TEXT: THE BURNING CROW
  Veiled Supplements #01
  
  2
  The Burning Crow
  Contents
  Introduction.............................................................................4
  History.....................................................................................................................4
  Members....................................................................................7
  Lycanthropy...........................................................................................................8
  Special Abilities.....................................................................................................8
  Weapons.................................................................................................................9
  New Members........................................................................................................9
  Elders.......................................................................................................................9
  Devon and Isabella Miller..................................................................................9
  Jeffrey and Allina Mathias...............................................................................12
  Frederick and William Sillstone.....................................................................13
  Harald Tillman....................................................................................................16
  Druid.....................................................................................................................18
  Samantha Brennan............................................................................................18
  Warriors...............................................................................................................19
  Cult Missions.........................................................................21
  Inquisitional Investigation...............................................................................21
  Adventure Hooks...............................................................................................22
  The Miners...........................................................................................................22
  The Northern Woods.........................................................................................22
  Meeting Hall........................................................................................................23
  
  3
  The Burning Crow
  BY
  Aaron T. Huss
  EDITING
  Sarah Lyon
  COVER ART
  BortN66
  INTERIOR ART
  Bradley K. McDevitt, The Forge Studios
  CARTOGRAPHY
  Aaron T. Huss
  COPYRIGHT
  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.
  No parts of this book may be reproduced without permission except for review
  or journalistic critique.
  Shadowed Earth is a work of fiction and is presented as such.
  © 2012-2017 Mystical Throne Entertainment. All rights reserved.
  MYL10104 Veiled Supplements #01: The Burning Crow (Savage Worlds)
  Second Revised 1st Edition November 2017
  Permission is granted to print this ebook. No site license is provided.
  
  4
  The Burning Crow
  Introduction
  Deep within the northern highlands of Wisconsin prowls the Burning Crow
  cult. Dedicated to the proliferation of supernatural beasts, they are said to be the
  creators of new species. One often wonders how so many were-creatures are able
  to exist and the Burning Crow is just one explanation.
  History
  During the colonial years of the United States, many sought refuge from reli-
  gious persecution. It seemed the religious leaders simply didn’t understand, or
  didn't want to understand, other people’s beliefs. The adherents of mythological
  beliefs dedicated to the worship of beasts of nature were victims of regular
  manhunts to rid the land of these supposed heretics. But in their eyes, they were
  protecting Earth by nurturing her creature children. Fearing death, the worship-
  ers fled to the recently formed colonies and began a new religion.
  
  5
  Introduction
  The followers of this nature-embrac-
  ing religion spent much of their lives
  living off the land, avoiding the urban
  life for one of quietness. Throughout
  the open land of Pennsylvania, the
  worshipers worked their land mainly
  through traditional farming means.
  They would gather weekly to discuss
  their personal lives and how they could
  better the natural world around them
  through worship and labor.
  The religion did not have a name and
  felt adding a religious label would sim-
  ply attract too much attention. But one
  night, while burning dead branches
  and brush near a field, a crow was un-
  fortunate enough to land atop a broken
  tree limb near the fire. The tree limb broke and the crow fell far enough to catch
  a bit of fire on its feathers before flying off. As the crow flew off with a now singed
  set of feathers, one of the worshipers coined the term Burning Crow. The name
  was quickly accepted by all members to represent the fire one feels (metaphori-
  cally) when protecting the creatures of the world.
  As time went on, the Burning Crow, now loosely organized, spent more and
  more time researching the various creatures of the world. In the waning years of
  the 18th century, the Burning Crow were spending much time searching for
  books wherever they could for the soul purpose of collecting this information.
  This was no small feat as many new species were being properly identified or
  rediscovered. A book titled Creatures of the Damned spoke briefly about an old
  Celtic belief where a human could be imbued with the soul of an animal, becom-
  ing a therianthropic hybrid. This appeared to be a power gifted to the Celts by the
  pantheon they worshiped.
  Information about therianthropy was laughed off as fiction for centuries and
  the Burning Crow almost did the same; that is until they found other books
  speaking of this ability. What a glorious find it was, to think of a worshiper of
  nature gaining the ability to transform into a creature of nature. The idea of
  protecting nature against the building threat of humanity’s technology became a
  central focus for the Burning Crow. The scholar theorized there had to be more
  information and maybe even a way of harnessing this supposed power.
  The scholar called forth the Burning Crow’s brightest members for a trek
  across the ocean to search libraries filled with ancient lore. Great knowledge was
  found in London, Paris, Rome, and Istanbul. Numerous accounts of therianthrop-
  ic encounters included wolves, bears, jackals, tigers, alligators, goats, bulls, hye-
  nas, and the often hated rat. The scholarly team brought their research back the
  United States and presented it to their kin.
  The Burning Crow was drawn to the
  druidic legends about therianthropy.
  By harnessing this ability, they felt
  they could truly become the saviors of
  the natural world by protecting it
  using supernatural means.
  In the 18th century, the Burning Crow
  called the mountains in Pennsylvania
  their home. Due to the western
  expansion of the United States, they
  fled to the Wisconsin territory and
  settled in what is now considered the
  Wisconsin highlands.
  
