to devils, and
new patron to make themselves known,” he said in I shove swords through people. He limps, I don’t.
a raised voice. We complement each other,” said Lucius.
616 BLACKBIRDS

Shâd Bakht smiled politely. “It should be safe enough,” offered the wizard.
Without warning, Grimaldi splashed scalding Grimaldi first poked around the dusted body.
wax from his candle onto Lucius’s left hand, the More of the enormous fleas were found, but they
flesh briefly sizzling like an egg in a skillet. Lucius were paralyzed by the salt.
didn’t look hurt so much as annoyed by this childish “Seawater will burn them,” he mused before
tantrum. pitching one over his shoulder into the freezing
“Leave it alone,” barked Grimaldi, “And don’t water of the inner harbor. A sharp, hissing pop
touch that damned thing again until I return.” With followed.
that, he limped hurriedly down the barrels lining the Grimaldi then turned his attention back to the
underboards. “Yes, yes. Here’s what we’ll need.” body, forcing the arms and legs away from its torso
The old wizard dragged back a small cask bearing and then cutting through the husk’s sternum. It was
the shipping brand of the port of Ipswald. “I would tough going, but his hands were practiced.
have preferred to cure a ham in this, but meat is a bit A few moments later, the remains began to
scarce these days.” With that, he emptied the contents crack open, with Lucius pitching in by breaking a
of the barrel over the body. Pristine white salt poured few ribs to loosen the cage. Shâd Bakht leaned in,
from the wooden keg, and within a few moments, her face lost in the pleasure of sincere curiosity. One
the cadaver was covered from head to toe. “Let them of her soldiers hurriedly brought up a hooded lamp
sleep,” whispered Grimaldi, tapping his forefinger to to better illuminate her prize.
the tip of his nose. There, beneath the dancing lights of the perforated
He then reached for Lucius, who rapped a lantern, where the heart and lungs should have been,
single knuckle against the mage’s brow before was an abnormality that somehow replaced all the
submitting his wax-covered hand. Grimaldi pulled latter. It was the size of an alley cat and coiled like a
back the cooled tallow. There, motionless, frozen sleeping hermit crab, swollen with the juices that had
like a butterfly in amber, rested a scarlet flea the size once flowed freely through this broken corpse. The
of an Elysian copper. creature’s translucent shell rose and fell as it went
“You’ll scrub with salt tonight, Lucius. We all through a motion that was much like breathing.
will. Where was the body found, mistress?” asked “He died three days ago. That’s how long it
the lopsided mage. takes for one to grow this large. A few hours from
“Where it should not have been,” stated Shâd now, it would have awoken, starving, needing to
Bakht. replace all the nourishment it received from the
She crouched in front of the cadaver drowned body. In a night or two, he would have looked like
in salt, her green eyes wide, devouring all they saw. his old self, walked and talked like the man he was,
“Show it to me,” she said while placing two and no one would be the wiser . . . for a time.”
unmarked silver ingots on the ground before her. Grimaldi trailed off.
Lucius was quick to take up the oblong bars. “A striga,” Shâd Bakht whispered.
Grimaldi let out a sigh before slowly drawing his “The damned of ancient Corbellus,” said
keenly sharp blade. Lucius.
CO R B E L 617

HOLDINGS & LANDMARKS

Accademia District

O
n the western edge of the island sits
Corbel’s famous Accademia District, a
realm of grand architecture and statuary
that straddles the Thread of Fatima. This waterway,
much like the western city’s Bishop’s Head Canal, On the tips edge
tethers several neighboring districts together. It The falconers cry
terminates in the north near the Necropolis’s edge and To have danced the dance
again in the south, where it runs alongside the Rook’s And avoided the riddle’s chance
foundations before flowing into the sea. While not as Lay down your arms, brother
wide as its western counterpart, the Thread of Fatima For your fortune bleeds on the horizon
courses past the quarter’s renowned libraries and The dipped bread in the chalice
educational institutions. Like all things in Corbel, Drowns in your hand
these schools operate for profit, tasked with researching Take forth the invisible
taboo subjects at the behest of influential patrons. Ride into the curse
Corbel’s academics are as shrewd as they are Cast into the fates
secretive, researching the metaphysical truths that And in favor to none
govern alchemical creations, the mysterious nature of The fog has its path
wortcunning, and their connection, if any, to the Its answers avoid your cause
power of the Sigil’s divine symbols. Those who The wound of the past
dedicated themselves to the breaking of curses are of Barks at the shadows
most interest to Grand Duke Niccolo Alexandrescu A long knife slides across the sky
and often find their work well-financed by the Bank And another day begins
of Benedetti & Lanza, an institution with close ties to Without you in mind
the five families. —Yuzun

The Ruins of Ancient Corbellus


Within view of Corbel’s island capital, set into The layers of the city evoked symmetry so pleasing
the windswept palisade cliffs of the Vineyard Coast, to look upon that the poets of the era wept when
lay the ruins of ancient Corbellus. Shackled hordes they first laid eyes upon it.
chiseled into the raw cliffside, inch by excruciating Ere the birth of Hyperion and before the
inch, until a metropolis took shape within the living quarrying of Paladine’s foundations from the Silver
rock. They altered the path of the mighty river Eld Mountains, Hekaté’s levy doomed the city of
so that it flowed through the city’s many vaults, Corbellus and all who inhabited it. There is no
cooling the city and supplying the population with record of what transpired on that fateful night. All
fresh water. The undertaking took generations to that remains are a few archaic ballads, children’s
complete. Avenues of rose quartz webbed in veins stories, and shreds of folklore.
of opal and sunstone give way to enormous Scoured by time’s relentless passage, mighty
chambers once used as squares for commerce and Corbellus lingers like a ghost on Corbel’s periphery.
revelry. Each level is stacked upon the next, formed Its colossal halls are broken by tectonic shifts, looted
into a multi-tiered palace framed in nature’s glory. and overgrown. The stillness of old Corbellus is
618 BLACKBIRDS

punctuated by droplets of water echoing through its Now, the canal is quiet, save for the occasional
abandoned chambers, a sudden tumble of rock in splash of a body being discarded into its dark
the darkness, the grind of a boot over loose gravel. depths. The great artery flows through the eastern
None who visit here linger, and the smart ones don’t city until terminating at the fortified wall at the
come at all. edge of the Foreign District.
Its seaward-facing chambers now act as nests
for the notoriously territorial tear, their dens littered The Garden of Prosperity
with the countless bones of sea life and those of the Once filled with the sounds of laughing
occasional person. The lower level of the city houses children and the joyful pentameter of verse, the
cavernous docks built to accommodate the smaller Garden of Prosperity was home to the idle pursuits
vessels of that age, which are incompatible with the of the impossibly wealthy and their privileged
significantly broader contemporary ships found in offspring. Now, most of its villas stand empty,
Corbel’s fleet and Florent’s armada. A handful of though some have been transformed into makeshift
smugglers still use the old jetties, however, moving barracks for the patrolling portions of the
cargo out into the Erebosian countryside. Their Shahanshah’s occupying force. Of those few
paths through the labyrinthine ruin are closely Corbellian families who remain, few dare leave the
guarded secrets. Even those familiar with Corbellus’s grounds of their walled homesteads.
interior dare not venture too deep. They follow
well-worn paths from sea level to the upper city, for The Glittering Bazaar
beyond the sparse rays of sunlight dwell things best Located in the southeastern corner of the city is
forgotten. the world-renowned Glittering Bazaar. Once a
Much of Corbel’s infantry camps among the vibrant network of spice-filled market squares and
rubble of the upper city, pondering the fate of their alleyway stalls overflowing with finery from far-off
beloved home—now secured by Florent’s—their kingdoms beyond the Azule, it’s now the foothold
morale dashed by the sight of such overwhelming from which Florent’s soldiers launch their excursions
odds. Their supply lines dwindle, and desertion is into the rest of the city. While the Shahanshah’s
rampant; if not for the support from the neighboring forces unquestionably control the Bazaar and the
kingdom of Vichy, their encampment would not southern ward of the Foreign District, their
have endured these last two years. But such influence lessens across the three bridges that reach
generosity comes with a price. Ivald Tannhauser, farther into Corbel. It was here that the Red Gloves
devoted Sigilist and officer within the City of made a stand against their encroaching foe. The
Painted Glass’s Ministry of Devotion, has come to three-day-long Battle of Rider’s Gate was the only
inspect the entrenched forces. Corbel’s military portion of the invasion that resembled a proper war,
commanders have no choice but to offer him and and Admiral Astyages Gul became the Glittering
his retinue the utmost hospitality. Bazaar’s new master once the guard was pushed
deep into the city’s interior.
Bishop’s Head Canal
At the southeastern edge of the island, the Golden Basilica
mouth of the Bishop’s Head Canal opens upon the At the heart of the city, atop the only hill of
Gulf of Echoes, eventually giving way to the Azule. note, rests the Golden Basilica—guarded exclusively
It is a significant thoroughfare of the city, once filled by the Custode Vigilante. From this location, the
with pleasure ships, gondolas, and barges five families govern the Dominion of Corbel. Only
overflowing with goods from one port or another. the most honored guests are allowed to enter the
CO R B E L 619

marvelous citadel. It gets its name from the golden The Rook
dome that crowns its central hall. The Basilica’s Built on a small outcropping of high ground
edifice, adorned with beautiful sculptures, is the during the ninth year of the first era of the current
very epitome of opulence—a thing of terrible age, the Rook stands as the Domini’s last bastion for
beauty constructed from burgundy and black retreat should the Golden Basilica fall, and it has
marble. endured for centuries. The main means of access to
the castle is governed by a keystone bridge connecting
Avenue of Mirrors the gatehouse to the Vaults District. The bridge can
One of the stranger features of Corbel is its Avenue easily be destroyed and sunk into the canal should
of Mirrors. As far as the public knows, there is the correct stones come away from its foundations.
one way into and out of the Basilica grounds. A The other means is the Cancello Empireo, the
wide street spanning the distance of multiple city fortified wall that runs between the Rook into the
blocks on which no shops or stalls are allowed. The bedrock beneath the Hanging Terraces. Even before
Domini’s guards line the road, tending to large the first wall of either destination is reached, an
burning pyres and countless brasiers, monitoring attacker must fight through several sets of interior
all who come and go from the Golden Basilica and chambers and gates and capture each before
its grounds. Huge reflective surfaces, polished silver attempting to breach the next.
columns, and wide mirrors line the avenue. While
most of the Custode Vigilante keep a watchful eye Snail’s Helm
on those few who navigate the steep high street, Just off the northern coast of the city proper is the
others watch only the reflective surfaces—their district known as Snail’s Helm, a rat’s nest that runs up
backs turned to the citizens who shuffle past. and along the spiraling jagged rock that breaches the
waters of the Gulf of Echoes. Here, the downtrodden
Necropolis of Corbel dwell in relative isolation and obscurity. The
Corbel’s city of the dead has puzzled master docks, like those in the city proper, have fallen into
artificers for ages. Much of its winding avenues, Florent’s control. However, the transition of power in
built to impersonate the cobbled streets of a living Snail’s Helm was handled ceremoniously and without
city, wind far below sea level, and the runoff that violence, as the few Red Gloves stationed within the
spills into the Necropolis from a number of the district fled without hesitation when the first masts of
canals that border the district has no discernible the Shahanshah’s fleet came into view.
destination. Like the Warren, what should
ultimately be a submerged city district is empty—a Temple District
cauldron waiting to be filled. The reason behind After retreating into the Temple District, the
this is extensively debated. Some say a creature lives Red Gloves sacked and displaced most of the pious,
at the bottom of the well at the Necropolis’s center save those in service to the temple of Sigil, which
and drinks all the seawater that continuously drains remained under the Widow’s protection. Rich in
into it. Others muse that a powerful spell keeps the offerings and stockpiled supplies meant for the
basin dry, and should the one who cast it die, their city’s paupers, the Temple District was ripe for the
magic would dissipate, causing the Necropolis to picking when it became clear that there would be
flood. Perhaps the wisest interpretation is that no swift victory against Florent’s invasion of Corbel.
within every lie is a grain of truth, and to dwell on Here, the Gloves stew in musty cellars, sleeping on
such things is a fruitless endeavor. pews from which prayers were once uttered to the
divine and dreaming of a way out the city.
620 BLACKBIRDS

Vaults window, a prisoner might gaze upon the sky, and


It’s become clear that the merchant bankers of through another, the endless churn of waves and
Vaults caught wind of Florent’s attack days before passing gulls. Even prisoners who come from
the rest of the city, providing them with ample time seafaring trades comment on the disruption of
to pour from the city like rats from a sinking ship. balance that one never grows accustomed to, no
That the banks were closed on the day before the matter how long one’s stay. Many agree it is better to
arrival of the flotilla goes without saying. In their die than to be shackled within this wilting purgatory.
wake, no guards were posted and no precautionary The Listing Tower served as a radiant beacon
measures were taken. All that mattered was slipping for ships on approach to the new capital in bygone
away without startling the peasantry and their eras, a symbol of Corbel’s reemergence from the
betters. Institutions such as the Bank of Benedetti long millennia of darkness suffered after the collapse
& Lanza or the Reloquin Guild are uncrowned in antiquity of its previous incarnation as the empire
governors of enormous wealth. Whoever wins this of Corbellus. At the order of Dominu Agamemnon
siege knows better than to pick a fight with these the First, a hole was carved from the island’s
arbiters of literal fortune. But there are still those bedrock, one so deep that the foundation of a
who might dare, and without question, the district mighty tower could be placed within it. Secretly,
bankers did not flee with their vaults in tow. however, the tower’s construction coincided with
the clandestine relocation of a pagan temple—one
The Warren that sat atop the only hill of significance at the
Once a verdant garden quarter filled with island’s center. Masons moved the holy structure,
palatial homes, Kurèt’s Chalice flooded in the piece by piece, through a hidden staircase installed
twelfth era of the current age when a large portion at the lowest level of the newly erected tower. The
of Corbel’s underground caverns suddenly stairs descended into the hollow caverns beneath
imploded. The devastation fractured the eastern
side of the city, collapsing large parts of the Foreign A N E ST O F TE A R S
District and ultimately drowning what is now called The tear is a large, cliff-dwelling bird that hunts in a pack,
the Warren, an interior lake of half-submerged native to the Gulf of Echoes and called “the wolf of the sky”
structures. While no one of repute lives in the by fearful sailors. A full-grown tear can dive into the sea and
Chalice’s remains, it makes for lovely pleasure emerge with a baby dolphin or manta ray in its clutches.
boating. One can idle along crystal-blue waters Mariners atop the crow’s nests of mighty ships know to keep
surrounded by placid ruins overtaken by the a sharp eye on the sky when approaching Corbel, for more
untended flora of their rooftop gardens. than one has been pulled from their perch by the lacerating
talons of the tear. Tales of their frightening strength and
The Listing Tower taste for human flesh have traveled far and wide, but
A spire of crumbling stone tilts precariously off none fear these predators more than the prisoners of the
the northern edge of Corbel’s fortress island. This Listing Tower. The upper levels of the tower have become
ancient lighthouse was converted into a prison near a favored roost for the birds—a place to feed their young
the end of the Age of Hyperion. It earned its sobriquet on prey that fights back just enough. At the prison’s zenith,
during the contemporary era after a series of quakes many of the cells face the full brunt of the elements, where
caused the historic landmark to lean ever-so- walls and flooring have crumbled into the Azule. Here,
dangerously toward the Gulf of Echoes. To stand— unruly prisoners are chained and left to die, meals for the
or to be chained, for that matter—within the Listing tear chicks small enough to slip through prison bars.
Tower is very unnerving. Through one barred
CO R B E L 621

the island. There, amongst the damp caves, rests the


fabled Temple of Anemoi, a monument to Corbel’s
long-forgotten past. It is said that the Five Domini
still use the old sanctuary as a place to meet, far
from spying diplomats and scheming courtiers.
During the years that followed the tower’s
construction, considerable excavation continued. A
tunnel was dug toward the old capital across the “Do you hear the low knell
Gulf of Echoes. The purpose was to provide a means ‘cross the cobbles at dusk
of subtle transit to the mainland, but disaster soon as it rings from his funeral bell?
struck. Not long after construction began, the Run quickly inside
tunnel suffered a massive collapse. Bodies of laborers ‘neath your bedsheets to hide
surfaced by the hundreds, bobbing among the lest he catch you and take you to hell.”
trading vessels. The scarce few who survived —Children’s rhyme from the streets of Corbel,
as recorded by the Wandering Squire
whispered of chambers filled with iridescent
pearls . . . and of unseen things skittering in the
darkness. little choice, the wolves swam for the mainland, to
a region called Tarquin’s Hammer, and from there,
only the gods knew where. But the striga were
CO U RT LY I NT R I G U E bound to the island, trapped not only by the
seawater that surrounded it, but also by the will of
Of the Five Families & Their Hekaté. Cursed. Imprisoned. The island fell silent
Progenitors for ages before humans returned to its rocky

A
fter the fall of Corbellus, with its shores, and for all that time, the striga slept. The
population decimated and scattered to island’s new occupants discovered the sun-bleached
the four winds, the accursed magi bones of dire wolves and perplexing, amber-
doomed by the god Hekaté scurried into the colored shells as large as oxen, the latter covered in
crevasses of their fallen empire—where they would engravings that defied understanding—scores of
sleep and await the birth of a new era, one where both littered the ground. Foul omens, to be sure.
they would vanish into obscurity. In time, people But memories are short, and these peculiar artifacts
returned to the island that housed Anemoi’s vanished with time’s passage, as most things do.
temple, unaware of the horrors that slept within Untouched by time, the striga cautiously
its jagged rocks. With foundations laid, a small moved amongst the growing citizenry, discovering
village took root, and the slumbering monsters what they had become and how their new forms
forged by Hekaté’s wrath stirred. It is from these could serve them, just as they had done a millennia
ensorcelled bloodlines of striga that the five ago with the potential of the Od. Still, Hekaté’s
families of Corbel trace their lineage. curse was poetic. They had become vermin
Hekaté had cast down more than just the tethered to the prosperity of humanity. Never
magi on that fateful night. However, the magi’s would the magi be able to show their true faces to
servants, who were transformed into wolves, had the world. No matter how much influence the
disappeared in the intervening years. When the magi accrued, they would always be trapped—
striga retreated from the surface, their servants- theirs was now a kingdom of fleeting shadows, and
turned-hunters weakened from starvation. With discovery would be their undoing.
622 BLACKBIRDS

