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SotDL - Northern Reach (Expert) - p81BAt
SotDL - Northern Reach (Expert) - p81BAt
SotDL - Northern Reach (Expert) - p81BAt
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kobolds, who resent intrusions into their respective
Lands of the Fall
The region known as the Lands of the Fall
domains. Skirmishes threatened to become all-
out war several times and dwarfs still bitterly
recall such conflicts as Broken Cliff, the Seven-Day
encompasses the territory out to a few miles on Siege, and War of Dark Waters, an especially nasty
either side of the great cliff. The country here rises conflict that saw the gnomes flood mines with a
and falls, an uneven expanse that gradually climbs subterranean lake, drowning hundreds of miners.
as it nears the foothills of the Iron Peaks in the The earthquake brought a sudden end to the
north and the Tumbledowns in the south. Not much fighting in the mines. While the dwarfs claim to
adorns the landscape; necessity saw the forest cut have had nothing to do with the catastrophe, the
until not even the stumps remained. Open country earthquake did put an end to years of skirmishes
prevails, prairies in the south, badlands in the north, between the miners and the people who live under
with scrub brush, cacti, and dusty, rubble-strewn the mountains. Of the gnomes, the survivors of
plains. Yet to the east, about a mile down from the the collapse came bobbing up out of the depths of
cliffs’ top, stretch green fields and country. West, Mirror Lake, leaving them a problem for the east to
the lands gain elevation, bit by bit as they approach handle now.
the distant mountains bounding the province. Even though dwarfs run the operations into the
Temperatures are as hot as elsewhere in the Reach, mountains, most of the miners belong to the human
though the climate is humid in the south, and dry in and orc ancestries. The mines offer reasonable
the north, as one nears the desert. pay, although that pay often comes in the form of
company scrip, and housing. The dwarfs serve as
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what they need by force from farms, small towns, floorplans, riddled with traps, both magical and
caravans, herds, and anything else that comes across otherwise, while the décor tends toward the
their paths. macabre, feature trolls in positions of authority,
While many such attacks appear random, driven lording over their smaller, weaker subjects.
by ogre appetites, reports to Foundry’s leadership
mention some organization uncommon to ogres
and a name, Goombak, has begun to circulate. It’s
Death Troll
believed that Goombak is a cunning warrior who Most records concerning troll magic speak of their
named himself chief-of-chiefs and has been forcing skill at transformation, how they bred giants and
other ogres to follow him, earning their loyalty with terrible things to fight on their behalf. In addition
regular feeding. to their monster-making abilities, trolls also knew
a bit about Death magic and Necromancy. The
Boggart Invasion death trolls survived the fall of their civilization by
imbuing in themselves necromantic energies that
The practice of hunting boggarts for sport and extended their existence long after death should
taking boggart noses as trophies goes back to have claimed them. Few exist and the ones who do
Foundry’s earliest days, before there was really dwell in the ruins scattered across the Iron Peaks.
much of a settlement at all. Not long after arriving, Death trolls resemble other trolls, but they have
the dwarfs found themselves beset by the hairy, thin, emaciated bodies. Their black rubbery skin
multilimbed monstrosities, and were nearly resists blows, and repairs itself when cut. They
overwhelmed by them. After throwing back the have glowing white eyes set in faces so warped they
initial attack, the dwarfs went on the offensive, appear lopsided.
tracking the boggarts and putting them to death.
Rather than drag the carcasses back to stink up the DEATH TROLL DIFFICULTY 250
place, the dwarfs took the noses and left the bodies
to rot where they laid. Size 2 frightening undead
A combination of declining interest in boggart Perception 13 (+3); darksight
Defense 12; Health 140; Insanity 5; Corruption 6
hunting, likely due to their diminished numbers, Strength 18 (+8), Agility 12 (+2), Intellect 7 (–3), Will 12 (+2)
and the influx of hungry, angry ogres drawing all the Speed 10
Death Field A death troll emanates a field of death magic
attention has allowed the boggart population of the that drains life to sustain the troll. The field extends out
Iron Peaks to rebound. Breeding rates and the short to short range from the troll. Whenever a living creature
in the field takes damage, the troll heals half as much
time it takes to reach maturity result in a boggart damage.
population boom. Foundry has ignored the problem Death Burst When a death troll becomes incapacitated,
it petrifies until it becomes a stone statue. At the end
for months, but hunger and hate make the boggarts of the round, the statue explodes, dealing 4d6 damage
more aggressive, leading to several attacks within to each creature and object within short range of it. A
creature can make an Agility challenge roll and takes half
Foundry’s walls. the damage on a success.