  6
  The Burning Crow
  The Burning Crow began accumulat-
  ing all the lore-filled texts concerning
  these man-beasts including occult
  books which spoke of the rituals re-
  quired to imbue one’s soul with that of
  a natural creature. Throughout the 19th
  century the Burning Crow experiment-
  ed with the many rituals to create an
  army of beastmen to protect nature
  and the lands they fought so hard to
  survive on. But with the spread of civi-
  lization west and the threats of indus-
  trialization, the Burning Crow were
  forced out of their lands to avoid the
  discovery of their esoteric knowledge and occult tendencies.
  All members of the Burning Crow and their families fled to the Wisconsin
  Territory in the early years of the 19th Century. They sought refuge in the
  isolated forests where they met many natives who taught the refugees to live off
  the Wisconsin land. It is within the northern stretches of Wisconsin where the
  Burning Crow found solitude to continue their cultic practices and further their
  studies of the therianthropic condition.
  The members of the Burning Crow and their families continued to farm, living
  off the land the way their ancestors did. While they kept in contact with the rest
  of civilization, they’re encounters were limited to farm activities and the occa-
  sional medical emergency. This prevented the general public from knowing what
  was going on throughout the Wisconsin highland or gaining any knowledge of the
  Burning Crow. That was until the Inquisition took notice.
  Late in the 20th Century, the Inquisition researched rumors of beastmen sight-
  ed throughout northern Wisconsin with little success. While they were unable to
  confirm the existence of these beastmen, they came across numerous individuals
  who claimed to have heard unnatural noises in the woods either while hunting,
  fishing, or camping. While these claims were continually investigated, the Inqui-
  sition found little evidence of what was going on.
  After spending a countless number of days in the northern woods of Wisconsin,
  scholars came across information about a supposed cult calling themselves the
  Burning Crow. However, searches through historical texts and Inquisitional ar-
  chives showed no mention of the cult or anything relating to or sounding like
  Burning Crow. They were truly a mystery, flying completely under everyone’s
  radar.
  The Burning Crow was able to remain
  beneath the Inquisition’s radar for
  much of its existence. However, this
  solitude was not to remain as rumors
  of “beastmen” in the Wisconsin
  highlands during the 1980s led the
  Inquisition to investigate. To date, the
  Inquisition has not been able to fully
  discern the machinations of the
  Burning Crow nor do they have any
  evidence of their imbuing ritual.
  
  7
  Members
  Members
  The Burning Crow cult is not a traditional cult in the sense that they worship a
  single being. They are followers of nature, practicing methods of preservation
  and protection. Their devotion to nature includes the protection of natural crea-
  tures and their habitats. However, this zealous belief has led to their discovery
  and embrace of becoming beasts of nature through metamorphosis – also known
  as therianthropy.
  All members of the Burning Crow cult are imbued with the essence of an animal
  of their choosing (the only requirement is that the animal has four legs). This is
  done through the ritual performed by their hierophant, druid, and shaman. The
  hierophant must first kill the host, causing its soul to travel into the spiritual
  realm and tapping into the energy this creates. The cult’s shaman travels into the
  spiritual realm, ensnaring the essence of an indigenous animal and rescuing the
  soul of the host. The cult’s druid then taps into the residual energy throughout
  nature, imbuing that animal’s essence into the host (i.e. a member of the cult)
  while the shaman and hierophant work to combine it with the host’s original soul
  as it’s put back into the host. Through this ritual, the host is gifted with the ability
  to morph their body using the essence of that animal, shapeshifting between
  human, animal, and hybrid.
  
  8
  The Burning Crow
  When combining the essence of a human with that of an animal through the
  ritual, the host’s body’s aging slows down significantly, allowing it to age at a
  much slower pace (about half the normal aging rate). This is a side-effect of the
  residual energy druids have been tapping into throughout Celtic mythology.
  Additionally, the power used to imbue the animal’s essence strengthens the
  host’s resistance to physical harm, but not without a drawback: silver can pene-
  trate this resistance. It’s believed the gods of old were weak to silver and when a
  druid weaves that pantheon’s residual energy into the host, this hindrance can-
  not be overcome.
  LYCANTHROPY
  The shapeshifting members of the Burning Crow cult are not inflicted with the
  lycanthropy disease, such as those found elsewhere. They instead have their
  souls fused with the essence of a natural creature to give them the power of that
  creature along with many of its characteristics. The recipient of this fusion is able
  to control what part they display to the rest of the world. They learned this power
  from occult books describing old Celtic rituals.
  All Burning Crow cult members, except the druid, can shapeshift at will; they
  do not transform only at certain times of the day or month. Taking only one
  Action to do so, they can control their transformation as if it was a part of them
  and not simply a lycanthropic infliction or disease. If they bite a victim, that
  victim does not gain lycanthropy.
  This ability and imbuement is due to the occult knowledge they have along
  with their shaman, druid, and hierophant’s ability to capture an animal’s essence,
  perform the imbuement ritual, and train the recipient to control their new abili-
  ties.
  SPECIAL ABILITIES
  Mechanically, these therianthropic beings have the following Special Abilities:
  INVULNERABILITY
  Therianthropic beings are immune to all attacks, except those from silver
  weapons. They can only be Shaken by weapons that are not silver, not Wounded.
  SHAPESHIFT (SPECIFY)
  Therianthropic beings are able to change their shape to mimic other creatures,
  beings, or humanoids. At a cost of one Action, the being can alter its shape
  between one of those specified in the Special Abilities entry. If the new shape is
  of a human, the being can no longer benefit from any supernatural or animal-like
  Special Abilities or characteristics until shapeshifting again. If the new shape is
  an animal, the being takes on the physical Attributes of that animal, including any
  natural armor and weapons, which it doesn’t already receive in a creature-hu-
  manoid form.
  