Within a few generations, the striga, well theurges or their spiteful benefactors, the Outsiders.
nourished by the swelling population, began a sort The titan cask’s remembrances of what magic was
of parasitic life cycle. They selected powerful before the Outsiders tightened their hold on the Od
families to infiltrate. The beasts learned to ride have led those of the Alexandrescu line to shun all
within their hosts, granting their minds enough who practice what they call “the low art.”
freedom to perpetuate their identity while the
creature hidden within grew stronger. Many families Dominu Cicero
resisted—entire lineages were wiped out in the Countess Giglio of House Cicero often climbs the
resulting struggles—and more than once, the striga spiral steps of the Golden Basilica’s great dome.
were exposed. In time, however, five families Perched upon this gilded vantage point, her ennui
submitted or, more appropriately, were broken. But briefly subsides. There, she casts her eyes upon the
the legends of creatures that can impersonate loved nearby shores of the Splendid Kingdoms, thirsting
ones have stayed with Corbel to this day. for the freedom she knew briefly in youth before she
was taken to rise within the ranks of her house and
T I TA N C A S K S damned to never leave the city again. The Cicero
Of the magi of old Corbellus, only a few survived those line has long held the traditions of the Sigil, and
first long nights of damnation. The smiths who labored theirs was one of the first Corbellian families to
over their ensorcelled forges, transformed into the wolfen, convert and turn away from the paganism of the old
harried their former masters, driving them beneath gods. Faith can be a balm even to one so afflicted as
the island’s rugged crags. How many striga crawled out Giglio. Resigned to the whims of Fate, and against
from the ground when the howls eventually subsided is the judgment of her fellow Domini, the countess
unknown. What is true is that five of those magi, guilty turned to her family’s spiritual advisors for guidance.
of such atrocity against the elves, have survived. Their The church was all too eager to become entangled in
monstrosity, honed against the unending millstone of time, the affairs of one of the Domini, and Giglio’s newly
brought about a dark metamorphosis that transformed restored piety has been rewarded tenfold.
them into the titan casks—the first to be cursed by the
enraged mother of the aes. And they persist to this day, Delle Scale
stirring drowsily below the city in their hidden vaults. Lorenzo Delle Scale, Prince of Summer, no longer
leaves the confines of the Golden Basilica, for what
stirs within his entropic flesh has broken his body
THE DOMINI into hideous disfigurement. The prince’s locomotion,
Dominu Alexandrescu should he choose to move, in no way appears to
For the striga, memories are an oil painting freshly be natural or even remotely human. A retinue of
dipped in spirits. They run and bleed, lose shape, and, seamstresses, waxworkers, and physicians tend to
at times, become something unrecognizable. Like so his hulking form to maintain what mortal visage
many Domini before him, Grand Duke Niccolo they can desperately salvage—an act more akin to
Alexandrescu serves at the whim of a dreaming dressing a rotten goose for the oven than a work of
horror. Its thoughts twist and roil through the Grand chirurgy. With every repulsive shudder, the striga
Duke’s mind like a worm within a rotten apple, within threatens to tear through the curtain of flesh
motivating him to do almost everything in his power that is stitched tightly over Lorenzo’s putrid form.
to free his get from Hekaté’s curse, however. The His fellow Domini keep him passive with gore laced
forebearer of House Alexandrescu refuses to allow with the milk of the poppy, awaiting what the titan
his family to compromise themselves by dealing with cask has in store for one of its oldest offspring.
CO R B E L 623

Gurkani S I LV E R A N D G O L D, T H E T W I N A S S A S S I N S
The Gurkani family came to Corbel long after its Plucked from the brothels of the Glittering
ancient resurrection from Corbellus, and since Bazaar, the siblings Silver and Gold share an origin
crashing upon these rocky shores, they have that begins with an odd birth. Rumor has it that the
longed to return to their ancestral lands in Ulabos. twins tore their way out of their mother’s corpse
But the striga prevented that from happening. when, weakened from fever and malnourishment,
Marquess Zeeshan Gurkani marks the omens of she succumbed to the crucible of childbirth. It is
the current age with calm discretion—the world said they did not cry, only gazed at the midwife, the
comes undone and, with it, the great works of the only other occupant of the bedchamber, and like
gods themselves. Should it not come to pass that two foals ready to face the woods’ dangers, they
even Hekaté’s curse will crumble with the mortal arose, possessing uncanny musculature. The
world? Eras have passed in this foreign prison. midwife fled the room, whispering prayers beneath
Ages governed by instinct and half-remember her breath. The children, still babes, quickly passed
dreams, until recently. Never has Zeeshan felt the
presence of his slumbering progenitor more than
now. Some nights, it’s as if there’s a figure dressed
in tattered cloth and woven sandals walking
alongside him as he strolls through the Hanging
Terraces. It whispers but one message: “A great day
will soon be upon us, for I, too, am stitched within
the womb of forever.”

Van Dimián
Kurèt, Baroness van Dimián, like those of her
house, ponders oblivion with a fervor often
reserved for melodramatic characters in a poorly
written play, yet she continues to dwell within this
unending twilight like a statue that occasionally
chooses to animate. Unlike her fellow Domini,
the Baroness’s ilk have not added to their accursed
ranks in nine generations, instead choosing to
allow House van Dimián to wither dangerously
close to collapse. Only through the indomitable
indifference of their family’s dark patron does
Kurèt find enough doubt to stay her desire to
march into the sea. That and knowing the other
houses would use the absence of the van Dimián
bloodline as an excuse to swell the numbers of
their own children. To endure a bit longer is to
deny the monstrous urges of her own kind. In that
petty truth, she finds her reason to go on.
624 BLACKBIRDS

into the care of an Ulaboan weapons master named end, she could not eat fast enough to replenish
Jahangir Salim, who was in the service of the five herself, and death soon followed. She lay dead for a
families. Under Salim’s tutelage, the children were, full hour before the twins escaped the womb.
in a way, honed into weapons to be used against the Silver and Gold took to their training under
families’ many enemies within the city and abroad. the accomplished Salim like a hammer to the anvil.
In truth, Silver and Gold’s training began in Taught the histories of ancient Corbellus, nurtured
their mother’s womb. One of the young lady’s clients, in the strategies of Hyperion, baptized in techniques
a bastard of House Alexandrescu, plied favor with his of murder from every civilization ever to add
concubine by sharing the milk of the egg with her, a something to the science of killing, enthralled by
potent drug known only to the families. Their the milk of the egg before birth—the twins’ loyalty
lovemaking was rapturous and, under the influence is without question, tethered to the invisible chains
of the elixir, lasted for days. When his lady showed of addiction. They exist with no concept of freedom.
signs of motherhood, he continued to feed her more Now they hunt the agents of Florent’s Petalled
of the pearlescent fluid. Prolonged exposure to the Throne. A war of skulduggery and deniable aggression
milk changed the courtesan, and it transformed the plays out beneath the occupation. As the two nations
children growing within her belly. The unborn politely smile at one another, their servants carve one
babies’ hunger ravaged their mother’s body. In the another to pieces just out of sight.

G O L D:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
55 [6] 40 [4] 50 [9] 45 [5] 45 [4] 40 [4] 40 [4]
Coordination
Melee +20 Athletics +20 +20
Awareness +20 Resolve +20
Ranged +20 Toughness +10 Skullduggery +20
Stealth +20
Damage
Risk Factor:
Threshold:
Dodge: 70% Peril Threshold: Suggested for 3
12(18/24/30) Movement: 12 Initiative: 15 Size: Normal
Parry: 75% 7(13/19/25) Intermediate-
Light leather +2:
Tier Blackbirds
14(20/26/32)
Patta (Wolfsbane): 75% - Distance (Melee Engaged) - Damage [2Ð6+9] - Fast, Finesse, Defensive *made of pure quickbronze*
Longbow: 75% - Distance (Ranged 21 strides) - Load (1 AP) - Damage [2Ð6+9] - Finesse

MY BROTHER’S KEEPER: Gold can Parry attacks BRIGAND’S TRICK 2 MISFORTUNE, 1 AP,
made against her brother if she is within 3 strides COMBAT ACTION: This creature performs an
of her brother or the attacker; these parries are underhanded attack. It can’t be dodged or parried.
made at +10. TRAP 2 MISFORTUNE, 2 AP, SPECIAL ACTION:
NO MORTAL SKILL: This creature is immune to This creature activates a trap that has been set
Extinguish Abilities. nearby to catch the unaware. Anyone engaged with
MARTIAL DANCE: All Dodge rolls Gold makes this creature must make a Coordination test or fall
are Flip to Succeed. All Grapple attempts Prone and take 2Ð6+1 Damage.
made against Gold are Flip to Fail. AMBUSH 3 MISFORTUNE, NONCOMBAT
ACTION: This creature and all those accompanying
them are set for an ambush and initiate a Surprise
Round. Awareness rolls made for the Blackbirds
and their allies to detect the ambush are at –30.
CO R B E L 625

TWIN CRIMSON 5 MISFORTUNE, them, who then take 2Ð10+9 Bane Damage. Make
3 AP, COMBAT ACTION: This Trait may only be a successful (Arduous –30%) Toughness test for
activated when Silver and Gold are in the same Scene. those struck, or they gain the Scarlet Torrent Injury
The twins perform a devastating and lightning- and will bleed out in [BB] Turns.
swift attack on all foes within 3 strides of either of

S I LV E R:
COMBAT BRAWN AGILITY PERCEPTION INTELLIGENCE WILLPOWER FELLOWSHIP
55 [6] 50 [9] 40 [4] 40 [5] 50 [5] 45 [4] 45 [4]
Athletics +20
Melee +20 Awareness +10 Charm +20
Toughness +20 Stealth +20 Resolve +20
Ranged +10 Scrutinize +20 Guile +20

Damage
Risk Factor:
Threshold:
Dodge: 40% Peril Threshold: Suggested for 3
14(20/26/32) Movement: 7 Initiative: 16 Size: Normal
Parry: 75% 7(13/19/25) Intermediate-
Light leather +2:
Tier Blackbirds
16(22/28/34)
Clawed Gauntlet (Kestrel): 75% - Distance (Melee Engaged) - Damage [2Ð6+9] - Pummeling, Vicious, Breaker, Fitted
Light Crossbow: 65% - Distance (Ranged 10 Strides) - Load (2 AP) - Damage [2Ð6+6] - Fast, Punishing, Weak

THICKER THAN WATER: Silver gets +10 to attack DEVIOUS PLAN 2 MISFORTUNE, 2 AP, SPECIAL
anyone who is within 3 strides of his sister, Gold, as ACTION: This creature has planned for the current
she helps distract the target. circumstances and has an escape route, trap, or
NO MORTAL SKILL: This creature is immune to reversal that changes things in their favor. Make a
Extinguish Abilities. successful Awareness test for those present, or they
WORDS OF DOUBT 3 MISFORTUNE, 2 take 1Ð10+1 Damage from a hidden trap as this
AP, SPECIAL ACTION: 1Ð6 town guards or armed creature escapes the current location.
peacekeepers appear who believe whatever this TWIN CRIMSON 5 MISFORTUNE, 3 AP,
creature says to them and take their side in COMBAT ACTION: This Trait may only be activated
any disagreement. Use the armsmen entry for when Silver and Gold are in the same Scene. The
peacekeeper statistics (see Armsmen in Chapter 10: twins perform a devastating and lightning-swift attack
Bestiary for details). on all foes within 3 strides of either of them, who
BRIGAND’S TRICK 2 MISFORTUNE, 1 AP, then take 2Ð10+9 Bane Damage. Make a successful
COMBAT ACTION: This creature performs an (Arduous –30%) Toughness test for those struck,
underhanded attack. It can’t be dodged or parried. or they gain the Scarlet Torrent Injury and
will bleed out in [BB] Turns.

N E W W E A P O N S:
MELEE QUALITIES DAMAGE BASE RANGE RELOAD HANDS PATRONAGE
Pummeling,
Clawed Gauntlet Vicious, Breaker, [CB] N/A N/A 1 7
Fitted
Fast, Finesse,
Patta [CB] N/A N/A 1 6
Defensive
C H A P TE R 12

Highsalt
T H E C H I L D R E N’ S L E V Y
A N D T H E FO U N D I N G
O F H I G H S A LT
by Ryan Verniere & Bill Bridges W hen giants still hunted the north, the
Bearhide clan sought refuge from the
long-limbed marauders. Its people found
an ocean cave near the foot of a jagged sea cliff and, starving
and desperate, they risked drowning among the slick rocks
just to gain a few moment’s respite, as food, water, and sleep
had eluded them for days.

Gyges did not sleep, however. One of the oldest of giants, he never
tired and never gave up on his prey. The Bellowing Devourer’s cry
deafened all who heard it, and its roar now thundered over the
crashing waves to reach the folk of the Bearhide clan below.
Shivering in their wet cave, the clan’s people fell to their knees,
clutching their ears to ward against the pain of that roar. There
would be no fighting Gyges, but if he could be distracted, the
people might rest so they could run again.
Hrut, the chieftain, chose three of the fastest warriors and
tasked them with returning to the clifftops to taunt Gyges and
lead him away. The first of them was Roar, with his mighty spear;
the second was Ulf, who wielded a bone ax; and lastly, Sif, who
gave her sword to her sister Druuna, who guarded two infant
children.
For three days, Gyges chased the warriors, rampaging this way
and that. On the fourth day, he returned alone to the cliff ’s edge
and once more began to howl down at the exhausted clan. Terrified,
the tribe retreated deeper into the cave.
As they descended, the giant’s roars slowly “We are trespassers but not willfully so,” said
faded. Moving deeper still, they discovered walls of Druuna. “Our crime is one of ignorance. Please, I
salt, white and crystalline, and hidden tide pools beg you.”
filled with edible creatures from the sea, a bounty of Then Druuna’s children awoke and stirred in
translucent shrimp and fist-sized clams, and most their sodden blankets, staring up at the dripping
wondrous of all: the blue crabs. horse with wonder in their eyes. The sea god bent
Teeming in the hundreds, each the size of a pony, its head in puzzlement, pondering the boy and girl.
the crabs meandered without purpose or fear. Their “Your tribe has wronged me,” spoke the mare.
red eyes, standing erect on chitinous aquamarine “But the children are innocent. I will lead you to
stalks, glowed like rubies in the torchlight. When the where the river meets the sea. There you will quench
chieftain and his people descended upon them, they your thirst.”
did not defend themselves. For the first time in a very “Why do you take pity on us?” whispered
long time, the people fed. Sleep followed quickly. Druuna.
That night, as waves poured in from the sea, a The tribe had been watching the young mother
coiling shape of twisting kelp slipped into the pools speak with the sea god. None dared to interrupt.
among the slumbering flock. It stepped from the They waited in silence.
water on hoofed feet, its body wearing the shape of “Because if you follow, you will belong to me,”
a horse encrusted with barnacles and starfish, its said the mare. “That is my price.”
mane of olive-colored seaweed alive with tiny blue The god slipped back into the tidal pool and
crabs that scuttled up and down its locks. swam out of the cave.
The creature approached Sif ’s sister, who was One by one, the clan followed, stepping over
the first to awaken. the remains of the crabs, making their way back to
“Why have you killed my children?” the sea the mouth of the cave.
god asked, gazing upon the broken remains of the Outside, the mare waited for them in the shallows.
blue crabs. Tubeworms dripped from her nostrils. She was now the size of a longship, larger than Gyges,
“Forgive us,” Druuna begged, bowing before with eyes as ruby red as her slaughtered children’s. As
the wrack-wrapped horse. “We were starving and the clan emerged from the sea cave, the horse god
did not know these crabs were your children.” walked down the coast, kicking up waves that violently
“Why should your hunger matter to me?” crashed against the shore. Her foaming wake filled
asked the sea mare. with dolphins, sharks, and the tentacles of kraken.
630 BLACKBIRDS

Hrut ran past Druuna and up to the water’s “Stop!” cried Druuna. “She has not bid us to
edge. “What do we call you?” he shouted. drink yet!”
The sea god did not answer. “I made no such pact,” Hrut said. “Who is to
In time, they came upon a waterfall cascading say this being is not a giant taken some new form to
off the cliff tops above. trick us?” He lowered his horn into the stream.
“Let the children drink first,” spoke the mare. “Seal our covenant,” said the mare, her sea-dark
The people stood by as their children ran eyes boring into Druuna.
toward the bubbling stream. Druuna placed both of Before Hrut’s drinking horn was half-full,
her infants by the brook’s edge and then backed Druuna, teeth clenched, stepped forward and
away, joining the rest of her people near the surf. swung her sister’s sword in an arc as pure as the
She smiled, comforted by the sounds of splashing rainbow radiating from the misty waterfall above.
play. For a moment, the people knew peace. Wujung!
Hrut advanced toward the waterfall, his Hrut’s head fell from his shoulders and tumbled
drinking horn in hand. Druuna rushed after him, into the water, followed by a spray of hot blood
but the chieftain swatted her aside. He sneered at from the stump. The gore steamed against the black
the young mother with all of the malice his wounded coastal rocks. As Hrut’s body went limp, Druuna
pride could muster. stood taller and turned to face her new god.
H I G H S A LT 631

“Goddess, what is your name?” she asked. becoming shell, hands becoming
“You may call me the Rider,” said the mare. “Your claws, eyes stretching forth on
tribe will prosper here. They will lay the foundations of stalks. And yet still their laughing
a city and be free within its walls from the wrath of echoed across the rocks.
giants. But there is still a debt owed to me.” Druuna looked to the
Druuna looked at her infants playing at the gathered adults and spoke, her
river’s edge. Her sister’s sword slipped from between voice rumbling from her toothless
her fingers, clattering upon the rocky beach. She mouth. “Do not eat the crabs, for “Ne’er go fair child,
took a deep breath. “What is your judgment?” they are your children. Tell your down to the shores, of
“You will replace that which you have stolen children to come that they are waters still and wide
from me,” said the mare. “And on this day, each forbidden from harming the / for teeth that catch
year, I will allow you to visit again with your crabs, for they are their brothers hide ‘neath the glass of
children. But not as they are now.” and sisters. It shall be so with ponds without a tide.”
A soft murmur of fear rolled through the tribe. each new generation.” —Rhyme sung by the
children of the Caoimhe
Druuna lowered her head. “We shall do this.” The mare stepped into the Clans as recorded by the
Wandering Squire
A pulse from deep within the world, and yet sea and turned, waiting. Druuna’s
entirely divorced from it, rose up from the ocean. It many limbs scrambled over the
crashed over the clan like thunder. Druuna’s eyes rocks and into the sea, where she bobbed by the
rolled back into her head. She emptied her stomach mare’s side. And then they were gone, like a wave of
on the black-stone beach. foam dispersed into the sea.
The crashing of the waves overwhelmed her The adults wept and watched as the children,
mind, reverberating through her. All her fear, all the the blue crabs, scuttled about on the beach and
terror from weeks of fleeing the giant, poured from disappeared into the caves.
her body, like the blood that still pumped from When their tears had dried, they looked above to
Hrut’s corpse. Her identity shattered, all shreds of where the waterfall fell. They saw a line of steps leading
her humanity trailing away like seaweed receding up the wall. They followed and found on the bluff
with the waves. She felt as if she were one of the above a place protected by walls of stone, taller than a
creatures of the sea, swimming in the mare’s wake, giant and stronger than Gyges’s fists. There they built
content forever to play at her mother’s side. their city, Highsalt, next to the Laughing River and
She opened her eyes and saw that her hands no above the caves where their children played.
longer had fingers. They had become scarlet pincers. Above the throne of Highsalt today hangs the
Her pale flesh became blue and hardened into a Sword of Druuna, the weapon that bought the
shell. Her ribs burst from her sides and became the people of Thule their succor. No king shall wield it,
sharp legs of a crab. The rest of her flesh and hair but should a queen ever be crowned, it shall fit
clung to the sharp ridges of her shell, like a tattered finely into her hand.
cloak thrown over a chair. Beneath this bloody Every year, in the summer, the people celebrate
remnant of her humanity stood a large blue crab. the March of the Blue Crabs. None may interfere
Druuna, Child of the Rider. with crabs on their travels, and a death sentence
The clan watched in horror as the children, awaits any who would eat them, for that is the
playing in the water, shifted and warped, flesh crime of cannibalism.
THE UNASSAILABLE CITY problem, he’ll seal the border and cut off all land