Foundry’s leaders offer a bounty for boggart
noses, paying 2 cp per pound of nose. So far, all the ATTACK OPTIONS
bounty has accomplished is the deaths of several Claws and Teeth (melee) +8 with 3 boons (6d6)
unready adventuring bands. Rumors swirl about a SPECIAL ATTACKS
raising of the bounty and thus more sellswords and Frenzied Attack The death troll makes three attacks,
freelancers descend on the region to start collecting. choosing a different target for each.
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center with five walled wards that extend out
from the center like spokes of a wheel.
Other peoples have settled in Foundry, drawn by
the promise of wealth, work, and shelter. Humans
outnumber the dwarfs, but not by much, and
Foundry remains very much a dwarfen city. The
architecture favors large, functional buildings with
little sense of artistry. So large are the buildings
that even jotun feel small when wandering
around them. The same sense of scope found in
the construction shows in the wide streets, with
metal plates set into the ground displaying, in
Dwarfish, the name. Statues depicting dwarfs at
work, mining, forging, fighting, adorn almost every
intersection, nameless figures to the humans and
others who live here.
The old stronghold remains the seat of power
for Foundry and the Autarch, always a dwarf,
rules over the city and the lands all around for as
far as they can see. The current Autarch is Regnis
Regnisson, a portly dwarf in his middle years,
saddled with three wives, a dozen children, and
a bad cough. Sixton paid him handsomely to gain
his support in joining the Empire, and he was glad
to defer to the governor so long as the governor
stayed in Sixton and out of Foundry’s politics.
Since, Foundry’s fortunes have only grown, as
Sixton and the Empire prove eager consumers of
the goods this city produces.
So far, Foundry’s official stance regarding
imperial troubles is simply to stay out of provincial
politics. Foundry banned slavery ages ago, so the
orcs living here have been free for generations.
The policy against slavery helped Foundry avoid
the uprising, but no one should mistake the town’s
illegality of slavery as a sign of progressiveness.
Rather, people sell their labor to the mine
magnates cheaply, and the scrip can purchase
shoddy clothing, substandard food, and barracks in
which they sleep. Miners sign contracts that bind
them to their employers for years, and few live long
enough to ever be free of them.
Foundry’s wards comprise the enormous
Industrial District on the north side of the town,
flanked by dirty residential districts, Westhome
and Easthome. The southern districts include
High Gate, a wealthy mercantile district, and the
Yards, a former commercial district fully taken
over by the train depot, manufacturing for rails
and ties, as well as several large hangers where
new locomotive engines sit in various stages of
completion.
People of Foundry
Foundry’s population includes a growing number
of humans, dwarfs, goblins, and orcs. Nearly
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everyone in the city works in a trade related to named Gordon who threw himself off the cliff after
mining, smelting, construction, and engineering. being jilted by the Maiden in the Moon. As polluted
Humans, and some orcs, have difficult jobs, often as the waters have become, the water becomes clean
unskilled and demanding long hours under deadly again before it crashes into the lake, which keeps
conditions. Those who escape the mines or the the lake as pure and as magnificent as it has always
factories might tend the city’s other needs: cleaning been. Some believe the goddess herself cleanses the
the streets, removing rubbish, and clearing the water out of memory of the devoted mortal.
sewers of goblins, mutated rats, and other, nastier
things.
Where humans have it hard, dwarfs live in Muck Fiend
comparable luxury. They control the mines, the The foulness contaminating the Silver River has
factories, the mills, and everything else. Some killed off much of the wildlife, but those that
dwarfs work alongside the other miners, but most somehow manage not to sicken and die find
find employment making things, from pots and pans themselves changed into muck fiends. They keep
to the magnificent steam engines that have made the
the forms they once wore, but instead of flesh and
town famous.
blood, these animals appear made from mud, thick
As one might expect, resentment toward the
and viscous. Any kind of creature, big or small,
dwarfs grows and a few uprisings and strikes have
that comes to the river’s edge must at some point
unsettled the city. The dwarfs crack down on the
workers whenever they make too much trouble, contend with these strange creatures.
and think nothing of breaking a few skulls to keep Muck fiends do not speak and have no languages.
the population firmly under their control. Such You can create a muck fiend from any creature of
draconian tactics have had little luck in suppressing flesh and blood by applying the appropriate changes
the discontent; demonstrations occur with greater to its stat box.
and greater frequency.
The Fall
Silver River A terrific earthquake could have created the Fall,
causing the eastern lands to collapse, but powerful
The days when the Silver River was as clean as
the name suggests are long gone, for the lesser magic or some divine act might also have been
waterways feeding this watercourse carry coal responsible. So enormous is this place and so large
dust, rust, and chemicals from the mining in the does it live in the minds of the Reachers it’s no
Iron Peaks. Once, this was a fast-flowing river, with wonder the fall has found a place in myth. The Old
abundant wildlife, but now debris and sludge block Faith, for example, teaches that the World Mother
portions, causing the waters to flood the lands was born in the lands east of the cliffs and when
around, as they flow east. she sat up, she took with her the ground. The Cult
of the Destroyer claim their god, Shuzik, descended
Gordon’s Fall from the stars and landed here with such force and
violence that the ground collapsed beneath him.