  9
  Members
  WEAKNESS (SILVER)
  Therianthropic beings suffer normal damage from silver weapons.
  WEAPONS
  Werebeasts have natural weapons; these humanoid hands can also hold and
  use weapons, but none of them are trained that way. Due to living off the land,
  they do have a number of farm implements that can be used as weapons such as
  knives (Str+d4), sickles (Str+d6), and reapers (Str+d6, Reach 1). If the Burning
  Crow cult is encountered on a member’s farm, these items may be close-by.
  NEW MEMBERS
  New members are uncommon in the Burning Crow cult and most come from
  the descendants of, or are somehow affiliated with, current and former members.
  If an outside member were to join, which hasn’t occurred in 15 years, they need
  to be sponsored by four current members and pass all initiation tests set forth by
  the elders.
  Elders
  The Burning Crow is headed by a group of elders comprising the cult’s five
  oldest members. The elders are not voted in but are rather chosen by their age in
  regards to who is a living member of the cult. As being imbued with the essence
  of a natural creature increases one’s life expectancy, elders are typically over
  120-years old.
  DEVON AND ISABELLA MILLER
  Devon Miller is the oldest elder of the Burning Crow. At 135 years of age, his
  body is beginning to show signs of wear and his actions are limited to mentor,
  scholar, and general – he avoids combat if possible, preferring to command his
  warriors to protect the cult.
  Devon’s family has been part of the Burning Crow since its inception. Due to the
  long-life experienced by the cult members, Devon’s father, Otto, and Mother,
  Gisila, were born in the early 1800s.
  Devon is married to Isabella, a mere 115 years in age, and they are getting
  ready to celebrate their 90th anniversary. Isabella’s family has been part of the
  Burning Crow since the beginning of the 1800s shortly before they fled to the
  Wisconsin Territory. Isabella is considered a spouse of an elder and therefore not
  eligible to be an actual elder. However, she is often sought after for counsel.
  Devon and Isabella have two children. Their son, Emmon, is 45 and engaged
  while their daughter, Avina, is 55 and has been married for 20 years. Emmon
  lives in California and thinks his parents are deceased while Avina lives with the
  cult and is a current member. Avina is currently inactive while she raises her
  children while her husband, Gerold Krueger, is an active member at the age of 60.
  
  10
  The Burning Crow
  Because they age much slower than regular humans, Avina and Gerold’s children
  think their parents are in their early 40s as they are kept distant from the cult
  until reaching the age of 18.
  Devon Miller is a traditional type of man and felt it right to keep with the
  original line of lycanthropes found in the world. When choosing his essence for
  the ritual, he chose that of a wolf.
  DEVON MILLER (WEREWOLF)
  Devon Miller is the oldest Burning Crow elder and imbued with the
  essence of a wolf.
  Attributes: Agility d8, Smarts d12, Spirit d10, Strength d6, Vigor d8
  Pace: 8; Parry: 6; Toughness: 8 (1)
  Skills: Climbing d8, Fighting d8, Knowledge (Battle) d12, Knowledge (Occult)
  d8, Knowledge (Therianology) d12+2, Notice d6, Stealth d6, Tracking d10
  Special Abilities
  ● Bite: Str+d6
  ● Claws: Str+d8
  ● Command (Inspire): Subordinates within Devon’s command radius
  receive a +2 bonus to Spirit rolls to recover from being Shaken.
  ● Command Presence: Devon has a command radius of 10 in. instead of
  the usual 5 in.
  ● Fear -2: Werewolves are frightening creatures to see.
  ● Fearless: Immune to Fear and Intimidation.
  ● Fervor: Devon is a natural leader and has been commanding the cult’s
  warriors for many years. Subordinates within his command radius
  receive a +1 bonus to Fighting damage rolls.
  ● Hold the Line!: Devon has trained his warriors to protect their kin. All
  warriors under his command add +1 to their Toughness.
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Level Headed: Devon acts on the better of two cards.
  ● Low Light Vision: Therianthropes ignore penalties for Dim and Dark
  lighting.
  ● Shapeshift (Human, Werewolf, Wolf): May spend an action to
  shapeshift between the given forms.
  ● Size +1: Burning Crow werewolves are fairly large creatures.
  ● Tough Skin: Armor +1
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  ISABELLA MILLER (WEREJACKAL FORM)
  Isabella Miller is the spouse of Devon Miller and imbued with the essence
  of a jackal.
  Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d8
  Pace: 10; Parry: 7; Toughness: 8 (2)
  