T
he harsh, unforgiving realm of Thule access, so that only seafarers can continue to come
breaks the weak. And yet, it is to here and go freely. But that time yet abides. For now.
people from the south now flee, seeking Dread rumors of horrific encounters had filtered
safety and a better life. That a place of frozen wastes, down from the far north to the court of Highsalt for
storm-wracked coasts, endless boreal forests, and months: men and women—fathers, mothers,
unwelcoming clans holds the last hope for thousands brothers, sisters—going missing from their steadings
of refugees presents as concise a statement about the then returned as things. Chitin-armored, chittering,
hellish state of affairs in the world as any. scuttling soldiers serving some unknown lord. They
Thule offers only false hope. The refugees pile crept forth from the forests’ edges and snatched
up at Wahlham on the bare tip of Elklund in a vast, families from their homes, stealing them to the
wretched camp, waiting for passage across the north, to whatever lair they crawled from.
King’s Road to Highsalt. But the Sigil controls The truth came out soon enough, revealed in a
access and apportions out passage only to those who torrent of tears by a Druid of the Elden Tree who
can tithe a fortune to the church or who accept a stumbled, barely alive, to the gates of Highsalt.
form of thralldom, sworn to serve the Sigil when it Yggdrasil the Mighty lies dead. However, its revenant
calls upon them. soul, wounded and drained of Od, refuses to release
Duke Aymeric Cicero II, ruler of Highsalt and its hold on the rotten stump of the once majestic ash
greater Thule itself, lets the Sigil handle the refugee tree. It calls now to the faithful, to all those who had
crisis in return for a cut of the wealth flowing up once sacrificed to it and who had once reaped the
from the south in the hands of the desperate. For bounty of its beneficence. The whispers came first in
now, at least. Whenever it threatens to become a dreams, then nightmares, then nightmares made real:
H I G H S A LT 633

incessant commands to come, come, come to the History and Present Conditions
north, come serve the ancient ash. And so they came. Songs spun the history of Highsalt long before the
They dropped their scythes and hammers and city-states of the south unified beneath the banner of
butcher knives and walked northward in a trance. Hyperion in antiquity. Sagas tell of tenacious clans
Some fell on the journey, frozen and frostbitten, who clung to their independence against all hardship
starving and weak, but many reached their goal and and outlived all of the land’s attempts to kill them.
clambered up the dead roots to the shards of wood Salters joke that hail and ice storms are but the kiss
jutting from Yggdrasil’s upper stump. There, they of a lover on the cheek and that acres of snow are the
impaled themselves, gave their souls over to the blankets they tuck themselves in with at night.
dead god, and began their metamorphosis. The War of Empty Thrones does not touch
It is told in legend that Yggdrasil made insects Thule directly, which gives Duke Cicero breathing
from its bark flesh, servants for spreading its seed. room as well as an opportunity to shore up trade
Now, its new servants—the barkborn, more insect with other nations, without the need—yet—to
than man—work to spread its diseased and muster armies for defense. While the gates of Highsalt
blackened seed to all the world. stand open to refugees, their width grows slimmer
But more than men heed the call of the poisoned each week, as the church and the duke conspire
tree. Giants, the titans of old—long hidden in the together to control the flow, picking and choosing
dormant volcanic caves under Thule, where they the people they think would best suit their purposes.
hibernated a long winter of many years—now stir Salters are renowned as legendary sea explorers
and climb to the surface, stumbling toward the and master shipbuilders, and the southern war feeds
remains of the dead god. There, they lay their bodies the shipwrights’ trade. Nobles, cut off from their
down like felled trees and wait for the roots to slowly ships in Corbel, contract with Highsalt’s shipbuilders
engulf them, wrapping around them like chains, for new craft to replace their lost fleets—or to provide
squeezing out their lives and Odic energies, and escape vessels should they need to flee the continent.
twisting their desiccated corpses into new, insectoid Highsalt’s port connects to far-off lands as yet
shapes of titanic proportions. Their transformation unaffected by the war in the middle kingdoms, such as
complete, these mammoth barkborn rise like the endless forests of Ruthenia, Florent’s ancient ruins,
mountains falling upward and storm away, seeking and the dunes of the Muraqibeen al-Nujum. While
new thralls to gather up in their massive arms and Corbel remains under Florent’s military occupation,
deliver to the sharpened stakes of their master ash. Highsalt serves as Erebos’s largest trading port.
If the refugees knew what waits for them in Highsalt’s merchants and explorers trade well
Highsalt, and Thule beyond, they would flee back with the Muraqibeen al-Nujum, a people with a deep
to the war-torn lands from whence they came. understanding of early science that informs their
interpretation of magic. Thulian traders established a
colony in those far lands years ago, and the
interrelations between the two peoples altered Thule’s
contemporary language. A trade representative
from Muraqibeen al-Nujum currently resides in
Highsalt, overseeing a contract for new ships and
advising Duke Cicero on the state of affairs in the
world. A Muraqib “scientific” expedition has even set
up camp in the northwest of Thule, in the fishing
village of Frostrime.
634 BLACKBIRDS

T H E H E A RT O F T H E N O RT H E R N R E P U B L I C but he described that she wore a dark cloak over her


The clans of Thule know war and its ruin from white evening gown. She entered the royal
long practice. For many centuries, they fought one bedchamber and closed the door behind her.
another for land, honor, glory, or, most often, for Then came the screams.
personal vendettas among chieftains and champions. The guard burst into the chamber—and
Eventually, from among this discord of thanes, a doubled over, retching at the sight that met him.
single ruler arose, and Thule had its first king, who Rumors abound about what exactly happened in
ruled from Highsalt. The fortunes of the kings rose that room, gossiped quietly throughout Highsalt,
and fell over the years, with many dying in battle from the grand apartments above Highstreet to the
against rebel clans or kinsmen who claimed the foul gutter spouts along the wharfs. Most tales of
throne, but a few managed to eke out long years, that night say that the guard saw Belladonna
dying in bed, to their own great disappointment. A crouched in the vast, silk-sheeted bed, covered head
real Thulian deserves to die in battle. to toe in red blood—the blood of the royal children.
The last great king of the north, Orm Sigbert, She gurgled as she hungrily choked down the
married his daughter to the royal lineage of Elklund. steaming intestines of the queen, torn from her
This preserved peace at a precarious time and twisted body by Belladonna’s own sharp fingernails.
cemented an alliance between his kingdom and the (Though some versions speak of a curved silver
south. The peace and stability of Sigbert’s dowry knife.) The king’s organs painted the walls, sliding
lasted for generations, transforming Highsalt with slowly down the flower-engraved wood paneling to
its cosmopolitan trade—until treachery broke the plop to the floor. The bloodstain spread from the
line of kings. royal headboard in the shape of a single red wing.
Before the guard could recover from his nausea,
THE RED CHAMBER Belladonna rose from the bed and slipped through
King Gothric’s concubine, Belladonna Cicero, one of the secret passages known only to the royal
wrought the ruin of Sigbert’s bloodline. family and their retainers. The house guard searched
The royal family loved Belladonna, daughter of for her but found no sign. Even her bloody footprints
Corbellian royalty and distant kin to King Gothric. stopped, replaced by a large hound’s pawprints.
She often tended to the king and queen’s young The line of Highsalt kings ended, and the
children, Pippin and Ethel, heirs to the throne. Northern Republic died with it.
Queen Margit relied on Belladonna as a sympathetic
ear, a wise advisor, and a balm for her husband. Her A PRECARIOUS PEACE
daughter’s birth had proven difficult, and the queen The hierarchy of liege lords survived the direct
could no longer give Gothric the attention he needed, royal line’s severing. Into the gap left by the death of
although the stoic king refused to admit any such Gothric and his heirs stepped Duke Aymeric Cicero
need. The queen turned to her cousin and good II. Although next in line by right of feudal pledge,
friend, Belladonna, and the royal couple admitted he is more closely related to Gothric’s killer than to
her into their court as concubine and confidant. the dead king, and guilt weighs heavily upon him.
On the night that the middle kingdoms of the Appalled at his cousin’s horrifying deeds, he knows
south drew swords against each other, Belladonna that the people grow restless under his rule.
visited the children, asleep in their bed. The night Whispers of rebellion waft from all corners. Why
watchman, placed down the hall, remembered should the proud and independent people of Thule
seeing her come out a little while later. He could bow knee to the king killer’s kinsman? Never mind
not see her clearly in the dim hall from his distance, that Belladonna was also the king’s kin.
H I G H S A LT 635

For now, Duke Cicero heads off open revolt T H E H AVE N O TS

O
amongst the nobles of Highsalt by inflaming the by Bill Bridges
refugee crisis that looms at their doorstep. The
Duke, in a deplorable act of selfishness, uses it as a sric clipped Runo on the ear.
distraction to occupy the imaginations of the elite.
“Hsst! Shut your trap!”
At the same time, he looks for a means out of his
dubious position, wielding the refugee crisis as if it Runo grimaced and rubbed
were a cudgel. With the close
his sore ear, but he quit talking.
advice of Remala Stavlich, the
Sigil’s envoy, Cicero controls Osric listened, silent, then shook
how many and which souls may
his head. “Just a patrol. They’re
enter into Highsalt. A mere
hundred people a day gain gone. But you need to watch it
sanctuary, a minor percentage of
when we’re out and about. If
the teeming masses gathering in
the camps around Wahlham in they’d caught us, we’d have lost
Elklund, pleading for passage across
half our bounty on the bribe.”
the bridge into the capital.
The powder keg readies to blow, but
so far, Cicero and Stavlich have managed to
allow in just enough people to display that they Runo nodded and shrugged. “All right, all right. I
aren’t closing the gates, and those who are allowed get it. Now, where’s the body you saw?”
in must first pledge to convert to the Prophets of Osric led him down the final curve of the cliff
the Sigil, demonstrating to Highsalt’s lords that stairs and onto the black sand beach, a small cove
they aren’t “bandits and lowlifes” who threaten to out of sight from the port. There, pulled up onto
degrade the northern towns. the shore, stewed a bloated and rotting body.
Duke Cicero’s fate depends on the Sigil. The “That’s him. From Wahlham. You can tell by the
Highsalt lords still pay heed to the church, an gloves: Garian workmanship.”
institution that transcends mere political ties. And “Another poor soul taking the swim,” Runo
the church needs a secure capital in which to said. “They think they can outswim the cold. How
reestablish its power. Until a victor arises in the War old do you think this one is?”
of Empty Thrones and the dust settles, the church “Oh, maybe three days? It’s got some bites
looks to Highsalt for its anchor, and Cicero looks to taken out of it, but not many. Still got most of its
the Sigil for his political salvation. flesh, which is what’s important.”
The situation cannot endure forever. Once the “Yes, the fat is what they want. Won’t pay for the
pressure of too many foreigners begins to anger skinny ones. Those ones they want alive. But if it’s
Highsalt’s elites, they will cry to close the gates. The dead and has a lot of layers still on it, it’s gold to them.”
Sigil does not want this, as it prefers to be the “What they do with it, down there? In them
fulcrum that controls access—and the many caves? Nasty business, this is.”
conversions that result from it. The duke must “I hear they boil it into tallow and carve it with
eventually choose between the church and his own runes. When the candles burn, they go into a
lords, and none know whose side he’ll favor. trance. See visions and all. You know, about Her.
The Wave-rider.”
636 BLACKBIRDS

“Best not talk about it. I know they say She’s . . . it, and I want to collect every copper’s worth.”
well, gone. But I ain’t risking it.” He made a sign Runo grunted and bent down to grasp the
with the fingers of both hands, imitating the waterlogged corpse. He felt a brief moment of grief
grasping pincers of a crab. for the unknown man and the desperation that
“Well, they don’t think she’s gone, otherwise drove him to attempt the swim from Elklund to
they wouldn’t keep paying for all this . . . fat.” Thule, but it passed as soon as the stench hit him.
“Right. Enough talk. Help me lift it into the Aw, great gods, why me?
bag. It won’t stay in one piece once we start moving

The City Proper Inside Highsalt’s walls, the crowded streets wind
Highsalt, the basalt-walled fortress-capital of Thule, like snakes. The rocky promontory’s natural depression
rests upon the rocky cliffs of Bowman’s Perch, limits the ability to build outward, so buildings rise in
brooding over the sea and the lands around it. Its multiple levels, with many stretching as high as five
residents call it the Unassailable City for the ease stories—even higher for the King’s Tower, the fortress
with which they can cut off travel across the Shallow within the fortress that is the capital.
Bay to the south, as well for the massive walls that The Laughing River splits the city’s interior.
protect the city from any enemies who might mass More of a brook or stream in width than a river, it
near its northern ramparts. can be forded by a simple leap, but it is as deep as
Across the Shallow Bay lies the top of a man’s head. Originating from an
Wahlham, the northernmost town underground spring just within the northern walls,
of Elklund. The Brittle Edge, the it descends through the city and out over Bowman’s
portion of the King’s Road that Perch, onto the beaches below. There, it pools and
crosses the bay and provides the forms multiple brooks, mixing with the seawater
only land entry into Thule, suffers from the incoming tides.
from disrepair and long neglect. Anyone who knows the legend of the city’s
“The dwellings of the Only a small number of people founding knows of this stream and how it got its
capital city of Highsalt and carts can risk the wide way at name. None have dared to alter or divert its flow, for
leave their doors open for the same time, lest the weight these sacred waters quenched the elder clan’s thirst
their honored crustacean prove too much for its rickety and still echo, in their gurgling flow, with the laughter
guests when they return struts. This state of affairs is all due of the clan’s children. Building too close to the
from the sea in the to a long disagreement about Laughing River is considered sacrilege, and anyone
autumn, hoping to be which kingdom is responsible for caught throwing refuse into the stream meets a grisly
blessed with a visit from a the upkeep of this tail end of the fate in the Children of the Shallows’ ceremonies in
scuttling ancient looking King’s Road: Elklund or Thule. the Ivory Labyrinth, the salt caves under the city.
in on her descendants.” Elklund, embroiled in the war, The city hosts numerous districts that undulate
—Observations of the lacks the resources for it, and Duke around one another, with few walls or straight lines
Wandering Squire
Cicero has no incentive to repair it. demarking them.
H I G H S A LT 637

" Shopkeepers and tradespeople maintain their


stores and workshops in the market district of
Maker’s Way. The lower levels of the buildings
host the district’s many shops, while the upper
levels hold apartments into which families
squeeze as many of their kin as possible.
" The rich live near Druuna’s Wall. The homes built
up against the outer walls house the wealthiest
residents, and some of their rear rooms actually
reach into the basalt. The townhomes of the
moderately wealthy butt up against one another.
Their rear garden yards distinguish them from
those in Maker’s Way, as the wealthy families’
cooks grow herbs and fruit in them—rare
delicacies in the north.
" Duke Cicero lives in the Royal Demesne, where
the king and queen once resided. Crescents of
guard houses and servants’ quarters circle the
outer bailey of the White Tower. The tower,
festooned with flags and banners displaying the
ruling family’s blue crab emblem, reaches up
within a naturally occurring basalt peak.
Hollowed out with many levels and rooms, its
windows open over the Shallow Bay and provide
cool breezes in summer. Thick wooden shutters
insulated with exotic rubber from the far south
seal out the chill in winter and can withstand
siege weaponry in case of war.

THE SPICE DOCKS


Highsalt hosts the largest seaport in the north, T H E C I T Y W ATC H
a series of stone piers and jetties that line the coast Clad in their traditional green-and-white breeches and
along the Shallow Bay. Multilevel apartments and capes, the Watch keeps close eyes out at the south gates
shops selling all manner of exotic goods that come for refugees who lack passage writs and ensures at the
and go from the port cling to the cliffs above the north gates that none of the rumored barkborn breach
piers like barnacles. Many merchant concerns also the city.
operate out of storehouses dug directly into the cliff Although the Watch appears loyal to its captain,
rock, guarded by iron doors and well-paid thugs. Bolgo Snær, cabals run rife within, each bribed by one or
The port master coordinates the docking of more officials close to the throne to enact their conflicting
ships here. Each is allowed a short time to unload its agendas. Should the city ever come under crisis, these
cargo and take up new load before it must make divided agendas threaten to exacerbate any one official’s
way for the next ship in the queue, which waits out attempts to control events.
in the Shallow Bay at anchor.
638 BLACKBIRDS

