TEXT: IntroductIon
  The Shattered City is a swirling, chaotic maelstrom of islets. Each a rich source of salvage 
  for the Sundered Skies, each has a fragment of a once vast metropolis upon it. Exploration 
  of the Shattered City is not without risk, for the ruins are haunted by beasts and spirits, as 
  well as the ever present Pirate Lords, and Bright Cabal. This supplement expands upon 
  information found in Sundered Skies.
  GeoGraphy
  The Shattered City has no defined geography to speak of, it is a swirling “asteroid belt”, 
  each being made up of a ruin from a vast ancient metropolis. Several millennia of move-
  ment has caused there to be no rhyme or reason to the Shattered City. Just because you 
  find yourself in the ruins of a residential district on one island does not mean that all the 
  ruins in the surrounding area are similarly residential. You are just as likely to find ruins of 
  barracks, temples, or even a royal palace on a neighboring island, as you are nondescript 
  homes or businesses.
  The islands of the Shattered City are of all sizes, and all show signs of repeated collision 
  with one another. Indeed, the void between the islands is often filled with grit, like that 
  of a sand storm, and experienced scavengers wear goggles and cover their mouths. The 
  unique nature of the Shattered City sometimes channels the winds of the skies into savage 
  sandstorms with the power to damage ships, and flense skin from bone.
  Before the SunderInG
  Scholars of the Athenaeum have studied the ruins extensively, and several treatises have 
  been written about the purpose of the Shattered City before The Sundering. Presented 
  below is a brief overview of the most commonly held beliefs, however, much of this is 
  admittedly guesswork, and is further skewed by their biases and their misconceptions 
  shaped by the hard practicalities of life in the Sundered Skies. 
  Before The Sundering, The Shattered City is believed to have been an important—if 
  not the most important city, serving a similar role to that which is played by Shadowhaven 
  3 069
  wrItten By
  dave Blewer
  edItInG By
  vInce KInGSton
  GraphIcS & layout
  roBIn ellIott
  the shattered city
                        
                                            
  www.tripleacegames.com
  © 2008-2011 TrIPLE ACE GAmES. SundErEd SkIES And ALL rELATEd mArkS And LoGoS ArE TrAdEmArkS of  TrIPLE 
  ACE GAmES. SAvAGE WorLdS, SmILInG JACk And ALL rELATEd mArkS And LoGoS ArE TrAdEmArkS of PInnACLE 
  EnTErTAInmEnT GrouP. ALL rIGhTS rESErvEd. uSEd WITh PErmISSIon. © 2011. ALL rIGhTS rESErvEd.
  PErmISSIon IS GrAnTEd To PrInT ThIS EBook for PErSonAL uSE onLY.
  ThIS GAmE rEfErEnCES ThE SAvAGE WorLdS GAmE SYSTEm, AvAILABLE from PInnACLE EnTErTAInmEnT GrouP 
  AT WWW.PEGInC.Com. SAvAGE WorLdS And ALL ASSoCIATEd LoGoS And TrAdEmArkS ArE CoPYrIGhTS of PInnACLE 
  EnTErTAInmEnT GrouP. uSEd WITh PErmISSIon. PInnACLE mAkES no rEPrESEnTATIon or WArrAnTY AS To ThE quALITY, 
  vIABILITY, or SuITABILITY for PurPoSE of ThIS ProduCT.
  
  in the Sundered Skies. The evidence suggests it was a 
  massive metropolis—whose name has been lost in the 
  mists of time—dwarfing by several levels of magnitude 
  anything in the Skies today. It is safe to assume the city 
  was divided into distinct districts, such as a religious 
  quarter, a trade area, and a military marshaling ground, 
  however the thousands of years of random movement 
  of the city fragments has thoroughly mixed them up and 
  now no order can be discerned.
  A high proportion of the ruins found are of either 
  temples, or buildings which served a military purpose. 
  This has led scholars to postulate the pre-Sundering 
  civilization as both highly religious—even compared to 
  the Skies of today, where religion shapes almost every 
  aspect of life—and very warlike. Whether the residents of 
  the city were primarily aggressors or defenders remains 
  unknown. Indeed, some scholars have speculated that a 
  flawed categorizing system, or a peculiarity of the Sun-
  dering. is behind this disproportionate number of ruins, 
  and the original city was no more pious or warlike than 
  any other.
  All that can really be said with any certainty is The Shat-
  tered City is an enigma. A dangerous, monster haunted, 
  rich source of salvage, relics and lost knowledge, which 
  acts like a lodestone to those seeking riches and glory. 
  Sadly, the vast majority of these seekers find only pain, 
  injury, mutilation, and death.
  the BrIGht caBal—Before 
  & after Bone Queen
  If the Bright Cabal has a place in the Skies they can 
  call their own, the Shattered City is it. Gravitating natu-
  rally to the fossilized death barge The Soulflame, which 
  serves as the headquarters and prison for their liche high 
  priestess Bone queen. The necromantic priests haunt 
  (sometimes literally) the chaotic maelstrom of orbiting 
  islands, which serve to hide the often-distinctive death 
  barges. The Shattered City is also a ready source of souls 
  and corpses, from which the cabal can “recruit” replace-
  ment crew and troops.
  Communication between the Cabal is haphazard at 
  best. only the largest death barges, captained by the 
  most important priests, have access to scrying crystals, 
  with which they have direct contact with Bone queen 
  whenever they—or more likely, she—desires. The rest 
  must rely on orders delivered by rotting courier, or very 
  rarely, being summoned aboard The Soulflame for an 
  audience with the liche.
  This lack of centralized organization is often the Cabal’s 
  worst enemy, even worse than the authorities of the Skies. 
  Pockets of cultists often dream up their own schemes to 
  further the goals of their goddess. Schemes, which often 
  overreaches their abilities, or even occasionally work in 
  direct opposition to another group of Cabal cultists. Sev-
  eral embarrassing, chaotic defeats have convinced Bone 
  queen to collect, and distribute scrying crystals amongst 
  her priesthood, so she can direct their efforts personally.
  The events of the Plot Point A Dragon’s Rage (see 
  Sundered Skies page 96) ends Bone queen’s dreadful 
  reign. As noted above, this should do little to dent the 
  Cabal’s operating effectiveness, however Cabal members 
  are an ambitious bunch, and her death tips the Cabal 
  into a short, but vicious civil war, which sees many scores 
  settled and slights paid in full. during this time scaven-
  gers, or heroes in the Shattered City may come across 
  death barges locked in combat, or may even be saved 
  from certain death by one Cabal captain taking advantage 
  of another’s embattled state by launching a sneak attack, 
  allowing the canny scavenger an opportunity to escape, 
  or use the confusion to destroy them both. Eventually 
  the rotting king (see The Sundered Skies Companion 
  page 75) seizes the loose reins of control.
  the pIrate lordS
  many pirates call the Shattered City home, using its chaot-
  ic nature to evade capture, and to mask their approach upon 
  unsuspecting merchant ships. rebellious by nature, pirates 
  still have their leaders. Primarily their commanding officers 
  and captains, but above them are the Pirate Lords, shadowy 
  men and woman who command, in theory, entire fleets.
  e  B c grouNd dg
  t rBorN
  requirements: novice, Born in the Shattered City
  rarely, a mother gives birth while on a skyship in the 
  Shattered City. As can be imagined, venturing into such a 
  dangerous place is an act of either the criminally reckless 
  and negligent, or an act of supreme desperation. It has 
  occurred, and those born within the City have sometimes 
  gone on to exhibit an unusual ability.
  Shatterborn are exposed to multiple overlapping 
  capture fields at the moment of their birth, and have 
  absorbed some of the energy, which they are now able to 
  manipulate. Weapons thrown at them suffer a -1 penalty, 
  as the hero is able to repel them with an arcane sixth 
  sense. furthermore if the hero does not move in a round 
  and exerts some will (as a free action), the area around 
  him equal to a distance of half his Spirit die, is treated as 
  difficult Ground (See Savage Worlds) for all others.
                                            