  11
  Members
  Skills: Climbing d8, Fighting d10, Knowledge (Occult) d6, Knowledge
  (Therianology) d8, Notice d8, Stealth d8, Tracking d6
  Special Abilities
  ● Bite: Str+d6
  ● Claws: Str+d8
  ● Fear -2: Werejackals are frightening creatures to see.
  ● Fleet-Footed: Werejackals roll d10s when running instead of d6s.
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Low Light Vision: Therianthropes ignore penalties for Dim and Dark
  lighting.
  ● Scavengers: Werejackals are scavengers with a high tolerance for
  ingesting the unknown. They are immune to disease and poison.
  ● Shapeshift (Human, Werejackal, Jackal): May spend an action to
  shapeshift between the given forms.
  ● Thick Skin: Armor +2
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  GEROLD KRUEGER (WEREBEAR FORM)
  Gerold Krueger is the son-in-law of Devon and Isabella Miller and im-
  bued with the essence of a bear.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+6, Vigor d12+2
  Pace: 8; Parry: 8; Toughness: 13 (2)
  Skills: Climbing d8, Fighting d12, Knowledge (Occult) d8, Knowledge
  (Therianology) d10, Notice d10, Stealth d6, Swimming d8, Tracking d8
  Special Abilities
  ● Bear Hug: Werebears often fight by attempting to pin their foes. They
  receive a +2 bonus to Fighting rolls when attempting to grapple.
  ● Bite: Str+d4
  ● Claws: Str+d6
  ● Fear -3: Werebears are terrifying creatures to see.
  ● Fearless: Immune to Fear and Intimidation.
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Low Light Vision: Therianthropes ignore penalties for Dim and Dark
  lighting.
  ● Shapeshift (Human, Werebear, Bear): May spend an action to
  shapeshift between the given forms.
  ● Size +2: Werebears are very big creatures standing around 8 ft. tall.
  ● Thick Skin: Armor +2
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  
  12
  The Burning Crow
  JEFFREY AND ALLINA MATHIAS
  Jeffrey Mathias is the second oldest Burning Crow elder at 132 years of age. He
  is a first generation Burning Crow after befriending Devon Miller when they were
  young. His primary duties are to offer counsel to Devon and serve as the cult’s
  hierophant. Jeffrey is primarily a hierophant with little desire for combat. How-
  ever, he is quite formidable when necessary.
  Jeffrey Mathias was orphaned at a young age when his parents were killed in a
  railroad accident. While the state wanted to put him into an orphanage, Jeffrey
  ran away to the woods looking for a place to stay. He came upon the Miller house
  and was taken in after befriending Devon. An eternal bond of friendship was born
  and the two were inseparable throughout their youth.
  Jeffrey knew nothing about the Burning Crow and was eased into its lore upon
  Devon reaching the age of 18. As the two were like brothers, it was impossible to
  keep the knowledge away from one while teaching the other.
  Jeffrey Mathias fell in love with his now wife, Allina, during their youth. Her
  family was close friends of the Miller family and part of the Burning Crow. Being
  only a couple years apart, the two learned all about the cult and the ways of
  protecting nature together. Prior to their imbuement rituals, Jeffrey and Allina
  married with the blessings of her parents and the Millers, Jeffrey’s adopted
  parents. The couple has been married for 108 years.
  Jeffrey and Allina have had ten children throughout their long years, but none
  are alive. Five of their children died during the imbuement ritual with the other
  five dying from various diseases and injuries. While this may drive other couples
  apart, it has brought Jeffrey and Allina closer to improve upon the rituals per-
  formed by the cult along with finding better ways to protect its members.
  Jeffrey Mathias is very non-traditional and considered experimental. Wanting
  to properly compete with his best friend Devon, he chose the essence of a bull for
  his imbuement ritual.
  JEFFREY MATHIAS (WEREBULL FORM)
  Jeffrey Mathias is the second oldest elder and the Burning Crow’s adept,
  imbued with the essence of a bull. Although he is the cult’s hierophant, none
  of his abilities are usable outside of the imbuing ritual.
  Attributes: Agility d10, Smarts d10, Spirit d12, Strength d12+2, Vigor d12
  Pace: 10; Parry: 6; Toughness: 11 (2)
  Skills: Fighting d8, Knowledge (Occult) d12+2, Knowledge (Therianology)
  d12+2, Notice d8
  Special Abilities
  ● Fear -2: Werebulls are frightening creatures to see.
  ● Fearless: Immune to Fear and Intimidation.
  ● Fleet-Footed: Werebulls roll d10s when running instead of d6s.
  ● Horns: Str+d8
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  
  13
  Members
  ● Low Light Vision: Therianthropes ignore penalties for Dim and Dark
  lighting.
  ● Shapeshift (Human, Werebull, Bull): May spend an action to shapeshift
  between the given forms.
  ● Size +1: Werebulls are fairly large creatures.
  ● Thick Skin: Armor +2
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  ALLINA MATHIAS (WEREJACKAL FORM)
  Allina Mathias is the spouse of Jeffrey Mathias and imbued with the
  essence of a jackal.
  Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d8
  Pace: 10; Parry: 6; Toughness: 8 (2)
  Skills: Climbing d8, Fighting d8, Knowledge (Occult) d12, Knowledge
  (Therianology) d12, Notice d8, Stealth d8, Tracking d6
  Special Abilities
  ● Bite: Str+d6
  ● Claws: Str+d8
  ● Fear -2: Werejackals are frightening creatures to see.
  ● Fleet-Footed: Werejackals roll d10s when running instead of d6s.
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Low Light Vision: Therianthropes ignore penalties for Dim and Dark
  lighting.
  ● Scavengers: Werejackals are scavengers with a high tolerance for
  ingesting the unknown. They are immune to disease and poison.
  ● Shapeshift (Human, Werejackal, Jackal): May spend an action to
  shapeshift between the given forms.
  ● Thick Skin: Armor +2
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  FREDERICK AND WILLIAM SILLSTONE
  Frederick and William Sillstone are twins and the third oldest Burning Crow
  elders at 128. Their family has been involved in the Burning Crow cult since its
  inception and they trace their ancestors back to Wales as some of the first
  followers of the cult’s pagan heritage.
  Frederick and William are the leaders of the cult’s warriors, directly under-
  neath the command of Devon Miller. While Devon leads from the back, Frederick
  and William lead from the front, carrying out the orders given by Devon. While
  being 128 years old, the twins are still capable of besting their foes in battle and
  continually train the youngest members.
  Frederick and William are dedicated soldiers and have yet to marry. They have
  had hundreds of girlfriends between the two of them, but none that either felt
  