T H E C R A B N U R S E RY moment and awaken from their slumber. The


Cave entrances stud the cliff faces along the alchemical process that keeps them immaculate
southern coast on either side of the Spice Docks, draws upon salt mined from the nearby tunnels.
leading to a vast network of salt caves. The city Only the royal family, the royal alchemists, and
strictly controls the mining of these caves, for they the Druids of the Shallows may enter this place.
are the homes of the Rider’s children, the blue crabs. The law condemns all trespassers as thieves bound
No regular crabs, these pony-sized creatures can for execution, even if they simply got lost and found
sever a man’s hand from his arm with their pincers. their way there in the dark.
The entryways at sea level create a series of tidal The walls display elaborate carvings depicting
pools stretching deep within the cliffs. The crabs the history of the rulers of Thule. Ornate candelabra
reside in the inmost caverns, where all but the hang from the ceiling, and one chamber even hosts
Druids of the Shallows and the royal family are a massive dining table carved from rock. Here, once
forbidden to enter. per year during the March of the Blue Crabs, the
The crabs descend from the clans of Thule’s royal family feasts with its departed ancestors,
ancestors. The Rider transformed the clan’s children offering them portions of food and wine that they
into crabs to repay the first clan’s eating of the true never accept.
crabs, a desperate act of innocence that broke a
terrible taboo. T H E TE M P L E O F D R U U N A
At the beginning of summer, the blue crabs Deeper still, beyond the tombs, lies the Temple
begin their mating season, marching out from the of Druuna. Only in times of direst need do the
sea and into the caves, where the females lay their leaders of Highsalt enter this dread place, for it is
eggs and attach them to their bodies, guarding them sometimes home to Druuna, the clan warrior who
until they hatch. The children fend for themselves long ago pledged the people to the Rider’s service,
in the nursery caves, growing into adulthood on the saving them from her wrath at the cost of their first
feasts of seafood brought in by the tidal waters. At generation of children.
the end of the summer, the young adults march The Rider is dead, but her adopted daughter
from the caves and into the sea. still lives. Druuna appears as a blue crab the size of
During the initial mating march, many crabs a pony. Horrifyingly, her flayed flesh drapes over
make their way up the cliffs and into the city, where her shell, preserved as it was on the day she originally
the law forbids anyone to kill them. Locals do their shed it, when the Rider transformed her. Her eye
best to coax the crabs to return down the cliffs, but stalks poke from her flesh-cloak’s eye sockets, giving
this is easier said than done. For a whole month, the those who encounter her a gruesome once-human
residents of Highsalt must put up with the huge face with which to interact.
crabs scuttling down the streets and mating outside The Children of the Shallows still make
their windows. sacrifices to the Rider in this temple. They bleed
their victims of their fluids—blood, saliva, tears—
T H E TO M B S O F S A LT and return them to the sea through carved drains.
Chambers delve deeper into the cliff than even The Rider cannot answer these calls, but sometimes,
the Crab Nursery, secret tunnels leading to the Druuna does. Without her mother goddess, she is
Tombs of Salt, where generations of the royal dead, bereft of Od and must claim it from other sources.
dressed in finery, lie in eternal rest in wall niches. The Children’s sacrifices are often her only option.
Despite being truly dead, their perfectly preserved She feels little to no obligation to the descendants
bodies look like they could open their eyes at any of her clan but can sometimes be reminded. If the
petitioner is the queen of Thule and holds Druuna’s Many smaller roads branch out from these
sword, the one given to her by her sister and which three main ones, leading to villages, inns, and farm
normally hangs above the throne in the King’s Tower, homes, but rain and snowmelt tends to wash out
then Druuna will appear. But there is no queen of these less-well maintained tracks.
Thule, and the line is broken. The majority of Thule lies open. The
If a supernatural threat endangers the clans of population outside of Highsalt clusters into a few
Thule, especially one that might yield Od, Druuna notable towns but otherwise spreads out in small-
might consider taking action. While she is not a family units whose farmhouses and steadings
goddess like the Rider, she swam with the sea mare stand well apart from one another amidst rocky
long enough to have gained some degree of power. fields. Most rural Thulians primarily practice
farming, making for a hard life. They must
The Great Roads and Beyond the regularly clear the fields of the numerous rocks
City Walls that always seem to return after the rains and
In past times, few roads cut through Thule. Most snows, although the volcanic soil is good for
people traveled on foot or by horseback along a few growing nutritious crops. The south values Thule’s
isolated wagon ruts. Once a king arose, however, potatoes and tubers, staples that travel well and
his troops needed roads for swift travel, and so can feed armies on the go.
began a many-year project of road building. Three
main roads stretch from Highsalt northward into T H E D EE P RO A D
Thule: the Deeproad in the central regions, the Running through central Thule, the Deeproad
Eastroad along the east coast, and the Westroad reaches from Highsalt all the way to Grimstead.
along the west coast. The practical Salters need little Towns and villages stud this main road along its
ornamentation or fancy titles; they tend to name way, as well as guardhouses with stables where the
things after their purposes. military can swap horses.
640 BLACKBIRDS

The village of craftspeople, Highsalt Personae


Fallowfield, lies down this road, Even the spartan and stoic land of Thule suffers from
as do the medicinal hot springs politics. As one of the few kingdoms free from the
of Mistvale before it finally war, its politics move in clandestine and vicious ways,
terminates past Grimstead, for the stakes are high: the survival of a free people
Thule’s northernmost castle. against the thralldom promised by the Oligarchs.
This tangled web of conflicting interests,
“The Narrow Strait T H E E A ST RO A D centered in Highsalt, quivers as each town and
kept Highsalt safe in The Eastroad runs from steading throughout Thule tugs and pulls at its
times of plague. Highsalt north along the east coast strands. The people clustered around Duke Cicero
The only access from of the Boreal Sea and through a each push their own agendas, and so affect the fates
the south being the number of towns and comfortable of everyone in the city and beyond.
crumbling road steadings before finally terminating
separating the Boreal at Crown Keep. D U K E AY M E R I C C I C E RO I I
Sea from the Leviathan Busier than the Westroad, Worried about the security of his place on the
Ocean made it easy to bar the Eastroad’s coast sees less ice throne, Aymeric would like to win over the loyalty of
entry to the calamitous and wind. The towns along its all Thule’s nobles and be crowned king, but he fears
tide of festering boils.” way display more prosperity than his blood connection to Belladonna makes this
—Observations of the most in Thule, with a higher impossible. He ponders bringing in foreign
Wandering Squire
proportion of industry. mercenaries to protect him but knows that it’s an
The majority of immigrants insult to his allies, a line that, once crossed, can’t be
from the southern wars seek refuge in these Eastroad redrawn.
towns, for they more closely resemble the civilization The refugee problem takes up most of his time,
they’re used to. and he’s thankful to the Sigil for helping him
contain it. He wants more time to appease his
T H E W E ST RO A D restless lords but fears that the barkborn threat
The main road that runs along the western forestalls his maneuvers to assure them. He’s torn
coast of Thule, the Westroad runs past a number of between battening down the hatches and retreating
small fishing villages and terminates in Frostrime. A behind the walls of Highsalt and taking the fight to
barren road, poorly maintained with few travelers, the north, to muster an army against the dead tree-
it begins not far north of Highsalt at Densmere, a god’s spawn.
small town along the Deeproad whose inhabitants
once worked the now-closed White Mines. S I R R I K A R D H E LM S O N
Two competing bandit gangs plague the In his later years and now blind, Rikard remains
Westroad. Since the road is so rarely traveled by the chief advisor and chamberlain to Highsalt’s
merchants, however, these gangs instead hold up ruler. Unlike the other nobles of Thule, he stands
lone travelers and the local farmer families who brave firmly behind Duke Cicero, for he helped raise the
the road to bring their crops to market in Fallowfield. boy. Perhaps the most level-headed and clear-eyed
Duke Cicero promises to send out guards to (for a blind man) leader in Thule, Rikard runs a
deal with these gangs but has yet to do so. He simply network of loyal spies—his Nightjars—spread
can’t spare the manpower, so he instead calls for throughout the capital and the towns of Thule. Very
mercenaries willing to take the job for little pay and little of import happens without him hearing about
a cut of the bandit’s treasure. it, and freelancers frequently perform secret
H I G H S A LT 641

missions for him. He personally intervenes at times EKLA PARVAN, DRUID OF THE EL DEN TREE
to allow Blackbirds to enter the city in return for Ekla limped to Highsalt from the northernmost
their pledge to aid him when he requests it. hold of Lonefort, desperate to convince Duke Cicero
to strengthen Thule’s defenses against the barkborn,
R E M A L A STAV LI C H O F T H E S I G I L to stop this pitiful game with the lives of those who
Remala, a priestess of the church and the he’s stranded in Elklund. Too few realize just how
primary envoy of that institution in Highsalt, works many of the chittering creatures scuttle south to
closely with Duke Cicero to manage the influx of capture people and ravage the land. So far, her pleas
refugees into Thule. In return, she cements the fall on ears deafer than those of her fellow druids.
duke’s—and the city’s—reliance on the Sigil day by
day. Indeed, she expects by year’s end to claim the B O L G O S N Æ R , CA P TA I N O F T H E W ATC H
city as the church’s northern stronghold. The majority Bolgo tries to take as much wealth for himself
of refugees she allows across the Brittle Edge all from bribes as possible before the city gates slam
pledge loyalty to the Prophets and their church, and shut to newcomers. Nevertheless, he finds the Bone
they’ll follow Remala’s lead should she command it. Grinder clan lords more amenable than Cicero. He
might very well betray the duke to aid the northern
TEE L A T H R EE- S CA R R E D lords’ cause, should the duke fail to heed them.
Teela, representative of the Wolfguard sisterhood
of Mother Wolf priestesses and the de facto voice for G E R D A Y U L , C R A F TS G U I L D E R
the Bone Grinder clans of the north, sees her cult Gerda, captain of the craftsguilds of Fallowfield,
fading. Once prominent and honored throughout remains an important figure in Thule’s trade with
northern Thule, the cult withers as more and more other kingdoms. Cicero doesn’t particularly like her,
people realize that Mother Wolf is dead. Teela’s but he recognizes that he needs her and her guilds—
priestesses can no longer contain the many beasts especially the shipwrights—on his side. Their
that now run wild, bereft of their mother. The economic engine keeps his army, the Spears, fed.
northern lords still respect Teela and back her Unfortunately for him, she strongly advocates for
words . . . for now. Duke Cicero entertains her the refugees and demands more entry into Thule,
opinions from necessity, although he evinces little despite the Sigil’s careful policy of slow admittance.
respect for this rural bumpkin of a priestess.
AZ I K M A K A N I
K EE M O B A L D H A N D, C H I L D O F Muraqibeen al-Nujum’s trade envoy, Azik works
T H E S H A LL OW S to keep Duke Cicero as an ally. The former king’s long
The lead Druid of the Shallows of Highsalt and friendship with the faraway land and the lucrative
the primary advocate against the refugees, Keemo trade between the two countries demands continuity.
wants the gates closed against any further immigrants. To cement this bond, Azik conspires with Cicero to
Thule is for Thule, and the influx of southerners only prepare—should all else fail—for the duke’s passage
weakens it. His anti-immigrant advocacy hides his out of Highsalt and across the sea to Muraqibeen
secret campaign of kidnapping. Keemo’s druids al-Nujum, where Thule maintains a small palace.
snatch refugees from their camps by night and bring Azik likes the duke but shudders in horror at the
them to the salt caves under Highsalt, where their rumors of the Shallow Druids’ activities. This causes
blood sacrifice promises to reawaken the Rider—or him to question their alliance. What worth is a fleet of
so Keemo desperately hopes. finely crafted ships if monsters build them?
C H A P TE R 13

The Fateweaver
I N T H E B E AT I N G
O F A H E A RT
by Christian Fox
T he world is composed of brief moments,
intersections of souls across time and space
that link together the threads of Fate in their
tangled web. They are as infinite as they are mundane, within the
snap of a hangman’s noose, a child’s hand lost in a crowd, and
the exchange of a whisper that sinks a fleet of ships. They are over
in an instant, and their impact stretches into eternity, shaping
the world in the span of a heartbeat. This is one such moment.

The crone clutched a white flower in the rough folds of her fist, its
roots sprinkling dirt down her already-filthy hangerok as she struggled
to stand, grunting against the cold of the morning. At her feet, a sickly
gray-green spatter of mucus seeped between the cobbles where the
petals once sprouted, leaching into the black earth beneath the stones
where she’d spat before standing.
There was no beauty in the sight of such things for her. She knew,
as did all who lived at the edge of the northern wilds, that each sprig
of green clawing its way through was a portent, a foot soldier of the
deep woods and those that dwelt in its darkness reclaiming
what was once theirs.
The crone seemed eternal, a creature more bone and
sinew than flesh, blind in one eye and perpetually muttering.
Such was her presence as she passed between the village gates
each morning, dragging her shape from the wattle and daub
hut she occupied in the outskirts, that even the most hardened
veterans among the city guard would move aside for her with
hushed unease. Though she was an object of derision in the
hearts and minds of those who saw her, it was her poultices and
remedies, her croaking words in ancient tongues, and
her gnarled hands on the fevered foreheads of
villagers that kept breath in their chests when
illness came. There was scarcely a person in the
village that she hadn’t dragged back from the brink
of death, and it was such an errand that ushered
the crone through the threshold of the hamlet
this morning.
T H E F ATE W E AV E R 645

The young woman had arrived in the village scarcely traced idly along the length of
a fortnight ago, and her presence was noted in her burdened womb, and her
whispers by all who passed through the tavern and breath came in evenly measured
among the city guard. Change in the village was gasps that did little to conceal her
unusual, and outsiders were viewed suspiciously— discomfort.
with good reason. Few made it this far north, let The crone grunted as she
alone a woman so heavy with child traveling the wild knelt beside her, nodding with
roads on her own. She was young, with dark hair understanding as the young “A sprouting plant seen
and eyes the color of burnished gold, and though she woman gestured questioningly to creeping up between
walked unsteadily under her swollen girth, she moved her swollen belly. She tutted to the cobblestone streets
with purpose through the the village streets, passing herself as she took the measure of of Elysium is quickly
by the small market to retrieve whatever sustenance her charge; surely more than one pulled up by any man,
and supplies she required. She would pause only to child stirred inside the young woman, or child that
rest her distended body for a time, sitting on a crate mother, for on the precipice of would happen upon it, for
to catch her breath before walking back to the inn birth, a single offspring could not each is a sign of the deep
where she kept to herself in one of the few rooms the burden even the slightest mother woods slowly taking back
dilapidated establishment kept for rent. to such an extent. Pregnancy was what was once theirs . . .”
It was here the crone had come, summoned by no shock to the crone. She had — Observations of the
Wandering Squire
the words of a dirt-streaked and terrified child sent seen more birth and death than
on the woman’s behalf to request her aid. The old the gods themselves in her years
woman groaned as she mounted the slumping stairs as village healer—and an endless variety of
of the alehouse, refusing the help of a midday complications. Children born feet first; children
drunkard whose attempts to pull her up were met born twisted and not long for this life, crowing and
with a swatted hand and a phlegmy snarl until she gasping as they reached for their screaming mothers.
at last heaved herself to the entrance. She huffed as Monsters of wasting flesh, whose arrivals heralded a
she moved through the darkened tavern, waving poor harvest or spoke to the rewards of betrayal and
away the greetings of the barkeep and his hastily debauchery. Such was the world.
whispered inquiries about the dead birds that had Twins it must be. An omen in and of itself, she
begun to show up around the threshold steps thought as she gripped the young woman’s wrist
outside, and with one gnarled talon, she drew back for a pulse. Perhaps triplets even, though she
the stained and heavy cloth that separated the caught a chuckle at the thought of such a delivery.
drinking house from its guest rooms. She placed her gnarled fingers against the woman’s
rib cage, the thin bones of the crone’s hands filling
The room was dark as the crone entered, illuminated in the gaps between each rib as she checked the
only by a thin stream of dust-soaked sunlight that expectant mother’s heartbeat and stilled herself as
filtered through a tattered curtain hastily hung over she felt its steady sound. The woman was young,
the single window. The smoke of tallow candles and the pregnancy was her first: the crone knew
hung in the air, drifting from a beaten corner table that much. Though her gaze met the crone’s
and parting in tendrils around the body of the crone without wavering—the dark gold of her eyes
as she moved. The young woman sat with her back shining with determination in the candlelight—
against the far stone wall, her belly engorged with the beldam was experienced enough to see the
what she was bringing into the world—a radiant worry that hid itself behind the façade of bravery.
tick swollen with the blood of new life. Her fingers She tutted to herself, muttering beneath her breath
646 BLACKBIRDS

as she worked, noting how far along the woman was waved away with a gesture and hiss that sent him
as she mentally catalogued the herbs she’d need to scurrying. There she sat until the sun dipped below
mix. Indeed, she was lost in thought until her hand the black trees of the surrounding forest. Such a
dropped to the woman’s belly. thing couldn’t be, she thought, not in this time, not
Feeling movement was by no means unnatural, in this age. There were no tales, no knowledge of the
less so when more than one child stirred. Without a deep woods, nor any whispering spirits that spoke
second thought, the crone pushed back, probing at of this—not what she had heard.
the shape beneath the skin for any malformations As the crone had knelt on her aching knees
that would herald disaster and ill fortune for mother before the woman, listening as she could to the
and child. She clucked her tongue as the woman’s sounds of the children within, she had heard
breath caught, then released in a long sigh at the something else, sending her fleeing the tavern with
pressure. The crone had gone through these motions all the haste she possessed, barely a sputtered
countless times in her role as midwife, and it wasn’t apology to the wide-eyed young woman, and then
until she shuffled to the other side of the young out through the village gates to her hut in the trees.
woman to continue her examination that she paused. They had whispered but a single word, clear and
She laid the palm of one crooked hand against the unmistakable in the dark silence of the room, and
young woman’s swollen belly and felt again a push of that was enough.
five tiny fingers against her ancient skin. For what the unborn creatures had uttered was
She held her breath and shifted her hand, the crone’s name, a name that hadn’t passed the lips
moving to another place, only to feel again the palm of a soul since the death of her own mother, whose
of an unborn child against hers. Again she shifted, bones now lay buried beneath her very hut.
more slowly this time, and felt a hand slide to meet Such a thing couldn’t be. It could not. For what
hers as she touched the belly of the woman, whose stirred within the belly of the young woman with
eyes were now tightly closed and whose chest rose raven hair and the darkest of eyes possessed
and fell in even, anxious breaths against the constant knowledge that extended beyond time and saw into
shifting in her womb. No matter where the crone the souls of those who walked the waking world.
touched, a child’s hand moved to meet hers, The crone’s eyelids fluttered as her shaking hands
stretching against the vellum-thin skin of their caressed the bundle in her lap, and in the fading
mother’s belly as they moved in anticipation of the firelight, the folds of cloth parted. It hadn’t taken
midwife’s touch. For the first time in her memory, the crone long to find the dagger, buried beneath
the crone hesitated, watching the woman’s stuttering the dirt floor of her hut. The urgency of her frenzied
breaths rise and fall before lowering herself slowly, digging forced dirt beneath her yellowing nails as
wincing at the effort, to place her ear against the she struggled to pull it free of the earth where she’d
mother’s abdomen. She closed her eyes, feeling the concealed it.
gentle nudges of pressure from unborn hands press Her muttering grew more urgent as she
at her sunken cheek. Her blood froze in her veins. unwrapped it to grip its hide hilt. The dagger had
been her mother’s, carried to this place as a tool of
That night, the crone sat alone in her hut, wringing desperation and survival. It was indeed the knife
her hands as the embers of the dying fire lit her stony that had cut the crone’s own cord, and as she
features. In her lap sat a tangle of stained rags— regarded it now in the darkness of her hut, she
she rocked slightly as she gripped them, muttering shuddered. She felt the draft come between the
over and over to herself. Her departure from the gaps of her wattle and daub walls. She took a stone
tavern had been sudden, the protests of the barkeep from the dirt floor and began to draw it along the
T H E F ATE W E AV E R 647

blade, the long, even strokes filling the silence of crested the horizon. At the feet of the quarreling
the night between the muffled pops of the men lay the body of the crone beside a streak in the
subsiding fire and her grunts of effort as her mud that terminated at the base of an entrenched
unsteady hands honed the edge of the old weapon. wagon wheel, her form contorted and broken. The
She would not sleep, for even if she had wanted to, argument grew more heated as her blood stained
the knowledge of the task ahead was too much to the muck and stones of the road. With her final
consider beyond the animal drive of fear and the breaths, the old woman’s eyes fluttered and stilled.
need to prevent the arrival of the unimaginable. The driver pointed again at what remained of her,
Morning would come, and with it, she would walk jabbing insistently in the air as he argued that he
through the village gates as she had countless hadn’t spotted her in the road and could hardly
times, into the room of the young woman with the be held responsible. The two men turned to walk
burnished gold eyes and, swelling within her body, back to the city gates, their arguments fading with
the power to shake the heavens. What happened the morning mist as onlookers approached. The
after that mattered little. guard had given up on containing the curious, and
a few folk gathered round the crone; among them,
A guard waved his arms backward, ushering the the child often sent to fetch her darted behind his
growing crowd away in the cold morning light. mother’s legs and gave a plaintive wail at the sight
Behind him, where they had gathered on the road of the corpse.
to the village gates, a cart driver argued with the The old woman’s face stared unseeing up at the
gatekeeper, the stench of ale on the guard’s breath pale morning sky, twisted in an expression of abject
already stronger than the exasperated accusations horror that transcended even the violence of her
of the man before him. The crowd milled about, passing. In her fist was clenched a single blossoming
each person angling to see what had caused such flower, its roots still sprouting from where it had
a commotion at an hour when the sun had barely been torn from between the cobbles.
648 BLACKBIRDS