                                   
  s nd r d ski s  is
  nd gu d
   0
  2
  
  not every pirate holds allegiance to one of the Lords, 
  but each of the Lords can call upon enough ships, and 
  swords to prove to be a credible threat to the other 
  Lords. It is only general mistrust, and a mutual loath-
  ing, which prevents them from banding together into a 
  force powerful enough to destroy, or subjugate Gateway. 
  That and the blind eye Gateway authorities turn towards 
  known pirates moving their hard-earned booty through 
  Gateway vendors.
  Each of the Pirate Lords is an iconic, near mythical 
  figure referred to by a sobriquet amongst his underlings, 
  peers, and enemies. This has two purposes—it helps to 
  hide the true identity of the Lord from his foes, and it 
  also helps to bolster the intimidating reputation of the 
  Lord as someone to be feared and obeyed. Several, but 
  not all, of the Pirate Lords are briefly described below:
  The Butcher: This Lord holds sway over Portal (see 
  page 4). Pirates who tie their colors to his mast will always 
  find a berth, and a full plate of food there, sometimes 
  prepared by the Lord himself. The Butcher is often seen 
  wearing a blood-splattered leather apron brandishing 
  two large cleavers, which rumor has it are enchanted to 
  be able to cut through limbs with a single blow. A further 
  darker, quieter rumor insists not all the meat comes from 
  animals or skylers. 
  The Clown: This Lord dresses in motley, and paints 
  his face in a disguise, which both hides his identity, and 
  projects an air of mad humor, verging on a dangerous 
  mania. Those who follow The Clown claim to have the 
  blessing of festival, and number several priests (not just 
  Songpriests) among their ranks. The Lord rules from his 
  ragged ship The Laughter, and is veering dangerously 
  close to becoming a voider.
  The Gut: merkas Gladwing, crime lord, and Gateway’s 
  Trade Council representative, suffers this sobriquet with 
  ill humor. Pirates who follow him can expect to call upon 
  the Gateway militia in times of need, and can move their 
  plunder through Gateway without interference. The Gut 
  wears his respectability like the strongest of armors, al-
  most daring others to take action. In the course of the 
  Sundered Skies Plot Point, Gladwing will probably meet a 
  grisly end at the hands of the heroes, but his actions will 
  leave their mark upon the city, and the Skies as a whole.
  The Lady: This “Lord” appears in the Shattered City 
  very infrequently and always wears a concealing cloak, 
  and enclosing steel facemask. She is a powerful sorceress 
  who seems to be able to summon demons. Pirates who 
  follow her lead can expect both occasional sorcerous 
  and demonic aid in their endeavors. The Lady is in fact 
  the Trade Council representative for Canopy, nical Taxas 
  (see the Sundered Skies Companion page 57), who has 
  been unable to resist the pull of her old calling.
  the SonS of SpIre
  The Sons of Spire are obsessed with the Shattered 
  City. It provides them with seemingly unlimited resourc-
  es for their experiments and observations. The majority 
  of Sons in the region are based at Astronomer’s Point 
  in Gateway, yet a fair number are too undisciplined, or 
  eccentric to function well on Gateway, and are instead 
  drawn—or sent—to pursue their projects out in the 
  Shattered City proper.
  These somewhat deluded individuals usually set up a 
  base camp somewhere in the Shattered City from which 
  to conduct their studies. many are never heard from 
  again, as they quickly fall prey to one of the myriad of 
  threats found out in the ruins. Some however, are savvy 
  enough to realize the danger they are heading into, and 
  hire guards for protection. Some return as sole survivors 
  from tragedy and only venture back to resume their 
  important research once they have gathered enough 
  martial, and magical, protection.
  To this end, the astronomers provide employment 
  opportunities for scavengers who have become jaded, 
  or mauled, by their chosen profession in the ruins. 
  They may be taken on as guards for foolhardy scholars 
  embarking on a quest for knowledge, or may be tasked 
  with rescuing them once their fate becomes known. 
  Spire camps, some veritable fortresses, serve as refuges 
  or staging camps for beleaguered heroes. Some of these 
  camps have taken to displaying a flag painted with a styl-
  ized eye, but it must be said this flag is mostly unknown 
  outside the Sons of Spire.
  aySt N
    wardStoN S
  As the Sons’ research into voidomancy (see Sundered 
  Skies Companion page 21) progresses, more and more is 
  being discovered about the nature of the void and ways 
  to control and manipulate it. The most recent advance is 
  the waystone, a means of inflicting very limited order on 
  the chaos of the Shattered City.
  A waystone is a rock, no larger than a cloudskiff, 
  upon which arcane symbols have been carved. These 
  symbols are then magically charged in a process, which 
  is a closely guarded secret of the upper echelons of 
  the Sons of Spire. A waystone placed upon an island, 
  proportionate to the waystones size, negates the move-
  ment of the island, causing it to hang motionless in the 
  void. unfortunately, the ability to affect an island larger 
  than a quarter of a mile square has thus far eluded the 
  voidomancers working on the project; such experiments 
  have led to the swift destruction of the target islet as 
  other orbiting islands careen into it. Advances are slowly 
  being made, and knowledgeable astronomers boast they 
  foresee a time when all the isles will be anchored in the 
  void by great waystones.
  There is also research into ways in which collisions 
  can be avoided between orbiting islands. In many ways 
  this is not as advanced as the research into waystones, 
  as no way to affect an island has yet been devised. how-
  ever it has proven to be more practical, and profitable, 
  providing much of the finances the Sons need to pursue 
  their goals. The most profitable products of this research 
                                   