  14
  The Burning Crow
  right to marry. Most girlfriends are outside of the cult to avoid inter-cult issues
  between the families. Because Frederick and William look to be 45, they are able
  to attract new generations of women with each passing decade.
  Frederick and William form the backbone of the cult’s militant force. They have
  protected the cult for 100 years, preventing outsiders from divulging any of their
  secrets. They are not very intelligent men, choosing brawn over brains, but know
  the ins and outs of why the cult does what it does. They are protectors of nature
  and nature’s creatures and have a particularly strong bond with life in the wild –
  they often leave for weeks at a time just to test their survival skills.
  Frederick and William both chose to be imbued with the essence of an alligator
  to strengthen their bodies and drive fear into those who oppose them. While
  being the greatest warriors the cult has ever seen, they are also the most vicious
  and bloodthirsty.
  
  15
  Members
  FREDERICK SILLSTONE (WEREALLIGATOR FORM)
  Frederick Sillstone is the twin of William, the third oldest elders, and
  imbued with the essence of an alligator.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+4, Vigor d12+2
  Pace: 5; Parry: 8; Toughness: 14 (4)
  Skills: Fighting d12, Knowledge (Occult) d6, Knowledge (Therianology) d8,
  Notice d10, Survival d12, Swimming d10, Tracking d8
  Special Abilities
  ● Claws/Bite: Str+d6
  ● Command: Subordinates within Devon’s command radius receive a +1
  bonus to Spirit rolls to recover from being Shaken.
  ● Fear -3: The Sillstone werealligators are terrifying creatures to see.
  ● Fearless: Immune to Fear and Intimidation.
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Scaly Skin: Armor +4
  ● Shapeshift (Human, Werealligator, Alligator): May spend an action to
  shapeshift between the given forms.
  ● Size +1: Werealligators are fairly large creatures.
  ● Tail Lash: Werealligators can use their tails to trip all opponents within 3
  in. of their rear. This is a standard Fighting roll; targets are allowed an
  Agility roll to avoid.
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  WILLIAM SILLSTONE (WEREALLIGATOR FORM)
  William Sillstone is the twin of Frederick, the third oldest elders, and
  imbued with the essence of an alligator.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+5, Vigor d12+2
  Pace: 5; Parry: 8; Toughness: 14 (4)
  Skills: Fighting d12, Knowledge (Occult) d6, Knowledge (Therianology) d6,
  Notice d8, Survival d12, Swimming d10, Tracking d10
  Special Abilities
  ● Claws/Bite: Str+d6
  ● Command: Subordinates within Devon’s command radius receive a +1
  bonus to Spirit rolls to recover from being Shaken.
  ● Fear -3: The Sillstone werealligators are terrifying creatures to see.
  ● Fearless: Immune to Fear and Intimidation.
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Scaly Skin: Armor +4
  ● Shapeshift (Human, Werealligator, Alligator): May spend an action to
  shapeshift between the given forms.
  ● Size +1: Werealligators are fairly large creatures.
  