Children provide the ideal model for roleplay, swirl around gods as metaphors of some kind.
given their boundless imaginations and willingness Gods, whatever their origin, are both real and
to accept what daydreams may come during remote here, influential and unknowable, parts of
their games of pretend. In Blackbirds, what may this world’s various cultures but also party to its
wander into the average Scene probably counts history. This aspect of Blackbirds may be its most
as more nightmarish than dreamlike, but the difficult to grasp for people who come to the game
embrace of one’s inner child nevertheless remains with any understanding of modernity—unless, and
a winning approach to this dark-as-pitch fantasy. until, they cast their minds back to early childhood,
No, Blackbirds is absolutely not a children’s to a time when adults were unquestioned conduits
game, but the mindset that all fantasy calls for— of truth. To a time before having any sense that
even fantasies as grim as this one—beckons part these relative giants once were children themselves
of us that remains prerational, whether we are and part of an immensely long chain of people who
consuming the material or, as this chapter aims had to make sense of that same cycle.
to help you do, playing with others to bring that Now, imagine the relationship of the child—
material almost palpably into being. innocent of how the world works—to the worldly
In the world of Blackbirds, powerful beings adult, repeated on a greater scale, wherein that same
have a hand in guiding human destiny, jointly and adult exists in a world of beings endlessly more
severally. People are not puppets here. Neither, knowing and capable but also . . . otherworldly.
however, do they dwell in a world where arguments Ready? Okay. Let’s be fantasists, shall we?
T H E F ATE W E AV E R 649

AT T H E O UTS E T Basically, the Threading is

A
ll the stories in Blackbirds come being able to ask the fish what
together through the collective choices sort of bait it prefers and having
its players make for the characters they the fish answer.
play, plus the transcendent element of chance, but
one person helps the players in any given game by CHOOSE A POOL
finishing the creation of those characters during the Thus, pick your fishing hole
initial Threading. We call that person the thoughtfully and approach it with “The oldest walls in
Fateweaver. Thereafter, the Fateweaver chooses care. Don’t frighten the fish. Erebos bear carved
each setting; gives voice to every other character and Remember the dreamlike quality glyphs that predate the
creature; and describes the unique monsters, strange we’re pursuing. As Fateweaver, city’s recorded history.
beings, odd objects, and all else that the Blackbirds consider lowering the lights and Though they seem
encounter—including the goings-on in every speaking to the player from esoteric, scholars have
subsequent Weaving. behind, or ask if the player is found many are simply
We should begin at the beginning, though. comfortable roleplaying the the boastful names of
Threading with their eyes closed. early conquerors and
First Threading However you choose to conduct occasionally insults
Once players decide upon such basics as from the episode, keep other noise at a toward their mothers.”
which place and people each Blackbird derives, and minimum, strive to remain silent — Observations of the
Wandering Squire
how each one perceives the world and interacts with when neither the player nor the
its challenges, then comes the Threading. Think of Fateweaver is speaking, allow
it like a dream of Fate for the Blackbirds, as the some time between questions, and try not to rush the
characters do not recall what transpires during the answers.
Threading. Afterward, they retain only a vague Before asking any questions, the Fateweaver must
sense of purpose. Of course, each player is likely to describe the “dreamscape” wherein each Threading
recall at least some details from that first one; more occurs. Someplace obviously unnatural is a good
importantly, the Fateweaver must be both attentive choice, but so are deserts, twilit plains, and canyon
and wily as the initial Threading unfolds. After all, floors overhung by a stone-narrowed rivulet of sky.
it provides them with story hooks—details through Consider the use of color as a way to underscore a
which each player’s own attention can later be space unlike any of those aforementioned locales: a
enticed, snagged, teased, reeled in, and released . . . land of cratered green, bereft of vegetation and curving
till next time. like the interiors of two sandwiched-together bowls
Another way to think of the Threading, around the flockmate; beneath a lemony sky, an
whether first or subsequent, is as a one-person play endless surface of maroon that undulates underfoot
in which the director/Fateweaver is also the but into which the Blackbird never sinks; a void,
audience. The Fateweaver prompts the actor/player wherein the character floats, that inverts night into a
to reveal things already decided—or maybe just white tapestry speckled with faraway black diamonds.
pondered—during the character creation process.
The Threading invites the player to commit to BAIT THE HOOK
certain backstory details around which some During the Threading, the Fateweaver voices one
ambivalence may exist. It also lets the Fateweaver or more agents of Fate. What does Fate sound like? It
accrue material for stories that are likelier to appeal differs for each Blackbird, especially for ones of aes,
to that player. daimn, jötunnkin, or nephilim ancestry—about
650 BLACKBIRDS

whom further details follow. As the parts of a


Threading are, technically, That Which Has Been,
That Which Is, and That Which Is to Come—past,
present, and future—some Fateweavers may choose
to make their voice seem progressively older; others
may opt for the reverse; some simply don’t alter the
voice(s) of Fate. Each option is equally valid. What
is asked is more important than how, and the
answers are more important than the questions.
Unless otherwise labeled, presume the questions
below to be suitable for most characters but
designed for human ones. Questions are best kept
simple, and they should never seek yes-or-no replies.
Some things that a Blackbird might be asked during
the Threading include:
Who are you?
Whom do you love?
What would you save?
What would you sacrifice?
Who deserves to die?
Who deserves to live?
What do we own?
What do we owe?
Whom do you hate? to make its possessor crave more of it, in ever greater
Who is your family? variety. To elvish Blackbirds, pose the questions:
Who is your foe? What do you grieve? Whom do you forgive? What can
Whom do you trust? be let go? What makes you belong?
Whom would you betray?
Why were you born? THREADING DAIMN
Answers to these questions, or others like them, The long slumber of the Stilling made dwarves
point toward the character’s alignment. A Blackbird time travelers of a sort. Immobilized and rendered
who answers the question Who deserves punishment? powerless in one world, they’ve stirred in a quite
with “I do” probably leans toward Sacrifice and different one. Effectively, they have been robbed of
Martyrdom. One whose answer to What would you centuries, though what that loss means to one of the
destroy? is “Order” seems set for Rebellion and Havoc. daimn differs from what it could ever mean to a
Anyone answering Who are the worthy? by saying “All” human, were humans more than mortal. The key
almost certainly subscribes to Idealism and Illusion. questions for these beings, given their long-ago and
literal binding of themselves to this world, address
THREADING AES whether dwarves can put aside a past that dwells in
With the unison of thought that once defined their very bones, whether they can see past their nature-
the aes as a people now long gone, each of their entwinedness to be present in the present, whether they
number knows a freedom once alien to the elves. can plan for the future. Or a future. Ask a dwarf: What
And freedom has a peculiar aspect—to have it tends would you control? What must you conceal?
T H E F ATE W E AV E R 651

T H R E A D I N G JÖT U N N K I N Later Threadings


As the half giants move through the world, One important aspect of Alignments in Blackbirds
they know that it will one day move forward is their mutability. As in real life, a character who
without them, not just individually, but as a people. survives outrageous fortune’s sundry missiles tends to
Although the jötunnkin, in comparison to humans, be a different person after such hardship. The tools
are considered Fateless, they do share the knowledge for determining whether a character has changed
of their impending extinction. That fixed destiny during a previous Tier look not too different from
makes the question for these Blackbirds: What will the ones—the questions—used before that level
be your legacy? What matters now? of play. The biggest difference any subsequent
Threading has from the initial Threading is evidence:
T H R E A D I N G N E P H I LI M the Fateweaver can “see” the character’s history along
Facing a future usurped by some ancestor’s the Harmony and Discord track, which charts
bargain with an Outsider, each of the nephilim how often the Blackbird acted in accord with their
must fulfill the whims of another—however baffling espoused beliefs versus how often they exhibited
or troublesome those whims may be. To lose the behavior at odds with those same beliefs. A character
freedom of choice can strip someone of a quality who completes a Tier with a score higher in Discord
essential to life. Thus, a question each nephilim may be a candidate for a new Alignment.
must confront is: What breeds hope?
Doomings
T H E M A G I C Q U E ST I O N To complete any Threading, the last step before the
Whenever the Fateweaver feels any response flock embarks upon—or resumes—its adventures
during the Threading does not go far enough, a is the Dooming. Usually spoken, this phrase or
follow-up question may pull more needed sentence gives some sense of what’s to come.
information from the Blackbird. That rejoinder is a For the initial Dooming, some statement that
single word: Why? This question can prove especially involves Fate and the gathering of the Blackbirds is
useful in clarifying a character’s beliefs about right essential. In some games, players whose characters
and wrong, or about existence itself. are loners can be forgiven for trying, sometimes
Repeat as needed. repeatedly, to abandon the group. Thus, the initial
Dooming invariably assures the Blackbirds that
A S S I G N I N G A LI G N M E NTS they are destined to be together (You five are birds of
Based upon a player’s replies to the questions a feather . . .). In the setting of Blackbirds, portents
above, or to ones like them, the Fateweaver do not represent moments when the characters are
determines a character’s Alignment. These binaries merely more attentive to coincidence. Instead, they
approximate a character’s worldview. The ways the are messages from whichever agents of Fate choose
character cleaves to a set of beliefs or strays from it; to intervene. And the voice of Fate, as we know
pursues a goal or derelicts it; treasures a person, from the Threading, extracts whatever secrets it
place, or thing—or tries to tear apart the same—get can. In the Dooming, that voice shares only those
measured along the Harmony and Discord track. secrets it will, and it tends to express them in
language that is less than immediately clear.
Here are several situations set to come in the
game, followed by a suitable Dooming:
The Blackbirds encounter a cadre of gilded
evangelists on its way to besiege—or, as the fanatics
652 BLACKBIRDS

might state it, proselytize—a town. A pitched battle fallen. In the Threading following any Tier that
ensues, and the flock retreats to plan some subtler one or more members of a flock do not survive,
way of saving the townspeople. the survivors share an experience in the strange
Gold washes over all. noplaceness of That Which Has Been with “living”
After the flock shelters itself in a remote and semblances of the lost. During such instances, the
crumbling manse, one of the Blackbirds notices the Fateweaver may choose a location from that just-
handle of a sword protruding from the rubble of a past Tier, or an earlier one, where the characters
fallen wall. Upon excavating the blade and polishing were, if only briefly, at ease. In this iteration of that
it, a fetch long trapped within its reflecting surface then-and-there, only the Blackbirds are present, no
rejoins the world, ages after their mission as an matter who or what others might’ve also attended
assassin came to an unplanned end. Does this elf in reality. Alternatively, the Fateweaver may choose
displaced by time prove to be friend, foe, or a fantasticated yet serene vista. Either way, the
something in between? characters know things in the fashion of dreams: that
Fetching reflections of the past can refract the one or more of those who gather here is already gone,
future. and that this moment lets all make their farewells.
Funereal and memorial practices in and around
Erebos exist in a dizzying array. The daimn have
M A G I C A L A N SW E R S perhaps the most spectacular ones. Cinderkin and

P
layers can occasionally spend Fortune to emberkin who do not routinely exhibit veins of red
ask Fate—in the person of the do so; on others, any such coloration already present
Fateweaver—what lies ahead for the intensifies. In both groups, this surface ramification
characters (see Skuld’s Vision in Chapter 2: How to occurs mainly in the topmost portions of the
Play). Consider having the player write out any anatomy, whereafter sparks race upward from these
such question so that no debate can arise over what seams, to be carried away on the daimn’s personal
was asked. Remember that the Fateweaver cannot updraft. The other elementals undergo similar
lie in answering such a query. Note, though, that transformations, although ones more governed by
the reply can be literal, limited, and/or evasive. gravity: frostfolk emit the slowest and smallest of
Should the player pose a yes-or-no question, the snowfalls; greenkith bud tiny leaves that curl, darken,
answer can instead be detailed (but not fully and drop before they can become fully grown;
detailed). Should the player ask something beyond orewalkers shed clouds of earthen dust. Note that
the scope of this power (such as Have the gods been dwarves are almost invariably first in these
killed?), they are effectively asking a “corpse” to rule demonstrations of mourning. Moreover, even daimn
upon its current status (writing Silence! and giving it who otherwise speak to others only through a Fate-
to the player is one answer). Should the player ask if designated interlocutor then turn to any elven
a striga member of Corbel’s Five Families is a flockmates and beckon them with upturned palms,
“vampire,” a correct reply would be Kurèt, Baroness as if to invite similar shows of emotion. Some aes
van Dimián, is not a vampire. respond accordingly and shed tears of glamour, but
most remain subdued, even after the loss of a lover.
Flockmates’ Wake Some transplants from Crisius or their descendants
Blackbirds die. They lead violent lives in an imperiled scarify themselves; others, who normally stand or
world. Even the ablest fighter or the canniest theurge crouch over the corpse of a loved one and wet it with
can perish in this fraught era. After such episodes of a gob of spittle to send some of themselves into the
loss, Fate provides solace for the flockmates of the afterlife with the departed one, do as they would in
the absence of a body and let saliva drop to the floor
or the ground. Corbellians rend garments; Brazens
turn their backs and nick or otherwise lightly mar
their cazvot masks; Thulians prick a thumb and point
it at the departed as they bleed. Some of these
traditions may have bled together or drifted from
their origins, so players should be encouraged to
make whatever gestures or utterances seem right.
Unlike a solo Threading, these communal ones
leave behind trace evidence: the surviving Blackbirds
won’t recall the precise occurrences of such a wake,
but their bodies and garb will inexplicably show what
they have done, from bloodied or bespittled floors to
cuts or tears visited upon their clothing or themselves.

DW A R F L A N D S & E L F K EE P S

S ee a daimn or aes in the world of


Blackbirds, and you may feel special,
somehow, or startled, or even disturbed.
These beings are uncommon in most places around
Erebos and its neighbors. Some folk might have less
neutral reactions, given the behavior of many an elf,
or even feel murderously avaricious urges, given the
precious minerals that some dwarven bodies encase. spreads, weather sours, people vanish, and monsters
Because elves and dwarves have come to expect the arise, the reappearance of the daimn is one damn
unexpected in any encounter with humanity, some thing more—and for some, one thing too many. A
of these beings use clothing in efforts to conceal polite form of denial is common behavior that greets
their origins. Such maneuvers serve a glamorous aes dwarves in the riven world of Blackbirds. Most
better than they ever can an asymmetrical daimn. people refuse to speak directly to such a being—not
However, unless the locals have ill intent—often in any unpleasant or oppressive way, though, because
involving pickaxes and large hammers—the result the key emotion a daimn breeds is fear. This fear
tends to be as if all such acts of camouflage succeed. stems from a conviction affirmed by what a dwarf’s
The two subsections that follow explain the whys presence means: The end draws near . . .
and wherefores, as well as what it all means for From the dwarven perspective, all this
players of dwarf or elf Blackbirds. trepidatious deference may go unnoticed. In their
Threadings, daimn get a message slightly more
Don’t Crush That Daimn pointed than the one other Blackbirds receive.
Thanks to the elf-imposed Stilling, which rendered Whereas most flockmates are told their individual
the most corporeal of the dwarves immobile for fates are entangled with this group, each dwarf’s fate
tens of centuries and permanently undid their more is tied to a specific other (non-daimn) member of the
diaphanous kin, humans haven’t had these stolid flock. That Blackbird becomes the touchstone for a
elemental beings moving among them in ages. As war single dwarf character (making any character such a
654 BLACKBIRDS

focus for multiple daimn is not advised). A daimn make no secret of their nature, and some welcome
might gradually acclimate to other flock members, any opportunity to remind an aggressive mortal
but at the outset of play, the dwarf may speak to all that elves are not to be trifled with. Others, long ago
other characters through this Fate-designated orphaned—but also emancipated—by Hekaté’s
figure. As is intimated above, in extreme cases, a death, seek to be part of a world chosen for them,
dwarf might respond to others only if their remarks one they have no serious prospect of departing. The
or inquiries get relayed through the touchstone ones most open to the company of humans
character. Such focus and self-isolation could sometimes take them as lovers, though the murder
become tedious, so a Fateweaver ought to feel of Hekaté still makes that choice controversial
empowered to reward this one-on-oneness early in among aes. As the war sorties and taking of thralls
the game and let it go away later, or even punish it by the Solstice Folk become ever more widely
if it occurs during a crisis, in which it consumes known, though, every elf is sure to face increased
precious time. friction in places where humans hold sway.

. . . and Hands off the Aes!