The Silver River eventually reaches the Fall and Some faeries who claim to remember these lands
spills down as Gordon’s Fall down to Mirror Lake suggest a different origin, though, one that resulted
below. The falls take their name from a lovelorn man from the Hateful Wars that wrecked so much of the
continent. The trolls used terrible magic to wipe out
MUCK FIEND an army of faeries that marched against them.
Change type to monster Whatever its origins, the cliffs have stood for
Perception Increase by 1 as long as any can remember and were, for many
Defense reduce by 4; Health increase by 30%; Insanity +1d3 years, an impassible barrier between east and
Strength increase by 1, Agility decrease by 1, Intellect 5 (–5),
Will 12 (+2) west. Too sheer for beasts of burden, travelers
Speed Reduce by 2 have to climb it and with few breaks since ledges
Wet Mud A muck fiend takes half damage from fire. When
the muck fiend takes damage from fire, its wet skin and gaps can be scarce. However, people did not
hardens, increasing its Defense by 5 until it takes 10
damage or more.
let the Fall stop them for long as evidenced by the
Infectious A flesh and blood creature injured by a muck numerous switchbacks and steps carved into its
fiend’s attack or that takes damage from a muck fiend surface. As people mastered the wall, they also
while injured makes a Strength challenge roll with 1 bane
after it next completes a rest. On a failure, the creature began excavating in it, opening gaps in which they
contracts a lethal disease. If the disease kills the creature, constructed cliffside villages, some of which remain
it immediately heals all damage and becomes a muck
fiend, applying these changes to its stat box. populated to this day.
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Caves and fissures appear all across the Fall.
Drakes nest in many, as do birds, but some caves
remain empty and lead miles into the darkness. Foul
odors waft out from within, stenches redolent of
waste, smoke, and decay. As degenerated troglodytes
sometimes emerge from the caves to hunt and raid,
there’s little doubt about the fates of the people who
once lived in the now-emptied settlements clinging
to the cliffside.
Routes up and down the Fall might be uncommon,
but travelers can find reliable passage at Sixton,
Foundry, and at some of the smaller settlements that
have built up around the Iron Road. Most of these
places have stable lifts that raise and lower on thick
metal cables. Cages contain the lifts to make them
stabler. Early efforts used ropes and open platforms
that on windy days would smash against the cliff.
Recently, dwarfen engineers revealed steam-
powered climbers, machines designed to crawl up
and down the side of the cliff on tracks similar to
those used by the locomotives. The climbers offer
swift and stable passage, while also being able to
move much heavier weight than can the traditional
lifts. Two stations operate currently, one in Sixton
and the other in Foundry. Work is underway for
more stations along the Iron Road.
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for the trains. The community sits about a mile from
Threshold the station and huddles behind steep stone walls. A
turret tower, despite being ten stories tall, appears
The town of Threshold stands just outside squat, perhaps due to the flattened dome that caps
Sixton’s sphere of influence and though loyal to it. Buildings feature stone and timber construction,
the government, Thresholders see themselves as much like everywhere else in the Reach, and
being apart from what they view as the decadent features a mix of residences, shops, and industries.
and corrupt. The town began as a trading post Fizzen IV rules Threshold and he inherited the
about a thousand years ago, a launching point for position from his father, who did the same from his
explorations into the rest of the province. In those father. A bookish man, freighted with the effects of
thousand years, the town maintained its general size too much ale and too much food, he ambles about
and drew little attention to itself, aside from the odd in his tower, complaining about the stairs when not
cult seizing power, a few outbreaks of disease, and reading or attending to the three dozen cats who
being the place where the Beer Rebellion began and share his domicile. People embrace his eccentricities
ended two hundred years back. and seem to adore him; he’s fair in his rulings
The Iron Road forced Threshold to meet the and exacts little from his subjects. He maintains a
demands of travelers and trade, and thus a small standing army of professional soldiers. Since
station appeared on the edge of town, along with Fizzen has no heirs and seems to have no interest in
accommodations for travelers. Unlike Thorpe, correcting this, locals worry about how things might
Threshold has been a grudging adopter of modern change when he finally passes and it’s believed that
conveyance and thus maintains a footprint not that ambitious Sarey, the commander of Threshold’s
much larger than it did before the orcs laid tracks defenders might move to take his place.