  16
  The Burning Crow
  ● Tail Lash: Werealligators can use their tails to trip all opponents within 3
  in. of their rear. This is a standard Fighting roll; targets are allowed an
  Agility roll to avoid.
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  HARALD TILLMAN
  At a mere 120 years of age, Harald Tillman (his chosen name) is the youngest
  of the Burning Crow elders. Harald is the Burning Crow’s shaman and first
  generation member. The Burning Crow always needs at least one shaman to
  obtain the essence of the animal during the imbuement process. The previous
  shaman died 90 years ago and a replacement was necessary. Harald Tillman, a
  learned Native American shaman and a friend to the Burning Crow, stepped up
  to fill that role.
  
  17
  Members
  Harald has had many wives over the years and a countless number of children.
  As an elder of the Burning Crow, many of his children have become the warriors
  that fill the militant force headed by Frederick and William Sillstone. Many of his
  children, and often their mothers, have died during combat, but Harald is deter-
  mined to keep the cult properly stocked.
  No one knows Harald’s tribal name, but stories tell of a brave warrior named
  Spirit Walker who learned the ways of the shaman. Many tell these stories as if
  Harald and Spirit Walker are the same, but Harald will not divulge his secret.
  Although he is the legendary Spirit Walker, he wishes to remain anonymous in
  the eyes of outsiders and only allows those around him to use his chosen name.
  Devon Miller and Jeffrey Mathias know the truth, but they too choose not to speak
  of the secret.
  Harald Tillman is imbued with the essence of a goat; the only current member
  of the cult to be imbued with the essence of a goat. He claims the goat is very
  resilient and perceptive, allowing him to perform his spiritual rituals without
  worrying about how strong he is. His strength is his mind, not his fists.
  HARALD TILLMAN (WEREGOAT FORM)
  Harald Tillman, the fifth oldest elder, is the cult’s shaman and imbued
  with the essence of a goat. He uses centuries-old shaman icons to create
  supernatural abilities.
  Attributes: Agility d6, Smarts d8, Spirit d12+2, Strength d6, Vigor d10
  Pace: 8; Parry: 5; Toughness: 7
  Skills: Faith d12, Fighting d6, Knowledge (Occult) d12+2, Knowledge
  (Therianology) d12, Notice d10, Survival d12+2, Tracking d8
  Special Abilities
  ● Clairvoyant: Harald Tillman can see and speak to spirits and ghosts,
  regardless if they allow themselves to be seen.
  ● Fear: Weregoats are alarming creatures to see.
  ● Fearless: Immune to Fear and Intimidation.
  ● Fleet-Footed: Weregoats roll d10s when running instead of d6s.
  ● Horns: Str+d6
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Level Headed: Harald acts on the better of two cards.
  ● Powers: Harald Tillman has 40 Power Points and knows the following
  spells with a spiritual: armor, beast friend, blast, confusion, disguise,
  divination, intangibility, and puppet
  ● Realm Walker: Harald Tillman is capable of passing between the
  different realms at will. During combat, this requires a full round action.
  ● Shapeshift (Human, Weregoat, Goat): May spend an action to
  shapeshift between the given forms.
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  
  18
  The Burning Crow
  Druid
  The Burning Crow’s philosophy is rooted in the legacy of the Celtic druids;
  protect and respect nature and its creatures and become one with them. To
  properly please nature and obtain the essence of its creatures, the cult taps into
  the rituals established by the ancient druids.
  The druid is never imbued with the essence of a creature and thus does not live
  as long as the others. While not being an elder or one of the cult’s warriors, the
  druid is the most highly respected individual in the entire cult. Age and shape-
  shifting does not define the druid, as they are always defined by their knowledge
  and ability. When a druid dies, a new one must immediately be found.
  SAMANTHA BRENNAN
  Samantha Brennan is the Burning Crow cult’s current druid. She comes from a
  line of druids that have always remained close to the Burning Crow and other
  worshipers like them. Her father, Roderick, taught Samantha from a young age
  how to tap into the residual energy throughout nature while respecting its
  boundaries. Now at the age of 45, she teaches her son Alexander about the
  druidic legacy and how someday he will be a powerful man.
  Samantha is an extremely powerful druid, able to weave the residual energy
  and speak to indigenous creatures at will. Her strength does not come from any
  weapon or object, but from the knowledge she possess and natural energy that
  flows through her bloodline. Many say the Brennan family (she uses the surname
  of her ancestors) has been involved in druidic activities for thousands of years.
  SAMANTHA BRENNAN
  Attributes: Agility d6, Smarts d12, Spirit d12, Strength d6, Vigor d8
  Pace: 6; Parry: 5; Toughness: 6
  Skills: Faith d12, Fighting d6, Knowledge (Nature) d12, Knowledge (Occult)
  d12, Notice d6, Riding d10, Taunt d8
  Armor: None
  Weapons: Staff (Str+d4)
  Special Abilities
  ● Beast Bond: If Samantha has any animal companions, she can spend
  her own Bennies for the animal under her control.
  ● Beast Master: Natural creatures are drawn to Samantha and will not
  attack her.
  ● Druid: Samantha is a powerful druid. Each raise she gets on a Faith roll
  reduces the cost of the power by 1 Power Point, to a minimum of 1. She
  must have the points available first before casting.
  ● Powers: Samantha has 40 Power Points and knows the following spells
  with a nature or bestial trapping: armor, barrier, beast friend, blast,
  burrow, damage field, elemental manipulation, entangle, environmental
  protection, farsight, fly, and shape change
  