  h  shat
  r d c ty
  3
  
  are the rockwarding hulls of ships (see Sundered Skies 
  page 78), and wardstones.
  Wardstones have the opposite effect to waystones. 
  rather than bestow stillness, they promote movement in 
  things around them. Although this has not progressed 
  to the point where an island can be protected from 
  collisions, it has been found they can be beneficial to 
  something as small as a skyship. If a wardstone is placed 
  so it touches the ship’s waysphere, a deflection shield 
  is generated around the ship, inflicting a -1 penalty on 
  incoming attacks. If the ship suffers a Control critical hit 
  however, the wardstone is destroyed. only one ward-
  stone can affect a ship at a time.
  portal: Gateway’S  
  darK twIn
  Scarce: Agricultural
  Abundant: Building
  Gateway has relaxed many of the Trade Council laws 
  in order to attract the business of the pirates of the Sun-
  dered Skies. for some, a mere relaxing is not enough. 
  Some pirates are so depraved, or suspicious of the au-
  thorities, they avoid all contact with so-called civilized 
  isles. Portal was founded for them.
  Portal is a relatively new community founded on the 
  fringes of the Shattered City, and is the long fabled “pi-
  rate isle” spoken of in romantic fiction. originally the 
  armed camp of the Pirate Lord known as The Butcher, 
  Portal grew as more men nailed their colors to his mast 
  (literally, see below). now Portal is a settlement almost 
  of a size to be worthy of a seat on the Trade Council. 
  This will never happen, no matter how large it grows: 
  neither its inhabitants nor The Butcher would ever allow 
  it. That Portal is a lawless place where a man can do as 
  he pleases is, of course, a fiction. The Butcher rules over 
  the isle with a ruthlessness which makes even the most 
  draconian law of the Trade Council seem soft. for the 
  most part he allows his subjects to behave as they will, 
  making his presence felt only when things get seriously 
  out of hand, or he feels the need to remind his under-
  lings of his authority. 
  Earth from Portal’s isle is extremely difficult to acquire. 
  none is held in any navigator halls, not even Gateway. 
  many pirate captains have the means of finding the isle, 
  but this is usually kept in an unlabeled pot secreted in a 
  hidden compartment somewhere on their ship. use the 
  Gateway entry on the Travel Time table (see Sundered 
  Skies page 58, and 59) to calculate journey times, and 
  the encounter table for the Shattered City.
  P ac S of Not
  The Butcher’s Mast: In the center of Portal a large 
  mast has been raised, even larger than those found on 
  the largest Council Ship. Every pirate captain who pledg-
  es his allegiance to The Butcher nails a token to this mast 
  The higher the token is found on the mast, the greater 
  the captain’s—and with it, his crews—standing in Portal. 
  The Butcher has the mast guarded day and night, and his 
  “accountants” constantly shift, and remove tokens, as a 
  captain’s standing rises, or falls with their employer.
  The Castle: A crash landed Council Ship serves as 
  The Butchers residence on Portal. The hull of the ship 
  has been repaired with scavenged stone and wood, and 
  the only approach is via a wide gangplank, covered by 
  two cannons. The Butcher himself holds court in the 
  captain’s cabin. Below decks can be found cells, and 
  torture rooms. few who go below decks as prisoners 
  emerge again. 
  The Cut Throat: not the only tavern in Portal, but 
  certainly the one to visit if you want to do a bit of busi-
  ness. This seemingly small building has extensive cellars 
  and secret entrances into the rundown buildings sur-
  rounding it, which can be hired out to anyone wishing 
  to meet away from prying eyes. The Cut Throat is run by 
  one of The Butcher’s most trusted lieutenants, a scarred 
  dwarf known as Blackpowder Tem. 
  The Stew Halls: Anyone who has pledged their al-
  legiance to The Butcher can get a meal here at any time. 
  Great cauldrons of bubbling meat stew are attended by 
  coarse, unhygienic cooks at all times. The meat is usu-
  ally a variety of different skylers, but rumors of other less 
  appetizing meat persists.
  The Butcher himself, can sometimes be found here 
  serving stew to his subjects in a show of magnanimous 
  comradeship. he seems to have an unerring knowledge 
  of who is, and is not, entitled to eat in the halls, with 
  interlopers being dealt with swiftly and brutally. Soon 
  after, it may be noted the stews are particularly nourish-
  ing for a few days.
  the (not-So) SIlent warS 
  of the Shattered cIty
  The wars in the Shattered City are anything but silent, 
  they just rage beyond the reach, and notice, of the Trade 
  Council. Battles over plunder, salvage, ideology and just 
  plain revenge are all fought. Listed below are a few of 
  N w g ar
  Type 
   
  Weight Cost rarity notes
  Wardstone  
  6 
  2000 vr 
  Attacks against the   
   
   
   
    
  ship suffer -1 penalty.
                                   
                                            
  s nd r d ski s  is
  nd gu d
   0
  
  
  these conflicts. Bear in mind that this list is not meant 
  to be exhaustive and is meant to stir the Game masters 
  creative juices.
  t
   war o  domiN
  N
  Two main powers claim the ruins of the Shattered City 
  as theirs; The Bright Cabal, and The Pirate Lords. neither 
  is willing to share their domain, and battles between 
  their forces can be swift and brutal when they meet. nei-
  ther side are honorable combatants, and will only attack 
  when they have the upper hand, so most encounters 
  result in some posturing, insults, and threats before both 
  sides decide they are the victor and move on.
  If the other party is distracted or weakened, it is a dif-
  ferent story. more than one scavenger band has limped 
  into Gateway’s port with a tale of being hard pressed by a 
  pirate frigate, or a rotting death barge, only to have their 
  lives saved by a sudden attack by those who in normal 
  circumstances would also be foes. In some of these sto-
  ries the newcomers concentrated on either the pirates or 
  necromancers, allowing the scavengers an opportunity to 
  slip away without pursuit. other times, the new attackers 
  seem intent on slaying everyone, and the taletellers are 
  able to use the chaos of the situation to prevail. more 
  than once, scavengers and pirate captains have forged a 
  brief alliance in order to defeat the minions of a necro-
  mancer, even coordinating their ships in battle. Even a 
  pirate is a living soul, and finds the undead abhorrent. 
  not all of these alliances end well, as sometimes the lure 
  of treachery is too strong.
  Similarly a canny Pirate Lord may arrange, usually 
  through a proxy, for a group of heroic scavengers to 
  become aware of a particularly necromantic thorn in 
  his side. he provides them with enough information—a 
  mixture of real and invented—and maybe a small pay-
  ment. he then sits back and waits for word to reach him 
  of which of his enemies have perished, chuckling at his 
  powers of manipulation.
  h  ar of l rdS
  As much as the Pirate Lords loathe the necromancers 
  of the Bright Cabal, they hold a special hatred for one 
  another. Situations have arisen where they have had 
  to actually speak civilly to one another, and personal 
  knowledge of a foe, and his similarities or differences to 
  you, can forge a strong, intense dislike. There is much 
  talk of a code of honor amongst pirates, but the truth is 
  the code only suits when it can lead to profit. Pirates are, 
  if anything, even more bloodthirsty and ruthless when 
  dealing with their own.
  As with their dealings with the Bright Cabal, the Pirate 
  Lords are intelligent, and cunning enough to use heroic 
  scavenger bands as a resource in their battles with their 
  peers. merkas Gladwing pioneered the tactic, and even 
  though he (more than likely) met his end at the hands 
  of so-called heroes, it was far too effective a tool for it to 
  be discarded. heroes may find themselves used as pawns 
  by one or more of the Pirate Lords, being primed and 
  pointed at the schemes of one lord. Either by a piece 
  of information dropped into their laps, or even an “ill 
  advised” assassination attempt. Which when investigated 
  seems to have been ordered by a Lord, who in truth has 
  no idea of the heroes’ existence, and certainly does not 
  bear them more than a passing ill will. 
  t
   
  r f S cc SS oN
  With the destruction of Bone queen (see Sundered 
  Skies, A Dragon’s Rage on page 96), The Bright Cabal 
  suddenly finds itself leaderless. As was discussed on page 
  2, a short, vicious civil war will erupt amongst the follow-
  ers of the rotting one, before some semblance of order 
  is restored.
  In truth, there is little opportunity for the heroes to 
  get involved in this conflict, beyond taking advantage of 
  the chaos to thin the ranks of the necromancers a little. 
  very few necromancers are able to think far enough out-
  side of the box to consider employing an outside agency 
  to further their goals. however, a few have existed hun-
  dreds, or even thousands of years, and you don’t get to 
  reach such a great age without learning something of 
  cunning and intrigue.
  placeS of note In the  
  Shattered cIty
  Listed below are a number of ruins, hideouts, and 
  settlements, which might draw the heroes’ interest while 
  exploring the Shattered City. The information provided 
  here is intended to augment and compliment the entries 
  found both in Sundered Skies and the Sundered Skies 
  Companion.
  t
   B
  tl gr
  NdS
  As part of the agreement between the Pirate Lords 
  of the Shattered City, it was decided that disagreements 
  between them be handled out in the open to minimize 
  bloodshed, and prevent feuds from interfering with their 
  primary purpose of making money and accruing power. 
  obviously, this agreement is often ignored. for all their 
  protestations of honor, the Pirate Lords are scum, who 
  will grab any advantage over their rivals and enemies. 
  Yet sometimes it is politically expedient for them to be 
  seen following the rules, and for this purpose the Battle-
  grounds were created.
  The Battlegrounds are specially cleared islands in the 
  Shattered City where the Pirate Lords can field oppos-
                                       