In contrast with dwarves—who long ago B E G G A R S, T H E W R E TC H E D,
sided with humanity against their often chilly, THE DISPOSSESSED

A
sometimes warlike, occasionally cruel, desultorily lthough Ipswald has, of late, become a
tricksy forebears—elves can inspire less-than- lodestone that attracts many of society’s
welcoming welcomes from humans. In the most unwanted, unlucky, and unlovely, every
unchanging corners of Erebos, on farms worked city in Erebos retains such outcasts, typically in
by a single family for more generations than the ever-growing numbers, thanks to the ravages of war
current residents can count, people talk with a and the persistence of ill luck. Roads between any
mix of scorn and hard-earned wariness about the place close to uncontained skirmishes and any other
“latecomers.” The sobriquet stems from what that remains free of such strife bear traffic at every
such farmers’ ancestors, who were alive when the hour of the day. To escape especially dire
world had just two satellites, called Yolk once it circumstances, people risk predation by bandits—
appeared overhead: “the Late-come Moon.” In or yet worse things—as they travel by night.
more cosmopolitan regions, especially the major What this endless parade of misery means for
cities, any ten Erebosians are likely to hold a dozen the Blackbirds . . . varies. For some, it means mere
different opinions about elves. The scarcity of aes, distraction, inconvenience, or impediment. For
the blurriness of history and lore around them, the others, it is a daily thicket of knives to be traversed,
justified bitterness of those whose families suffered wherein every step lays bare the heart, and every
untold elven depredations, the cupidity of those glance not met, every upturned palm not filled,
whose ability to keep up with such cunning beings pierces that heart. For the former, that callus
has fostered human wealth: together, these factors necessary to living through iniquitous inequities
mean a given resident of Erebos is as likely to shun may also blind a character to bodily threats that can
or stalk an elf as they are to marvel at one or fawn come from the ranks of the broken—or that mimic
over it. their appearance. For the latter, inuring oneself to
No surprise, then, that many aes rely upon the suffering of another—whether to avert a threat
glamour (and sometimes more concrete measures) to all or to keep from toppling into a penury of
to disguise their origins. The most arrogant, one’s own—is corrosive to the soul (and thus
aggrieved, and (bluntly) supremacist of the breed compels Resolve tests).
T H E F ATE W E AV E R 655

When the flock must make haste, the various treat. Most healers bleed everyone
members may come into conflict over whom they they treat. Their heavy reliance
ought to aid, when, and how much. Despite their upon the hemophagic worms
being bound together by fate, one Blackbird’s makes economic sense; metal
calling out another as unfeeling and cruel— blades must be purchased or
sentiments perhaps mirrored in thoughts about that forged, whereas a bucket of
accusatory flockmate as sniveling and naïve, leeches can be caught at the local
thoughts that might find voice—can affect bog by immersing a bare limb “Tea is the most abundant
performance at fighting, fleeing, or other pressing (thus the profession’s least form of medicine in
maneuvers. flattering nickname). Erebos, where the roots
Sometimes, depending upon how dense a No list of the tortures and and herbs of the wilds
populace of vagrants happens to surround the slow-motion executions available are readily available
Blackbirds, the throng might passively impede the under the guise of healing in this to those who would
characters as they attempt to follow, elude, or time and place could ever be risk the journey.
subdue some other person or cohort. In a rural complete. Popular techniques Such draughts are
setting, enemies might use a caravan of refugees as a include candling (inserting one prescribed for everything,
distraction or, worse, as human shields while end a large wick into an orifice, from headaches
ambushing the flock. whereafter the other end is ignited to childbirth.”
Another way of communicating setting and to “pull” illness from the patient; — Observations of the
Wandering Squire
what underlies it is to indicate the complete absence depending upon the opening,
of any such people from the streets. Where might flatulence during such a procedure
they have gone? By what means? Through some might prove harmful), cupping (using flame to
compulsion or enticement? At whose behest? For create a vacuum inside a glass bulb and suctioning
what goal? the heated vessel to bare skin), and haphazard
amputation of extremities, followed by cautery.
Broken or caried teeth are removed with pliers—
A HORRID PRIVILEGE and without anesthesia. And the less you know

C
hirurgeons. Leeches. Barbers. With about the startling range of materials considered
medicine still nascent, these practitioners therapeutic when injected into the rectum via
heal the sick, clean wounds, and bind clyster or bellows, the better you’ll sleep.
broken limbs—if the stars align and luck smiles Perhaps the greatest similarity between healers
down. Far likelier outcomes of visiting one of them in Blackbirds and doctors in modernity is the large
are ill-set fractures, introduction of infectious filth presence of “waywards” in the profession—people
or treatment with a toxic substance, or (sometimes now called “psychopaths.” Although many who try
and) an accelerated and agonizing death. to give care in these conditions are, kindly put,
To be a “patient” in this age of medical ahead of their time, about one in every ten practices
ignorance and charlatanry is, at best, a horrid the art of medicine as cover for experimenting
privilege. Notions of hygiene are slippery, diagnoses upon, controlling, harming, or killing others.
stem from superstition or whim, and the instruments Any character with even minimal experience of
used to provide care are bluntly (and sometimes healers and how they operate probably offers
rustily) unsuited to the job. Phlebotomists, perhaps strenuous objections to seeking such services. Dire
the closest analogues of modern doctors, rely upon wounds make desperate Blackbirds, though. Thus,
dull knives and live leeches to bleed anyone they the rest of the flock is likely to learn this hard lesson
656 BLACKBIRDS

in the harshest way. Should an afflicted Blackbird the actual goal is either distraction or its opposite.
succumb during grievous ministrations of a Blackbirds will have a chance later to bid farewell to
“caregiver,” the survivors face Peril (see the pertinent departed flockmates. In the moment of bereavement,
sidebar in Chapter 2: How to Play). as the characters are stunned, foes may seize the
opportunity to loose a Parthian shot, launch a
suicidal attack, or recover briefly from death to pass
CRITICAL/SUBLIME SUCCESS on some nasty and communicable Affliction. Fair?

Y
ou! Player! You just rolled Sublime No. But sprinkling some extra bad luck atop the
Success. What are you going to do now?” corpse of a beloved character shifts the focus from
Basically, whatever the hell the player sentiment to sentience, delivers a cautionary
wants. message about situational awareness to the flock,
Seriously. Let ‘em go nuts. Have fun. Some and reminds the players that life . . . goes on, if only
dice-defying happy-go-lucky wants to leap through for most, not for all.
the air, corkscrewing the whole way and wielding How should a Fateweaver spend Misfortune?
with each hand a short sword that passes through So many choices present themselves that even this
the flesh of every single enemy like a hot knife list is not comprehensive.
through warm butter? Why not? Did the flock just use its last bit of Fortune in
Given the whole grim & perilous thing . . . all its efforts to defeat wolfen aggressors, and without a
grim, all the perilous time, is not what most players single Blackbird getting bitten thus far (see Chapter
truly want. So, take a break. Describe that lucky 2: How to Play)? Spend Misfortune to have a wolf
stiff—literally, the one who took a terminal stroke or six, a sleuth of bears, or a cloud of bats come to
of lethal damage in the same Round that they rolled the aid of the moon-cursed; or to have one of these
all those ‘6’s—rising from the dead with the outsized, shape-shifted brutes swallow a flockmate
assistance of bell-bedizened cherubim, who grunt at whole; or, if a Blackbird fails at a Melee Attack
the effort but restore our Blackbird to vertical, then against a theow, to infect the character with
disappear, pfft, in a parti-colored burst of hydrangea lycanthropy (Chomp!).
petals that drift away on the fragrant breeze because Did a Blackbird make the mistake of launching
cherubs don’t belong in this game. Except when a solo attack on a striga noble (see Chapter 10:
they do. Bestiary)? Spend Misfortune and mesmerize that
imprudent individual into a Helpless state. Do the
flockmates arrive just in time to intervene? Spend
T H E U S E S O F M I S F O RT U N E Misfortune and infest them with a Parasitic Horde

O
kay, counterpoint: Are the characters of the striga’s nymphs. Do the Blackbirds triumph,
basking in triumph? despite all these hemophagic monstrosities? Spend
Consider dispensing Misfortune. Misfortune and bring a titan cask on the scene to
Life’s that way, you know. deliver a Roar of Nightmares, which renders all who
Alternatively: A member of the flock dies. hear it Defenseless. Thereafter, it could Exsanguinate
Consider dispensing Misfortune. Life’s that someone instantly or invoke Children of the Curse,
way, too. depending upon the Misfortune available.
When should a Fateweaver spend Misfortune? Are the characters dealing with someone whom
At the time most likely to be memorable for the they believe to be human—who is, in fact, a
players. That timing can be called cruel. Sometimes, doppelgänger? Or, even worse, has one of the
when it might be called excessive, even super-cruel, Blackbirds been replaced by one of these elfwrought?
T H E F ATE W E AV E R 657

Yes: Misfortune (see Chapter 3: Character Creation That quickbronze armor the flock found in
& Progression). Is the flock delving lost Ahnoon in Ahnoon? Spend Misfortune to have a child of
search of elven treasure, or spying elsewhere on a Anhelios (see Chapter 10: Bestiary) spew corrupted
gathering of aes? Spend Misfortune and have a will- verdigris on it (and on the characters’ more
o’-the-wisp visit Babbling Madness upon them (see conventional metal weaponry) to make a fight . . .
Chapter 10: Bestiary). Argosy bugs, made to gather challenging. Thereafter, a draugr can use its Lurking
Fortune, have dangerous capabilities regarding it. Quick Trait to gain a Surprise Round and possibly
In combat, depending upon the balance when such pass on its undead Child of Anhelios Affliction to
a creature has a critical hit in an attack, a bug can one of those freshly armorless Blackbirds. Worse, a
use Elder Siphon to transmute a point of the flock’s lich could use Misfortune to power random
Fortune into Misfortune. Given sufficient Vitiations to hurl against the flock. Perhaps worst
Misfortune, an argosy’s death throes—a Null Fate of all, with Master of the Master, a lich in danger of
Vortex—can cleave anyone nearby from their link defeat could be whisked away by whatever even
to Fate for a full day. more potent being controls it—whether an
Outsider, Anhelios, or an Oligarch (Fateweaver’s
choice; through such a rescue, the identity of the
lich’s master becomes known to the flock, but that
also means the flock has threatened the servitor of a
fearsome force, indeed . . .).
Remember, though, that Fate both outdoes
and foregoes Fortune or Misfortune. Thus, an effect
or power stemming from a character’s use of Fate
occurs and resolves before anything stemming from
Fortune/Misfortune does so.

T H E S H A P E O F R E V E L AT I O N

O
utside of the Threadings, the weakened
forces of Fate communicate with
Blackbirds through Revelations. These
messages come as dreams, feelings of intuition, as
uncanny episodes or encounters to hint at the flock’s
most recent Dooming and its fulfillment.
Revelations occur once a Blackbird reaches
either Harmony or Discord scores of 3, 5, 7, or 10
for the first time on a given Tier. At those moments,
impart these clues or portents to the characters,
rather than to the players: “As the Blackbird Nygela
sleeps/strides along the road/presses a coin into the
beggar’s hand . . .” The message should be
helpful . . . but just barely.
For a Dooming that urges the flock to avert a
conflict between wielders of two supernatural blades
658 BLACKBIRDS

(Never let what’s cut apart cut together), Nygela dreams FA C TS O F ST R I F E

W
of a titanic knife that falls from the sky toward the ars of manifold origins cleave apart the
mirror-still surface of a lake, which it parts into nations and peoples of Erebos. Brigands,
unexpectedly vast waves, one of which engulfs the beasts, and monsters prey on those who
camp where she slumbers; or, as Nygela leads the flee clashes between armies. From a realm largely
flock along a rural road, she feels the hairs on her neck invisible to most of humanity, Outsiders wage what
bristle only a moment before drooping tree limbs may be a sly, collective assault on the world most
(which she has trouble believing that she somehow people know. And the Oligarchs, having slain the
overlooked . . .) etch minor but symmetrical cuts on old gods, plot what promises to be a cataclysmic
each of her arms; or, as the beggar’s hand closes around return to the place of their mortal “infancy.”
Nygela’s donated Corbellian ekat, his gaze grows Conflict—strife—is a daily reality throughout
distant and he mutters, “Sharper than Ouroboros’s the world of Blackbirds. Despite news being
fang . . . is Ouroboros’s other fang,” whereafter he something that arrives, maybe, at the speed of a
looks her in the eye and smiles widely enough to horse, the flow of dispossessed persons delivers this
reveal his lack of teeth—and his stump of a tongue. message to every attentive individual. The flock
Should one or more such cryptic hints leave the may find itself solving multifarious riddles,
Blackbirds wandering in circles, any of that Tier’s persuading the obstinate, and rescuing the neediest,
subsequent Revelations could be more direct. As but because others want to keep their secrets,
Brehm glances at a roadside waterfall, he sees reflected preserve their influence, and exercise untold
in it the sign of a tavern, the Perforate Casque, even tyrannies, a regular byproduct will be fights.
though no such establishment stands nearby. Or, Because combat is such a fixture in the game,
with no visible cause, his portable wine barrel springs keeping it fresh can be a challenge. One means of
five simultaneous leaks, prompting a stop at the next doing so is to keep things proportional. Note that
tavern, the Perforate Casque, where the flock foes appropriate to a Tier need not be limited to
witnesses a knife fight. Ideally, at that moment, that Tier, but overmatching the flock too often or
Nygela would say something like, “Separate the too early can result in a superabundance of routs—
fighters!” The players’ next job would be to figure out or a more terminal outcome.
which blade is magical and why it’s so dangerous. As a flock embarks upon its adventures in Basic
Technically, Revelations should differ, depending Tier, conventional opponents let the characters
upon whether they stem from a Harmony score or a discover their abilities, natural and otherwise. At
Discord score. Ones that come from Harmony should this Tier are wild animals, minor beasts, and
reveal what can aid the flock’s current effort. Ones that bandits. Animals that hunt or defend themselves
come from Discord reveal what can hinder the flock. solo tend to be less challenging than ones that do so
Sometimes, though, moving the story forward may in packs. Creatures that are venomous or unnaturally
require the Fateweaver to point directly at a character large but restricted to domains hazardous on their
who is related to the Blackbirds’ goal but whose own (water, mountainous heights) can pose threats
relationship to the flock could go either way. In that that make swift victory a necessity for the characters.
instance, such a Revelation could come from either Humans, through deceit and weapon use, present
Harmony or Discord. impediments that other mundane beings can’t.
Overall, the more the players are allowed to By the Intermediate Tier, with the flockmates
make connections and figure things out, the greater having gotten some knowledge of one another and
their satisfaction is likely to be. Thus, make the world around them, opponents possessing
Revelations as mysterious as your game will allow. supernatural powers or the backing of nation states
T H E F ATE W E AV E R 659

(large or small) can remind the characters of how paladins, and gigantic adonises—
vast—and treacherous—a place Erebos and its take cunning, determination, and
neighboring lands can be. At this Tier are mortal luck to defeat. Although most
adversaries with magical allies or objects, influential Outsiders seldom make
nobles (major or minor), and various supernatural themselves visible to non-theurgic
menaces. Royals who control fiefs or other small mortals, a few do so always: the
districts may do so through fear and a few villein of Joy and the lord of the
mercenaries, but those tools put dozens or hundreds Nameless Court have unassuming “Intimidation can be
of commonfolk (usually bearing farm implements, and naturalistic guises but sow a difficult tactic in the
cudgels, and the occasional pole arm) at the disposal endless trouble. Whether a hardened reaches of the
of sometimes unscrupulous rulers. Criminals and harpy’s nest spills its cache of continent; if you intend
ambitious vagabonds are somewhat likelier than ravening dead souls onto the to make a threat, it is
other powerful figures to employ a dabbler in nearest human settlement or best to be sure it won’t
theurgy, as the practice of such arts is considered . . . patrons promise the flock two be replied to in kind . . .”
vulgar. Well-landed nobles who have borders to moons to save their adult children — Observations of the
Wandering Squire
protect do so with warriors, ones equipped with from the belly of the Leviathan,
defensive arsenals, especially Ranged weapons. the Blackbirds might never face a
Anyone can luck upon an enchanted, accursed, or fiercer struggle than one against
otherworldly weapon, but keeping such things an apocryphal.
requires a potent skill set. Striga, the moon-cursed,
and the elfwrought combine human intellect with
forms and abilities far beyond those of mere mortals, YE P, I T’ S TO O P E R I L O U S

E
whereas the curse of Anhelios transforms dead flesh xhaustion. Starvation. Intense thirst.
and bones into beings that range from things almost Prolonged exposure to climate extremes.
sessile to puissant necromancers who are, Failure at efforts to repair useless armor, to
themselves, unliving. prepare needed medicaments/toxins, or to cast
Once the Blackbirds’ reputation precedes specific Wortcunning Spells/Vitiations (the last of
them, as Advanced Tier begins, that repute may which sometimes affects beings near the conjurer,
endanger the characters as much as it empowers too). Imbibing to the state of intoxication.
them, for they are likely to have attracted the Smothering. Drowning. Suffering a grotesque,
attention of beings beyond the mortal realm. At the agonizing, and/or lingering Injury. Seeing someone
very least, their accomplishments may earn them else suffer a grotesque, agonizing, and/or lingering
sobriquets such as miracle workers or saviors— Injury. Watching someone be treated for a
vexatious titles to maintain. At this Tier are mighty grotesque, agonizing, and/or lingering Injury by an
nations with standing armies (and often navies) inept or inhumane healer. Undergoing a magical
numbering in the thousands; servants of the transmogrification of one’s own body. Witnessing a
Oligarchs; Outsiders; and apocryphals, beings magical transmogrification of someone else’s body.
linked to the old gods. An established military tends Encountering certain supernatural creatures or
to embody the values of its nation’s worst leader, so similar beings (in some cases, only for humans
a murderous monarch oversees merciless regiments during an initial exposure). Suffering withdrawal
that load siege engines with captured soldiers’ from the milk of the egg. Perceiving, via any sense,
heads. Oligarchic servitors—including misshapen a jötunnkin in the act of consuming human flesh
Ailisian druids, short-lived but deadly golden (which affects only present humans; if the
660 BLACKBIRDS

anthropophage is a flockmate, the effect upon the charted by having the characters fall and rise on
witness is doubled). Directly seeing, hearing, the Peril Condition Track (see Chapter 2: How to
feeling, or otherwise experiencing the Od (in some Play). At at higher ratings, characters lose physical,
cases, only during an initial exposure thereto, and cognitive, and other abilities. The usual remedy
only for nonpractitioners of theurgy). Being unable for Peril is rest, but some conditions (infection
to give alms to beggars or other unfortunates (again, and poisonings, for example) can prevent any such
sometimes limited to initial instances). Being recovery until the impeding condition is cured, or
present for the revenant-related phenomenon at least treated. Or, in some cases, until the
Death Fog, the elfwrought Trait Babbling Madness, character dies.
the various ensorcellments of Of course, some ancestries, Talents, and
basilisks, a restless shade’s Charnel Techniques insulate a character against certain
Manifestation, the goblin/ogre- sources of Peril. Among these conditions are the
related imprecation Monstrous following (though neither this list nor the one that
Visions, the Odic Manifestation opens the sidebar is comprehensive): Possessing the
Whispering Frogs, or the cloven Bow and Blade Talent Grit and the Technique
pronouncement Wyrd of Doom. Paragon of Command. Deploying the Craft and
Experiencing the manifestation Expertise Talent The Hammer’s Song or The
“Erebos is home to a of an Oligarch. Nourishing Art Technique. Receiving the benefit of
variety of festivals and All the foregoing conditions the Charm and Manipulation Technique Toss a
revelers in masks are and activities have the potential to Coin. Having ties to the Court of Joy (for nephilim
a common sight. induce stress and/or exhaustion. only). Being moon-cursed.
Therein lies a unique In Blackbirds, suffering either Worth noting is the idea that one Blackbird’s
opportunity for those condition costs characters who try unblinking unflappability as others suffer can, itself,
who would rather remain to do . . . anything. That cost is breed Peril for some onlooking flockmates. Truly,
concealed to move unseen dealing with Peril is akin to wandering circular ruins.
through the carnival
streets, be they human
or otherwise . . .”
—Observations of the
Wandering Squire
T H E F ATE W E AV E R 661

BAD TITHINGS U N S P E A KA B L E O L I G A R C HY

U
nless an unpacted theurge character
performs a reckoning once their debt to
an Outsider reaches, in game terms, a
Tithe of 8 or more, Outsiders with whom the
B ecause the mere astral projection of an
Oligarch deranges mortal beings and, in
some cases, triggers their physical alteration
as well, calling the throne-usurping replacement gods
character deals may exhibit some testiness. The dangerous constitutes the wildest of understatements.
Fateweaver should feel free, but not compelled, to Such power recalls a threat that goes, “I’d just as soon
portray any Outsider in such a circumstance as kill you as look at you.” Well, the Oligarchs work that
distracted, impatient, or interruptive during any way, sort of: their direct attention is a woefully
communication with the theurge. The main reason destructive force. Plus, though we know the Oligarchs
is that, under normal conditions, the character can sit “on the stolen thrones of the old gods,” those
cast no Vitiation or employ any Outsider Technique thrones’ exact location remains unclear. At the very
without reaching or surpassing a Tithe of 10, a least, the usurpers now dwell on the far side of some
score at or beyond which those abilities cease to Odic divide, and perceiving or otherwise experiencing
function and, in a sense, the associated Outsider the Od likewise can impart a world of hurt—
stops taking the theurge’s calls. The other reason is literally—on human beings, even theurgic ones.
that Outsiders, mercurial and inscrutable beings So, Blackbirds have no way of even finding the
that they are, tend toward unpleasantness but, more Oligarchs. But the Oligarchs’ wanton deicide is also
than anything else, embody unpredictability. largely unknown in the world of Blackbirds. This
Should a theurge establish a pact with a single sodality of god slayers committed its crimes in
Outsider, costs for Vitiations end. Outsider secret, thanks to the gods’ own remoteness from the
Techniques still contribute to the character’s debt. world and their worshipers.
Theurges who form pacts with Outsiders of Thus, the Blackbirds must first confirm that a
different courts again face the prospect of altered crime occurred; determine who benefitted from
behavior by one or the other provider upon having that crime, and how; and figure out whether justice
plural sources of thaumaturgic powers. Refer to the can be visited upon immortals of godly power,
appropriate “Opinions of the Other Courts” entries current whereabouts unknown.
(see The Outsider Courts in Chapter 8: Theurgy). In The Extinguishing of the old gods in that
some cases, one such “mutual” Outsider predisposed ethereal world left traces in the world of the
favorably toward the court of another might grow Blackbirds, but the flock has a long way to go before
more pleasant. Remember, though, that only a its members can identify as evidence the changes in
minority of the six courts expresses any positive weather, in patterns of war, and in the governance
“feelings” about any other court. The likelier outcome of certain polities, as well as the mounting deaths or
is snideness toward a theurge who would dare bring disappearances of citizens in several countries.
the “aggrieved” Outsider into even metaphoric
proximity with one from a feared, scorned, despised,
or even outright repudiated court. W H AT D O B L A C K B I R D S K N OW?