  19
  Members
  Warriors
  The Burning Crow cult is dedicated
  to the protection of nature and nature’s
  creatures. To do this, they need war-
  riors to protect the cult and perform
  missions against those in opposition to
  their purpose. As members of the cult,
  these warriors too are imbued with the
  essence of an animal, creating a mili-
  tant force of werebeasts. This force is
  usually limited to 30 to avoid possible
  detection; should the force get too big,
  the elders may be unable to control it.
  Most Burning Crow warriors are im-
  bued with animals ideal for hunting
  and speed. As such, not all creatures are ideal and the cult chooses only the wolf,
  tiger, and hyena for their warriors. Should these warriors become something
  greater, they may have their essence stripped away and a new creature imbued.
  WEREWOLF
  The werewolf is the traditional creature of the Burning Crow cult, chosen most
  often by its warriors.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
  Pace: 8; Parry: 9; Toughness: 8
  Skills: Fighting d12+2, Knowledge (Occult) d8, Knowledge (Therianology) d8,
  Notice d10, Stealth d8, Survival d10, Tracking d10
  Special Abilities
  ● Bite: Str+d4
  ● Claws: Str+d6
  ● Fear -2: Werewolves are frightening creatures to see.
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Low Light Vision: Therianthropes ignore penalties for Dim and Dark
  lighting.
  ● Shapeshift (Human, Werewolf, Wolf): May spend an action to
  shapeshift between the given forms.
  ● Size +1: Burning Crow werewolves are fairly large creatures.
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  The Burning Crow’s warriors are
  monitored closely for adherence to
  the cardinal rules of the cult. If one
  were to violate those cardinal rules,
  they would either be killed or imbued
  with a less violent animal. However,
  warriors have been known to go
  rogue. When this occurs, the cult
  hunts down the traitor and eliminates
  him.
  
  20
  The Burning Crow
  WEREHYENA
  Due to their powerful bite and natural blood thirst, some warriors are choosing
  the werehyena.
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d12
  Pace: 8; Parry: 8; Toughness: 9
  Skills: Fighting d12, Knowledge (Occult) d8, Knowledge (Therianology) d8,
  Notice d8, Stealth d8, Survival d10, Tracking d8
  Special Abilities
  ● Bite: Str+d6
  ● Claws: Str+d4
  ● Fear -2: Werehyenas are frightening creatures to see.
  ● Fleet-Footed: Werehyenas roll d10s when running instead of d6s.
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Low Light Vision: Therianthropes ignore penalties for Dim and Dark
  lighting.
  ● Shapeshift (Human, Werehyena, Hyena): May spend an action to
  shapeshift between the given forms.
  ● Size +1: Burning Crow werehyenas are fairly large creatures.
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  WERETIGER
  A weretiger’s imbuement is the most difficult due to the creature’s natural resis-
  tance; although warriors who live through it are the strongest of them all.
  Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+2
  Pace: 8; Parry: 9; Toughness: 10
  Skills: Fighting d12+2, Knowledge (Occult) d8, Knowledge (Therianology) d8,
  Notice d12, Stealth d12, Survival d10, Tracking d10
  Special Abilities
  ● Bite/Claws: Str+d6
  ● Fear -2: Weretigers are frightening creatures to see.
  ● Fleet-Footed: Weretigers roll d10s when running instead of d6s.
  ● Invulnerability: Therianthropes can only be Shaken by weapons that are
  not silver, not Wounded.
  ● Low Light Vision: Therianthropes ignore penalties for Dim and Dark
  lighting.
  ● Shapeshift (Human, Weretiger, Tiger): May spend an action to
  shapeshift between the given forms.
  ● Size +1: Weretigers are fairly large creatures.
  ● Weakness (Silver): Therianthropes suffer normal damage from silver
  weapons.
  