  h  shat
  r d c ty
  
  
  ing forces. There are several of these places throughout 
  the ruins, and each of the Lords has the means to find 
  them. Some of these islands have been cleared of all 
  debris, and buildings, while others offer a more urban 
  battlefield. When there is an issue to be settled, each 
  Lord lands a similarly sized force on the island and battle 
  is joined. The losing side is supposed to accept defeat 
  magnanimously, and attempt no further recriminations 
  or actions. This, however, does not always happen.
  one side effect of these periodic battles is the Bright 
  Cabal frequently “harvest” these battlefields for new re-
  cruits, much in the same way peasants would pick over 
  the dead after a historical battle. The Cabal though, is 
  not interested in a good pair of boots or a serviceable 
  cape, they are after the corpses themselves. The choicest 
  are raised as zombies, and the rest are fed to the cults 
  ghouls. It says much of the Pirate Lords that this abhor-
  rent fate for their fallen minions is allowed to continue. 
  t
   d
  ided iBrar
  Before the Sundering, the metropolis, which became 
  The Shattered City, must have been a great repository 
  for knowledge, with great libraries crammed with scrolls 
  and books. most of this great store of learning has long 
  since been destroyed, but there remain fragments of it, 
  floating in a loose orbit around one another.
  one can only guess at the precious knowledge con-
  tained upon its shelves, but trying to recover it is not 
  without its dangers. The ancient custodians of this reposi-
  tory still watch over their books; ghosts pelt scavengers 
  with broken and moldy books, or even possess intruders 
  and attack their comrades. In other parts of the library, 
  the knowledge stored on its shelves has somehow gained 
  a sentience of sorts, forming deadly knowledge spirits, 
  which can be bargained with, but will sap all the knowl-
  edge from a mind whenever the opportunity arises.
  t
   god gat
  hidden deep in the confusing maze of orbiting is-
  lands of the Shattered City is a tiny islet upon which can 
  be found a huge freestanding stone archway. Although 
  the archway is millennia old, it is untouched by both 
  time and weather, looking as if it was carved only the 
  day before. There are symbols carved into the arch, some 
  of which are known to the islanders of the skies, some 
  that are not. These symbols include (but are not limited 
  too) a feather, a cog, a stylized heart, a shield, a tree, a 
  creature similar to a skyler,  something similar to a water 
  elemental, and a harp. That some of these symbols are 
  similar to those used by the gods has not gone unno-
  ticed. 
  occasionally—but not always—those who step 
  through the arch vanish, never to return. There is specu-
  lation as to where they have been sent. Some claim they 
  have been judged worthy and are now serving the Gods 
  as hand servants, while others conjecture they have been 
  taken to other worlds entirely, possibly ones not subject 
  to the dangers of glowmadness. Several pirate captains 
  have procured the means of finding the gate and force 
  captives through the gate as part of some sort of twisted 
  game or trial.
  This is the gate by which the gods entered heartland 
  in its direst hour of need. originally, it connected many 
  other worlds, but since the Sundering, it only leads to 
  hell. Thankfully it has no corresponding gateway on the 
  other side, so the forces of the demon Lords cannot 
  use it to invade the Sundered Skies, those it takes are 
  delivered into a remote part of hell, and have very little 
  hope of survival let alone somehow returning to the Sun-
  dered Skies. What triggers the activation of the God Gate 
  is unknown, and could be the variable ambient level of 
  magic in the void, something about the individuals pass-
  ing through, plain bad luck, or something sentient and 
  malevolent.
  SaNc u ry
  Sanctuary is a tiny community of wildlings who hope 
  their presence can go unnoticed amongst the chaos of 
  the Shattered City. nearly two dozen fugitives live here, 
  but every few weeks this grows as word spreads of this 
  new haven. The wildlings here are by necessity an ag-
  gressive bunch, quick to reach for a blade if they feel 
  threatened. They are suspicious and would sooner ex-
  ecute interlopers than let them escape to spread word 
  to elven shepherds and hunters. Even new wildlings are 
  treated initially with suspicion after an experience with a 
  turncoat who led a squad of oakthorn to them.
  Sanctuary has made use of a ruined residential dis-
  trict. The wildlings have repaired many of the structures, 
  but only for comfort and shelter—wildlings have no fear 
  of glowmadness. There has been a concerted effort to 
  hide the settlement from prying eyes. The fugitives keep 
  out of the open as much as possible, with cooking fires 
  are kept as small as possible. The only thing which may 
  attract the curiosity of passersby is a carved wooden to-
  tem pole in the center of the island upon which is carved 
  representations of each of the wildling types who has 
  lived in Sanctuary at some time. 
  Sanctuary’s nominal leader is The Primary, a power-
  ful untamed priest who usually appears in raven form. 
  however should Sanctuary need defending he will 
  transform into a badger wildling and fight with all of his 
  strength.
  Survi
  r S P
  Nt
  Seen from the void, Survivor’s Point looks like a refu-
  gee camp. rough shelters made from canvas and wood 
  are strewn across the island in a rough circle, with a 
  ruined building in the center which may have once been 
  a barracks or a warehouse. figures can be seen sitting 
  s nd r d ski s  is
  nd gu d
   0
  6
  
  dispiritedly around and under the shelters, and a long 
  line of people can be seen lined up before the building, 
  where others appear to be handing out rationed food or 
  maybe water. however, something seems to be off with 
  these refugees. They appear to be somehow indistinct, 
  and hazy, and none of them are making any serious at-
  tempt to stay out of the glow.
  Landing on the island reveals the truth, the island is 
  inhabited by an entire community of ancient ghosts (see 
  page 10) who do not realize they are dead, but believe 
  the Sundering occurred only a few short months ago. 
  until the arrival of the heroes, the ghosts had believed 
  they were the only survivors, and are overjoyed at the 
  possibility of rescue. They will also be amazed at the 
  sight of both the skyship, and any blackpowder weapons 
  the heroes may have. Both are advances which have oc-
  curred since the Sundering.
  The de-facto “leader” of Survivor’s Point is a ghost 
  who goes by the name of ruphus, who is desperate to 
  talk to the heroes alone. he alone knows the true situa-
  tion, and the danger his fellow ghosts pose to everyone 
  around them. for more information on ruphus The 
  knowing see page 9.
  t
  Pl  o  t
    