P
Note that these guidelines for a Fateweaver’s layers are likely to ask, “How much do
portrayal of various Outsiders apply independently the characters know? Do they know for
of whatever Spite may be amassed by theurges sure that the gods are dead? Do they
whose Tithe swells well past 10. understand themselves to be instruments of Fate?”
Because the gods were remote and appeared
infrequently to mortals, some people may think
662 BLACKBIRDS

that the “immortals” are keeping their believers at nothing ever offered for free. In game terms, that
deified arms’ length—as usual. Anyone who has plutocrat or this petty royal expects a Blackbird to
seen the blackened remains of Yggdrasil knows repay any Patronage with acts or goods known as
something awful is happening, but . . . many of Undertakings or Spoils, respectively. This system
those folk never escape the environs of the destroyed benefits the Fateweaver in multiple ways.
World Tree. Not in the form of people, anyway. Patrons can motivate the flock and spark
Regarding the characters’ roles as freshly minted quests: when the Blackbirds’ armor thins and their
agents of Fate, none of them knows this truth. Any blades dull, a master crafter, tycoon, or criminal
or all of them might suspect, might feel themselves to linchpin can keep them battle-ready . . . in exchange
be special somehow. The Blackbirds retain no for committing commensurate larceny, undoing a
conscious memory of their Threadings, though, and kidnapping, or diverting a rival’s shipment of rare
players needn’t role-play the spending of Fate or cazvot wood. If the flock needs swift transport
Fortune, as those are game terms that represent between Corbel and Florent, the admiral over
supernatural qualities the characters wonder about. Corbel’s blockade could do it . . . if the flockmates
They could even talk amongst themselves and ask if deliver a message beyond the cordon without either
flockmates also feel touched by . . . something— military knowing of it. While holding captive one
something that not even the most curious and of the Golden Messiah’s followers, the characters
introspective among them can name. seek to thaumaturgically interrogate this adherent,
Characters outside the flock might know more something an accomplished theurge could help
than they let on, but most whom the Blackbirds them do . . . once they locate the long-sought
meet are as uninformed as the flockmates. A being grimoire compiled by a vanished Odseer, Maadteus.
of rare potency could know for sure, but such Persuading a person of means to become a
creatures know better than to say to another such patron (or strengthening an extant relationship, or
creature, “By the way, how long have you been the renewing a lapsed patronage) can start a quest all its
unique way you are?” own. In such pursuits, characters tend to be tested
on their social skills. A longtime patron, who is also
a phylarch of the Endless Hymn, weighs a shift
“ PAT R O N S M A K E T H E S N A K E toward the exclusive Patronage level known as
E AT I T S TA I L” Stewardship after witnessing the character’s deft

Y
es, some people in Erebos still trot out the sensitivity to the faith’s particular demands. A spice
foregoing adage. Almost no one knows that trader initially unimpressed by a Blackbird’s
Ouroboros is dead, so commerce continues entreaties might change perspective upon learning
anywhere that people endure, and so does the that the character’s knowledge of lore about the
venerable wisdom around the practice. For the elusive cinnamolgus encompasses exiguous detail.
Blackbirds, wise fiscal practice means securing The recipient of that scarce facewood considers
Patronage (see Chapter 7: Trappings) to keep the renewing patronage once it’s clear that the Blackbird,
flock clothed, sheltered, mobile, and armed. Some despite having bungled a subsequent mission, knew
patrons offer nontangible benefits, too, mainly in the that the delivered lumber’s value far surpassed the
forms of influence or information. Most, though, are worth of the armor that job “earned.”
sources of useful stuff, safe places to lay one’s head, or Keeping a patron can ignite or spur conflict in
the means for a flock to get from hither to yon. several ways: although a patron to whom a specific
Another Erebosian adage goes: “Naught for Blackbird is obligated shares that character’s
nil.” Patronage is a dance of give and take, with worldview, that patron abhors the attitudes/beliefs/
T H E F ATE W E AV E R 663

principles of the company the flockmate keeps. during wartime, that an obligated Blackbird swears
Unbeknownst to the flock, at first, its most valuable allegiance at odds with the patron’s, that patronage
patron lives with the mutual enmity of the Blackbirds’ ends. Thus, some characters strive to keep multiple
most trenchant foe—whose removal thus becomes patrons in the dark about one another. No situation
doubly pressing. During a sea voyage arranged by in Blackbirds screams to be treated as farce more
one of the flock’s patrons, a character learns that the than this one does. Imagine the flock, having failed at
ship’s cargo is weaponry destined to support the side two Undertakings for two different individuals,
the Blackbirds oppose in an ongoing struggle; what being beckoned by those discrete and well-heeled
to do? A steward, having played a long game with patrons of a single flockmate—who has neglected to
one member of the flock, reveals that betrayal of mention the existence of either to the adversarial
another flock member is required for the relationship other—to report. At the same inn. On the same day.
to continue; does the Blackbird walk away from the At the same time.
patronage, commit the requested perfidy, or alert the Make the Bard proud.
flockmates and suggest slaying the patron and taking
control of their empire or enterprise?
Likewise, losing a patron can add fireworks to H A P P Y B L A C K B I R D- K EE P I N G

F
the game. Unless the flock picks the last and most or every Fateweaver, the care and feeding of
brazen of the options outlined in the betray-them/ a flock entails long-range and short-range
double-cross–me conundrum immediately above (a planning; readying a battery of characters,
choice sure to have consequences of its own . . .), an major and minor, to interact with the Blackbirds;
obligated Blackbird must report to a patron for that keeping in mind a set of reasonable and engaging
patronage to continue in the aftermath of any failed settings where all the characters involved can
Undertaking. Ideally, such an allocution is always interact; and honing improvisational skills in
role-played, with several outcomes possible. Should preparation for that inevitable moment (which can
the assassins’ guild chieftain or wayward noble be arrive mere minutes into the very first game . . .)
insufficiently mollified during the meeting, the when the players do the unexpected and lay waste
patronage could end (temporarily or permanently— to all those thoughtful schemes. Keeping all those
either one necessitating fresh patronage) or be eroded balls aloft at the same time requires a master
in its perquisites (leaving the flock to make some juggler—or, more realistically, good-natured calm
tough decisions in the short term); alternatively, the when things go awry. Remember, always, that
patron could propose a new Undertaking, which Blackbirds is a game. As such, its goals are
might well prompt some reflection among the entertainment and diversion. If, amid play, some of
flockmates: Do they serve patrons to live? Or do they the game’s themes shine through to illuminate what
live to serve patrons? Finally, should a patron discover, the flock is always circling, and verse vicely, bravo.
PAGE ARTIST TITLE
Artist Index PAGE ARTIST TITLE
Cover Art Dave Rapoza Blackbirds 94 Ash J Chapter Art
Perf ’d Maps Francesca Baerald Erebos, Highsalt, & Corbel 97 Ken Duquet A Moment of Reflection
Throughout Evangeline Gallagher Observations of a Meandering Squire 100 Mark De Bakker Desert Nomads
Throughout Rob Sather Icons 105 Ken Duquet Jotunnkin Sage
iv Jana Heidersdorf Norns 108 Ken Duquet Beggar
1 Artem Demura Chapter Art 110 Ash J Chapter Art
3 Marco Mazzoni Tavern 116 Paul Reinwand Bow & Blade Card
7 Sheri Groleau Red Gloves 121 Paul Reinwand Charm & Manipulation
8 Maxim Kostin Three Moons 127 Paul Reinwand Craft & Expertise
11 Clement Blum Landscape of Od 132 Paul Reinwand Od & Ritual
12 Stanislav Dikolenko Balion Sothis 139 Paul Reinwand Shadow & Subterfuge
14 Maxim Kostin Chapter Art 151 Jonathan Fernandes Children of Anhelios Stage 1
18 Marco Mazzoni Elf Reveal 151 Jonathan Fernandes Children of Anhelios Stage 2
24 La Draws Souk 151 Jonathan Fernandes Children of Anhelios Stage 3
25 Rob Sather Misfortune 153 Jonathan Fernandes Plague of Beauty Stage 1
25 Rob Sather Fortune 153 Jonathan Fernandes Plague of Beauty Stage 2
27 Jana Heidersdorf Norns 153 Jonathan Fernandes Plague of Beauty Stage 3
28–29 Rob Sather Fate 155 Jonathan Fernandes Wolfen Stage 1
32 Ken Duquet Bonegrinder Warrior 155 Jonathan Fernandes Wolfen Stage 2
34 Ken Duquet Children of the Shallows Druids 155 Jonathan Fernandes Wolfen Stage 3
36 Artem Demura Chapter Art 156 Artem Demura Chapter Art
40 Asmo Grimae Rose Witch Garden 158 Cristian Huerta Vichy Soldiers Harassing Refugees
44 Dave Rapoza Pregnant Woman 168 Jonathan Kutzer Two Fighters
46 Dave Rapoza Scarred Face 180–183 Goran Gligović Basic Injury
47 Dave Rapoza Nose Chain 184 Adam Rosenlund Dire Injury
48 Dave Rapoza Masked Man 184 Goran Gligović Basic Injury
49 Dave Rapoza Masked Mustache 185–189 Alice Boudry Daimn Injury
50 Dave Rapoza Aes 190 Adam Rosenlund Dire Injury
56 Ken Duquet Elf Spread 203 Ken Duquet Southern Tracker
57 Ken Duquet Elf Spread 205 Ken Duquet Bonegrinder Witch
60 Dave Rapoza Daimn Frostfolk 206 Artem Demura Chapter Art
61 Dave Rapoza Daimn Greenkith 208 Alice Boudry Red Iron Longsword
65 Dave Rapoza Big Beard 210 Alice Boudry Red Iron Helmet
67 Dave Rapoza Jotunnkin 214 Alice Boudry Quickbronze Spear
69 Dave Rapoza Nephilim 216 Alice Boudry Weeping Ash Hand Axe
75 Stanislav Dikolenko Amalu Hattar & Daughters 218 Alice Boudry Weeping Ash Dagger
77 Felix Miall Bow & Blade 224 Nathan Anderson Ancestries
78 Felix Miall Charm & Manipulation 225 Alice Boudry Dagger
79 Felix Miall Craft & Expertise 225 Alice Boudry Battle Axe
80 Felix Miall Od & Ritual 225 Alice Boudry Garotte
81 Felix Miall Shadow & Subterfuge 225 Alice Boudry Axe
92 Xander Brown Mercenaries in a Swamp 225 Alice Boudry Cudgel
A RT I ST I N D E X 665
PAGE ARTIST TITLE PAGE ARTIST TITLE
225 Alice Boudry Bullwhip 288 Roman Sachnow Court of Silence Imp
226 Alice Boudry Rapier 311 Roman Sachnow Court of Truth Imp
226 Alice Boudry Halberd 316 Roman Sachnow Nameless Court Imp
226 Alice Boudry Morningstar 325 Roman Sachnow Court of Ignorance Imp
226 Alice Boudry Greatsword 340 Stanislav Dikolenko Barrow Fog
226 Alice Boudry Longsword 342 Stanislav Dikolenko Skittering Frost
227 Alice Boudry Sabre 343 Stanislav Dikolenko Land of Stone
227 Alice Boudry Warhammer 344 Mark De Bakker Bards
227 Alice Boudry Spear 350 Maxim Kozlov Theurgy Festival
227 Alice Boudry Shiv 355 Roman Sachnow Court of Ignorance Imp
227 Alice Boudry Sap Grady Gordon &
356 Scrivilias
ARTeapot
227 Alice Boudry Staff
Grady Gordon &
228 Alice Boudry Sling 357 Scrivilias
ARTeapot
228 Alice Boudry Horse Bow Hannah Hahn &
358 Tillisillus
228 Alice Boudry Longbow ARTeapot

228 Alice Boudry Arbalest Crossbow Hannah Hahn &


360 Obsimrex
ARTeapot
228 Alice Boudry Chakram
362 Roman Sachnow Court of Joy Imp
228 Alice Boudry Light Crossbow
Hannah Hahn &
365 Tabernacle
229 Alice Boudry Chainmail ARTeapot
229 Alice Boudry Boiled Leather Grady Gordon &
366 Fliberdijiberit
ARTeapot
229 Alice Boudry Brigandine with Pauldrons
Hannah Hahn &
229 Alice Boudry Clothing 1 368 Bleconixx
ARTeapot
229 Alice Boudry Brigandine 370 Roman Sachnow Court of Peace Imp
229 Alice Boudry Clothing 2 Hannah Hahn &
371 Blith
230 Alice Boudry Gambeson ARTeapot

230 Alice Boudry Light Leather Grady Gordon &


372 Eurynomos
ARTeapot
230 Alice Boudry Plate
Hannah Hahn &
374 Asisaxasias
230 Alice Boudry Fur ARTeapot
231 Alice Boudry Florentine Shield 375 Roman Sachnow Court of Silence Imp
231 Alice Boudry Hyperitan Shield Hannah Hahn &
376 Trammus
ARTeapot
231 Alice Boudry Thulian Shield
Grady Gordon &
231 Alice Boudry Buckler 378 Flist
ARTeapot
232 James Bousema Ship At Sea Hannah Hahn &
380 Father Longlegs
ARTeapot
233 Alice Boudry Longbow
381 Roman Sachnow Court of Truth Imp
233 Alice Boudry Horse Bow
Grady Gordon &
234 Alice Boudry Red Iron Mace 383 Accord
ARTeapot
236 Alice Boudry Herbs Hannah Hahn &
384 Clip
240 Maxim Kostin Chapter Art ARTeapot

244 Ken Duquet Fog Ice Shaman Grady Gordon &


386 Tannin
ARTeapot
246 Maxim Kostin Pit
387 Roman Sachnow Nameless Court Imp
247 Rob Sather Grimoire Cover
Grady Gordon &
252 Samuel Araya Outsiders Dps 388 Xox
ARTeapot
254 Clement Blum Grand Tabard Hannah Hahn &
390 Folio
ARTeapot
256 Clement Blum Meat Knight
Grady Gordon &
263 Mark De Bakker Muse 393 Glissaindaira
ARTeapot
264 Maxim Kostin Hanging Tree 394 Goran Gligović Argosy
271 Roman Sachnow Court of Peace Imp 395 Goran Gligović Heart of Bodhmall
277 Roman Sachnow Court of Joy Imp 396 Goran Gligović Necropolis
666 A RT I ST I N D E X