  21
  Cult Missions
  Cult Missions
  Members of the Burning Crow are essentially overzealous activists, although
  they hide their identities and try to stay out of the public eye. They are dedicated
  to protecting nature and it indigenous animals in all forms. They exist to kill those
  who wish to use nature for unnatural purposes, destroy it for selfish means,
  overpopulate, or install technology that causes damage (knowingly or unknow-
  ingly). They retain a group of warriors for this purpose and for the purpose of
  protecting the cult.
  When the Burning Crow cult sends out an assembly of warriors, they are
  typically sent a minimum of 100 miles away. Campaigns closer to home bring
  unwanted attention while those farther away are easier to deflect investigations.
  Given their residence in northern Wisconsin, the Burning Crow performs many
  campaigns in Canada and the thick wooded areas of the United States.
  Burning Crow warrior assemblies consist of 5-15 warriors and one leader
  (Frederick or William Sillstone). Devon Miller rarely ventures out with the war-
  rior assemblies, but is not afraid to defend their home should the need arise. Due
  to their limited numbers, the Burning Crow can only handle two missions at a
  time and concurrent missions are rare. The most likely scenario of this is when
  one team is sent out while the other is on their way back.
  However, mankind and its tendencies to devastate nature are on the low end of
  the cult’s concerns. Like many supernatural beings, the Burning Crow are often
  locked in battles, physical or social, with other supernatural beings, members of
  The Fallen, occult worshipers who wish to enslave the werebeasts, and of course
  the Inquisition.
  Inquisitional Investigation
  The Burning Crow cult is designed to
  slot easily into Modern Age Shadowed
  Earth settings such as Judgment Day.
  They are starting to attract the atten-
  tion of the Inquisition during the latter
  years of the 20th century and into the
  21st century. However, tracking their
  warriors is proving difficult as they
  typically travel at night, are able to eas-
  ily hide in the forest, and are very fast
  and brutal. Additionally, they often
  fight on the same side as the inquisitors.
  Even though the Inquisition is deter-
  mined to eradicate all supernatural
  The Inquisition has an ally-enemy
  relationship with the Burning Crow.
  Officially, they are considered bestial
  beings that should be hunted and
  purged. Unofficially, they are often
  called upon by inquisitors for
  information. If an inquisitor were
  discovered to be treating the Burning
  Crow cult as an ally, he would be
  labeled as a radical and tried by his
  inquisitional judge. That is, unless the
  inquisitional judge turns a blind eye…
  
  22
  The Burning Crow
  threats across the world, many inquisitors attempt to learn from these creatures
  to better their skills in hunting them. As long as the cult’s warriors don’t harm
  mankind, the Inquisition mostly backs off. When those warriors threaten man-
  kind, they are hunted to the best of the Inquisition’s abilities; almost as if they are
  being taught a lesson, making sure they always know the Inquisition will be there
  to hunt and purge their kind.
  Adventure Hooks
  The Burning Crow cult can be incor-
  porated into Shadowed Earth adven-
  tures and campaigns in multiple ways.
  Here are a couple ideas:
  THE MINERS
  Frederick Sillstone brought five warriors to Canada to investigate illegal min-
  ing activity. The mines were being set-up by a private investor looking to strip
  parts of Canada of precious gems and other ores. While remaining behind the
  scenes, the investor hired a group of men from Toronto to travel through the
  Canadian Shield and look for the best locations to mine gems.
  The miners decided to violate many protected areas while looking for mine
  locations. They destroyed parts of the landscape and were doing everything they
  could to dodge the authorities. The Burning Crow knew that to stop these miners,
  they would need to hunt them down and eliminate them all.
  Frederick and his warriors searched through the Canadian Shield in Ontario
  and found the miners. They slaughtered all 30 of them, leaving a sign to others
  that nature does not appreciate this violation.
  THE NORTHERN WOODS
  William Sillstone brought five warriors to the northern woods of Minnesota to
  search for an unknown creature said to be ravaging the natural creatures of the
  area. News reports state wolf, bear, and deer carcasses have been found with
  large claw marks and what appears to be large, inhuman bite marks. Signs show
  that the animals were partially drained of blood before being left to the carrion
  birds.
  The Burning Crow have heard stories of creatures from the stars that arrive on
  Earth to feed off her creatures. They sometimes get close enough to civilization
  to feast off humans, but reports to support that theory are sketchy and often turn
  out to be fictional. Being the protectors of nature and its creatures, the Burning
  Crow feel an obligation to end this threat as the National Forest rangers and local
  sheriffs will be immediately overwhelmed.
  William’s force searches the forest and finds a large, bat-like creature with a
  distended jaw and large claws. As the creature is alone, the Burning Crow war-
  Although The Burning Crow, and all
  Veiled Supplements, is designed to be
  used with Shadowed Earth, it can just
  as easily be placed within any fantasy
  horror setting simply be removing all
  references to Earth locations.
  
  23
  Cult Missions
  riors easily overwhelm and
  kill it, hauling its body back to
  Wisconsin for further investi-
  gation (of their own, not the
  local authorities). Should the
  creature’s kin find out, the
  Burning Crow may become in-
  volved in a lengthy rivalry be-
  tween themselves and the
  bat-like alien.
  Meeting Hall
  The Burning Crow cult has a
  well-concealed meeting hall
  within the Wisconsin high-
  lands for the elders and the
  highest ranking warriors to
  use. In the basement of the
  meeting hall is a ritual room
  that can be used for the im-
  buement process. In the ritual
  room is a ritual circle sur-
  rounding a platform. Next to
  the ritual circle is a dais for
  the hierophant to recite the
  ritual.
  During the ritual, the druid
  and shaman stand on both
  sides of the platform with the
  recipient lying on the plat-
  form. The druid controls the
  animal’s essence, after the
  shaman extracts it from the
  spiritual realm, while the sha-
  man and hierophant control
  the recipient’s soul. Tools are
  kept in a chest along the wall
  with nature statues in the
  nearby corners.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Shadowed Earth/Savage Worlds - Shadowed Earth - Veiled Supplements #01 - The Burning Crow.pdf