  uNkNo N godS
  Somewhere deep in the Shattered City is a moderately 
  large isle upon which rests a large, mostly intact temple. 
  This temple is guarded by several vicious gargoyles (see 
  page 11), but if they can be overcome, intruders discover 
  the temple is divided into several different wings. Each 
  wing is dedicated to the worship of a different god, and 
  contains a worship room, and several antechambers 
  and quarters for priests to rest and sleep. many of these 
  wings are ruined and dusty, the statue representing the 
  god honored there has cracked and fallen with age. 
  however, some wings are pristine, the statue is perfect 
  and sparkling, and the rooms and antechambers are 
  swept clean, and well ordered as if they had only just 
  been attended too.
  This temple is the sanctuary of the forgotten Gods of 
  the Sundered Skies.
  The Sundering’s millions of victims included sev-
  eral dozen minor gods. Even something as awesomely 
  cataclysmic as the breaking of a world lacks the power 
  to destroy a deity, but it may remove the very element 
  which the god commands. Combine this with the terrible 
  circumstances of the Sundering, and the chaos which 
  followed for thousands of years—a time during which 
  several gods were literally forgotten—the forgotten gods 
  are barely clinging to life.
  These gods are extremely weak and have retreated to 
  the only temple dedicated to them in the Skies, they are 
  able to maintain their surroundings, and bestow bless-
  ings upon those who show them the correct amount of 
  respect. Communication through the statue is possible, 
  but is extremely taxing and can only be maintained for 
  short periods of time. The forgotten Gods will seize 
  upon any opportunity to spread knowledge of them-
  selves to others, even this will strengthen them, albeit 
  modestly. The wings which have fallen into ruin are dedi-
  cated to gods who have found a role, and worshippers in 
  the Sundered Skies. only The Wild is represented in the 
  temple, for it has been usurped by the demon Leaflord. 
  Listed below are some, but not all of the forgotten Gods, 
  others may have temples out in the void.
  Icelord: The temperature plummets to 0 degrees 
  fahrenheit in this wing, and everything is coated in ice. 
  The Icelord’s representation is a shaggy blue-skinned 
  humanoid, dressed in only a loin cloth, with vicious tal-
  ons and an extremely wide mouth.  Those who gain his 
  attention are blessed with the ability to ignore the next 
  level of fatigue they may suffer from exposure to cold.
  Lifebringer: Lifebringer was the god of the Sun. his 
  wing is delightfully warm, and all who enter are buoyed 
  by feelings of spiritual warmth and joy. Lifebringer is rep-
  resented by a slowly rotating ball of flame which hovers 
  unsupported in the air. Those who gain his blessing may 
  not only lose all levels of glowmadness they currently 
  possess, but may also ignore the next they gain.
  Lord of Lightning: This god is depicted as a statue 
  of a sprinting, mightily muscled warrior. Those who gain 
  his blessing may use the teleport power once. The hero 
  travels as a bolt of lightning.
  Oceanius: This god does have a role in the Sundered 
  Skies—as the insane Lightbringer. however, Lightbringer 
  has started to sunder (see the Sundered Skies Compan-
  ion page 33) and his sundered twin, oceanius restored, 
  has manifested within the Shattered City. The sea god 
  is represented by a statue of a man wielding a trident 
  astride a dolphin. remember, most heroes will confuse a 
  dolphin with some sort of strange skyler, or a fog shark. 
  Those who gain oceanius’ blessing are able to use the 
  power environmental protection upon themselves, but 
  only as protection from drowning. 
  The Trickster: This goddess is one of the more mor-
  ally ambiguous deities who answered the call to defend 
  heartland. She is represented by a statue of a beautiful 
  cloaked woman, whose beguiling smile draws attention 
  away from the curved dagger hidden in the folds of her 
  sleeves. Those who gain her blessing gain +4 on any Per-
  suasion roll, and may use it in combat similar to Taunt 
  or Trick.
  The Wild: This wing appears as woodlands, similar 
  to the interior of the elven island, heartland. The Wild is 
  represented by a tree which has grown through the pav-
  ing stones of the temple floor and seems to constantly 
  twist, and turn as if in agony. The Wild never speaks 
  directly and will never bestow its blessing upon a wild-
  ling—the elemental lord is repulsed by their demonic 
  taint, whatever their intentions. Those blessed can use 
  the puppet power on any wildling or feral, but only get 
  the one use. 
  however, one mystery which remains unanswered is 
  how the rest of the multiverse has coped when many 
  h  shat
  r d c ty
  
  
  of its gods suddenly vanished during the destruction of 
  heartland.
  t
   t S iNg gr
  Nd
  The Testing Ground is an exposed labyrinth of pas-
  sages, which must have been either a sewer or extensive 
  cellars before the Sundering—now it is used for a much 
  darker purpose. Some of the Pirate Lords use it to execute 
  prisoners or test those who wish to join their ranks.
  Terrible, non-flying monsters are released into the 
  labyrinth and given time to lose themselves in the con-
  fusing maze. Then the subjects to be tested, or killed are 
  sent in. They are told that if they make it to the other 
  end, they will either go free or be taken into the crew. 
  Sometimes these unfortunates are given weapons. Jeer-
  ing pirates are able to view the spectacle from ships in the 
  capture field of the island. occasionally a captive makes 
  it to the other end alive, and depending on the mood of 
  the spectators they are offered a berth on a ship, set free, 
  or sent right back into maze for another run through.
  he a l of 
  at m g
   Be
  hidden deep in the ruins is an islet ringed by an un-
  broken 15 foot high wall of exquisite quality. Those who 
  are able to get within the wall (something not easy to do 
  given the islets unusually powerful capture field) have 
  reported the interior is covered in bas-relief carvings 
  which seem to depict the viewer and possible outcomes 
  for their future actions. Even more strangely those who 
  return to the wall find different carvings.
  ScenarIo SeedS
  An even greater number of ships than normal are go-
  ing missing in the Shattered City. rather than falling foul 
  of pirates or Bright Cabal lurking near Gateway, they are 
  being plucked from the void by a particularly gargantuan 
  ambusher. unfortunately for all involved, killing it makes 
  things worse, as it proves to be a pregnant female, and in 
  death splits asunder showering the immediate area in a 
  horde of baby (normal sized) ravenous ambushers.
  A priest of the Bright Cabal has hit upon a rather 
  insidious plan to destroy Gateway once and for all. he 
  is smuggling ancient ghosts onto the island, where they 
  are entertained at a surprisingly comfortable and plush 
  hidden temple. The ghosts believe that they have been 
  rescued from some vague and ill remembered disaster 
  and that they are being well cared for by their benefac-
  tors. however, once enough have been collected—at 
  least dozens, maybe more—in the same place, their true 
  nature will be simultaneously revealed to them. The re-
  sulting soulstorm could render Gateway uninhabitable 
  for years before it abates.
  As part of the fallout of the necromantic War of Succes-
  sion, a powerful vampire priest has found himself friend-
  less and hunted. In a desperate bid to save his undead 
  skin, he throws himself upon the mercy of the heroes, 
  claiming to have some information of a Bright Cabal 
  scheme to slay thousands and raise them as minions. In 
  truth he is a Godshifter, one of the lackeys of the demon 
  Lords, and his scheme is much more insidious. he seeks 
  to weaken the rotting one herself, and in doing so bring 
  the eventual victory of his true masters even closer.
  A rumor, started by the elves or another enemy, that 
  the heroes have turned pirate, and have nailed their 
  colors to the Butcher’s mast becomes widely believed. 
  Should the heroes eventually reach Portal to investigate, 
  they will, indeed find their token midway on the mast. 
  Just removing it will not be enough to quell the belief. 
  They will need to commit a bold, and daring act to pro-
  claim their independence from the Butcher, before it is 
  accepted as truth.
  people of note
  Listed below are just a few of the movers and shak-
  ers who live and operate in The Shattered City. no stats 
  are included, but enough information is given to give 
  the Game master a firm grasp on their personality and 
  abilities.
  B ack
  r /Joli N t e 
  uNt r
  Jolien The hunter is one of the most famous pirate 
  hunters in Gateway and the Shattered City. his crew are 
  incredibly loyal, and are willing to lay down their lives for 
  him. Jolien scours the ruins in his frigate, The Hawk, and 
  has become the toast of Gateway attracting the generous 
  patronage of several wealthy mercantile associations and 
  individuals. of particular note is Jolien’s hatred of the 
  independent, foul pirate Blackheart and his frigate, The 
  Dragon. Their ongoing enmity has spawned several bal-
  lads and tales told by Songpriests throughout the Skies.
  What isn’t known however, is that Jolien and Black-
  heart are the same person. originally he and his crew 
  were scavengers, and found in their explorations a magi-
  cal device which was able cloak themselves, and their 
  ship in an illusion. quickly they hit upon the scheme 
  of playing both the pirate and the privateer. This deceit 
  allows them to both be the heroes, with all the benefits 
  and accolades this provides; while as Blackheart and his 
  crew they can indulge their baser appetites and infiltrate 
  the very men they hunt. Jolien and his crew will not hesi-
  tate to kill to protect their secret, and will be able to pin 
  the blame for the deed on Blackheart.
                                