PAGE ARTIST TITLE PAGE ARTIST TITLE


397 Goran Gligović Numen Lots 497–505 Mike Franchina Striga
398 Goran Gligović Sheaths of Voidf 508–509 Sheri Groleau Wolfen
399 Goran Gligović Sinew Arc 511–512 Sheri Groleau Wolfen
401 Goran Gligović Sisters 514 Sheri Groleau Cernunnos
402 Goran Gligović Solution 515 Sheri Groleau Harpy
405 Jana Heidersdorf Chapter Art Sheri Groleau & Joseph
517 Restless Shades
Pegg
406 Maria Zolotukhina Beautiful People
519 Sheri Groleau Kelpie
410 Florian Ayala Fauna
520 Chris Campbell Drowned Thralls
411 Florian Ayala Fauna
522 Oriana Menendez Chapter Art
412 Chris Campbell Rider
523 Sheri Groleau Things within
413 Mariya Sviridova Rider
524 Sheri Groleau White Whale
414 Mariya Sviridova Mother Wolf
526 Maxime Minard Bear
415 Chris Campbell Mother Wolf
528 Sheri Groleau Giant Crocodile
416 Chris Campbell Yggdrasil
529 Sheri Groleau Kraken
417 Mariya Sviridova Yggdrasil
530 Sheri Groleau Tear
418 Chris Campbell Corvus
531 Sheri Groleau Wolves
419 Mariya Sviridova Corvus
533 Sheri Groleau Basilisk
420 Chris Campbell Ouroboros
535 Sheri Groleau Incubus
421 Mariya Sviridova Ouroboros
537 Sheri Groleau Goblin
423 Mariya Sviridova Norns
539 Sheri Groleau Ogre
424 Erin Vest Caoimhe Ailis True Form
541 Sheri Groleau Argosy Bug
430 Stanislav Dikolenko Ailisian Druids
542 Sheri Groleau Cu
431 Stanislav Dikolenko Ailisian Druid (Advanced)
543 BW Usagi Dopplegangers
432 Stanislav Dikolenko Great Ailisian Moths
544 Sheri Groleau Elfmount
433 Stanislav Dikolenko The Perfected
545 Sheri Groleau Manticore
Grady Gordon &
436 Ondrej
ARTeapot 547 Sheri Groleau Will
438 Erin Vest Plague of Beauty True Form 549 Nathan Anderson Armsmen
444 Maria Zolotukhina Lovely Graves 551 Nathan Anderson Charlatan
447 Maria Zolotukhina Rose Witch 551 Nathan Anderson Brigands
448 Maria Zolotukhina Adonis 552 Nathan Anderson Commonfolk
450 Erin Vest Golden Messiah True Form 553 Nathan Anderson Peasants
455 Ariel Perez Gilded 553 Nathan Anderson Commonfolk
457 Ariel Perez Golden Paladin 554 Nathan Anderson Sigilists
461 Ariel Perez Primum Slug 555–556 Nathan Anderson Vagabonds
462 Erin Vest Belladonna True Form 557 Sheri Groleau Gyges
467 Oleg Bulakh Orphan 559 Sheri Groleau Kephale
471 Oleg Bulakh Neutrix 562 Sheri Groleau Grubling
472 Oleg Bulakh Castoff 563 Sheri Groleau Moil Wretch
475 Oriana Menendez Chapter Art 565 Sheri Groleau Woe Mantis
476 Nathan Anderson Commonfolk 566 Sheri Groleau Black Stag Dainn
477 Nathan Anderson Peasants 568 Marco Mazzoni Rooted Dead
480 Jonathan Kutzer Eyepatch 570 Sheri Groleau Burning Stag Duneyrr
482 Iain Matthiae Abominations 572 Sheri Groleau Pyric Bifold
485 Sheri Groleau Wight 574 Sheri Groleau Red Stag Durapror
487 Sheri Groleau Ghoul 576 Sheri Groleau Slumbering Clergy
489 Sheri Groleau Draugr 577 Sheri Groleau Slumbering Clergy
491 Sheri Groleau Revenant 578 Sheri Groleau White Stag Dvalinn
493 Sheri Groleau Lich 581 Sheri Groleau White Swarm
A RT I ST I N D E X 667
PAGE ARTIST TITLE PAGE ARTIST TITLE
583 Sheri Groleau Archon 625 Alice Boudry Kestrel
584 Sheri Groleau Chattel Imp 627 Olly Ryder Chapter Art
585–586 BW Usagi Cloven 628 La Draws Salt Mines.Jpg
588 Sheri Groleau Eidolon Grady Gordon &
630 Druuna
ARTeapot
590 Sheri Groleau Fomori
632 Francesca Baerald Highsalt
592 BW Usagi Homunculus
633 Sheri Groleau Barkbones
593 Sheri Groleau Lemure
635 James Bousema Crest of Mero
594 Sheri Groleau Whispering Chimera
637 Ken Duquet Southern Royal Escort
596 Sheri Groleau Blue Crabs
639 Vlad Gheneli Jotunnkin Arrival At Highsalt
597 Sheri Groleau Cinnamolgus
642 Maxim Kostin Chapter Art
599 Sheri Groleau Giant Rats
644 Sheri Groleau Ottoboni Bell
601 Sheri Groleau Night Spider
648 Maxim Kostin Children in the Snow
605 Paul Freland Chapter Art
650 Ken Duquet Jotunnkin Family
606 Goran Gligović Red
653 Natalia Bacetti Crown of Stone
607 Alice Boudry Elven Blade
657 Maria Zolotukhina Truth Engine
608 James Bousema Crest of Mero
660 Clement Blum Sovereigns
611 La Draws Bussa
674 Jana Heidersdorf Norns 3
613 Francesca Baerald Corbel
Perf ’d
614 Alice Boudry Shâd Bakht Character Rob Sather Character Sheet UX
623 Alice Boudry Silver & Gold Sheets

624 Alice Boudry Wolfsbane Endsheets,


Theurgy, © Getty Images filagree, lock, key
Throughout
Index
A
A Face in the Crowd 136
Asisaxasias, Duke of Butchery
(Lord of Peace) 374
Banesword 270
Bonus Advances 91
A Humble Request 124 Assist 21 Bough of Wax 273
A Most Welcome Reflection 119 Assist Die (D10) 21 Bounty Hunter 136
A Twist of the Dagger 136 Astral Schism 269 Brand-Cunning 274
Abomination 482 Athletics Skill 74 Brawn 74
Accord, Imp of Agreements Aura of Grandeur 123 Breaches Upon Creation 131
(Imp of Truth) 382 Avenge Me 118 Brigand 550
Accustomed to Mobs 67 Awareness Skill 74 Burns 204
Acquired Fortitude 136

B
Action Points (AP) 165
Actions 165
Adonis 448 Baleful Alchemy 126
C
Caress of the Puppeteer 275
Advancing Tiers 93 Balm of Words 124 Cartographer 124
Advocate of Stability 62 Banes 43 Castoff 472
Aegis of Chitin 265 Banishment 133 Cat’s Cradle 44
Aegis of Flesh 266 Bargain Skill 74 Cat’s Eye 136
Aes (Ancestry) 50 Barrister of the Od 131 Cernunnos 514
Afflictions 150 Base Chance 18 Character Concept 41
Agility 74 Basic Tier 73 Charlatan 551
Agittite Swordmaster 115 Basilisk 533 Charm Skill 74
Ailisian Druid 430 Bear 526 Chattel Imp 584
Alchemical Concoctions 195 Benediction of Ignorance 130 Child of Anhelios Affliction 151
Alignment 83 Benediction of Joy 130 Children of the Deep 276
Already Broken 71 Benediction of Peace 130 Cinderkin 60
An Impressive Physique 114 Benediction of Silence 130 Cinnamolgus 597
An Irritating Presence 64 Benediction of the Nameless 130 Circle of Cast 334
Ancestral Modifiers 42 Benediction of Truth 130 Clip, Thief of Souls (Villein
Ancestry 42 Benefaction 120 of Truth) 384

Anomnesis 267 Berserk 272 Cloven 585

Appraiser 125 Bind & Burrow 63 Combat Actions 165

Archon 582 Blacksmith 128 Combat Overview 173

Argosy Bug 541 Bleconixx, Scion of Anxiety Combat Attribute 74


(Lord of Joy) 368 Commonfolk 552
Armor 222
Bleeding 165 Communion 251
Armor of the Od 130
Blessing of Fear 68 Conditioned Knuckles 114
Armor Qualities 224
Blith, Lover of Pain (Imp of Peace) 371 Construct of My Imagination 120
Armory 268
Blue Crab of Thule 596 Contort 54
Armsman 549
Blue Death 202 Conviction 278
Arrow with No Equal 125
Blurring Accuracy 115 Coordination Skill 74
Arsenic 199
Bodyguard 142 Coterie of Visages 138
Artisan of Lies 72
INDEX 669

Court of Ignorance 254 Duraþrór, the Red Stag 574 Folio, the Formulae (Villein of the
Court of Joy 255 Dusking 334 Nameless Court) 390

Court of Peace 255 Dvalinn, the White Stag 578 Folklore Skill 74

Court of Silence 256 Fomori 590


Fortitude 114
Court of Truth
Cowled 512
256
E
Eavesdrop Skill 74
Fortune 25

Cracking of Knuckles 115 Fortune Pool 25


Education Skill 74 Fortune’s Darling 119
Crafting 194
Eidolon 280 Fragment of the Tablets of the
Critical Failure 20
Elden Juggernaut 114 Unbegotten 135
Critical Success 20
Elemental Affinity Boon 60 Frail 190
Cù-sìth 542
Elfmount 544 Friends in High Places 119
Curious Habits 125
Environmental Hazards 201 Frostfolk 61
Eurynomos, the Quiet Remorse Fugitive’s Fortune 139

D (Villein of Peace) 372


Exploding Dice 17
D6
D10
17
16 Extinguished Techniques 30 G
Gamble Skill 74
D100 16 Eyes of the Maker 124
Eyes Wide 136 Ghoul 487
Daimn (Ancestry) 60
Giant Crocodile 528
Daimn Injury Charts 185
Giant in the Trees 68
Dáinn, the Black Stag
Damage Condition Track
567
178
F
Falconer 142
Giant Rat 599
Gifts of the Salamander 129
Damage Threshold 75 Falling 204 Gilded 455
Dance of Alacrity 139 False Tooth 139 Glissaindaira, Queen of Chitin (Lord
Death Frenzy 45 Fate 26 of the Nameless Court) 392
Degradation 33 Fateless 51 Gnosis 282
Degrees of Success 22 Fateweaver 643 Goblin 537
Deliriants 196 Father Longlegs, Eater of Despair Godling 46
Devil Grass 196 (Lord of Silence) 380 Golden Paladin 456
Devil’s Bargain 133 Fauna of the Od 134 Gospel of the Hanged Martyr 140
Devilish Advocate 118 Favor of the Dead Gods 131 Gossamer Glamour 51
Devourer of Fortune 51 Feast of Words 281 Great Caoimhe Moths 432
Difficulty Rating 19 Feckless Ruse 119 Greenkith 61
Discord 88 Fellowship 74 Grit 114
Discordant Resonance 35 Finesse 136 Grubling 561
Disguise Skill 74 Fleet-Footed 136 Guild Artificer 129
Do No Harm 125 Fleshcrawl 55 Guild Assassin 140
Do What Thou Will 279 Fletcher 124 Guile Skill 74
Dodging the Noose 140 Fliberdijiberit, the Puppeteer Gyges 557
Dooming 90 (Villein of Joy) 36

Door of Flesh 130 Flip to Fail 20

Doppelgänger 543 Flip to Succeed 20


Flist, the Murmuring Flame
H
Halls of Recollection 126
Draugr 489
(Villein of Silence) 378 Handle Animal Skill 74
Drowned Thrall 521
Flourish of the Sylph 137 Handle Vehicle Skill 74
Duel 114
Focus Level 260 Hands of the Maker 46
Duneyrr, the Yellow Stag 570
670 INDEX

Hands of Trenchant Will 283 J


Jötunnkin (Ancestry) 65
Mask of the World 298
Hard to Rouse 64 Massive 67
Harmonies of the Od 335 Master Chirurgeon 125
Harmony 88
Harpy 515
K
Kelpie 519
Master of the Hounds
Master of Whispers 141
142

Haunted Visage 115 Kephale 559 Match 20


Heal Skill 74 Kiss of the Muse 125 Meeds of the Od 394
Herbalist 125 Knife & Bag Work 137 Melee Skill 74
Here Is No Crime 284 Knots of Yggdrasil 132 Menagerie of Adepts 122
Here Is No Lie 285 Kraken 529 Mimicry 128
Here Is No Truth 286 Misfortune 26
Hexmarked 58 Misfortune Pool 25
Hidden Blade 136 L
Language of the Od 290
Misfortune Traits 481
Homunculus (Vitiations) 287 Missiles of Imbuement 299
Homunculus (Bestiary) 591 Languages 76 Moil Wretch 563
Honeyed Words 119 Larval Swarm 498 Molded By Darkness 47
House of the Crescent Moon 52 Leadership Skill 74 Monotheist 131
House of the Full Moon 53 Legerdemain 137 Moon Cursed 508
House of the Gibbous Moon 53 Legions of the Od 291 Moon Devoured 511
House of the New Moon 51 Lemure 593 More Irons in the Fire 125
House of the Quarter Moon 52 Leverage 262 Mort Drudge 301
Human (Ancestry) 43 Leviathan 522 Mort Soldiers 302
Human Thrall 497 Lich 493 Mort-Cunning 300
Hunter of the Accursed 118 Lightning Reflexes 136 Mortal 67
Hyperion’s Curse 335 Lingering Presence 132 Mortal Prey 114
Hyperion’s Progeny 47 Lone Wolf 47 Movement 76
Long Limbs 66 Movement Actions 170
Lopsided 64
I
Immortality of the Aes 51
Lost In Your Eyes 119
Mute 197
My Art Is a Weapon 132
Lovely Grave 444 My Reflection in Iron 116
Incapacitated! 178 Lunatic 58
Incubus 535 Lurking Glass 55
Indigo Prophet
Indomitable Recovery
197
68
N
Nameless Court 257
Infection 179 M
Magical Creature 51
Navigation Skill 74
Initiative 76 Nephilim Ancestry 69
Initiative Ladder 164 Make Your Own Luck 137 Neutrix 469
Injury 179 Malefactor 136 Night Spider 601
Injury Charts 180 Manhunter 117 Night Spider Venom 200
Ink-Stained Fingers 125 Manticore 545 Nightmare Purlieu 303
Intelligence 74 Marionette 292 Nightshade 199
Intimidate Skill 74 Martial Augury 293 Nimble 55
Intrigues of the Court 122 Mask of No Mask 294 Nimble Scoundrel 137
Invocation of Corvus 336 Mask of Shadows 295 Nobility 47
Ironbane 51 Mask of the Mundane 296 Non-Combat Action 112
It Is Known 289 Mask of the Other 297 None Shall Be Tamed 304
INDEX 671

Not with My Own Tools 131 Perception 74 Rejuvenation 63


Nothing to See Here 63 Perfect Is The Enemy of the Good 125 Rekindling 191
Numinous Mollusk 134 Perfected 433 Resolve Skill 74
Peril Condition Track 178 Resplendent 64

O
Obligation 213
Peril Threshold
Person of Import
75
309
Rest 191
Restless Shade 517
Pestilence 201 Returned with Interest 131
Obsimrex, the Many Ayed (Lord
of Ignorance) 360 Physicker Inanimatus 129 Revelations 657

Oculus 305 Plague of Beauty Affliction 153 Revenant 491

Odic Dice (d6) 260 Plague of Laughter 308 Reverberating Deflection 114

Odic Manifestation 35 Playing the Fool 119 Reward Points (RP) 90

Odic Manifestations Table 342 Power Level 259 Rider Upon Seafoam 48

Odic Outcast 51 Praenomen Mort Deus 337 Right of Introduction 119

Odic Warrior 130 Precious to Them 131 Roaring Devourer 68

Odsight 248 Precise Brutality 72 Rooted Dead 569

Odweft Skill 74 Primal Brand 310 Rose Witch 446

of Diplomacy & Treachery 123 Primary Attribute Bonus 75 Ruined 190

Ogre 539 Primary Attributes 74 Rumor Skill 74

Ondrej, the Shattered 436 Primum Slug 459

Opening Round
Ophidian Renewal
164
306
Prince of a Thousand Enemies
Profane 59
312
S
Salmiac 198
Opposed Test 22 Prowler 137
Sanctioned Transmutations 128
Orewalkers 61 Psalm of Change 134
Sanguine Renewal 317
Orphan 467 Psalm of the Old Gods 339
Sawbones 127
Otherworldly Conviction 123 Pyric Bifold 572
Scorpion Venom 200
Outsiders 248 Pythonic Liturgy 257
Scrivilias, the Scribe (Imp of
Over the Threshold 135 Ignorance) 356
Over Your Shoulder 136
Q
Quarto Lacuna 313
Scrutinize Skill
Sealed Fate 67
74

P
Pact of Warding 72
Quickbronze Elixer
Quickload 114
197 Sealegs 125
Secondary Attributes 41
Sere Roses 338
Pacts 251
Serpent of Rebirth 63
Paragon of Command
Passive Bonus 112
118
R
Ranged Skill 74
Servitor Techniques 141
Shades of Heresy 133
Path of Bow & Blade 77 Rapport 251 Shadow Fettered 59
Path of Charm & Manipulation 78 Reaching Through 314 Shadow Pocket 318
Path of Craft & Expertise 79 Reactions 172 Shoulder to Shoulder 117
Path of Od & Ritual 80 Realm of Od 315 Sight of the Norns 338
Path of Shadow & Subterfuge 81 Rebuke 347 Sigilist 554
Patronage 208 Reckless Fortune 138 Silver and Gold, the Twin Assassins 623
Peer of Misrule 55 Reckoning Chart 351 Silver-Tongued Devil 121
Pelt-Bind 337 Reckonings 348 Sink Like Stone 64
People of Flame 307 Reclaiming Fate 29 Skill Improvements Per Tier 76
Percentile Dice (d100) 16 Recovery 191 Skill Ranks 19
672 INDEX

Skill Test 21 Tender of the Grapevine 119 Tradecraft Skill 74


Skulduggery Skill 74 Thanatology 127 Trammus, the Dual Hound
Slain! 33 The Better Part of Valor 136 (Imp of Silence) 377

Sleep 191 The Coiled Asp, Seduction 120 Tree of Many Branches 326

Sleep Deprivation 205 The Die Is Cast 45 Trophies of the Hunt 117

Sleep No More 319 The Dream 46 True Theurgy 73

Sleight of Hand 138 The Fool’s Stone 128 Truthsayer 59

Slotting 82 The Fraying Threads 135


Slumbering Clergy 576
Snake Venom 201
The Gifts of Father Steel
The Graceful Blade 114
63
U
Unassailable Will 49
Special Actions 112 The Grand Masquerade 126 Under My Skin 49
Spellsoul 55 The Guardian 117 Undying 51
Spider Venom 201 The Hammer’s Song 124 Unflinching Endurance 67
Spiritual Labyrinth 48 The Long Trod 322 Unweave the Od 327
Spite 347 The Nourishing Art 127
Stanch Bleeding 184 The Old Ways 116
Starting Path 76 The Profane Geas 70 V
Vagabond 555
Stealth Skill 74 The Scholar 48
Strategy Skill 74 The Sealing of Ouroboros 339 Venom-Coated Pleasantries 121

Strength of the Titans 67 The Stratagem of Treachery 129 Venoms & Antivenins 200

Striga 499 The Struggler 49 Veteran of a Hundred Wars 114

Striga Lord 503 The Taut String 116 Vicious Sagacity 328

Striga Noble 501 The Unblinking Eye 138 Vitiations 259

Sublime Failure 20 The Untarnished Blade 125 Vulnerability 64

Sublime Success 20 Theow 509


Suffocation 205
Surprise Action 112
Theriac 198
They’re with Me 119
W
Walking Between 329
Surprise Round 163 Thief of Thoughts 323 Wall of Muscle 117
Survival Skill 74 Things within 523 Warfare Skill 74
Survivor 114 Threading 649 Watchful Eyes of the Guild 123
Swift Disengage 114 Tiers of Play 73 We All Want What’s Best 119
Sympathetic Vigor 120 Tighten the Straps 114 Weapon Qualities 219
Tillisillus, the Seer (Villein Weapon Techniques 143
of Ignorance) 358
T
Tabernacle, the Unwanted Child
Titan Cast 505
Weapons 222
Web of Thought 133
Titan of the Battlefield 118
(Imp of Joy) 364 What Has Passed 330
Tithes 260
Tale of Calumny 320 Whispering Chimera 594
Tolerance For the Eldritch 131
Talents 30 Whispering Grimoire 247
Tooth & Claw, Fin & Wing 324
Tannin, Green Diplomat Whispers of Stolen Lore 71
(Lord of Truth) 385 Toss a Coin 121
White Swarm (Host) 580
Tear 530 Total Chance 18
White Whale 525
Tears of the Poppy 197 Total Damage 176
Widening Gyre 331
Techniques 30 Toughness Skill 74
Wight 485
Tell 59 Tower of Will 115
Will-o’-the-Wisp 547
Tenancy 321 Toxins 199
Willpower 74
INDEX 673

Witch’s Blood 50 X
Xox, the Angel of Distress (Imp of
Y
Yeoman of Means 122
Witchlight 332
the Nameless Court) 388 Your Reputation Precedes You 119
Woad 197
Woad of the God Tree 68
Woe Mantis 565
Wolf 531
Worn 190
Wortcunning Skill 74
Wortcunning Spells 333

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