                                
  s nd r d ski s  is
  nd gu d
   0
  
  
  he P
  a
  The Primary was not always a wildling.
  Somin Thornwrack was an oakthorn commander 
  given the cushy, but high status task of guarding the 
  fleshforge. for months he watched uncaring as wildlings 
  were created and then passed from his care into a short, 
  brutal life of pain and degradation. Then one day some-
  thing terrible, or miraculous—depending on how you 
  look at it—happened.
  Thornwrack found himself drawn towards one of 
  the seed-like fleshy sacks within which the wildlings 
  form. There was no discernible reason for this, the flesh 
  seed was no different from the countless others he had 
  seen. Yet, somehow he was fascinated by the struggles 
  of the new life within, and was compelled to touch it. 
  Suddenly he found himself within the sack, inhabiting a 
  newly-formed alien body. The body of Thornwrack—his 
  old body—had keeled over, suddenly dead, and Somin 
  found himself reborn as a wildling.
  no one, least of all the elves, would believe the rav-
  ings of a wildling and the raven wildling was given to one 
  of the elven merchants of roseport. his life was hard, but 
  not nearly as hard as many other wildlings. The degrada-
  tions and cruelties he witnessed every day awoke within 
  him a rebellious zeal. using the skills he had gained in 
  the oakthorm, Thornwrack led one of the most success-
  ful mass escapes heartland has witnessed.
  his followers believe Thornwrack is the legendary 
  Alpha of prophecy, and their title for him has become 
  his given name. Thornwrack has a secret: he is not a 
  true untamed. he can only take the forms of wildlings 
  who have carved representations of their forms onto the 
  totem pole in the center of Sanctuary. Also, while he can 
  cast miracles, he senses the power is given to him from 
  somewhere blood soaked, and hungry.
  ruPhuS th  kNowiNg
  ruphus is unique in the Sundered Skies: an ancient 
  ghost who is totally, horribly aware of what he is.  Seem-
  ingly immune to the terrible madness which afflicts oth-
  ers of his kind who have become aware of their condi-
  tion, he has witnessed the chaos caused when one of 
  his kind realizes their terrible condition; and the awful 
  effect this has on the living swept up in the maelstrom 
  of destruction.
  ruphus does all he can to maintain the illusion of 
  Survivor’s Point. As far as his fellow ghosts can remem-
  ber they have only been there for a few months await-
  ing rescue. They only have very vague memories of the 
  Sundering, and a very limited memory span since after a 
  few months they relive the days just after the cataclysm 
  which created them. ruphus has to be very careful not to 
  contradict their beliefs, lest they become a great swirling 
  Soulstorm. he is constantly monitoring their beliefs and 
  over the millennia has developed a script of sorts which 
  maintains their world view.
  one of the most dangerous things which can happen 
  to Survivor’s Point is the arrival of some scavengers in 
  a skyship. The living see ancient ghosts for what they 
  actually are and can quickly give the game away. ruphus 
  will desperately try and get the visitors to play along with 
  his act through verbal and physical cues, and then try 
  and get them alone so he can explain the situation and 
  dangers to them. The arrival of a skyship brings hope 
  of rescue with it, and his fellow’s ghost’s expectations 
  must be carefully managed. ruphus will work with the 
  scavengers to concoct a story which explains why they 
  cannot take any refugees away with them.
  If the new arrivals refuse to play along with his de-
  ception, then ruphus will not hesitate to tell his fellow 
  ghosts the new arrivals are enemies, and responsible for 
  the Sundering, and leads the attack himself. The death of 
  a few trouble-making strangers is a price worth paying 
  for the protection of his people.
  ruphus travels the Shattered City when he can, col-
  lecting more ancient ghosts and bringing them back to 
  Survivor’s Point. he has become aware he is not the only 
  one gathering these poor, lost souls. he has witnessed 
  several Bright Cabal necromancers herding confused 
  ancient ghosts onto their rotting death barges. he does 
  not know what is going on, but is certain the priests do 
  not have the ghosts’ best interests at heart.
  BeStIary
  Below are a number of monsters, and foes unique to 
  The Shattered City, including ambushers, ancient ghosts, 
  gargoyles and deadly knowledge spirits, as well as the 
  new hazards of both sand and soul storms.
  amB S
  rS
  Ambushers are huge chameleon spider-like creatures, 
  which lurk in the Shattered City. As their name suggests 
  they use stealth and surprise to hunt. Also using their 
  web shooters to both snare prey and to create a patagia 
  (gliding membranes) between their many legs. Ambush-
  ers can wait unmoving for hours before exploding into 
  action when food comes within reach. The average am-
  busher is already much larger than a man, but rumors 
  persist of creatures which dwarf even the largest sky-
  ship.
  Attributes: Agility d10, Smarts d8 (A), Spirit d6, Strength 
  d12+2, vigor d10
  Skills: fighting d8, notice d8, Shooting d10, Stealth 
  d10
  Pace: 8; Parry: 6; Toughness: 12 (2)
  Salvage: Junk (in lair)
  Special Abilities
  * Armor +2: The body of an ambusher is covered in 
                  
  h  shat
  r d c ty
  9
  
  thick chitinous plates. 
  * Bite: Although ambushers are incredibly strong, 
  their jaws are comparatively weak and only inflict 
  2d8 damage.
  * Chameleon Skin: The flesh of an ambusher is able 
  to take on the appearance of rock so successively they 
  become almost invisible. Spotting a still ambusher 
  requires a successful notice (-4) roll.
  * Glide: Ambushers are only able to glide, rather 
  than fly and can only descend. however, they do so 
  quickly, moving at a rate of 12”. To ascend they must 
  snare a passing island with their web shooters and 
  winch themselves up.
  * Quick: Whenever an ambusher draws an Initiative 
  card of 5 or lower, redraw until a 6 or higher is 
  revealed.
  * Size +3: The average ambusher is significantly larger 
  than a man.
  * Web Shooters: Ambushers have glands under their 
  mandibles from which they can project streams of 
  thick webbing. This attack has a range of 20/40/80. 
  Those hit by the attack must either make an opposed 
  Strength roll to prevent them from being reeled in at 
  at rate of 10” a turn or can attempt to cut themselves 
  free. The webbing has a Toughness of 10. Those 
  ensnared in the web suffer a -4 to all physical actions 
  and Parry.
  Nci
   g o
  The metaphysical nature of the Sundered Skies en-
  sures that it is full of ghosts, but some ghosts have been 
  around since the Sundering itself. These wretched crea-
  tures have existed in their terrible half life for so long, 
  many of them have forgotten their death and somehow 
  believe they are still alive, and spend their days waiting 
  for rescue from family and friends, it only remembers in 
  echoes of distant memories. 
  Ancient ghosts appear as ethereal beings that are rife 
  with snaking cracks, which make the spirit appear much 
  like a jigsaw puzzle. despite this very distinctive appear-
  ance, the ghost is unaware of its unliving condition, and 
  should it be made aware it will explode into a maelstrom 
  of madness and grief until enough time has passed and 
  they have forgotten their condition again.
  Attributes: Agility d6, Smarts d6, Spirit d12+3, Strength 
  d6, vigor d8
  Skills: fighting d8, Intimidation d12+4, notice d12, 
  Stealth d12+6, Taunt d10, Throwing d12+2
  Pace: 6; Parry: 6; Toughness: 6
  Gear: Thrown objects (Str+d6)
  Salvage: Junk
  Special Abilities
  * Ethereal: Ghosts are immaterial and can only be 
  harmed by magical attacks.
  * Fear -2: Ancient Ghosts cause Guts checks at -2 when 
  they let themselves be seen.
  * Maelstrom of Madness: If an ancient ghost is 
  presented with evidence of their undead condition, 
  it must fail a Smarts roll or be seized by a madness, 
  which causes its very form to explode. The ghost fills 
  a small burst template becoming a visible whirlwind 
  of dust and debris within which forms its stretched 
  agonized face, and gains the Wild card designation. 
  Anyone within the template takes an automatic 2d4 
  damage from the debris, and is subjected to a psychic 
  attack. Which does the ghost’s Spirit in damage each 
  turn; this is soaked by the heroes Spirit rather than 
  vigor.
  * Sundered Form: Any damage dice which initially 
  rolls an odd number causes the attack to hit one of 
  the cracks in the ghosts form, negating the damage 
  rolled on that dice. If the dice aced, but then rolled 
  an odd number it is unaffected by this ability.
  carr
  N cro
  S
  Carrion crowes are mid-sized, black scale covered 
  skylers. They appear like small dragons, but have a 
  serrated beak rather than jaws. These creatures appear 
  to feed off necromantic energy and are often found 
  perched upon the masts and rotting railings of death 
  Barges. As well as feed from necromantic energy these 
  creatures also have the ability to amplify or distort the 
  energy they do not consume. for this reason more than 
  one Priest of the Bright Cabal has adopted one as a pet 
  or familiar.
  rumors persist of powerful alpha carrion crowes who 
  are more intelligent and able than others. These crea-
  tures not only have the Wild Card designator, but also 
  have a human-like intelligence; raise their Smarts to d8.
  Attributes: Agility d8, Smarts d6 (A) , Spirit d6, Strength 
  d4, vigor d6
  Skills: fighting d4, notice d8
  Pace: 2; Parry: ; Toughness: 
  Salvage: none
  Special Abilities:
  * Combat Reflexes: Carrion crowes are able to use 
  the necromantic energy they feed upon to gain a +2 
  bonus on rolls to recover from being Shaken.
  * Fearless: Carrion crowes are immune to fear.
  * Flight: Carrion croweshave a flying Pace of 7.
  * Necromantic 
  Distortion: 
  Any 
  power 
  with 
  necromantic trappings cast within a medium Burst 
  Template of a carrion crowe is amplified by the 
  creatures presence. Each carrion crowe has one of 
  the following abilities. Powerful alpha crowes can 
  have two or even more abilities.
   
  * Bolstering: All undead close to the carrion crowe 
  gain the hardy monstrous Ability.
   
  * Durable: Spells cast by the death priest are immune 
  to the disruption mechanic while the caster is within 
  s nd r d ski s  is
  nd gu d
   0
  10
  
  a medium Blast Template of the carrion crowe.
   
  * Efficient: Every raise on the spell casters arcane 
  skill lowers the Power Point Cost by 1. This ability 
  stacks with the Wizard Edge and can reduce the 
  Power Point Cost to zero,
   
  * Invigorating: All undead close to the carrion crowe 
  gain a step in their vigor trait and any corresponding 
  bonus in Toughness.
   
  * Harmful: damaging spells have their damage die 
  raised by one die type. A bolt or blast does d8 damage 
  rather than d6, for instance.
   
  * Lasting: Spells with a non instant duration now 
  last for as long as the spell caster stays close to the 
  carrion crowe, or until the caster sleeps.
   
  * Lingering: damaging spells bathe the target in 
  necromantic energy, which continues to damage for 
  a round after the spell is cast. however, the second 
  round of damage is rolled a die type lower. for 
  instance a standard bolt does 2d4 damage, 3d4 if it 
  scored a raise.
   
  * Long Reaching: The effective range of the spell 
  is doubled. A bolt spell has an effective range of 
  24/48/96, for instance.
   
  * Peck: Str +d6.
   
  * Regeneration: Carrion crowes feed on necromantic 
  energy and can use it to regenerate or even return 
  from the dead. They may make a vigor roll once per 
  round to return from the dead, or in the case of Wild 
  Card carrion crowes, remove a wound. however, the 
  first time this roll fails it signifies they have run out of 
  energy and may not attempt another roll.
   
  * Size -1: Carrion crowes are about the size of the 
  average wildling
  gargo l
  many buildings in the Shattered City are adorned 
  with ugly, grotesque statues, which appear to glower at 
  anyone approaching. A few of these are in fact creatures 
  similar to earth elementals and launch themselves into 
  sudden violent life to protect themselves or the property 
  they sit upon. They attack mercilessly using their great 
  strength and terrifying tactics.
  Although these creatures are relatively scarce in the 
  Shattered City, inanimate gargoyles are frequently seen. 
  Scholars have speculated that these statues were once 
  all infused with magic, but the animating magic has 
  dissipated, leaving what were once fierce defenders as 
  nothing more than an ugly decoration. This theory is 
  correct—gargoyles were a small, but integral part of the 
  defense of heartland.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  d12+3, vigor d10
  Skills: fighting d8, notice d8
  Pace: 5; Parry: 6; Toughness: 11 (4)
  Salvage: none
  Special Abilities
  * Armor +4: rocky hide.
  * Bash: Str+d6
  * Elemental: no additional damage from called shots; 
  fearless; Immune to disease and poison.
  * Flight: Gargoyles have a flying Pace of 7.
  * Snatch and Drop: A gargoyle, which hit with a raise, 
  causes damage as usual. In addition, the thing grasps its 
  prey and carries it into the void, moving the remainder 
  of its flight Pace. The next round the creature drops its 
  prey to the ground—or much worse, into the void (see 
  falling damage in Savage Worlds or falling overboard 
  in Sundered Skies). Characters on hold or who have 
  not yet taken their action may attempt to hold on by 
  making an opposed Strength roll. With a raise, the 
  hero forces the creature close enough to the ground 
  to escape without taking damage.
  z rd  S Nd
  o
  The ever-constant winds of the Sundered Skies are 
  particularly hazardous in the Shattered City. The colossal 
  speeds they can reach in the void are reduced by the 
  obstructions of the islands, but this causes a whole new 
  problem. The wind has eroded away the top soil of every 
  single islet in the City, and has worked for millennium 
  on wearing down the bedrock. As a result the air of the 
  Shattered city is thick with dust and grit. At best a cover-
  ing of some kind must be worn on the mouth and nose 
  to prevent an irritating cough, and dry mouth. When the 
  ever-changing positions of the islands cause a sudden, 
  savage windstorm, there is the added danger of a whirl-
  ing maelstrom of sand with the power to flay flesh from 
  the bone.
  A sandstorm poses very little threat to a skyship, but 
  can be deadly to a scavenger or adventurer. roll 3d6 for 
  the length of the storm in turns. Every 3 turns draw a 
  card from the Action deck to determine the strength of 
  the wind. This can wax and wane as the changing posi-
  tions of the islands causes the wind to eddy and gust. 
  heroes must make a vigor roll (with the penalty from 
  the table below) every turn or take the damage listed. A 
  successful Survival roll at the outset of the storm adds a 
  +2 bonus to this roll. If they can reach safety, such as an 
  intact building or below ground, they are safe as longs as 
  they stay in shelter until the storm passes.
  Card 
   
  Penalty  
  Damage
  2 
   
  -4 
   
  3d6
  3-10 
   
  -2 
   
  2d6
  Jack-Ace  
  +0 
   
  2d4
  Joker 
   
  +2 
   
  1 fatigue Level
  azard  
  lS orm
  When one ancient ghost (see page 10) realizes its ter-
  rible, damned state, it becomes a maelstrom of madness 
  and grief, which can physically and spiritually tear a hero 
  h  shat
  r d c ty
  11
  
  apart. If more than one ghost in the same vicinity comes 
  to the same realization at the same time, they are drawn 
  together into a single larger psychic whirlwind. The faces 
  of the ghosts flow and form a soulstorm, with enough 
  power to rip a hero’s soul from her body. If an isolated 
  colony of ancient ghosts is discovered, heroes must be 
  extremely careful not to provoke one into exploding 
  into a maelstrom of madness. If another ancient ghost 
  witnesses this, the event can trigger a similar realization 
  in it, causing it to also explode. In a worst case scenario, 
  it is possible that an entire community might eventually 
  form an enormous destructive soulstorm.
  Those mortals trapped within a soulstorm must suc-
  ceed at opposed Spirit rolls against the soulstorm’s Spirit 
  trait (the soulstorm includes a Wild die in this roll) each 
  turn. If the roll fails, they suffer a level of fatigue as their 
  souls are dragged inexorably from their bodies. The 
  fourth, and final level of fatigue causes the newly freed 
  soul to join the storm, possibly increasing its strength, 
  while their body becomes a soulless zombie, hungry for 
  flesh (see Sundered Skies Companion page 104 for de-
  tails). The number of souls creating it, as shown below, 
  determines the Strength of the soulstorm’s Spirit trait.
  once a soulstorm forms there is little that can be 
  done other than to escape it and wait for it to die down. 
  Every full twenty-five hours after the storm starts raging, 
  one of the ancient ghosts comprising it escapes, and 
  reforms somewhere beyond the effects of the storm. 
  They are confused and have no memory of what has 
  just happened to them, going back to the life they led 
  before their terrible realization. Each ghost escaping 
  has the potential of lowering the threat of the storm (as 
  shown below). once the storm has exhausted its supply 
  of ancient ghosts, it dissipates unless it has torn souls 
  from mortals, in which case it starts to consume them 
  as fuel. As before one of these souls is destroyed every 
  twenty-five hours. A soulstorm with enough victims can 
  sustain itself for months or even years unless the area is 
  avoided or embargoed.
  Number of Souls 
  Spirit Trait Size
  5.5 
  d6 
   
  Small Burst Template
  8.8 
  d8 
   
  medium Burst Template
  10.10 
  d10 
   
  Large Burst Template
  15.15 
  d12 
   
  20” across
  20.20 
  d12+1  
  40” across
  25.25 
  d12+2  
  80” across
  Every extra 5 or part thereof adds a further +1 to the 
  Spirit die, and another 20” to the size of the storm.
  kNo
  dg  SP r tS
  Lost in the void are great stores of forgotten knowl-
  edge, which may be a great boon to the lives of islanders, 
  should they be discovered and recovered. Sadly for the 
  seekers of these repositories, these lost libraries can pass 
  through areas of the void where the Soulshield is particu-
  larly weak, allowing the influence of the abyss to invade, 
  possess, and animate the information held there, empty-
  ing the surrounding books of all their writing—creating 
  a capricious, deadly knowledge spirit.
  knowledge Spirits are often mistaken for ghosts, but 
  are in fact demons. Their sole purpose is to discover as 
  much as they can about the interior of the Soulshield, 
  and then deliver their knowledge to one of the demon 
  Lords so it may be used to free the heart of the demon 
  king.  knowledge spirits manifest as vaguely human-
  oid-shaped ghostly forms, across which letters from all 
  languages scroll. The spirit communicates by forming 
  messages across its body.
  The demon likes to play with its victims before strip-
  ping them of all their knowledge, leaving their bodies 
  drooling and empty of all intellect upon the floor. It will 
  play to expectations of those it encounters, even barter-
  ing with them for the information they may exchange. 
  These encounters always end the same way: with the de-
  mon attacking, and stripping them of all their thoughts. 
  If a knowledge spirit is destroyed, all of the knowledge 
  they contain is released and is written across any unliv-
  ing surface a number of inches equal to their Spirit die.
  Attributes: Agility d6, Smarts d12+4, Spirit d10, Strength 
  d6, vigor d8
  Skills: fighting d8, knowledge (Choose three) d12+2, 
  notice d8, Throwing d10
  Pace: 6; Parry: 6; Toughness: 6
  Gear: Thrown objects (Str+d4)
  Salvage: haul (knowledge salvage only)
  Special Abilities:
  * Dark Knowledge: The knowledge spirit may release 
  some of the demonic knowledge, which it contains. 
  Place a Cone Template in front of it. All those caught 
  in the attack must roll an Agility (-2) roll or suffer 
  2d10 damage as their bodies and minds are torn 
  apart by knowledge man was not meant to know. 
  This attack is extremely debilitating to the demon 
  and permanently lowers its smarts by one die type.
  * Ethereal: knowledge spirits are immaterial and can 
  only be harmed by magical attacks.
  * Regeneration: Every Smarts, or Smarts linked skill 
  die stolen from a victim gives the knowledge spirit 
  the potential to heal a wound. As a free action it may 
  attempt a Spirit roll, success means a wound is healed. 
  * Sap Knowledge: If the knowledge spirit succeeds at a 
  Called Shot to the target’s head using a Touch Attack, 
  it may make an opposed Spirit roll. If it succeeds it 
  takes a single die from a Smarts linked skill, 2 dice with 
  a raise. This is extremely disorientating for the victim 
  and they are shaken. once all the Smarts linked skills 
  have been taken, the demon starts stealing dice from 
  the victim’s actual Smarts trait. When the last die of this 
  is taken, the victim is forever lost. The lost knowledge 
  returns when either the knowledge spirit is destroyed 
  or at a rate of one die per every half hour. The player 
  decides in what order the knowledge returns.
  s nd r d ski s  is
  nd gu d
   0
  12
  
SOURCE: textdata/thevault/Triple Ace Games/Sundered Skies/Savage Worlds - Sundered Skies - Island Guide - The Shattered City.pdf